Method, apparatus and device for acquiring hit information, and storage medium

CN122998720APending Publication Date: 2026-10-30TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202510549919.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-28
Publication Date
2026-10-30

AI Technical Summary

Benefits of technology

[0034]本申请实施例提供的技术方案,在第一虚拟角色成功攻击第二虚拟角色时,根据第一虚拟角色的攻击方式的第一等级和第二虚拟角色的抵抗攻击方式的第二等级的比对结果获取用于呈现受击效果的受击信息。两个等级的比对结果仅有三种明确的情况,根据比对结果获取受击信息的逻辑较为简单,有利于降低获取受击信息的计算量,提高获取受击信息的效率,进而提高呈现受击效果的效率。

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Abstract

The application discloses a method, device and equipment for obtaining hit information, and a storage medium, and belongs to the technical field of computers. The method comprises the following steps: obtaining an attack result of a first virtual character attacking a second virtual character; in response to the attack result being that the first virtual character successfully attacks the second virtual character, determining a first level and a second level; the first level is the level of an attack mode used by the first virtual character to attack the second virtual character, and the second level is the level of a resistance attack mode used by the second virtual character to resist the attack of the first virtual character; in the case that the first level is lower than the second level, obtaining first hit information, and the first hit information is used to present the effect that the second virtual character is successfully attacked and the virtual behavior of the second virtual character is not interrupted. Based on the above method, device, equipment and storage medium, the efficiency of obtaining hit information can be improved, and the human-computer interaction rate can be improved.
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Description

Technical Field

[0001] This application relates to the field of computer technology, and in particular to a method, apparatus, device, and storage medium for obtaining hit information. Background Technology

[0002] With the development of computer technology, more and more applications are able to provide virtual environments, allowing players to control virtual characters to move around in the virtual environment provided by the application.

[0003] In some scenarios, virtual characters operating in a virtual environment can attack each other. The application can display the hit effect of a successfully attacked virtual character, providing a visual and intuitive indication that the virtual character has been attacked. The hit effect is based on the hit information; therefore, the hit information needs to be obtained before the application can display the hit effect. Summary of the Invention

[0004] This application provides a method, apparatus, device, and storage medium for obtaining impact information. The technical solutions provided by this application include the following aspects.

[0005] On one hand, embodiments of this application provide a method for obtaining hit information, the method comprising:

[0006] Obtain the attack result of the first virtual character attacking the second virtual character, wherein the first virtual character and the second virtual character are different virtual characters located in the virtual environment;

[0007] In response to the attack result that the first virtual character successfully attacks the second virtual character, a first level and a second level are determined; the first level is the level of the attack method used by the first virtual character to attack the second virtual character, and the second level is the level of the resistance attack method used by the second virtual character to resist the attack of the first virtual character.

[0008] When the first level is lower than the second level, first hit information is obtained. The first hit information is used to present the effect that the second virtual character was successfully attacked and the virtual behavior of the second virtual character was not interrupted.

[0009] On the other hand, an apparatus for acquiring strike information is provided, the apparatus comprising:

[0010] The first acquisition module is used to acquire the attack result of the first virtual character attacking the second virtual character, wherein the first virtual character and the second virtual character are different virtual characters located in a virtual environment;

[0011] A determination module is configured to determine a first level and a second level in response to the attack result being that the first virtual character successfully attacks the second virtual character; the first level is the level of the attack method used by the first virtual character to attack the second virtual character, and the second level is the level of the resistance attack method used by the second virtual character to resist the attack of the first virtual character.

[0012] The second acquisition module is used to acquire first hit information when the first level is lower than the second level. The first hit information is used to present the effect that the second virtual character has been successfully attacked and the virtual behavior of the second virtual character has not been interrupted.

[0013] In one possible implementation, the first hit information includes a fused animation, and the second acquisition module is used to determine the hit animation and the behavior animation of the virtual behavior when the first level is lower than the second level; and to fuse the hit animation and the behavior animation to obtain the fused animation.

[0014] In one possible implementation, the second acquisition module is further configured to acquire second hit information when the first level is higher than the second level. The second hit information is used to present the effect that the second virtual character has been successfully attacked and the virtual behavior of the second virtual character has been interrupted.

[0015] In one possible implementation, the second hit information includes first indication information, which is used to indicate and display the second virtual character to perform a hit action; the second acquisition module is used to determine the hit action from at least two candidate actions corresponding to the attack method; and acquire the first indication information based on the hit action.

[0016] In one possible implementation, different candidate actions among the at least two candidate actions correspond to different orientations; the second acquisition module is used to determine a first orientation; wherein, when the attack method does not correspond to a fixed hit orientation, the first orientation is the orientation of the second virtual character when attacked by the first virtual character; when the attack method corresponds to a fixed hit orientation, the first orientation is the fixed hit orientation corresponding to the attack method; the candidate action whose orientation matches the first orientation among the at least two candidate actions is determined as the hit action; based on the first orientation and the hit action, the first indication information is obtained, the first indication information is used to instruct the second virtual character whose display orientation is the first orientation to perform the hit action.

[0017] In one possible implementation, when the second virtual character meets the conditions of being hit while standing or being hit while knocked down, the second hit information further includes second indication information, which is used to indicate and display the position of the second virtual character on the virtual ground in the virtual environment according to the displacement method corresponding to the attack method.

[0018] The second virtual character satisfying the standing attack condition includes: the attack type corresponding to the attack method is a forced standing attack, which is used to make the second virtual character stand while being attacked; or, the first displacement force corresponding to the attack method is not greater than the force threshold and the second virtual character is standing, which is used to make the second virtual character move in a first direction, which is perpendicular to the virtual ground.

[0019] The conditions for the second virtual character to be knocked down include: the first displacement force is not greater than the force threshold and the second virtual character is in a knocked-down state.

[0020] In one possible implementation, the second acquisition module is further configured to determine the displacement mode based on the second displacement force corresponding to the attack mode and the friction force experienced by the second virtual character as it moves on the virtual ground; the second displacement force is used to cause the second virtual character to move in a second direction, the second direction being parallel to the virtual ground; and to acquire the second indication information based on the displacement mode.

[0021] In one possible implementation, when the attack type corresponding to the attack method is a forced standing attack and the second virtual character is not in a standing state, the second hit information further includes third indication information, which is used to indicate that the second virtual character should be adjusted to the standing state before the second virtual character is displayed to perform the hit action; wherein, the forced standing attack is used to make the second virtual character be hit in the standing state.

[0022] In one possible implementation, when the second virtual character meets the conditions for being hit while airborne, the second hit information further includes fourth indication information, which is used to indicate and display the position of the second virtual character in the virtual space of the virtual environment according to the airborne method corresponding to the attack method.

[0023] The second virtual character satisfies the condition of being hit while airborne, including: the first displacement force corresponding to the attack method is greater than the force threshold, the first displacement force is used to cause the second virtual character to move in a first direction, the first direction being perpendicular to the virtual ground in the virtual environment; or, the first displacement force is not greater than the force threshold and the second virtual character is in an airborne state, the airborne state being a state of not touching the virtual ground.

[0024] In one possible implementation, the second acquisition module is further configured to determine the take-off method based on the first displacement force, the second displacement force corresponding to the attack method, the air resistance experienced by the second virtual character when moving in the virtual space, and the gravity experienced by the second virtual character when moving in the virtual space; the second displacement force is used to cause the second virtual character to move in a second direction, the second direction being a direction parallel to the virtual ground; and the fourth indication information is acquired based on the take-off method.

[0025] In one possible implementation, the second hit information further includes fifth indication information, which is used to indicate that after the second virtual character first comes into contact with the virtual ground, the ground bounce effect of the second virtual character is displayed, after the second virtual character comes into contact with the virtual ground again, the second virtual character performs a knockdown action, and after the knockdown action ends, the second virtual character is displayed as being in a knockdown state.

[0026] In one possible implementation, the second hit information further includes a sixth indication information, which is used to indicate that if the second virtual character comes into contact with a virtual wall in the virtual environment during the movement of the second virtual character, and the speed at which the second virtual character comes into contact with the virtual wall is not less than the wall hit threshold corresponding to the virtual wall, the wall hit effect of the second virtual character is displayed, and after the wall hit effect is displayed, the display of the second virtual character moving its position in the virtual space in the air-jumping manner is restored.

[0027] In one possible implementation, when the second virtual character meets the grab-and-hit condition, the second hit information further includes a seventh indication information, which is used to indicate that the position of the second virtual character be adjusted to the grab-and-hit position before displaying the second virtual character performing the hit action; wherein, the second virtual character meeting the grab-and-hit condition includes: the attack type corresponding to the attack method is a grab attack, and the grab attack is used to control the second virtual character after grabbing the second virtual character to the grab-and-hit position.

[0028] In one possible implementation, when the second virtual character meets the grab-and-hit condition, the second hit information further includes an eighth indication, which is used to indicate that after the hit action ends, the second virtual character enters the grab-and-hit end state; wherein, the second virtual character meeting the grab-and-hit condition includes: the attack type corresponding to the attack method is a grab attack, and the grab attack is used to grab the second virtual character to the grab-and-hit position and then control the second virtual character.

[0029] In one possible implementation, if the attack method meets the priority condition, the second hit information further includes a ninth indication information, which is used to indicate that if the second virtual character is successfully attacked by a third virtual character while performing the hit action, the hit action will not be interrupted; wherein the third virtual character is different from the first virtual character and the second virtual character.

[0030] On the other hand, a computer device is provided, the computer device including a processor and a memory, the memory storing at least one computer program, the at least one computer program being loaded and executed by the processor to enable the computer device to implement any of the above-described methods for obtaining hit information.

[0031] On the other hand, a computer-readable storage medium is also provided, wherein at least one computer program is stored therein, the at least one computer program being loaded and executed by a processor to enable a computer to implement any of the methods described above for obtaining hit information.

[0032] On the other hand, a computer program or computer program product is also provided, the computer program or computer program product including computer instructions, which are loaded and executed by a processor to enable the computer to implement any of the above-described methods for obtaining hit information.

[0033] The technical solution provided in this application has at least the following beneficial effects:

[0034] The technical solution provided in this application, when a first virtual character successfully attacks a second virtual character, obtains hit information for presenting the hit effect based on a comparison result between the first level of the attack method of the first virtual character and the second level of the resistance attack method of the second virtual character. The comparison result between the two levels has only three definite cases, and the logic for obtaining hit information based on the comparison result is relatively simple. This helps reduce the computational load of obtaining hit information, improves the efficiency of obtaining hit information, and thus improves the efficiency of presenting the hit effect.

[0035] Furthermore, when the first level is lower than the second level, the acquired hit information is the first hit information. Based on this first hit information, it is possible to present both the effect of the second virtual character being successfully attacked and the effect of the second virtual character's virtual behavior not being interrupted. The presented effect is relatively rich and reasonable, which is conducive to improving the visual experience and thus improving the human-computer interaction rate. Attached Figure Description

[0036] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0037] Figure 1 This is a schematic diagram of the structure of a computer system provided in an embodiment of this application;

[0038] Figure 2 This is a flowchart illustrating a method for obtaining impact information provided in an embodiment of this application;

[0039] Figure 3 This is a flowchart of a server processing method that does not interrupt an attack, provided in an embodiment of this application;

[0040] Figure 4 This is a schematic diagram illustrating a process of displaying a fused animation on a terminal, as provided in an embodiment of this application.

[0041] Figure 5 This is a schematic diagram illustrating another process of terminal displaying fused animation provided in an embodiment of this application;

[0042] Figure 6 This is a flowchart illustrating a terminal presenting a standing impact effect based on second impact information, according to an embodiment of this application.

[0043] Figure 7 This is a schematic diagram of a terminal displaying a standing impact effect, provided in an embodiment of this application.

[0044] Figure 8 This is a flowchart illustrating the effect of a terminal being knocked down and struck based on second impact information, provided in an embodiment of this application.

[0045] Figure 9 This is a schematic diagram illustrating the process of a terminal presenting a knockdown and impact effect according to an embodiment of this application;

[0046] Figure 10 This is a schematic diagram illustrating another process by which a terminal presents the effect of being knocked down and struck, as provided in an embodiment of this application.

[0047] Figure 11 This is a flowchart illustrating a terminal presenting a floating impact effect based on second impact information, provided in an embodiment of this application.

[0048] Figure 12 This is a schematic diagram of a terminal displaying a floating and being hit effect, provided in an embodiment of this application.

[0049] Figure 13 This is a flowchart of a terminal presenting a grabbing effect based on second hit information, provided in an embodiment of this application;

[0050] Figure 14 This is a schematic diagram illustrating the process of a terminal displaying a grabbing and clicking effect, as provided in an embodiment of this application.

[0051] Figure 15 This is a schematic diagram illustrating a process by which a server obtains hit information, as provided in an embodiment of this application.

[0052] Figure 16 This is a schematic diagram of a device for obtaining impact information provided in an embodiment of this application;

[0053] Figure 17 This is a schematic diagram of the structure of a terminal provided in an embodiment of this application;

[0054] Figure 18 This is a schematic diagram of the structure of a server provided in an embodiment of this application. Detailed Implementation

[0055] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.

[0056] For ease of understanding, the terms used in this application are explained here.

[0057] Virtual environment: A virtual environment is the environment provided (or displayed) by an application when it runs on a terminal. This virtual environment refers to the environment created for virtual characters to move around in. A virtual environment can be two-dimensional, 2.5-dimensional, or three-dimensional. It can be a simulation of the real world, a semi-simulated / semi-fictional environment, or a purely fictional environment.

[0058] Virtual Character: A virtual character refers to an actionable object in a virtual environment. This actionable object can be at least one of a virtual human, a virtual animal, or an anime character. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual character is a three-dimensional model created based on animation skeletal technology. Each virtual character has its own shape, volume, and orientation in the three-dimensional virtual environment and occupies a portion of the space within the three-dimensional virtual environment. In some embodiments, a virtual character may also be referred to as a virtual object, a game character, etc.

[0059] Attack Detection: When a virtual character launches an attack, the attack area of ​​the attacker and the hit area of ​​the victim come into contact, which constitutes an attack detection.

[0060] Break-through level: The level (also known as priority) of the attacker's attack method, used to calculate the result of the attack judgment.

[0061] Resistance level: The level of resistance of the attacked party to the attack method (also known as priority), used to calculate the result of the attack judgment.

[0062] Interrupt: Forcefully stop the current virtual behavior of the virtual character.

[0063] Virtual behavior: The actions of a virtual character during its activities in a virtual environment provided by an application. For example, virtual behavior may include, but is not limited to, skill activation, jumping, and moving.

[0064] Px: The magnitude of the force by which the attacker's attack causes the target to shift along the x-axis (horizontal direction).

[0065] Py: The magnitude of the force by which the attacker's attack causes the target to shift along the y-axis (vertical direction).

[0066] Standing state: One of the states of a virtual character on the virtual ground in a virtual environment. The vertical coordinate of the virtual character is y=0 and there is no falling mark.

[0067] Downed state: Another state in which a virtual character is on virtual ground in a virtual environment, and the virtual character has a downed marker.

[0068] Floating state: The state in which the virtual character is detached from the virtual ground in the virtual environment, and the vertical coordinate y of the virtual character is greater than 0.

[0069] Virtual characters active in the virtual environment can attack each other. The application can display the hit effect of a successfully attacked virtual character. The hit effect can visually and intuitively indicate that the virtual character has been attacked. The hit effect is presented based on the hit information obtained by the computer device.

[0070] In related technologies, after a computer device successfully attacks a second virtual character, it first determines the attack type of the first virtual character and the current state of the second virtual character, and then obtains hit information for presenting the hit effect based on the determined attack type and state.

[0071] For example, the second virtual character has four states: Normal, Hardened, Super Armor, and Vajra. When the second virtual character is in the "Normal" state, its virtual actions can be interrupted by all attacks from the first virtual character. When the second virtual character is in the "Hardened" state, its virtual actions can be interrupted by all attacks from the first virtual character except for normal attacks. When the second virtual character is in the "Super Armor" state, its virtual actions can only be interrupted by the first virtual character's grab attack. When the second virtual character is in the "Vajra" state, its virtual actions cannot be interrupted by any attacks from the first virtual character. When the second virtual character's virtual actions are interrupted by the first virtual character's attack, the information used to display the interruption effect will be used as the hit information. When the second virtual character's virtual actions are not interrupted by the first virtual character's attack, the information used to indicate that no hit effect will be displayed will be used as the hit information.

