METHOD FOR CONTROLLING PEER OBJECT, CONTROL DEVICE FOR PEER OBJECT, COMPUTER DEVICE, AND COMPUTER PROGRAM
Patent Information
- Application Number
- JP2024532161
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2022-04-07
- Filing Date
- 2023-01-10
- Publication Date
- 2025-01-28
- Estimated Expiration
- 2043-01-10
AI Technical Summary
【0010】 本願の実施例は、以下の有益な効果を有する。 第1状態と第2状態との間で切り替わるように第1仮想オブジェクトの仲間オブジェクトを制御することで、少なくとも1つの仲間オブジェクトが多様な状態でユーザの異なるニーズに適応することが可能になり、ユーザにパーソナライズされた機能が提供される。例えば、第1形態で第1仮想オブジェクトに付着することにより、仲間オブジェクトが第1仮想オブジェクトに追従する際に第1仮想オブジェクトの視界を露出したり、ユーザが第1仮想オブジェクトの移動を制御する際に第1仮想オブジェクトの移動経路を遮ったりすることを回避することができ、第2状態では、第1仮想オブジェクトによる偵察、巡邏(パトロール)などのタスクを補助することができる。これにより、ヒューマンコンピュータインタラクションの効率が向上し、インタラクションの多様性が増える。
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Figure 2025502610000001_ABST
Abstract
Description
[Technical Field]
[0001] This application claims priority to a Chinese patent application filed on January 11, 2022, bearing application number 202210028158.4 and titled "Method, device, equipment, and storage medium for controlling companion objects in a virtual scene." This application claims priority to a Chinese patent application filed on April 7, 2022, bearing application number 202210363870.X and titled "Method, apparatus, device and computer-readable storage medium for processing special effect items." This application claims priority to a Chinese patent application filed on April 7, 2022, bearing application number 202210365169.1 and titled "Virtual object control method, device, equipment, storage medium, and program product." This application claims priority to a Chinese patent application filed on April 7, 2022, bearing application number 202210364186.3 and entitled "Method, device, equipment, and storage medium for using virtual shield." This application claims priority from a Chinese patent application filed on April 7, 2022, bearing application number 202210364179.3 and titled "Virtual World Reconnaissance Method, Apparatus, Device, Medium, and Program Product." This application claims priority to a Chinese patent application filed on April 7, 2022, bearing application number 202210364187.8 and titled "Virtual object control method, device, equipment, storage medium, and program product." This application claims priority to a Chinese patent application filed on April 7, 2022, bearing application number 202210365549.5 and entitled "Virtual object control method, device, equipment, storage medium, and program product." This application claims priority to a Chinese patent application filed on April 7, 2022, bearing application number 202210365548.0 and entitled "Method, device, equipment, and computer-readable storage medium for managing virtual objects." This application claims priority from a Chinese patent application filed on April 7, 2022, bearing application number 202210365550.8 and titled "Method, device, electronic device, and storage medium for displaying virtual objects." All of the above are incorporated herein by reference.
[0002] The present application relates to the technical field of human-computer interaction, and more particularly to a method, apparatus, terminal device, computer-readable storage medium, and computer program product for controlling a companion object. [Background technology]
[0003] In the virtual scene of the game, the process of fighting between different virtual objects can be simulated. In related technology, if a virtual object controlled by a user has a summoning skill, it can summon additional companion objects to participate in the interaction, thereby creating a synergistic effect in combat and expanding more possibilities and experiences. When a user needs to control multiple objects (virtual object + at least one companion object) simultaneously, the complexity of the human-computer interaction methods provided in the related art makes it difficult for the user to pay attention to multiple objects at the same time, and distraction from one object can easily lead to neglect of the other. Summary of the Invention [Problem to be solved by the invention]
[0004] The embodiments of the present application provide a method, an apparatus, a terminal device, a computer-readable storage medium, and a computer program product for controlling a companion object. [Means for solving the problem]
[0005] According to one aspect of an embodiment of the present application, there is provided a method for controlling a companion object, the method comprising: displaying a virtual scene, the virtual scene including a first virtual object and a companion object, the companion object being a subordinate object of the first virtual object; controlling the companion object to transform between a first state and a second state; The first state is a state in which the companion object is attached to the first virtual object in a first form and becomes part of the first virtual object, and the second state is a state in which the companion object is in a second form and acts independently of the first virtual object.
[0006] According to another aspect of the present invention, there is provided a control device for a companion object, the device comprising: a display module for displaying a virtual scene, the virtual scene including a first virtual object and a companion object, the companion object being a subordinate object of the first virtual object; a control module for controlling the companion object to transform between a first state and a second state; The first state is a state in which the companion object is attached to the first virtual object in a first form and becomes part of the first virtual object, and the second state is a state in which the companion object is in a second form and acts independently of the first virtual object.
[0007] According to another aspect of an embodiment of the present application, there is provided a computer readable storage medium containing a computer program which, when executed on a computing device, causes the computing device to perform the above method.
[0008] According to another aspect of an embodiment of the present application, there is provided a computer device including a processor and a memory, wherein a computer program is stored in the memory, and the processor executes the above-mentioned method by calling the computer program stored in the memory.
[0009] According to another aspect of an embodiment of the present application, there is provided a computer program product including a computer program which, when executed by a processor, implements the above method. [Effects of the Invention]
[0010] The embodiments of the present application have the following beneficial effects: Controlling a companion object of a first virtual object to switch between a first state and a second state allows at least one companion object to adapt to different user needs in various states, providing personalized functionality to the user. For example, by attaching to the first virtual object in the first state, the companion object can avoid exposing the view of the first virtual object when following the first virtual object or blocking the path of the first virtual object when the user controls the movement of the first virtual object. In the second state, the companion object can assist the first virtual object in tasks such as reconnaissance and patrol. This improves the efficiency of human-computer interaction and increases the variety of interactions. [Brief explanation of the drawings]
[0011] [Figure 1] FIG. 1 is a schematic diagram illustrating an application pattern of a companion object control method provided in one embodiment of the present application. [Figure 2] FIG. 1 is a schematic diagram illustrating an application pattern of a companion object control method provided in one embodiment of the present application. [Figure 3] FIG. 1 is a schematic diagram of the configuration of a terminal device provided in an embodiment of the present application. [Figure 4]1 is a flow diagram of a companion object control method provided in an embodiment of the present application; [Figure 5] 1 is a flow diagram of a companion object control method provided in an embodiment of the present application; [Figure 6] 1 is a flow diagram of a companion object control method provided in an embodiment of the present application; [Figure 7] FIG. 1 is a schematic diagram illustrating an application scenario of a companion object control method provided in an embodiment of the present application; [Figure 8] FIG. 1 is a schematic diagram illustrating an application scenario of a companion object control method provided in an embodiment of the present application; [Figure 9] FIG. 1 is a schematic diagram illustrating an application scenario of a companion object control method provided in an embodiment of the present application; [Figure 10] FIG. 1 is a schematic diagram illustrating an application scenario of a companion object control method provided in an embodiment of the present application; [Figure 11] FIG. 1 is a schematic diagram illustrating an application scenario of a companion object control method provided in an embodiment of the present application; [Figure 12] 1 is a flow diagram of a companion object control method provided in an embodiment of the present application; [Figure 13] FIG. 1 is a schematic diagram illustrating an application scenario of a companion object control method provided in an embodiment of the present application; [Figure 14] 1 is a schematic diagram of the principle of summoning a companion object provided in one embodiment of the present application. [Figure 15] This is a schematic diagram of an application scenario for summoning a companion object provided in one embodiment of the present application. [Figure 16] FIG. 1 is a schematic diagram illustrating an application scenario of a companion object control method provided in an embodiment of the present application; [Figure 17] FIG. 1 is a schematic diagram illustrating an application scenario of a companion object control method provided in an embodiment of the present application; [Figure 18] FIG. 1 is a schematic diagram illustrating an application scenario of a companion object control method provided in an embodiment of the present application; [Figure 19]FIG. 1 is a schematic diagram illustrating an application scenario of a companion object control method provided in an embodiment of the present application; [Figure 20] FIG. 1 is a schematic diagram illustrating an application scenario of a companion object control method provided in an embodiment of the present application; [Figure 21] This is a schematic diagram of the process of summoning a companion object provided in one embodiment of the present application. [Figure 22] FIG. 1 is a schematic diagram of a flow of controlling a companion object to transform from a first state to a second state provided in an embodiment of the present application; [Figure 23] FIG. 1 is a schematic diagram of an application scenario of the reconnaissance method provided in one embodiment of the present application; [Figure 24] 1 is a schematic diagram of the flow of a reconnaissance method provided in one embodiment of the present application; [Figure 25] 1 is a schematic diagram of the flow of a reconnaissance method provided in one embodiment of the present application; [Figure 26] FIG. 1 is a schematic diagram of an application scenario of the reconnaissance method provided in one embodiment of the present application; [Figure 27] FIG. 1 is a schematic diagram of an application scenario of the reconnaissance method provided in one embodiment of the present application; [Figure 28] FIG. 2 is a schematic diagram of a map display control provided in one embodiment of the present application. [Figure 29] FIG. 1 is a schematic diagram of an application scenario of the reconnaissance method provided in one embodiment of the present application; [Figure 30] 1 is a schematic diagram of the flow of a reconnaissance method provided in one embodiment of the present application; [Figure 31] 1 is a schematic diagram of the flow of a reconnaissance method provided in one embodiment of the present application; [Figure 32] FIG. 1 is a schematic diagram of an application scenario of the reconnaissance method provided in one embodiment of the present application; [Figure 33] FIG. 1 is a schematic diagram of an application scenario of the reconnaissance method provided in one embodiment of the present application; [Figure 34] 1 is a schematic diagram of the flow of a reconnaissance method provided in one embodiment of the present application; [Figure 35] 1 is a schematic diagram of a change in the shape of a companion object provided in one embodiment of the present application; [Figure 36] FIG. 1 is a schematic diagram of an application scenario of the reconnaissance method provided in one embodiment of the present application; [Figure 37] 1 is a schematic diagram of a change in the shape of a companion object provided in one embodiment of the present application; [Figure 38] FIG. 1 is a schematic diagram of an application scenario of the reconnaissance method provided in one embodiment of the present application; [Figure 39] FIG. 1 is a schematic diagram of an application scenario of the reconnaissance method provided in one embodiment of the present application; [Figure 40] 1 is a schematic diagram of a probe provided in one embodiment of the present application; [Figure 41] 1 is a schematic diagram of a probe provided in one embodiment of the present application; [Figure 42] 1 is a flow diagram of a companion object control method provided in an embodiment of the present application; [Figure 43] FIG. 10 is an interface diagram for using a virtual shield monster provided in one embodiment of the present application. [Figure 44] 1 is a flowchart of a method for using a virtual shield provided in one embodiment of the present application. [Figure 45] 1 is a flowchart of a method for using a virtual shield provided in one embodiment of the present application. [Figure 46] FIG. 1 is an interface diagram using a virtual shield provided in one embodiment of the present application. [Figure 47] FIG. 1 is an interface diagram using a virtual shield provided in one embodiment of the present application. [Figure 48] 1 is a flowchart of a method for using a virtual shield provided in one embodiment of the present application. [Figure 49] 1 is a flowchart of a method for using a virtual shield provided in one embodiment of the present application. [Figure 50] FIG. 1 is an interface diagram using a virtual shield provided in one embodiment of the present application. [Figure 51] 1 is a flowchart of a method for using a virtual shield provided in one embodiment of the present application. [Figure 52]FIG. 1 is an interface diagram using a virtual shield provided in one embodiment of the present application. [Figure 53] FIG. 1 is an interface diagram using a virtual shield provided in one embodiment of the present application. [Figure 54] 1 is a flowchart of a method for using a virtual shield provided in one embodiment of the present application. [Figure 55] 1 is a flowchart of a method for using a virtual shield provided in one embodiment of the present application. [Figure 56] 1 is a flowchart illustrating the use of a virtual shield monster provided in one embodiment of the present application. [Figure 57] 1 is a flowchart of a method for controlling a virtual object provided in an embodiment of the present application; [Figure 58] FIG. 2 is a schematic diagram of a display screen provided in one embodiment of the present application. [Figure 59] FIG. 2 is a schematic diagram of a display screen provided in one embodiment of the present application. [Figure 60] 1 is a flowchart of a method for controlling a virtual object provided in an embodiment of the present application; [Figure 61] FIG. 2 is a schematic diagram of a display screen provided in one embodiment of the present application. [Figure 62] FIG. 2 is a schematic diagram of a display screen provided in one embodiment of the present application. [Figure 63] 1 is a flowchart of a method for controlling a virtual object provided in an embodiment of the present application; [Figure 64] 1 is a flowchart of a method for controlling a virtual object provided in an embodiment of the present application; [Figure 65] 1 is a flowchart of a virtual object management method provided in an embodiment of the present application; [Figure 66] FIG. 2 is a schematic diagram of a display page of an application provided in an embodiment of the present application. [Figure 67] FIG. 2 is a schematic diagram of a game screen display provided in an embodiment of the present application. [Figure 68] FIG. 2 is a schematic diagram of a display of a target page provided in one embodiment of the present application. [Figure 69] FIG. 10 is a schematic diagram of a display of a companion object in a second form provided in one embodiment of the present application. [Figure 70] FIG. 2 is a schematic diagram of a display of a companion object in a first form provided in one embodiment of the present application. [Figure 71] FIG. 10 is a schematic diagram illustrating a display of a third virtual object provided in an embodiment of the present application. [Figure 72] FIG. 10 is a schematic diagram of a display of a companion object in a third form provided in one embodiment of the present application. [Figure 73] FIG. 10 is a schematic diagram of a display provided in an embodiment of the present application after a fourth virtual object has been attacked. [Figure 74] FIG. 10 is a schematic diagram of a display in which a special effect corresponding to a fellow object provided in one embodiment of the present application is displayed in a third area of the fellow object in a third form. [Figure 75] 1 is a schematic diagram of a display of a target area provided in one embodiment of the present application; [Figure 76] 1 is a flowchart of a virtual object management method provided in an embodiment of the present application; [Figure 77] 1 is a flowchart of a method for controlling a virtual object provided in an embodiment of the present application; [Figure 78] 1 is a flowchart of a method for controlling a virtual object provided in an embodiment of the present application; [Figure 79] 1 is a schematic diagram of a state change of a companion object provided in one embodiment of the present application; [Figure 80] FIG. 1 is a schematic diagram of energy accumulation provided in one embodiment of the present application. [Figure 81] FIG. 10 is a schematic diagram of energy storage presentation information in a second display mode provided in an embodiment of the present application. [Figure 82] 1 is a schematic diagram of a first buff effect provided in one embodiment of the present application. [Figure 83] 1 is a schematic diagram of the operation of a ranged buff effect provided in one embodiment of the present application. [Figure 84] 1 is a flowchart of a method for controlling a virtual object provided in an embodiment of the present application; [Figure 85] 1 is a flowchart of a method for displaying a virtual object provided in an embodiment of the present application; [Figure 86] 1 is a flowchart illustrating an interaction of a virtual object display method provided in an embodiment of the present application. [Figure 87] 1 is a flowchart illustrating the interaction of a mark item control method provided in an embodiment of the present application; [Figure 88] 1 is a flowchart illustrating an interaction of a virtual object display method provided in an embodiment of the present application. [Figure 89] 1 is a flowchart illustrating an interaction of a virtual object display method provided in an embodiment of the present application. [Figure 90] 1 is a flowchart illustrating an interaction of a virtual object display method provided in an embodiment of the present application. [Figure 91] FIG. 1 is a schematic diagram of a transition animation interface provided in an embodiment of the present application. [Figure 92] 1 is a schematic diagram of the summon stealth interface provided in one embodiment of the present application; [Figure 93] FIG. 1 is a schematic diagram of the effect of DOT damage caused by electric shock provided in one embodiment of the present application. [Figure 94] 1 is a schematic diagram of an interface for controlling the shooting of a marked bullet provided in an embodiment of the present application; [Figure 95] 1 is a schematic diagram of an interface where a marking bullet provided in one embodiment of the present application has been successfully marked; [Figure 96] FIG. 1 is a schematic diagram of an interface in which a mark bullet is destroyed, according to an embodiment of the present application; [Figure 97] 1 is a schematic diagram of the flow of a special effect item processing method provided in an embodiment of the present application; [Figure 98] 1 is a schematic diagram illustrating the flow of a method for displaying the movement trajectory of a special effect item provided in an embodiment of the present application; [Figure 99] 1 is a schematic diagram of the flow of a special effect item processing method provided in an embodiment of the present application; [Figure 100] 1 is a schematic diagram of the flow of a special effect item processing method provided in an embodiment of the present application; [Figure 101] FIG. 2 is a schematic diagram of an application scenario of the special effect item processing method provided in one embodiment of the present application; [Figure 102] FIG. 2 is a schematic diagram of an application scenario of the special effect item processing method provided in one embodiment of the present application; [Figure 103] FIG. 2 is a schematic diagram of an application scenario of the special effect item processing method provided in one embodiment of the present application; [Figure 104] FIG. 2 is a schematic diagram of an application scenario of the special effect item processing method provided in one embodiment of the present application; [Figure 105] 1 is a schematic diagram of the flow of a special effect item processing method provided in an embodiment of the present application; DETAILED DESCRIPTION OF THE INVENTION
[0012] In order to clarify the purpose, configuration and advantages of the present application, the present application will be described in more detail below with reference to the accompanying drawings. The described embodiments should not be considered as limiting the present application. All other embodiments that a person skilled in the art can obtain without creative work belong to the scope of protection of the present application.
[0013] In the following description, reference is made to "some embodiments" that describe a subset of all possible embodiments, but it will be understood that "some embodiments" may be the same or different subsets of all possible embodiments and may be combined with each other without conflict.
[0014] In the following description, such terms "first / second / ..." are used merely to distinguish between similar objects and do not represent a particular order for the objects. As will be understood, "first / second / ..." can be interchanged with a particular order or priority where permitted to allow the embodiments of the present application described herein to be performed in an order other than that shown or described herein. In the following description, the term "plurality" means at least two.
[0015] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art. The terms used herein are for the purpose of describing the embodiments of the present application only and are not intended to be limiting of the present application.
[0016] Before describing the embodiments of the present application in more detail, the nouns and terms related to the embodiments of the present application will be explained. The nouns and terms related to the embodiments of the present application will be interpreted as follows.
[0017] In response to 1): Represents a condition or state on which the operation to be performed depends, and the operation or operations to be performed when the dependent condition or state is met may be in real time or with a configured delay. Unless otherwise specified, there are no restrictions on the execution priority of the operations to be performed.
[0018] 2) Virtual Scene: A scene displayed (or provided) when a game application is executed on a terminal device. The scene may be a simulated environment of the real world, a semi-simulated, semi-fictional environment, or a purely fictional virtual scene. The virtual scene may be any one of a 2D virtual scene, a 2.5D virtual scene, and a 3D virtual scene. The embodiments of the present application do not limit the dimensions of the virtual scene. For example, the virtual scene may include sky, land, sea, etc., and the land may include environmental elements such as deserts and cities, and the user can control virtual objects to move within the virtual scene.
[0019] 3) Virtual Object: An image of various people or things that can be controlled by or interact with the player in the virtual scene, or an actionable object in the virtual scene. The actionable object may be a virtual person, a virtual animal, a cartoon character, or the like, such as a person or animal displayed in the virtual scene. The virtual object may be a virtual image representing the user in the virtual scene. A virtual scene may include multiple virtual objects, each of which has its own shape and volume and occupies a portion of the space in the virtual scene.
[0020] 4) Companion Objects: Images of various people or objects that can assist the virtual object in interacting with other virtual objects within the virtual scene. The images may be virtual people, virtual animals, animated characters, etc. For example, the companion objects may be objects controlled by artificial intelligence (AI) within the virtual scene or non-player characters (NPCs) within the virtual scene. The AI may be one or more of control logics with different intelligence capabilities, such as an AI model, a decision tree, a logic tree, or a behavior tree. In some embodiments, the AI is controlled based on the control logic of a conditional trigger.
[0021] 5) Scene data: Represents the characteristic data of the virtual scene, and may be, for example, the area of the built-up area in the virtual scene, the current architectural style of the virtual scene, etc., and may include the position of the virtual building in the virtual scene, and the land area of the virtual building, etc.
[0022] 6) Client: An application that runs on a terminal device and provides various services, such as a game client or a metaverse client.
[0023] 7) Unresponsive state: Refers to a state in which an external factor prevents the control target from responding to a user's instructions. For example, in the case of a companion object that can be converted between an independent state and an attached state, the state can represent an inability to convert from an independent state to an attached state in response to an instruction, or an inability to convert from an attached state to an independent state in response to an instruction. Here, the external factor may be the companion object being interfered with by another object's control skill (e.g., becoming dizzy), or the companion object's status value (e.g., life value) falling below a status threshold. Also, when the external factor is resolved (e.g., the companion object's status value recovers to a state higher than the status threshold or the dizzy state ends), the companion object's status changes from the unresponsive state to the responsive state. In this case, the companion object can change from the independent state to the attached state.
[0024] 8) First state: This is the first state of the companion object. For example, the first state can present a state in which the companion object is attached to the first virtual object and becomes part of the first virtual object, and is also called an attached state, a combined state, or an incomplete state.
[0025] 9) Second State: A second state of the companion object, which may be different from the first state. For example, the second state may represent a state in which the companion object acts independently of the first virtual object, and may also be called an independent state, a separate state, a split state, or a complete state.
[0026] The embodiments of the present application provide a method, device, electronic device, computer-readable storage medium, and computer program product for controlling a companion object in a virtual scene, which realizes control of a companion object in a flexible and simple manner and improves the efficiency and user experience of human-computer interaction. To make it easier to understand the method for controlling a companion object in a virtual scene provided in the embodiments of the present application, an exemplary implementation scenario of the method for controlling a companion object in a virtual scene provided in the embodiments of the present application will first be described. The virtual scene in the method for controlling a companion object in a virtual scene provided in the embodiments of the present application may be output entirely based on a terminal device, or may be output based on cooperation between a terminal device and a server.
[0027] In some embodiments, the virtual scene may be an environment that allows for interaction of virtual objects (e.g., game characters), such as game characters competing against each other within the virtual scene. By controlling the actions of the game characters, two-way interactions within the virtual scene can occur, allowing users to relieve the pressures of life while playing a game.
[0028] Please refer to Figure 1. Figure 1 is a schematic diagram of application patterns of the method for controlling companion objects in a virtual scene provided in one embodiment of the present application, which is suitable for several application patterns in which the calculation of data related to the virtual scene 100 can be completed entirely by relying on the computing capabilities of the graphics processing hardware of the terminal device 400. For example, in a standalone / offline mode game, the virtual scene is output by various different types of terminal devices 400, such as smartphones, tablet computers, and virtual reality / augmented reality devices. By way of example, types of graphics processing hardware include a central processing unit (CPU) and a graphics processing unit (GPU).
[0029] When forming the visual perception of the virtual scene 100, the terminal device 400 uses graphics computing hardware to calculate data required for display, loads, analyzes, and renders display data, and outputs video frames that can form the visual perception of the virtual scene using graphics output hardware. For example, the terminal device 400 may present two-dimensional video frames on the display screen of a smartphone, or project video frames onto the lenses of augmented reality / virtual reality glasses to achieve a three-dimensional display effect. To enrich the sensory experience, the terminal device 400 may also use different hardware to form one or more of auditory, tactile, motion, and taste perceptions.
[0030] For example, a client 410 (e.g., a standalone game application) is executed on the terminal device 400. During execution of the client 410, a virtual scene including a role-play is output. The virtual scene may be an environment for game character interaction, such as a plain, a street, or a valley for game character battles. For example, when the virtual scene 100 is displayed from a third-person perspective, a first virtual object 101 is displayed in the virtual scene 100. Here, the first virtual object 101 may be a game character controlled by a user. That is, the first virtual object 101 is controlled by a real user and moves within the virtual scene 100 in response to the real user's operation on a controller (e.g., a touchscreen, a voice-controlled switch, a keyboard, a mouse, a joystick, etc.). For example, when the real user moves a joystick (including a virtual joystick and a real joystick) to the right, the first virtual object 101 moves to the right within the virtual scene 100. The first virtual object 101 can also be controlled to stand still, jump, or perform a shooting operation.
[0031] For example, the virtual scene 100 displays a first virtual object 101 and a companion object 102 in an attached state. Here, the companion object 102 is attached to the first virtual object 101 in a first form (for example, the companion object 102 may be attached to the arm of the first virtual object 101 in a brace shape and become a part of the first virtual object 101). Thereafter, in response to a release condition being satisfied (for example, a task trigger operation is received or a task automatic trigger condition is satisfied), the client 410 controls the companion object 102 in the first form to convert from the attached state to an independent state and controls the companion object 102 in the second form to perform a task (for example, when the release condition is satisfied, the client 410 may control the companion object 102 to convert from the brace shape to an independent virtual person shape and control the companion object 102 in the person shape to perform a task). Here, the independent state may be a state in which the companion object 102 acts independently from the first virtual object 101 in the second form. In this way, it is possible to realize the control of companion objects in a virtual scene in a flexible and simple manner, thereby improving the efficiency and user experience of human-computer interaction.
[0032] For another implementation scenario, please refer to Fig. 2. Fig. 2 is a schematic diagram of an application pattern of the method for controlling a companion object in a virtual scene provided in an embodiment of the present application, which is applied to the terminal device 400 and the server 200, and is suitable for an application pattern in which the method relies on the computing power of the server 200 to perform calculations of the virtual scene and output the virtual scene to the terminal device 400.
[0033] Taking the formation of a visual perception of a virtual scene 100 as an example, the server 200 performs calculations on display data (e.g., scene data) related to the virtual scene and transmits the data to the terminal device 400 via the network 300. The terminal device 400 performs calculations, loads, analyzes, and renders the display data using graphics computing hardware, and outputs the virtual scene using graphics output hardware to form the visual perception. For example, two-dimensional video frames may be presented on the display screen of a smartphone, or video frames may be projected onto the lenses of augmented reality / virtual reality glasses to achieve a three-dimensional display effect. As can be appreciated, a physical perception of the virtual scene may be output by corresponding hardware of the terminal device 400. For example, an auditory perception may be formed using a microphone, a tactile perception may be formed using a vibrator, etc.
