Method and apparatus for virtual world-based human-computer interaction, computer device, and computer program

By displaying the list control and target trigger on the terminal, users can directly interact with the virtual pet through touch operations, solving complex operation problems in the prior art and improving interaction efficiency and user experience.

JP2025514432AActive Publication Date: 2025-05-02TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
JP2024564478
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2022-08-19
Filing Date
2023-06-09
Publication Date
2025-05-02
Estimated Expiration
2043-06-09

AI Technical Summary

Technical Problem

In the prior art, the human-computer interactive device based on the virtual world is complex in operation when throwing a virtual pet, requiring multiple switching interfaces and selecting operations.

Method used

By displaying list control on the terminal, the user can touch and select the corresponding container attributes, display the target trigger and aiming line, and adjust the aiming position and throwing action through touch operations to achieve direct interaction with the virtual pet.

Benefits of technology

It simplifies the throwing operation of virtual pets, improves the efficiency and user experience of human-computer interaction, and enables users to control and interact with virtual pets more quickly.

✦ Generated by Eureka AI based on patent content.

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Abstract

This application discloses a method, apparatus, device, medium and product for human-computer interaction based on a virtual world, which relates to the technical field of human-computer interaction. The method includes the steps of: displaying a list control (502); displaying an aiming joystick corresponding to a selected container prop and displaying an aiming mark (504) in response to a touch selection operation on the list control; displaying an aiming mark after changing an aiming position in response to a touch aiming operation on the aiming joystick (506); displaying a thrown first pet virtual character in response to a touch throwing operation and the selected container prop being a first container prop (508); and displaying a thrown second container prop in response to a touch throwing operation and the selected container prop being a second container prop (510). The selection and throwing operation of the pet virtual character can be realized by touch control on the touch panel, thereby realizing an interaction behavior between the pet virtual character and the virtual world, and improving the efficiency of human-computer interaction.
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Description

[Technical field]

[0001] This application claims priority to a Chinese patent application filed with the China Patent Office on August 19, 2022, bearing application number 202211003350.4 and titled “Method and apparatus, device, medium and product for virtual world-based human-computer interaction,” the entire contents of which are incorporated herein by reference.

[0002] TECHNICAL FIELD The embodiments of the present application relate to the technical field of human-computer interaction, and in particular to a method and apparatus, a computer device and a computer program for virtual world-based human-computer interaction. [Background technology]

[0003] A turn-based game refers to a non-combat scene in which a master virtual character performs activities on a world map. In a combat scene, the master virtual character controls a captured pet virtual character to perform turn-based combat with an enemy unit (a monster or a pet virtual character captured by another character) on a combat map.

[0004] In a typical turn-based game, taking a non-combat scene as an example, a master virtual character performs activities on a world map, and the master virtual character throws (throws) a pet virtual character onto the world map, causing the pet virtual character to perform activities on the world map.

[0005] However, when throwing the pet virtual character, the player needs to select the pet virtual character with the joystick in the backpack selection interface, and then return to the world map interface to throw the pet virtual character with the joystick, so the entire throwing process is relatively complicated. Summary of the Invention [Problem to be solved by the invention]

[0006] The present application aims to provide a method and apparatus, a computer device and a computer program for virtual world based human-computer interaction. [Means for solving the problem]

[0007] According to one aspect of the present application, there is provided a method for virtual world-based human-computer interaction, the method being executed by a terminal, the method comprising: displaying a list control, the list control including controls corresponding to at least one container prop (item), the at least one container prop including a first container prop housing a first pet virtual character and / or a second container prop not housing a pet virtual character; In response to a touch selection operation on a control corresponding to the container prop, displaying an aiming joystick corresponding to the selected container prop and displaying an aiming marker (e.g., crosshairs, etc.); displaying the aiming map after changing the aiming position in response to a touch aiming operation on the aiming joystick; In response to a touch throw operation and the selected container prop is the first container prop, displaying the first pet virtual character thrown, the first pet virtual character being used to interact with the virtual world; and The method includes displaying the thrown second container prop in response to the touch throwing operation and the selected container prop is the second container prop.

[0008] According to one aspect of the present application, there is provided an apparatus for virtual world based human-computer interaction, the apparatus comprising: a display module for displaying the list control; the list control includes a control corresponding to at least one container prop, the at least one container prop including a first container prop housing a first pet virtual character and / or a second container prop not housing a pet virtual character; the display module is used to display an aiming joystick corresponding to a selected container prop in response to a touch selection operation on a control corresponding to the container prop, and to display an aiming mac; The display module is used for displaying the aiming map after changing the aiming position in response to a touch aiming operation on the aiming joystick; the display module is used to display the thrown first pet virtual character in response to a touch throwing operation, and the selected container prop is the first container prop, and the first pet virtual character is used to interact with the virtual world; The display module is used for displaying the thrown second container prop in response to the touch throwing operation, and the selected container prop is the second container prop.

[0009] According to another aspect of the present application, there is provided a computing device including a processor and a memory, the memory having at least one computer program stored therein, the at least one computer program being loaded and executed by the processor to realise the method of virtual world based human-computer interaction as described in the previous aspect.

[0010] According to another aspect of the present application, there is provided a computer storage medium having stored thereon at least one computer program, the at least one computer program being loaded and executed by a processor to realize the method of virtual world based human-computer interaction described in the previous aspect.

[0011] According to another aspect of the present application, there is provided a computer program product comprising a computer program, the computer program being stored in a computer readable storage medium, the computer program being read from the computer readable storage medium and executed by a processor of a computing device, thereby causing the computing device to perform the method of virtual world based human-computer interaction described in the previous aspect. Effect of the Invention

[0012] Displaying the list control includes displaying a control corresponding to at least one container prop on the list control, the at least one container prop including a first container prop containing a first pet virtual character and / or a second container prop not containing a pet virtual character; displaying an aiming joystick corresponding to the selected container prop through a touch selection operation triggered on the control corresponding to the container prop, and displaying an aiming mac, so that a touch aiming operation on the aiming joystick can change an aiming position of the aiming mac; adjusting the aiming position. Then, a touch throwing operation on the container prop is triggered to throw the container prop, and if the thrown container prop is a first container prop, a thrown first pet virtual character is displayed, and if the thrown container prop is a second container prop, a thrown second container prop is displayed, thereby realizing the selection and throwing operation of the pet virtual character, and also realizing an interaction behavior between the pet virtual character and the virtual world based on the thrown pet virtual character, thereby improving the efficiency of human-computer interaction. [Brief description of the drawings]

[0013] [Figure 1] FIG. 2 illustrates a battle map provided in one exemplary embodiment of the present application. [Diagram 2] FIG. 2 illustrates a battle map provided in one exemplary embodiment of the present application. [Diagram 3] FIG. 2 illustrates a method for virtual world-based human-computer interaction provided in one exemplary embodiment of the present application. [Figure 4] FIG. 1 is a block diagram of a computer system configuration provided in one exemplary embodiment of the present application. [Diagram 5] 1 is a flowchart of a method for virtual world-based human-computer interaction provided in one exemplary embodiment of the present application; [Figure 6] 1 is a flowchart of a method for virtual world-based human-computer interaction provided in one exemplary embodiment of the present application; [Figure 7] FIG. 2 illustrates a first container prop in a list control provided in one exemplary embodiment of the present application. [Figure 8] FIG. 2 illustrates a second container prop in a list control provided in one exemplary embodiment of the present application. [Figure 9] FIG. 13 illustrates a master virtual character performing a throw as provided in one exemplary embodiment of the present application. [Figure 10] FIG. 2 illustrates a display style of an aiming mac with an interaction style provided in one exemplary embodiment of the present application. [Figure 11] FIG. 13 illustrates a master virtual character releasing a first pet virtual character provided in one exemplary embodiment of the present application. [Figure 12] FIG. 2 illustrates a first pet virtual character collecting virtual collection items provided in one exemplary embodiment of the present application. [Figure 13] FIG. 13 illustrates capturing a second pet virtual character provided in one exemplary embodiment of the present application. [Figure 14] FIG. 2 illustrates a capture success rate indicator provided in one exemplary embodiment of the present application. [Figure 15] FIG. 13 is a diagram illustrating a first pet virtual character provided in one exemplary embodiment of the present application being thrown to fight. [Figure 16] FIG. 2 illustrates an interaction between a first pet virtual character and a virtual environment provided in one exemplary embodiment of the present application. [Figure 17] FIG. 2 illustrates an interaction between a first pet virtual character and a virtual environment provided in one exemplary embodiment of the present application. [Figure 18] FIG. 2 illustrates an interaction between a first pet virtual character and a virtual environment provided in one exemplary embodiment of the present application. [Figure 19] FIG. 2 illustrates an interaction between a first pet virtual character and a virtual environment provided in one exemplary embodiment of the present application. [Figure 20] FIG. 2 illustrates a container prop provided in one exemplary embodiment of the present application interacting with a virtual environment. [Figure 21] FIG. 2 illustrates a container prop provided in one exemplary embodiment of the present application interacting with a virtual environment. [Figure 22] 1 is a flowchart of a method for virtual world-based human-computer interaction provided in one exemplary embodiment of the present application; [Figure 23] 1 is a block diagram of an apparatus for virtual world-based human-computer interaction provided in one exemplary embodiment of the present application. [Figure 24] FIG. 2 is a configuration diagram of a computer device provided in one exemplary embodiment of the present application. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0014] First, the nouns related to the embodiments of the present application will be briefly introduced.

[0015] Virtual world: A virtual world that is displayed (or provided) when an application program is executed on a terminal. The virtual world may be a simulation environment for the real world, a semi-simulated semi-fictional environment, or even a completely fictional environment. The virtual world may be any one of a 2D virtual world, a 2.5D virtual world, and a 3D virtual world, and this application is not limited thereto. In the following embodiment, an example will be described in which the virtual world is a 3D virtual world.

[0016] Master virtual character: A movable object that a player poses in the virtual world. A master virtual character may be a virtual person, a virtual animal, a cartoon character, etc., such as a person or animal that appears in the 3D virtual world. Optionally, a master virtual character is a 3D solid model created based on animation skeleton technology. Each master virtual character has its own shape and volume in the 3D virtual world and occupies a portion of the space in the 3D virtual world.

[0017] Pet Virtual Character: A movable object in a virtual world controlled by artificial intelligence (AI). A pet virtual character may be a virtual creature, virtual animal, virtual monster, virtual elf, virtual pet, etc., such as an animal or other form of movable object displayed in a three-dimensional virtual world. A master virtual character can perform at least one of the following interaction actions on the pet virtual character: capture, breeding, upgrading, etc. A pet virtual character can assist a master virtual character to perform at least one of the following interaction actions: collection, combat, land area change, etc.

[0018] In a turn-based role-playing game (RPG), a player plays a virtual character in a real or virtual world. The turn-based RPG provides two types of maps, namely, a world map and a battle map. In a non-battle scene, the virtual character performs activities on the world map, such as playing, capturing a pet virtual character, collecting treasure chests, collecting virtual props, etc., and in a battle scene, the virtual character controls the captured pet virtual character to perform turn-based battles with enemy units (e.g., NPCs (Non-Player characters) in the game, monsters controlled by AI, or pet virtual characters captured by other characters, etc.) on the battle map.