[0072] The attack type of the first virtual character and the current state of the second virtual character can have multiple combinations. Obtaining hit information based on attack type and state is complex, easily increasing the computational load and reducing the efficiency of displaying hit effects. Furthermore, different attack types can interrupt different states, making it impossible to summarize a simple rule for obtaining hit information. Players need to memorize all the rules to achieve the desired hit effect, resulting in a high learning curve and reduced player-computer interaction.

[0073] Furthermore, if the virtual behavior of the second virtual character is not interrupted by the attack of the first virtual character, the information used to indicate that no hit effect is presented will be used as hit information. Based on this, if the virtual behavior of the second virtual character is not interrupted by the attack of the first virtual character, no hit effect will be presented, lacking feedback of attack hit, resulting in poor visual effects and further reducing the human-computer interaction rate.

[0074] Figure 1 A schematic diagram of the structure of a computer system provided in an embodiment of this application is shown. The computer system may include: a first terminal 101, a server 102, and a second terminal 103.

[0075] The first terminal 101 has an application that supports virtual environments installed and running. The first interactive object can use the first terminal 101 to control the first virtual character to perform activities in the virtual environment provided by the application, so as to realize the interaction process between the first interactive object and the first terminal 101 based on the first virtual character. The activities include, but are not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking other virtual characters, throwing, changing position, etc.

[0076] The second terminal 103 has an application that supports virtual environments installed and running. The second interactive object can use the second terminal 103 to control the second virtual character to perform activities in the virtual environment provided by the application, so as to realize the interaction process between the second interactive object and the second terminal 103 based on the second virtual character. These activities include, but are not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking other virtual characters, throwing, changing position, etc.

[0077] This application does not limit the applications that support virtual environments. Exemplarily, applications supporting virtual environments include, but are not limited to: VR (Virtual Reality) applications, AR (Augmented Reality) applications, 3D mapping applications, game applications, social applications, and interactive entertainment applications. Exemplarily, game applications include, but are not limited to, shooting games, MOBA (Multiplayer Online Battle Arena) games, SLG (Simulation Game) games, action games, and role-playing games. In some embodiments, the application may also be referred to as a client.

[0078] In some embodiments, applications supporting virtual environments can support multiple operating systems, and applications running on different operating systems can communicate with each other. In some embodiments, applications supporting virtual environments are applications developed based on a 3D engine. In some embodiments, applications supporting virtual environments are standalone applications or network-connected applications.

[0079] Optionally, the first terminal 101 can refer to one of a plurality of terminals, and the second terminal 103 can refer to another of a plurality of terminals. This application embodiment only uses the first terminal 101 and the second terminal 103 as examples for illustration. The device types of the first terminal 101 and the second terminal 103 may be the same or different.

[0080] In one possible implementation, the first terminal 101 and the second terminal 103 are any electronic products capable of human-computer interaction with an interactive object through one or more methods such as a keyboard, touchpad, touch screen, remote control, voice interaction, or handwriting device. Examples include PCs (Personal Computers), mobile phones, smartphones, PDAs (Personal Digital Assistants), wearable devices, handheld portable gaming devices, PPCs (Pocket PCs), tablet computers, smart car systems, smart TVs, smart speakers, and in-vehicle terminals.

[0081] The first terminal 101 establishes a communication connection with the server 102 through a wired or wireless network, and the second terminal 103 establishes a communication connection with the server 102 through a wired or wireless network.

[0082] Server 102 provides background services for applications supporting virtual environments installed on terminals (e.g., first terminal 101 and second terminal 103). Server 102 includes at least one of a single server, a server cluster consisting of multiple servers, a cloud computing service center, or a virtualization center. In one possible implementation, server 102 undertakes the primary computing work, and the terminal undertakes secondary computing work; or, server 102 undertakes secondary computing work, and the terminal undertakes primary computing work; or, server 102 and the terminal collaborate on computing using a distributed computing architecture.

[0083] The method for obtaining hit information provided in this application embodiment can be executed by server 102, by a terminal (e.g., first terminal 101 and / or second terminal 103), or by interaction between the terminal and server 102. This application embodiment does not limit this. Further explanation will be given using the method for obtaining hit information provided in this application embodiment executed by server 102 as an example.

[0084] See Figure 1 After the first virtual character attacks the second virtual character, the server 102 can obtain the attack result of the first virtual character attacking the second virtual character; in response to the attack result that the first virtual character successfully attacked the second virtual character, the server 102 determines the first level of the attack method used by the first virtual character to attack the second virtual character, and the second level of the resistance attack method used by the second virtual character to resist the attack of the first virtual character; and determines the comparison result of the first level and the second level.

[0085] If the comparison result between the first level and the second level is that the first level is lower than the second level, the first hit information is obtained. The first hit information is used to present the effect that the second virtual character was successfully attacked and the virtual behavior of the second virtual character was not interrupted. If the comparison result between the first level and the second level is that the first level is higher than the second level, the second hit information is obtained. The second hit information is used to present the effect that the second virtual character was successfully attacked and the virtual behavior of the second virtual character was interrupted.

[0086] In some embodiments, after obtaining the hit information, the server 102 can send the hit information to the first terminal 101 and the second terminal 103 so that the first terminal 101 and the second terminal 103 can present corresponding effects according to the hit information.

[0087] It should be noted that the above description only illustrates the method for obtaining hit information when executed by server 102. In some embodiments, the method for obtaining hit information can also be executed by the terminal, or interactively executed by the terminal and server 102. When the method for obtaining hit information is executed by the terminal, after obtaining the hit information, the terminal can present corresponding effects based on the hit information, and can also send the hit information to server 102 so that server 102 can synchronize the hit information to other terminals.

[0088] Those skilled in the art should understand that the first terminal 101, server 102 and second terminal 103 described above are merely examples. Other existing or future terminals or servers that are applicable to this application should also be included within the scope of protection of this application, and are hereby incorporated by reference.

[0089] This application provides a method for obtaining impact information, which can be applied to the above-mentioned... Figure 1 The computer system shown. This method can be executed by a computer device, which may include a terminal or a server. In other words, the method for obtaining hit information provided in this application embodiment can be executed by a server, by a terminal, or interactively by both a server and a terminal. This application embodiment uses this method executed by a server (e.g.,... Figure 1 The following explanation uses server 102 as an example. Figure 2 As shown, the method for obtaining hit information provided in this application embodiment may include the following steps 201 to 203:

[0090] In step 201, the attack result of the first virtual character attacking the second virtual character is obtained. The first virtual character and the second virtual character are different virtual characters located in the virtual environment.

[0091] The first virtual character is a virtual character controlled by a first interactive object through a first terminal. The first terminal has an application that supports virtual environments installed. After running the application on the first terminal, the first terminal can display the first virtual character and the second virtual character located in the virtual environment. The second virtual character is a different virtual character from the first virtual character. For example, the second virtual character and the first virtual character belong to different factions, or the second virtual character and the first virtual character are hostile to each other. The second virtual character can be a player character (i.e., a virtual character controlled by another terminal) or a non-player character (NPC).

[0092] In this embodiment of the application, the first virtual character and the second virtual character can attack each other. That is, the application provides a battle function. The battle function can be a core function of the application (e.g., an action game) or an additional function of the application (e.g., a battle function in the battle mode of a role-playing game). This embodiment of the application does not limit this.

[0093] In some embodiments, after the first terminal runs the application, it can display a virtual environment screen, which displays a first virtual character and a second virtual character. For example, the virtual environment screen is a screen displayed on the application. Before displaying the virtual environment screen, a team-up interface for forming friend teams, a matching interface for matching user accounts of interactive objects with other user accounts, and a game loading interface for loading game information may also be displayed.

[0094] The virtual environment screen is a screen captured by observing the virtual environment provided by the application from the perspective of a first virtual character. The perspective of the first virtual character can refer to the first-person perspective of the first virtual character, or it can refer to the third-person perspective of the first virtual character, etc., and this application embodiment does not limit it in this way.

[0095] For example, the perspective of the first virtual character is the angle from which the camera model observes the first virtual character in the virtual environment. The camera model automatically follows the first virtual character in the virtual environment; that is, when the position of the first virtual character changes in the virtual environment, the camera model follows the change in the position of the first virtual character in the virtual environment, and the camera model is always within a certain distance range from the first virtual character in the virtual environment. For example, during the automatic following process, the relative position of the camera model and the first virtual character does not change.

[0096] For example, a camera model refers to a 3D model located around a first virtual character in a virtual environment. When using a first-person perspective, the camera model is located near or at the head of the first virtual character. When using a third-person perspective, the camera model can be located behind the first virtual character and bound to it, or it can be located at any position at a reference distance from the first virtual character. The camera model allows observation of the first virtual character in the virtual environment from different angles. The reference distance is set based on experience or can be flexibly adjusted according to the application scenario. For example, in addition to first-person and third-person perspectives, other perspectives are also included, such as a top-down perspective. When using a top-down perspective, the camera model can be located above the head of the first virtual character. The top-down perspective is the viewpoint of observing the virtual environment from an aerial viewpoint. For example, the camera model is not actually displayed in the virtual environment; that is, it is not displayed in the displayed virtual environment screen.

[0097] In an exemplary embodiment, the display of the first virtual character in the virtual environment differs depending on the viewing angle. For example, in a third-person view, the complete first virtual character is displayed in the virtual environment; in a first-person view, a portion of the first virtual character, such as the first virtual character's hand, is displayed.

[0098] In this embodiment, the second virtual character is located within the observation range of the camera model. Therefore, in addition to displaying the first virtual character, the second virtual character is also displayed in the virtual environment screen. In an exemplary embodiment, in addition to displaying the first and second virtual characters, other virtual characters and other elements may also be displayed in the virtual environment screen. Exemplarily, other virtual characters may refer to virtual characters controlled by other terminals, or human-computer virtual characters that are not controlled by any interactive object. Exemplarily, other elements include, but are not limited to, virtual mountains, virtual ground, virtual rivers, virtual lakes, virtual oceans, virtual deserts, virtual swamps, virtual quicksand, virtual sky, virtual walls, virtual plants, virtual buildings, virtual vehicles, etc.

[0099] In some embodiments, after the first terminal runs the application, it may also display character operation controls that can be used to control the first virtual character to move in the virtual environment, attack other virtual characters, or resist attacks from other virtual characters. Optionally, the character operation controls may include, but are not limited to, virtual joystick controls, direction controls, attack controls, skill release controls, block controls, dodge controls, etc.

[0100] After the first terminal displays the first virtual character and the second virtual character, the first interactive object can generate an attack operation targeting the second virtual character. This allows the first terminal to control the first virtual character to attack the second virtual character based on the attack operation. The attack operation targeting the second virtual character instructs the first virtual character on the attack method to attack the second virtual character, enabling the first terminal to control the first virtual character to use the attack method indicated by the attack operation targeting the second virtual character to attack the second virtual character.

[0101] The embodiments of this application do not limit the type of attack operation generated by the first interactive object against the second virtual character, and each attack operation indicates an attack method.

[0102] In some embodiments, the attack operation against the second virtual character can be to control the first virtual character to execute any one of the candidate attack actions. In this case, the attack method indicated by the attack operation against the second virtual character is to attack the second virtual character through any one of the candidate attack actions. The candidate attack actions are actions that the first virtual character can execute to attack other virtual characters. The candidate attack actions can be set based on experience or flexibly adjusted according to the application scenario. This application embodiment does not limit this. For example, the candidate attack actions may include, but are not limited to, punching, kicking, waving virtual props, etc.

[0103] In some embodiments, the attack operation against the second virtual character can also involve controlling the first virtual character to use any one of the candidate attack items. In this case, the attack method indicated by the attack operation against the second virtual character is to attack the second virtual character using any one of the candidate attack items. Candidate attack items are items possessed by the first virtual character that can attack other virtual characters. These items can be items configured for the first virtual character by the first interactive object, items obtained by the first virtual character during activities in the virtual environment, or items gifted to the first virtual character by other virtual characters, etc. This application embodiment does not limit the scope of these limitations.

[0104] In some embodiments, the attack operation against the second virtual character can also be to control the first virtual character to release any one of the candidate attack skills. In this case, the attack method indicated by the attack operation against the second virtual character is to attack the second virtual character using any one of the candidate attack skills. Candidate attack skills are skills possessed by the first virtual character that can attack other virtual characters. Candidate attack skills can be skills configured for the first virtual character by the first interactive object, or skills acquired by the first virtual character during activities in the virtual environment, etc. This application embodiment does not limit this.

[0105] The first interactive object can control the first virtual character through a gamepad, character control controls, voice, gestures, etc. The gamepad is the controller used by the first interactive object to interact with the first terminal. The first interactive object can control the first virtual character through the joystick, buttons, triggers, and other components in the gamepad. For example, the first interactive object can control the first virtual character to perform any defensive action, use any attack item, or release any attack skill through the gamepad, character control controls, voice, gestures, etc.

[0106] In an exemplary embodiment, during the process of the first terminal controlling the first virtual character to attack the second virtual character, the first terminal can also display the attack effect of the first virtual character. The attack effect of the first virtual character is used to indicate that the first virtual character has launched an attack on the second virtual character. The way to display the attack effect of the first virtual character can be set based on experience or flexibly adjusted according to the type of attack method, and this embodiment does not limit this. For example, when the attack method is to attack the second virtual character through any of the candidate attack actions, the way to display the attack effect of the first virtual character may refer to displaying the first virtual character performing any attack action. When the attack method is to attack the second virtual character through any of the candidate attack props, the way to display the attack effect of the first virtual character may refer to displaying the usage effect of any attack prop (e.g., displaying the throwing trajectory of a throwing attack prop, displaying the explosion effect of an explosive attack prop, etc.). When the attack method is to attack the second virtual character through any of the candidate attack skills, the way to display the attack effect of the first virtual character may refer to displaying the release effect of any attack skill (e.g., displaying the skill duration of any attack skill, displaying the skill name of any attack skill, etc.).

[0107] After the first terminal controls the first virtual character to attack the second virtual character, the server can obtain the attack result of the first virtual character attacking the second virtual character. The attack result of the first virtual character attacking the second virtual character is either: the first virtual character successfully attacked the second virtual character, or the first virtual character failed to attack the second virtual character.

[0108] In one possible implementation, the process by which the server obtains the attack result of the first virtual character attacking the second virtual character includes: the server determining the attack area corresponding to the first virtual character and the hit area corresponding to the second virtual character; if there is an overlap between the attack area and the hit area, determining that the attack result of the first virtual character attacking the second virtual character is that the first virtual character successfully attacked the second virtual character; if there is no overlap between the attack area and the hit area, determining that the attack result of the first virtual character attacking the second virtual character is that the first virtual character failed to attack the second virtual character.

[0109] The attack area is the region used to indicate the attack range of the first virtual character. The location and size of the attack area are related to the position of the first virtual character and the attack method used by the first virtual character to attack the second virtual character. Different attack methods may correspond to the same or different attack areas. The hit area is the region used to detect whether the second virtual character is under attack. The hit area is related to the position of the second virtual character. For example, the hit area is the area occupied by the second virtual character in the virtual environment.

[0110] In an exemplary embodiment, the server may determine the attack area corresponding to the first virtual character by: determining the location of the first virtual character and the attack method used by the first virtual character to attack the second virtual character; and determining the attack area based on the location of the first virtual character and the attack area determination method corresponding to the attack method. The attack area determination method corresponding to the attack method is used to indicate how to determine the attack area where the first virtual character attacks the second virtual character using that attack method. The attack area determination method corresponding to the attack method can be set based on experience or flexibly adjusted according to needs, and this embodiment does not limit it in this way.

[0111] For example, if the attack method is to attack the second virtual character using any attack action, the attack area determination method corresponding to the attack method can refer to taking the area occupied by the first virtual character in the virtual environment after performing the attack action as the attack area.

[0112] For example, if the attack method involves using any attack item or skill to attack the second virtual character, the attack area can be determined by using an area within a certain radius starting from the position of the first virtual character as the attack area. This radius is the effective range of any attack item or skill, which can be set based on experience. For instance, the effective range of any attack item or skill could be a circular area with a certain radius centered on the position of the first virtual character, or a fan-shaped area with a certain radius as its vertex. The effective ranges of different attack items may be the same or different; the effective ranges of different attack skills may also be the same or different.

[0113] In an exemplary embodiment, the server may determine the hit area of ​​the second virtual character by using the area occupied by the second virtual character in the virtual environment as the hit area.