[0034] For example, a client 410 (e.g., a network version of a game application) is executed on the terminal device 400. By connecting to a server 200 (e.g., a game server), the client 410 interacts with other users in the game. The terminal device 400 outputs a virtual scene 100 for the client 410. For example, in a case where the virtual scene 100 is displayed from a third-person perspective, a first virtual object 101 is displayed within the virtual scene 100. Here, the first virtual object 101 may be a game character controlled by a user. That is, the first virtual object 101 is controlled by a real user and moves within the virtual scene 100 in response to the real user's operation on a controller (e.g., a touch screen, a voice-controlled switch, a keyboard, a mouse, a joystick, etc.). For example, when the real user moves the joystick to the right, the first virtual object 101 moves to the right within the virtual scene 100. The first virtual object 101 can also be controlled to stand still, jump, or perform a shooting operation.
[0035] For example, the virtual scene 100 displays a first virtual object 101 and a companion object 102 in an attached state. Here, the companion object 102 is attached to the first virtual object 101 in a first form (for example, the companion object 102 may be attached to the arm of the first virtual object 101 in a brace shape and become a part of the first virtual object 101). Thereafter, in response to a release condition being satisfied (for example, a task trigger operation is received or a task automatic trigger condition is satisfied), the client 410 controls the companion object 102 in the first form to convert from the attached state to an independent state and controls the companion object 102 in the second form to perform a task (for example, when the release condition is satisfied, the client 410 may control the companion object 102 to convert from the brace shape to an independent virtual person shape and control the companion object 102 in the person shape to perform a task). Here, the independent state may be a state in which the companion object 102 acts independently from the first virtual object 101 in the second form. In this way, it is possible to realize the control of companion objects in a virtual scene in a flexible and simple manner, thereby improving the efficiency and user experience of human-computer interaction.
[0036] In some embodiments, the terminal device 400 may execute a computer program to implement the method for controlling a companion object in a virtual scene provided in the embodiments of the present application. For example, the computer program may be a native program or software module in an operating system, a native application (APP), i.e., a program that must be installed in an operating system before it can be executed, such as a shooting game APP (i.e., the above-mentioned client 410), an applet, i.e., a program that can be executed simply by downloading it to a browser environment, or a game applet that can be incorporated into any APP. In short, the computer program may be any type of application, module, or plug-in.
[0037] For example, in the case where the computer program is an application, in actual implementation, an application supporting a virtual scene is installed and executed on the terminal device 400. The application may be any one of a first-person shooting game (FPS), a third-person shooting game, a virtual reality application, a three-dimensional map program, or a multiplayer gunfight survival game. A user uses the terminal device 400 to control the actions of a virtual object located in the virtual scene. The actions include, but are not limited to, at least one of adjusting body posture, creeping, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, and building a virtual building. Schematically, the virtual object may be a virtual person, such as a simulated human character or an animated human character.
[0038] In some other embodiments, the embodiments of the present application may be realized by cloud technology, which is a hosting technology that integrates a set of resources, such as hardware, software, and networks, within a wide area network or a local network to realize data calculation, storage, processing, and sharing.
[0039] Cloud technology is a collective term for networking, information, integration, management platform, and application technologies applied under the cloud computing business model. It allows for the flexible and convenient creation of resource pools and on-demand utilization. Cloud computing technology is an important support for the back-end services of technical network systems, which require large amounts of computing and storage resources.
[0040] 2 may be an independent physical server, a server cluster or a distributed system consisting of multiple physical servers, or a cloud server providing cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, a content delivery network (CDN), and base cloud computing services such as big data and artificial intelligence platforms. The terminal device 400 may be, but is not limited to, a smartphone, a tablet computer, a laptop, a desktop computer, a smart speaker, a smart watch, etc. The terminal device 400 and the server 200 may be directly or indirectly connected via wired or wireless communication. The embodiments of the present application are not limited thereto.
[0041] The configuration of the terminal device 400 shown in FIG. 1 will be described below. Please refer to FIG. 3. FIG. 3 is a schematic diagram of the configuration of the terminal device 400 provided in an embodiment of the present application. The terminal device 400 shown in FIG. 3 includes at least one processor 420, a memory 460, at least one network interface 430, and a user interface 440. The components in the terminal device 400 are coupled via a bus system 450. As can be seen, the bus system 450 is used to realize communication connections between these components. The bus system 450 includes a power bus, a control bus, and a status signal bus in addition to a data bus. However, for clarity of explanation, various buses are represented as the bus system 450 in FIG. 3.
[0042] Processor 420 may be an integrated circuit chip having signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic device, a discrete gate or transistor logic device, a discrete hardware component, etc. Here, a general-purpose processor may be a microprocessor, any conventional processor, etc.
[0043] The user interface 440 includes one or more output devices 441 that enable the presentation of media content. The one or more output devices 441 include one or more speakers and / or one or more visual displays. The user interface 440 further includes one or more input devices 442. The input devices 442 include user interface members that facilitate user input, such as a keyboard, a mouse, a microphone, a touch display, a camera, and other input buttons or controls.
[0044] Memory 460 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memory, hard disk drives, optical disk drives, etc. Memory 460 optionally includes one or more storage devices whose physical location is remote from processor 420.
[0045] The memory 460 may include volatile or non-volatile memory, or may include both volatile and non-volatile memory. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random access memory (RAM). The memory 460 described in the embodiments of this application is intended to include any suitable type of memory.
[0046] In some embodiments, memory 460 may store data to support various operations, including, for example, programs, modules, and data structures, or any subset or superset thereof, as described below by way of example.
[0047] The operating system 461 includes system programs, such as a framework layer, a core library layer, and a driver layer, for processing various basic system services and executing hardware-related tasks, and realizes various basic operations and processes hardware-based tasks.
[0048] The network communication module 462 is for reaching other computing devices via one or more (wired or wireless) network interfaces 430. Exemplary network interfaces 430 include Bluetooth, Wireless Compatibility (WiFi), Universal Serial Bus (USB), etc.
[0049] The presentation module 463 enables presentation of information via one or more output devices 441 (e.g., displays, speakers, etc.) associated with the user interface 440 (e.g., the user interface for operating peripheral devices and displaying content and information).
[0050] The input processing module 464 detects one or more user inputs or interactions from one of the one or more input devices 442 and interprets the detected inputs or interactions.
[0051] In some embodiments, the control device for a companion object in a virtual scene provided in the embodiments of the present application may be implemented in a software manner. FIG. 3 shows a control device for a companion object in a virtual scene 465 stored in a memory 460. This control device for a companion object in a virtual scene 465 may be software in the form of a program or plug-in, and includes software modules such as a display module 20, a control module 40, and an acquisition module 60. These modules are logical and can be arbitrarily combined or further divided depending on the functions to be implemented. Note that, although FIG. 3 shows all the above-mentioned modules at once for convenience of illustration, this does not exclude an implementation in which the control device for a companion object in a virtual scene 465 may include only the display module 20 and the control module 40. The functions of each module are described below.
[0052] Hereinafter, a method for controlling a fellow object in a virtual scene provided in an embodiment of the present application will be described in detail with reference to the drawings. The method for controlling a fellow object in a virtual scene provided in an embodiment of the present application may be performed independently by the terminal device 400 of FIG. 1 or may be performed in cooperation with the terminal device 400 of FIG. 1 and the server 200.
[0053] The control flow of the companion object is: Stairs 1 to summon companion objects, a staircase 2 for controlling the companion object to switch between a first state and a second state; a stage 3 for controlling a companion object to reinforce the first virtual object in a first state and / or for controlling a companion object to assist the first virtual object in a second state; and a staircase 4 for controlling companion objects to perform other tasks.
[0054] For ease of understanding, we provide the following noun comparison table: [Table 1]
[0055] In the present application, a "virtual object" and a "virtual character" can be considered to be the same concept, and a "companion object" and a "companion character" can be considered to be the same concept.
[0056] About Stair 1 to summon companion objects Please refer to Fig. 4. Fig. 4 is a schematic diagram of the flow of a companion object control method provided in one embodiment of the present application. The following description will be given with reference to the steps shown in Fig. 4.
[0057] 4 may be implemented by various types of computer programs executed on the terminal device 400. The computer programs are not limited to the above-described client 410, but may also be the above-described operating system 461, software modules, and scripts. Therefore, the client should not be considered as limiting the embodiments of the present application.
[0058] In step 110, the virtual scene is displayed.
[0059] In some embodiments, a client supporting a virtual scene is installed on the terminal device (e.g., if the virtual scene is a game, the corresponding client may be a game APP, such as a shooting game APP or a multiplayer online battle arena game APP). When a user opens the client installed on the terminal device (e.g., the user clicks on an icon corresponding to the shooting game APP presented on the user interface of the terminal device) and the terminal device executes the client, a first virtual object (e.g., virtual object A controlled by the current user 1) and at least one second virtual object (e.g., virtual object B controlled by an AI or virtual object C controlled by another user 2) may be displayed in the virtual scene presented on the human-computer interaction interface of the client. In this embodiment, a case where the second virtual object is a monster virtual object controlled by an AI will be described as an example.
[0060] In some embodiments, the client's human-computer interaction interface may display the virtual scene from a first-person perspective (e.g., a virtual camera representing the first virtual object in the game from the perspective of a controlled virtual object), a third-person perspective (e.g., a game is played from a perspective where the virtual camera is positioned above and behind the virtual object, also known as an over-the-shoulder perspective), or a bird's-eye perspective (e.g., a virtual camera positioned above the scene, overlooking the entire displayed virtual scene, which may or may not include the controlled virtual object). Switching between these different perspectives may be performed arbitrarily, such as by user selection or automatically by scene.
[0061] By way of example, the first virtual object may be an object controlled by the current user in the game. Of course, the virtual scene may include other virtual objects, such as virtual objects that can be controlled by other users or controlled by a robot program. The virtual objects may be assigned to any one of multiple factions, and the factions may have opposing or cooperative relationships, and the factions in the virtual scene may have one or all of the above relationships.
[0062] For example, in the case of displaying a virtual scene from a first-person perspective, the step of displaying the virtual scene in the human-computer interaction interface may include determining a viewing area of the first virtual object based on an observation position and a viewing angle of the first virtual object in the complete virtual scene, and presenting a partial virtual scene located in the viewing area of the complete virtual scene. That is, the displayed virtual scene may be a partial virtual scene of a panoramic virtual scene. The first-person perspective is an observation viewpoint that can have a strong impact on the user, and can realize a sense of immersion as if the user were in the scene during operation.
[0063] For example, in the case of displaying a virtual scene from a bird's-eye view, displaying the virtual scene on the human-computer interaction interface may include, in response to a scaling or sliding operation on the panoramic virtual scene, presenting a partial virtual scene corresponding to the scaling or sliding operation on the human-computer interaction interface. That is, the displayed virtual scene may be a partial virtual scene of the panoramic virtual scene. In this way, the operability during user operation can be improved, and the efficiency of human-computer interaction can be improved.
[0064] In step 120, a companion object is obtained.
[0065] In some embodiments, the companion object is acquired automatically by the first virtual object. That is, the companion object can be acquired without any voluntary interaction of the first virtual object. For example, at the start of the virtual scene, the first virtual object already has a companion object.
[0066] In some other embodiments, the first virtual object needs to acquire the companion object through a voluntary operation. For example, the first virtual object needs to acquire the companion object by searching for an interaction mechanism in the virtual scene. Alternatively, the first virtual object needs to acquire the companion object using a specific skill, item, or function. Alternatively, the user needs to control the first virtual object to convert a second virtual object in the virtual scene into a companion object. The second virtual object is displayed. In response to a user's operation, the first virtual object is controlled to convert the second virtual object into a companion object. In some embodiments, the first virtual object is controlled to convert the second virtual object into a companion object using a summoning skill, summoning item, or summoning function. After being converted into a companion object, the second virtual object may be in an attached state or an independent state by default, or the initial state after conversion may be selected by the user. In this embodiment, a case where the second virtual object is in an attached state by default after being converted into a companion object will be described as an example.
[0067] Illustratively, the companion object is a subordinate object of the first virtual object and is in an attached state by default. The attached state is a state in which the companion object is attached to the first virtual object in a first form and becomes a part of the first virtual object. In some embodiments, the first form refers to a state in which the companion object is reduced and transformed into one or several pieces or a set of body armor and attached to a body part of the first virtual object. In other embodiments, the first form may refer to a state in which the companion object is transformed and replaces a body part of the first virtual object. The first virtual object to which the companion object is attached may have a change in body appearance or may not have a visible change in appearance.
[0068] For example, if the first virtual object is virtual object A, a companion object (e.g., companion object B) may be attached to the arm of virtual object A in the form of a vest, become part of virtual object A, and move according to the movement of virtual object A. In this way, the user does not need to be distracted to control the attached companion object B, which reduces the user's operational burden and improves the efficiency of human-computer interaction.
[0069] In some embodiments, the first virtual object is controlled to transform the second virtual object into a companion object using a summoning skill, a summoning item, or a summoning function, where the summoning skill, the summoning item, or the summoning function may be realized in the form of a skill chip, and the skill chip may be acquired voluntarily or automatically by the first virtual object in the virtual scene.
[0070] In some embodiments, in response to a summoning condition being satisfied, the first virtual object is controlled to transform the second virtual object into a companion object, where the summoning condition is satisfied: The first virtual object acquires or uses a virtual item for summoning (for example, the above-mentioned skill chip); selecting at least one second virtual object (e.g., the second virtual object may be selected from among a plurality of virtual objects); and an attribute value of the first virtual object satisfies a set condition (the attribute value may be a certain energy value).
[0071] In some embodiments, the summoning condition includes the second virtual object being in a weak state. Whether the second virtual object is in a weak state may be determined by various criteria, such as the absolute value of its life value being lower than a certain state threshold, the percentage of its life value being lower than a certain state threshold, the absolute value of its magic being lower than a certain state threshold, the percentage of its magic being lower than a certain state threshold, the absolute value or percentage of its movement speed being lower than a certain state threshold, being in a stupor or hypnotic state, or a combination of multiple criteria.
[0072] In some embodiments, the method includes controlling a first virtual object to acquire a skill chip; and controlling the first virtual object to interact with at least one second virtual object in a frail state in the virtual scene when an energy value of the first virtual object is greater than an energy threshold, and when a set interaction result is reached; Step 120 may be realized by performing one of the following steps: a process of using a skill chip to transform at least one second virtual object from a third form to a fourth form, playing a special effect animation in which the at least one second virtual object in the fourth form moves to a position where the first virtual object is located, and converting the at least one second virtual object in the fourth form into at least one companion object in an attached state, where the third form may be an original form of the at least one second virtual object, and the fourth form may be a temporary moving form of the second virtual object, for example, a particle form (also called debris), a flow energy form, or a flying form as shown by the flying debris 102 in FIG. 7 ; or a process of using a skill chip to transform at least one second virtual object into at least one companion object in an independent state, performing an exit action in the independent state (for example, the exit action may be to approach the first virtual object, or may be to move to a position where the first virtual object is located after the at least one companion object finishes performing the exit action), and controlling the at least one companion object to transform from the independent state into the attached state.
[0073] For example, if the first virtual object is a first virtual object A controlled by user 1, a skill chip for summoning the companion object may be placed in advance in the virtual scene. For example, the skill chip may be located at a specific position in the virtual scene (e.g., a position where a supply box is located). That is, user 1 can equip the skill chip by controlling the first virtual object A to move to the position where the supply box is located and controlling the first virtual object A to perform a pickup operation. The skill chip is a virtual item for summoning. After user 1 controls the first virtual object A to obtain the skill chip, the client may further obtain the energy value currently possessed by the first virtual object A (the energy value can be used to modify a second virtual object; that is, when summoning a companion object based on the second virtual object, the energy value possessed by the first virtual object needs to be consumed) and determine whether the current energy value of the first virtual object A is greater than an energy threshold (e.g., an energy value of 500 points). If the current energy value of the first virtual object A is greater than the energy threshold, the user 1 may control the first virtual object A to interact with at least one second virtual object in a weakened state in the virtual scene (e.g., a second virtual object C, where the virtual object C may be an object included in a neutral camp in the virtual scene, or may be an object included in an opposing camp to the first camp to which the first virtual object belongs) (e.g., the user 1 may control the first virtual object A to battle the neutral second virtual object C), and when a set interaction result (e.g., defeating the virtual object C) is reached, the user 1 may modify the second virtual object C based on the acquired skill chip.For example, first, a skill chip may be used to transform the second virtual object C from its original form into a fragment form, and then the second virtual object C in the fragment form may be controlled to move to the position where the first virtual object A is located, and then the fragment form may be transformed into the first form (e.g., a form such as vambraces, armor, a helmet, or combat boots), and attached to the arm of the first virtual object A controlled by the user 1, thereby obtaining one companion object corresponding to the virtual object A (e.g., transforming the virtual object C into a companion object B of the virtual object A).
[0074] In some other embodiments, User 1 may control Virtual Object A to directly summon at least one companion object using a skill chip, i.e., the companion object may be a brand new virtual object in the virtual scene, rather than a converted version of a second virtual object.
[0075] The skill chip may be pre-attached to the first virtual object before entering the virtual scene, or may be present in the scene setting interface or the store interface of the virtual scene. For example, the user may obtain the skill chip by setting it in the scene setting interface, or by purchasing it in the store interface.
[0076] Different types of skill chips may result in different companion objects, and different companion objects may be attached to different locations on the first virtual object to enhance different skills or attributes of the first virtual object. For example, skill chip types may include armor chips, reconnaissance chips, and attack chips. Here, companion object 1 obtained using the armor chip can be attached to the chest of the first virtual object, improving the defensive capabilities of the first virtual object. Companion object 2 obtained using the reconnaissance chip can be attached to the arm of the first virtual object, giving the first virtual object the ability to detect surrounding enemies. Companion object 3 obtained using the attack chip can be attached to the foot of the first virtual object, improving the attack capabilities of the first virtual object. In some embodiments, attack chips may be further divided into melee attack chips and ranged attack chips. Melee attack chips can summon companion objects to enhance melee combat attributes, and ranged attack chips can summon companion objects to enhance ranged attributes. That is, there are at least two types of virtual items with different corresponding companion objects, and there are at least two types of companion objects that provide different attribute increases and / or skill assistance to the first virtual object.
[0077] About Staircase 2, which controls the companion object to switch between the first and second states Please refer to Fig. 5. Fig. 5 is a flow diagram of a method for controlling a companion object to switch between different states / forms provided in one embodiment of the present application. The following description will be given with reference to the steps shown in Fig. 5.
[0078] In step 130, a virtual scene is displayed, the virtual scene including a first virtual object and a companion object.
[0079] The virtual scene includes a first virtual object and a companion object. The companion object is a subordinate object of the first virtual object and is used to enhance or assist the first virtual object. The virtual object can act within the virtual scene, for example, move within the virtual scene, and interact with the virtual scene and content within the virtual scene (e.g., attack other hostile virtual objects).
[0080] The first virtual object may have one or more companion objects, and the companion objects may be of the same type or different types.
[0081] In step 140, the companion object is controlled to switch between a first state and a second state.
[0082] In some embodiments, different types of companion objects are attached to the same portion of the first virtual object in the first state. In some embodiments, different types of companion objects are attached to different portions of the first virtual object in the first state. In some embodiments, some types of companion objects are attached to the same portion of the first virtual object in the first state, and some other types of companion objects are attached to different portions of the first virtual object in the first state, i.e., there are at least two types of companion objects that are attached to different portions of the first virtual object.
[0083] In some embodiments, different types of companion objects correspond to the same first form in the first state. In some embodiments, different types of companion objects correspond to different first forms in the first state. In some embodiments, some types of companion objects correspond to the same first form in the first state, and some other types of companion objects are attached to different first forms in the first state, i.e., there are at least two types of companion objects corresponding to different first forms. The first forms may be in the form of arm guards, helmets, waist protectors, glasses, bracelets, etc. In other words, there are at least two types of companion objects corresponding to different first forms.
[0084] The second state is a state in which the companion object acts independently of the first virtual object in the second form. The second state is also called an independent state. The companion object type includes at least one of a shield object, a reconnaissance object, and an attack object. If the companion object is a shield object, the shield object is used to resist attacks on the first virtual object by other virtual objects in the virtual scene; If the companion object is a reconnaissance object, the reconnaissance object emits a reconnaissance signal into the second region to detect virtual objects present in the second region; If the companion object is an attack object, the attack object is used to assist the first virtual object in attacking a virtual object in the opposing camp. The attack object may be a melee attack object or a ranged attack object.
[0085] In some embodiments, different types of companion objects correspond to the same second form in the second state. In some embodiments, different types of companion objects correspond to different second forms in the second state. In some embodiments, some types of companion objects correspond to the same second form in the second state, and some other types of companion objects correspond to different second forms in the second state, i.e., there are at least two types of companion objects corresponding to different second forms. The second forms may be a strong and muscular melee attack object form, a thin, small, and masculine ranged attack object form, a supple-moving reconnaissance object form, a sturdy shield object form, etc. In other words, there are at least two types of companion objects corresponding to different second forms.
[0086] In some embodiments, switching between different states includes at least two modes: a manual switching model and an automatic switching model.
[0087] Manual switching mode: In response to a first switching operation on the fellow object, the fellow object is controlled to switch from a first state to a second state, and in response to a second switching operation on the fellow object, the fellow object is controlled to switch from the second state to the first state.
[0088] The first switching operation is used to trigger the companion object to switch from the first state to the second state, and the second switching operation is used to trigger the companion object to switch from the second state to the first state.
[0089] The first switching operation and the second switching operation may be received operations from a user controlling the first virtual object, or may be indirect operations processed based on a user operation.
[0090] Auto-switching mode: When the first virtual object and / or the companion object satisfy a first switching condition, the companion object is automatically controlled to switch from the first state to the second state. The automatic control of the companion object to switch from the first state to the second state may not be a direct user operation. The first switching condition is also referred to as an automatic release condition. In some embodiments, the first switching condition is: The number of second virtual objects within the attack range of the first virtual object is equal to or less than the first quantity threshold; The first virtual object or another object in the first camp to which the first virtual object belongs needs assistance; The timing of the attack on the second camp, which is the enemy camp of the first camp to which the first virtual object belongs, The time that the companion object is in the first form is equal to or greater than the first time threshold. The first virtual object enters a designated action state or a specific action state, such as a aiming state, an over-the-shoulder aiming state, or a rocket launch state; It includes at least one of the following:
[0091] When the first virtual object and / or the companion object satisfy a second switching condition, the companion object is controlled to switch from the second state to the first state. The second switching condition is also referred to as a summoning condition. In some embodiments, the second switching condition is: The number of second virtual objects within the attack range of the first virtual object is equal to or greater than a second quantity threshold (the second quantity threshold may be the same as or different from the first quantity threshold); The distance between the first virtual object and the companion object is equal to or greater than a third distance threshold; The time that the companion object is in the second form reaches the second time threshold; The companion object has completed the given task and has not received a new task trigger operation within the waiting time after the task completion. The first virtual object leaves a designated action state or a specific action state, such as a aiming state, an over-the-shoulder aiming state, a rocket launch state, etc.; The attribute value of the companion object is lower than a predetermined threshold (for example, the life value is lower than a predetermined threshold, for example, it enters a death state); The companion object is attacked by a third virtual object (the third virtual object belongs to a camp different from that of the first virtual object, for example, the third virtual object belongs to the second camp); It includes at least one of the following:
[0092] The step 140 includes controlling the companion object to switch from a first state to a second state and / or controlling the companion object to switch from a second state to the first state.
[0093] 140-1 When switching from the first state to the second state In response to the emission condition being satisfied, at least one companion object is controlled to transform from a first state to a second state.
[0094] In some embodiments, the release condition may include any one of: a task trigger operation for at least one companion object being received; and a task auto-trigger condition, where the task auto-trigger condition includes at least one of: the first virtual object or another object in a first camp to which the first virtual object belongs needs help; and it is time to attack a second camp, where the second camp is an opposing camp to the first camp to which the first virtual object belongs.
[0095] As an example, let us consider a case where the first virtual object is a virtual object A controlled by a user 1. Assuming that a companion object B displayed in a vamp shape is attached to the arm of the virtual object A, when the client receives a task trigger operation on the companion object B, for example, when the client receives a click operation on a specific key (e.g., the "X" key on a keyboard) by the user 1, it controls the companion object B to transform from a first state to a second state (for example, controls the vamp-shaped companion object B to detach from the virtual object A and transform from the vamp shape to the virtual person shape).
[0096] For example, the timing for converting at least one companion object from the first state to the second state may be determined using an artificial intelligence method. For example, a machine learning model may be invoked to perform scene recognition processing of environmental information of a virtual scene. If the scene recognition result indicates that the state value (e.g., life value, magic value, etc.) of the first virtual object or another object of the same camp is lower than a state threshold, or the quantity of supplies (e.g., ammunition, drinks, bandages, medical boxes, etc.) of the first virtual object or another object of the same camp is lower than a quantity threshold, the system may determine that the first virtual object or another object of the same camp needs assistance, and automatically control at least one companion object to convert from the first state to the second state. This causes the at least one companion object in the second form to help the first virtual object or another object of the same camp.
[0097] Furthermore, when the scene recognition result indicates that the positional distribution of objects included in the first camp to which the first virtual object belongs satisfies the attack condition, or when it is determined that it is now time to attack the second camp based on attribute information of the objects included in the first camp to which the first virtual object belongs (e.g., the number of objects included in the first camp, the formation consisting of multiple objects, etc.) and attribute information of the objects included in the second camp, at least one companion object may be automatically controlled to convert from the first state to the second state. This allows at least one companion object in the second form to participate in the attack, speeding up the progress of the game and reducing resource consumption of the terminal device.
[0098] In some embodiments, the lock operation may specify a target position (also referred to as a lock position) at which the companion object will transition from the attached state to the independent state. For example, when a companion object is dispatched to attack a locked enemy object or to assist a locked ally object, the locked object's position is the lock position. In this case, steps 141 to 144 shown in FIG. 6 can be used to control at least one companion object to transition from the attached state to the independent state described above. This will be described with reference to the steps shown in FIG. 6.
[0099] In step 141, in response to a first lock operation on the lock position, the distance between the lock position and the position where the first virtual object is located is determined.