[0019] Since the world map and the battle map are two completely different maps, when switching between the world scene (also called the non-battle scene) and the battle scene, the user interface may display map contents with a relatively large difference. Therefore, the player can clearly feel the difference between the two different maps, and there is a strong sense of disjointedness. In order to alleviate this sense of disjointedness, a transition video may often be displayed during switching, but the effect is still not good.

[0020] In the embodiment of the present application, a new turn-based RPG mechanism is provided. The turn-based RPG integrates the traditional world map and battle map into one. The battle map is a sub-map dynamically determined from the world map every time a battle is performed. In this way, when switching between the world scene (also called the non-battle scene) and the battle scene, there is no significant difference in the map content displayed on the user interface, so that the above-mentioned sense of tearing can be avoided. In addition, the turn-based RPG further allows the environment in the virtual world (such as weather, time, land area, etc.) to affect the master virtual character, the pet virtual character, and the battle process, and conversely, the master virtual character, the pet virtual character, and the battle process to affect the environment in the virtual world, so that the turn-based battle process can be organically integrated into the virtual world, and the two form one whole, not two torn parts.

[0021] The game flow of the turn-based RPG includes a capture process and a battle process.

[0022] <Capturing Process> 1. Find the pet virtual character in the virtual scene. When the master virtual character approaches the pet virtual character and comes within a certain range, a capture scene in which the master virtual character faces the pet virtual character is displayed on the virtual scene screen. At this time, the pet virtual character may be stationary, constantly moving around, or may threaten or attack the master virtual character.

[0023] 2. Prepare a spherical container prop, for example, select the spherical container prop.

[0024] 3. The spherical container prop is used to aim at the pet virtual character, and capture-related information, such as the difficulty of capture (represented by color, for example, "difficulty represented by green < difficulty represented by orange < difficulty represented by red") is displayed on the body of the pet virtual character, and the attributes of the pet virtual character (including name, gender, rank (level), overall attribute value, etc.) are displayed on the virtual scene screen, and the virtual scene screen further displays an aiming circle, which can repeatedly shrink and expand over time, and when the spherical container prop is thrown at the pet virtual character when the aiming circle shrinks, a higher capture success rate is achieved.

[0025] 4. The spherical container prop can be thrown at the virtual pet character to capture the virtual pet character, and the throwing effect can be achieved by touch control on the touch panel.

[0026] If the throwing position and / or throwing timing are inaccurate, the capture fails and a notification of failed capture is displayed; if the throwing position and throwing timing are both accurate but the level or ability of the master virtual character is insufficient, the capture fails and a notification of failed capture is displayed; if the throwing position and throwing timing are both accurate and the level or ability of the master virtual character is sufficient, the capture is successful and a notification of successful capture, encouragement for successful capture (e.g., experience points, newly acquired skills, etc.), and attributes of the captured pet virtual character (e.g., name, gender, height, weight, number, skills, rarity, personality traits, etc.) are displayed.

[0027] <Match Process> It may be a singles match, or a doubles match, or a team match.

[0028] 1. Select the virtual pet character you want to battle.

[0029] 2. Display the battle scene and select the skills your virtual pet character will use.

[0030] 3. Control the touch controls on the touch panel to release skills.

[0031] 4. Display skill video effects.

[0032] In an embodiment of the present application, the turn-based RPG has an innovative design in at least the following areas:

[0033] <World Map> The world map includes a number of land areas. Each land area is a polygonal land area. The polygonal land area can be any one of a square, a rectangle, and a hexagon. For example, each land area is a 50cm x 50cm square. Each land area has its own ground attribute. The ground attributes include grass, stone, water, etc. In addition, the multiple land areas included in the world map may adopt the same type of land area, or may adopt a combination of multiple different types of land areas.

[0034] <Battle Map> 1 and 2, in the virtual world 10, when the first pet virtual character 12 encounters the second pet virtual character 14 at a certain point on the world map and enters into a battle, one or more land areas within a predetermined range centered on a reference position determined by the first pet virtual character 12 on the world map are determined as a battle map 16. The reference position is the location where the first pet virtual character 12 is located, or is a suitable battle position closest to the first pet virtual character 12. In some embodiments, the battle map 16 includes all land areas within a circular range centered on the reference position and with a radius of a predetermined length, and in some embodiments, the battle map 16 includes all land areas within a rectangular range with a predetermined length and width centered on the reference position.

[0035] <World scenes and battle scenes> A world scene refers to a scene corresponding to a world map, and when the world scene is displayed in a user interface, the user interface may display one or more land areas in the world map. For example, the user interface may display one or more land areas in which a master virtual character or a pet virtual character is currently located in the world map, and several interface elements related to displaying the land areas, the master virtual character, the pet virtual character, etc.

[0036] A battle scene refers to a scene corresponding to a battle map, and when a battle scene is displayed on a user interface, the user interface may display the battle map, for example, all or a part of the land areas included in the battle map. For example, the user interface displays one or more land areas where a master virtual character or a pet virtual character is currently located on the battle map, and some interface elements related to displaying the land areas, the master virtual character, the pet virtual character, etc.

[0037] The world scene and the battle scene can be switched, for example, from the world scene to the battle scene and from the battle scene to the world scene.

[0038] When displaying the world scene and the battle scene, the virtual camera can adopt different shooting viewing angles. For example, when displaying the world scene, the virtual camera takes a picture of the world scene from the viewing angle of the master virtual character (e.g., the first-person viewing angle or the third-person viewing angle of the master virtual character) to obtain a display screen of the world scene, and when displaying the battle scene, the virtual camera takes a picture of the battle scene from an intermediate viewing angle (e.g., the virtual camera is located at a position diagonally above the center of both the fighting characters) to obtain a display screen of the battle scene. Optionally, in addition to the above-mentioned shooting viewing angles being different between the world scene and the battle scene, the permitted user operations are also different. For example, when displaying the world scene, the user is allowed to manually adjust the viewing angle and the user is allowed to control the movement of the master virtual character or the pet virtual character, and when displaying the battle scene, the user is not allowed to manually adjust the viewing angle and the user is not allowed to control the movement of the master virtual character or the pet virtual character. In this manner, the user can sense the distinction between the world scene and the battle scene, but because the world scene and the battle scene share the same world map, and the battle map used for the battle scene is one or more land areas on the world map, the transition between the world scene and the battle scene does not cause a strong sense of tearing, but is a very smooth and natural transition.

[0039] <Potential energy> Potential energy is an element, attribute, or sign that affects combat in the virtual world. Potential energy includes at least one of the following: grass, fire, water, stone, ice, electricity, poison, light, ghost, demon, normal, martial, cute, fantasy, insect, wing, dragon, and machine.

[0040] <Capturing virtual pet characters> The master virtual character has at least one spherical container prop, which is used to capture, store, raise or free a pet virtual character. The master virtual character throws an empty spherical container prop to capture a pet virtual character, or throws a spherical container prop containing a pet virtual character to free the pet virtual character. By way of example, the spherical container prop may be called an elf ball, a baby ball or a grunt ball.

[0041] Regarding the capture of a pet virtual character, when the capture threshold is greater than the energy value of the pet virtual character, the pet virtual character is in a "captureable state". By displaying presentation information that the pet virtual character is in a "captureable state" on the user interface, the player is assisted in capturing the pet virtual character. The capture threshold is affected by factors such as the player's operation, weather, environment, and the number of captures. For example, the capture threshold can be changed by the player's operation of feeding the pet virtual character with fruit, using a special skill, attacking, etc., and the capture threshold can also be changed during the game depending on conditions such as weather and time. In addition, the presentation information is used to assist the player in capturing the pet virtual character using friendly means such as feeding the pet virtual character or changing the environment as much as possible, rather than using combat means, thereby embodying the design purpose that the pet virtual character is a friend of the master virtual character.

[0042] The released pet virtual character can stay in the virtual scene and interact with the master virtual character, perform collecting actions, and even battle with other pet virtual characters. The released pet virtual character can also interact with the environment in the virtual world, for example by activating a potential energy engine to change the potential energy of the surrounding environment, obtain virtual items in attribute-locked treasure chests, and affect the attributes of land areas in the virtual environment, for example by setting grass on fire or causing a lake to freeze over.

[0043] The spherical container prop also simulates the physical properties of a real spherical object, for example being able to bounce when it encounters an obstacle or float on water.

[0044] <Changes in the world environment through battle process> When a turn-based battle is performed between the pet virtual characters, the skills released by the pet virtual characters can affect the environment of the virtual world, and this can be synchronized from the battle scene to the world scene. For example, when the pet virtual characters are fighting in the battle scene, if the pet virtual characters release a fire skill, the grass land area in the battle scene can be set on fire, and the burning grass land area can be synchronized to the world scene. Furthermore, after the environment of the land area changes, it can also affect the pet virtual characters.

[0045] <Changes in battle process depending on the world environment> When a turn-based battle is performed between the pet virtual characters, the environment in the virtual world can affect the pet virtual character, for example, affecting the damage caused by the skill of the pet virtual character, or affecting the display effect of the skill of the pet virtual character. For example, the environment in the virtual world includes the land area environment and the weather environment, and these two aspects can comprehensively affect the degree of dislike and like of the pet virtual character to the environment. For example, the degree of dislike and like of the pet virtual character to the environment includes different levels as follows: strong compatibility, weak affinity, indifference, weak resistance, and strong resistance.

[0046] If the pet virtual character likes both of the two environments (land area + weather), it gets a strong affinity effect; if the pet virtual character likes only one environment and does not dislike the other, it gets a weak affinity effect; if the pet virtual character likes one environment and dislikes the other at the same time, it gets neither effect; if the pet virtual character dislikes only one environment and does not like the other, it gets a weak resistance effect; if the pet virtual character dislikes both of the two environments, it gets a strong resistance effect.

[0047] In the battle process, the server or client needs to periodically (eg, every round) obtain the environment and determine the effect of the environment on the pet virtual character.

[0048] In the embodiment of the present application, a technical solution of a method for human-computer interaction based on a virtual world is provided, which can be executed by a terminal or a client on the terminal. As shown in FIG. 3A, a list control is displayed on the terminal, and the list control displays controls corresponding to at least one first container prop 301 containing a first pet virtual character and / or at least one second container prop 306 not containing a pet virtual character.

[0049] For example, a control corresponding to a first container prop 301 containing a first virtual pet character is displayed in the pet virtual character selection area, an avatar indicator of the pet virtual character is used to represent the display of the control corresponding to the first container prop 301, and level information of the pet virtual character is displayed below the avatar indicator of the pet virtual character. A control corresponding to at least one second container prop 306 not containing a virtual pet character is displayed in the prop selection area, and a throw button 302 is displayed on the user interface.

[0050] Optionally, a container prop can implement at least one of the following functions: · Capturing pet virtual characters; - Loading of virtual pet characters; · Pet virtual character transmission; and - Treating pet virtual characters It is.

[0051] Optionally, the shape of the container prop is at least one of, but not limited to, a sphere, a square, a rectangle, a triangular pyramid, and a cylinder, and the embodiment of the present application does not specifically limit the shape of the container prop. In the embodiment, the container prop is a spherical container prop.