[0114] An intersection between the attack area and the hit area means that the areas covered by the attack area and the hit area overlap. In some embodiments, an intersection between the attack area and the hit area can also be referred to as contact between the attack area and the hit area. If an intersection exists between the attack area and the hit area, the first virtual character is considered to have successfully attacked the second virtual character; if no intersection exists between the attack area and the hit area, the first virtual character is considered to have failed to attack the second virtual character.

[0115] In some embodiments, the attack area may also be referred to as the attack detection area, and the hit area may also be referred to as the hit detection area. When there is an intersection between the attack area and the hit area, it can be considered that an attack determination has occurred, that is, it is considered that further hit information for presenting the hit effect needs to be obtained.

[0116] In response to the attack result that the first virtual character successfully attacked the second virtual character, the server obtains the hit information by executing steps 202 and 203, so that the terminal can present the hit effect based on the hit information.

[0117] In response to the attack result that the first virtual character failed to attack the second virtual character, the server does not obtain the hit information, meaning the terminal does not need to display the hit effect based on the hit information. In some embodiments, when the attack result is that the first virtual character failed to attack the second virtual character, the server may send a prompt message to the first terminal indicating that the attack failed, so that the first terminal can display the prompt message to notify the first interactive object that the attack on the second virtual character was unsuccessful.

[0118] In step 202, in response to the attack result that the first virtual character successfully attacks the second virtual character, a first level and a second level are determined; the first level is the level of the attack method used by the first virtual character to attack the second virtual character, and the second level is the level of the resistance attack method used by the second virtual character to resist the attack of the first virtual character.

[0119] If the attack results in the first virtual character successfully attacking the second virtual character, the server can use the attack method employed by the first virtual character to attack the second virtual character as the first level. In this embodiment, each attack method has its own level, and different attack methods may have the same or different levels. The level of each attack method can be set by the application developer or adjusted by the first interactive object; this embodiment does not limit this.

[0120] The first level refers to the level of the attack method used by the first virtual character to attack the second virtual character. The first level is used to indicate the attack intensity of the attack method used by the first virtual character to attack the second virtual character. The first level is positively correlated with the attack intensity. The higher the first level, the greater the attack intensity of the attack method used by the first virtual character to attack the second virtual character. In other words, the higher the probability of interrupting the virtual behavior of the second virtual character after using this attack method.

[0121] This application does not limit the way attack methods are represented, as long as the relationship between different levels can be compared. In some embodiments, the level of an attack method can be represented using at least one of numerical values, letters, and characters.

[0122] If the attack results in the first virtual character successfully attacking the second virtual character, the server can also determine the resistance attack method used by the second virtual character to resist the attack of the first virtual character, and then use the level of the resistance attack method used by the second virtual character to resist the attack of the first virtual character as the second level.

[0123] The resistance attack method used by the second virtual character to resist the attack of the first virtual character refers to the resistance attack method adopted by the second virtual character when the first virtual character attacks the second virtual character. This application embodiment does not limit the type of resistance attack method. Exemplarily, resistance attack methods may include, but are not limited to: resisting the attack by performing any of the candidate resistance actions, resisting the attack by using any of the candidate resistance items, resisting the attack by releasing any of the candidate resistance skills, and resisting the attack by wearing any of the candidate resistance equipment. In some embodiments, resistance attack may also be referred to as defensive attack.

[0124] Candidate resistance actions are actions that a second virtual character can perform to resist attacks from other virtual characters. These actions can be set based on experience or flexibly adjusted according to the application scenario; this application embodiment does not limit their scope. Candidate resistance items are items possessed by the second virtual character that can resist attacks from other virtual characters. These items can be items configured for the second virtual character by the second interactive object, items acquired by the second virtual character during activities in the virtual environment, or items gifted to the second virtual character by other virtual characters, etc. This application embodiment does not limit their scope. Candidate resistance skills are skills possessed by the second virtual character that can resist attacks from other virtual characters. These skills can be skills configured for the second virtual character by the second interactive object, or skills acquired by the second virtual character during activities in the virtual environment, etc. This application embodiment does not limit their scope.

[0125] In this embodiment, each attack resistance method has its own level, and the levels of different attack resistance methods can be the same or different. The level of the attack resistance method can be set by the application developer or adjusted by the second interactive object; this embodiment does not limit this.

[0126] The second level refers to the level of the resistance method used by the second virtual character to resist the attack of the first virtual character. The second level is used to indicate the resistance strength of the resistance method used by the second virtual character to resist the attack of the first virtual character. The second level is positively correlated with the resistance strength. The higher the second level, the greater the resistance strength of the resistance method used by the second virtual character to resist the attack of the first virtual character. In other words, the higher the probability that the virtual behavior of the second virtual character will not be interrupted by the attack method after using the resistance method to resist the attack of the first virtual character.

[0127] It should be noted that if the second virtual character does not take any measures to resist the attack when attacked by the first virtual character, then the second virtual character's resistance method can be considered as no resistance, and the level of no resistance is the lowest level among all resistance methods.

[0128] In an exemplary embodiment, the representation of the level of the attack resistance method is the same as that of the attack method, so as to facilitate comparison of the relative importance of the attack resistance method and the attack method.

[0129] After determining the first level and the second level, the server can determine the comparison result between the first level and the second level, and then obtain the hit information used to present the hit effect based on the comparison result. In some embodiments, the attack method can also be called the attack behavior, the attack resistance method can also be called the attack resistance behavior, the first level can also be called the break level, the second level can also be called the defense level, and the comparison result between the first level and the second level can be called the attack judgment result.

[0130] There are three possible outcomes when comparing the first and second levels: the first level is lower than the second level; the first level is equal to the second level; or the first level is higher than the second level. If the first level is lower than the second level, it indicates that the attack method has lower attack strength, the resistance method has higher resistance strength, and the likelihood of the second virtual character's virtual behavior being interrupted is low. If the first level is higher than the second level, it indicates that the attack method has higher attack strength, the resistance method has lower resistance strength, and the likelihood of the second virtual character's virtual behavior being interrupted is high. If the first level is equal to the second level, it indicates that the likelihood of the second virtual character's virtual behavior being interrupted is moderate.

[0131] Virtual behavior refers to the behavior of a second virtual character when attacked by a first virtual character. This application does not limit the type of virtual behavior. For example, the type of virtual behavior may include, but is not limited to, performing a certain action, releasing a certain skill, using a certain prop, moving a position, riding a virtual vehicle, or remaining still.

[0132] In step 203, if the first level is lower than the second level, first hit information is obtained. The first hit information is used to present the effect that the second virtual character was successfully attacked and the virtual behavior of the second virtual character was not interrupted.

[0133] When the first level is lower than the second level, the likelihood of the second virtual character's virtual behavior being interrupted is low. The server obtains the hit information as follows: the server obtains the first hit information. The first hit information is used to present the effect that the first virtual character was successfully attacked and the second virtual character's virtual behavior was not interrupted. That is, in the effect presented according to the first hit information, the second virtual character's virtual behavior will continue and will not stop. In some embodiments, the effect presented according to the first hit information can also be called an uninterrupted hit effect, uninterrupted hit performance, etc.

[0134] The first hit information can present both the effect of the second virtual character being successfully attacked and the effect of the second virtual character's virtual behavior not being interrupted. The presented effect is relatively rich and reasonable, which helps to improve the visual experience and thus improve the human-computer interaction rate.

[0135] In one possible implementation, the first hit information includes a blended animation. The process by which the server obtains the first hit information includes: if the first level is lower than the second level, determining the hit animation and the behavior animation of the virtual behavior; and blending the hit animation and the behavior animation to obtain the blended animation.

[0136] Hit animation is an animation that shows a second virtual character being attacked without interrupting its virtual behavior. In some embodiments, hit animation is an animation that displays hit elements around a second virtual character with virtual behavior. This application does not limit the type of hit elements. For example, hit elements may include elements with specific lines, specific patterns, specific colors, or specific flashing frequencies.

[0137] In an exemplary embodiment, the hit animation is determined from at least one candidate hit animation. The at least one candidate hit animation can be a hit animation set based on experience, or it can be a hit animation that matches the attack method; this embodiment does not limit this. A hit animation that matches the attack method refers to a hit animation that can be displayed when the attack method does not interrupt the virtual behavior. A hit animation that matches the attack method can be configured by the developer, or it can be configured or adjusted by the first interactive object itself; this embodiment does not limit this. Hit animations matching different attack methods may be the same or different.

[0138] In some embodiments, the method for determining the hit animation among at least one candidate hit animation can be: selecting any one of the candidate hit animations as the hit animation from at least one candidate hit animation.

[0139] In other embodiments, the method for determining the hit animation among at least one candidate hit animation may also be: selecting the candidate hit animation that matches the second virtual character from among the at least one candidate hit animations as the hit animation. For example, different candidate hit animations in the at least one candidate hit animation correspond to different types of virtual characters, and the candidate hit animation that matches the second virtual character may refer to a candidate hit animation whose corresponding virtual character type is the same as the type of the second virtual character. For example, different candidate hit animations in the at least one candidate hit animation correspond to different types of behavior, and the candidate hit animation that matches the second virtual character may refer to a candidate hit animation whose corresponding behavior type is the same as or similar to the virtual behavior of the second virtual character.

[0140] The behavioral animation for the second virtual character's virtual behavior is used to indicate the animation that should be displayed after the second virtual character is successfully attacked by the first virtual character, reflecting the virtual behavior that the second virtual character continues to maintain. The behavioral animation can be determined based on the type of virtual behavior. Different types of virtual behavior typically correspond to different behavioral animations.

[0141] For example, the hit animation and the behavior animation include the same number of animation frames. The animation frames in the hit animation correspond one-to-one with the animation frames in the behavior animation. The process of merging the hit animation and the behavior animation is achieved by merging the corresponding animation frames in the hit animation and the behavior animation. That is, the number of animation frames in the merged animation is the same as the number of animation frames in the hit animation and the number of animation frames in the behavior animation. Each animation frame in the merged animation is obtained by merging one animation frame in the hit animation with the corresponding animation frame in the behavior animation.

[0142] In some embodiments, after receiving the merged animation, the server can send the merged animation to terminals (e.g., a first terminal and a second terminal) to display the merged animation. This displays the effect that the second virtual character has been successfully attacked and its virtual behavior has not been interrupted. By displaying the merged animation, the second virtual character can maintain its virtual behavior as it was under attack, but the character animation will change due to the attack detection, thus reflecting the uninterrupted state of being attacked.

[0143] For example, the process by which the server obtains the first hit information can be called the server's process of handling hits without interruption. If the first hit information includes a blending animation, the server's process of handling hits without interruption can be as follows: Figure 3 As shown. After determining that the attack will not be interrupted, the server selects a hit animation from at least one candidate hit animation that matches the attack method; the hit animation is then merged with the behavior animation of the virtual behavior of the second virtual character to obtain a merged animation.

[0144] The first hit information includes a fused animation obtained by combining the virtual behavior animation with the hit animation. The fused animation can intuitively show that the second virtual character was successfully attacked and the virtual behavior was not interrupted. The fused animation has a good visual effect, which is conducive to improving the visual experience of the interactive object and thus improving the human-computer interaction rate.

[0145] In some embodiments, the first hit information may include a hit animation and a behavior animation. The server may send the hit animation and the behavior animation to the terminal. After receiving the hit animation and the behavior animation, the terminal merges the hit animation and the behavior animation to obtain a merged animation, and then displays the merged animation.

[0146] In some embodiments, the first hit information may include a hit animation and a fusion instruction. The server may send the hit animation and the fusion instruction to the terminal. The fusion instruction is used to instruct the fusion of the hit animation and the behavioral animation of the virtual behavior of the second virtual character. After receiving the hit animation and the fusion instruction, the terminal determines the behavioral animation of the virtual behavior of the second virtual character, then merges the hit animation and the behavioral animation to obtain a fused animation, which is then displayed.

[0147] For example, the process of displaying blended animations on a terminal can be as follows: Figure 4 As shown. In Figure 4 In (1), the virtual environment screen displays a first virtual character 401 and a second virtual character 402, with the second virtual character exhibiting a standing virtual behavior. If the first virtual character 401 successfully attacks the second virtual character 402, and the second virtual character 402 still exhibits a standing virtual behavior while being attacked, then the following is displayed: Figure 4The virtual environment screen shown in (2) is shown in the image. Figure 4 The virtual environment shown in (2) is a virtual environment screen that displays the merged animation. Figure 4 In the virtual environment shown in (2), the second virtual character 402 still exhibits the virtual behavior of standing, but the virtual environment also displays some hit elements 403. These hit elements 403 are used to demonstrate that the second virtual character 402 is in a state of being hit without interruption. Figure 4 In the virtual environment shown in (2), the attack effect of the first virtual character 401 is also displayed (the posture of the first virtual character 401 has changed).

[0148] For example, the process of displaying blended animations on the terminal can also be as follows: Figure 5 As shown. In Figure 5 In (1), the virtual environment screen displays a first virtual character 501 and a second virtual character 502. The second virtual character exhibits virtual running behavior. If the first virtual character 501 successfully attacks the second virtual character 502, and the second virtual character 502 still exhibits virtual running behavior while being attacked, then the following is displayed: Figure 5 The virtual environment screen shown in (2) is shown in the image. Figure 5 The virtual environment shown in (2) is a virtual environment screen that displays the merged animation. Figure 5 In the virtual environment shown in (2), the second virtual character 502 still exhibits running behavior, but the virtual environment also displays some hit elements 503. These hit elements 503 are used to demonstrate that the second virtual character 502 is in a state of not being interrupted by attacks. Figure 5 In the virtual environment shown in (2), the attack effect of the first virtual character 501 is also displayed (the posture of the first virtual character 501 has changed).

[0149] In one possible implementation, the comparison result between the first level and the second level may also be that the first level is higher than the second level. In this case, step 204 is executed.

[0150] In step 204, if the first level is higher than the second level, the second hit information is obtained. The second hit information is used to present the effect that the second virtual character is successfully attacked and the virtual behavior of the second virtual character is interrupted.

[0151] In the effect presented based on the second hit information, the virtual behavior of the second virtual character is forcibly stopped; that is, the virtual behavior of the second virtual character will no longer be maintained. In some embodiments, the effect presented based on the second hit information may also be referred to as interrupting the hit effect, interrupting the hit performance, etc.

[0152] When the first level is higher than the second level, that is, when the virtual behavior of the second virtual character is more likely to be interrupted, the second hit information is obtained to present the interruption hit effect. The second hit information is more intuitive and reasonable, which helps to improve the visual effect of the effect presented based on the second hit information, improve the interactive experience of the interactive object, and thus improve the human-computer interaction rate.

[0153] In one possible implementation, the second hit information includes first indication information, which instructs the second virtual character to perform a hit action. It should be noted that when the second virtual character performs the hit action, it no longer maintains its original virtual behavior. In some embodiments, the process of the second virtual character performing the hit action can also be described as the process of the second virtual character cooperating with the attacker to perform a unique animation.

[0154] When the second hit information includes the first indication information, the process by which the server obtains the second hit information includes: determining the hit action; and obtaining the first indication information based on the hit action.

[0155] In an exemplary embodiment, the hit action is a unique action corresponding to the attack method, and this hit action can be configured by the developer or the first interactive object for the attack method. In this case, obtaining the first indication information based on the hit action means obtaining the first indication information directly based on the hit action. For example, the way to directly obtain the first indication information based on the hit action can be: using information including the identification information of the hit action and the identification information of the second virtual character as the first indication information.

[0156] The identification information of the hit action is used to uniquely identify the hit action. This application embodiment does not limit the identification information of the hit action; for example, the identification information of the hit action may include the name or code of the hit action, etc. The identification information of the second virtual character is used to uniquely identify the second virtual character. This application embodiment does not limit the identification information of the second virtual character; for example, the identification information of the second virtual character may include the nickname, account, etc.

[0157] In an exemplary embodiment, the process of determining the hit action includes: determining the hit action from at least two candidate actions corresponding to the attack method.

[0158] The at least two candidate actions corresponding to the attack method refer to the actions that the second virtual character can perform when the attack method interrupts the virtual behavior of the second virtual character. The at least two candidate actions corresponding to the attack method can be configured by the developer or by the first interactive object; this embodiment of the application does not limit this. For example, the at least two candidate actions corresponding to the attack method may include, but are not limited to, tilting the head back or shaking the arm. The candidate actions corresponding to different attack methods may be the same or different.

[0159] Pre-setting at least two candidate actions for an attack method and then determining the target action from at least two candidate actions helps to improve the flexibility of determining the target action, thereby improving the flexibility of obtaining the first indication information.