[0100] In some embodiments, when presenting a first virtual object on a terminal device, a shooting item held by the first virtual object may be presented. This allows the first virtual object to be controlled to select a lock position (i.e., a scene position in a virtual scene, such as a hill, a tree, or any position on the ground in the virtual scene) using the shooting item. For example, the first virtual object may be controlled to select the lock position using a shooting item with a sight pattern. When presenting the first virtual object holding the shooting item, the terminal device may present a sight pattern corresponding to the shooting item. This allows the user to control the first virtual object to use the shooting item to perform an aiming operation toward the lock position, and during the aiming operation, control the sight pattern to synchronously move to the lock position to select the lock position in the virtual scene.
[0101] In step 142, it is determined whether the distance is greater than a first distance threshold, and if the distance is greater than the first distance threshold, step 143 is executed, and if the distance is equal to or less than the first distance threshold, step 144 is executed.
[0102] In some embodiments, after determining the lock position based on the first lock operation, the process may further determine whether the distance between the lock position and the position where the first virtual object is located is greater than a first distance threshold (e.g., 20 meters). If it is determined that the distance between them is greater than the first distance threshold, the process executes the subsequent step 143, and if the distance between them is equal to or less than the first distance threshold, the process executes the subsequent step 144.
[0103] Step 143 involves controlling the companion objects to move to a first position and transform from the first form to a second form at the first position, and controlling at least one companion object in the second form to move to a locked position.
[0104] In some embodiments, the first position may be a position on a first connecting line connecting the lock position and the position where the first virtual object is located, the distance from the position where the first virtual object is located being a first distance threshold.
[0105] 7 is a schematic diagram illustrating an application scenario of a method for controlling a companion object in a virtual scene provided in an embodiment of the present application. As shown in FIG. 7, when the distance between a position 101 where a first virtual object is located in a virtual scene 100 and a locked position 103 is greater than a first distance threshold, the companion object 102 in a first form (e.g., a brace-shaped object) is first controlled to detach from the first virtual object, transform into a flying form that is immune to damage, and fly to a first position 105 (i.e., the first position 105 is located on a first connecting line 104 between the position 101 where the first virtual object is located and the locked position 103, and the distance between the position 101 where the first virtual object is located and the first position 105 is the first distance threshold). At the first position 105, the companion object 102 is transformed from the flying form into a second form (e.g., a dinosaur form), and then controlled to move to the locked position 103. Here, the moving speed in the flying form may be greater than the moving speed in the second form. Here, the flight form is an intermediate or transitional form during the transformation from the first form to the second form. In some embodiments, this flight form may not be displayed. During the transformation from the first form to the second form, the display time of this flight form may be constant, may be set by the system, or may be dynamically determined depending on factors such as the traveling speed of the first virtual object and its distance from the lock position.
[0106] In some embodiments, this means that the first virtual object can only fly a limited distance and the remaining distance can only be reached through the ground.
[0107] Step 144 controls the companion object to move to the locked position and transform from the first form to the second form at the locked position.
[0108] In some embodiments, at least one companion object of the first form may be controlled to move directly to the locked position and transform from the first form to the second form at the locked position if the distance between the position where the first virtual object is located and the locked position is less than or equal to a first distance threshold.
[0109] 8 is a schematic diagram illustrating an application scenario of the method for controlling a companion object in a virtual scene provided in an embodiment of the present application. As shown in FIG. 8, when the distance between a position 101 where a first virtual object is located in a virtual scene 100 and a lock position 103 is equal to or less than a first distance threshold, the companion object 102 in a first form (e.g., a brace form) may be controlled to detach from the first virtual object, transform into a flying form, fly to the lock position 103, and transform from the energy particle form into a second form (e.g., a dinosaur form) at the lock position 103.
[0110] In some embodiments, if the lock position is a position that cannot be reached by at least one companion object in the virtual scene (e.g., a special position such as a wall or a fault), the at least one companion object in the first form may be controlled to move to a second position and transform from the first form to the second form at the second position, where the second position is a position on the first connecting line that is reachable by the at least one companion object and closest to the lock position.
[0111] For example, if at least one of the companion objects is companion object B, and the lock position is a fault line in the virtual scene (i.e., a position that companion object B cannot reach), companion object B in the first form may be controlled to first move to a second position (i.e., a position closest to the lock position that companion object B can reach on the connecting line between the position where the first virtual object is located and the lock position) and transform from the first form to the second form at the second position, and then companion object B in the second form may be controlled to approach the lock position and perform a task near the fault line.
[0112] In some embodiments, when the lock position is located in the air of the virtual scene, a ground projection position corresponding to the lock position in the virtual scene may be determined, and the companion object may be controlled to reach the lock position, and then at least one companion object in the second form may be controlled to fall from the lock position to the ground projection position under the action of virtual gravity, and state parameters of virtual objects present within a first region centered on the ground projection position (e.g., a circular region with a radius of 10 meters and the ground projection position as its center) may be reduced.
[0113] As an example, if at least one of the companion objects is companion object B, when the position (e.g., position 1) selected by user 1 in the virtual scene is located in the air, first, a ground projection position corresponding to position 1 in the virtual scene is determined, companion object B is controlled to move to position 1 and transform from the first form to the second form at position 1, and then companion object B in the second form is controlled to move to the ground projection position corresponding to position 1 with gravitational acceleration by the gravity engine in the virtual scene, and damage is inflicted on virtual objects (e.g., virtual object C and virtual object D) present within a circular area with a radius of 10 meters, with the ground projection position as the center, and their life values are reduced.
[0114] In some other embodiments, when the lock object is a third virtual object (which may be any object other than the first virtual object in the virtual scene, for example, an object belonging to the same camp as the first virtual object or an object included in the opposing camp of the first camp to which the first virtual object belongs), in response to a second lock operation on the third virtual object, controlling at least one companion object in the first form to move to a third position and transform from the first form to the second form at the third position, and controlling at least one companion object in the second form to move from the third position to a position where the third virtual object is located, may realize controlling at least one companion object to transform from the attached state to the independent state described above. The distance on the second connecting line between the third position and the position where the third virtual object is located is a second distance threshold, and the second connecting line is for connecting the position where the first virtual object is located and the position where the third virtual object is located.
[0115] Exemplarily, the second lock operation may be realized by controlling the first virtual object and using a shooting item. For example, to control the first virtual object to use the shooting item to select a third virtual object in the virtual scene, a sight pattern corresponding to the shooting item may be presented, the first virtual object may be controlled to use the shooting item to perform an aiming operation on the third virtual object, and during the aiming operation, the sight pattern may be controlled to move synchronously to the third virtual object to select the third virtual object in the virtual scene.
[0116] Note that when the time the sight pattern remains on the third virtual object reaches a time threshold, it can be determined that a lock instruction has been received, and the locked object is automatically determined to be the third virtual object. Of course, the lock instruction may also be triggered by another button. That is, when the sight pattern moves to the third virtual object, the third virtual object is determined to be the locked object in response to a trigger operation on the button.
[0117] 9 is a schematic diagram illustrating an application scenario of the method for controlling a companion object in a virtual scene provided in an embodiment of the present application. As shown in FIG. 9, when the locked object is a third virtual object, the companion object 102 in the second form (e.g., a brace-shaped object) may be first controlled to separate from the first virtual object and transform from the brace-shaped object into an energy form (which may be a particle form according to the worldview of the virtual scene), then the companion object 102 in the energy form may be controlled to move to a third position 108 (i.e., the third position 108 is located on a second connecting line 107 between the position 101 where the first virtual object is located and the position 106 where the third virtual object is located, and the distance between the position 106 where the third virtual object is located and the third position 108 is a second distance threshold) and transform from the energy form into the second form (e.g., a dinosaur-shaped object) at the third position 108, and then the companion object 102 in the dinosaur-shaped form may be controlled to move to the position 106 where the third virtual object is located to interact with the third virtual object.
[0118] In the following examples, this means that the first virtual object cannot fly directly around the third virtual object, but can only approach the third virtual object through the ground after flying outside a certain range of the third virtual object.
[0119] In this way, a reaction time for the third virtual object can be secured in advance, improving the user experience.
[0120] In some embodiments, when the at least one companion object is a plurality of companion objects, controlling the at least one companion object to convert from the attached state to the independent state as described above may be accomplished by controlling a selected companion object of the plurality of companion objects to convert from the attached state to the independent state in response to a companion object selection operation, wherein different companion objects have different skills.
[0121] As an example, let us consider a case where the first virtual object is virtual object A controlled by user 1. Assume that virtual object A has three companion objects attached thereto: companion object B, companion object C, and companion object D. Here, companion object B has a vambrace shape and is attached to the arm of virtual object A, companion object C has a suit of armor and is attached to the chest of the virtual object, and companion object D has a helmet and is attached to the head of virtual object A. Furthermore, companion object B, companion object C, and companion object D have different skills. For example, companion object B has a skill that increases the movement speed of virtual object A, companion object C has a skill that increases the defensive power of virtual object A, and companion object D has a skill that gives virtual object A the ability to detect other virtual objects in the vicinity. When the release condition is met, icons corresponding to companion objects B to D may be presented in the form of a list on the human-computer interaction interface for selection by user 1. When user 1 selects companion object C, companion object C is controlled to change from an attached state to an independent state, but companion objects B and D are still in an attached state. In this way, the user can freely select companion objects that need to perform tasks, improving the user's game experience.
[0122] In some other embodiments, when at least one companion object is a plurality of companion objects, controlling at least one companion object to convert from the above-mentioned attached state to an independent state may be achieved by: calling a second machine learning model and performing a prediction process based on environmental information of the virtual scene (e.g., map type, size, etc.), attribute information of objects included in the first camp to which the first virtual object belongs (e.g., the number of objects included in the first camp, the skills possessed by each object, and the positional distribution of each object), attribute information of objects included in the second camp (e.g., the number of objects included in the second camp, the skills possessed by each object, and the positional distribution of each object), and the skills possessed by each of the plurality of companion objects, wherein the first camp to which the first virtual object belongs belongs to the second camp and an enemy camp; and sorting the plurality of release probabilities in descending order and controlling the companion objects corresponding to the top N (N is a positive integer greater than or equal to 1) release probabilities of the descending sorting results to convert from the attached state to an independent state.
[0123] For example, let us consider a case where the first virtual object is virtual object A controlled by user 1. Assuming that virtual object A has three companion objects attached thereto, namely companion object B, companion object C, and companion object D, the second machine learning model can be invoked to predict the release probabilities corresponding to companion object B, companion object C, and companion object D, respectively. For example, assuming that the release probability corresponding to companion object B is predicted to be 80%, the release probability corresponding to companion object C is predicted to be 70%, and the release probability corresponding to companion object D is predicted to be 85%, companion object D is automatically converted from an attached state to an independent state, and the second form of companion object D is made to assist the interaction of the first virtual object. In this way, an appropriate companion object is automatically selected using artificial intelligence, further reducing the user's operation costs and improving the user's game experience.
[0124] In some embodiments, the user can choose whether to turn on the above feature of using the machine model to make selections.
[0125] In some embodiments, the above steps may be followed by the steps of: obtaining past operation data of a reference account before calling the second machine learning model to perform the prediction process, where the reference account may be an account whose game level is greater than a level threshold, i.e., at least one account with a good past record or a long game time; and training the second machine learning model based on the past operation data and the annotation data, where the annotation data includes companion objects used by the reference account during interactions.
[0126] The second machine learning model may be a neural network model (e.g., a convolutional neural network, a deep convolutional neural network, or a fully connected neural network), a decision tree model, a gradient boosting tree, a multilayer perceptron, a support vector machine, etc. The embodiments of the present application do not specifically limit the type of the second machine learning model.
[0127] In some embodiments, after controlling at least one companion object to convert from an attached state to an independent state, the method may perform the following steps: obtaining at least one action or combination of actions to be performed by at least one companion object by calling a first machine learning model and performing prediction processing based on environmental information of the virtual scene (e.g., map type, size, etc.), attribute information of objects included in a first camp to which the first virtual object belongs (e.g., the number of objects included in the first camp, the skills, state values, and position distribution of each object, etc.), and attribute information of objects included in a second camp (e.g., the number of objects included in the second camp, the skills, state values, and position distribution of each object, etc.), where the first camp to which the first virtual object belongs belongs to an enemy camp relative to the second camp; and controlling at least one companion object in the second form to perform the determined at least one action or combination of actions.
[0128] For example, if the at least one companion object is companion object B, a first machine learning model may be called to predict at least one action or combination of actions to be performed by companion object B. Then, after the companion object transforms from an attached state to an independent state, companion object B in the second form may be controlled to perform at least one action or combination of actions predicted by the first machine learning model. In this way, by accurately predicting the action to be performed by companion object B using an artificial intelligence method, unnecessary repetition of actions can be avoided, the user's operational burden can be further reduced, and the user's gaming experience can be improved while saving computing resources of the terminal device.
[0129] The first machine learning model may be trained based on environmental information of the sample virtual scene, attribute information of objects included in the sample winner group, attribute information of objects included in the sample loser group, and annotation data, where the annotation data includes at least one action or a combination of actions performed by the sample companion object of the second form during interaction. The sample may be selected based on a training process similar to that of the second machine learning model to select a reference sample that meets certain conditions.
[0130] 140-2 When switching from second form to first form In response to a summoning condition for the at least one companion object being satisfied, the at least one companion object is controlled to convert from an independent state to an attached state.
[0131] In some embodiments, the combat ability of the first virtual object is stronger when a companion object is attached than when not possessed. Stronger combat ability may be embodied as having more available skills when attached, or as the coefficients of existing skills being amplified, for example, increasing attack power or increasing range. For example, when at least one companion object (e.g., companion object B) is attached to a first virtual object (e.g., virtual object A) in the first form, the skills possessed by companion object B may be directly superimposed on virtual object A. Assume companion object B has a stealth skill. When companion object B is attached to virtual object A in the first form, virtual object A can also acquire the stealth skill. Of course, the above skills may have a certain amplification coefficient. For example, when companion object B is controlled to activate the stealth skill independently, assume that the maximum time companion object B can remain stealth each time is 10 seconds. When companion object B attaches to virtual object A in its first form, if it controls virtual object A to activate the acquired stealth skill, the maximum time virtual object A can remain stealth each time increases to 15 seconds.
[0132] Furthermore, for example, when at least one companion object (e.g., companion object B) is attached to a first virtual object (e.g., virtual object A) in the first form, the skill that virtual object A previously possesses may be increased by a certain amount. For example, assume that virtual object A's previous attack power is 100. When companion object B is attached to virtual object A in the first form, the attack power of virtual object A increases to 150. Of course, when companion object B is attached to virtual object A in the first form, a new skill that neither object A nor companion object B possesses may be added to virtual object A.
[0133] In some embodiments, the summoning condition may include any one of the following: a summoning trigger operation is received for at least one companion object in the task state (e.g., a user clicks on a specific key on the keyboard (e.g., the "Q" key)); the time that at least one companion object is in the second form reaches a time threshold (e.g., 20 seconds); the distance between at least one companion object in the second form and the first virtual object is greater than a third distance threshold (e.g., 10 meters); or at least one companion object in the second form completes the task and no new task trigger operation is received within the waiting time after the task is completed.
[0134] The minimum value of the waiting time may be 0. In other words, when the waiting time is 0, at least one companion object in the second form is summoned immediately after completing a task.
[0135] In some other embodiments, the method may include: obtaining a state of the at least one companion object in a second form before responding that a summoning condition for the at least one companion object is satisfied; and, if the state of the at least one companion object is an unresponsive state, displaying presentation information, the presentation information being for presenting that the at least one companion object cannot currently be converted from an independent state to an attached state. Also, when the state of the at least one companion object converts from an unresponsive state to a responsive state, determining to control the at least one companion object to convert from an independent state to an attached state in response to the summoning condition for the at least one companion object being satisfied.
[0136] For example, taking the at least one companion object as an example, the client may perform the following steps before responding that the summoning condition for companion object B is satisfied (e.g., a summoning trigger operation for companion object B is received): acquiring the state of companion object B in the second form; and, if the current state of companion object B becomes unresponsive due to an external factor (e.g., companion object B becoming dazed due to interference with a skill activated by virtual object C in the virtual scene, or the life value decreasing to below the life threshold after receiving an attack skill activated by virtual object C), displaying presentation information such as "Companion object B is currently unresponsive, please resume operation in 10 seconds" or other information of a similar meaning on the human-computer interaction interface. Furthermore, when the state of companion object B changes from an unresponsive state to a responsive state (i.e., when an external factor is resolved, for example, companion object B's life value recovers to exceed the life threshold or companion object B's dizziness state time reaches a time threshold, the state changes from an unresponsive state to a responsive state), the client decides to control companion object B to change from an independent state to an attached state in response to a summon trigger operation on companion object B (e.g., receiving a click operation on the "Q" key on the keyboard by the user).
[0137] In some embodiments, controlling at least one companion object to convert from the above-mentioned independent state to the attached state may be achieved by: when the distance between the at least one companion object in the second form and the first virtual object is less than or equal to a third distance threshold (e.g., 15 meters), controlling at least one companion object in the second form to move from the fourth position to a position where the first virtual object is located in a first manner (i.e., a manner in which the at least one companion object moves by gradually changing its position, which may be, for example, flying, walking, running, etc.); when the distance between the at least one companion object in the second form and the first virtual object is greater than the third distance threshold, controlling at least one companion object in the second form to move to the fourth position in a second manner (i.e., a manner in which the at least one companion object moves by instantaneously changing its position, which may be, for example, teleportation); and controlling at least one companion object in the second form to move from the fourth position to a position where the first virtual object is located in the first manner and convert from the second form to the first form. Here, the distance between the fourth position on the third connecting line and the position where the first virtual object is located is a third distance threshold, and the third connecting line is for connecting the position where the first virtual object is located and the position where at least one companion object of the second form is located.
[0138] In some embodiments, the companion object is controlled to be immune to damage when transitioning between the first state and the second state, i.e., the companion object cannot be damaged or adversely affected by other effects while transitioning between the first state and the second state. For example, if a bomb explodes, the companion object is within the bomb's explosion range, but because it is in the process of transitioning states, the bomb's explosion does not reduce the companion object's life value.
[0139] 10 is a schematic diagram illustrating an application scenario of the method for controlling a companion object in a virtual scene provided in an embodiment of the present application. As shown in FIG. 10, when the distance between the companion object 102 in the second form (e.g., a virtual person form) and the first virtual object 101 in the virtual scene 100 is equal to or less than a third distance threshold, the shape of the companion object 102 may be first controlled to transform from a person form to a flying form, the flying companion object 102 may be controlled to move to a position where the first virtual object 101 is located in a flying manner and transform from the flying form to the first form (e.g., a brace form), and then the brace-shaped companion object 102 may be controlled to attach to the arm of the first virtual object 101.
[0140] FIG. 11 is a schematic diagram of an application scenario of the method for controlling a companion object in a virtual scene provided in an embodiment of the present application. As shown in FIG. 11, if the distance between the companion object 102 in the second form (e.g., a virtual person shape) in the virtual scene 100 and the first virtual object 101 is greater than the third distance threshold, the companion object 102 in the form of a person may first be controlled to teleport directly to a fourth position 109 (i.e., the fourth position 109 is located on the third connecting line 111 between the position where the first virtual object 101 is located and the position where the companion object 102 is located, and the distance between the position where the first virtual object 101 is located and the fourth position 109 is the third distance threshold), and the shape of the companion object 102 may be controlled to transform from the person shape to a flying form at the fourth position 109, and then the companion object 102 in the flying state may be controlled to move to the position where the first virtual object 101 is located in a flying manner and transform from the flying form to the first form (e.g., an armlet shape), and then the armlet-shaped companion object 102 may be controlled to attach to the arm of the first virtual object 101.
[0141] In the method for controlling a companion object in a virtual scene provided in the embodiment of the present application, when there is no need to perform a task, the companion object is attached to the first virtual object in a first form, and when a release condition is met, the companion object transforms from the attached state to a second form in which it acts independently from the first virtual object and performs the task in the second form. In other words, the companion object can adapt to different needs of users with various states, improving the efficiency of human-computer interaction and the user experience.
[0142] An exemplary application of the embodiments of the present application in one practical application scenario is described below.
[0143] In shooting games, a user (also called a player) mainly controls a single virtual object to engage in combat. If the virtual object (hereinafter referred to as an object) controlled by the user can summon additional combat objects (i.e., companion objects), it can expand possibilities and experiences beyond those of a single object. However, this leads to the following problem: When a user precisely controls multiple objects in fast-paced real-time combat to focus on attacking a locked target object, the user's attention to multiple controlled objects at the same time tends to be distracted by one and neglect the others. In addition, the user's operation costs are high, resulting in a poor game experience.
[0144] In view of this, an embodiment of the present application provides a method for controlling companion objects in a virtual scene, and an automatically implemented companion object release and retrieval policy is designed. (For example, corresponding to the above-mentioned companion objects, a user-controlled object in a game can summon companion objects with different abilities and themes, each with independent combat capabilities, through chip printing. After receiving an instruction, the companion object can perform corresponding skills and actions to combat a designated target object. When combat is not required, the companion object can be automatically or passively retrieved into the arm of the user-controlled object, and can also become an arm member with dominant characteristics, such as a vambrace.) A user can dispatch a companion object to perform a task through a unique instruction, and can also voluntarily or passively retrieve it into the object's arm when the task is completed or the user has other intentions. In this way, on the one hand, situations such as the companion object exposing the view when following or blocking the movement path of the user-controlled object when moving are avoided, and on the other hand, the user can focus their energy on the only object they control, minimizing the cost of operating the companion object and realizing a flexible and simple operation method for the companion object.
[0145] FIG. 12 is a schematic diagram of a method for controlling a companion object in a virtual scene provided in an embodiment of the present application. As shown in FIG. 12, a user-controlled object can summon a companion object using a chip. Furthermore, the companion object first performs a launching action. After the launching action is completed, if the companion object does not receive a task dispatch command triggered by the user, it enters an arm-attached state by default, and transitions from the independent companion object state to the arm-attached state. To have the companion object perform a corresponding task, the user can, at any time, issue a unique command (e.g., the "Q" key on the keyboard) to dispatch a task from the independent or arm-attached companion object. If the companion object completes a task and does not receive a new task dispatch command triggered by the user, it automatically jumps from the independent state to the arm of the user-controlled object and enters the arm-attached state. Of course, if the companion object is in a task state, the user can also force it to return to the object's arm and enter the arm-attached state by issuing a unique command (e.g., the "X" key on the keyboard).
[0146] If a companion object is in a weakened or dead state after being dispatched, it will not respond to commands triggered by the user until the weakened state ends. It will then automatically fly to the arm of the user-controlled object and enter an attached state. When a companion object attaches to the object's arm, it bestows special abilities on the object, such as increasing the object's attack power, movement speed, and ability to sense nearby enemies. During the state transition, the companion object also becomes invincible and can purify all debuffs it is carrying.
[0147] FIG. 13 is a schematic diagram illustrating an application scenario of a method for controlling a companion object in a virtual scene provided in one embodiment of the present application. As shown in FIG. 13, the virtual scene presents a virtual object 101 controlled by a real user and a companion object 102 with an arm attached. When a task dispatch instruction triggered by the user is received (e.g., the user presses the "Q" key on the keyboard), the companion object 102 with the arm attached is controlled to detach from the virtual object 101, transform into a mass of energy or matter, and fly out (e.g., control the companion object 102 so that its shape transforms from a brace to a particle form and then fly out). The companion object 102 is then transformed into an independent form (e.g., a virtual human figure) at a set position, and the human-shaped companion object performs the corresponding task. Also, as shown in FIG. 13, after the companion object 102 is dispatched, the arm model of the virtual object 101 returns to normal.
[0148] Figure 14 is a schematic diagram of the principle of summoning a companion object provided in an embodiment of the present application. As shown in Figure 14, a user can summon a companion object by controlling an object in a virtual scene to acquire skill chips and, when the object's energy value is greater than 500 points, controlling the object to interact with any weakened elite monster (corresponding to the third virtual object described above) in the virtual scene. The summoned companion object also has a corresponding appearance action expression.
[0149] The process by which a companion object changes from an independent state to an arm-attached state will now be described.
[0150] In some embodiments, if the initially summoned companion object completes the entry action expression and does not receive a task dispatch instruction triggered by the user, it automatically flies to the arm of the object controlled by the user and enters the attached state. For a companion object in a task state, the user can also voluntarily summon it to the arm of the object controlled by the user and enter the attached state by issuing a unique command (e.g., pressing the "X" key on the keyboard). Also, if the companion object completes the execution of a task and does not receive a new task dispatch instruction triggered by the user, it automatically flies to the arm of the object and enters the attached state.
[0151] When a companion object flies from an independent state to the arm of an object controlled by a user and enters an attached state, the expression differs depending on the distance between them. For example, if the distance between the independent companion object and the object controlled by the user is less than R0, the companion object flies directly to the arm of the object controlled by the user. If the distance between the companion object (e.g., companion object 102 shown in FIG. 15) and the first virtual object controlled by the user (e.g., virtual object 101 shown in FIG. 15) is greater than R0, for example, if the independent companion object 102 is located at position R1, the independent companion object 102 first teleports directly to position R0 and then returns to the arm of the object controlled by the user in a flying state. Furthermore, if the companion object is currently in an unresponsive state, for example, because it is weak, dying, or is being interrupted by the activation of a control skill for another object, it cannot voluntarily or passively return to the attached state.
[0152] 16 is a schematic diagram of an application scenario of the method for controlling a companion object in a virtual scene provided in an embodiment of the present application. As shown in FIG. 16, when receiving a summoning instruction triggered by a user, assuming that the distance between the independent companion object 102 and the user-controlled object 101 is greater than R0, the independent companion object 102 may first teleport directly to position R0 (i.e., position 112 shown in FIG. 16), and then transform from a human shape into a mass of energy expression form at position R0, jump into the arm of the object 101, and enter an attached state.
[0153] The process of dispatching a companion object from an arm-attached state to perform a task will now be described.
[0154] In some embodiments, at any time, a user can dispatch an attached companion object to perform a task by a unique instruction (e.g., the "X" key on a keyboard). If the companion object is in an arm-attached state before receiving a task dispatch instruction triggered by the user, different logic for switching the companion object from the arm-attached state to the independent state is required depending on the distance between the impact point location and the object controlled by the user.
[0155] For example, if the distance between the impact point (corresponding to the lock position above) and the object controlled by the user is less than R0, the energy body projecting from the object's arm will fly directly to the impact point and can be transformed into an independent companion object at the impact point.