[0052] Optionally, the acquisition of the container prop may be achieved by at least one of the following methods: picking up, looting, and purchasing, but is not limited thereto, and the present application is not limited thereto.

[0053] A pet virtual character refers to a movable object in a virtual world.

[0054] Optionally, the master virtual character may perform at least one of the following interaction actions on the pet virtual character: capturing, raising, upgrading, etc., but is not limited thereto and the present application is not limited thereto.

[0055] Optionally, the pet virtual character may assist the master virtual character in performing at least one of the following interaction activities, including, but not limited to, collecting, fighting, and modifying land areas, and the present application is not limited in this regard.

[0056] As an example, as shown in FIG. 3(b), in response to a touch selection operation on a control corresponding to one container prop in the list control, the terminal displays an aiming joystick 303 corresponding to the selected container prop and also displays an aiming mac 304.

[0057] The aiming joystick 303 is used to control the aiming position indicated by the aiming mac 304 .

[0058] The aiming mac 304 is used to assist the master virtual character in aiming at the aiming position.

[0059] For example, taking the throwing of a virtual prop, the master virtual character causes the aiming mac 304 to aim at position A, in which case, after the throw, the virtual prop falls at position A or near position A.

[0060] Optionally, the terminal can click the throw button 302 in response to a touch selection operation on the wrist control to quickly throw the container prop; and can long press the throw button 302 to switch the display of the throw button 302 to the display of the aiming joystick 303, and control the aiming joystick 303 to change the aiming position of the aiming mac 304, thereby changing the throwing direction.

[0061] For example, as shown in FIG. 3(c), the terminal displays the thrown first pet virtual character 305 in response to a throwing operation and the selected container prop is the first container prop 301 containing the first pet virtual character 305. After the first pet virtual character 305 is thrown, a selection indicator 307 is displayed on the right side of the first container prop 301 in the pet virtual character selection area. The selection indicator 307 is used to indicate that the pet virtual character has been selected. The thrown first pet virtual character 305 can be retrieved back into the first container prop 301 by clicking the throw button 302 again.

[0062] The first pet virtual character refers to a virtual character that belongs to the master virtual character. The first pet virtual character 305 is used to interact with the virtual world.

[0063] By way of example, the throwing methods corresponding to the throwing operation include at least one of a high throw, a low throw, and bouncing off a wall (just one example), but this application is not limited thereto, i.e., the master virtual character can throw the container prop by at least one of a high throw, a low throw, and bouncing off a wall, but is not limited thereto, and the embodiments of this application are not specifically limited thereto.

[0064] Optionally, in response to the throwing operation and the selected container prop being the first container prop 301 containing the first pet virtual character, the terminal displays the first pet virtual character in the first container prop 301 at a landing point after the first container prop 301 containing the first pet virtual character is thrown and falls.

[0065] Illustratively, the terminal device displays the thrown second container prop 306 in response to a throw operation and the selected container prop is the second container prop 306 that does not contain a pet virtual character.

[0066] In summary, the method provided by the present embodiment can display a list control; display an aiming joystick corresponding to a selected container prop and display an aiming mark according to a touch selection operation on the list control; display an aiming mark after changing an aiming position according to a touch aiming operation on the aiming joystick; display a thrown first pet virtual character according to a touch throwing operation and the selected container prop is a first container prop; and display a thrown second container prop according to a touch throwing operation and the selected container prop is a second container prop. The present application provides a new human-computer interaction method based on a virtual world, which realizes the selection and throwing operation of a pet virtual character through touch control on a touch panel, realizes an interaction action between the pet virtual character and the virtual world through the thrown pet virtual character, and also helps a user to grasp the pet virtual character faster through the interaction action between the pet virtual character and the virtual world, improves the efficiency of human-computer interaction, and enhances the user experience.

[0067] 4 is a block diagram of a computer system configuration provided in one exemplary embodiment of the present application. The computer system 100 includes a first terminal 120, a server 140, a second terminal 160 and a third terminal 180.

[0068] An application program supporting the virtual world is installed and executed on the first terminal 120. The application program may be any one of a three-dimensional map program, a virtual reality (VR) application program, an augmented reality (AR) program, an RPG program, a turn-based game program, and a turn-based RPG program. The first terminal 120 is a terminal used by a first user, and the first user uses the first terminal 120 to control a first virtual character located in the virtual world to perform activities, the first virtual character being a master virtual character, and the activities include, but are not limited to, at least one of adjusting body posture, walking, running, jumping, riding, driving, aiming, picking up, capturing a pet virtual character, controlling a pet virtual character, raising a pet virtual character, picking with a pet virtual character, fighting with a pet virtual character, using a throwing prop, and attacking other virtual characters. By way of example, the first virtual character is a first virtual person, for example, a simulated human object or an animated human object. For example, the first user controls a first virtual character to perform an activity through UI controls on the virtual world screen, and the first user controls the first virtual character to throw a pet virtual character through UI controls on the virtual world screen.

[0069] The first terminal 120 is connected to the server 140 via a wireless network or a wired network.

[0070] The server 140 includes at least one of a server, a plurality of servers, a cloud computing platform, and a virtualization center. For example, the server 140 includes a processor 144 and a memory 142, and the memory 142 includes a receiving module 1421, a control module 1422, and a sending module 1423, where the receiving module 1421 is used to receive a request sent by a client, for example, a request to explore the position of an enemy virtual character, the control module 1422 is used to control the rendering of the virtual world screen, and the sending module 1423 is used to send a response to the client, for example, to send the position of a third virtual character to the client. The server 140 is used to provide background services to application programs supporting the three-dimensional virtual world. Optionally, the server 140 is responsible for the main calculation tasks, and the first terminal 120, the second terminal 160 and the third terminal 180 are responsible for the secondary calculation tasks, or the server 140 is responsible for the secondary calculation tasks, and the first terminal 120, the second terminal 160 and the third terminal 180 are responsible for the main calculation tasks, or the server 140, the first terminal 120, the second terminal 160 and the third terminal 180 adopt a distributed computing architecture to perform collaborative calculations.

[0071] An application program supporting the virtual world is installed and executed on the second terminal 160. The second terminal 160 is a terminal used by a second user, who uses the second terminal 160 to control a second virtual character located in the virtual world to perform activities, and the second virtual character is also designated as a master virtual character. An application program supporting the virtual world is installed and executed on the third terminal 180. The third terminal 180 is a terminal used by a third user, who uses the third terminal 180 to control a third virtual character located in the virtual world to perform activities.

[0072] Optionally, the first virtual character, the second virtual character and the third virtual character are located in the same virtual world, the first virtual character and the second virtual character belong to different factions and the second virtual character and the third virtual character belong to the same faction.

[0073] Optionally, the application programs installed on the first terminal 120, the second terminal 160, and the third terminal 180 are the same, or the application programs installed on the three terminals are the same type of application programs on different operating system platforms (Android or IOS). The first terminal 120 may generally refer to one of a plurality of terminals, the second terminal 160 may generally refer to one of a plurality of terminals, and the third terminal 180 may generally refer to one of a plurality of terminals, and in this embodiment, only the first terminal 120, the second terminal 160, and the third terminal 180 are taken as examples for description. The first terminal 120, the second terminal 160, and the third terminal 180 are the same or different device types, and the device types include at least one of a smartphone, a smart watch, a smart TV, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer. In the following embodiment, the terminals are taken as an example for description to include a smartphone.

[0074] Those skilled in the art will understand that the number of the above-mentioned terminals can be more or less. For example, there can be only one of the above-mentioned terminals, or there can be dozens, hundreds, or more of the above-mentioned terminals. The embodiment of the present application does not limit the number and device types of the terminals.

[0075] 5 is a flowchart of a method for virtual world-based human-computer interaction provided in one exemplary embodiment of the present application. The method can be executed by a terminal or a client on a terminal in the system shown in FIG. 4. The method includes the following steps:

[0076] Step 502: The list control is displayed.

[0077] The list control displays controls corresponding to at least one first container prop containing a first pet virtual character and / or at least one second container prop not containing a pet virtual character. That is, the list control includes controls corresponding to at least one container prop, the at least one container prop including a first container prop containing a first pet virtual character and / or a second container prop not containing a pet virtual character. Illustratively, the first container prop and the second container prop are located in the same list control, or the first container prop and the second container prop are located in different list controls. There may be one or more first container props and one or more second container props.

[0078] Optionally, a container prop can implement at least one of the following functions: · Capturing pet virtual characters; - Loading of virtual pet characters; · Pet virtual character transmission; and - Treating pet virtual characters It is.

[0079] Optionally, the shape of the container prop may be at least one of a sphere, a square, a rectangle, a triangular pyramid, and a cylinder, but is not limited thereto, and the embodiment of the present application does not specifically limit the shape of the container prop. In the embodiment, the container prop is a spherical container prop.

[0080] Optionally, the container prop may be acquired by at least one of the following methods: picking up, looting, and purchasing, but is not limited thereto, and the present application is not limited thereto.

[0081] A pet virtual character refers to a movable object in a virtual world.

[0082] Optionally, the master virtual character may perform at least one of the following interaction actions on the pet virtual character: capturing, raising, upgrading, etc., but is not limited thereto and the present application is not limited thereto.

[0083] Optionally, the pet virtual character may assist the virtual character in performing at least one of the following interaction activities, including, but not limited to, collecting, fighting, and modifying land areas, and the present application is not limited in this regard.

[0084] Step 504: In response to a touch selection operation on a control corresponding to a container prop, display an aiming joystick corresponding to the selected container prop, and display an aiming mark.

[0085] The aiming joystick is used to adjust the aiming position indicated by the aiming mac.

[0086] The aiming mac is used to assist the virtual character in aiming at the aiming position.

[0087] For example, taking throwing a virtual prop as an example, the master virtual character causes the aiming marker to aim at position A, in which case, after the throw, the virtual prop falls at position A or near position A.

[0088] For example, the terminal displays an aiming joystick corresponding to the selected container prop and displays an aiming mack in response to a touch selection operation on a control corresponding to a container prop in a list control.

[0089] Step 506: In response to the touch aiming operation on the aiming joystick, the aiming map after the aiming position is changed is displayed.

[0090] As an example, the terminal displays the aiming Mac after changing the aiming position in response to a touch aiming operation on the aiming joystick, i.e., the throwing direction is changed by controlling the aiming joystick to change the aiming position of the aiming Mac.

[0091] Optionally, the touch aiming operation on the aiming joystick includes at least one of: dragging the aiming joystick, clicking the aiming joystick, and double-clicking the aiming joystick, but is not limited thereto, and the embodiments of the present application are not specifically limited thereto.

[0092] In one possible implementation manner, the terminal displays a throw button and an aiming joystick in response to a selection operation on the list control; clicking the throw button realizes quick throwing of the container prop; pressing and holding the throw button switches from displaying the throw button to displaying an aiming joystick, and controls the aiming joystick to change the aiming position of the aiming joystick, thereby realizing a change in the throwing direction.

[0093] Step 508: In response to the touch-throw operation, and the selected container prop is the first container prop, display a thrown first pet virtual character.

[0094] The first pet virtual character refers to a pet virtual character that belongs to a master virtual character and is used to interact with the virtual world.