[0160] In one possible implementation, different candidate actions among at least two candidate actions correspond to different orientations. The process of determining the hit action among at least two candidate actions corresponding to the attack method includes: determining a first orientation; if the attack method does not correspond to a fixed hit orientation, the first orientation is the orientation of the second virtual character when attacked by the first virtual character; if the attack method corresponds to a fixed hit orientation, the first orientation is the fixed hit orientation corresponding to the attack method; and determining the candidate action whose orientation matches the first orientation among at least two candidate actions as the hit action.

[0161] Orientation refers to the direction the second virtual character faces in the virtual environment. This application does not limit the representation of orientation in its embodiments. For example, orientation can be represented by an angle offset relative to a reference direction. The reference direction can be set empirically or flexibly adjusted according to the application scenario; for example, the reference direction can be due north, due east, etc. Orientation can also be represented by a three-dimensional vector, where the three components of the three-dimensional vector correspond to the three coordinate axes in the virtual environment, and the coordinate values ​​of the three-dimensional vector describe the direction in the virtual environment. Orientation can also be represented by the orientation of the second virtual character relative to the first virtual character, such as the second virtual character facing the first virtual character, or the second virtual character having its back to the first virtual character. Furthermore, the orientation of the second virtual character relative to the first virtual character can be determined based on the positional relationship between the first and second virtual characters.

[0162] The fact that an attack method corresponds to a fixed target orientation means that the attack method can only attack virtual characters whose orientation is the fixed target orientation. In the case that an attack method corresponds to a fixed target orientation, the fixed target orientation can be set by the developer or flexibly adjusted by the first interactive object. This application embodiment does not limit this.

[0163] In some embodiments, when an attack method corresponds to a fixed target orientation, the attack method has corresponding orientation constraint information. This orientation constraint information is used to indicate the fixed target orientation corresponding to the attack method. Therefore, it can be determined whether an attack method corresponds to a fixed target orientation by judging whether the attack method has orientation constraint information. Which attack methods correspond to fixed target orientations can be set based on experience or flexibly adjusted according to the application scenario. This application embodiment does not limit this.

[0164] If the attack method does not correspond to a fixed target orientation, the orientation of the second virtual character when attacked by the first virtual character shall be taken as the first orientation; if the attack method corresponds to a fixed target orientation, the fixed target orientation shall be taken as the first orientation.

[0165] After determining the first orientation, further select candidate actions from at least two candidate actions whose orientation matches the first orientation, and use the selected candidate actions as the hit actions.

[0166] At least two candidate actions may have different orientations corresponding to different candidate actions. The orientations corresponding to different candidate actions can be set based on experience or flexibly configured by the developer or the first interactive object. This application embodiment does not limit this. For example, if there are two candidate actions, the orientation of the first candidate action is that the second virtual character faces the first virtual character, and the orientation of the second candidate action is that the second virtual character has its back to the first virtual character.

[0167] A candidate action whose orientation matches the first orientation among at least two candidate actions refers to the candidate action whose orientation has the smallest difference from the first orientation among at least two candidate actions. For example, taking two candidate actions, where the orientation of the first candidate action is the second virtual character facing the first virtual character, and the orientation of the second candidate action is the second virtual character facing away from the first virtual character, then if the first orientation is the second virtual character facing the first virtual character, the first candidate action is taken as the hit action; if the first orientation is the second virtual character facing away from the first virtual character, the second candidate action is taken as the hit action.

[0168] For example, in the case where a candidate action whose corresponding orientation matches a first orientation among at least two candidate actions is determined to be a hit action, the process of obtaining first indication information based on the hit action includes: obtaining first indication information based on the first orientation and the hit action, wherein the first indication information is used to instruct a second virtual character whose display orientation is the first orientation to perform the hit action. For example, information including the first orientation, the identification information of the hit action, and the identification information of the second virtual character is used as the first indication information.

[0169] By pre-setting multiple candidate actions corresponding to different orientations for each attack method, and selecting the most suitable hit action from at least two candidate actions based on the first orientation, the matching effect of the display of the second virtual character performing the hit action according to the first instruction information with the first orientation is improved, enhancing the visual presentation of the interactive object and thus increasing the human-computer interaction rate. Furthermore, the first orientation is determined by judging whether the attack method corresponds to a fixed hit orientation, making the method of obtaining the first instruction information applicable to both attack methods with and without a fixed hit orientation, thus broadening the applicable application scenarios.

[0170] In some embodiments, if the attack method corresponds to a fixed hit orientation, and the orientation of the second virtual character when attacked by the first virtual character is not the fixed hit orientation, the second hit information also includes orientation adjustment instruction information, which is used to indicate that the orientation of the second virtual character is adjusted to the fixed hit orientation before the second virtual character is displayed to perform the hit action.

[0171] In an exemplary embodiment, the second virtual character may satisfy any of a variety of hit conditions. The content of the second hit information may differ depending on the different hit conditions the second virtual character satisfies. Next, the content of the second hit information will be further explained in conjunction with four possible hit conditions that the second virtual character may satisfy.

[0172] Scenario 1: The second virtual character meets the condition of being attacked while standing.

[0173] For example, the conditions for the second virtual character to be hit while standing include: the attack type corresponding to the attack method is a forced standing attack; or, the first displacement force corresponding to the attack method is not greater than the force threshold and the second virtual character is in a standing state.

[0174] The forced standing attack is used to force the second virtual character to be attacked while standing. For example, the position of the first virtual character in the virtual environment can be represented by coordinates. A standing state can mean that the vertical coordinate y = 0 and the character does not have a knockdown marker. Vertical coordinates refer to coordinates in a direction perpendicular to the virtual ground in the virtual environment. A knockdown marker is used to indicate that the first virtual character is in a knockdown state. This marker can be added by the terminal or server after recognizing that the first virtual character is in a knockdown state.

[0175] If an attack method requires the second virtual character to be in a standing position to be effective, then the attack method type is a forced standing attack. In some embodiments, a forced standing attack is an attack method with a special attack configuration. When the attack method type is a forced standing attack, the attack method may carry first special attack configuration information, which is used to indicate that the attack method type is a forced standing attack.

[0176] When the attack type corresponding to the attack method is a forced standing attack, the hit action corresponding to the attack method is the forced standing hit action corresponding to the forced standing attack. The forced standing hit action can be set according to experience, or it can be flexibly configured by the developer or the first interactive object. This application embodiment does not limit this.

[0177] The first displacement force is used to cause the second virtual character to move in a first direction, which is perpendicular to the virtual ground. For example, the first direction is perpendicular to the virtual ground and points from the virtual ground into space detached from it.

[0178] The first displacement force is the initial force that causes the second virtual character to move in the first direction. For example, the first displacement force corresponding to the attack method can be determined based on the attack force used by the first virtual character when attacking the second virtual character using the attack method; for example, the component of the attack force in the first direction can be used as the first displacement force. For example, the attack force used by the first virtual character when attacking the second virtual character can be determined based on the force level selected by the first virtual character; different force levels correspond to different magnitudes of attack force.

[0179] If the first displacement force is not greater than the force threshold, it means that the first displacement force is insufficient to cause the second virtual character to produce displacement in the first direction; that is, the displacement component of the second virtual character in the first direction is zero. The force threshold can be set based on experience or flexibly adjusted according to the application scenario. This application embodiment does not limit this; for example, the force threshold can be 0.

[0180] When the first displacement force corresponding to the attack method is not greater than the force threshold and the second virtual character is in a standing state, the hit action corresponding to the attack method is a normal standing hit action. The normal standing hit action can be set based on experience or flexibly configured by the developer or the first interactive object. This application embodiment does not limit this.

[0181] In an exemplary embodiment, under this case, that is, when the second virtual character meets the standing and being attacked condition, the second attack information includes not only the first indication information but also the second indication information, which is used to indicate and display the position of the second virtual character on the virtual ground in the virtual environment according to the displacement method corresponding to the attack method.

[0182] The displacement method corresponding to the attack method is used to indicate how to move a position on the virtual ground. For example, it indicates the direction along the virtual ground and the method of movement (e.g., constant speed, acceleration, deceleration, etc.). This application embodiment does not limit the content of the second indication information, as long as it can indicate and display the movement of the second virtual character on the virtual ground in the virtual environment according to the displacement method corresponding to the attack method.

[0183] When the second virtual character meets the condition of being hit while standing, the second hit information includes not only the first instruction information but also the second instruction information. This allows the effect presented based on the second hit information to not only show the second virtual character performing the hit action but also to show the second virtual character moving its position on the virtual ground according to the displacement method corresponding to the attack method. The effect presented based on the second hit information is more realistic and reasonable, with richer visual effects, which helps to improve the visual representation of the interactive object and increase the human-computer interaction rate.

[0184] In an exemplary embodiment, the displacement method corresponding to the attack method can be a fixed displacement method configured by the developer or the first interactive object for the attack method. In this case, it is not necessary to determine the displacement method corresponding to the attack method in real time according to the actual situation of the attack method, which is beneficial to improving the efficiency of obtaining the second indication information.

[0185] In an exemplary embodiment, the process of obtaining the second indication information may include: the server determining the displacement method based on the second displacement force corresponding to the attack method and the friction force experienced by the second virtual character as it moves on the virtual ground; and obtaining the second indication information based on the displacement method.

[0186] The second displacement force is used to cause the second virtual character to move in a second direction, which is parallel to the virtual ground. For example, the second direction is parallel to the virtual ground and is the direction in which the second virtual character moves its position on the virtual ground. The second direction can refer to the direction that causes the second virtual character to move away from the first virtual character; that is, the direction in which the second virtual character moves its position on the virtual ground is the second direction, and the second virtual character continuously moves away from the first virtual character as it moves its position in the second direction. In some embodiments, the second direction can also be referred to as the horizontal direction.

[0187] The second displacement force is the initial force that causes the second virtual character to move in the second direction. For example, the second displacement force corresponding to the attack method can be determined based on the attack force used by the first virtual character when attacking the second virtual character using the attack method; for instance, the component of the attack force in the second direction can be used as the second displacement force. For example, the attack force used by the first virtual character when attacking the second virtual character can be determined based on the force level selected by the first virtual character; different force levels correspond to different magnitudes of attack force.

[0188] For example, the frictional force experienced by the second virtual character at different moving positions on the virtual ground can be the same or different. If the frictional force is the same for the second virtual character at different moving positions on the virtual ground, then the frictional force experienced by the second virtual character at each moving position on the virtual ground is that same frictional force. If the frictional force is different for the second virtual character at different moving positions on the virtual ground, then the frictional force experienced by the second virtual character at each moving position on the virtual ground refers to the frictional force experienced by the second virtual character when moving in the second direction.

[0189] For example, friction can be calculated based on factors such as the weight of the second virtual character and the material of the virtual ground.

[0190] For example, the process by which the server determines the displacement method based on the second displacement force corresponding to the attack method and the friction force experienced by the second virtual character when moving on the virtual ground may include: calculating the net force obtained by subtracting the friction force from the second displacement force; if the net force is positive, accelerating in the second direction on the virtual ground as the displacement method; if the net force is zero, moving at a constant speed in the second direction on the virtual ground as the displacement method; if the net force is negative, decelerating in the second direction on the virtual ground as the displacement method.

[0191] In some embodiments, other factors may be considered in determining the displacement method, such as the special rules of the virtual environment, the attributes and skills of the second virtual character, etc., so as to make the displacement performance of the second virtual character more diverse.

[0192] After determining the displacement mode, second indication information is obtained based on the displacement mode. In an exemplary embodiment, the process of obtaining the second indication information based on the displacement mode includes: using information including the identification information of the displacement mode and the identification information of the second virtual character as the second indication information, so as to ensure that the second indication information can indicate and display the movement position of the second virtual character on the virtual ground in the virtual environment according to the displacement mode. The identification information of the displacement mode is information used to uniquely identify the displacement mode, and the identification information of the displacement mode is not limited in this embodiment. Exemplarily, the identification information of the displacement mode may include at least one of displacement direction, displacement velocity, displacement acceleration, and velocity change mode (uniform speed, acceleration, deceleration, etc.).

[0193] The displacement method is determined by comprehensively considering the displacement force in the second direction corresponding to the attack method and the friction force experienced by the second virtual character when moving on the virtual ground. The process of determining the displacement method takes into account a relatively rich amount of information, which helps to improve the reliability of the determined displacement method, improve the realism and rationality of the process of moving the position according to the displacement method, and thus improve the visual experience of the interactive object and increase the human-computer interaction rate.

[0194] It should be noted that when the second hit information includes the first instruction information and the second instruction information, in the effect presented according to the second hit information, the process of displaying the second virtual character performing the hit action and the process of displaying the second virtual character moving its position on the virtual ground according to the movement method are performed synchronously. That is, the effect presented according to the second hit information is that the second virtual character moves on the virtual ground while performing the hit action.

[0195] In an exemplary embodiment, the process of displaying the second virtual character performing a hit action and the process of displaying the second virtual character moving its position on the virtual ground according to the movement method can start simultaneously.

[0196] In one possible implementation, when the attack type corresponding to the attack method is a forced standing attack and the second virtual character is not in a standing state, the second hit information also includes third indication information. This third indication information is used to instruct the second virtual character to be adjusted to a standing state before displaying the second virtual character performing the hit action. The second virtual character not being in a standing state means that the second virtual character was not in a standing state when attacked by the first virtual character.

[0197] This application embodiment does not limit the content of the third instruction information, as long as it can indicate that the second virtual character should be adjusted to a standing state before the second virtual character performs the hit action. For example, the third instruction information may include identification information of the standing state and identification information of the second virtual character.

[0198] In the case of forced standing attack, the third instruction information ensures that the second virtual character performs the standing hit action while in a standing state, so that the effect presented according to the second hit information matches the provisions of forced standing attack, improves the visual effect of the effect presented according to the second hit information, thereby improving the visual experience of the interactive object and increasing the human-computer interaction rate.

[0199] In some embodiments, the second virtual character is in a standing state after the effect presented based on the second hit information has ended.

[0200] In this scenario, after obtaining the second hit information, the server sends the second hit information to the terminal, causing the terminal to display an effect based on the second hit information. In this case, the effect displayed by the terminal based on the second hit information is a standing hit effect. For example, the process of the terminal displaying a standing hit effect based on the second hit information can be as follows: Figure 6 As shown.

[0201] See Figure 6 After determining that the standing hit effect has begun, the terminal checks whether the vertical coordinate y of the second virtual character is 0. If the vertical coordinate y of the second virtual character is not equal to 0, the terminal adjusts the vertical coordinate y of the second virtual character to 0 according to the third indication information in the second hit information, so that the second virtual character is in a standing state. After the vertical coordinate y of the second virtual character is 0, or after the vertical coordinate y of the second virtual character is adjusted to 0, the terminal checks whether the attack method corresponds to a fixed hit orientation.

[0202] When the attack method does not correspond to a fixed hit orientation, the orientation of the second virtual character when attacked by the first virtual character, determined by the positional relationship between the first and second virtual characters, is taken as the first orientation. When the attack method corresponds to a fixed hit orientation, the fixed hit orientation is taken as the first orientation. The second virtual character is controlled to face the first orientation. Then, based on the first indication information in the second hit information, the second virtual character is shown to perform a standing hit action (forced standing hit action or normal standing hit action), and based on the second indication information in the second hit information, the second virtual character is shown to move its position on the virtual ground according to the displacement calculated based on Px and friction. Here, Px refers to the second displacement force corresponding to the attack method.

[0203] For example, the standing hit effect presented by the terminal can be as follows: Figure 7 As shown. Figure 7 (1) shows the effect of the first virtual character 701 attacking the second virtual character 702 by kicking, and the second virtual character 702 standing and being hit while facing the first virtual character 701 when attacked by the first virtual character 701. Figure 7 (2) shows the effect of the first virtual character 701 attacking the second virtual character 702 by kicking, and the second virtual character 702 standing with its back to the first virtual character 701 when being attacked by the first virtual character 701. Figure 7 (3) shows the effect of the first virtual character 701 attacking the second virtual character 702 by punching, and the second virtual character 702 standing and being hit when facing the first virtual character 701. Figure 7 (4) shows the effect of the second virtual character 702 being attacked by the first virtual character 701 with a punch, and the second virtual character 702 being attacked while facing away from the first virtual character 701. In some embodiments, the effect of being attacked while standing may also be referred to as the performance of being attacked while standing.

[0204] Scenario 2: The second virtual character meets the conditions for being knocked down and attacked.

[0205] For example, the conditions for the second virtual character to be knocked down include: the first displacement force corresponding to the attack method is not greater than the force threshold and the second virtual character is in a knocked-down state.

