Interaction method, apparatus, electronic device, and computer program based on pick-upable items

The pick-up item-based interaction method enhances the efficiency and diversity of human-machine interaction in shooting games by allowing virtual objects to interact with pick-up items and switch interaction states, thereby addressing the monotony and resource underutilization in traditional shooting games.

JP2025516268AActive Publication Date: 2025-05-27TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
JP2024564549
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2022-08-23
Filing Date
2023-06-20
Publication Date
2025-05-27
Estimated Expiration
2043-06-20

AI Technical Summary

Technical Problem

Existing shooting games rely heavily on direct confrontation and shooting, leading to monotonous interactions and low efficiency in human-machine interaction, as well as underutilization of hardware processing and display resources.

Method used

A pick-up item-based interaction method where virtual objects can interact with pick-up items in a virtual scene, switching interaction states and storing items at target locations, enhancing interaction diversity and resource utilization.

Benefits of technology

Improves human-machine interaction efficiency and resource utilization by introducing varied interaction processes and tasks beyond traditional shooting mechanics, enriching the gaming experience and tactical decision-making.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application provides an interaction method, apparatus, electronic device, computer-readable storage medium and computer program product based on a pick-up item, including: displaying a first virtual object and a pick-up item in a first interaction state in an interaction game in a virtual scene, where the first interaction state is a state in which the first virtual object can interact with a second virtual object using a target interaction manner; when the first virtual object picks up the pick-up item, controlling the first virtual object to switch from the first interaction state to a second interaction state, where the second interaction state is a state in which the first virtual object cannot interact with the second virtual object using the target interaction manner; and storing the pick-up item when the first virtual object in the second interaction state is at a target location in the virtual scene.
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Description

[Technical field]

[0001] CROSS-CIRCUMSTANCES OF RELATED APPLICATIONS

[0002] The present examples are based on and claim the priority of a Chinese patent application with application number 202211017174.X and filing date of August 23, 2022, the entire contents of which are incorporated herein by reference in their examples.

[0003] The present application relates to the field of virtualization and human-machine interaction technology, and in particular to a pick-up item based interaction method, apparatus, electronic device, computer-readable storage medium and computer program product. [Background technology]

[0004] In most shooting games in the related art, the achievement of task goals and the overall outcome of the game are mainly judged through shooting, shooting, ranking, etc. In other words, in most shooting games, the main actions performed by players cannot be separated from direct confrontation, and players are encouraged to shoot by shooting. However, such one-sided interaction through a single battle method inevitably leads to a relatively monotonous interaction method of players, which excessively reduces the efficiency of human-machine interaction, and the utilization rate of the hardware processing resources and display resources of the device is also relatively low. Summary of the Invention [Problem to be solved by the invention]

[0005] The embodiments of the present application provide an interaction method, apparatus, electronic device, computer-readable storage medium and computer program product based on pick-up items, which can improve human-machine interaction efficiency and utilization of hardware processing resources and display resources of the device. [Means for solving the problem]

[0006] The technical solution of the present embodiment is realized as follows.

[0007] An embodiment of the present application provides a pick-up item-based interaction method performed by an electronic device, comprising: displaying a first virtual object in a first interaction state and a pick-up item in an interaction game of a virtual scene, the first interaction state being a state in which the first virtual object can interact with a second virtual object using a target interaction manner; When the first virtual object picks up the pick-up item, the first virtual object is controlled to switch from the first interaction state to a second interaction state, the second interaction state being a state in which the first virtual object cannot interact with the second virtual object using the target interaction manner; and storing the pick-upable item when the first virtual object in the second interaction state is at a target location in the virtual scene.

[0008] An embodiment of the present application provides a pick-up item-based interaction device, a display module configured to display a first virtual object and a pick-up item in a first interaction state in an interaction game of a virtual scene, the first interaction state being a state in which the first virtual object is capable of interacting with a second virtual object using a target interaction manner; a first control module configured to control the first virtual object to switch from the first interaction state to a second interaction state when the first virtual object picks up the pickable item, the second interaction state being a state in which the first virtual object is unable to interact with the second virtual object using the target interaction manner; and and a second control module configured to save the pick-up item when the first virtual object in the second interaction state is at a target location in the virtual scene.