[0156] For example, if the distance between the impact point and the object controlled by the user is greater than R0, the energy body projected from the object's arm first flies to R0 and transforms into an independent companion object at R0, and then controls the independent companion object to move to the impact point.
[0157] For example, as shown in FIG. 17, when the target of the hit point is an enemy 114 (corresponding to the second virtual object described above, which may be, for example, an object included in the opposing camp to the camp to which the object controlled by the user in the virtual scene belongs), it is necessary to secure a reaction interval for the enemy 114 in advance, so that the energy body flying out from the virtual object 101 controlled by the user needs to land within range R1 of the enemy 114 at the latest and be transformed into an independent companion object 102. In addition, the independent companion object 102 is controlled so as to move to the position where the enemy 114 is located. This point has a higher priority than the above two points.
[0158] In some embodiments, companion objects with different characteristics exhibit different models when collected into the arm-attached state and provide different skills to the object controlled by the user. For example, see FIGS. 18 to 20. FIGS. 18 to 20 are schematic diagrams illustrating application scenarios of a companion object control method in a virtual scene provided in an embodiment of the present application. As shown in FIGS. 18 to 20, companion objects 102-1, 102-2, and 102-3 exhibit different models when collected into the arm of the object 101 controlled by the user and enter an attached state. Furthermore, companion objects with different characteristics can provide different skills to the object 101. For example, companion object 102-1 can increase the offensive power of the object 101, companion object 102-2 can increase the defensive power of the object 101, and companion object 102-3 can provide the object 101 with the ability to sense surrounding enemies.
[0159] FIG. 21 is a schematic diagram of the companion object summoning process provided in an embodiment of the present application. As shown in FIG. 21, a user can summon a companion object by controlling an object in a virtual scene to acquire a skill chip and, under the condition that the object's energy value is greater than 500 points, controlling the object to interact with any weakened elite monster in the virtual scene. The summoned companion object also has an appropriate action expression. If the object controlled by the user does not have a skill chip or if the object's energy value is less than 500 points, a notification indicating that the companion object will be executed may be displayed (i.e., in the above cases, the companion object cannot be summoned).
[0160] FIG. 22 is a schematic diagram of the flow of controlling a companion object to convert from an attached state to a task state, as provided in an embodiment of the present application. As shown in FIG. 22, upon receiving a hit operation triggered by the user, the system first determines whether the target of the hit is a coordinate or an enemy. If the target of the hit is an enemy, the system first controls the companion object in the arm-attached state to fly out in the form of a mass of energy or matter (which may be set according to the specific game worldview). During flight, the system detects the real-time distance between the currently flying companion object and the enemy for each frame. If the distance is less than a predetermined value R1, the flying companion object is immediately landed and transformed into an independent companion object (e.g., a human-shaped companion object). The system then approaches the enemy by automatically searching for a path. If the distance between the currently flying companion object and the enemy detected for each frame is greater than R1, the system then determines whether the distance between the flying companion object and the object controlled by the user is greater than R0. If the distance between the flying companion object and the user-controlled object is greater than R0, the flying companion object is controlled to land and switch to an independent state, and the independent companion object is controlled to continue searching for a path and approaching the enemy.If the distance between the flying companion object and the user-controlled object is not greater than R0, the companion object is controlled to continue flying, and the previous step is repeated to perform frame-by-frame detection.
[0161] Also, when executing the previous step, if the landing position is a position that the companion object in the virtual scene cannot reach (for example, a special position such as a wall or fault), and a collision occurs, the companion object may backtrack along the line connecting the current position of the companion object and the position of the object controlled by the user, find a position that the nearest companion object can reach, and use this as the landing point for the companion object, control the flying companion object at the landing point to land and switch to an independent state, and then automatically find a way to approach the enemy.
[0162] In addition, when in the air, the companion object is affected by the gravity of the engine itself and lands with gravitational acceleration, which presents a more realistic landing effect.
[0163] Continuing with reference to FIG. 22, if the target of the impact point is a coordinate within the virtual scene, the attached companion object is still first controlled to fly out from the object's arm in the form of a mass of energy or particles. During flight, the distance between the companion object and the user-controlled object is detected frame by frame. If the flight distance is greater than or equal to R0, the companion object immediately lands and switches to an independent state, then continues to search for a path to reach the impact point. If the flight distance is less than R0 and the companion object reaches the impact point, the companion object lands directly and switches to an independent state. Furthermore, if the landing point is in a location that the companion object cannot reach within the virtual scene, the companion object may backtrack along a line connecting the current location of the companion object and the location of the user-controlled object to find a point closest to the impact point that the companion object can reach, and use this point as the landing point for the companion object.
[0164] As described above, the method for controlling a companion object in a virtual scene provided in the embodiment of the present application has an optimized experience compared to that provided by the related art, as follows: 1) In a game match, a companion object is introduced that can assist the object controlled by the user in combat. 2) If the user does not issue any commands to the companion object, the companion object will by default fly from its independent companion object form to the arm of the object controlled by the user through particle, energy, transformation, etc., and become part of the arm model. 3) Once the companion object becomes part of the object controlled by the user, it can provide specific abilities to the object controlled by the user. 4) If necessary, the user can dispatch the companion object to perform a corresponding task through a unique command. If the companion object is in an arm-attached state before dispatch, a corresponding transformation expression will appear, in which the companion object jumps out of the arm. 5) For a companion object that is already in an independent state, the user can also voluntarily summon the companion object to an arm-attached state through a command distinct from the dispatch. At the same time, a corresponding state transformation expression will appear. 6) When the companion object completes its task, it automatically returns to the arm-attached state, and a corresponding state transformation expression will appear.
[0165] Regarding Stage 3, in which the companion object is controlled to reinforce the first virtual object in the first state and / or the companion object is controlled to assist the first virtual object in the second state, When the companion object is in the first state, the user or client controls the companion object to enhance the first virtual object. - Strengthening the reconnaissance capabilities of the first virtual object; - Strengthening the defensive capabilities of the first virtual object; - Enhanced weapon attack speed of the first virtual object, - Strengthened buff effect of weapon attack of the first virtual object, - Strengthening the power accumulation ability of the first virtual object; It includes at least one of the following:
[0166] When the companion object is in the second state, the user or client controls the companion object to assist the first virtual object. Assistance in reconnaissance of the first virtual object; Assistance in the defense of the first virtual object; · Assistance in patrolling the first virtual object; Assistance to the attack of the first virtual object, · Assistance to mocking the first virtual object, The mocking refers to attracting the hatred value of the enemy, causing the enemy to attack the companion object itself voluntarily or preferentially instead of the first virtual object.
[0167] In various embodiments, a companion object may have one or more types. The following description will be given using four different types of companion objects as examples: a reconnaissance object, a shield object, a close combat object, and a long-range combat object. However, those skilled in the art can realize other types of companion objects by recombining the enhancements and / or assistance of the different companion objects described below. This application is not limited to this.
[0168] In some embodiments, when the companion object is not equipped with an enhancement item, the companion object in the first state is controlled to perform a first enhancement of the first virtual object.
[0169] When the companion object is equipped with an enhancement item, the companion object in the first state is controlled to perform a second enhancement of the first virtual object.
[0170] Here, the strengthening effect of the second strengthening is superior to the strengthening effect of the first strengthening.
[0171] In some embodiments, when the companion object is not equipped with an enhancement item, the companion object in the second state is controlled to provide first assistance to the first virtual object.
[0172] When the companion object is equipped with an enhancement item, the companion object in the second state is controlled to perform second assistance for the first virtual object.
[0173] Here, the auxiliary effect of the second auxiliary is superior to the auxiliary effect of the first auxiliary.
[0174] About Reconnaissance-type Ally Objects In an embodiment of the present application, a method for reconnaissance in a virtual scene is provided. The method may be executed by a terminal or a client on the terminal. As shown in Fig. 23, the client displays a first virtual object 101 located in a virtual scene 100, and the first virtual object 101 has a companion object 102 for reconnaissance.
[0175] For example, when the companion object 102 is attached to the body of the first virtual object 101 (first state) and is not equipped with a reconnaissance enhancement item 115, in response to the third virtual object 114 being scouted within a circular area with the first virtual object 101 as the origin, the client displays directional information of the third virtual object 114 in the map display control 113. The reconnaissance enhancement item 115 may be understood as an item for enhancing reconnaissance capabilities and is also referred to as a virtual reconnaissance item. In some examples, the reconnaissance enhancement item 115 may be realized as a chip.
[0176] Optionally, the orientation information is for indicating direction information of the third virtual object 114 relative to the first virtual object 101, and the orientation indicated by the orientation information is one of at least two predetermined orientations.
[0177] 23(a), when the fellow object 102 is attached to the arm of the first virtual object 101, the fellow object 102 scouts the third virtual object 114 within a circular area with the first virtual object 101 as the origin. When the third virtual object 114 is located within the scouting range, orientation information of the third virtual object 114 is displayed in the map display control 113. For example, when the third virtual object 114 is located north of the first virtual object 101, the north direction of the map display control 113 is highlighted in the map display control 113.
[0178] For example, when a companion object 102 is attached to the body of a first virtual object 101, the companion object 102 is equipped with a reconnaissance enhancement item 115, and the first virtual object 101 is in a directional aiming state, in response to the companion object 102 scouting the first sectorial region with the first virtual object 101 as the origin, if a third virtual object 114 is present in the first sectorial region, the client displays the positioning information of the third virtual object 114 in the first sectorial region on the map display control 113. Of course, in some embodiments, even if the companion object 102 is not equipped with the reconnaissance enhancement item 115 and is not in a directional aiming state, the scouting region can adopt a sectorial region.
[0179] Here, the positioning information indicates the geographical position information of the third virtual object 114 relative to the first virtual object 101.
[0180] 23(b), when the companion object 102 is attached to the arm of the first virtual object 101, the companion object 102 is equipped with a reconnaissance enhancement item 115, and the first virtual object 101 is in an aiming state, the companion object 102 performs reconnaissance of the first sector-shaped area based on the item attributes of the reconnaissance enhancement item 115, with the first virtual object 101 as the origin. At this time, since the third virtual object 114 is located northwest of the first virtual object 101, the positioning information of the third virtual object 114 is highlighted on the map display control 113, i.e., the actual geographical position of the third virtual object 114 is displayed on the northwest side of the map display control 113.
[0181] When a companion object 102 is attached to the body of the first virtual object 101, the companion object 102 is equipped with a reconnaissance enhancement item 115, an energy value progress bar corresponds to the companion object 102, and the first virtual object 101 is in an aiming state, in response to the companion object 102 scouting a second sectorial area within a first duration with the first virtual object 101 as the origin, if a third virtual object 114 is present in the second sectorial area, the client displays positioning information of the third virtual object 114 in the second sectorial area on the map display control 113. Here, the first duration is related to the energy value possessed by the companion object 102, the energy value progress bar is for indicating the first duration for which the companion object 102 scouts the second area, and the size of the second area is larger than the size of the first area.
[0182] For example, the user interface also displays an energy progress bar of the companion object 102, and from the energy progress bar, it can be determined that the first duration is 5 seconds. Therefore, when the first virtual object 101 is in the aiming state, the companion object will scout the second sector area 117 within 5 seconds, with the first virtual object 101 as the origin, based on the item attribute of the reconnaissance enhancement item 115 and the energy value of the companion object 102. When the third virtual object 114 is located in the second sector area, the positioning information of the third virtual object 114 in the second sector area is displayed on the map display control 113.
[0183] When the companion object 102 is equipped with a reconnaissance enhancement item 115 and the companion object 102 and the first virtual object 101 are detached from each other, the companion object 102 in the independent state can also perform reconnaissance operations and their transformations similar to those in the attached state. In response to the third virtual object 114 being reconnaissanced within a circular area with the companion object 102 as the origin, the client displays the positioning information of the third virtual object 114 in the circular area with the companion object 102 as the origin on the map display control 113.
[0184] Optionally, when the companion object 102 is equipped with a reconnaissance enhancement item 115 and the companion object 102 and the first virtual object 101 are separated from each other, reconnaissance is performed within a circular area with the companion object 102 as the origin, and when a third virtual object 114 exists within the circular area with the companion object 102 as the origin and the third virtual object 114 is located behind a virtual obstacle, the third virtual object 114 is displayed in perspective, and the positioning information of the third virtual object 114 in the circular area with the companion object 102 as the origin is displayed on the map display control 113. 23(c), when the companion object 102 is equipped with a reconnaissance enhancement item 115 and the companion object 102 and the first virtual object 101 are separated from each other, reconnaissance is performed in a circular area with the companion object 102 as the origin. Since the third virtual object 114 is located northeast of the companion object 102, the actual position of the third virtual object 114 is highlighted on the map display control 113, i.e., the actual geographical position of the third virtual object 114 is displayed in the northeast direction of the map display control 113.
[0185] When the first virtual object 101 is spied on by the companion object 102 of the third virtual object 114, presentation information is displayed. Here, the presentation information is intended to indicate that the positioning information of the first virtual object 101 has been determined by the third virtual object 114.
[0186] Reconnaissance object in the first state: 24 is a flowchart of a reconnaissance method in a virtual scene provided in one exemplary embodiment of the present application. The method may be performed by a terminal device or a client on a terminal device. The method includes the following steps:
[0187] Step 220 displays a first virtual object located within the virtual scene.
[0188] The virtual scene is a virtual activity space provided by an application in the terminal during execution, and is used by a first virtual object to perform various activities in that virtual activity space, and the first virtual object has a companion object for reconnaissance.
[0189] Illustratively, the virtual scene screen is a two-dimensional screen displayed on the client, obtained by capturing a screen of the virtual scene. Illustratively, the shape of the virtual scene screen is determined according to the shape of the terminal display or the shape of the client user interface. For example, if the terminal display is rectangular, the virtual scene screen is also displayed as a rectangular screen.
[0190] The first virtual object is a virtual object controlled by the client, and the client can control the first virtual object to act within the virtual scene in response to received user operations.
[0191] For example, the actions of the first virtual object in the virtual scene may include, but are not limited to, walking, running, jumping, climbing, lying prone, attacking, using a skill, picking up an item, and sending a message, although the embodiments of the present application are not limited thereto.
[0192] In step 240, the companion object is controlled so as to be attached to the limb of the first virtual object (first state).
[0193] The companion object is an actionable object having a different function from the first virtual object in the virtual scene. The companion object may be acquired by at least one of picking up, stealing, and purchasing, but the present application is not limited thereto.
[0194] For example, when a companion object has just been acquired, the companion object is in the first state. Alternatively, the client controls the companion object to be in the first state in response to a second switching operation on the companion object. The companion object is attached to the limbs of the first virtual object in the first state, for example, but not limited to, the companion object being attached to the arm of the first virtual object, the companion object being attached to the foot of the first virtual object, or the companion object being attached to the back of the first virtual object. However, the embodiment of the present application is not limited thereto.
[0195] At step 260, in response to the first virtual object entering the aim state, a third virtual object within a predetermined range of the first virtual object is spyed on.
[0196] In some embodiments, the third virtual object refers to a virtual object other than the first virtual object. That is, the third virtual object refers to a virtual object located in the same camp as the first virtual object or a virtual object located in a different camp from the first virtual object. However, the embodiments of the present application are not limited thereto.
[0197] The aiming state refers to a directional operation in which the first virtual object focuses its gaze or attention on a certain position or in a certain direction. For example, the first virtual object may enter a hip-fire aiming state or an over-the-shoulder aiming state, but is not limited thereto. The embodiments of the present application are not limited thereto. For example, in a typical shooting game, zooming in and observing a certain direction in a sniper position is one of these aiming states.
[0198] Hip fire aiming refers to aiming without opening the scope, while over-the-shoulder aiming refers to aiming with the scope open.
[0199] The predetermined range refers to a default reconnaissance range of the first virtual object, and may be at least one of, but not limited to, a sector, a circle, a ring, and a rectangle. The embodiment of the present application does not specifically limit the shape of the predetermined range.
[0200] In step 280, in response to the presence of the third virtual object within a predetermined range of the first virtual object, position information of the third virtual object is displayed.
[0201] The position information of the third virtual object may include, but is not limited to, at least one of the following: the position direction of the third virtual object and specific geographic information, although the embodiments of the present application are not limited thereto.
[0202] Illustratively, in response to the companion object spying on the third virtual object, the client displays location information of the third virtual object on a user interface.
[0203] As described above, the method provided in this embodiment displays a first virtual object in a virtual scene, and controls a companion object to attach to the body of the first virtual object. When the first virtual object is in a aiming state, the companion object scouts a third virtual object within a predetermined range of the first virtual object and displays the position information of the third virtual object. This application provides a new scouting method to help users independently scout the position information of the third virtual object, thereby improving the efficiency of human-computer interaction and enhancing the user experience.
[0204] 25 is a flowchart of a method for reconnaissance in a virtual scene provided in one exemplary embodiment of the present application. This method may be performed by a terminal or a client on a terminal in the system shown in FIG. 2. The method includes the following steps:
[0205] Step 220 displays a first virtual object located within the virtual scene.
[0206] The first position of the first virtual object or the companion object in the virtual scene may be equal to the center position of the map display control, or may be another position in the map display control. That is, the first position of the first virtual object or the companion object in the virtual scene may correspond to the center of the map display control, or may correspond to another position in the map display control. In the embodiment of the present application, a case where the first position of the first virtual object in the virtual scene corresponds to the center of the map display control will be described as an example.
[0207] In step 240, the companion object is controlled so as to attach to the limb of the first virtual object.
[0208] In step 262, if the companion object is equipped with a reconnaissance enhancement item, in response to the first virtual object entering the aiming state, the third virtual object within the first sector-shaped area is reconnaissance performed with the first virtual object as the origin.
[0209] The reconnaissance enhancement item is an item with a reconnaissance function that the first virtual object has in the virtual scene.
[0210] The reconnaissance enhancement item may be acquired by at least one of picking it up, stealing it, and purchasing it, but the present application is not limited thereto.
[0211] Optionally, the first virtual object entering the aiming state refers to, but is not limited to, the first virtual object controlling a virtual shooting item or a virtual bow and arrow item to enter the aiming state, for example, controlling the virtual shooting item to aim at a third virtual object, or controlling the virtual shooting item to aim at a virtual stone, etc. The embodiments of the present application do not specifically limit the item operated and controlled, the aiming direction, or the object aimed when the first virtual object enters the aiming state.
[0212] In step 282, in response to the third virtual object being present in the first sector area having the first virtual object as its origin, the positioning information of the third virtual object is displayed on the map display control.
[0213] Illustratively, in response to the third virtual object being present within the first sector-shaped area having the first virtual object as its origin, the client displays positioning information of the third virtual object on the map display control.
[0214] 26 , a first virtual object 101 located in a virtual scene 100 is displayed on the client, and the first virtual object 101 has a companion object 102 for reconnaissance. When the companion object 102 is attached to the arm of the first virtual object 101, the companion object 102 is equipped with a reconnaissance enhancement item 115, and the first virtual object 101 is in an aiming state, the companion object 102 performs reconnaissance of a first fan-shaped region 116 based on the item attributes of the reconnaissance enhancement item 115, with the first virtual object 101 as the origin. At this time, because a third virtual object 114 is located northwest of the first virtual object 101, the positioning information of the third virtual object 114 is displayed on the map display control 113, i.e., the actual geographical position of the third virtual object 114 is displayed on the northwest side of the map display control 113.
[0215] In one possible implementation, an energy value progress bar corresponds to the companion object, and in response to the first virtual object entering the aiming state, a third virtual object in a second sector-shaped region is scouted for a first duration with the first virtual object as the origin, and in response to the third virtual object being present in the second sector-shaped region, positioning information of the third virtual object is displayed on a map display control, the size of the second sector-shaped region being larger than the size of the first sector-shaped region.
[0216] Optionally, when the companion object is equipped with a reconnaissance enhancement item, an energy value progress bar is provided corresponding to the companion object. The energy value progress bar is for indicating a first duration for which the companion object will reconnaissance the second sector area. That is, the client can determine a duration for which the companion object will reconnaissance the second sector area based on the value of the energy value progress bar.
[0217] 27 , a first virtual object 101 located in a virtual scene 100 is displayed on the client, and the first virtual object 101 has a companion object 102 for reconnaissance. When the companion object 102 is attached to a limb of the first virtual object 101, the companion object 102 is equipped with a reconnaissance enhancement item 115, an energy value progress bar 118 corresponds to the companion object 102, and the first virtual object 101 is in an aiming state, in response to the companion object 102 scouting a second sectorial region 117 within a first duration with the first virtual object 101 as the origin, if a third virtual object 114 is present in the second sectorial region 117, the client displays positioning information of the third virtual object 114 in the second sectorial region on the map display control 113.
[0218] Here, the first duration is related to the energy value possessed by the fellow object 102, and the energy value progress bar 118 is for indicating the first duration for which the fellow object 102 will scout the second sector area 117.
[0219] For example, since the energy progress bar 118 indicates that the first duration is 5 seconds, when the first virtual object 101 is in the aiming state, the fellow object 102 scouts the second sectorial region 117 within 5 seconds, using the first virtual object 101 as the origin, based on the item attribute of the scouting enhancement item 115 and the energy value of the fellow object 102. When the third virtual object 114 is located in the second sectorial region 117, the positioning information of the third virtual object 114 in the second sectorial region 117 is displayed on the map display control 113. Optionally, after the 5 seconds have elapsed, the fellow object may continue scouting the first sectorial region 116.
[0220] For example, as shown in the schematic diagram of the map display control in FIG. 28, the first sector area 116 is a first sector area 116 for scouting a third virtual object with the first virtual object as the origin, and the second sector area 117 is a second sector area 117 for scouting a third virtual object within a first duration with the first virtual object as the origin, and the size of the second sector area 117 displayed on the map display control is larger than the size of the first sector area 116.
[0221] In one possible implementation form, when the companion object is in the first state and has not entered the aiming state, it scouts a third virtual object within a circular region having the first virtual object as its origin, and the client displays orientation information of the third virtual object on a map display control in response to the third virtual object being present within the circular region having the first virtual object as its origin. Optionally, when the companion object is in the first state, has not been equipped with a scouting enhancement item, and has not entered the aiming state, it scouts the third virtual object within a circular region having the first virtual object as its origin.
[0222] Optionally, the orientation information is for indicating direction information of the third virtual object relative to the first virtual object, and the orientation indicated by the orientation information is one of at least two predetermined orientations.
[0223] In response to the first virtual object not entering the aiming state, the energy value progress bar accumulates energy corresponding to the first virtual object not entering the aiming state, for example, the energy value of the first virtual object continues to increase.
[0224] For example, as shown in FIG. 29 , a first virtual object 101 located within a virtual scene 100 is displayed on the client, and the first virtual object 101 has a companion object 102 for reconnaissance. When the companion object 102 is attached to the arm of the first virtual object 101, the companion object 102 scouts a third virtual object 114 within a circular area with the first virtual object 101 as the origin. When the third virtual object 114 is located within the reconnaissance range, orientation information of the third virtual object 114 is displayed in the map display control 113. For example, when the third virtual object 114 is located north of the first virtual object 101, the north direction of the map display control 113 is highlighted in the map display control 113.
[0225] In some embodiments, if the third virtual object is spied within the first duration, the map display control displays second location information of the third virtual object and sets the third virtual object to a marked state.
[0226] Here, the second position information of the third virtual object in the marked state is continuously displayed on the map display control, and the marked state has a duration, i.e., the marked state is a state in which the visibility information of the third virtual object is exposed to the visibility of the first virtual object and the first virtual object's teammates.
[0227] As described above, the method provided in this embodiment provides various methods for displaying a first virtual object in a virtual scene, controlling a companion object to attach to the body of the first virtual object, scouting a third virtual object within a predetermined range of the first virtual object, and displaying the location information of the third virtual object.
[0228] In the first reconnaissance method, the companion object is equipped with a reconnaissance enhancement item, and in response to the first virtual object entering the aiming state, the companion object uses the first virtual object as the origin to reconnaissance a third virtual object in the first sector-shaped area, and displays the positioning information of the third virtual object in the first sector-shaped area on the map display control, thereby assisting the user in reconnaissance of the position information of the third virtual object, improving the efficiency of human-computer interaction and enhancing the user experience.
[0229] In the second reconnaissance method, the companion object is equipped with a reconnaissance enhancement item, and has an energy value progress bar corresponding to the companion object. In response to the first virtual object entering the aiming state, the companion object scouts a third virtual object in the second sector-shaped area using the first virtual object as the origin, and displays the positioning information of the third virtual object in the second sector-shaped area on the map display control. This helps the user scout the position information of the third virtual object within a larger range, improves the efficiency of human-computer interaction, and enhances the user experience.
[0230] In a third reconnaissance method, a companion object is attached to the body of the first virtual object, is not equipped with a reconnaissance enhancement item, and reconnaissances a third virtual object within a circular area with the first virtual object as its origin. In response to the presence of the third virtual object within the circular area with the first virtual object as its origin, orientation information of the third virtual object is displayed on the map display control to assist the user in reconnaissance of the general location direction of the third virtual object, improving basic reconnaissance capabilities without requiring additional operations, and improving the efficiency of human-computer interaction and the user experience.
[0231] 30 is a flowchart of a method for reconnaissance in a virtual scene provided in one exemplary embodiment of the present application. The method includes the following steps:
[0232] In step 301, the button for summoning the "Scout Monster" is clicked.
[0233] Taking the example of a companion object being a "recon monster," the user clicks a button to summon the "recon monster," and the client acquires an instruction to summon the "recon monster."
[0234] In step 302, an animation of a reconnaissance monster attaching itself to the arm is displayed.
[0235] When the client acquires an instruction to summon a "reconnaissance monster," an animation of the "reconnaissance monster" attaching to the arm of the first virtual object is displayed on the user interface of the client.
[0236] Optionally, the animation of the “scout monster” attaching to the arm of the first virtual object is a special effect display during the process of the “scout monster” attaching to the arm of the first virtual object or after the “scout monster” attaches to the arm of the first virtual object, although the embodiment of the present application is not limited thereto.
[0237] In step 303, it is detected whether or not a third virtual object exists around the first virtual object.
[0238] When the "scout monster" is attached to the arm of the first virtual object, the "scout monster" is in a first scouting state, and in the first scouting state, the "scout monster" scouts the third virtual object with the first virtual object as its origin.
[0239] In step 304, the orientation information of the third virtual object is displayed on the map display control.
[0240] When the third virtual object is located within the reconnaissance range, the map display control displays azimuth information of the third virtual object. For example, when the third virtual object is located north of the first virtual object, the north direction of the map display control is highlighted in the map display control.