[0206] The "falling down" state refers to a state in which the second virtual character loses its balance, its body contacts the virtual ground, and it is in a lying, prone, or side-lying position. When the second virtual character is in the falling down state, it will have a falling down marker; that is, the first virtual character can be identified as being in the falling down state based on the second virtual character's falling down marker.

[0207] In this second scenario, the attack action corresponding to the attack method refers to the knockdown action. The knockdown action can be set based on experience or flexibly configured by the developer or the first interactive object. This application embodiment does not limit this.

[0208] In an exemplary embodiment, under this second scenario, the second hit information includes not only the first indication information but also a second indication information. The second indication information is used to indicate the position of the second virtual character on the virtual ground in the virtual environment according to the displacement method corresponding to the attack method. For a detailed description of the second indication information, please refer to the relevant description in scenario one; it will not be repeated here.

[0209] When the second virtual character meets the conditions of being knocked down and attacked, the second attack information includes not only the first instruction information but also the second instruction information. This allows the effect presented based on the second attack information to not only show the second virtual character performing the attack action but also to show the second virtual character moving its position on the virtual ground according to the displacement method corresponding to the attack method. The effect presented based on the second attack information is more realistic and reasonable, with richer visual effects, which helps to improve the visual representation of the interactive object and increase the human-computer interaction rate.

[0210] It should be noted that, although in both Situation 1 and Situation 2, the effect presented based on the second hit information shows the second virtual character moving on the virtual ground according to the displacement method corresponding to the attack method, in Situation 1, the second virtual character is standing while moving on the virtual ground; in Situation 2, the second virtual character is lying down while moving on the virtual ground.

[0211] In some embodiments, the orientation of the second virtual character remains unchanged when it is knocked down. For example, if the second virtual character is facing the virtual ground when attacked by the first virtual character (i.e., the second virtual character is in a prone position), then the second virtual character will always face the virtual ground while performing the attack action and moving its position on the virtual ground. If the second virtual character is facing the virtual sky when attacked by the first virtual character (i.e., the second virtual character is in a supine position), then the second virtual character will always face the virtual sky while performing the attack action and moving its position on the virtual ground.

[0212] For example, when the second virtual character is in a knocked-down state, the first virtual character is not supported to use an attack method with a fixed target orientation to attack the second virtual character, so as to ensure that the orientation of the second virtual character is not changed.

[0213] In some embodiments, under this second scenario, the second hit information further includes state recovery information, which indicates that after the knockdown hit action ends, the second virtual character is displayed as being in a knockdown state. That is, after the effect presented according to the second hit information ends, the second virtual character returns to a knockdown state. For example, if the second virtual character is not in a knockdown state when the effect presented according to the second hit information ends, the terminal can display the second virtual character performing a knockdown action, and after the knockdown action ends, display the second virtual character as being in a knockdown state.

[0214] In this second scenario, after obtaining the second hit information, the server sends it to the terminal so that the terminal can display an effect based on the second hit information. In this second scenario, the effect displayed by the terminal based on the second hit information is a knockdown hit effect. For example, the process of the terminal displaying the knockdown hit effect based on the second hit information is as follows: Figure 8 As shown.

[0215] See Figure 8 After the terminal determines that the knockdown effect has begun, it displays the second virtual character performing the knockdown action according to the first indication information in the second hit information, and displays the second virtual character moving its position on the virtual ground according to the displacement calculated based on Px and friction force, according to the second indication information in the second hit information. Here, Px refers to the second displacement force corresponding to the attack method. After the knockdown action ends, the terminal displays the second virtual character as being in a knockdown state according to the state recovery information in the second hit information.

[0216] For example, the process of the terminal displaying the knockdown and impact effect can be as follows: Figure 9 As shown. In Figure 9 In (1), the virtual environment screen displays a first virtual character 901 and a second virtual character 902. The second virtual character 902 is lying flat on the virtual ground. The first virtual character 901 attacks the second virtual character 902 lying flat on the virtual ground. If the first virtual character 901 successfully attacks the second virtual character 902, the following is displayed: Figure 9 The virtual environment screen shown in (2) is shown in the image. Figure 9 The virtual environment shown in (2) is a virtual environment that presents the effect of being knocked down (that is, it shows the second virtual character 902 performing the knocked-down action corresponding to the direction of lying flat and moving its position on the virtual ground according to the displacement method).

[0217] For example, the process of the terminal displaying the effect of being knocked down and hit can also be as follows: Figure 10 As shown. In Figure 10 In (1), the virtual environment screen displays a first virtual character 1001 and a second virtual character 1002. The second virtual character 1002 is lying prone on the virtual ground. The first virtual character 1001 attacks the second virtual character 1002 lying prone on the virtual ground. If the first virtual character 1001 successfully attacks the second virtual character 1002, the following is displayed: Figure 10 The virtual environment screen shown in (2) is shown in the image. Figure 10 The virtual environment shown in (2) is a virtual environment that presents the effect of being knocked down (that is, it shows the second virtual character 1002 performing the knocked-down action corresponding to the direction of the prone position and moving its position on the virtual ground according to the displacement method).

[0218] In some embodiments, under Situations 1 and 2 described above, the second hit information may further include first effect indication information. This first effect indication information indicates the position movement effect displayed on the virtual ground during the display of the second virtual character's movement on the virtual ground, providing a visual cue that the second virtual character has moved on the virtual ground. For example, the position movement effect may include a position movement trajectory.

[0219] Scenario 3: The second virtual character meets the conditions for being hit while airborne.

[0220] For example, the conditions for the second virtual character to be hit while airborne include: the first displacement force corresponding to the attack method is not greater than the force threshold and the second virtual character is in an airborne state; or, the first displacement force corresponding to the attack method is greater than the force threshold.

[0221] The first displacement force is used to cause the second virtual character to move in a first direction, which is perpendicular to the virtual ground in the virtual environment. The floating state is the state of not contacting the virtual ground. In some embodiments, the floating state can also be referred to as the state of being detached from the virtual ground in the virtual environment. In the floating state, the vertical coordinate y of the second virtual character is greater than 0.

[0222] For example, the vertical coordinates of the second virtual character refer to the coordinates of the position of the second virtual character's feet in the direction perpendicular to the virtual ground. For example, the second virtual character being in a floating state means that no part of the second virtual character's body is in contact with the virtual ground.

[0223] When the first displacement force corresponding to the attack method is greater than the force threshold, the first displacement force corresponding to the attack method can cause the second virtual character to move in the first direction. That is, no matter what state the second virtual character is in when it is attacked by the first virtual character, the second virtual character can move in the first direction, that is, the second virtual character can leave the virtual ground. In some embodiments, the second virtual character leaving the virtual ground can also be referred to as the second virtual character floating or levitating.

[0224] In this third scenario, the attack method corresponds to the hit action, which is the airborne hit action. The airborne hit action can be set based on experience or flexibly configured by the developer or the first interactive object. This application embodiment does not limit this.

[0225] In an exemplary embodiment, under this third case, the second hit information includes not only the first indication information but also a fourth indication information, which is used to indicate and display the second virtual character moving its position in the virtual space of the virtual environment according to the airborne method corresponding to the attack method.

[0226] Virtual space refers to the space outside the virtual ground within a virtual environment. The "levitation mode" indicates the manner in which a second virtual character leaves the virtual ground and moves within the virtual space. In some embodiments, the levitation mode can be represented by a levitation trajectory, which indicates the path the second virtual character takes in the virtual space as it rises from its current position to a maximum position and then descends back to the virtual ground. The process of the second virtual character moving its position in the virtual space according to the levitation mode refers to the second virtual character moving along the levitation trajectory. For example, the levitation trajectory includes multiple trajectory points, each with a velocity. During the movement of the second virtual character along the levitation trajectory, the velocity at a particular trajectory point is the same as the velocity at that trajectory point.

[0227] The embodiments of this application do not limit the content of the fourth instruction information, as long as it can indicate that the second virtual character moves its position in the virtual space of the virtual environment according to the airborne method corresponding to the attack method.

[0228] When the second virtual character meets the conditions for being hit while airborne, the second hit information includes not only the first instruction information but also the fourth instruction information. This allows the effect presented based on the second hit information to not only show the second virtual character performing the hit action but also to show the second virtual character moving its position in the virtual space according to the airborne method corresponding to the attack method. The effect presented based on the second hit information is more realistic and reasonable, with richer visual effects, which helps to improve the visual representation of the interactive object and increase the human-computer interaction rate.

[0229] In an exemplary embodiment, the levitation method corresponding to the attack method can be a fixed levitation method configured by the developer or the first interactive object for the attack method. In this case, it is not necessary to determine the levitation method corresponding to the attack method in real time according to the actual situation of the attack method, which is conducive to improving the efficiency of obtaining the fourth indication information.

[0230] In an exemplary embodiment, the process of the server obtaining the fourth indication information may include: the server determining the take-off method based on the first displacement force, the second displacement force corresponding to the attack method, the air resistance encountered by the second virtual character when moving in the virtual space, and the gravity encountered by the second virtual character when moving in the virtual space; and obtaining the fourth indication information based on the take-off method.

[0231] The second displacement force is used to cause the second virtual character to move in a second direction, which is parallel to the virtual ground.

[0232] For example, the first displacement force is the initial force that causes the second virtual character to move in the first direction; the second displacement force is the initial force that causes the second virtual character to move in the second direction; air resistance is usually related to parameters such as the movement speed, shape, and air density of the second virtual character, and the direction of air resistance is opposite to the movement direction of the second virtual character, which will gradually reduce the movement speed of the second virtual character; gravity is a force that simulates a virtual ground surface similar to that in the real world that exerts an attractive force on the second virtual character, and gravity is related to parameters such as the gravitational acceleration in the virtual environment and the mass of the second virtual character.

[0233] The first displacement force causes the second virtual character to move upwards in a direction perpendicular to the virtual ground, determining its vertical movement after taking off. The second displacement force causes the second virtual character to move horizontally in a direction parallel to the virtual ground, determining its horizontal movement after taking off. Air resistance and gravity adjust and change the motion of the second virtual character after taking off. By comprehensively considering the first displacement force, the second displacement force, air resistance, and gravity to determine the take-off method, the second virtual character can simulate the take-off performance in the real world, improving the visual effect.

[0234] In an exemplary embodiment, the process of determining the takeoff method is equivalent to determining the takeoff trajectory. The process by which the server determines the takeoff method based on the first displacement force, the second displacement force, air resistance, and gravity includes: calculating the position and velocity of the second virtual character at multiple points in time based on the first displacement force, the second displacement force, air resistance, and gravity; and determining the takeoff trajectory based on the position and velocity of the second virtual character at each of the multiple points in time. The position corresponding to each point in time is a trajectory point in the takeoff trajectory, and the velocity corresponding to each point in time is the velocity of the trajectory point at that point in time.

[0235] Multiple motion time points are arranged sequentially according to time. In this embodiment, the time interval between two adjacent motion time points is not limited and can be flexibly set or adjusted according to needs.

[0236] For example, the process by which the server calculates the position and velocity of the second virtual character at any point in time based on the first displacement force, the second displacement force, air resistance, and gravity includes: determining the forces acting on the second virtual character in the horizontal and vertical directions at any point in time based on the first displacement force, the second displacement force, air resistance, and gravity, and determining the position and velocity of the second virtual character at any point in time by combining Newton's laws of motion.

[0237] For example, for any movement time point, based on the velocity corresponding to the movement time point preceding that movement time point and the force exerted on the second virtual character at that movement time point, the velocity corresponding to that movement time point and the displacement of the second virtual character in the horizontal direction and in the vertical direction are calculated, and these displacements are accumulated to the position corresponding to the movement time point preceding that movement time point to obtain the position corresponding to that movement time point.

[0238] For example, the trajectory of the airborne motion is a parabola or a parabolic curve, the specific shape of which depends on the combined effects of factors such as the first displacement force, the second displacement force, air resistance, and gravity. For instance, when the first displacement force is greater, the second virtual character will rise higher; when the second displacement force is greater, the second virtual character will displace further in the horizontal direction; when air resistance is greater, the second virtual character's ascent height and horizontal displacement will both decrease, resulting in a steeper trajectory; when gravity is greater, the second virtual character will fall faster, and the trajectory will also differ.

[0239] In some embodiments, other factors may be considered in determining the take-off method, such as special rules of the virtual environment, attributes and skills of the second virtual character, etc., so as to make the take-off performance of the second virtual character more diverse.

[0240] After determining the takeoff method, fourth indication information is obtained based on the takeoff method. In an exemplary embodiment, the process of obtaining the fourth indication information based on the takeoff method includes: using information including the identification information of the takeoff method and the identification information of the second virtual character as the fourth indication information, so as to ensure that the fourth indication information can indicate and display the movement position of the second virtual character in the virtual space of the virtual environment according to the takeoff method. The identification information of the takeoff method is information used to uniquely identify the takeoff method, and the identification information of the takeoff method is not limited in this embodiment. Exemplarily, the identification information of the takeoff method may include the takeoff trajectory, or the position and speed of multiple trajectory points in the takeoff trajectory.

[0241] The take-off method is determined by comprehensively considering the displacement force in the first direction and the displacement force in the second direction corresponding to the attack method, as well as the air resistance and gravity encountered by the second virtual character when moving in the virtual space. The process of determining the take-off method takes into account a lot of information, which helps to improve the reliability of the determined take-off method, improve the realism and rationality of the process of moving the position according to the take-off method, and thus improve the visual experience of the interactive object and increase the human-computer interaction rate.

[0242] In one possible implementation, under this third scenario, the second hit information also includes a fifth instruction information, which is used to indicate that after the second virtual character first comes into contact with the virtual ground, the ground bounce effect of the second virtual character is displayed, after the second virtual character comes into contact with the virtual ground again, the second virtual character performs a knockdown action, and after the knockdown action ends, the second virtual character is displayed as being in a knockdown state.

[0243] The ground bounce effect refers to a series of motion changes and visual effects caused by the reaction force obtained from the virtual ground after the first virtual character comes into contact with it. The ground bounce effect can be flexibly configured by the developer or the first interactive object, or it can be calculated in real time based on the speed of the second virtual character when it contacts the ground and the material of the virtual ground, etc. This application embodiment does not limit this. In some embodiments, the ground bounce effect includes ground bounce actions and airborne performance.

[0244] After the ground bounce effect ends, the second virtual character will come into contact with the virtual ground again. At this time, the second virtual character will perform a falling action. The falling action is an action that transitions the second virtual character from a standing state to a falling state. The falling action can be set based on experience or flexibly configured by the developer or the first interactive object. This application embodiment does not limit this.

[0245] The embodiments of this application do not limit the content of the fifth instruction information, as long as it can indicate the above-mentioned effect.

[0246] For example, the fifth instruction information may include identification information for the ground bounce effect, identification information for the falling action, and identification information for the second virtual character. The identification information for the ground bounce effect is information used to uniquely identify the ground bounce effect; for example, the identification information for the ground bounce effect may be the name or code of the ground bounce effect, etc. The identification information for the falling action is information used to uniquely identify the falling action; for example, the identification information for the falling action may be the name or code of the falling action, etc.

[0247] The second hit information may also include a fifth instruction information. Based on this, in the effect presented according to the second hit information, after the second virtual character first touches the virtual ground, a ground bounce effect is displayed. After touching the virtual ground again, the falling action is performed. This helps to improve the richness and realism of the effect presented according to the second hit information, thereby improving the visual experience of the interactive object and increasing the human-computer interaction rate.

[0248] In some embodiments, the second impact information includes a fifth indication information if the second virtual character meets the airborne impact condition and the second virtual character does not have airborne protection. Airborne protection is used to prevent the second virtual character from bouncing after contacting the virtual ground.

[0249] In some embodiments, when the second virtual character meets the conditions for being hit while airborne and the second virtual character does not have airborne protection, the second hit information does not include the fifth indication information, but includes airborne protection information. The airborne protection information is used to indicate that after the second virtual character first comes into contact with the virtual ground, the second virtual character will perform a falling action, and after the falling action ends, the second virtual character will be displayed as being in a falling state.

[0250] The embodiments of this application do not limit the content of the air protection information, as long as it can indicate the above-mentioned effect. For example, the air protection information may include the identification information of the falling action and the identification information of the second virtual character.

[0251] This application does not limit the scenarios where the second virtual character has levitation protection. For example, levitation protection for the second virtual character may include the virtual ground surface that the second virtual character first contacts being made of a material that does not easily bounce back. For example, levitation protection for the second virtual character may also include the second virtual character being in certain specific scenarios within the virtual environment. For example, levitation protection for the second virtual character may also include the second interactive object configuring a levitation protection function for the second virtual character.