[0095] The first container prop is used to carry a first pet virtual character.

[0096] By way of example, the throwing methods corresponding to the throwing operation include at least one of a high throw, a low throw, and bouncing off a wall (just one example) of the container prop, but this application is not limited thereto, i.e., the master virtual character can throw the container prop by at least one of a high throw, a low throw, and bouncing off a wall, but is not limited thereto, and the embodiments of this application are not specifically limited thereto.

[0097] Optionally, when the master virtual character throws the container prop in a high throw manner, it refers to the master virtual character throwing the container prop upward, that is, the initial throwing direction of the container prop is upward; when the master virtual character throws the container prop in a low throw manner, it refers to the master virtual character throwing the container prop downward, that is, the initial throwing direction of the container prop is downward; when the master virtual character throws the container prop in a wall bounce manner, it refers to the master virtual character throwing the container prop towards an obstacle, that is, the initial throwing direction of the container prop is towards the collision surface of the obstacle, and after colliding with the obstacle, the container prop rebounds and changes direction.

[0098] For example, in response to a touch throwing operation and the selected container prop being a first container prop containing a first pet virtual character, after the first container prop containing the first pet virtual character is thrown and falls, the terminal displays the first pet virtual character in the first container prop at the landing point.

[0099] Optionally, the manner of displaying the first pet virtual character in the first container prop at the landing point includes at least one of the following: when the first container prop falls to the ground, the first container prop changes and is displayed as the first pet virtual character; or after the first container prop falls to the ground, the first container prop breaks within a time threshold and is displayed as the first pet virtual character; or during the process of the first container prop being thrown, the first container prop changes and is displayed as the first pet virtual character, i.e., the first container prop is displayed as the first pet virtual character before landing, but is not limited thereto, and the embodiments of the present application are not specifically limited thereto.

[0100] Step 510: In response to the touch throw operation, and the selected container prop is the second container prop, display the thrown second container prop.

[0101] The second container prop is used to capture a second pet virtual character.

[0102] A second pet virtual character refers to an unaffiliated pet virtual character within the virtual environment.

[0103] For example, in response to the throwing operation and the selected container prop being the second container prop not containing the first pet virtual character, i.e., after the selected container prop is an empty container prop and the second container prop not containing the first pet virtual character is thrown, the second container prop captures the second pet virtual character within a range of the area, for example, when the second pet virtual character is located within the capture range of the second container prop, the second container prop captures the second pet virtual character.

[0104] In summary, the method provided in this embodiment can display a list control; display an aiming joystick corresponding to a selected container prop and display an aiming mark according to a touch selection operation on the list control; display an aiming mark after changing an aiming position according to a touch aiming operation on the aiming joystick; display a thrown first pet virtual character according to a touch throwing operation and the selected container prop is a first container prop; and display a thrown second container prop according to a touch throwing operation and the selected container prop is a second container prop. This application provides a new human-computer interaction method based on a virtual world, which can realize the selection and throwing operation of a pet virtual character through touch control on a touch panel, and realize the pet capture and release based on a touch manner. In addition, an interaction between the virtual pet character and the virtual world is realized based on the thrown virtual pet character, which helps the user to understand the virtual pet character more quickly through the interaction between the virtual pet character and the virtual world, thereby improving the efficiency of human-computer interaction and the user experience.

[0105] 6 is a flowchart of a method for virtual world-based human-computer interaction provided in one exemplary embodiment of the present application. The method can be executed by a terminal or a client on a terminal in the system shown in FIG. 4. The method includes the following steps:

[0106] Step 602: The list control is displayed.

[0107] The list control displays controls corresponding to at least one first container prop containing a first pet virtual character and / or at least one second container prop not containing a pet virtual character. That is, the list control includes controls corresponding to at least one container prop, the at least one container prop including a first container prop containing a first pet virtual character and / or a second container prop not containing a pet virtual character. Illustratively, the first container prop and the second container prop are located in the same list control; or, the first container prop and the second container prop are located in different list controls. There may be one or more first container props and one or more second container props.

[0108] A pet virtual character refers to a movable object in a virtual world.

[0109] As an example, a container prop in a list control is selected by triggering a control that corresponds to the container prop.

[0110] Optionally, the touch selection operation corresponding to the list control includes at least one of a long press, a single click, a double click, a slide operation, and a circle drawing operation, but is not limited thereto, and the embodiments of the present application are not limited thereto.

[0111] In one possible implementation, a first list control is displayed on the left side of the user interface in an all-at-a-glance manner, the first list control including controls corresponding to at least one first container prop; and / or a second list control is displayed on the lower side of the user interface in an overlay manner, the second list control including controls corresponding to at least one second container prop.

[0112] The list method refers to displaying the signs corresponding to the container props in order according to the list rules. Take the example of arranging six first container props in the list method, and the signs corresponding to the six first container props are displayed in the first list in a row.

[0113] Optionally, the enumeration rules include, but are not limited to, at least one of the following rules: · List of random container props; · Listing container props based on the attributes of the container prop; A list of container props based on the level (grade) of the pet virtual character in the container prop; and List of container props based on the container prop's level It is.

[0114] The overlay method refers to displaying the signs corresponding to the container props in an overlapping manner, for example, take the signs corresponding to six first container props in an overlay manner, in which only one overlapping sign is displayed on the user interface, and the signs corresponding to the six first container props are expanded and displayed by triggering the overlapping sign.

[0115] In one possible implementation manner, the terminal displays a selection mark in a first direction of a control corresponding to a first virtual pet character in response to a trigger operation of a control corresponding to a first container prop, and the terminal displays a selection mark in a second direction of a control corresponding to a second container prop in response to a trigger operation of a control corresponding to a second container prop, where the first direction and the second direction are opposite directions.

[0116] For example, Figure 7 shows a first container prop in a list control. A list control 701 displays a control corresponding to a first container prop 703 containing six first pet virtual characters in a list manner, and a selection for the first pet virtual character in the first container prop 703 is realized by triggering the control corresponding to the first container prop 703. After the selection for the first pet virtual character is completed, a selection indicator 702 is displayed on the right side of the control corresponding to the first container prop 703. The selection indicator 702 is used to indicate that the first pet virtual character in the first container prop 703 has been selected.

[0117] 8 is a diagram showing a second container prop in a list control, in which at least one control corresponding to a second container prop 801 is displayed in an overlay manner in the list control, and a quantity indicator 803 of the second container prop 801 is displayed below the control corresponding to the second container prop 801, in which the quantity indicator 803 is used to indicate the quantity of the second container props 801 owned by the master virtual character, and a selection indicator 802 is displayed to the left of the control corresponding to the second container prop 801 after the selection of the second container prop 801 is completed. The selection indicator 802 is used to indicate that the second container prop 801 has been selected.

[0118] Step 604: In response to a touch selection operation on a control corresponding to a container prop, display an aiming joystick corresponding to the selected container prop, and display an aiming Mac with an interaction style.

[0119] The aiming joystick is used to control the aiming position indicated by the aiming mac.

[0120] The aiming mac is used to assist the virtual character in aiming at the aiming position.

[0121] For example, the terminal displays an aiming joystick corresponding to the selected container prop and an aiming mac with an interaction style in response to a touch selection operation on the list control, and realizes a change in the throwing direction by controlling the aiming joystick to change the aiming position of the aiming mac.

[0122] For example, an aiming joystick is displayed on the user interface in a combination manner, the aiming joystick includes a direction compass and a joystick button, and the display style of the joystick button corresponds to the selected container prop.

[0123] For example, the terminal displays a direction compass and a joystick button in the style of the second container prop in the user interface in response to selecting a second container prop on the list control.

[0124] The display style of the aiming marker with interaction style is related to the virtual target object located at the aiming position.

[0125] A virtual target object refers to the object that Aiming Mac is aiming at (aiming at) in the virtual world.

[0126] Optionally, the virtual target object may be at least one of a second pet virtual character, a third pet virtual character, a virtual prop, a virtual crystal, a virtual collectible, a virtual treasure chest, a virtual potential energy engine (an engine refers to a mechanism or device for performing a certain function), a virtual grass field, and a virtual lake, but is not limited thereto, and the embodiments of the present application are not specifically limited thereto.

[0127] An aiming muck with interaction modality includes at least one of the following cases:

[0128] Case 1: Aiming Mac with the first interaction modality.

[0129] For example, the terminal displays an aiming mark having a first interaction style in response to the selected container prop being a second container prop and the aiming mark aiming at the second pet virtual character, the first interaction style being used to indicate that the thrown second container prop is for capture by the second pet virtual character.

[0130] Optionally, the terminal displays the aiming marker having the first interaction style and a capture success rate indicator for the second pet virtual character when the selected container prop is a second container prop and the aiming marker is aimed at the second pet virtual character.

[0131] The capture success rate indicator is used for indicating the success rate of the second container prop capturing the second pet virtual character.

[0132] Optionally, if the second container prop successfully captures the second pet virtual character, the second container prop that successfully captured the second pet virtual character is displayed.

[0133] For example, when the second container prop successfully captures the second pet virtual character, the second container prop that has successfully captured the second pet virtual character is displayed in a bouncing manner.

[0134] Optionally, when the second container prop is unsuccessful in capturing the second pet virtual character, the second container prop is displayed as being unsuccessful in capturing the second pet virtual character.

[0135] For example, when the second container prop fails to capture the second virtual pet character, the second container prop that fails to capture the second virtual pet character is displayed in a scrolling manner.

[0136] Optionally, if the throwing position and / or throwing timing of the second container prop is inaccurate, the second container prop fails to capture the second pet virtual character, and a notification sign indicating the capture failure is displayed.

[0137] Optionally, if the throwing position and throwing timing of the second container prop are all accurate, but the level and / or HP (hit points) and / or energy value of the master virtual character are insufficient, the second container prop fails to capture the second pet virtual character, and a display indicating the failure to capture is displayed.

[0138] Optionally, if the throwing position and throwing timing of the second container prop are all accurate and the level and / or HP and / or energy value of the master virtual character are sufficient, the second container prop will successfully capture the second pet virtual character, and a notification of successful capture, rewards for successful capture (e.g., experience points, newly acquired skills, etc.), and attributes of the captured second pet virtual character (e.g., name, category, height, weight, number, skills, rarity, personality traits, etc.) will be displayed.

[0139] Case 2: Aiming Mac with a second interaction modality.

[0140] For example, when the selected container prop is a first container prop and the aiming mark is aimed at the virtual collection, the terminal displays the aiming mark having a second interaction manner, in which the second interaction manner is used to indicate that the thrown first pet virtual character is for collecting the virtual collection.

[0141] Case 3: Aiming Mac with the third interaction mode.

[0142] For example, when the selected container prop is a first container prop and the aiming mark is aimed at a third pet virtual character, the terminal displays an aiming mark having a third interaction manner, in which the third interaction manner is used to indicate that the thrown first pet virtual character is for fighting with the third pet virtual character.