[0241] In step 305, reconnaissance enhancement items are installed.
[0242] For example, a "scout monster" can be equipped with a scouting enhancement item.
[0243] Optionally, the reconnaissance enhancement item is an item with reconnaissance capabilities that the first virtual object has in the virtual scene.
[0244] The reconnaissance enhancement item may be acquired by at least one of picking it up, stealing it, and purchasing it, but the present application is not limited thereto.
[0245] In step 306, the over-the-shoulder aim button is clicked.
[0246] The user controls the first virtual object to enter the aim-over-the-shoulder state by clicking the aim-over-the-shoulder button.
[0247] In step 307, the over-the-shoulder state is entered.
[0248] After receiving the over-the-shoulder aiming instruction, the client controls the first virtual object to enter the over-the-shoulder aiming state and sends a reconnaissance instruction to the server.
[0249] In step 308, position information of the third virtual object in the first area is obtained.
[0250] It is assumed that if the reconnaissance augmentation item has just been installed, there is not enough accumulated energy. When the main server receives a reconnaissance instruction, the server obtains the position information of the third virtual object in the first area and transmits the position information of the third virtual object in the first area to the client.
[0251] In step 309, the third virtual object is highlighted in accordance with the location information, and the third virtual object is highlighted in the map display control.
[0252] When the client receives the position information of the third virtual object in the first area, the client highlights the third virtual object according to the position information and highlights the specific position of the enemy's third virtual object on the map display control.
[0253] In step 310, over-the-shoulder aiming is cancelled.
[0254] The user controls the first virtual object to cancel the over-the-shoulder aim state by clicking the over-the-shoulder aim button again.
[0255] In step 311, the first virtual object enters a normal walking state and an energy value progress bar is displayed.
[0256] After receiving the instruction to cancel the over-the-shoulder aim, the client controls the first virtual object to enter a normal walking state and displays an energy value progress bar to the client, where energy accumulates in the energy value progress bar during the normal walking state.
[0257] In step 312, the over-the-shoulder aim button is clicked.
[0258] The user controls the first virtual object to enter the aim-over-the-shoulder state by clicking the aim-over-the-shoulder button.
[0259] In step 313, a third virtual object was scouted in the second region within the first duration.
[0260] Based on the energy value progress bar, the client sends a scouting instruction to the server in response to the "scouting monster" scouting the third virtual object in the second area within the first duration, i.e., the first duration is related to the energy value of the companion object.
[0261] In step 314, a reconnaissance range is determined based on the energy value progress bar, and position information of a third virtual object within the reconnaissance range is obtained.
[0262] The server determines a second area of reconnaissance based on the energy value progress bar, reconnaissances a third virtual object in the second area, and transmits position information of the third virtual object to the client, where the size of the second area is related to the energy value of the companion object.
[0263] In step 315, the third virtual object is highlighted in accordance with the position information, and the enemy object is highlighted in the map display control.
[0264] When the client receives the position information of the third virtual object, the client displays the positioning information of the third virtual object in the second area on the map display control and highlights the third virtual object.
[0265] Reconnaissance object in the second state: 31 is a flowchart of a reconnaissance method in a virtual scene provided in one exemplary embodiment of the present application. This method may be performed by a terminal device or a client on a terminal device. The method includes the following steps:
[0266] Step 220 displays a first virtual object located within the virtual scene.
[0267] The virtual scene is a virtual activity space provided by an application in the terminal during execution, and is used by a first virtual object to perform various activities in that virtual activity space, and the first virtual object has a companion object for reconnaissance.
[0268] The first virtual object is a virtual object controlled by the client, and the client controls the first virtual object to act in the virtual scene in response to the received user operation.
[0269] In step 230, the companion object is controlled to leave the first virtual object (to be in the second state).
[0270] The companion object is an actionable object with a different function that the first virtual object has in the virtual scene.
[0271] The companion object may be acquired by at least one of picking it up, stealing it, and purchasing it, but the present application is not limited thereto.
[0272] Exemplarily, the client controls the companion object to move away from the first virtual object in response to the second instruction for the companion object. For example, the companion object moves away from the foot of the first virtual object. However, the embodiment of the present application is not limited thereto.
[0273] The companion object is controlled to perform reconnaissance at a specified location or area within a virtual scene.
[0274] In step 250, in response to the third virtual object being scouted within the circular region having the fellow object as its origin, the location information of the third virtual object is displayed on the map display control.
[0275] Illustratively, the client displays location information of the third virtual object in the map display control in response to the third virtual object being scouted within a circular area having the companion object as its origin.
[0276] Optionally, when the companion object and the first virtual object are separated from each other, the companion object may move following the movement of the first virtual object, or the first virtual object may provide a designated position or a designated area, and the companion object may be fixed to the designated position or the designated area, but is not limited thereto. The embodiment of the present application does not specifically limit the state after the companion object and the first virtual object are separated from each other.
[0277] 32 , the client displays a first virtual object 101 located in a virtual scene 100, and the first virtual object 101 has a companion object 102 for reconnaissance. When the companion object 102 is equipped with a reconnaissance enhancement item 115 and the companion object 102 and the first virtual object 101 are separated from each other, the companion object 102 is used as the origin to perform reconnaissance of a circular area with the companion object 102 as the origin. Since the third virtual object 114 is located northeast of the companion object 102, the map display control 113 displays the actual position of the third virtual object 114, i.e., the actual geographical position of the third virtual object 114 is displayed in the northeast direction of the map display control 113.
[0278] In one possible implementation, in response to a third virtual object being spied within a circular area having the companion object as its origin, the client highlights the third virtual object and displays positioning information of the third virtual object within the circular area in a map display control.
[0279] Optionally, the highlighting method includes, but is not limited to, at least one of highlighting, inverted color display, luminous display, adding background color, and adding a presentation label, although the embodiments of the present application are not limited thereto.
[0280] In one possible implementation form, in response to a third virtual object being scouted within a circular area having the companion object as its origin and the third virtual object being located behind a virtual obstacle, the client displays the third virtual object in perspective and displays positioning information of the third virtual object in the circular area on a map display control.
[0281] In one possible implementation, when the automatic reconnaissance function is activated, a target reconnaissance state corresponding to the companion object when performing reconnaissance at the current location is determined based on the location reconnaissance model, the target reconnaissance state includes one of a first reconnaissance state and a second reconnaissance state, where the first reconnaissance state refers to reconnaissance of the bearing information of a third virtual object within a predetermined range of the first virtual object, and the second reconnaissance state refers to reconnaissance of the positioning information of the third virtual object within the predetermined range of the first virtual object.
[0282] Illustratively, when the automatic reconnaissance function is activated, the client can determine the target reconnaissance state corresponding to the companion object when reconnaissance of the current location through the location reconnaissance model.
[0283] For example, when the first virtual object reaches position A and performs reconnaissance, the companion object automatically enters the second reconnaissance state.
[0284] In one possible implementation, when training the location reconnaissance model, a location reconnaissance history of a user account is calculated. Optionally, the location reconnaissance history is a location reconnaissance history of a user account corresponding to a sample virtual object, or a location reconnaissance history corresponding to another user account. The embodiment of the present application is not limited thereto.
[0285] A behavioral feature of the sample virtual object after scouting the first position is extracted from the position scouting history, and a corresponding sample scouting state is obtained based on the behavioral feature, where the first position refers to a position where the sample virtual object is located.
[0286] A predicted reconnaissance state is obtained by performing data processing on the first position according to the position reconnaissance model.
[0287] The model parameters of the position reconnaissance model are updated based on the difference between the predicted reconnaissance state and the sample reconnaissance state.
[0288] For example, the behavioral features include combat behavioral features and non-combat behavioral features. The behavioral features of the sample virtual object after reconnaissance of the first position are extracted from the position reconnaissance history, and the reconnaissance state corresponding to the non-combat behavioral features is set as a first reconnaissance state, and the reconnaissance state corresponding to the combat behavioral features is set as a second reconnaissance state.
[0289] Optionally, the non-combat behavior characteristic is at least one of, but not limited to, chatting, retreating, fleeing, and evading, although embodiments of the present application are not limited thereto.
[0290] For example, if the behavioral characteristic of a sample virtual object after reconnaissance of a first position is "evacuate," and the reconnaissance state corresponding to this behavioral characteristic of "evacuate" is set as the first reconnaissance state, a predicted reconnaissance state is obtained by performing data processing on the first position using a position reconnaissance model, and the model parameters of the position reconnaissance model are updated based on the difference value between the predicted reconnaissance state and the first reconnaissance state, thereby obtaining a trained position reconnaissance model.
[0291] In one possible implementation, when the first virtual object is spied on by a companion object of a third virtual object, presentation information is displayed to indicate that the positioning information of the first virtual object has been determined by the third virtual object.
[0292] 33, a first virtual object 101 located within a virtual scene 100 is displayed on the client. When the first virtual object 101 is spied on by a companion object of a third virtual object, presentation information 119 is displayed. The content of the presentation information 119 may be at least one of "Location Exposed" and "Warning," but is not limited to these. However, the embodiment of the present application is not limited thereto.
[0293] As described above, the method provided in this embodiment displays a first virtual object in a virtual scene, controls a companion object to move away from the first virtual object, and scouts a third virtual object within a circular area with the companion object as the origin, and displays the location information of the third virtual object on a map display control. By providing a new scouting method, the present application helps users to actively scout the location information of the third virtual object, thereby improving the efficiency of human-computer interaction and enhancing the user experience.
[0294] Please refer to Figure 34. Figure 34 shows a flowchart of a method for reconnaissance in a virtual scene provided in one exemplary embodiment of the present application. The method includes the following steps:
[0295] In step 320, the client displays the game screen.
[0296] Here, the game screen includes at least a part of a virtual scene, and the virtual scene includes a first virtual object and a companion object of a second form, and the companion object is in a subordinate relationship to the first virtual object.
[0297] In some embodiments, the client may display a game screen as follows: That is, the client may display a summoning control for summoning a companion object on an interface of a virtual scene. In response to a trigger operation on the summoning control, a summoning instruction is received. In response to the summoning instruction, a summoning request for the companion object is generated and sent to the server. Here, the summoning request includes an object identifier of the companion object to be summoned. Based on the summoning request, the server determines associated parameters of the companion object to be summoned as requested by the summoning request, and pushes the determined associated parameters of the companion object to the client, allowing the client to render a screen based on the associated parameters and display the rendered summoning screen (i.e., the above-mentioned game screen).
[0298] Please refer to FIG. 35. FIG. 35 is a schematic diagram illustrating the transformation of a companion object provided in an embodiment of the present application. In response to a summoning instruction, the client displays the summoned companion object in a second form, and demonstrates the process in which the second form companion object transforms into a first form companion object and the first form companion object adheres to the first virtual object to become part of the first virtual object model. For example, the client first displays a summoned animated field monster, and then displays an animation in which the animated field monster breaks into fragments and the fragments adhere to the arms of the first virtual object.
[0299] Typically, different forms of companion objects have different supporting roles for the first virtual object. For example, the second form of companion object may be an independent virtual image located a certain distance from the first virtual object. When the first virtual object moves within the virtual scene, the second form of companion object moves in a manner following the movement of the first virtual object. After summoning the second form of companion object and before changing the companion object from the second form to the first form, the client may control the second form of companion object to scout a target area centered on the companion object within the virtual scene. When a target object (e.g., a second virtual object or virtual material) is scouted, for example, indication information of the scouted target object is displayed. Since the companion object in the first form is attached to the arm of the first virtual object and the companion object in the first form is less noticeable to the second virtual object than the companion object in the second form, controlling the companion object in the first form to perform object reconnaissance or resource exploration within the virtual scene is more advantageous for reconnaissance or exploration of valuable information, such as the location of the second virtual object and the distribution of surrounding resources, and can further improve the interaction capabilities of the first virtual object.
[0300] In some embodiments, in response to the first form of the companion object adhering to the first virtual object, the client may control the first form of the companion object to perform object reconnaissance of the virtual scene, and when a third virtual object is reconnaissance within a first region centered on the first virtual object, display location information of the third virtual object on a map corresponding to the virtual scene.
[0301] In an actual application, a client may control a first-type companion object to assist a first virtual object in interacting with other virtual objects located in a virtual object group different from that of the first virtual object in a virtual scene. To obtain the position information of the other virtual objects, the client may control the first-type companion object to perform object reconnaissance in the virtual scene. A collider component (e.g., a box collider or a sphere collider) is bound to the other virtual objects in the virtual scene (e.g., a virtual object or a non-player character located in a group different from that of the first virtual object, collectively referred to as a third virtual object). In the process of controlling the first-type companion object to perform object reconnaissance in the virtual scene, a camera component in the companion object is used to emit a detection ray from the companion object along the direction of the first virtual object or the companion object. If the detection ray intersects with a collider component bound to the third virtual object, it is determined that the third virtual object has been reconnaissanced by the companion object. If the detection ray does not intersect with a collider component bound to the third virtual object, it is determined that the third virtual object has not been spied on by the fellow object. If the third virtual object has been spied on, a warning is issued about the third virtual object, and position information of the third virtual object, such as the distance and direction of the third virtual object relative to the first virtual object, is displayed on a map of the virtual scene.
[0302] Please refer to FIG. 36. FIG. 36 is a schematic diagram of reconnaissance provided in an embodiment of the present application. A first-type companion object is controlled to perform object reconnaissance within a virtual scene. When a third virtual object is reconnaissanced within a first area centered on the first virtual object or companion object, the location information of the third virtual object is displayed on the map of the virtual scene, thereby alerting the first virtual object or all virtual objects (friends) in the group to which the first virtual object belongs and allowing them to view the location information of the third virtual object. Knowing the location information of the third virtual object facilitates the client to control the corresponding virtual object to interact with the third virtual object by adopting the current optimal interaction policy, which is advantageous to improving the interaction capabilities of the first virtual object or the group to which the first virtual object belongs.
[0303] In step 340, the companion object is controlled to transform from the first form to the simulated enemy form.
[0304] Optionally, in response to the switching operation, the companion object is controlled to transform from the first form to a simulated enemy form. That is, the companion object is controlled to mimic the image of the third virtual object. The simulated enemy form is a form of the companion object independent of the first virtual object and is used to mimic the appearance form of the third virtual object. The simulated enemy form may be understood as mimicry belonging to the second form. The first instruction triggered by the first switching operation is also called a transformation instruction, and may be triggered by triggering a transformation control. For example, the client may display a transformation control for the companion object on an interface of the virtual scene. In response to the trigger operation for the transformation control, the transformation instruction is received. In response to the transformation instruction, a transformation request for the companion object is generated and sent to the server. Here, the transformation request is assigned an object identifier of the companion object. Based on the transformation request, the server determines the related parameters of the companion object that is to be transformed as requested by the transformation request (for example, a non-player character or other virtual object located in a different group from the first virtual object near the companion object), pushes the related parameters of the determined companion object to the client, and the client renders a screen based on the related parameters and displays the rendered transformation screen, i.e., displays the process of the companion object transforming from the first form to the simulated enemy form.
[0305] Here, the simulated enemy form corresponds to (e.g., matches) the image of a third virtual object in the virtual scene. Here, the third virtual object may be a virtual object existing in a first area centered on a friend object in the virtual scene. The third virtual object is in an enemy relationship with the first virtual object. From the viewpoints of both enemies, the display style of the third virtual object may be the same or different. For example, from the viewpoint of the enemy (e.g., the third virtual object or another virtual object in a friend relationship with the third virtual object), the third virtual object (e.g., an enemy hero or an enemy field monster) is displayed in a style that matches the image of the third virtual object itself. From the viewpoint of the first virtual object, the third virtual object is displayed in a highlighted manner to prominently present it to the user. Here, the highlighted manner includes at least one of a target color display method, a mask overlay display method, a highlight display method, a stroke display method, and a transparent display method.
[0306] Please refer to Figure 37. Figure 37 is a schematic diagram of a change in the form of a companion object provided in an embodiment of the present application. If the companion object in the first form is a fragment (a piece of a field monster with an animated image) attached to the arm of the first virtual object, in response to a transformation instruction, the client displays an animation in which the fragment attached to the arm of the first virtual object is detached from the arm and moves to a target position, and displays an animation in which the detached fragment transforms into a companion object (i.e., a companion object in a simulated enemy form) that matches the image of the third virtual object at the target position.
[0307] In some embodiments, when the number of third virtual objects is at least two, the client may determine the simulated enemy form to be transformed by: displaying an image selection interface, displaying images corresponding to at least two selectable third virtual objects in a form selection interface, and setting the selected image as an image of the simulated enemy form, i.e., the image of the selected third virtual object, in response to a selection operation on one of the images of the at least two third virtual objects. In this way, the user can manually select the transformation form of the necessary companion object, further improving the user's operation experience.
[0308] For example, the client receives a transformation instruction in response to a trigger operation on a transformation control, and in response to the transformation instruction, generates and transmits a transformation request for the companion object to the server. Here, the transformation request includes the object identifier of the companion object. Based on the transformation request, the server detects third virtual objects in a third area centered on the companion object in the virtual scene and returns the detection result to the client. If the detection result indicates that a plurality of third virtual objects are detected, a form selection interface is displayed in the virtual scene interface, and forms corresponding to at least two selectable third virtual objects, for example, the form of third virtual object 1, the form of third virtual object 2, and the form of third virtual object 3, are displayed in the form selection interface. The user can select from the forms of the plurality of third virtual objects displayed in the form selection interface. Assuming that the user selects the form of third virtual object 2 in the form selection interface, the client determines the form of third virtual object 2 selected by the user as the simulated enemy form into which the companion object will transform.
[0309] In some embodiments, before controlling the companion object to transform from the first form to the simulated enemy form, the client may predict the simulated enemy form by: acquiring scene data of a first area in the virtual scene centered on the companion object, where the scene data includes other virtual objects located in the first area (e.g., other virtual objects or non-player characters located in a group different from the first virtual object); and acquiring the simulated enemy form by calling a machine learning model based on the scene data and performing a prediction process, where the machine learning model is trained based on the scene data in the sample area and the annotated form (the companion object's form). In this way, calling the machine learning model to predict the form of the companion object that can maximize the interaction ability of the first virtual object or the group to which it belongs improves prediction accuracy, maximizes interference with the enemy, and further improves the interaction ability of the first virtual object or the group to which the first virtual object belongs.
[0310] The above machine learning model may be a neural network model (e.g., a convolutional neural network, a deep convolutional neural network, or a fully connected neural network), a decision tree model, a gradient boosting tree, a multilayer perceptron, a support vector machine, etc. The embodiments of the present application do not specifically limit the type of the machine learning model.
[0311] In step 360, the simulated enemy-type companion object is controlled to move within the virtual scene and perform reconnaissance of the virtual scene.
[0312] When the friend object is transformed to correspond to the image of the third virtual object, the user controls the friend object to move within the virtual scene and scout the object in the virtual scene. For example, a movement control for a friend object in the form of a simulated enemy is displayed in the virtual scene interaction. When the user triggers the movement control, the client controls the friend object in the form of a simulated enemy to move within the virtual scene and scout the object in the virtual scene while moving in response to the movement instruction triggered by the trigger operation. In an actual application, a collider component (e.g., a box collider or a sphere collider) is bound to a virtual object in the virtual scene. In the process of controlling the friend object in the form of a simulated enemy to scout the object in the virtual scene, a detection ray is emitted from the friend object along the direction of the friend object by the camera component of the friend object. If the detection ray intersects with the collider component bound to the virtual object, it is determined that the virtual object has been scouted by the friend object. If the detection ray does not intersect with the collider component bound to the virtual object, it is determined that the virtual object has not been scouted by the friend object. Furthermore, when the companion object is transformed to correspond to the image of the third virtual object, the companion object may automatically move within the virtual scene to perform object reconnaissance within the virtual scene without requiring user control, thereby simplifying the operation flow and improving reconnaissance efficiency.
[0313] In step 380, in response to the third virtual object being spied on in the virtual scene by the companion object, location information of the third virtual object is displayed on a map corresponding to the virtual scene.
[0314] Here, the third virtual object may be a collective term for virtual objects belonging to a different group from the first virtual object that are spying within a target area centered on the companion object, or non-player characters (i.e., other objects in an antagonistic relationship) associated with the virtual object. When the third virtual object is spying, location information of the third virtual object is displayed on a map of the virtual scene for viewing by the first virtual object or all virtual objects in the group to which the first virtual object belongs. Knowing the location information of the third virtual object facilitates the client's control of the corresponding virtual object to interact with the third virtual object by adopting a currently optimal interaction policy, which is advantageous to improving the interaction capabilities of the first virtual object or the group to which the first virtual object belongs.
[0315] In some embodiments, the client may control the simulated enemy-form companion object to move within the virtual scene and scout objects in the virtual scene by: controlling the companion object to move within the virtual scene; controlling the companion object to emit mark waves in all four directions while the companion object moves within the virtual scene, displaying a second region through which the mark waves propagate; and controlling the companion object to perform scouting within the second region. In response to this, the client may implement the step of highlighting the third virtual object when the third virtual object is scouted within the second region, and displaying location information of the third virtual object on a map corresponding to the virtual scene for viewing by the first virtual object or other virtual objects in a group to which the first virtual object belongs.
[0316] Please refer to FIG. 38. FIG. 38 is a schematic diagram of reconnaissance provided in an embodiment of the present application. In the process of controlling the movement of a companion object in the form of a simulated enemy, the companion object in the form of a simulated enemy is controlled to emit marking waves in all four directions, and a second region in which the marking waves propagate is displayed (the second region may be a circular region centered on the companion object and having a radius equal to the target distance, or may have another shape. The embodiment of the present application does not limit the shape of the second region). The companion object may also be controlled to perform object reconnaissance in the second region. For example, a camera component in the companion object emits detection rays in all four directions from the companion object. If the detection rays intersect with a collider component bound to a third virtual object, it is determined that the third virtual object has been reconnaissance within the second region. If the detection rays do not intersect with a collider component bound to the third virtual object, it is determined that the third virtual object has not been reconnaissance within the second region. When the third virtual object is spying, a special effect element may be displayed in a related area of the third virtual object to highlight the third virtual object, for example, by displaying an additional special effect element around the third virtual object (the special effect element may change the material or color of the skin of the third virtual object), and the location information of the third virtual object may be displayed on a map of the virtual scene so that the first virtual object or all virtual objects in the group to which the first virtual object belongs can view the location information of the third virtual object. In this way, when the location information of the third virtual object is obtained, the first virtual object or all virtual objects in the group to which the first virtual object belongs can create an interaction policy that can inflict maximum damage on the third virtual object and perform corresponding interaction operations in accordance with the interaction policy, which is advantageous for improving the interaction capabilities of the first virtual object or other virtual objects in the group to which the first virtual object belongs.
[0317] In some embodiments, in response to the companion object being attacked by the third virtual object after mimicking, the companion object is controlled to move away from the mimicry and return to the second form, and the companion object in the second form is controlled to perform object reconnaissance of the virtual scene.
[0318] In some embodiments, when a third virtual object is spied in the second area, the client may control a companion object in the form of a simulated enemy to lock onto the third virtual object. When the third virtual object moves within the virtual scene and moves to a target position that is blocked by an obstacle, the client may see through the third virtual object located at the target position.
[0319] Please refer to FIG. 39. FIG. 39 is a schematic diagram of reconnaissance provided in an embodiment of the present application. After a third virtual object is reconnaissanced by a companion object and the third virtual object is highlighted, when the third virtual object moves within the virtual scene, the companion object is controlled to lock on the third virtual object and to continue emitting a mark wave to the third virtual object, thereby always highlighting the third virtual object. When the third virtual object moves to a location within the virtual scene where it is blocked by an obstacle (e.g., a wall), the third virtual object blocked by the obstacle is visible. In other words, even if the third virtual object is blocked by an obstacle, the third virtual object is highlighted so that the third virtual object blocked by the obstacle is still visible to the first virtual object or all virtual objects in the group to which the first virtual object belongs. Position information of the third virtual object may be displayed on the map of the virtual scene to always expose the third virtual object within the field of view of the first virtual object or all virtual objects in the group to which the first virtual object belongs. This is advantageous for creating an interaction policy that enables the first virtual object or all virtual objects in the group to which the first virtual object belongs to inflict maximum damage on the third virtual object, and performing corresponding interaction operations according to the interaction policy, further improving the interaction ability of the first virtual object or the group to which the first virtual object belongs.
[0320] In some embodiments, in response to the third virtual object being spyed on and attacked by the companion object in the virtual scene, the client displays location information of the third virtual object on a map corresponding to the virtual scene. Here, when the third virtual object is spyed on and attacked by the companion object, the client may immediately display location information of the third virtual object on the map of the virtual scene so that the first virtual object or other virtual objects in the group to which the first virtual object belongs can view the location information of the third virtual object.
[0321] In some embodiments, the client may display the location information of the third virtual objects on a map corresponding to the virtual scene by: acquiring interaction parameters of each third virtual object when the quantity of the third virtual objects is at least two, where the interaction parameters include at least one of an interaction character, an interaction preference, an interaction ability, and a distance between the first virtual object; and displaying the location information of each third virtual object on a map corresponding to the virtual scene in a display style corresponding to the interaction parameters.
[0322] Here, when multiple third virtual objects are spied upon, the threat level of each third virtual object to the first virtual object may be determined based on the interaction parameters of each third virtual object, and the display priority of each third virtual object may be determined based on the threat level. Each third virtual object may be displayed distinctly based on the display priority. For example, the more hostile the interaction character of the third virtual object is to the interaction character of the first virtual object, or the higher the interaction ability of the third virtual object, or the more difficult or difficult the interaction preference of the first virtual object is to deal with, or the closer the third virtual object is to the first virtual object, the higher the threat level to the first virtual object becomes, and the higher the display priority of the third virtual object becomes. From among these, location information of a target number of third virtual objects whose display priority is higher than the target priority may be selected and displayed, or the higher the display priority, the more prominent the display style of the third virtual object may be displayed. In this way, it becomes easier for the first virtual object or a virtual object in a group to which the first virtual object belongs to select and attack an appropriate third virtual object from among them, improving interaction ability.