[0252] In one possible implementation, under this third scenario, the second hit information further includes a sixth indication. This sixth indication indicates that if the second virtual character contacts a virtual wall in the virtual environment during its movement, and the speed at which the second virtual character contacts the virtual wall is not less than the wall-hit threshold corresponding to the virtual wall, the wall-hit effect of the second virtual character is displayed. After the wall-hit effect display ends, the display of the second virtual character moving its position in the virtual space in a suspended manner is resumed. It should be noted that during the display of the wall-hit effect of the second virtual character, the display of the second virtual character moving its position in the virtual space in a suspended manner is paused.

[0253] For example, the sixth indication information is also used to indicate that if the second virtual character does not come into contact with the virtual wall in the virtual environment during the movement of the position, or if the speed at which the second virtual character comes into contact with the virtual wall is less than the wall-hitting threshold corresponding to the virtual wall, the wall-hitting effect of the second virtual character will not be displayed.

[0254] In some embodiments, the wall-hit threshold is used to constrain the minimum horizontal velocity required to display the wall-hit effect. The velocity of the second virtual character when it contacts the virtual wall refers to the horizontal velocity of the second virtual character when it contacts the virtual wall. Taking a setting where the virtual wall is perpendicular to the virtual ground as an example, the horizontal velocity refers to the velocity in the direction parallel to the virtual ground.

[0255] The wall collision effect refers to a series of physical phenomena and related behaviors that occur after the second virtual character collides with a virtual wall. The wall collision effect can be set based on experience or flexibly configured by the developer or the first interactive object; this embodiment does not limit this. During the display of the wall collision effect, the movement state of the second virtual character will change, and the second virtual character may also deform.

[0256] In some embodiments, the wall-hitting effect of the second virtual character includes the second virtual character performing a wall-hitting action. The wall-hitting action can be set based on experience or flexibly configured by the developer or the first interactive object; this application embodiment does not limit this.

[0257] This application embodiment does not limit the content of the sixth indication information, as long as it can indicate the above-mentioned effect. For example, the sixth indication information may include the wall-hit threshold, the identification information of the wall-hit effect, and the identification information of the second virtual character. The identification information of the wall-hit effect is information used to uniquely identify the wall-hit effect; for example, the identification information of the wall-hit effect may include the name or code of the wall-hit effect, etc.

[0258] The second hit information may also include a sixth instruction. Based on this, in the effect presented according to the second hit information, if the second virtual character touches a virtual wall while moving in the virtual space in a leaping manner and the speed at which it touches the virtual wall is relatively high, the wall-hitting effect will be displayed first, and then the process of moving in the virtual space in a leaping manner will be resumed. This is beneficial to enrich the effect presented according to the second hit information, improve the realism of the effect presented according to the second hit information, and thus improve the interactive experience of the interactive object and increase the human-computer interaction rate.

[0259] It should be noted that, in this third scenario, during the presentation of the effect based on the second hit information, the process of displaying the second virtual character performing the hit action and the process of displaying the second virtual character moving its position in the virtual space in a leaping manner are performed simultaneously. That is, the effect presented based on the second hit information is that the second virtual character moves within the virtual space while performing the hit action. In the exemplary embodiment, the process of displaying the second virtual character performing the hit action and the process of displaying the second virtual character moving its position in the virtual space in a leaping manner can begin simultaneously.

[0260] When the second hit information includes the sixth instruction information, the terminal determines whether the second virtual character comes into contact with a virtual wall in the virtual environment during the process of presenting the effect of the second hit information, and if the second virtual character comes into contact with a virtual wall, it determines whether the speed of the second virtual character when it comes into contact with the virtual wall is less than the wall hit threshold corresponding to the virtual wall.

[0261] In some embodiments, the process of determining whether the second virtual character comes into contact with a virtual wall in the virtual environment during its movement, and, if the second virtual character does come into contact with a virtual wall, whether its speed at the moment of contact is less than the wall-hit threshold corresponding to the virtual wall, can also be performed by the server. Based on this, if the second virtual character comes into contact with a virtual wall in the virtual environment during its movement, and its speed at the moment of contact is not less than the wall-hit threshold corresponding to the virtual wall, the second hit information includes wall-hit information. This wall-hit information indicates that after the second virtual character comes into contact with the virtual wall, the wall-hit effect of the second virtual character is displayed. After the wall-hit effect display ends, the display of the second virtual character moving its position in the virtual space in a floating manner is restored. For example, the wall-hit information may include identification information of the wall-hit effect.

[0262] In this third scenario, after obtaining the second hit information, the server sends the second hit information to the terminal so that the terminal can display an effect based on the second hit information. In this third scenario, the effect displayed by the terminal based on the second hit information is a floating hit effect. For example, the process of the terminal displaying the floating hit effect based on the second hit information can be as follows: Figure 11 As shown.

[0263] See Figure 11 After the terminal begins to display the floating attack effect, it determines whether the attack method corresponds to a fixed attack orientation. If the attack method does not correspond to a fixed attack orientation, the orientation of the second virtual character when attacked by the first virtual character, determined by the positional relationship between the first and second virtual characters, is taken as the first orientation. If the attack method corresponds to a fixed attack orientation, the fixed attack orientation is taken as the first orientation. The second virtual character is then controlled to face the first orientation. Subsequently, based on the first indication information in the second attack information, the second virtual character is displayed to perform a floating attack action, and based on the fourth indication information in the second attack information, the second virtual character is displayed to move its position in virtual space according to the airborne method calculated based on Px, Py, air resistance, and gravity. Here, Px refers to the second displacement force corresponding to the attack method, and Py refers to the first displacement force corresponding to the attack method.

[0264] Based on the sixth instruction information in the second hit information, determine whether the second virtual character comes into contact with a virtual wall in the virtual environment during the movement process (referred to as wall collision). If a wall collision occurs, determine whether the speed Vx of the second virtual character when it comes into contact with the virtual wall is not less than the wall collision hit threshold Vn corresponding to the virtual wall. If Vx is not less than Vn, display the wall collision hit effect of the second virtual character. After the wall collision hit effect is displayed, resume displaying the second virtual character moving its position in the virtual space in an airborne manner (referred to as continuing to float). If Vx is less than Vn, continue displaying the second virtual character moving its position in the virtual space in an airborne manner (referred to as continuing to float).

[0265] If the second virtual character touches the virtual ground (referred to as landing), it is determined whether the second virtual character has air defense protection. If the second virtual character has air defense protection, according to the air defense protection information in the second hit information, the second virtual character is shown to perform a knockdown action. After the knockdown action ends, the second virtual character is shown to be in a knockdown state. If the second virtual character does not have air defense protection, according to the fifth indication information in the second hit information, it is determined whether the second virtual character has made contact with the virtual ground for the first time (referred to as first landing). If the second virtual character has made contact with the virtual ground for the first time, the ground bounce effect of the second virtual character is displayed. After the ground bounce effect ends and the second virtual character touches the virtual ground, the process returns to the step of determining whether the second virtual character has made contact with the virtual ground for the first time. Since this is not the first contact with the virtual ground, the second virtual character is shown to perform a knockdown action. After the knockdown action ends, the second virtual character is shown to be in a knockdown state.

[0266] For example, the floating and being hit effect presented by the terminal can be like... Figure 12 As shown. Figure 12 (1) shows the effect of the second virtual character 1202 being hit while floating in the air when the first virtual character 1201 attacks the second virtual character 1202 by punching, and the second virtual character 1202 is facing the first virtual character 1201 when attacked by the first virtual character 1201. Figure 12 (2) shows the effect of the second virtual character 1202 being hit while floating in the air when the first virtual character 1201 attacks the second virtual character 1202 by punching, and the second virtual character 1202 is facing away from the first virtual character 1201 when attacked by the first virtual character 1201.

[0267] Scenario 4: The second virtual character meets the conditions for being grabbed and attacked.

[0268] For example, the second virtual character satisfies the grab-and-hit condition by: the attack type corresponding to the attack method is a grab attack, and the grab attack is used to grab the second virtual character to the grab-and-hit position and then control the second virtual character.

[0269] In some embodiments, a crawling attack is an attack method with a special attack configuration. When the type of attack method is a crawling attack, the attack method can carry second special attack configuration information, which is used to indicate that the type of attack method is a crawling attack.

[0270] In some embodiments, under this fourth case, the hit action corresponding to the attack method refers to the grab hit action corresponding to the grab attack. The grab hit action corresponding to the grab attack can be set based on experience or flexibly configured by the developer or the first interactive object. This application embodiment does not limit this.

[0271] In one possible implementation, under this fourth scenario, the second hit information includes not only the first instruction information but also a seventh instruction information, which is used to instruct the second virtual character to adjust its position to the hit-grabbing position before displaying the second virtual character performing the hit action.

[0272] The location of the target being grabbed can be configured by the developer or flexibly adjusted by the first interactive object; this embodiment of the application does not limit this. For example, the location of the target being grabbed can refer to a position that is detached from the virtual ground and at a reference distance from the first virtual character. The reference distance can be set based on experience or flexibly adjusted according to needs.

[0273] When the second virtual character meets the grab-and-hit conditions, the second hit information also includes the seventh instruction information. According to the seventh instruction information, it can be ensured that the second virtual character performs the grab-and-hit action at the grab-and-hit position. This helps to improve the effect presented according to the second hit information and the matching degree with the grab-and-hit, improve the visual effect of the effect presented according to the second hit information, and thus improve the visual experience of the interactive object and increase the human-computer interaction rate.

[0274] In some embodiments, after adjusting the position of the second virtual character to the position of being grabbed and attacked, it can be displayed that the second virtual character is bound by ropes, so as to more intuitively show that the second virtual character has been grabbed and attacked.

[0275] In one possible implementation, under this fourth scenario, the second hit information includes not only the first indication information but also an eighth indication information, which is used to indicate that after the hit action ends, the second virtual character enters the grab-hit-end state.

[0276] For example, the "grab-attack-end state" is used to constrain at least one of the states or positions of the second virtual character after it has been grabbed and attacked, following the execution of the grab action. For example, the state of the second virtual character after it has been grabbed and attacked, following the execution of the grab action, may include a standing state, a floating state, a knocked-down state, etc. The position of the second virtual character after it has been grabbed and attacked, following the execution of the grab action, can be any location in the virtual environment.

[0277] The capture-end-of-attack state can be set based on experience or flexibly configured by the developer or the first interactive object; this application embodiment does not limit this. In some embodiments, the capture-end-of-attack state can be specified in the second special attack configuration information.

[0278] When the second virtual character meets the conditions for being grabbed and hit, the second hit information also includes the eighth instruction information. According to the eighth instruction information, it can be ensured that the second virtual character enters the grab-and-hit end state after performing the hit action, thereby improving the matching degree between the effect presented according to the second hit information and the grab attack, improving the visual effect of the effect presented according to the second hit information, and thus improving the visual experience of the interactive object and increasing the human-computer interaction rate.

[0279] In one possible implementation, if the attack method meets the priority condition, the second hit information also includes a ninth instruction information, which is used to indicate that if the second virtual character is successfully attacked by the third virtual character during the execution of the hit action, the hit action will not be interrupted; wherein the third virtual character is different from the first virtual character and the second virtual character.

[0280] The fact that the attack method meets the priority condition means that the second virtual character should be displayed first to perform the hit action corresponding to the attack method. In other words, the process of displaying the second virtual character performing the hit action will not be interrupted by other virtual characters successfully attacking the second virtual character (which can also be called an attack judgment against the second virtual character). In other words, the hit action will be completed regardless of whether an attack judgment against the second virtual character has occurred.

[0281] The priority conditions for attack methods can be set based on experience or adjusted flexibly according to the application scenario; this application does not limit this. In some embodiments, the priority condition for an attack method may mean that the attack type corresponding to the attack method is a scraping attack. In other embodiments, the priority condition for an attack method may also mean that the damage value corresponding to the attack method is greater than a damage value threshold. The damage value threshold can be set based on experience or adjusted flexibly according to the application scenario; this application does not limit this.

[0282] If the attack method meets the priority condition, the second hit information also includes the ninth instruction information, so as to ensure that the attack of other virtual characters will not interrupt the execution process of the hit action corresponding to the attack method, ensure the integrity of the effect presented according to the second hit information, improve the visual experience of the interactive object, and thus improve the human-computer interaction rate.

[0283] In this fourth scenario, after obtaining the second hit information, the server sends the second hit information to the terminal so that the terminal can display an effect based on the second hit information. In this fourth scenario, the effect displayed by the terminal based on the second hit information is a capture hit effect. For example, the process of the terminal displaying a capture hit effect based on the second hit information can be as follows: Figure 13 As shown.

[0284] See Figure 13 After the terminal begins displaying the grab-and-hit effect, it adjusts the position of the second virtual character to the grab-and-hit position according to the seventh indication information in the second hit information. Then, according to the first indication information in the second hit information, the second virtual character is instructed to perform the grab-and-hit action. If, during the execution of the grab-and-hit action, another attack is detected (i.e., the second virtual character is successfully attacked by a third virtual character), and the second hit information includes the ninth indication information, the grab-and-hit action is not interrupted. After the grab-and-hit action ends, the second virtual character enters the grab-and-hit-end state according to the eighth indication information in the second hit information.

[0285] For example, the process of the terminal displaying the grab-and-click effect can be as follows: Figure 14 As shown. In Figure 14 In the virtual environment scene of (1), the first virtual character 1401 attacks the second virtual character 1402 using a grab attack. The position of the second virtual character 1402 is moved to the grab-and-hit position. Then, the second virtual character 1402 is shown performing the grab-and-hit action, resulting in the following... Figure 14 The virtual environment shown in (2) is shown in the image.

[0286] The two impact actions mentioned above, such as standing impact action, falling impact action, floating impact action and grab impact action, can be the same or different, and the embodiments of this application do not limit this.

[0287] In some embodiments, the second hit information may further include second special effects indication information. This second special effects indication information is used to indicate that, in addition to displaying the second virtual character performing a hit action, a hit effect should be displayed to more intuitively indicate that the second virtual character has been attacked, interrupting its virtual behavior. In some embodiments, the hit effect may include lighting effects, shaking effects, flashing effects, sound effects, and light and shadow effects.

[0288] In an exemplary embodiment, the duration for which the terminal presents the effect based on the second hit information can be a first duration. The first duration can be set based on experience or flexibly adjusted according to the application scenario. This application embodiment does not limit this.

[0289] In scenarios one and two above, if the time required for the second virtual character to perform the hit action is less than the first duration, the terminal first displays the second virtual character performing the hit action, then maintains the second virtual character in the state after performing the hit action until the duration of the effect presented according to the second hit information reaches the first duration. If the time required for the second virtual character to perform the hit action is not less than the first duration, the terminal continues to display the second virtual character performing the hit action until the duration of the effect presented according to the second hit information reaches the first duration. If the first movement duration is less than the first duration, the terminal first displays the second virtual character moving its position on the virtual ground according to the movement method, then displays the second virtual character remaining stationary on the virtual ground until the duration of the effect presented according to the second hit information reaches the first duration. If the first movement duration is not less than the first duration, the terminal continues to display the second virtual character moving its position on the virtual ground according to the movement method until the duration of the effect presented according to the second hit information reaches the first duration. The first movement duration refers to the time required for the second virtual character to move from the start of its movement on the virtual ground until its movement speed decreases to zero.

[0290] In scenario three above, if the time required for the second virtual character to perform the hit action is less than the first duration, the second virtual character will first be shown performing the hit action, and then the second virtual character will remain in the state after completing the hit action until the duration of the effect based on the second hit information reaches the first duration. If the time required for the second virtual character to perform the hit action is not less than the first duration, the second virtual character will continue to perform the hit action until the duration of the effect based on the second hit information reaches the first duration. If the second movement duration is less than the first duration, the second virtual character will first be shown moving in the virtual space in a leaping manner, and then the second virtual character will be shown standing on the virtual ground until the duration of the effect based on the second hit information reaches the first duration. If the second movement duration is not less than the first duration, the second virtual character will continue to be shown moving in the virtual space in a leaping manner until the duration of the effect based on the second hit information reaches the first duration. The second movement duration refers to the time required for the second virtual character to move from the beginning of its movement in the virtual space to contact the virtual ground.