[0143] For example, Fig. 9 is a diagram showing a master virtual character performing a throw. In response to a touch selection operation on a control corresponding to a container prop on a list control, the terminal displays an aiming joystick 901 corresponding to the selected container prop, and displays an aiming Mac 902. Fig. 10 is a diagram showing a display style of the aiming Mac with an interaction style. As shown in Fig. 10 (a), when the selected container prop is a first container prop and the aiming Mac is aimed at a third pet virtual character, an aiming Mac in a "pet avatar" style 1001 is displayed, among which the aiming Mac in the "pet avatar" style 1001 is used to indicate that the thrown first pet virtual character is for a turn-based battle with the third pet virtual character. As shown in FIG. 10(b), when the selected container prop is a first container prop and the aiming MAC is aimed at a virtual collection, the aiming MAC in the "palm" style 1002 is displayed, where the aiming MAC in the "palm" style 1002 is used to indicate that the thrown first pet virtual character is for collecting the virtual collection. As shown in FIG. 10(c), when the selected container prop is a second container prop and the aiming MAC is aimed at a second pet virtual character, the aiming MAC in the "container prop" style 1003 is displayed, where the aiming MAC in the "container prop" style 1003 is used to indicate that the thrown second container prop is for capturing the second pet virtual character. As shown in FIG. 10(d), when there is no virtual target at the aiming position of the aiming MAC, the aiming MAC becomes the "cross star" style 1004.

[0144] For example, FIG. 11 is a diagram illustrating a master virtual character releasing a first pet virtual character. The terminal displays the thrown first pet virtual character 1101 according to the touch throwing operation and the selected container prop is a first container prop 1102 containing the first pet virtual character 1101. After the first pet virtual character 1101 is thrown, the terminal displays the first pet virtual character 1101 in the virtual environment, and also displays a selection indicator 1103 to the right of the first container prop 1102 in the pet virtual character selection area. For example, multiple first pet virtual characters can be released into the virtual environment, so that multiple first pet virtual characters exist in the virtual environment simultaneously. For example, multiple first pet virtual characters can be released into the virtual environment simultaneously, for example, multiple first container props are thrown into the virtual environment simultaneously to release multiple first pet virtual characters into the virtual environment.

[0145] For example, Fig. 12 is a diagram showing a first pet virtual character collecting virtual objects. As shown in Fig. 12 (a), the terminal displays an aiming joystick 1201 corresponding to the selected first container prop, and an aiming mark in a "palm" style 1202, in response to a touch selection operation on a first container prop containing the first pet virtual character on the list control. As shown in Fig. 12 (b), after the first pet virtual character 1203 is thrown, the virtual environment displays that the first pet virtual character 1203 collects virtual objects 1204, for example, that the first pet virtual character 1203 collects black crystals.

[0146] For example, Fig. 13 is a diagram showing the capture of a second pet virtual character. In response to a touch selection operation on the second container prop, the terminal displays an aiming joystick 1301 corresponding to the selected second container prop, displays an aiming mark in the "container prop" style 1302, and also displays a capture success rate indicator 1303 of the second pet virtual character, which is used to indicate the success rate of the second container prop capturing the second pet virtual character. For example, Fig. 14 is a diagram showing a capture success rate indicator. In the form of a progress bar, the success rate of the second container prop capturing the second pet virtual character is displayed, and one progress bar is used to represent that the success rate of the second container prop capturing the second pet virtual character is 0-60%; two progress bars are used to represent that the success rate of the second container prop capturing the second pet virtual character is 60%-90%; three progress bars are used to represent that the success rate of the second container prop capturing the second pet virtual character is 90%-100%.

[0147] For example, if the throwing position and / or throwing timing of the second container prop is inaccurate, a capture success rate indicator for the second container prop capturing the second pet virtual character is displayed as 0, and a display indicator indicating failure to capture is displayed.

[0148] When the throwing position and throwing timing of the second container prop are all accurate, but the level or HP or energy value of the master virtual character is insufficient, the capture success rate indicator for the second container prop capturing the second pet virtual character is displayed as 40%.

[0149] If the throwing position and throwing timing of the second container prop are all accurate and the level or HP or energy value of the master virtual character is sufficient, the capture success rate indicator for the second container prop to capture the second pet virtual character is displayed as 95%. If the second pet virtual character is successfully captured, a notification of the capture success, rewards for the capture success (e.g., experience points, newly acquired skills, etc.), and attributes of the captured second pet virtual character (e.g., name, category, height, weight, number, skills, rarity, personality traits, etc.) are displayed.

[0150] In one possible implementation, the display of the capture success rate indicator is related to a capture threshold value corresponding to the pet virtual character, such that the larger the capture threshold value corresponding to the pet virtual character, the easier the pet virtual character is to be captured.

[0151] Optionally, the pet virtual character has a corresponding initial capture threshold. Optionally, the initial capture threshold is related to a first factor, the first factor including at least one of the following factors: Pet type and / or pet level of your virtual character; · Tool type and / or tool level of the container props used in the capture operation; -The number of times the master virtual character has captured a pet virtual character; -The number of times the master virtual character has captured the same type of pet virtual character; Whether the pet virtual character has found the master virtual character; - The distance between the master virtual character and the pet virtual character; - Personality match between the master virtual character and the pet virtual character; and -Gender match between master virtual character and pet virtual character It is.

[0152] Optionally, the pet type of the pet virtual character includes, but is not limited to, bird, insect, large animal, small animal, etc., the pet level includes, but is not limited to, beginner, intermediate, advanced, etc., and the initial capture threshold of the pet virtual character is related to the pet type and / or pet level of the pet virtual character, such that the rarer the pet type and / or the higher the pet level, the more difficult the pet virtual character is to capture and the smaller the corresponding initial capture threshold.

[0153] Optionally, the tool type of the container prop may include, but is not limited to, a normal tool, an intermediate tool, an advanced tool, etc., and the tool level may include, but is not limited to, a beginner, an intermediate tool, an advanced tool, etc., and the more advanced the tool type of the container prop used in the capture operation is and / or the higher the tool level is, the easier the pet virtual character is to be captured and the larger the corresponding initial capture threshold value is.

[0154] Optionally, the initial capture threshold value may be related to the number of previous captures the master virtual character has made of the pet virtual character, such that the number of previous captures the master virtual character has made of the pet virtual character is positively correlated with the initial capture threshold value, e.g., the more previous captures the more likely the pet virtual character is to be captured by the master virtual character, and the larger the corresponding initial capture threshold value.

[0155] Optionally, the initial capture threshold value may be related to the number of previous captures the master virtual character has made of pet virtual characters of the same type, such that the number of previous captures the master virtual character has made of pet virtual characters of the same type is positively correlated with the initial capture threshold value, e.g., the more previous captures the master virtual character has made of pet virtual characters of the same type, the better the master virtual character is at capturing pet virtual characters of that type, i.e., the larger the initial capture threshold value corresponding to the pet virtual characters of that type.

[0156] Optionally, the initial value of the capture threshold is also related to whether the pet virtual character finds the master virtual character. When the pet virtual character does not find the master virtual character, the master virtual character can directly capture the pet virtual character by bypassing the blind spot of the pet virtual character, and the master virtual character only needs to adopt a predetermined capture strategy and does not need to fight, so the capture success rate is relatively high. That is, when the pet virtual character does not find the master virtual character, the corresponding initial value of the capture threshold is large.

[0157] Optionally, the distance between the master virtual character and the pet virtual character can affect the capture threshold, and the distance may be positively correlated with the initial capture threshold, for example, the closer the distance between the master virtual character and the pet virtual character, the higher the accuracy of the master virtual character's skill release, and at this time, the higher the success rate of capturing the pet virtual character, i.e., the larger the corresponding initial capture threshold value.

[0158] Optionally, the initial capture threshold value may also be related to the personality match between the master virtual character and the pet virtual character, and the personality match may be positively correlated with the initial capture threshold value. According to the personality attributes of the pet virtual character, each pet virtual character has a personality of the master virtual character that it likes or dislikes, for example, a pet virtual character with a belligerent personality likes a master virtual character with a belligerent personality, and the personality match between the two is relatively high. The higher the personality match between the master virtual character and the pet virtual character, the easier the pet virtual character is to be captured, i.e., the higher the initial capture threshold value.

[0159] Optionally, the initial capture threshold value may also be related to the gender match between the master virtual character and the pet virtual character, and the gender match may be positively correlated with the initial capture threshold value. According to the gender attribute of the pet virtual character, each pet virtual character has a gender of the master virtual character that it likes or dislikes, and the higher the gender match between the master virtual character and the pet virtual character, the easier the pet virtual character is to be captured, i.e., the higher the initial capture threshold value.

[0160] It should be noted that the above values ​​are relative, and the specific values ​​should be determined according to the actual situation. In addition, the initial value of the capture threshold of the pet virtual character is related to the first factor, but for a certain first factor, whether the initial value of the capture threshold of the pet virtual character is increased or decreased by the first factor should be set according to the specific pet virtual character.

[0161] For example, taking the first factor as the type of container prop, the higher the container prop used by one virtual pet character, the higher the capture success rate, i.e., the higher the initial value of the corresponding capture threshold; on the other hand, the higher the container prop used by the other virtual pet character, the lower the capture success rate, i.e., the lower the initial value of the corresponding capture threshold. In other words, whether the first factor increases or decreases the initial value of the capture threshold of the virtual pet character needs to be further set according to the specific virtual pet character.

[0162] In this embodiment, the capture threshold of the pet virtual character has an initial value, and the initial value of the capture threshold is related to the above-mentioned first factor, so that the initial value of the capture threshold of the pet virtual character can be adaptively adjusted according to information such as the operation and attributes of the master virtual character, and the capture scene of the pet virtual character can be greatly enhanced. In addition, different master virtual characters can further adaptively adopt different capture strategies based on the initial value of the capture threshold of the pet virtual character, so as to improve the efficiency of human-computer interaction and enhance the game experience of the player.

[0163] For example, Fig. 15 illustrates a turn-based battle performed by throwing a first pet virtual character. In response to a touch selection operation on a first container prop containing a first pet virtual character on a list control, the terminal displays an aiming joystick 1501 corresponding to the selected first container prop, and displays an aiming mark in the "container prop" style 1502. In addition, character information 1503 of a third pet virtual character is displayed, and the character information 1503 is used to represent attribute information, level information and category information of the third pet virtual character, which can help the user select an appropriate first pet virtual character.

[0164] Step 606: In response to the touch aiming operation on the aiming joystick, the aiming map after the aiming position is changed is displayed.

[0165] As an example, the terminal displays the aiming Mac after changing the aiming position in response to a touch aiming operation on the aiming joystick, i.e., by controlling the aiming joystick to change the aiming position of the aiming Mac, the throwing direction can be changed.

[0166] Optionally, the touch aiming operation on the aiming joystick includes at least one of: dragging the aiming joystick, clicking the aiming joystick, and double-clicking the aiming joystick, but is not limited thereto, and the embodiments of the present application are not specifically limited thereto.

[0167] In one possible implementation manner, the terminal displays a throw button and an aiming joystick in response to a selection operation in the list control; clicking the throw button realizes quick throwing of the container prop; pressing and holding the throw button switches the display of the throw button to display an aiming joystick, and controls the aiming joystick to change the aiming position of the aiming joystick, thereby realizing a change in the throwing direction.

[0168] Step 608: In response to the throwing operation, and the selected container prop is the first container prop, display the thrown first pet virtual character.