[0009] In the above embodiment, the display module is further configured to display a virtual natural element belonging to a natural phenomenon in the virtual scene, and control the conversion of the virtual natural element into the pick-up item if a conversion condition for the virtual natural element is met.

[0010] In the above embodiment, the display module is further configured to: control the first virtual object to move towards the virtual natural element in response to a movement command for the first virtual object, and to control the virtual natural element to transform into the pick-up item when the first virtual object is within a sensing area of ​​the virtual natural element.

[0011] In the above embodiment, the device further includes a third control module, which is configured to: control the first virtual object to move towards the pick-up item in response to a movement command for the first virtual object; and control the first virtual object to pick up the pick-up item when the first virtual object is within a sensing area of ​​the pick-up item.

[0012] In the above embodiment, the device further includes a fourth control module, configured to: display an interaction task corresponding to the pick-upable item when the first virtual object is within the sensing area of ​​the pick-upable item; control the first virtual object to perform the interaction task in response to a control command for the first virtual object; and control the first virtual object to pick up the pick-upable item when the interaction task is completed.

[0013] In the above embodiment, the device further includes an avoidance module, which is configured to control the first virtual object to perform a target movement in response to a movement command for the first virtual object when the second virtual object performs an attack operation for the first virtual object in the target interaction manner, and the target movement is used to cause the first virtual object to avoid the attack operation.

[0014] In the above embodiment, the device further includes a transfer module, the transfer module being configured to control the transfer of the pick-up item from a location of the first virtual object to a location of the second virtual object when the first virtual object is shot by the attack operation performed by the second virtual object.

[0015] In the above embodiment, the device further includes a first throwing module configured to control the first virtual object to throw the pick-up item at a third virtual object in response to a throwing command for the pick-up item, the throwing being used to transfer the pick-up item from a location of the first virtual object to a location of a third virtual object, the third virtual object belonging to the same camp as the first virtual object.

[0016] In the above embodiment, the device further includes a second throwing module, which is configured to: control the first virtual object to throw the pick-up item towards the second virtual object in response to a throwing command for the pick-up item when the second virtual object uses the target item to perform an attack operation on the first virtual object; and control the second virtual object to switch from the first interaction state to a second interaction state when the pick-up item is thrown at the location of the second virtual object.

[0017] In the above embodiment, the second throwing module is further configured to control the first virtual object to switch from the second interaction state to the first interaction state, and in response to an interaction command for the first virtual object, control the first virtual object to interact with the second virtual object in the second interaction state with the target item.

[0018] In the above embodiment, there are at least two camps in the virtual scene, each of the camps has a corresponding virtual base in the virtual scene, the at least two camps have a pickup task for the pick-up item, and the target location is a virtual base corresponding to the camp in which the first virtual object is located, and the device further includes a first presentation module, which is configured to display victory presentation information when a quantity of the target pick-up item stored in the camp in which the first virtual object is located reaches a quantity threshold, and the victory presentation information is used to present that the camp in which the first virtual object is located wins the pickup task.

[0019] In the above embodiment, the display module is further configured to periodically generate pick-up available items in the virtual scene and display the generated pick-up available items after each generation, and the device further includes a second presentation module, which is configured to display pickup presentation information in response to the first virtual object picking up another pick-up available item in the virtual scene when the first virtual object is in the second interaction state, and the pickup presentation information is used to present that the quantity of pick-up available items carried by the first virtual object has already reached a quantity threshold.

[0020] In the above embodiment, the device further includes a transition module, which is configured to display at least two virtual bases distributed at different positions in the virtual scene, where the first virtual object corresponds to the first virtual base, display a map of the virtual scene, and display a sign corresponding to the first virtual base and at least one transition possible position within the map of the virtual scene, and in response to a transition operation on the first virtual object, transition the first virtual base from a first position within the at least one transition possible position to a second position within the at least one transition possible position, and in response to a confirmation command for the transition operation, display the first virtual base at the second position in the virtual scene.