[0291] In scenario four above, if the duration required for the second virtual character to perform the hit action is less than the first duration, the second virtual character will first be shown performing the hit action, and then the second virtual character will remain in the state after completing the hit action until the duration of the effect based on the second hit information reaches the first duration. If the duration required for the second virtual character to perform the hit action is not less than the first duration, the second virtual character will continue to be shown performing the hit action until the duration of the effect based on the second hit information reaches the first duration.

[0292] In some embodiments, the duration required for the second virtual character to perform the hit action can be used as the first duration.

[0293] In some embodiments, the comparison result between the first level and the second level may also be that the first level is equal to the second level. When the first level is equal to the second level, the server can obtain either the first hit information or the second hit information; this application embodiment does not limit this. That is, when the first level is equal to the second level, the terminal can either exhibit an effect that does not interrupt the hit or an effect that interrupts the hit.

[0294] The method for obtaining hit information provided in this application can be considered an attack judgment and performance method based on level comparison. In this method, when an attack judgment occurs, it is determined whether an interruption occurs by comparing the level of the attacker's attack method (breakthrough level) and the level of the victim's resistance attack method (block level). If no interruption occurs, the non-interrupted hit performance is used; if an interruption occurs, a more detailed condition judgment is made based on the attribute configuration of the attack method and the victim's state, and different hit performances are used, including grab hit, standing hit (also known as ground hit), knocked-down hit, and airborne hit. The attack judgment effect based on level comparison is intuitive and reasonable, reducing the threshold for understanding and learning; the hit rules take into account more situations, including knockdown, so that each attack judgment produces a realistic and reasonable performance with very rich visual effects, which can enhance the game's sense of attack, realism, and immersion.

[0295] In this embodiment, when the first virtual character successfully attacks the second virtual character, hit information for presenting the hit effect is obtained based on the comparison result between the first level of the attack method of the first virtual character and the second level of the resistance attack method of the second virtual character. The comparison result between the two levels has only three definite cases, and the logic for obtaining hit information based on the comparison result is relatively simple. This helps reduce the computational load of obtaining hit information, improves the efficiency of obtaining hit information, and thus improves the efficiency of presenting the hit effect.

[0296] Furthermore, when the first level is lower than the second level, the acquired hit information is the first hit information. Based on this first hit information, it is possible to present both the effect of the second virtual character being successfully attacked and the effect of the second virtual character's virtual behavior not being interrupted. The presented effect is relatively rich and reasonable, which is conducive to improving the visual experience and thus improving the human-computer interaction rate.

[0297] Next, taking the case where the first level equals the second level, obtaining the second hit information as an example, combined with... Figure 15 The process by which the server obtains hit information is explained further. See [link / reference]. Figure 15 The process by which the server obtains the hit information includes the following steps 1501 to 1512:

[0298] Step 1501: The server obtains the attack results of the first virtual character attacking the second virtual character.

[0299] Step 1502: The server responds to the attack result that the first virtual character successfully attacked the second virtual character, and determines the first level and the second level.

[0300] The first level is the level of the attack method used by the first virtual character to attack the second virtual character, and the second level is the level of the resistance attack method used by the second virtual character to resist the attack of the first virtual character.

[0301] Step 1503: The server determines whether the first level is not lower than the second level.

[0302] If the first level is lower than the second level, proceed to step 1507; if the first level is not lower than the second level, proceed to step 1504.

[0303] Step 1504: The server determines whether the attack method has a special attack configuration.

[0304] If the attack method has a special attack configuration and the type of attack method is a forced standing attack, proceed to step 1508; if the attack method has a special attack configuration and the type of attack method is a grab attack, proceed to step 1511; if the attack method does not have a special attack configuration, proceed to step 1505.

[0305] Step 1505: The server determines whether Py is greater than 0.

[0306] Where Py refers to the first displacement force corresponding to the attack method, and 0 refers to the force threshold.

[0307] The first displacement force is used to cause the second virtual character to move in a first direction, which is perpendicular to the virtual ground in the virtual environment.

[0308] If Py is greater than 0, proceed to step 1510; if Py is not greater than 0, proceed to step 1506.

[0309] Step 1506: The server determines the state of the second virtual character.

[0310] If the second virtual character is standing, proceed to step 1508; if the second virtual character is floating, proceed to step 1510; if the second virtual character is lying down, proceed to step 1509.

[0311] Step 1507: Obtain first hit information for presenting the effect that the second virtual character has been successfully attacked and the virtual behavior of the second virtual character has not been interrupted.

[0312] For example, the first hit information includes a fused animation, and the process of obtaining the first hit information includes: determining the hit animation and the behavior animation of the virtual behavior; fusing the hit animation and the behavior animation to obtain the fused animation.

[0313] Step 1508: Obtain the second hit information for presenting the standing hit effect.

[0314] For example, the second hit information used to present the standing hit effect includes a first instruction, a second instruction, and a third instruction. The first instruction is used to instruct the second virtual character, whose orientation is a first orientation, to perform a standing hit action; the second instruction is used to instruct the second virtual character to move its position on the virtual ground in the virtual environment according to the displacement method corresponding to the attack method; and the third instruction is used to instruct the second virtual character to be adjusted to a standing state before displaying the second virtual character performing the hit action.

[0315] Step 1509: Obtain the second hit information used to present the knockdown hit effect.

[0316] For example, the second hit information used to present the knockdown effect includes first indication information and second indication information. The first indication information is used to instruct a second virtual character with a first orientation to perform a knockdown action; the second indication information is used to instruct the second virtual character to move its position on the virtual ground in the virtual environment according to the displacement method corresponding to the attack method.

[0317] Step 1510: Obtain the second hit information used to present the floating hit effect.

[0318] For example, the second impact information used to present the effect of being hit while floating includes a first indication information, a fourth indication information, a fifth indication information, and a sixth indication information.

[0319] The first instruction information is used to instruct the second virtual character, whose orientation is the first orientation, to perform a floating and being attacked action; the fourth instruction information is used to instruct the second virtual character to move its position in the virtual space of the virtual environment according to the airborne method corresponding to the attack method.

[0320] The fifth instruction is used to indicate that after the second virtual character first touches the virtual ground, the ground bounce effect of the second virtual character will be displayed; after the second virtual character touches the virtual ground again, the second virtual character will perform a knockdown action; and after the knockdown action ends, the second virtual character will be shown to be in a knockdown state.

[0321] The sixth instruction is used to indicate that if the second virtual character comes into contact with a virtual wall in the virtual environment during the movement of the second virtual character, and the speed of the second virtual character when it comes into contact with the virtual wall is not less than the wall hit threshold corresponding to the virtual wall, the wall hit effect of the second virtual character is displayed. After the wall hit effect is displayed, the display of the second virtual character moving its position in the virtual space in an airborne manner is restored.

[0322] Step 1511: Obtain the second hit information used to present the grab hit effect.

[0323] For example, the second hit information used to present the grab-and-hit information includes a first indication, a seventh indication, an eighth indication, and a ninth indication. The seventh indication is used to indicate that the position of the second virtual character be adjusted to the grab-and-hit position before displaying the second virtual character performing the hit action; the first indication is used to indicate that the second virtual character, whose orientation is the first orientation, performs the grab-and-hit action; the eighth indication is used to indicate that after the grab-and-hit action ends, the second virtual character enters the grab-and-hit-end state; and the ninth indication is used to indicate that if the second virtual character is successfully attacked by a third virtual character during the execution of the grab-and-hit action, the grab-and-hit action will not be interrupted.

[0324] Step 1512: End.

[0325] This application proposes a method for obtaining hit information after an attack is detected, allowing players to generate rich and realistic feedback when controlling their virtual characters' attacks. For action games, the different hit responses generated by attack detection are a key element in shaping the game's sense of attack; realistic and reasonable responses greatly enhance player enjoyment. The attack detection method based on level comparison proposed in this solution, along with the selection of subsequent hit response effects, is easy to understand and aligns with players' intuitive feelings, effectively lowering the barrier to entry for the game. Furthermore, through realistic physics and rich animation, it effectively creates a realistic and immersive game attack experience for players.

[0326] The following are embodiments of the apparatus described in this application, which can be used to execute the embodiments of the method described in this application. For details not disclosed in the apparatus embodiments of this application, please refer to the embodiments of the method described in this application.

[0327] See Figure 16 This application illustrates an apparatus for obtaining hit information according to an embodiment of the present application. The apparatus includes:

[0328] The first acquisition module 1601 is used to acquire the attack result of the first virtual character attacking the second virtual character, wherein the first virtual character and the second virtual character are different virtual characters located in the virtual environment;

[0329] The determination module 1602 is used to determine a first level and a second level in response to the attack result that the first virtual character successfully attacks the second virtual character; the first level is the level of the attack method used by the first virtual character to attack the second virtual character, and the second level is the level of the resistance attack method used by the second virtual character to resist the attack of the first virtual character.

[0330] The second acquisition module 1603 is used to acquire first hit information when the first level is lower than the second level. The first hit information is used to present the effect that the second virtual character has been successfully attacked and the virtual behavior of the second virtual character has not been interrupted.

[0331] In one possible implementation, the first hit information includes a fused animation, and the second acquisition module 1603 is used to determine the hit animation and the behavior animation of the virtual behavior when the first level is lower than the second level; and to fuse the hit animation and the behavior animation to obtain a fused animation.

[0332] In one possible implementation, the second acquisition module 1603 is further configured to acquire second hit information when the first level is higher than the second level. The second hit information is used to present the effect that the second virtual character has been successfully attacked and the virtual behavior of the second virtual character has been interrupted.

[0333] In one possible implementation, the second hit information includes first indication information, which is used to instruct the second virtual character to perform a hit action; the second acquisition module 1603 is used to determine the hit action from at least two candidate actions corresponding to the attack method; and acquire the first indication information based on the hit action.

[0334] In one possible implementation, different candidate actions among at least two candidate actions correspond to different orientations; the second acquisition module 1603 is used to determine the first orientation; wherein, when the attack method does not correspond to a fixed hit orientation, the first orientation is the orientation of the second virtual character when attacked by the first virtual character; when the attack method corresponds to a fixed hit orientation, the first orientation is the fixed hit orientation corresponding to the attack method; the candidate action whose orientation matches the first orientation among at least two candidate actions is determined as the hit action; based on the first orientation and the hit action, first instruction information is obtained, the first instruction information is used to instruct the second virtual character whose display orientation is the first orientation to perform the hit action.

[0335] In one possible implementation, when the second virtual character meets the conditions of being hit while standing or being hit while knocked down, the second hit information also includes second indication information, which is used to indicate and display the position of the second virtual character on the virtual ground in the virtual environment according to the displacement method corresponding to the attack method.

[0336] Among them, the conditions for the second virtual character to be hit while standing include: the attack type corresponding to the attack method is a forced standing attack, which is used to make the second virtual character be hit while standing; or, the first displacement force corresponding to the attack method is not greater than the force threshold and the second virtual character is in a standing state, which is used to make the second virtual character move in a first direction, which is a direction perpendicular to the virtual ground.

[0337] The conditions for a second virtual character to be knocked down and hit include: the force of the first displacement is not greater than the force threshold and the second virtual character is in a knocked-down state.

[0338] In one possible implementation, the second acquisition module 1603 is further configured to determine the displacement mode based on the second displacement force corresponding to the attack mode and the friction force experienced by the second virtual character when moving on the virtual ground; the second displacement force is used to cause the second virtual character to move in a second direction, which is a direction parallel to the virtual ground; and based on the displacement mode, acquire second indication information.

[0339] In one possible implementation, when the attack type corresponding to the attack method is a forced standing attack and the second virtual character is not in a standing state, the second hit information also includes third instruction information. The third instruction information is used to instruct the second virtual character to be adjusted to a standing state before displaying the second virtual character to perform the hit action; wherein, the forced standing attack is used to make the second virtual character be hit while in a standing state.

[0340] In one possible implementation, when the second virtual character meets the conditions for being hit while airborne, the second hit information also includes fourth indication information, which is used to indicate and display the position of the second virtual character in the virtual space of the virtual environment according to the airborne method corresponding to the attack method.

[0341] The conditions for the second virtual character to be hit while airborne include: the first displacement force corresponding to the attack method is greater than the force threshold, the first displacement force is used to make the second virtual character move in a first direction, the first direction being perpendicular to the virtual ground in the virtual environment; or, the first displacement force is not greater than the force threshold and the second virtual character is in an airborne state, the airborne state being a state of not touching the virtual ground.

[0342] In one possible implementation, the second acquisition module 1603 is further configured to determine the take-off method based on the first displacement force, the second displacement force corresponding to the attack method, the air resistance encountered by the second virtual character when moving in the virtual space, and the gravity encountered by the second virtual character when moving in the virtual space; the second displacement force is used to cause the second virtual character to move in a second direction, which is a direction parallel to the virtual ground; and based on the take-off method, acquire the fourth indication information.

[0343] In one possible implementation, the second hit information also includes a fifth instruction information, which is used to indicate that after the second virtual character first comes into contact with the virtual ground, the ground bounce effect of the second virtual character is displayed, after the second virtual character comes into contact with the virtual ground again, the second virtual character performs a knockdown action, and after the knockdown action ends, the second virtual character is displayed as being in a knockdown state.

[0344] In one possible implementation, the second hit information also includes a sixth indication information. The sixth indication information is used to indicate that if the second virtual character comes into contact with a virtual wall in the virtual environment during the movement of the virtual character, and the speed at which the second virtual character comes into contact with the virtual wall is not less than the wall hit threshold corresponding to the virtual wall, the wall hit effect of the second virtual character is displayed. After the wall hit effect is displayed, the display of the second virtual character moving its position in the virtual space in an airborne manner is restored.

[0345] In one possible implementation, when the second virtual character meets the grab-and-hit condition, the second hit information further includes a seventh instruction, which is used to instruct that the position of the second virtual character be adjusted to the grab-and-hit position before the second virtual character is shown to perform the hit action; wherein, the second virtual character meets the grab-and-hit condition including: the attack type corresponding to the attack method is a grab attack, and the grab attack is used to control the second virtual character after grabbing the second virtual character to the grab-and-hit position.

[0346] In one possible implementation, when the second virtual character meets the grab-and-hit condition, the second hit information also includes an eighth indication information, which is used to indicate that after the hit action ends, the second virtual character enters the grab-and-hit end state; wherein, the second virtual character meets the grab-and-hit condition including: the attack type corresponding to the attack method is a grab attack, and the grab attack is used to grab the second virtual character to the grab-and-hit position and then control the second virtual character.

[0347] In one possible implementation, if the attack method meets the priority condition, the second hit information also includes a ninth instruction information, which is used to indicate that if the second virtual character is successfully attacked by the third virtual character during the execution of the hit action, the hit action will not be interrupted; wherein the third virtual character is different from the first virtual character and the second virtual character.

[0348] In this embodiment, when the first virtual character successfully attacks the second virtual character, hit information for presenting the hit effect is obtained based on the comparison result between the first level of the attack method of the first virtual character and the second level of the resistance attack method of the second virtual character. The comparison result between the two levels has only three definite cases, and the logic for obtaining hit information based on the comparison result is relatively simple. This helps reduce the computational load of obtaining hit information, improves the efficiency of obtaining hit information, and thus improves the efficiency of presenting the hit effect.

[0349] Furthermore, when the first level is lower than the second level, the acquired hit information is the first hit information. Based on this first hit information, it is possible to present both the effect of the second virtual character being successfully attacked and the effect of the second virtual character's virtual behavior not being interrupted. The presented effect is relatively rich and reasonable, which is conducive to improving the visual experience and thus improving the human-computer interaction rate.

[0350] It should be noted that the apparatus provided in the above embodiments is only illustrated by the division of the above functional modules when implementing its functions. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.

[0351] In an exemplary embodiment, a computer device is also provided, comprising a processor and a memory storing at least one computer program. The at least one computer program is loaded and executed by one or more processors to enable the computer device to implement any of the methods described above for obtaining attack information. The computer device can be a terminal or a server. The structures of terminals and servers will be described below.

[0352] Figure 17 This is a schematic diagram of the structure of a terminal provided in an embodiment of this application. The terminal may also be referred to as user equipment, portable terminal, laptop terminal, desktop terminal, or other names. The terminal can be... Figure 1 The first terminal 101 or the second terminal 103 in the computer system shown is used to implement the method for obtaining hit information provided in the above embodiments.

[0353] Typically, a terminal includes a processor 1701 and a memory 1702.

[0354] Processor 1701 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1701 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1701 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1701 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content required to be displayed on the screen. In some embodiments, processor 1701 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.