[0169] The first pet virtual character refers to a pet virtual character that belongs to a master virtual character and is used to interact with the virtual world.

[0170] The first container prop is used to carry a first pet virtual character.

[0171] By way of example, the throwing manner corresponding to the throwing operation may include at least one of a high throw, a low throw, and bouncing off a wall (just one example), but this application is not limited thereto, i.e., the master virtual character may throw the container prop in at least one manner of a high throw, a low throw, and bouncing off a wall, but is not limited thereto, and the embodiments of this application are not specifically limited thereto.

[0172] Optionally, when the master virtual character throws the container prop in a high throw manner, it refers to the master virtual character throwing the container prop upward, that is, the initial throwing direction of the container prop is upward; when the master virtual character throws the container prop in a low throw manner, it refers to the master virtual character throwing the container prop downward, that is, the initial throwing direction of the container prop is downward; when the master virtual character throws the container prop in a wall bounce manner, it refers to the master virtual character throwing the container prop towards an obstacle, that is, the initial throwing direction of the container prop is towards the collision surface of the obstacle, and after colliding with the obstacle, the container prop rebounds and changes direction.

[0173] For example, in response to a throwing operation and the selected container prop being a first container prop containing a first pet virtual character, the terminal displays the first pet virtual character in the first container prop at a landing point after the first container prop containing the first pet virtual character is thrown and lands.

[0174] In one possible implementation, the terminal displays an interaction behavior between the first pet virtual character and the virtual environment at the location of the first pet virtual character according to the attributes of the first pet virtual character, i.e., the terminal displays an interaction behavior between the first pet virtual character and the virtual environment at the location of the first pet virtual character, and the interaction behavior is associated with the attributes of the first pet virtual character.

[0175] The attribute of the first pet virtual character refers to an element or mark that the first pet virtual character has that affects the battle.

[0176] Optionally, the attributes of the first pet virtual character include at least one of a grass attribute, a fire attribute, a water attribute, a stone attribute, an ice attribute, an electricity attribute, a poison attribute, a light attribute, a ghost attribute, a demon attribute, a normal attribute, a warrior attribute, a cute attribute, a fantasy attribute, an insect attribute, a wing attribute, a dragon attribute, and a machine attribute, but are not limited thereto, and no specific limitations are imposed in the embodiments of the present application.

[0177] For example, the ice attribute and the fire attribute have a mutually inhibiting relationship; that is, when a first virtual pet character with an ice attribute engages in turn-based combat with a third virtual pet character with a fire attribute, the first virtual pet character with the ice attribute inflicts greater damage on the third virtual pet character with the fire attribute.

[0178] Illustratively, the terminal changes the display of attributes of the land area in which the first pet virtual character is located in the virtual environment based on the attributes of the first pet virtual character.

[0179] 16 is a diagram illustrating a first pet virtual character interacting with a virtual environment. In response to a throwing operation and the selected container prop being the first container prop containing the first pet virtual character 1601, the terminal causes the land area where the first pet virtual character 1601 lands to burn due to the fire attribute of the first pet virtual character 1601 after the first container prop containing the first pet virtual character 1601 is thrown and lands.

[0180] Optionally, after the first container prop containing the first pet virtual character 1601 is thrown and lands, the fire attribute of the first pet virtual character 1601 causes the land area within a first range of the landing point of the first pet virtual character 1601 to burn.

[0181] For example, Figure 17 is a diagram showing a first pet virtual character interacting with a virtual environment. As shown in (a) of Figure 17, the terminal displays an aiming joystick 1703 corresponding to the selected first container prop according to a throwing operation and the selected container prop is the first container prop containing the first pet virtual character 1701, and displays an aiming marker 1702; as shown in (b) of Figure 17, when the first container prop containing the first pet virtual character 1701 aims at the water surface and is thrown and falls onto the water surface, the water surface where the first pet virtual character 1701 is located becomes frozen due to the ice attribute of the first pet virtual character 1701; as shown in (c) of Figure 17, after the water surface where the first pet virtual character 1701 is located is frozen, the master virtual character 1704 can walk on the frozen horizontal surface.

[0182] Optionally, after the first container prop containing the first pet virtual character 1701 is thrown and lands, the ice attribute of the first pet virtual character 1701 causes the surface of the water within a second range of where the first pet virtual character 1701 lands to freeze.

[0183] For example, the terminal opens or closes a virtual treasure chest at the location of the first pet virtual character based on the attributes of the first pet virtual character, and the virtual treasure chest is used to place virtual props.

[0184] For example, Fig. 18 is a diagram illustrating a first pet virtual character interacting with a virtual environment. As shown in (a) of Fig. 18, in response to a throwing operation and the selected container prop being the first container prop containing the first pet virtual character 1801, the terminal throws the first container prop containing the first pet virtual character 1801 around a virtual treasure chest 1802 in the virtual environment. As shown in (b) of Fig. 18, when the attribute of the first pet virtual character 1801 is the same as the attribute of the virtual treasure chest 1802, the virtual treasure chest 1802 opens and at the same time fireworks with special effects are displayed.

[0185] Illustratively, the terminal triggers a virtual potential energy engine in the virtual environment according to an attribute of a first pet virtual character, in which the virtual potential energy engine is used to change an attribute intensity value of the pet virtual character within a potential energy range of the virtual potential energy engine.

[0186] For example, Fig. 19 is a diagram showing a first pet virtual character interacting with a virtual environment. As shown in Fig. 19 (a), a virtual potential energy engine 1901 is displayed in the virtual environment, and the terminal throws the first container prop containing the first pet virtual character to the vicinity of the virtual potential energy engine 1901 in the virtual environment in response to a throwing operation and the selected container prop is the first container prop containing the first pet virtual character. When the attribute of the first pet virtual character is the same as the attribute of the virtual potential energy engine 1901, the virtual potential energy engine 1901 is triggered. The triggered virtual potential energy engine 1901 changes the attribute intensity value of the pet virtual character within the potential energy range of the virtual potential energy engine. As shown in FIG. 19 (b), the attribute mark of the virtual potential energy engine 1901 is a fire mark 1902, i.e., the virtual potential energy engine 1901 needs to be triggered by a first pet virtual character having a fire attribute; as shown in FIG. 19 (c), the attribute mark of the virtual potential energy engine 1901 is a metal mark 1903, i.e., the virtual potential energy engine 1901 needs to be triggered by a first pet virtual character having a metal attribute; as shown in FIG. 19 (d), the attribute mark of the virtual potential energy engine 1901 is a wood mark 1904, i.e., the virtual potential energy engine 1901 needs to be triggered by a first pet virtual character having a wood attribute; as shown in FIG. 19 (e), the attribute mark of the virtual potential energy engine 1901 is an elf mark 1905, i.e., the virtual potential energy engine 1901 needs to be triggered by a first pet virtual character having an elf attribute.

[0187] The virtual potential energy agency affects combat between pet virtual characters by changing the attribute strength value of the pet virtual character within the potential energy range of the virtual potential energy agency. For example, after a virtual potential energy agency with a fire attribute is activated, when a pet virtual character with a fire attribute and a pet virtual character with a wood attribute engage in combat within the potential energy range of the virtual potential energy agency, the virtual potential energy agency with the fire attribute strengthens the attribute strength value of the pet virtual character with the fire attribute and suppresses the attribute strength value of the pet virtual character with the wood attribute.

[0188] As an example, Table 1 is a correspondence table of interaction relationships between attributes. In Table 1, abbreviations are used instead of attributes, for example, “grass” stands for “grass attribute”, each row stands for an attacker, and each column stands for an attackee. Among them, 0.5 is used to indicate that the attacker’s attribute suppresses the attackee’s attribute, and conversely, 2 is used to indicate that the attacker’s attribute is suppressed by the attacker’s attribute. For example, after the gold attribute suppresses the wood attribute and the virtual potential energy agency with the gold attribute is activated, when an attacker with the gold attribute attacks an attackee with the wood attribute, the damage value is doubled, and when an attacker with the wood attribute attacks an attackee with the gold attribute, the damage value is halved. Table 1 is a correspondence table of interaction relationships between attributes.

[0189] [Table 1] Step 610: In response to the throw operation and the selected container prop is the second container prop, display the thrown second container prop.

[0190] The second container prop is used for capturing the second pet virtual character.

[0191] A second pet virtual character refers to an unaffiliated pet virtual character within the virtual environment.

[0192] For example, in response to the throwing operation and the selected container prop being the second container prop not containing the first pet virtual character, i.e., after the selected container prop is an empty container prop and the second container prop not containing the first pet virtual character is thrown, the second container prop captures the second pet virtual character within a range of the area, for example, when the second pet virtual character is located within the capture range of the second container prop, the second container prop captures the second pet virtual character.

[0193] In one possible implementation manner, the terminal displays a collision trajectory of the container prop after it hits the collision surface in response to the container prop hitting the collision surface during the throwing process.

[0194] For example, the terminal displays a rebound trajectory of the container prop after it hits the impact surface according to an included angle between the throwing direction of the container prop and the impact surface being greater than an angle threshold.

[0195] For example, Fig. 20 illustrates a container prop interacting with a virtual environment. In response to the container prop 2003 colliding with a collision surface 2001 in the throwing process, the terminal displays a rebound trajectory 2002 after the container prop 2003 collides with the collision surface 2001 when the included angle between the throwing direction of the container prop 2003 and the collision surface 2001 is greater than an angle threshold. For example, when the included angle between the throwing direction of the container prop 2003 and the collision surface 2001 is greater than 30°, the terminal displays a rebound trajectory 2002 after the container prop 2003 collides with a tree trunk.

[0196] For example, the terminal displays a continuous bouncing trajectory of the container prop bouncing continuously on the collision surface when the included angle between the throwing direction of the container prop and the collision surface is equal to or smaller than an angle threshold.

[0197] For example, Fig. 21 is a diagram illustrating a container prop interacting with a virtual environment. When the container prop 2101 collides with a collision surface during the throwing process, the terminal displays a continuous bounce trajectory 2102 of the container prop 2101 bouncing continuously on the collision surface when the included angle between the throwing direction of the container prop 2101 and the collision surface is equal to or less than an angle threshold. For example, when the included angle between the throwing direction of the container prop 2101 and the collision surface is equal to or less than 30°, the terminal displays a continuous bounce trajectory 2102 of the container prop 2003 bouncing continuously on the water surface.

[0198] By way of example, the landing point of a thrown pet virtual prop may be any position in the virtual environment, and some locations may be determined to be suitable for the release of a first pet virtual character, while some locations may be determined to be unsuitable for the release of a first pet virtual character because of surrounding obstacles or the release does not match the biology of the first pet virtual character.

[0199] When throwing the pet virtual prop, a sector area facing the master virtual character is selected with the landing point of the thrown pet virtual prop as the center of the circle, and several potential release points are selected evenly on the ground of the area. In addition, each potential release point is checked as follows: (1) release points that hinder the visibility of the master virtual character are eliminated, i.e., the master virtual character can be seen when standing on the release point, (2) release points with excessive slopes around the ground of the virtual environment are eliminated, i.e., a relatively flat ground is required, (3) release points with virtual objects visible above are eliminated, i.e., there should be no obstacles around, and (4) release points that are too close to the master virtual character are eliminated. Finally, the selected potential release points are sorted, and the point with the highest score is selected as the release point.