[0021] In the above embodiment, the device further includes a fifth control module, which is configured to: in response to a movement command for the first virtual object, control the first virtual object to move to a target position corresponding to a second virtual object, the target position corresponding to the second virtual object being used to store a target pick-up item; display a dwell time of the first virtual object at the target position corresponding to the second virtual object; and control the first virtual object to pick up the target pick-up item stored in the target position corresponding to the second virtual object when the dwell time reaches a time threshold.

[0022] In the above embodiment, the device further includes a third presentation module, which is configured to display a warning message that the target pick-up item has been acquired, the warning message being used to warn that the second virtual object is performing a acquisition operation for the target pick-up item stored at the target location, and in response to a control command of the first virtual object, control the first virtual object to perform a target operation, which is used to interrupt the acquisition operation of the second virtual object.

[0023] In the above embodiment, the device further includes an area enlargement module configured to obtain an area size of a corresponding area in the virtual scene of the target location and enlarge the area, the area size of the area being positively correlated with the quantity of target pick-up items stored at the target location.

[0024] In the above embodiment, the target interaction method is an interaction method based on a shooting item, the first interaction state is a state in which the first virtual object can use the shooting item to shoot the second virtual object, the second interaction state is a state in which the first virtual object can hold the pick-up item and attack the second virtual object, the first virtual object belongs to a first camp, the second virtual object belongs to a second camp, and the first camp and the second camp compete against each other in the interaction game.

[0025] An embodiment of the present application provides an electronic device, a memory configured to store executable instructions; and a processor configured, when executing computer-executable instructions stored in the memory, to implement the pick-up item-based interaction method provided by the present embodiments.

[0026] An embodiment of the present application provides a computer-readable storage medium having computer-executable instructions stored thereon, which, when executed by a processor, realizes an interaction method based on pick-up items provided by the embodiment of the present application.

[0027] The present embodiment provides a computer program product or a computer program, the computer program product includes a computer program or a computer executable instruction, the computer program or the computer executable instruction is stored in a computer readable storage medium, when a processor of an electronic device reads the computer program or the computer executable instruction from the computer readable storage medium, and the computer program or the computer executable instruction is executed by the processor, the pick-up item-based interaction method provided by the present embodiment is realized.

[0028] The present embodiment has the following beneficial effects:

[0029] In the above embodiment of the present application, a first virtual object and a pick-up item in a first interaction state are displayed in a virtual scene, and when the first virtual object picks up the pick-up item, the first virtual object switches from the first interaction state to a second interaction state, so that the first virtual object in the second interaction state cannot use the target interaction manner to interact with the second virtual object, and at the same time, the pick-up item is stored at a target position in the virtual scene, so that when the virtual object picks up the pick-up item, the interaction state of the virtual object switches to a new interaction state in which the interaction manner is restricted, and the virtual object transports the pick-up item to the target position and stores the pick-up item in the new interaction state, and the interaction process is realized through the pick-up item, and the utilization rate of the items in the virtual scene is improved, thereby improving the utilization rate of the hardware processing resources and display resources of the electronic device. [Brief description of the drawings]