[0323] In some embodiments, the client may control the simulated enemy form companion object to move within the virtual scene and perform object reconnaissance in the virtual scene by: controlling the companion object in a simulated enemy form to move within the virtual scene; controlling the companion object to transform from the simulated enemy form to a second form in response to the simulated enemy form companion object being attacked by a fifth virtual object during the process of the simulated enemy form companion object moving within the virtual scene; and controlling the companion object in the second form to perform object reconnaissance in the virtual scene (e.g., controlling the companion object in the second form to emit mark waves in all directions and perform object reconnaissance in the virtual scene using the mark waves). In response to this, the client may realize a step of highlighting the third virtual object when the third virtual object is reconnaissance in the virtual scene and displaying position information of the third virtual object on a map corresponding to the virtual scene when the third virtual object is reconnaissance in the virtual scene.
[0324] In some embodiments, when the third virtual object is spyed on by the simulated enemy-type companion object, the client may also receive a tracking instruction for the simulated enemy-type companion object to track the third virtual object when the third virtual object moves within the virtual scene, and in response to the tracking instruction, control the simulated enemy-type companion object to track the third virtual object along the tracking direction indicated by the tracking instruction, and update and display the position information of the third virtual object on a map corresponding to the virtual scene.
[0325] Here, after the third virtual object is spyed by the companion object and the position information of the third virtual object is displayed, when the third virtual object moves within the virtual scene, the client controls the companion object to track the third virtual object, i.e., the companion object moves following the movement of the third virtual object, and may update and display the position information of the third virtual object on the map so that the third virtual object is always visible within the field of view of the first virtual object or a virtual object in the group to which the first virtual object belongs. This is advantageous for creating an interaction policy that allows the first virtual object or a virtual object in the group to which the first virtual object belongs to inflict maximum damage on the third virtual object and performing a corresponding interaction operation according to the interaction policy, and further improving the interaction ability of the first virtual object or the group to which the first virtual object belongs.
[0326] In some embodiments, during the process in which the simulated enemy-type companion object performs object reconnaissance in the virtual scene, the client may determine that the third virtual object has been spied by the following steps: controlling the simulated enemy-type companion object to emit a pulse wave to the obstacle to penetrate the obstacle when the obstacle is spied in the virtual scene; and determining that the third virtual object has been spied in the virtual scene when it detects that the third virtual object is blocked by the obstacle based on the pulse wave, and controlling the simulated enemy-type companion object to perform reconnaissance marking on the third virtual object in order to see through the third virtual object.
[0327] A collider component (e.g., a box collider or a sphere collider) is bound to the obstacle. In the process of controlling the companion object to scout the virtual scene, the presence of an obstacle in the virtual scene may first be scouted. For example, a camera component in the companion object emits a detection ray from the companion object along the direction of the companion object. If the detection ray intersects with the collider component bound to the obstacle, it is determined that the obstacle has been scouted by the companion object. At this time, it is further determined whether a third virtual object is hidden behind the obstacle. If it is determined that the third virtual object is hidden behind the obstacle, the companion object is controlled to perform a scouting marking on the third virtual object and to see through the third virtual object to highlight it. In this way, even if the third virtual object is occluded by the obstacle, the third virtual object is highlighted so that the third virtual object occluded by the obstacle is still visible to the first virtual object or all virtual objects in the group to which the first virtual object belongs. Furthermore, the location information of the third virtual object may be displayed on the map of the virtual scene to keep the third virtual object always visible to the first virtual object or all virtual objects in the group to which the first virtual object belongs, which is advantageous for creating an interaction policy that allows the first virtual object or all virtual objects in the group to which the first virtual object belongs to inflict maximum damage on the third virtual object and performing corresponding interaction operations according to the interaction policy, which further improves the interaction ability of the first virtual object or the group to which the first virtual object belongs, and improves interaction efficiency.
[0328] In some embodiments, in response to the first virtual object having the item detection skill, the client may control a simulated enemy-type companion object to perform item detection in the virtual scene, and when the virtual item is detected in the virtual scene, display instruction information corresponding to the virtual item, where the virtual item is for pickup by the first virtual object, and the picked-up virtual item is used to improve the interaction capabilities of the first virtual object in the virtual scene.
[0329] Here, the resource detection skill is a skill for detecting resources. If the first virtual object is equipped with the resource detection skill or if the companion object has the resource detection skill, the client may control a companion object in the form of a simulated enemy to detect resources in the virtual scene using the resource detection skill. In an actual application, a collider component (e.g., a box collider or a sphere collider) is bound to the virtual resource. In the process of controlling the companion object to detect resources in the virtual scene, a detection ray is emitted from the companion object along the direction of the companion object using the camera component of the companion object. If the detection ray intersects with the collider component bound to the virtual resource, it is determined that the virtual resource has been scouted by the companion object. If the detection ray does not intersect with the collider component bound to the virtual resource, it is determined that the virtual resource has not been scouted by the companion object.
[0330] Virtual materials that can be detected using the material detection skill include, but are not limited to, gold coins, building materials (e.g., ore), food, weapons, equipment, and upgrade materials for equipment or characters. When a virtual material is detected in a virtual scene by a companion object, instruction information corresponding to the virtual material is displayed. Based on the instruction information for the virtual material, the client may control the first virtual object or another virtual object in the group to which the first virtual object belongs to pick up or mine the detected virtual material, or control the first virtual object or another virtual object in the group to which the first virtual object belongs to upgrade its own equipment or build a virtual structure based on the picked up or mined virtual material, and further improve the interaction capabilities in the virtual scene of the first virtual object or another virtual object in the group to which the first virtual object belongs, such as offensive or defensive capabilities.
[0331] In some embodiments, the client may achieve displaying instruction information corresponding to a virtual object when the virtual object is detected in the virtual scene by the steps of: when the virtual object is detected in a second area centered on a companion object in the virtual scene, displaying type instruction information of the virtual object at the location of the virtual object in the second area, and displaying position instruction information of the virtual object on a map corresponding to the virtual scene; and setting at least one of the type instruction information and the position instruction information as instruction information corresponding to the virtual object.
[0332] Please refer to FIG. 40. FIG. 40 is a schematic diagram of detection provided in an embodiment of the present application. When a virtual object in the form of a simulated enemy is detected within a second region centered on the companion object in the virtual scene, type information indicating the type of the virtual object (e.g., equipment, construction, defense, etc.) is displayed at the location where the virtual object is located, and location information indicating the virtual object's position (e.g., the distance and direction of the virtual object relative to the first virtual object or another virtual object in the group to which the first virtual object belongs) is displayed on a map of the virtual scene. Based on the virtual object's indication information, the client may control the first virtual object or another virtual object in the group to which the first virtual object belongs to pick up the virtual object to increase the client's interaction ability.
[0333] In some embodiments, the client may display instruction information corresponding to the virtual materials by, when the quantity of the virtual materials is at least two, displaying instruction information for a first quantity of the at least two virtual materials in a first display style and displaying instruction information for a second quantity of the at least two virtual materials in a second display style, wherein the first display style and the second display style are different, the first display style representing that the first quantity of the virtual materials is located within a field of view of the first virtual object, and the second display style representing that the second quantity of the virtual materials is located outside the field of view of the first virtual object.
[0334] Please refer to FIG. 41. FIG. 41 is a schematic diagram of detection provided in an embodiment of the present application. When a plurality of virtual objects are detected in a virtual scene by a first-form companion object, the indication information for the virtual objects located within and outside the field of view of the first virtual object may be displayed in different display styles (e.g., different colors, different brightness, etc.) depending on whether the virtual objects are located within the field of view of the first virtual object. As can be seen, the display style for each virtual object may change depending on whether the field of view of the first virtual object changes. In this way, displaying the indication information for the virtual objects located within and outside the field of view of the first virtual object in different display styles can provide a noticeable indication to the player, which is advantageous for controlling the first virtual object to select and pick up the appropriate virtual object in order to improve the player's interaction ability.
[0335] In some embodiments, the client may display instruction information corresponding to the virtual material by a step of, when there are at least two types of virtual material, displaying instruction information for a target type virtual material among the at least two types of virtual material in a third display style and displaying instruction information for other types of virtual material other than the target type among the at least two types of virtual material in a fourth display style, wherein the third display style is different from the fourth display style and the third display style indicates that the pick-up priority of the target type virtual material is higher than the pick-up priority of other types of virtual material.
[0336] In this case, when there are multiple types of detected virtual materials, the instruction information for the corresponding types of virtual materials can be displayed in different display styles according to the pickup priority, and the instruction information for the type of virtual material with the highest pickup priority can be highlighted, thereby controlling the virtual object to pick up the highlighted target type of virtual material. In this way, selecting the target type of virtual material that the first virtual object needs most from the multiple types of detected virtual materials is advantageous to improving the interaction ability of the first virtual object. In actual implementation, the client may determine the target type of virtual material by obtaining a matching degree between each type of virtual material and the use preference based on the use preference of the first virtual object, and selecting and highlighting the instruction information of the virtual material corresponding to the highest matching degree as the instruction information of the target type of virtual material. For example, the detected types of virtual material include equipment, construction, and defense. Using the neural network model, the client may predict the use preference of the first virtual object, i.e., the first virtual object's preference and proficiency for each type of virtual material, based on the character in the virtual scene of the first virtual object or the virtual material of the first virtual object's past use type. Based on the use preference of the first virtual object, the client may respectively determine a matching degree between the equipment type virtual material and the use preference, a matching degree between the construction type virtual material and the use preference, and a matching degree between the defense type virtual material and the use preference. The client may then select the defense type virtual material with the highest matching degree and highlight the instruction information of the selected defense type virtual material. Furthermore, a target type virtual material that is most suitable for the first virtual object may be selected from the plurality of types of virtual materials based on at least one parameter selected from the consumption level of various virtual materials, the pickup difficulty coefficient, the distance from the first virtual object, etc., and instruction information for the selected virtual material may be highlighted. In this manner, selecting a target type virtual material that is most preferred, most necessary, and most suitable for the first virtual object from the plurality of types of detected virtual materials is advantageous for improving the interaction ability of the first virtual object.
[0337] As can be understood, the related data such as login accounts, scene data, etc. in the present application are essentially user-related data, and the application of the embodiments of the present application to specific products or technologies requires the user's permission or consent, and the collection, use, and processing of the related data must comply with the relevant laws, regulations, and standards of the relevant countries and regions.
[0338] Please refer to Figure 42. Figure 42 is a schematic diagram of the flow of a method for controlling a companion object in a virtual scene provided in an embodiment of the present application. This method includes the following steps:
[0339] In step 401, in response to the summoning instruction, the first client generates a summoning request for the fellow object and transmits it to the server.
[0340] Here, the first instruction is a summon instruction. A summon control for summoning a companion object may be displayed on the game interface. When a user triggers the summon control, the first client receives the summon instruction in response to the trigger operation on the summon control, and a summon request generated in response to the summon instruction includes the object identifier of the companion object to be summoned.
[0341] In step 402, the server determines, based on the summoning request, relevant parameters of the fellow object to be summoned as requested by the summoning request, and returns the determined parameters to the first client.
[0342] In step 403, the first client performs screen rendering based on the relevant parameters, displays the summoned initial form companion object, and displays the process in which the initial form companion object transforms into the first form companion object and the first form companion object adheres to the first virtual object.
[0343] Here, the first client performs screen rendering based on the relevant parameters and displays the rendered summoning screen. For example, first, a summoned animated field monster is displayed, and then an animation is displayed in which the animated field monster breaks into pieces and the pieces stick to the arms of the first virtual object (player) (i.e., the pieces become part of the player model).
[0344] After summoning the companion object in its initial form and before changing the companion object from its initial form to the first form, the client may control the companion object in its initial form to scout the virtual scene (e.g., a target area centered on the companion object). When a target object (e.g., a virtual object or virtual material) is scouted, instruction information of the scouted target object may be displayed.
[0345] In step 404, the first client controls the companion object in the first form to scout the virtual scene, and when the target object is scouted, displays instruction information corresponding to the target object.
[0346] Here, the target object includes at least one of a third virtual object and virtual supplies. When the third virtual object (enemy) is scouted, position information of the third virtual object, for example, the distance and direction of the third virtual object relative to the first virtual object, is displayed on the game map. When the first virtual object is equipped with a supply detection skill, the client controls the first form of the companion object to perform supply detection in the virtual scene using the supply detection skill. When virtual supplies (e.g., gold coins, building materials (e.g., ore), food, weapons, equipment, or character upgrade materials, etc.) are detected, instruction information of the virtual supplies (e.g., indicating the type of virtual supply, the location where the virtual supply is located, etc.) may be displayed.
[0347] In actual application, when the number of detected target objects is two or more, each target object may be displayed in a different display style (e.g., different color, different brightness, etc.) according to the characteristics of the target object. For example, when the target object is a third virtual object, each third virtual object is displayed in a different display style according to the distance between each third virtual object and the first virtual object, and when the target object is a virtual object, indication information of the virtual object located within and outside the viewing range of the first virtual object is displayed in a different display style (e.g., different color, different brightness, etc.).
[0348] In step 405, the first client generates and sends to the server a transformation request for the peer object in response to the second instruction.
[0349] Here, the second instruction is a mimicry instruction or a transformation instruction, and may be triggered by triggering a transformation control. For example, the client may display a transformation control for a companion object on an interface of a virtual scene, receive a transformation instruction in response to a trigger operation on the transformation control, and generate a transformation request for the companion object in response to the transformation instruction and send it to the server. The transformation request includes information such as the object identifier of the companion object and the current shape of the companion object.
[0350] In step 406, the server determines transformation information of the peer object that is the target of the transformation requested by the transformation request based on the transformation request, and returns the information to the first client. Here, the transformation information may be information relating to a third virtual object (including a non-player character or another virtual object located in a different group from the first virtual object) within an area centered on the companion object.
[0351] In step 407, the first client performs screen rendering based on the transformation information, and displays an animation in which the friend object transforms from the first form to the simulated enemy form.
[0352] For example, first, an animation is displayed in which the fragments attached to the arm of the first virtual object transform into an animated field monster (the field monster detaches from the arm of the first virtual object and moves to another position), and then an animation is displayed in which the animated field monster transforms into a companion object that matches the image of the third virtual object.
[0353] In step 408, in response to the reconnaissance instruction, the first client controls the companion object in the form of a simulated enemy to reconnaissance objects in the virtual scene, and when the third virtual object is reconnaissanced in the virtual scene, the third virtual object is highlighted and the location information of the third virtual object is displayed on a map corresponding to the virtual scene.
[0354] For example, after transforming a companion object from a first form to a simulated enemy form, the client may control the companion object in the simulated enemy form to move within the virtual scene and scout the object while moving. For example, the client may control the companion object in the simulated enemy form to emit marking waves in all directions and scout the object in the virtual scene using the marking waves. When the third virtual object is scouted, a special effect element may be displayed in a related area of the third virtual object to highlight the third virtual object. For example, an additional special effect element may be displayed around the third virtual object (the special effect element may change the material or color of the skin of the third virtual object). The location information of the third virtual object may be displayed on a map of the virtual scene for viewing by the first virtual object or all virtual objects in the group to which the first virtual object belongs. Knowing the location information of the third virtual object facilitates the client's control of the corresponding virtual object to interact with the third virtual object by adopting a currently optimal interaction policy, which is advantageous to improving the interaction capabilities of the first virtual object or the group to which the first virtual object belongs. Here, the third virtual object is a general term for a virtual object that belongs to a group different from the first virtual object and that is scouted within a target area centered on a companion object, or a non-player character associated with a virtual object.
[0355] When the location information of the third virtual object is obtained, it is advantageous for the first virtual object or other virtual objects in the group to which the first virtual object belongs to create an interaction policy that can inflict maximum damage on the third virtual object, and perform corresponding interaction operations according to the interaction policy, and further improve the interaction ability of the first virtual object or other virtual objects in the group to which the first virtual object belongs.
[0356] In step 409, the first client displays that the third virtual object attacks the companion object in the form of a simulated enemy.
[0357] The second client receives an attack instruction from another player user. This attack instruction is for controlling the third virtual object to attack the fellow object in the form of a simulated enemy. This attack instruction is synchronized to the first client by a synchronization mechanism of the server. The first client receives this attack instruction and displays that the third virtual object is attacking the fellow object in response to this attack instruction.
[0358] In step 410, in response to the third virtual object hitting the companion object in the simulated enemy form, the first client controls the companion object to transform from the simulated enemy form to the second form.
[0359] Here, after the fellow object transforms into the second form, it may still perform object reconnaissance or resource exploration in the virtual scene. Also, when another virtual object or virtual material is reconnaissance in the virtual scene, the location information of the reconnaissance virtual object or virtual material is displayed on a map corresponding to the virtual scene for viewing by the player.
[0360] As described above, by transforming the companion object associated with the first virtual object, the companion object is transformed from its first form into a simulated enemy form that matches the image of a third virtual object that is hostile to the first virtual object, and the companion object in the simulated enemy form is controlled to perform object reconnaissance within the virtual scene. During object reconnaissance, since the form of the companion object matches the image of the third virtual object, the companion object is less likely to be detected by the enemy, and can therefore reach close to the enemy for reconnaissance, easily obtaining useful information about the enemy. This significantly improves the companion object's reconnaissance ability. The improvement in the companion object's reconnaissance ability can improve the interaction ability of the first virtual object.
[0361] Furthermore, a companion object associated with the first virtual object is controlled to perform resource exploration or object reconnaissance in the virtual scene, and when the virtual resource is explored, instruction information corresponding to the virtual resource is displayed, allowing the first virtual object to easily view and pick up the explored virtual resource based on the instruction information. Furthermore, based on the picked-up virtual resource, the first virtual object's interaction ability in the virtual scene is improved, for example, the first virtual object may use the picked-up virtual resource to upgrade its own equipment or build a defensive structure to improve its offensive or defensive capabilities. When enemy information such as a third virtual object is explored, the location information of the third virtual object is also displayed on a map for viewing by the first virtual object or other virtual objects in the group to which the first virtual object belongs. When the position information of the third virtual object is obtained, it is advantageous for the first virtual object or another virtual object in the group to which the first virtual object belongs to create an interaction policy that can inflict maximum damage on the enemy based on the enemy's location, and to perform a corresponding interaction operation in accordance with the interaction policy, and further improve the interaction ability (e.g., attack ability, defense ability, etc.) of the first virtual object or another virtual object in the group to which the first virtual object belongs. When the interaction ability of the first virtual object or another virtual object in the group to which the first virtual object belongs is improved, the client can reduce the number of interaction operations to achieve a certain interaction goal (e.g., obtaining useful information from the enemy or defeating the enemy), thereby improving the efficiency of human-computer interaction and reducing the occupation of hardware processing resources.
[0362] Shield-type companion objects FIG. 43 provides an interface diagram using the virtual shield monster provided in one exemplary embodiment of the present application.
[0363] In the first interface 10, the first virtual object 101 summons a virtual shield monster 11 using a virtual chip. For example, when a virtual chip is attached to the first virtual object 101 and a weakened virtual field monster appears, the first virtual object 101 consumes an attribute value (for example, a certain energy value) to summon the virtual shield monster 11. A display is displayed showing that the virtual shield monster 11 is attached to the arm of the first virtual object 101. At this time, the virtual shield monster 11 is in the first state.
[0364] Virtual energy is accumulated before the first virtual object 101 performs an aiming action. At a first timestamp, the virtual energy is displayed as a first energy value 15a. According to the accumulation of virtual energy, at a second timestamp, the virtual energy is displayed as a second energy value 15b. At a second timestamp, the virtual energy exceeds an energy threshold, and a lighting effect 20a is displayed on the virtual shield monster 11.
[0365] In the second interface 20, when the virtual energy is accumulated to the second energy value, the first virtual object 101 is displayed as performing an aiming action, the virtual shield monster 11 deploys a virtual shield 12 in front of the first virtual object 101, and the relative position of the virtual shield 12 and the first virtual object 101 is maintained unchanged, i.e., the virtual shield 12 moves following the movement of the first virtual object 101. Illustratively, the second interface 20 also displays a third virtual object 114, and the virtual area of the virtual shield 12 is determined based on the accumulated virtual energy.
[0366] In the third interface 30, it is displayed that the first virtual object 101 is performing a virtual attacking activity against the third virtual object 114, the virtual area of the virtual shield 12 is reduced, and the virtual shield monster 11 is attached to the arm of the first virtual object 101. When the virtual object 101 performs the virtual attacking activity, virtual energy is consumed, and the virtual area of the virtual shield 12 after the virtual area of the virtual shield 12 is reduced is determined based on the consumed virtual energy.
[0367] The reduction in the virtual area of the virtual shield 12 is determined based on the activity parameters of the virtual attack activity, including, but not limited to, at least one of the type, duration, number of times, effect of the virtual attack activity, and the quantity acting on the third virtual object.
[0368] In the fourth interface 40, the virtual shield monster is switched from the first state to the second state, and an animation 40a is displayed in which the virtual shield monster separates from the arm of the first virtual object 101.
[0369] In the fifth interface 50, when the virtual shield monster 11 is in the second state, the virtual shield monster 11 is displayed to be moving away from the arm of the first virtual object 101, and the virtual shield monster 11 is equipped with a virtual strengthening item, the virtual shield monster 11 deploys a first virtual shield 30a at the target position 13, a lighting effect is displayed on the first virtual shield 30a, the first virtual shield 30a is a double-sided shield, and when the first virtual shield receives a virtual attack, the virtual shield monster 11 receives damage twice the amount of the virtual attack.
[0370] In the sixth interface 60, when the virtual shield monster 11 is in the second state, the virtual shield monster 11 is displayed to be moving away from the arm of the first virtual object 101, and the virtual shield monster 11 is not equipped with a virtual strengthening item, the virtual shield monster 11 deploys a second virtual shield 30b at the target position 13, and the second virtual shield 30b is a double-sided shield.
[0371] 44 shows a flowchart of a method for using a virtual shield provided in one embodiment of the present application. This method will be described by taking the case where this method is applied to a terminal as an example. This method includes the following steps:
[0372] Step 510 displays a first virtual character located within a virtual scene. Illustratively, the first virtual character is a virtual character controlled by a user account logged in on a terminal, and the virtual scene is for providing a virtual battle arena between different virtual characters.
[0373] Exemplarily, displaying the first virtual character includes directly displaying the first virtual character or displaying a viewpoint screen of the first virtual character, the viewpoint screen of the first virtual character being a scene screen observing the virtual scene from the viewpoint of the first virtual character. Optionally, in the embodiment of the present application, the virtual character is observed by a camera model in the virtual scene.
[0374] Illustratively, the first virtual character holding a virtual shield item represents the first virtual character having the ability to control the virtual shield item, which may include, but is not limited to, at least one of a virtual shield throwable, a virtual shield skill, a virtual shield special move, and a companion object.
[0375] In step 520, in response to a first use operation on the fellow object and when the fellow object is in a first state, a virtual shield is displayed in a specified direction with the first virtual character as a reference position.
[0376] In this embodiment, the virtual shield item includes a companion object of the first virtual character, and there is a binding relationship between the companion object and the first virtual character. Exemplarily, the first use operation is an over-the-shoulder aiming operation. That is, the first use operation is used to control the use of the virtual pet character and to control the first virtual character to perform the over-the-shoulder aiming operation.
[0377] For example, the display method differs between when the companion object is in the first state and when the companion object is in the second state. For example, when the companion object is in the first state, it displays that the companion object is attached to the arm of the first virtual character, and when the companion object is in the second state, it displays that the companion object is separated from the first virtual character.
[0378] In some embodiments, the companion object in the first form is controlled to increase the ability to store shield energy against the first virtual object that is not being aimed at.
[0379] In step 530, in response to a second use operation on the companion object and when the companion object is in a second state, a virtual shield is displayed at a target location determined by the second use operation of the virtual shield item.
[0380] In this embodiment, a switching operation may switch the companion object between a first state and a second state, or a second use operation on the companion object may switch the companion object from the first state to the second state and display a virtual shield at the target position.
[0381] For example, the first and second use operations for the companion object may be the same or different. Specifically, the use operation for the companion object may be implemented by, but is not limited to, at least one of clicking, sliding, and rotating. For example, clicking a touchscreen or key, sliding a touchscreen or controller, or rotating a terminal or controller.
[0382] Note that in this embodiment, step 540 is performed after step 530. As will be understood by those skilled in the art, in one implementation, the virtual shield is displayed changing from the first virtual form to the second virtual form in response to the first virtual character performing the target activity on the third virtual object only when the companion object is in the first state. That is, in one implementation, step 540 is not performed after step 530. Exemplarily, in the above implementation, the virtual form of the virtual shield is displayed changing in response to the first virtual character performing the target activity when the companion object is in the first state, and the virtual form of the virtual shield remains unchanged when the companion object is in the second state.
[0383] In some embodiments, in response to the first virtual object being in the aiming state, the companion object in the second state is controlled to emit a first virtual shield in an aiming direction with the first virtual object as a reference position. In response to a change in the aiming direction of the first virtual object, the companion object in the second state is controlled to emit the first virtual shield in the changed aiming direction.
[0384] In one optional implementation of this embodiment, in addition to the embodiment: In response to the virtual shield blocking the virtual attack, the method includes displaying the virtual shield moving toward the attack direction of the virtual attack.
[0385] Illustratively, the attack direction includes a direction pointing from the center point of the virtual shield to the source of the virtual attack, for example, the virtual shield moves in a direction approaching the source of the virtual attack.
[0386] Illustratively, the attack direction includes a direction pointing from the center point position of the virtual shield to the position where the virtual shield blocks the virtual attack, for example, the virtual shield moves in the direction where the virtual shield blocks the virtual attack.
[0387] As described above, in the method provided in this embodiment, the virtual shield item is realized as a companion object of the first virtual character, and the virtual shield is displayed according to the state of the companion object, thereby enriching the human-computer interaction method using the virtual shield item. By changing the virtual form of the virtual shield when the first virtual character performs a target activity on the third virtual object, even if the first virtual character does not voluntarily control the virtual shield, the virtual form of the virtual shield can be dynamically changed according to the target activity, thereby enriching the human-computer interaction method for the virtual shield.
[0388] Step 540 displays the virtual shield changing from the first shield configuration to the second shield configuration in response to the first virtual character performing the target activity with respect to the third virtual object.
[0389] For example, the target activity is a virtual activity performed by the first virtual character voluntarily toward a third virtual object. The third virtual object is a virtual character different from the first virtual character in the virtual scene. The third virtual object and the first virtual character may be located in the same virtual camp or different virtual camps. This embodiment does not impose any restrictions on the relationship between the first virtual character and the third virtual object.