[0200] Optionally, the principles for reordering the potential release points include at least one of the following: The closer the potential release point is to the drop point, the better; and The drop point, potential release point, and the position of the master virtual character are on the same straight line. That is the thing.

[0201] In summary, the method provided in this embodiment can display a list control; display an aiming joystick corresponding to a selected container prop and display an aiming mark according to a touch selection operation on the list control; display an aiming mark after changing an aiming position according to a touch aiming operation on the aiming joystick; display a thrown first pet virtual character according to a touch throwing operation and the selected container prop is a first container prop; and display a thrown second container prop according to a touch throwing operation and the selected container prop is a second container prop. This application provides a new human-computer interaction method based on a virtual world, which can realize the selection and throwing operation of a pet virtual character through touch control on a touch panel, and realize the pet capture and release based on a touch manner. In addition, an interaction between the virtual pet character and the virtual world is realized based on the thrown virtual pet character, which helps the user to understand the virtual pet character more quickly through the interaction between the virtual pet character and the virtual world, thereby improving the efficiency of human-computer interaction and the user experience.

[0202] 22 is a flowchart of a method for virtual world-based human-computer interaction provided in one exemplary embodiment of the present application. The method can be executed by a terminal or a client on a terminal in the system shown in FIG. 4. The method includes the following steps:

[0203] Step 2201: Start.

[0204] Step 2202: The throw button is touched.

[0205] Illustratively, a user interface may display a list control, the list control displaying controls corresponding to at least one first container prop that houses a first pet virtual character and / or controls corresponding to at least one second container prop that does not house a pet virtual character.

[0206] Touch the container prop on the list control to select it, and use the touch throw button to throw it.

[0207] Step 2203: Start the throwing skill and synchronize the state.

[0208] After the player touches the throw button, the terminal sends a synchronization notification to the server, and the user interface corresponding to the terminal displays the start of the performance of the virtual prop.

[0209] Step 2204: It is determined whether the button was pressed for a long time.

[0210] It is determined whether the player has pressed the throw button for a long time, and the throw state is switched based on the pressing time length. If the pressing time reaches a threshold, it directly enters the aiming mode and executes step 2205, and if the pressing time does not reach the threshold, it directly enters the quick throw mode and executes step 2211.

[0211] Step 2205: Enter aiming mode.

[0212] If the hold time threshold is reached, go directly into aim mode, display the aim joystick that corresponds to the selected container prop, and display the aim mac.

[0213] Step 2206: The state of the aiming mac changes.

[0214] When entering the aiming mode, an aiming joystick corresponding to a selected container prop is displayed, and an aiming mac is also displayed, and different contents can be displayed in the display style of the aiming mac depending on the difference in the virtual aiming object at the aiming position.

[0215] Step 2207: Calculate the starting position of the camera.

[0216] When entering the aiming mode, the terminal calculates the starting position of the camera, i.e., determines the initial aiming position of the aiming map.

[0217] Step 2208: The aiming Mac moves in eight directions.

[0218] When entering the aiming mode, the aiming mac is controlled to move in eight directions by touch aiming operation on the aiming joystick, that is, the movement of the camera is controlled to realize the movement of the aiming mac in eight directions.

[0219] Step 2209: The virtual target object that the aiming MAC is aiming at is determined.

[0220] When aiming mode is entered, the aiming Mac determines the virtual target object at which it is aiming.

[0221] Step 2210: Display the interaction information.

[0222] When the aiming mode is entered and the aiming Mac has determined which virtual target object to aim at, interaction information is displayed on the user interface.

[0223] For example, when the selected container prop is a first container prop and the aiming MAC is aimed at a third pet virtual character, a "pet avatar" style aiming MAC is displayed, in which the "pet avatar" style aiming MAC is used to indicate that the thrown first pet virtual character is for fighting with the third pet virtual character. When the selected container prop is a first container prop and the aiming MAC is aimed at a virtual collectible, a "palm" style aiming MAC is displayed, in which the "palm" style aiming MAC is used to indicate that the thrown first pet virtual character is for collecting the virtual collectible. When the selected container prop is a second container prop and the aiming MAC is aimed at a second pet virtual character, a "container prop" style aiming MAC is displayed, in which the "container prop" style aiming MAC is used to indicate that the thrown second container prop is for capturing the second pet virtual character. When there is no virtual target at the aiming position of the aiming mac, the aiming mac will take on a "cross star" style.

[0224] Step 2211: Calculate the starting position of the camera.

[0225] When entering the quick throw mode, the terminal calculates the starting position of the camera, i.e., determines the initial aiming position of the aiming map.

[0226] Step 2212: Calculate the throw direction and correct the overlay direction.

[0227] When a virtual prop is thrown, it is recreated in front of the center of the camera, with the spawn position calculated based on the distance between the camera and the player, thereby ensuring that the spawn position is invariant to the distance to the player for any camera rocker arm length.

[0228] When a virtual prop is thrown, the server calculates the throwing direction, and if the target drop point is automatically locked, the server calculates the throwing direction based on the target drop point, otherwise the server calculates the throwing direction based on the direction the camera is located.

[0229] Step 2213: Calculate throw force and gravity, and modify the force based on direction.

[0230] When the virtual prop is thrown, the server calculates the throwing force and modifies the throwing force according to the throwing direction to simulate the difficulty of throwing at different angles under the actual environment. The server also modifies the gravity expansion and contraction of the virtual prop to simulate the trajectory of the virtual prop with various characteristics. When automatically locked, the appropriate throwing angle is derived according to the position of the target landing point. When not automatically locked, the quick throw and the precision throw are based on the current angle, and different planning setting data is read to obtain different parameter modification values ​​of the thrown virtual prop to achieve better throwing effect.

[0231] Step 2214: Play the throwing video, set the throwing motion, and transmit it to the network for synchronization.

[0232] After determining the different planning setting data, the throwing motion of the virtual prop is simulated, and the terminal and the server are synchronized, and the throwing effect is displayed on the user interface.

[0233] Step 2215: The throwing state is cleared.

[0234] Step 2216: End.

[0235] 23 is a block diagram of a virtual world-based human-computer interaction device provided in one exemplary embodiment of the present application. The device can be realized as a whole or part of a computer device by software, hardware, or a combination of both. The device includes:

[0236] Display module 2301: Used to display a list control, the list control including controls corresponding to at least one container prop, the at least one container prop including a first container prop containing a first pet virtual character and / or a second container prop not containing a pet virtual character.

[0237] The display module 2301 is used to display an aiming joystick corresponding to a selected container prop and to display an aiming mac in response to a touch selection operation on a control corresponding to the container prop; and to display the aiming mac after changing the aiming position in response to a touch aiming operation on the aiming joystick.

[0238] The display module 2301 is used to display the thrown first pet virtual character in response to a touch throwing operation, and the selected container prop is the first container prop, and the first pet virtual character is used to interact with the virtual world.

[0239] The display module 2301 is used for displaying the thrown second container prop in response to the touch throwing operation, and the selected container prop is the second container prop.

[0240] In one possible implementation, the display module 2301 is used to display an aiming mac with an interaction style, and the display style of the aiming mac with an interaction style is associated with a virtual aiming object located at the aiming position.

[0241] In one possible implementation manner, the display module 2301 displays an aiming mac having a first interaction style in response to the selected container prop being the second container prop and the aiming mac aiming at a second pet virtual character.

[0242] Wherein, the first interaction manner is used to indicate that the thrown second container prop is for the second pet virtual character to catch.

[0243] In one possible implementation manner, the display module 2301 is used to display a capture success rate indicator of the second pet virtual character, and the capture success rate indicator is used to indicate the success rate of the second container prop capturing the second pet virtual character.

[0244] In one possible implementation manner, the display module 2301 displays the second container prop successfully capturing the second pet virtual character when the second container prop successfully captures the second pet virtual character.

[0245] In one possible implementation manner, the display module 2301 is used to display an aiming mac having a second interaction style in response to the selected container prop being the first container prop and the aiming mac being aimed at a virtual collection.

[0246] Wherein, the second interaction manner is used to indicate that the thrown first pet virtual character is for collecting the virtual collection item.

[0247] In one possible implementation manner, the display module 2301 is used to display an aiming mac having a third interaction style in response to the selected container prop being the first container prop and the aiming mac aiming at a third pet virtual character.

[0248] Wherein, the third interaction manner is used to indicate that the thrown first virtual pet character is for fighting with a third virtual pet character.

[0249] In one possible implementation, the display module 2301 is used to display an interaction action between the first pet virtual character and the virtual environment at a location of the first pet virtual character, and the interaction action is associated with an attribute of the first pet virtual character.

[0250] In one possible implementation, the display module 2301 is used to change the display of attributes of the land area in which the first pet virtual character is located in the virtual environment based on the attributes of the first pet virtual character.

[0251] In one possible implementation, the display module 2301 is used to open or close a virtual treasure chest at the location of the first pet virtual character based on the attributes of the first pet virtual character, and the virtual treasure chest is used to place virtual props.

[0252] In one possible implementation, the display module 2301 is used to trigger a virtual potential energy engine in the virtual environment based on an attribute of the first pet virtual character.

[0253] The virtual potential energy engine is used to change the attribute strength value of the pet virtual character within the potential energy range of the virtual potential energy engine.

[0254] In one possible implementation manner, the display module 2301 is used to display a collision trajectory after the container prop hits the collision surface in response to the container prop hitting the collision surface during the throwing process.

[0255] In one possible implementation manner, the display module 2301 is used to display a rebound trajectory of the container prop after it collides with the collision surface according to the included angle between the throwing direction of the container prop and the collision surface being greater than an angle threshold.

[0256] In one possible implementation manner, the display module 2301 is used to display a continuous bouncing trajectory of the container prop continuously bouncing on the collision surface according to the included angle between the throwing direction of the container prop and the collision surface being less than or equal to an angle threshold.

[0257] In one possible implementation manner, the display module 2301 is used to display a first list control on the left side of the user interface in a list manner, the first list control including at least one control corresponding to the first container prop; and / or is used to display a second list control on the lower side of the user interface in an overlay manner, the second list control including at least one control corresponding to the second container prop.

[0258] In one possible implementation manner, the display module 2301 is used for displaying a selection mark in a first direction of a control corresponding to the first pet virtual character in response to a trigger operation of a control corresponding to the first container prop.

[0259] In one possible implementation manner, the display module 2301 is used to display the selection mark in a second direction of the control corresponding to the second container prop in response to a trigger operation of the control corresponding to the second container prop.

[0260] The first direction and the second direction are opposite to each other.

[0261] In one possible implementation manner, the display module 2301 is used to display the aiming joystick on the user interface in a combined manner, the aiming joystick including a direction compass and a joystick button, and the display style of the joystick button corresponds to the selected container prop.

[0262] 24 is a block diagram of a configuration of a computer device 2400 provided in one exemplary embodiment of the present application. The computer device 2400 may be a mobile terminal, such as a smartphone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), or an MP4 (Moving Picture Experts Group Audio Layer IV) player. The computer device 2400 may also be referred to as a user device, a mobile terminal, etc.