[0030] [Figure 1]FIG. 1 is a structural schematic diagram of an interaction system 100 based on pick-up items provided by an embodiment of the present application. [Diagram 2] FIG. 2 is a structural schematic diagram of an electronic device provided by an embodiment of the present application. [Diagram 3] FIG. 2 is a schematic flow diagram of an interaction method based on pick-up items provided by an embodiment of the present application. [Figure 4] 1 is a schematic diagram of a pick-up item provided by an embodiment of the present invention. [Diagram 5] FIG. 2 is a schematic diagram of a target interaction task selection provided by an embodiment of the present application. [Figure 6] FIG. 2 is a schematic diagram of an online task provided by an embodiment of the present invention. [Figure 7] FIG. 2 is a schematic diagram of a synthesis task provided by an embodiment of the present invention. [Figure 8] FIG. 2 is a schematic diagram of a bullet shooting task provided by an embodiment of the present invention. [Figure 9] FIG. 2 is a schematic diagram of a display of pick-up presentation information provided by an embodiment of the present application; [Figure 10] FIG. 2 is a schematic diagram of a display of victory presentation information provided by an embodiment of the present application; [Figure 11] FIG. 2 is a schematic diagram of a map in a virtual scene provided by an embodiment of the present invention. [Figure 12] FIG. 1 is a schematic diagram of an application scenario of an interaction method based on pick-up items provided by an embodiment of the present application. [Figure 13] FIG. 2 is a schematic flow diagram of an interaction method based on pick-up items provided by an embodiment of the present application. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0031] In order to make the objectives, technical solutions and advantages of the present application clearer, the following describes the embodiments of the present application in more detail based on the accompanying drawings. However, the described embodiments should not be regarded as limitations on the present application, and all other embodiments obtained by those skilled in the art without performing creative work shall fall within the scope of protection of the present application.

[0032] In the description that follows, references to a "set of embodiments" describe a subset of all possible embodiments, but it should be understood that the "set of embodiments" can be the same or different subsets of all possible embodiments, and can be combined with each other where not inconsistent.

[0033] In the following description, the terms "first / second / third" referred to are merely used to distinguish between similar objects and do not represent a particular sequence for the objects, and it should be understood that the embodiments of the present application described herein may be performed in an order other than that shown or described herein, with "first / second / third" interchangeable with a particular order or sequence where permitted.

[0034] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by those skilled in the art. The terms used herein are merely for describing the purpose of the present application examples, and are not intended to limit the present application.

[0035] Before describing the embodiments of the present application in more detail, the nouns and terms referred to in the embodiments of the present application will be explained. The following interpretations apply to the nouns and terms referred to in the embodiments of the present application.

[0036] 1) Shooting games: This includes first-person shooter games, third-person shooter games, etc., but is not limited to these, and also includes all games that involve long-distance attacks using firearms.

[0037] 2) Third-person perspective: In the game, the camera is positioned at a certain distance behind the player character, allowing the player to see the character and all battle elements within a certain surrounding environment on the screen.

[0038] 3) Respond: Used to indicate a condition or state on which an operation to be performed depends, and if the condition or state on which it depends is met, the operation or operations to be performed may be in real time or may have a configured delay, and unless otherwise specified, there is no order restriction on the operations to be performed.

[0039] 4) Virtual Scene: A virtual scene that is displayed (or provided) when an application program runs on a terminal. The virtual scene can be an imitation of the real world, a semi-imitation or semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene can be any one of a 2D virtual scene, a 2.5D virtual scene, or a 3D virtual scene.

[0040] For example, the virtual scene may include sky, land, ocean, etc., where the land may include environmental elements such as desert, city, etc., and the player may control the virtual object's activities in the virtual scene, including, but not limited to, at least one of adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. The virtual scene may be displayed from a first-person perspective (e.g., when the player plays the virtual object in the game from his / her own perspective), a third-person perspective (e.g., when the player plays the game by tracking the virtual object in the game), or even a bird's-eye view, and the virtual scene may be displayed from any of the above perspectives.

[0041] 5) Virtual Object: Images of various people and objects that can be interacted with in the virtual scene, or an actionable object in the virtual scene. The actionable object can be a virtual person, a virtual animal, a cartoon character, etc., such as a person, an animal, a plant, an oil tank, a wall, a stone block, etc. displayed in the virtual scene. The virtual object is a virtual image used to simulate a player in the virtual scene. A virtual scene can include multiple virtual objects, each of which has its own shape and volume in the virtual scene and occupies a portion of the space in the virtual scene.