[0390] The first shield form of the virtual shield is an initial form of the virtual shield, and the second shield form is different from the first shield form, where the first shield form is also referred to as the first virtual form, and the second shield form is also referred to as the second virtual form.
[0391] As described above, in the method provided in this embodiment, when the first virtual character performs a target activity on a third virtual object, the virtual form of the virtual shield is changed, thereby linking the virtual form of the virtual shield with the first virtual character's performance of the target activity and enabling the virtual form of the virtual shield to dynamically change in accordance with the first virtual character's performance of the target activity. This provides a new human-computer interaction method for the virtual shield. Even when the virtual shield is not controlled voluntarily, the virtual form of the virtual shield can be dynamically changed in response to the target activity, thereby enriching the human-computer interaction method for the virtual shield.
[0392] Next, we will introduce target activities in two examples. Specifically, Realization 1: Targeted activity includes hypothetical attack activity. Realization Two: Targeted activities include virtual rescue operations. Next, we will introduce each one.
[0393] Implementation 1: The example shown in Figure 45 introduces an implementation where target activity includes hypothetical attack activity.
[0394] 45 provides a flowchart of a method for using a virtual shield provided in one embodiment of the present application. This method will be described by taking the case where the method is applied to a terminal as an example. That is, in the embodiment shown in FIG. 44, step 540 may be implemented as step 542.
[0395] Step 542 displays the virtual shield changing from the first shield configuration to the second shield configuration in response to the first virtual character performing a virtual offensive action against the third virtual object.
[0396] For example, the protective effect of the first shield form is greater than that of the second shield form, and the first virtual character and the third virtual object belong to different camps.
[0397] Illustratively, the virtual attacking activity is intended to describe a virtual activity that imparts a debuff effect to a virtual object. Illustratively, the virtual attacking activity debuffs at least one of the virtual life value, virtual defense value, and virtual energy value of the virtual object.
[0398] Furthermore, debuff effects caused by virtual attacking activities include both direct and indirect debuffs. For example, virtual attacking activities include those that use at least one of a virtual caster, a virtual throwing object, and a virtual powerful attack item to affect a third virtual object, thereby directly generating a debuff effect. Virtual attacking activities include those that place a virtual contact item or a virtual delay item to affect a third virtual object when a trigger condition is met, thereby directly generating a debuff effect. Virtual attacking activities include those that use a virtual skill to affect a third virtual object, thereby reducing the virtual ability of the second virtual object by at least one of reducing movement speed, attack ability, and maneuverability, thereby putting the second virtual object at a disadvantage and indirectly generating a debuff effect.
[0399] In some embodiments, in response to the first virtual character performing a virtual offensive action against the third virtual object, displaying a reduced virtual energy of the virtual shield based on the virtual energy consumed in the virtual offensive action, and displaying the virtual shield changing from a first shield configuration to a second shield configuration after the virtual energy is reduced, the second shield configuration being determined based on the reduced virtual energy.
[0400] For example, when the first virtual character performs a virtual attack against the third virtual object, virtual energy of the virtual shield is consumed. The consumed energy is related to at least one of, but not limited to, the type, duration, number, effect, and quantity of the virtual attack. This embodiment does not impose any restrictions on the relationship between the consumed virtual energy and the virtual attack.
[0401] For example, the virtual energy may be directly displayed by a numerical value of the virtual energy or an energy gauge corresponding to the virtual energy, or may be indirectly displayed by displaying an animation when an energy threshold is reached. This embodiment does not impose any limitations on the display method of the virtual energy.
[0402] Illustratively, the virtual form of the virtual shield and the virtual energy of the virtual shield are positively correlated, and based on the reduced virtual energy, the second shield form is less protective than the first shield form.
[0403] 46 provides an interface diagram using a virtual shield provided in one exemplary embodiment of the present application. The interface diagram using the virtual shield displays a first virtual character 14, a third virtual object 114, and a virtual shield 12. In response to the first virtual character 14 performing a virtual attack activity against the third virtual object 114, the virtual area of the virtual shield 12 decreases, as shown in FIG. 47.
[0404] As described above, the method provided in this embodiment changes the virtual shape of the virtual shield when the first virtual character performs a virtual attack activity against the third virtual object, thereby reducing the protective effect of the virtual shield. The virtual shape of the virtual shield is linked to the first virtual character's performance of the target activity, restricting the first virtual character from performing a virtual attack in the virtual scene when protected by the virtual shield, thereby increasing the intensity of the virtual battle arena and shortening the match time of the virtual battle arena. The virtual shape of the virtual shield dynamically changes in response to the first virtual character's performance of the target activity. This provides a new human-computer interaction method for the virtual shield. Even when the virtual shield is not controlled voluntarily, the virtual shape of the virtual shield can be dynamically changed in response to the target activity, enriching the human-computer interaction method for the virtual shield.
[0405] Implementation 2: The example shown in Figure 48 introduces an implementation where the target activities include virtual rescue operations.
[0406] 48 provides a flowchart of a method for using a virtual shield provided in one embodiment of the present application. This method will be described by taking the case where the method is applied to a terminal as an example. That is, in the embodiment shown in FIG. 44, step 540 may be implemented as step 544.
[0407] Step 544 displays the virtual shield changing from the first shield configuration to the second shield configuration in response to the first virtual character performing a virtual rescue operation on the third virtual object.
[0408] For example, the protective effect of the first shield form is inferior to that of the second shield form, and the first virtual character and the third virtual object belong to the same camp.
[0409] Illustratively, the virtual rescue operation is intended to describe a virtual operation that provides a buff effect to a virtual object. Illustratively, the virtual rescue operation buffs at least one of a virtual life value, a virtual defense value, and a virtual energy value of the virtual object.
[0410] Furthermore, the buff effect by the virtual rescue operation includes both direct and indirect buffs. For example, the virtual rescue operation includes using a virtual item to affect a third virtual object, thereby directly generating a buff effect. The virtual rescue operation includes adjusting the position of a virtual shield to provide protection to the third virtual object, thereby directly generating a buff effect. The virtual rescue operation includes using a virtual skill to affect a third virtual object, thereby improving the virtual ability of the second virtual object by at least one of increasing movement speed, increasing attack ability, and increasing maneuverability, thereby giving the second virtual object an advantageous position and thereby indirectly generating a buff effect.
[0411] In some embodiments, in response to the first virtual character performing a virtual rescue operation on the third virtual object, the display displays increased virtual energy of the virtual shield based on the virtual energy recovered in the virtual rescue operation, and after the virtual energy of the virtual shield is increased, the display displays the virtual shield changing from a first shield configuration to a second shield configuration, the second shield configuration being determined based on the increased virtual energy.
[0412] Exemplarily, when the first virtual character performs a virtual rescue operation on the third virtual object, virtual energy of the virtual shield is restored. The restored energy is related to at least one of, but not limited to, the type, duration, number of times, effect, and quantity of the virtual rescue operation on the third virtual object. This embodiment does not impose any limitations on the relationship between the restored virtual energy and the virtual rescue operation. Exemplarily, the virtual energy may be displayed directly or indirectly. This embodiment does not impose any limitations on the display method of the virtual energy.
[0413] For example, the virtual form of the virtual shield and the virtual energy of the virtual shield are positively correlated, and based on the increased virtual energy, the second shield form has a better protective effect than the first shield form.
[0414] As described above, the method provided in this embodiment improves the protective effect of the virtual shield by changing the virtual form of the virtual shield when the first virtual character performs a virtual rescue action against the third virtual object. The virtual form of the virtual shield is linked to the first virtual character's performance of a target action, facilitating the first virtual character to perform virtual rescue within the virtual scene when protected by the virtual shield. This increases the intensity of the virtual battle arena and shortens the match time of the virtual battle arena. The virtual form of the virtual shield dynamically changes as the first virtual character performs a target action. A new human-computer interaction method for the virtual shield is provided. Even if the virtual shield is not controlled voluntarily, the virtual form of the virtual shield can be dynamically changed in response to the target action, enriching the human-computer interaction method for the virtual shield.
[0415] Next, we will introduce the virtual form of the virtual shield. Illustratively, the virtual form of the virtual shield may include, but is not limited to, at least one of the following: Virtual shape to describe the contour shape of the virtual shield.
[0416] Illustratively, the virtual shape includes, but is not limited to, at least one of a rectangle, a triangle, a circle, an ellipse, a sphere, and a hemisphere. Virtual area to describe the area of the virtual shield Blocking types of virtual attacks to describe the protective effect of the virtual shield in terms of the virtual attack types that can be blocked.
[0417] Illustratively, the types of virtual attacks that may be blocked include, but are not limited to, at least one of: a virtual projectile attack, a virtual projectile attack, a virtual skill attack, a physical attribute attack, and a magical attribute attack. · Blocking probability of blocking a virtual attack to describe the protective effect of the virtual shield in terms of the success probability of the virtual shield blocking the virtual attack.
[0418] For example, a virtual shield has a 90% chance of blocking a virtual attack. A virtual shield can block 85% of the virtual damage from a virtual attack. A blocking time interval for blocking virtual attacks to describe the protective effectiveness of the virtual shield in terms of the time interval during which the virtual shield blocks virtual attacks (e.g., it can block one virtual attack per second).
[0419] For example, in the embodiment shown in FIG. 45, the protective effect of the first shield configuration is superior to that of the second shield configuration in the following manner: a first imaginary area corresponding to the first shield configuration is greater than a second imaginary area corresponding to the second shield configuration; the first block type corresponding to the first shield form is greater than the second block type corresponding to the second shield form; a first block probability corresponding to the first shield form is greater than a second block probability corresponding to the second shield form; a first block time interval corresponding to the first shield configuration being greater than a second block time interval corresponding to the second shield configuration.
[0420] As will be appreciated by those skilled in the art, the above description is merely illustrative and may be combined or separated to explain the protective effects of the first and second shield configurations. The example shown in Figure 48 is similar to the above description, in that the first shield configuration provides less protective effect than the second shield configuration.
[0421] Next, we will introduce in detail the observation of a virtual character by a camera model in the embodiment shown in FIG.
[0422] Optionally, the camera model automatically follows the virtual character in the virtual scene, i.e., when the position of the virtual character in the virtual scene changes, the camera model simultaneously changes to follow the position of the virtual character in the virtual scene, and the camera model is always located within a predetermined distance range of the virtual character in the virtual scene. Optionally, during the automatic following process, the relative positions of the camera model and the virtual character do not change.
[0423] A camera model refers to a three-dimensional model positioned around a virtual character in a virtual scene. When a first-person perspective is adopted, the camera model is positioned near the virtual character's head or at the virtual character's head. When a third-person perspective is adopted, the camera model may be positioned behind the virtual character and bound to the virtual character, or may be positioned at any position within a predetermined distance from the virtual character. The camera model allows the virtual character positioned in the virtual scene to be observed from different angles. Optionally, when the third-person perspective is a first-person over-the-shoulder perspective, the camera model is positioned behind the virtual character (e.g., the head or shoulders of the virtual character). Optionally, in addition to the first-person and third-person perspectives, the perspective also includes other perspectives (e.g., a bird's-eye view). When a bird's-eye view is adopted, the camera model may be positioned in the air above the virtual character's head. A bird's-eye view is a perspective from which the virtual scene is observed from an aerial bird's-eye view. Optionally, the camera model is not actually displayed in the virtual scene. That is, the camera model is not visible in the virtual scene displayed in the user interface.
[0424] An example will be described in which the camera model is located at an arbitrary position within a predetermined distance from the virtual character. Optionally, one virtual character corresponds to one camera model. The camera model can rotate around the virtual character as a rotation center. For example, the camera model is rotated around an arbitrary point on the virtual character as a rotation center. During rotation, the camera model not only rotates angularly but also shifts in displacement. During rotation, the distance between the camera model and the rotation center is maintained constant. That is, the camera model is rotated on the surface of a sphere with the rotation center as its center. Here, the arbitrary point on the virtual character may be the head, torso, or any point around the virtual character. The embodiment of the present application is not limited thereto. Optionally, when the camera model observes the virtual character, the direction in which the center of the viewpoint of the camera model points is the direction from the point on the sphere where the camera model is located to the center of the sphere.
[0425] Optionally, the camera model is capable of viewing the virtual character at predetermined angles from different directions of the virtual character.
[0426] 49 provides a flowchart of a method for using a virtual shield provided in one embodiment of the present application. This method will be described using a terminal as an example. That is, in addition to the embodiment shown in FIG. 44, step 511 is included. Step 520 may be implemented as step 522.
[0427] In step 511, if the virtual shield is not displayed, the virtual energy of the virtual shield is accumulated.
[0428] For example, not displaying the virtual shield may include not performing an operation to use a virtual shield item, or may include performing an operation to use a virtual shield item and then performing an operation to cancel the use of the virtual shield item. This embodiment does not impose any limitations on the implementation of not displaying the virtual shield. As can be understood by those skilled in the art, step 511 in this embodiment may be performed before, after, or simultaneously with step 522 or step 530 in this embodiment. This embodiment will exemplarily describe only the case where step 511 is performed before step 522.
[0429] For example, the virtual energy may be directly displayed by a numerical value of the virtual energy or an energy gauge corresponding to the virtual energy, or may be indirectly displayed by displaying an animation when an energy threshold is reached. This embodiment does not impose any limitations on the display method of the virtual energy.
[0430] FIG. 50 provides an interface diagram using a virtual shield provided in one exemplary embodiment of the present application. In the interface diagram using the virtual shield, a first virtual character 14 is displayed. When the accumulated virtual energy of the virtual shield reaches an energy threshold, a lighting effect 20a is displayed on the arm of the first virtual character 14. In the interface diagram of the virtual shield, an energy gauge indicates that the virtual energy of the virtual shield is a first virtual energy 15a. When the virtual shield is not displayed, the virtual energy is accumulated from the first virtual energy 15a to a second virtual energy 15b.
[0431] In step 522, in response to a use operation on the virtual shield item, a virtual shield in the first shield form is displayed in a specified direction with the first virtual character as a reference position.
[0432] Illustratively, the first shield form is determined based on the accumulated virtual energy. Illustratively, the virtual form of the virtual shield and the virtual energy of the virtual shield are positively correlated, and the protective effect of the virtual shield increases as the accumulated virtual energy increases.
[0433] In one optional implementation of this embodiment, the virtual shield item includes a companion object of a first virtual character, and when the companion object is in a first state and the virtual shield is not displayed, the virtual energy of the virtual shield is accumulated, and when the companion object is in a second state, the virtual energy of the virtual shield remains unchanged. As will be understood by those skilled in the art, the above implementation is merely one optional implementation, and in a different implementation, the virtual energy of the virtual shield may be accumulated when the companion object is in the second state.
[0434] As described above, the method provided in this embodiment accumulates virtual energy for the virtual shield when the virtual shield is not displayed, thereby linking the virtual energy of the virtual shield to the virtual form of the virtual shield, storing virtual energy according to the actions of the first virtual character, realizing flexible positioning of the virtual form of the virtual shield, and realizing dynamic changes of the virtual form of the virtual shield as the first virtual character performs a target activity. A new human-computer interaction method for the virtual shield is provided. Even when the virtual shield is not voluntarily controlled, the virtual form of the virtual shield can be dynamically changed in response to the target activity, enriching the human-computer interaction method for the virtual shield.
[0435] Figure 51 provides a flowchart of a method for using a virtual shield provided in one embodiment of the present application. This method will be described by taking the case where it is applied to a terminal as an example. That is, in the embodiment shown in Figure 44, step 530 may be implemented as the following steps:
[0436] In step 530a, if the companion object is equipped with a shield strengthening item, a first virtual shield is displayed at the target position in response to a second use operation on the companion object and if the companion object is in a second state.
[0437] For example, the shield strengthening item is for strengthening the protective effect of the virtual shield. The shield strengthening item may be obtained within the virtual scene or may be carried by the first virtual character in the virtual scene. However, this embodiment is not limited thereto.
[0438] Illustratively, the first virtual shield is a double-sided shield, i.e., the first virtual shield can block a virtual attack from a first side direction to a second side direction, and can also block a virtual attack from the second side direction to the first side direction, the first side direction and the second side direction being opposite sides of the first virtual shield.
[0439] 52 provides an interface diagram using a virtual shield provided in one exemplary embodiment of the present application. The interface diagram using the virtual shield displays a first virtual character 14, a first virtual shield 30a, and a companion object 102. The first virtual shield 30a is placed by the companion object 102 at the target position 13. In the interface diagram of the virtual shield, the first virtual shield 30a is displayed in a glowing style, which indicates that the first virtual shield 30a is a double-sided shield.
[0440] In step 530b, if the companion object is not equipped with a shield strengthening item, a second virtual shield is displayed at the target position in response to a second use operation on the companion object and if the companion object is in a second state.
[0441] Illustratively, the second virtual shield is a single-sided shield, and the second virtual shield can block a virtual attack from a first side direction to a second side direction, the first side direction and the second side direction being opposite sides of the second virtual shield. Furthermore, the second side direction is a side direction in which the first virtual character is located when the second virtual shield is displayed.
[0442] 53 provides an interface diagram using a virtual shield provided in one exemplary embodiment of the present application. The interface diagram using the virtual shield displays a first virtual character 14, a second virtual shield 30b, and a companion object 102. The second virtual shield 30b is placed by the companion object 102 at the target position 13. In the interface diagram of the virtual shield, the second virtual shield 30b is displayed in an unilluminated style, which indicates that the second virtual shield 30b is a single-sided shield.
[0443] As described above, the method provided in this embodiment enriches the human-computer interaction method using the virtual shield item by equipping the companion object with a shield strengthening item and displaying the virtual shield according to the equipped status of the shield strengthening item. By changing the virtual form of the virtual shield when the first virtual character performs a target activity on the third virtual object, even if the virtual shield is not controlled voluntarily, the virtual form of the virtual shield can be dynamically changed according to the target activity, thereby enriching the human-computer interaction method for the virtual shield.
[0444] 54 provides a flowchart of a method for using a virtual shield provided in one embodiment of the present application. This method will be described by taking the case where this method is applied to a terminal as an example. That is, in addition to the embodiment shown in FIG. 44, step 550 is included.
[0445] Step 550 displays a change in the movement speed of the third virtual character in response to the third virtual character contacting the virtual shield.
[0446] Exemplarily, any part of the third virtual character touches the virtual shield. Optionally, the virtual shield may or may not have a blocking effect on the movement of the third virtual character. That is, this embodiment does not limit whether the third virtual character can move from one side of the virtual shield to the other side of the virtual shield through the virtual shield. Exemplarily, the third virtual character in this embodiment is a virtual character in a virtual scene, and the third virtual character is different from the first virtual character.
[0447] In one optional design, step 550 has at least two implementations:
[0448] Realization form 1: When the third virtual character is located in the same virtual camp as the first virtual character, in response to the third virtual character contacting the virtual shield, the movement speed of the third virtual character is displayed as changing from the first speed to the second speed.
[0449] The second speed is greater than the first speed, and the first speed is an initial movement speed of the third virtual character.
[0450] Realization form 2: When the third virtual character is located in a different virtual camp from the first virtual character, in response to the third virtual character contacting the virtual shield, the movement speed of the third virtual character is displayed as changing from the first speed to the third speed.
[0451] The third speed is smaller than the first speed, and the first speed is an initial movement speed of the third virtual character.
[0452] As can be understood by those skilled in the art, the above two implementations of step 550 may be divided or merged and combined with steps 510 to 540 in this embodiment to form a new embodiment, but this embodiment is not limited thereto.
[0453] As described above, in the method provided in this embodiment, when a virtual shield is displayed, the moving speed of the third virtual character that comes into contact with the virtual shield is changed, thereby enriching the human-computer interaction method in the virtual scene using the virtual shield item. By changing the virtual form of the virtual shield when the first virtual character performs a target activity on the third virtual object, a new human-computer interaction method for the virtual shield is provided, and even when the virtual shield is not voluntarily controlled, the virtual form of the virtual shield can be dynamically changed according to the target activity, thereby enriching the human-computer interaction method for the virtual shield.
[0454] 55 provides a flowchart of a method for using a virtual shield provided in one embodiment of the present application. The method includes the following steps:
[0455] In step 602, the terminal receives an instruction to summon a virtual shield monster.
[0456] Illustratively, the virtual shield item includes a virtual shield monster. Illustratively, the virtual shield monster is summoned using virtual chips. For example, if a virtual hero has virtual chips attached and a weakened virtual field monster appears, the virtual shield monster is summoned by consuming virtual gold value.
[0457] In step 604, the terminal displays an animation of the virtual field monster breaking into pieces and attaching to the arm. For example, an animation of a virtual shield monster attaching itself to the arm of the virtual hero is displayed. For example, the virtual hero is a virtual character in the virtual scene. For example, the virtual hero is a first virtual character.
[0458] In step 606, the terminal obtains over-the-shoulder aiming instructions. Illustratively, implementations of over-the-shoulder aiming include, but are not limited to, at least one of clicking, sliding, and rotating.
[0459] In step 608, the terminal controls the virtual hero to enter an over-the-shoulder aiming state. Illustratively, the virtual hero is shown entering an over-the-shoulder aiming state.
[0460] In step 610, the terminal controls the virtual shield monster to become a virtual shield and resist the virtual hero. Illustratively, a virtual shield monster is shown deploying a virtual shield in front of the virtual hero.
[0461] In step 612, the terminal obtains an over-the-shoulder aim cancel instruction. Illustratively, implementations of the over-the-shoulder aim cancel instruction include at least one of clicking, sliding, and rotating.
[0462] In step 614, the terminal controls the virtual hero to enter a normal walking state and begins accumulating virtual shield energy. Illustratively, the virtual hero is displayed entering a normal walking state, and in response to the virtual hero entering the normal walking state, an increase in virtual shield energy is displayed.
[0463] In step 616, the terminal obtains over-the-shoulder aiming instructions.
[0464] In step 618, the terminal controls the virtual hero to enter an over-the-shoulder aiming state. Illustratively, the virtual hero is shown entering an over-the-shoulder aiming state.
[0465] In step 620, the terminal sends a virtual shield conversion instruction to the server. For example, the terminal obtains the virtual shield conversion instruction and then transfers the virtual shield conversion instruction to the server.
[0466] In step 622, the server determines the size of the shield based on the virtual shield energy and transforms the virtual shield monster from the arm form into an object-sized virtual shield. Illustratively, the object-sized virtual shield is determined based on the virtual shield energy, and the object size and the shield energy are positively correlated.
[0467] In step 624, the server transmits the converted virtual shield information to the terminal. Illustratively, the information of the converted virtual shield includes the object size of the virtual shield.
[0468] In step 626, the terminal displays the transformed virtual shield directly in front of the virtual hero. Illustratively, the converted virtual shield is determined based on information about the virtual shield transmitted from the server. In one implementation, in response to the enemy virtual hero passing through the virtual shield, the movement speed of the enemy virtual hero is reduced.
[0469] In step 628, the terminal obtains the firing instructions.
[0470] In step 630, the terminal controls the virtual hero to attack the enemy virtual hero. Illustratively, in response to the terminal receiving a shooting instruction, it displays controlling the virtual hero to attack the enemy.
[0471] In step 632, the server obtains the shooting instructions. Illustratively, the terminal obtains the shooting instruction and then transfers the shooting instruction to the server.
[0472] In step 634, the server determines the virtual shield energy consumed based on the number or type of shots, and reduces the size of the virtual shield based on the consumed virtual shield energy. Illustratively, a fire command consumes virtual shield energy.
[0473] In step 636, the server sends information to the terminal for displaying the reduced virtual shield. Illustratively, the server updates the information of the virtual shield.
[0474] In step 638, the terminal displays the reduced virtual shield. Illustratively, the reduced virtual shield is determined based on information of the reduced virtual shield transmitted from the server.
[0475] As described above, in the method provided in this embodiment, when the virtual hero performs a virtual shot, the virtual size of the virtual shield is reduced, thereby linking the virtual size of the virtual shield to the virtual hero's performance of the virtual shot, thereby enabling the virtual shape of the virtual shield to dynamically change as the first virtual character performs a target activity. A new human-computer interaction method for the virtual shield is provided, and the virtual shape of the virtual shield can be dynamically changed in response to the target activity even when the virtual shield is not actively controlled, thereby enriching the human-computer interaction method for the virtual shield. By restricting the virtual hero from performing a virtual attack in the virtual scene when protected by the virtual shield, the problem of enemy virtual heroes in the virtual scene being unable to actively enter the virtual battle arena with the virtual hero is solved, increasing the intensity of the virtual battle arena, shortening the virtual battle arena match time, and increasing the number of virtual battle arena match services provided by the server per unit time.
[0476] 56 provides a flowchart of the use of the virtual shield monster provided in one exemplary embodiment of the present application. The method includes the following steps:
[0477] In step 652, the virtual hero obtains a virtual shield chip. For example, the virtual shield chip is used to convert a virtual field monster into a virtual shield monster. The virtual shield chip may be acquired within the virtual scene or carried by the virtual hero in the virtual scene. In other words, the method of acquiring the virtual shield chip is not limited.
[0478] In step 654, the virtual hero uses the virtual shield chip to transform the virtual field monster into a virtual shield monster. Illustratively, the virtual hero attacks the virtual field monster to weaken it. The virtual hero converts the virtual field monster into a virtual shield monster by consuming virtual gold value (e.g., consuming virtual nano energy). Furthermore, after converting the virtual field monster into a virtual shield monster, information about the virtual shield monster is displayed in the virtual shield monster information area. Illustratively, the information about the virtual shield monster includes, but is not limited to, at least one of the virtual energy of the virtual shield monster and the life value of the virtual shield monster.
[0479] In step 656, if the virtual shield monster is in the first form, it is displayed that the virtual shield monster is attached to the arm of the virtual hero. Exemplarily, after the virtual field monster is transformed into the virtual shield monster, the virtual shield monster enters the first form. In one optional implementation, the virtual shield monster may be transformed between the first form and the ground mode by a model transformation operation. Exemplarily, when the virtual shield monster is in the first form, the virtual shield monster turns into virtual fragments and attaches to the virtual hero's arm. Furthermore, after the virtual shield monster enters the first form, virtual energy of the virtual shield is accumulated, i.e., when the virtual shield is not deployed, virtual energy of the virtual shield is accumulated. Exemplarily, when the virtual shield is not displayed, virtual energy is not consumed when performing virtual movement and / or virtual shooting. Specifically, in one implementation, when the aiming state is not entered, virtual energy is not consumed when performing virtual shooting. In other words, virtual energy is not consumed when performing virtual hip fire (also called virtual hip fire or virtual non-aimed shooting).