[0263] Generally, the computing device 2400 includes a processor 2401 and a memory device 2402 .

[0264] The processor 2401 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2401 may be implemented in at least one hardware form of a DSP (Digital Signal Processing), an FPGA (Field Programmable Gate Array), and a PLA (Programmable Logic Array). The processor 2401 may include a main processor and a coprocessor, the main processor being a processor for processing data in an awake state, also referred to as a CPU (Central Processing Unit), and the coprocessor being a low-power processor for processing data in a standby state. In some embodiments, the processor 2401 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the necessary content to be displayed on the display screen. In some embodiments, the processor 2401 may further include an AI (Artificial Intelligence) processor, which is used to perform computation operations related to machine learning.

[0265] The storage 2402 may include one or more computer-readable storage media, which may be tangible and non-transitory. The storage 2402 may further include high-speed random access memory, and non-volatile memory, such as one or more magnetic memories, flash memories, etc. In some embodiments, the non-transitory computer-readable storage medium in the storage 2402 is used to store at least one instruction that is executed by the processor 2401 to perform the method of virtual world based human-computer interaction provided in the embodiments of the present application.

[0266] In some embodiments, the computing device 2400 may further optionally include a peripheral interface 2403 and at least one peripheral. Specifically, the peripheral includes at least one of an RF circuit 2404, a touch panel 2405, and a power source 2408.

[0267] The peripheral interface 2403 is used to connect at least one peripheral related to I / O (Input / Output) to the processor 2401 and the memory 2402. In some embodiments, the processor 2401, the memory 2402, and the peripheral interface 2403 are integrated on the same chip or circuit board. In some other embodiments, any one or two of the processor 2401, the memory 2402, and the peripheral interface 2403 may be implemented on a single chip or circuit board, and this embodiment is not limited thereto.

[0268] The RF circuitry 2404 is used to receive and transmit radio frequency (RF) signals (also referred to as electromagnetic signals). The RF circuitry 2404 communicates with communication networks and other communication devices through electromagnetic signals. The RF circuitry 2404 can convert electrical signals into electromagnetic signals for transmission, or convert received electromagnetic signals into electrical signals. Optionally, the RF circuitry 2404 includes an antenna system, an RF transceiver, one or more amplifiers, tuners, oscillators, digital signal processors, codec chipsets, user identity module cards, etc. The RF circuitry 2404 can communicate with other terminals through at least one wireless communication protocol, which may include, but are not limited to, the World Wide Web, metropolitan area networks, intranets, mobile communication networks of various generations (2G, 3G, 4G, and 5G), wireless LANs, and / or wireless fidelity (WiFi) networks.

[0269] The touch panel 2405 is used to display a user interface (UI). The UI may include graphics, text, icons, video, and any combination thereof. The touch panel 2405 is further capable of collecting touch signals on or above the surface of the touch panel 2405. The touch signals may be input as control signals to the processor 2401 for processing. The touch panel 2405 may be used to provide virtual buttons and / or virtual keyboards (also referred to as soft buttons and / or soft keyboards). In some embodiments, there may be one touch panel 2405, which is located on the front panel of the computing device 2400, and in other embodiments, there may be at least two touch panels 2405, which are located on different surfaces of the computing device 2400 or designed to be folded. In some embodiments, the touch panel 2405 may be a flexible display screen, which is located on a curved or folded surface of the computing device 2400. In addition, the touch panel 2405 may be designed in a non-rectangular irregular shape, i.e., irregular screen. The touch panel 2405 may be made of materials such as LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode), etc.

[0270] The power source 2408 is used to power each component in the computing device 2400. The power source 2408 may be an AC power source, a DC power source, a disposable battery, or a rechargeable battery. When the power source 2408 includes a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired line, and a wireless rechargeable battery is a battery that is charged via a wireless coil. The rechargeable battery may also be used to support fast charging technology.

[0271] As will be appreciated by those skilled in the art, the configuration shown in FIG. 24 is not intended to limit the computing device 2400 and may include more or fewer components than those shown, or may combine some components, or employ a different layout.

[0272] In a further embodiment of the present application, a computer device is provided, the computer device including a processor and a memory, the memory storing at least one computer program, the at least one computer program being loaded and executed by the processor to realize the method of virtual world-based human-computer interaction provided in each of the embodiments of the above-mentioned methods.

[0273] In further embodiments of the present application, a computer storage medium is provided, the computer-readable storage medium having at least one computer program stored therein, the at least one computer program being loaded and executed by a processor to realize the method of virtual world-based human-computer interaction provided in each of the embodiments of the above-mentioned methods.

[0274] In a further embodiment of the present application, a computer program product is provided, the computer program product including a computer program, the computer program being stored in a computer-readable storage medium, and the computer program being read from the computer-readable storage medium and executed by a processor of a computing device, thereby causing the computing device to perform the method of virtual world-based human-computer interaction provided in each of the embodiments of the methods described above.

[0275] Although the preferred embodiment of the present application has been described above, the present application is not limited to this embodiment, and any modification to the present application falls within the technical scope of the present application as long as it does not depart from the spirit of the present application.

Claims

1. 1. A terminal-implemented human-computer interaction method, comprising: displaying a list control, the list control including controls corresponding to at least one container prop, the at least one container prop including a first container prop housing a first pet virtual character and / or a second container prop not housing a pet virtual character; displaying an aiming joystick corresponding to the selected container prop and displaying an aiming mark in response to a touch selection operation on a control corresponding to the container prop; displaying the aiming mark after changing the aiming position in response to a touch aiming operation on the aiming joystick; displaying the thrown first pet virtual character in response to a touch throw operation and the selected container prop is the first container prop, the first pet virtual character being used to interact with a virtual world; and In response to the touch throw operation and the selected container prop is the second container prop, displaying the second container prop thrown.

2. 2. The method of claim 1, The step of displaying the aiming mark includes: A method comprising the steps of: displaying an aiming mac having an interaction style, the display style of the aiming mac having the interaction style being associated with a virtual target object located at the aiming position.

3. 3. The method of claim 2, The step of displaying an aiming map having an interaction style includes: displaying an aiming mac having a first interaction style in response to the selected container prop being the second container prop and the aiming mac aiming at a second pet virtual character; The method, wherein the first interaction style is used to indicate that the second thrown container prop is intended to capture the second pet virtual character.

4. The method of claim 3, further comprising: The method includes the step of displaying a capture success rate indicator of the second pet virtual character, the capture success rate indicator being used to indicate a success rate of the second container prop capturing the second pet virtual character.

5. A method according to any one of claims 1 to 4, comprising: After the step of displaying the thrown second container prop in response to the touch throwing operation and the selected container prop is the second container prop, the method further includes: If the second container prop successfully captures the second pet virtual character, displaying the second container prop successfully capturing the second pet virtual character.

6. 3. The method of claim 2, The step of displaying an aiming map having an interaction style includes: displaying an aiming mac having a second interaction style in response to the selected container prop being the first container prop and the aiming mac being aimed at a virtual collectible; The method, wherein the second interaction style is used to indicate that the thrown first pet virtual character is intended to collect the virtual collectible.

7. 3. The method of claim 2, The step of displaying an aiming map having an interaction style includes: displaying an aiming mac having a third interaction style in response to the selected container prop being the first container prop and the aiming mac aiming at a third pet virtual character; The method, wherein the third interaction style is used to indicate that the thrown first pet virtual character is intended to combat the third pet virtual character.

8. 2. The method of claim 1, After the step of displaying the first pet virtual character thrown in response to the touch throwing operation and the selected container prop is the first container prop, the method further comprises: A method comprising: displaying an interaction between the first pet virtual character and a virtual environment at a location of the first pet virtual character, the interaction being associated with an attribute of the first pet virtual character.

9. 9. The method of claim 8, The step of displaying an interaction between the first pet virtual character and the virtual environment at a position where the first pet virtual character is located includes: The method includes altering a display of an attribute of an area of ​​land in which the first pet virtual character is located in the virtual environment based on an attribute of the first pet virtual character.

10. 9. The method of claim 8, The step of displaying an interaction between the first pet virtual character and the virtual environment at a position where the first pet virtual character is located includes: The method includes a step of opening or closing a virtual treasure chest at a location of the first pet virtual character based on an attribute of the first pet virtual character, the virtual treasure chest being used to place virtual props.

11. 9. The method of claim 8, The step of displaying an interaction between the first pet virtual character and the virtual environment at a position where the first pet virtual character is located includes: triggering a virtual potential energy engine in the virtual environment based on an attribute of the first pet virtual character; the virtual potential energy engine is used to change the attribute strength value of the pet virtual character within a potential energy range of the virtual potential energy engine; The method further comprises: In response to the container prop colliding with a collision surface during a throwing process, displaying a collision trajectory of the container prop after it collided with the collision surface.

12. 12. The method of claim 11, The step of displaying a collision trajectory after the container prop hits the collision surface in response to the container prop hitting the collision surface during the throwing process includes: and displaying a rebound trajectory of the container prop after it hits the collision surface according to an included angle between the throwing direction of the container prop and the collision surface being greater than an angle threshold value; The step of displaying a collision trajectory after the container prop hits the collision surface in response to the container prop hitting the collision surface during the throwing process includes: The method includes displaying a continuous bounce trajectory of the container prop continuously bouncing off the collision surface in response to an included angle between a throwing direction of the container prop and the collision surface being less than or equal to an angle threshold.

13. A method according to any one of claims 1 to 4, comprising: The step of displaying the list control includes: Displaying a first list control on the left side of a user interface in a list format, the first list control including at least one control corresponding to the first container prop; and / or The method includes the step of displaying a second list control below the user interface in an overlay manner, the second list control including at least one control corresponding to the second container prop.

14. The method according to any one of claims 1 to 4, further comprising: displaying a selection mark in a first direction of a control corresponding to the first pet virtual character in response to a trigger operation of a control corresponding to the first container prop; and The method includes displaying the selection indicator in a second direction of a control corresponding to the second container prop in response to a triggering operation of the control corresponding to the second container prop.

15. The method according to any one of claims 1 to 4, further comprising: The method includes the step of displaying the aiming joystick on a user interface in a combined manner, the aiming joystick including a direction compass and a joystick button, and a display style of the joystick button corresponds to a selected container prop.

16. 1. A human-computer interaction device, comprising: a display module for displaying a list control, the list control including controls corresponding to at least one container prop, the at least one container prop including a first container prop housing a first pet virtual character and / or a second container prop not housing a pet virtual character; the display module is used to display an aiming joystick corresponding to a selected container prop in response to a touch selection operation on a control corresponding to the container prop, and to display an aiming mac; The display module is used for displaying the aiming map after changing the aiming position in response to a touch aiming operation on the aiming joystick; the display module is used to display the thrown first pet virtual character according to a touch throwing operation, and the selected container prop is the first container prop, and the first pet virtual character is used to interact with a virtual world; The display module is used for displaying the thrown second container prop in response to the touch throwing operation and the selected container prop is the second container prop.

17. 1. A computer device comprising: A memory device storing a computer program; and a processor coupled to the memory; A computing device, the processor being configured to execute the computer program to implement the method according to any one of claims 1 to 4.

18. A program for causing a computer to carry out the method according to any one of claims 1 to 4.

Citation Information

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