[0042] For example, the virtual object may be a player character controlled through an operation on a client, may be an artificial intelligence (AI) set during a match in a virtual scene through training, or may be a non-player character (NPC) set in an interactive activity in a virtual scene. The number of virtual objects participating in an interactive activity in a virtual scene may be preset, or may be dynamically determined according to the number of clients participating in the interactive activity.

[0043] 6) Task Objectives: These are actions or events within the game that the player is encouraged to accomplish and that determine the final outcome of the game.

[0044] 7) Pickable Item: An item that each faction competes for in the virtual scene. When the number of target pickable items stored in the virtual base of any one faction (e.g., faction A) reaches a quantity threshold (e.g., 10), the game ends and faction A becomes the winner of the game.

[0045] 8) Virtual Base: A location or virtual building in the virtual scene for storing a target's pick-up items, where each faction has at least one corresponding virtual base in the virtual scene, and virtual objects belonging to each faction are spawned and resurrected in the virtual base of the corresponding faction.

[0046] 9) Client: An application program that operates within a terminal device to provide various services, such as a video playback client or a game client.

[0047] In most shooting games in the related art, the game modes include game modes in which the task goal is to shoot the enemy, game modes in which the task goal is not to shoot the enemy, such as escorting to a target point, occupying a target point, or game modes in which the task goal is to collect items to win. However, in the first game mode, the achievement of the task goal and the victory of the entire game are mainly determined by shooting, shooting, ranking, etc., and in the second game mode, the image is changed to restrict the area and conditions in which the player battles, and in essence, shooting and shooting is still the central action of the player, and in the third game mode, shooting remains the first central element at any time the player plays the game, in other words, there is no change in the micro player's action and battle method, that is, the central action that the player is encouraged to perform in most shooting games is shooting by shooting, which cannot be separated from the direct battle against each other. However, if interactions are conducted in such a one-sided, single battle format, the player's interaction process becomes monotonous, and the efficiency of human-machine interaction becomes excessively low.

[0048] Based on this, the present application provides an interaction method, device, electronic device, computer-readable storage medium and computer program product based on pick-up items, encouraging players to perform other actions besides shooting, i.e., providing task-driven actions other than shooting, while combining changes in task objectives and battle methods to create a completely different battle experience for players, providing a richer tactical decision space, increasing the variety and strategy of the game, not only providing players with a fresh feeling, but also providing players with a higher level of mental satisfaction other than the direct pleasure associated with shooting battles.

[0049] Referring to FIG. 1, FIG. 1 is a structural schematic diagram of a pick-up item-based interaction system 100 provided by an embodiment of the present application, which is used to realize an application scene of an interaction based on a pick-up item (for example, the application scene of the interaction based on a pick-up item can be an application scene of performing resource processing based on a virtual scene in a game APP. When a player plays a game in the game APP, a pick-up item, such as a task ball, is displayed in the virtual scene. When a player in a first interaction state, such as a shooting state, picks up the task ball, the player enters the first interaction state, such as a shooting state. (controlling the player to switch from a shooting state to a second interaction state, for example, a non-shooting state, and saving the task ball when the player in the non-shooting state is at a target position in the virtual scene, for example, a virtual base), an interaction client 401 (i.e., a game APP) based on a pick-up item is set on a terminal (terminal 400 is shown as an example), and the terminal 400 connects to the server 200 via a network 300, which can be a wide area network or a local area network, or a combination of both, and data transmission is realized using a wireless or wired link.

[0050] The terminal 400 is configured to transmit, to the server 200, a request for scene data corresponding to the virtual scene in response to a trigger operation of the virtual scene including the virtual object and the pick-up-available item in the first interaction state.

[0051] The server 200 is configured to transmit scene data including the virtual object and the pick-up available item in the first interaction state to the terminal 400 based on the received scene data request.

[0052] The terminal 400 is further configured to receive scene data including the virtual object and the pick-up item in a first interaction state, and render a corresponding virtual scene, and display the first virtual object in the first interaction state and the pick-up item in the virtual scene interaction game, the first interaction state being a state in which the first virtual object interacts with the second virtual object using a target interaction manner, and when the first virtual object picks up the pick-up item, the first virtual object is controlled to switch from the first interaction state to a second interaction state, and the second interaction state being a state in which the first virtual object cannot interact with the second virtual object using the target interaction manner, and when the first virtual object in the second interaction state is at a target position in the virtual scene, store the pick-up item.