[0355] The memory 1702 may include one or more computer-readable storage media, which may be non-transitory. The memory 1702 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1702 is used to store at least one instruction, which is executed by the processor 1701 to cause the terminal to implement the method for obtaining hit information provided in the method embodiments of this application.

[0356] In some embodiments, the terminal may also optionally include: a peripheral device interface 1703 and at least one peripheral device. The processor 1701, memory 1702, and peripheral device interface 1703 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 1703 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of: a radio frequency circuit 1704, a display screen 1705, a camera assembly 1706, an audio circuit 1707, and a power supply 1708.

[0357] Peripheral interface 1703 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 1701 and memory 1702. In some embodiments, processor 1701, memory 1702 and peripheral interface 1703 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 1701, memory 1702 and peripheral interface 1703 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.

[0358] The radio frequency (RF) circuit 1704 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1704 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 1704 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals back into electrical signals. Optionally, the RF circuit 1704 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The RF circuit 1704 can communicate with other terminals through at least one wireless communication protocol. This wireless communication protocol includes, but is not limited to: metropolitan area networks (MANs), various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks (WLANs), and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 1704 may also include circuitry related to NFC (Near Field Communication), which is not limited in this application.

[0359] Display screen 1705 is used to display a UI (User Interface). This UI may include graphics, text, icons, videos, and any combination thereof. When display screen 1705 is a touch display screen, it also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to processor 1701 for processing. In this case, display screen 1705 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one display screen 1705, located on the front panel of the terminal; in other embodiments, there may be at least two display screens, respectively located on different surfaces of the terminal or in a folded design; in other embodiments, display screen 1705 may be a flexible display screen, located on a curved or folded surface of the terminal. Furthermore, display screen 1705 may be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. Display screen 1705 may be made of materials such as LCD (Liquid Crystal Display) or OLED (Organic Light-Emitting Diode).

[0360] The camera assembly 1706 is used to acquire images or videos. Optionally, the camera assembly 1706 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is located on the front panel of the terminal, and the rear-facing camera is located on the back of the terminal. In some embodiments, there are at least two rear-facing cameras, which are any one of a main camera, a depth-sensing camera, a wide-angle camera, and a telephoto camera, to achieve background blurring by fusion of the main camera and the depth-sensing camera, panoramic shooting by fusion of the main camera and the wide-angle camera, VR (Virtual Reality) shooting, or other fusion shooting functions. In some embodiments, the camera assembly 1706 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm-light flash and a cool-light flash, which can be used for light compensation at different color temperatures.

[0361] The audio circuit 1707 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, converting the sound waves into electrical signals that are input to the processor 1701 for processing, or input to the radio frequency circuit 1704 for voice communication. For stereo sound acquisition or noise reduction purposes, multiple microphones may be used, each positioned at a different location on the terminal. The microphone may also be an array microphone or an omnidirectional microphone. The speaker is used to convert electrical signals from the processor 1701 or the radio frequency circuit 1704 into sound waves. The speaker may be a conventional diaphragm speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can convert electrical signals not only into audible sound waves but also into inaudible sound waves for purposes such as distance measurement. In some embodiments, the audio circuit 1707 may also include a headphone jack.

[0362] Power supply 1708 is used to power the various components in the terminal. Power supply 1708 can be AC ​​power, DC power, a disposable battery, or a rechargeable battery. When power supply 1708 includes a rechargeable battery, the rechargeable battery can support wired or wireless charging. The rechargeable battery can also be used to support fast charging technology.

[0363] In some embodiments, the terminal further includes one or more sensors 1709. The one or more sensors 1709 include, but are not limited to: an accelerometer 1710, a gyroscope 1711, a pressure sensor 1712, an optical sensor 1713, and a proximity sensor 1714.

[0364] Accelerometer 1710 can detect the magnitude of acceleration along the three coordinate axes of a coordinate system established by the terminal. For example, accelerometer 1710 can be used to detect the components of gravitational acceleration along the three coordinate axes. Processor 1701 can control display screen 1705 to display the user interface in either a landscape or portrait view based on the gravitational acceleration signal acquired by accelerometer 1710. Accelerometer 1710 can also be used for games or for acquiring user motion data.

[0365] The gyroscope sensor 1711 can detect the terminal's orientation and rotation angle. The gyroscope sensor 1711 can work in conjunction with the accelerometer sensor 1710 to collect the user's 3D movements on the terminal. Based on the data collected by the gyroscope sensor 1711, the processor 1701 can perform the following functions: motion sensing (e.g., changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.

[0366] The pressure sensor 1712 can be disposed on the side bezel of the terminal and / or the lower layer of the display screen 1705. When the pressure sensor 1712 is disposed on the side bezel of the terminal, it can detect the user's grip signal on the terminal, and the processor 1701 can perform left / right hand recognition or quick operation based on the grip signal collected by the pressure sensor 1712. When the pressure sensor 1712 is disposed on the lower layer of the display screen 1705, the processor 1701 can control the operable controls on the UI interface based on the user's pressure operation on the display screen 1705. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.

[0367] Optical sensor 1713 is used to collect ambient light intensity. In one embodiment, processor 1701 can control the display brightness of display screen 1705 based on the ambient light intensity collected by optical sensor 1713. Specifically, when the ambient light intensity is high, the display brightness of display screen 1705 is increased; when the ambient light intensity is low, the display brightness of display screen 1705 is decreased. In another embodiment, processor 1701 can also dynamically adjust the shooting parameters of camera assembly 1706 based on the ambient light intensity collected by optical sensor 1713.

[0368] The proximity sensor 1714, also known as a distance sensor, is typically installed on the front panel of the terminal. The proximity sensor 1714 is used to detect the distance between the user and the front of the terminal. In one embodiment, when the proximity sensor 1714 detects that the distance between the user and the front of the terminal is gradually decreasing, the processor 1701 controls the display screen 1705 to switch from a screen-on state to a screen-off state; when the proximity sensor 1714 detects that the distance between the user and the front of the terminal is gradually increasing, the processor 1701 controls the display screen 1705 to switch from a screen-off state to a screen-on state.

[0369] Those skilled in the art will understand that Figure 17 The structure shown does not constitute a limitation on the terminal and may include more or fewer components than shown, or combine certain components, or use different component arrangements.

[0370] Figure 18 This is a schematic diagram of the structure of a server provided in an embodiment of this application. The server can be... Figure 1The server 102 in the computer system shown can vary significantly due to differences in configuration or performance. It may include one or more Central Processing Units (CPUs) 1801 and one or more memories 1802. The memories 1802 store at least one computer program, which is loaded and executed by the processors 1801 to enable the server to implement the methods for obtaining attack information provided in the various method embodiments described above. Of course, the server may also have wired or wireless network interfaces, a keyboard, and input / output interfaces for input and output. The server may also include other components for implementing device functions, which will not be elaborated upon here.

[0371] In an exemplary embodiment, a computer-readable storage medium is also provided, which stores at least one computer program that is loaded and executed by a processor of a computer device to enable the computer to implement any of the methods described above for obtaining hit information.

[0372] In one possible implementation, the aforementioned computer-readable storage medium can be a read-only memory (ROM), random access memory (RAM), solid-state drives (SSDs), compact disc read-only memory (CD-ROM), magnetic tape, floppy disks, and optical data storage devices, etc. The random access memory can include resistive random access memory (ReRAM) and dynamic random access memory (DRAM).

[0373] In an exemplary embodiment, a computer program or computer program product is also provided, the computer program or computer program product including computer instructions that are loaded and executed by a processor to enable the computer to implement any of the methods described above for obtaining hit information.

[0374] It should be noted that all information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.), and signals involved in this application have been authorized by the user or fully authorized by all parties, and the collection, use, and processing of related data must comply with the relevant laws, regulations, and standards of the relevant countries and regions. For example, the attack results and hit information involved in this application were obtained under full authorization.

[0375] In other words, the collection and processing of relevant data (such as attack results, hit information, etc.) in this application should strictly comply with the requirements of relevant national laws and regulations, obtain the informed consent or separate consent of the personal information subject, and carry out subsequent data use and processing within the scope of laws and regulations and the authorization of the personal information subject.

[0376] It should be further noted that the terms "first," "second," etc., used in this application are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of this application described herein can be implemented in orders other than those illustrated or described herein. The implementation methods described in the above exemplary embodiments do not represent all implementation methods consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this application.

[0377] It should be understood that "multiple" as used in this article refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects have an "or" relationship.

[0378] Furthermore, the step numbers described herein are merely illustrative of one possible execution order between steps. In some other embodiments, the steps may not be executed in the order of their numbers, such as two steps with different numbers being executed simultaneously, or two steps with different numbers being executed in the reverse order of the illustration. This application does not limit this.

[0379] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. Optionally, the program is stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.

[0380] The above description is merely an exemplary embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the principles of this application should be included within the protection scope of this application.

Claims

1. A method for obtaining hit information, characterized in that, The method includes: Obtain the attack result of the first virtual character attacking the second virtual character, wherein the first virtual character and the second virtual character are different virtual characters located in the virtual environment; In response to the attack result that the first virtual character successfully attacks the second virtual character, a first level and a second level are determined; the first level is the level of the attack method used by the first virtual character to attack the second virtual character, and the second level is the level of the resistance attack method used by the second virtual character to resist the attack of the first virtual character. When the first level is lower than the second level, first hit information is obtained. The first hit information is used to present the effect that the second virtual character was successfully attacked and the virtual behavior of the second virtual character was not interrupted.

2. The method according to claim 1, characterized in that, The first hit information includes a fused animation, and obtaining the first hit information includes: When the first level is lower than the second level, determine the action animation and the action animation of the virtual behavior; The impact animation and the behavior animation are combined to obtain the merged animation.

3. The method according to claim 1, characterized in that, The method further includes: If the first level is higher than the second level, second hit information is obtained. The second hit information is used to present the effect that the second virtual character is successfully attacked and the virtual behavior of the second virtual character is interrupted.

4. The method according to claim 3, characterized in that, The second hit information includes first indication information, which is used to indicate that the second virtual character performs a hit action; obtaining the second hit information includes: The attacked action is determined from at least two candidate actions corresponding to the attack method; Based on the impact action, the first indication information is obtained.

5. The method according to claim 4, characterized in that, Different candidate actions among the at least two candidate actions correspond to different orientations; determining the hit action among the at least two candidate actions corresponding to the attack method includes: Determine the first orientation; wherein, when the attack method does not correspond to a fixed target orientation, the first orientation is the orientation of the second virtual character when attacked by the first virtual character; when the attack method corresponds to a fixed target orientation, the first orientation is the fixed target orientation corresponding to the attack method. The candidate action whose orientation matches the first orientation among the at least two candidate actions is determined as the impact action; The step of obtaining the first indication information based on the impact action includes: Based on the first orientation and the hit action, the first instruction information is obtained, and the first instruction information is used to instruct the second virtual character whose display orientation is the first orientation to perform the hit action.

6. The method according to claim 4 or 5, characterized in that, When the second virtual character meets the conditions of being hit while standing or being hit while knocked down, the second hit information also includes second indication information. The second indication information is used to indicate and display the position of the second virtual character on the virtual ground in the virtual environment according to the displacement method corresponding to the attack method. The second virtual character satisfying the standing attack condition includes: the attack type corresponding to the attack method is a forced standing attack, which is used to make the second virtual character stand while being attacked; or, the first displacement force corresponding to the attack method is not greater than the force threshold and the second virtual character is standing, which is used to make the second virtual character move in a first direction, which is perpendicular to the virtual ground. The conditions for the second virtual character to be knocked down include: the first displacement force is not greater than the force threshold and the second virtual character is in a knocked-down state.

7. The method according to claim 6, characterized in that, The method further includes: The displacement method is determined based on the second displacement force corresponding to the attack method and the friction force experienced by the second virtual character as it moves on the virtual ground; the second displacement force is used to cause the second virtual character to move in a second direction, which is parallel to the virtual ground. Based on the displacement method, the second indication information is obtained.

8. The method according to claim 4 or 5, characterized in that, When the attack type corresponding to the attack method is a forced standing attack and the second virtual character is not in a standing state, the second hit information also includes third indication information. The third indication information is used to indicate that the second virtual character should be adjusted to the standing state before the second virtual character is displayed to perform the hit action; wherein, the forced standing attack is used to make the second virtual character be hit in the standing state.

9. The method according to claim 4 or 5, characterized in that, When the second virtual character meets the conditions for being hit while airborne, the second hit information also includes fourth indication information, which is used to indicate and display the position of the second virtual character in the virtual space of the virtual environment according to the airborne method corresponding to the attack method. The second virtual character satisfies the condition of being hit while airborne, including: the first displacement force corresponding to the attack method is greater than the force threshold, the first displacement force is used to cause the second virtual character to move in a first direction, the first direction being perpendicular to the virtual ground in the virtual environment; or, the first displacement force is not greater than the force threshold and the second virtual character is in an airborne state, the airborne state being a state of not touching the virtual ground.

10. The method according to claim 9, characterized in that, The method further includes: The take-off method is determined based on the first displacement force, the second displacement force corresponding to the attack method, the air resistance encountered by the second virtual character when moving in the virtual space, and the gravity encountered by the second virtual character when moving in the virtual space; the second displacement force is used to cause the second virtual character to move in a second direction, which is parallel to the virtual ground. Based on the aforementioned take-off method, the fourth indication information is obtained.

11. The method according to claim 9, characterized in that, The second hit information also includes a fifth instruction, which is used to indicate that after the second virtual character first comes into contact with the virtual ground, the ground bounce effect of the second virtual character is displayed, after the second virtual character comes into contact with the virtual ground again, the second virtual character performs a knockdown action, and after the knockdown action ends, the second virtual character is displayed as being in a knockdown state.

12. The method according to claim 9, characterized in that, The second hit information also includes a sixth indication information, which is used to indicate that if the second virtual character comes into contact with a virtual wall in the virtual environment during the movement of the second virtual character, and the speed of the second virtual character when it comes into contact with the virtual wall is not less than the wall hit threshold corresponding to the virtual wall, the wall hit effect of the second virtual character is displayed, and after the wall hit effect is displayed, the display of the second virtual character moving its position in the virtual space in the air-jumping manner is restored.

13. The method according to claim 4 or 5, characterized in that, When the second virtual character meets the grab-and-hit condition, the second hit information also includes a seventh indication information, which is used to indicate that the position of the second virtual character be adjusted to the grab-and-hit position before the second virtual character is displayed to perform the hit action; The second virtual character satisfies the grab-and-attack condition as follows: the attack type corresponding to the attack method is a grab attack, and the grab attack is used to grab the second virtual character to the grab-and-attack position and then control the second virtual character.

14. The method according to claim 4 or 5, characterized in that, When the second virtual character meets the grab-and-hit conditions, the second hit information also includes an eighth indication information, which is used to indicate that after the hit action ends, the second virtual character enters the grab-and-hit-end state. The second virtual character satisfies the grab-and-hit condition as follows: the attack type corresponding to the attack method is a grab attack, and the grab attack is used to grab the second virtual character to the grab-and-hit position and then control the second virtual character.

15. The method according to claim 4 or 5, characterized in that, When the attack method meets the priority condition, the second hit information also includes a ninth indication information, which is used to indicate that if the second virtual character is successfully attacked by the third virtual character during the execution of the hit action, the hit action will not be interrupted. The third virtual character is different from the first virtual character and the second virtual character.

16. A device for acquiring impact information, characterized in that, The device includes: The first acquisition module is used to acquire the attack result of the first virtual character attacking the second virtual character, wherein the first virtual character and the second virtual character are different virtual characters located in a virtual environment; A determination module is configured to determine a first level and a second level in response to the attack result being that the first virtual character successfully attacks the second virtual character; the first level is the level of the attack method used by the first virtual character to attack the second virtual character, and the second level is the level of the resistance attack method used by the second virtual character to resist the attack of the first virtual character. The second acquisition module is used to acquire first hit information when the first level is lower than the second level. The first hit information is used to present the effect that the second virtual character has been successfully attacked and the virtual behavior of the second virtual character has not been interrupted.

17. A computer device, characterized in that, The computer device includes a processor and a memory, the memory storing at least one computer program, the at least one computer program being loaded and executed by the processor to enable the computer device to implement the method for obtaining hit information as described in any one of claims 1 to 15.

18. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores at least one computer program, which is loaded and executed by a processor to enable the computer to implement the method for obtaining hit information as described in any one of claims 1 to 15.

19. A computer program product, characterized in that, The computer program product includes computer instructions that are loaded and executed by a processor to enable the computer to implement the method for obtaining hit information as described in any one of claims 1 to 15.