[0480] Step 658 displays a virtual shield in response to the virtual hero entering the aim state in response to the virtual energy. Illustratively, the aiming state the virtual hero enters includes, but is not limited to, at least one of a scope aiming state or a machine aiming state. The virtual area of the virtual shield is determined based on the virtual energy. The virtual area of the virtual shield and the virtual energy are positively correlated.
[0481] At step 660, in response to the virtual hero performing the virtual shot, the virtual area of the virtual shield changes from a first area to a second area. The virtual energy is consumed by the virtual shot, and the virtual area of the virtual shield is determined to be a second area based on the virtual energy. The first area is an initial area of the virtual shield.
[0482] In step 662, if the virtual shield monster is in the second form, it is displayed that the virtual shield monster deploys a virtual shield at the target location. When the virtual shield monster is in its second form, it will no longer stick to the virtual hero's arm. The virtual shield monster will deploy a virtual shield at the target position specified by the virtual hero.
[0483] In one implementation, if the virtual shield monster is not equipped with a shield strengthening item, the virtual shield monster deploys a single-sided rectangular virtual shield at the target location. In another implementation, if the virtual shield monster is equipped with a shield strengthening item, the virtual shield monster deploys a double-sided hemispherical virtual shield at the target location.
[0484] As described above, in the method provided in this embodiment, when the virtual hero performs a virtual shot, the virtual area of the virtual shield is reduced, thereby linking the virtual area of the virtual shield to the virtual hero's virtual shot, and dynamically changing the virtual area of the virtual shield in response to the first virtual character's virtual shot. A new human-computer interaction method is provided for the virtual shield. Even when the virtual shield is not controlled voluntarily, the virtual form of the virtual shield can be dynamically changed in response to the virtual shot, thereby enriching the human-computer interaction method for the virtual shield. By accumulating virtual energy for the virtual shield, the virtual energy and the virtual form of the virtual seal are linked, and virtual energy is accumulated according to the virtual hero's actions, allowing for flexible placement of the virtual form of the virtual shield. Adding first and second forms to the virtual shield monster enriches the human-computer interaction method for the virtual shield monster. In the second form, the protective effect and virtual shape of the virtual shield are determined according to a shield strengthening item, thereby expanding the usage method and human-computer interaction method for the virtual shield monster.
[0485] Attack objects are divided into melee objects and ranged objects. For the first form: control an attack object of the first form to enhance a weapon attack speed of the first virtual object, and / or control an attack object of the first form to add a buff effect to the weapon attack of the first virtual object. Optionally, the weapon attack speed can be divided into a melee attack speed and a ranged attack speed, and the buff effect can be divided into a melee buff effect and a ranged buff effect. In some embodiments, determine whether a weapon equipped to the first virtual object meets a weapon enhancement condition of the companion object. If the weapon enhancement condition of the companion object is a melee enhancement condition, the weapon equipped to the first virtual object meets the weapon enhancement condition of the companion object when it is a melee weapon, and if the weapon enhancement condition of the companion object is a ranged enhancement condition, the weapon equipped to the first virtual object meets the weapon enhancement condition of the companion object when it is a ranged weapon. Below, we will discuss melee objects and ranged objects separately.
[0486] Close-combat objects (companion objects with close-combat support / enhancement abilities): Please refer to FIG. 57. FIG. 57 shows a flowchart of a virtual object control method provided in one embodiment of the present application. In this method, the execution entity of each step may be the terminal device 400 in the configuration implementation environment shown in FIG. 1. For example, the execution entity of each step may be a client of the target application. In the following method embodiment, for convenience of explanation, only the case where the execution entity of each step is a "client" will be introduced and explained. This method may include at least one of the following several steps (710 to 730).
[0487] In step 710, a display screen of a virtual scene is displayed, the virtual scene including a first virtual object.
[0488] Display screen of virtual scene: a screen for observing a virtual scene from the viewpoint of a first virtual object, where the virtual scene includes a first virtual object. The viewpoint of the virtual object may be a third viewpoint of the virtual object or a first viewpoint of the virtual object. Optionally, the display screen of the virtual scene refers to a virtual scene screen displayed to a user in a user interface. Here, the display screen of the virtual scene may be a screen acquired from the virtual scene by a virtual camera. In one possible embodiment, the virtual camera acquires the virtual scene screen from the third viewpoint of the first virtual object. Optionally, the virtual camera is provided diagonally above the first virtual object, and the client uses the virtual camera to observe the virtual scene with the virtual object at the center, and acquires and displays a display screen of the virtual scene with the first virtual object at the center. In another possible embodiment, the virtual camera acquires the display screen of the virtual scene from the first viewpoint of the first virtual object. Optionally, the virtual camera is provided directly in front of the first virtual object, and the client uses the virtual camera to observe the virtual scene from the viewpoint of the first virtual object, and acquires and displays a display screen of the virtual scene with the first virtual object as the first viewpoint. In an exemplary embodiment, the left position of the virtual camera can be adjusted in real time. Optionally, the user can adjust the position of the virtual camera by touching the user interface to obtain a display screen corresponding to a different position of the virtual scene. For example, the user can adjust the position of the virtual camera by dragging and dropping the display screen of the virtual scene. For example, the user can adjust the position of the virtual camera by clicking a position on the map display control and setting this position as the adjusted position of the virtual camera. Here, the above map display control refers to a control for displaying a global map in a shooting application.
[0489] In some embodiments, during execution of a shooting application, the client displays a display screen of a virtual scene, the virtual scene including a first virtual object. Optionally, in the shooting application, a user controls the first virtual object to shoot a second virtual object in the virtual scene using a virtual item. In some embodiments, in the shooting application, a user controls the first virtual object to attack the second virtual object in the virtual scene using the virtual item.
[0490] In step 720, in response to the companion object satisfying the first summoning condition, the first virtual object is controlled to summon the companion object in a first form, and when the companion object is in the first form, the first virtual object has a close combat attribute buff.
[0491] Ally object: Refers to one or more of the multiple virtual summons. In some embodiments, different virtual summons can provide different buffs to the first virtual object, and the virtual summon selected by the first virtual object depending on its own situation is the ally object. In some embodiments, multiple second virtual objects exist around the first virtual object. In this case, the first virtual object needs to improve its melee attribute. To obtain the melee attribute buff, the first virtual object selects the ally object "Crusher." The "Crusher" can provide the first virtual object with a melee attribute buff. The melee attribute buff includes, but is not limited to, enhancing the first virtual object's weapon attack speed (including movement speed) in melee combat, and adding a buff effect to the first virtual object's weapon attack. Optionally, the buff effect is probabilistic or triggered probabilistically.
[0492] First summoning condition: A condition that must be met to summon a first form of a companion object. The first summoning condition includes, but is not limited to, at least one of: a virtual item for summoning a companion object is obtained or used by the first virtual object; a companion object is selected; and an attribute value of the first virtual object satisfies a set condition. In some embodiments, the first summoning condition is that a virtual item for summoning a target virtual summon is obtained by the first virtual object and the companion object is selected. Optionally, the manner in which the first virtual object obtains the virtual item includes at least one of: purchasing it using resources in the target application; defeating a specific virtual field monster; or the number of defeated virtual field monsters reaching a field monster quantity threshold. Optionally, the first virtual object obtains a virtual item upon defeating a specific virtual field monster, and using the virtual item may cause multiple virtual summons to appear. Within the summoning time, the first virtual object selects a companion object. Optionally, the summoning time refers to the time interval between using the virtual item and summoning the first virtual object. In some embodiments, the first virtual object defeats a specific virtual nanomonster in the virtual scene, and a virtual item (which may be referred to as a "core chip" in this embodiment) appears where the virtual nanomonster disappeared. After the first virtual object expends energy (which may be obtained after the first virtual object performs a virtual task in the virtual scene in this embodiment), it can select and summon one of several virtual summons. In some embodiments, the first virtual object directly expends energy to exchange for a virtual item and uses the virtual item to summon a companion object. In some embodiments, the first summoning condition further includes that an attribute value of the first virtual object satisfies a set condition. In some embodiments, the first virtual object can summon a companion object using the virtual item only if the hit point value of the first virtual object is lower than a pass threshold.
[0493] In some embodiments, the companion object has a plurality of forms, and the form of the companion object includes, but is not limited to, at least one of a first form and a second form. Here, the second form corresponds to the first form, and when the companion object appears in the second form, it can move and attack independently without relying on the first virtual object. In some embodiments, the second form of the companion object includes, but is not limited to, at least one of a human form and an animal form. Accordingly, when the companion object appears in the first form, it cannot exist independently apart from the first virtual object. In some embodiments, the first form does not have a specific shape and changes depending on the first virtual object. Optionally, the first form of the companion object is in the form of a fragment. In some embodiments, the companion object is attached to an arm of the first virtual object in the form of a fragment, and can improve the close combat attribute of the first virtual object. In some embodiments, the companion object is attached to another part of the first virtual object in the form of a fragment, and can improve the close combat attribute of the first virtual object. Optionally, the companion object is in the form of a shield, which can shield the periphery of the first virtual object and improve a melee attribute buff (e.g., defensive ability) of the first virtual object. Optionally, the companion object is in the form of a vehicle, which can mount the first virtual object and provide a melee attribute buff (e.g., melee movement speed, melee attack speed) to the first virtual object. In an embodiment of the present application, the first virtual object uses a virtual item to summon a companion object (called a "Crusher"), and the companion object is attached to the arm of the first virtual object in the form of fragments and improves the melee attribute of the first virtual object.
[0494] In some embodiments, the melee virtual item in the embodiments of the present application is a virtual item corresponding to a long-range virtual item, and the attack distance of the melee virtual item is shorter than the attack distance of the long-range virtual item. In some embodiments, the melee virtual item refers to a virtual item whose attack distance is shorter than a melee distance threshold. In some embodiments, the melee virtual item includes, but is not limited to, at least one of a virtual axe, a virtual spear, a virtual frying pan, and a virtual crowbar. See FIG. 58. FIG. 58 is a schematic diagram of a display screen provided in one embodiment of the present application. A display screen 21 of a virtual scene includes a first virtual object 101 and a melee virtual item 22.
[0495] In an embodiment of the present application, the close combat may be a battle in which the first virtual object uses a close combat virtual item, and the attack distance in the close combat may be constant. The close combat attribute is an attribute that the first virtual object has in close combat. The buff refers to an increase / improvement. The buff effect refers to a useful effect. The close combat attribute buff refers to an effect that is useful in close combat for the first virtual object, and is a buff effect when the close combat virtual item is used. In an embodiment of the present application, the close combat attribute buff includes at least one of an attack speed buff when the close combat virtual item is used, a throwing speed buff when the close combat virtual item is used, an attack value buff when the close combat virtual item is used, and a critical hit value buff when the close combat virtual item is used.
[0496] Optionally, the attack speed buff when using the melee virtual item refers to increasing the attack speed of the melee virtual item of the first virtual object. In some embodiments, when the first virtual object uses the melee virtual item, the attack speed increases from an attack interval of 0.5 seconds to an attack interval of 0.25 seconds.
[0497] Optionally, the throwing speed buff when using a close combat virtual item refers to increasing a throwing speed of the close combat virtual item of the first virtual object. In some embodiments, a time taken for the first virtual object to throw the virtual axe once is increased from 0.1 seconds to 0.05 seconds.
[0498] Optionally, the attack value buff when using the melee virtual item refers to a damage value buff inflicted by the first virtual object on the second virtual object using the melee virtual item. In some embodiments, the damage inflicted by the first virtual object on the second virtual object using the melee virtual item is a hit point value of 100 points, but after undergoing an attribute buff, the first virtual object can inflict damage of 200 hit points on the second virtual object using the melee virtual item.
[0499] Optionally, the critical hit value buff when using the melee virtual item refers to an increased probability of a critical hit occurring when using the melee virtual item. In some embodiments, when the first virtual object uses the melee virtual item, the critical hit value occurs once every 10 attacks, and the critical hit value is twice the normal attack value. Meanwhile, when the first virtual object uses the melee virtual item after obtaining the critical hit value buff, the critical hit value occurs once every 5 attacks, and the critical hit value is three times the normal attack value.
[0500] In some embodiments, the melee attribute buff is directly added to the attributes of the first virtual object. When the first virtual object uses a melee virtual item, the melee attribute buff is obtained by directly improving the first virtual object's own melee attribute. In some embodiments, the melee attribute buff is an attribute of the virtual item equipped with the melee virtual item that is added to the melee virtual item and increased. By improving the attribute of the melee virtual item, the first virtual object's melee attribute when using the melee virtual item is improved when using the melee virtual item. In some embodiments, the melee attribute buff is simultaneously added to the first virtual object itself and the melee virtual item. Both improve the melee attribute when using the melee virtual item. In shooting games, players are usually accustomed to using virtual items to perform ranged attacks, but the low usage rate of melee virtual items such as axes and scythes leads to low resource utilization and resource waste. The configuration of the present application helps actively utilize resources and avoid resource waste.
[0501] In some embodiments, in response to the companion object satisfying a first summoning condition, a first virtual object is controlled to summon a companion object of a first form, and when the companion object is in the first form, the first virtual object has a close combat attribute buff. In some embodiments, when the companion object does not satisfy the first summoning condition, the first virtual object is not given the close combat attribute buff. In some embodiments, when the companion object is not in the first form, the first virtual object is not given the close combat attribute buff.
[0502] In step 730, in response to a use operation on the close combat virtual item, the first virtual object is controlled to use the close combat virtual item based on the close combat attribute buff.
[0503] The use operation includes, but is not limited to, an attack operation and a throwing operation. The attack operation refers to using a close combat virtual item to directly damage the second virtual object. The throwing operation refers to throwing a close combat virtual item to indirectly damage the second virtual object.
[0504] In some embodiments, in response to a use operation of the first virtual object for the melee combat virtual item, the client controls the first virtual object to use the melee combat virtual item based on an attack speed buff to increase an attack speed when the first virtual object uses the melee combat virtual item. In some embodiments, in response to a throwing operation of the first virtual object for the melee combat virtual item, the client controls the first virtual object to throw the melee combat virtual item based on a throwing speed buff to increase a throwing speed when the first virtual object uses the melee combat virtual item.
[0505] In some embodiments, the companion object is in a first form, and the first virtual object has a melee attribute buff. When the first virtual object has the melee attribute buff, it attacks the second virtual object using a melee virtual item. In some embodiments, the companion object is attached to the first virtual object in the form of a fragment, and the first virtual object has an attack speed buff when using the melee virtual item and a throwing speed buff when using the melee virtual item. In some embodiments, the companion object "Crusher" is attached to the arm of the first virtual object in the form of a fragment, and the first virtual object's virtual axe throwing speed and virtual dagger attack speed are increased.
[0506] In some embodiments of the present application, controlling the first virtual object to summon a companion object in a first form includes displaying a first summoning animation of the companion object, the first summoning animation including an animation process of generating the companion object in the first form in the virtual scene, wherein the companion object is attached to the first virtual object in the first form. In some embodiments of the present application, the first summoning animation is a dynamic animation. In some embodiments, the first form of the companion object is in the form of fragments. Optionally, if the companion object is in the form of fragments, the first summoning animation is an animation process of the fragments gradually gathering around a body part of the first virtual object. Optionally, an animation process of the companion object's crusher gradually gathering around the arm of the first virtual object in the form of fragments is displayed. In the first form, the companion object is attached to a body part (e.g., the arm) of the first virtual object in the form of fragments. See FIG. 59. FIG. 59 illustrates a schematic diagram of a display screen provided in another embodiment of the present application. The first summoning animation shows the companion object attached to the first virtual object 101 in a first form 23, and the companion object's first form 23 is in the form of a fragment.
[0507] By displaying the first summoning animation, the display effect of the screen is improved, the quality and attractiveness of the product are enhanced, the utilization rate of the product is increased, and the waste of server resources is avoided.
[0508] In the configuration provided in the embodiment of the present application, a first virtual object is controlled to summon a companion object of a first form, and when the companion object is in the first form, the close combat attribute of the first virtual object is improved, thereby achieving the purpose of improving the close combat attribute of the first virtual object by summoning the companion object, and adding a method for improving the close combat attribute of the virtual object, thereby adding diversity to the method for improving the close combat attribute.
[0509] Please refer to FIG. 60. FIG. 60 shows a flowchart of a virtual object control method provided in another embodiment of the present application. In this method, the execution entity of each step may be the terminal device 400 in the configuration implementation environment shown in FIG. 1. For example, the execution entity of each step may be a client of the target application. In the following method embodiment, for convenience of explanation, only the case where the execution entity of each step is a "client" will be introduced and explained. This method may include at least one of the following steps (810 to 840).
[0510] In step 810, a display screen of a virtual scene is displayed, the virtual scene including a first virtual object.
[0511] In step 820, in response to the companion object satisfying the first summoning condition, the first virtual object is controlled to summon the companion object in a first form, and when the companion object is in the first form, the first virtual object has a close combat attribute buff.
[0512] In step 830, in response to a use operation on the close combat virtual item, the first virtual object is controlled to use the close combat virtual item based on the close combat attribute buff.
[0513] In step 840, in response to the companion object satisfying the second summoning condition, the first virtual object is controlled to summon a companion object of a second form, and when the companion object is in the second form, the companion object has the function of assisting the first virtual object in attacking the second virtual object.
[0514] Second summoning condition: A condition that must be met to summon a second form of the companion object. In some embodiments, when the client receives a touch / press operation on a specific summoning key by a user, the client controls the first virtual object to summon a companion object of the second form. In some embodiments, when the time that the companion object has appeared in the first form reaches a time threshold, the client controls the first virtual object to summon a companion object of the second form. In some embodiments, when the distance between the second virtual object and the first virtual object exceeds a summoning distance threshold, the client controls the first virtual object to summon a companion object of the second form.
[0515] Second form: Refers to a form that is different from the first form among multiple forms of a companion object. In some embodiments, the second form of a companion object refers to the complete form of the companion object. In some embodiments, the complete form refers to a state in which the companion object can act independently separate from the second virtual object. The complete form includes, but is not limited to, at least one of a human form and an animal form. Optionally, the first virtual object is controlled to summon a companion object in a human form. In some embodiments, the first virtual object is controlled to summon a companion object in an animal form. See FIG. 61. FIG. 61 is a schematic diagram of a display screen provided in another embodiment of the present application. On the display screen 21, a first virtual object 101 holds a melee combat virtual item 22, and a companion object 102 in a second form is summoned. Summoned objects have multiple forms, and different forms have different functions / abilities, thereby increasing the variety of products and ways of playing.
[0516] Optionally, the second form of the buddy object is an autonomous buddy object, in some embodiments the second form of the buddy object is different from the first form of the buddy object, and a user can select a different skin for the second form of the buddy object.
[0517] The fact that the companion object has the function of assisting the first virtual object in an attack on the second virtual object means that the companion object, in the second form, can play a role in additionally assisting the first virtual object in a match between the first virtual object and the second virtual object. In some embodiments, the fact that the companion object has the function of assisting the first virtual object in an attack on the second virtual object means that the companion object, in the second form, performs an attack action against the second virtual object or the companion object, in the second form, performs a patrol action in the virtual scene.
[0518] Attack behavior: refers to the ability of a companion object in a second form to attack a second virtual object. In some embodiments, the companion object's attack behavior includes at least one of swinging an arm, slamming a fist, kicking, and performing a combo. In...
Claims
1. 1. A method for controlling a companion object, the method comprising: displaying a virtual scene, the virtual scene including a first virtual object and a peer object, the peer object being a subordinate object of the first virtual object; controlling the companion object to transform between a first state and a second state; The first state is a state in which the fellow object is attached to the first virtual object in a first form and becomes a part of the first virtual object, and the second state is a state in which the fellow object is in a second form and acts independently of the first virtual object. A method comprising:
2. displaying a second virtual object; and controlling the first virtual object to transform the second virtual object into the peer object.
2. The method of claim 1 .
3. The step of controlling the first virtual object to convert the second virtual object into the peer object includes: When the attribute value of the first virtual object is greater than an attribute threshold, the first virtual object is controlled to interact with a second virtual object in a frail state in the virtual scene, and when a set interaction result is reached, A process of converting the second virtual object from a third form to a fourth form using a virtual item, playing a special effect animation in which the second virtual object in the fourth form moves to a position where the first virtual object is located, and converting the second virtual object in the fourth form to the companion object in the first state; and converting the second virtual object into the companion object in the second state using the virtual item.
3. The method of claim 2 .
4. controlling the first virtual object to move to a position where a supply box is located; and controlling the first virtual object to perform a pick-up operation to obtain the virtual item.
4. The method according to claim 3 .
5. There are at least two types of virtual items, each of which has a different corresponding companion object.
4. The method according to claim 3 .
6. There are at least two types of the companion object having different attachment positions in the first virtual object.
2. The method of claim 1 .
7. There are at least two types of companion objects that provide different attribute increases and / or skill assistance to the first virtual object.
2. The method of claim 1 .
8. the first form is a form in which the fellow object is attached to a body part of the first virtual object, There are at least two types of the fellow object having different corresponding first forms.
2. The method of claim 1 .
9. the types of companion objects include at least one of a shield object, a reconnaissance object, and an attack object; if the companion object is the shield object, the shield object is used to resist attacks on the first virtual object by other virtual objects in the virtual scene; When the companion object is the reconnaissance object, the reconnaissance object is used to emit a reconnaissance signal into a second area to detect a virtual object present in the second area; When the companion object is the attack object, the attack object is used to assist the first virtual object in attacking a virtual object in an opposing camp.
2. The method of claim 1 .
10. The step of controlling the peer object to transform between a first state and a second state includes: controlling the peer object to switch from the first state to the second state in response to a first switching operation on the peer object; and controlling the peer object to switch from the second state to the first state in response to a second switching operation on the peer object.
2. The method of claim 1 .
11. the step of controlling the peer object to switch from the first state to the second state in response to a first switching operation on the peer object, determining a distance between the lock position and a position where the first virtual object is located in response to a first lock operation on the lock position; if the distance is less than or equal to a first distance threshold, controlling the companion object to move to the locked position and transform from the first form to the second form at the locked position; if the distance is greater than the first distance threshold, controlling the peer object to move to a first position and transform from the first form to the second form at the first position, and controlling the peer object to move from the first position to the locked position; a distance between the first position on a first connecting line and a position where the first virtual object is located is the first distance threshold, and the first connecting line is for connecting the lock position and the position where the first virtual object is located.
11. The method of claim 10.
12. if the locked position is a position in the virtual scene that the peer object cannot reach, controlling the peer object to move to a second position and transform from the first form to the second form at the second position; the second position is a position on the first connecting line that is reachable by the peer object and is closest to the locked position; 12. The method of claim 11 .
13. if the locked position is in the air of the virtual scene, determining a ground projection position in the virtual scene that corresponds to the locked position; controlling the companion object in the second form to move from the locked position to the ground projection position under the action of virtual gravity, and attenuating a state parameter of a virtual object present in a first region centered on the ground projection position.
12. The method of claim 11 .
14. the step of controlling the peer object to switch from the first state to the second state in response to a first switching operation on the peer object, In response to a second lock operation in which a lock target is a third virtual object, controlling the fellow object to move to a third position and transform from the first form to the second form at the third position; and controlling the companion object to move from the third position to a position where the third virtual object is located; a distance between the third position on the second connecting line and a position where the third virtual object is located is a second distance threshold, and the second connecting line is for connecting the position where the first virtual object is located and the position where the third virtual object is located.
12. The method of claim 11 .
15. The step of controlling the peer object to transform between a first state and a second state includes: controlling the companion object to switch from the first state to the second state when the first virtual object and / or the companion object satisfies a first switching condition; and controlling the peer object to switch from the second state to the first state when the first virtual object and / or the peer object satisfies a second switching condition.
2. The method of claim 1 .
16. The first switching condition is: the number of second virtual objects within the attack range of the first virtual object is equal to or less than a first number threshold; the first virtual object or another object in a first camp to which the first virtual object belongs needs help; the timing is for an attack on a second camp that is an opposing camp of a first camp to which the first virtual object belongs; the time during which the fellow object is in the first form is equal to or greater than a first time threshold; the first virtual object entering a specified behavioral state; The second switching condition is the number of second virtual objects within the attack range of the first virtual object is equal to or greater than a second number threshold; The distance between the first virtual object and the fellow object is equal to or greater than a third distance threshold; the time the companion object is in the second form reaches a second time threshold; The peer object completes a task and no new task trigger operation is received within a waiting time after the completion of the task; the first virtual object leaves the specified behavioral state; the attribute value of the peer object is lower than a predetermined threshold; The companion object is attacked by a third virtual object.
16. The method of claim 15 .
17. When the first virtual object and / or the fellow object satisfies a second switching condition, the step of controlling the fellow object to switch from the second state to the first state includes: a step of controlling the companion object to move to a fourth position in a second manner when the first virtual object and / or the companion object satisfies a second switching condition, and controlling the companion object to move from the fourth position to a position where the first virtual object is located in a first manner and convert from the second form to the first form, wherein a distance between the fourth position on a third connecting line and a position where the first virtual object is located is a third distance threshold, and the third connecting line is for connecting the position where the first virtual object is located and the position where the companion object is located; When the first virtual object and / or the fellow object satisfies a second switching condition, the step of controlling the fellow object to switch from the second state to the first state includes: When the first virtual object and / or the fellow object satisfy a second switching condition, the fellow object is controlled to move to a position where the first virtual object is located in a first manner and to transform from the second form to the first form; The first method is a method in which the fellow object moves by gradually changing its position, and the second method is a method in which the fellow object moves by instantly changing its position.
16. The method of claim 15 .
18. A control device for a companion object, comprising: a display module for displaying a virtual scene, the virtual scene including a first virtual object and a peer object, the peer object being a subordinate object of the first virtual object; a control module for controlling the companion object to transform between a first state and a second state; The first state is a state in which the fellow object is attached to the first virtual object in a first form and becomes a part of the first virtual object, and the second state is a state in which the fellow object is in a second form and acts independently of the first virtual object. Device.
19. A computer device comprising a processor and a memory, wherein a computer program is stored in the memory, and wherein the processor executes the method for controlling a companion object according to any one of claims 1 to 17 by calling up the computer program stored in the memory.
20. A computer program causing a computer to execute the fellow object control method according to any one of claims 1 to 17.
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