[0053] In a series of embodiments, the server 200 can be an independent physical server, a server cluster or a distributed system composed of multiple physical servers, and can also be a cloud server providing cloud services, cloud databases, cloud computing, cloud functions, cloud memory, network services, cloud communications, middleware services, domain services, security services, content delivery network (CDN), and cloud computing services based on big data and artificial intelligence platforms. The terminal 400 can be, but is not limited to, a smartphone, a tablet PC, a notebook computer, a desktop computer, a set-top box, a smart voice interaction device, a smart home appliance, an in-vehicle terminal, an aircraft, and a mobile device (e.g., a mobile phone, a portable music player, a personal digital assistant, a dedicated messaging device, a portable game device, a smart speaker, and a smart watch). The terminal device and the server can be directly or indirectly connected via a wired or wireless communication method, which is not limited in the embodiments of the present application.

[0054] Next, an electronic device of the interaction method based on pickable items provided by the embodiment of the present application will be described. Referring to FIG. 2, FIG. 2 is a structural schematic diagram of an electronic device provided by the embodiment of the present application. Take the terminal shown in FIG. 1 as an example of the electronic device, and the electronic device shown in FIG. 2 includes at least one processor 410, a memory 450, at least one network interface 420 and a user interface 430. Each component of the terminal 400 is coupled together through a bus system 440. As can be understood, the bus system 440 is configured to realize the connection communication between the components. In addition to a data bus, the bus system 440 also includes a power bus, a control bus and a status signal bus. However, for the sake of clarity, all the various buses in FIG. 2 are referred to as the bus system 440.

[0055] The processor 410 may be an integrated circuit chip and has signal processing capabilities, such as a general purpose processor, a digital signal processor (DSP), or other programmable logic device, discrete gate or transistor logic device, discrete hardware component, etc., where the general purpose processor may be a microprocessor or any conventional processor.

[0056] The user interface 430 includes one or more output devices 431 capable of displaying media content, including one or more speakers and / or one or more visual displays, and one or more input devices 432, including user interface components that support user input, such as a keyboard, mouse, microphone, touch display, camera, and other input buttons and controllers.

[0057] Memory 450 can be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid state memory, hard disk drives, optical disk drives, etc. Memory 450 includes one or more storage devices that are selectably physically located separate from processor 410.

[0058] The memory 450 may include volatile or non-volatile memory, or may include both volatile and non-volatile memory. The non-volatile memory may be Read Only Memory (ROM), and the volatile memory may be Random Access Memory (RAM). The memory 450 described in the present embodiment is intended to include any suitable type of memory.

[0059] In one set of embodiments, memory 450 can store data to support various operations, illustratively including programs, modules and data structures, or a subset or superset thereof, illustratively described below.

[0060] The operating system 451 includes system programs, such as a framework layer, a core library layer, a driver layer, etc., configured to handle various basic system services and execute hardware-related tasks, and is configured to realize various basic services and execute hardware-based tasks.

[0061] The network communication module 452 is configured to reach other electronic devices via one or more (wired or wireless) network interfaces 420, illustratively including Bluetooth, Wireless Compatibility (WiFi), Universal Serial Bus (USB), and the like.

[0062] The presentation module 453 is configured to enable information to be displayed via output devices 431 (e.g., displays, speakers, etc.) associated with one or more user interfaces 430 (e.g., user interfaces configured to manipulate external devices and displayed content or information).

[0063] The input processing module 454 is configured to detect user input or interactive activity from one or more input devices 432 and to translate the detected input or interactive activity.

[0064] In a series of embodiments, the device provided in the present embodiment can be realized by adopting a software method, and FIG. 2 shows an interaction device 455 based on pick-up items stored in a memory 450, which can be software in the form of programs and plug-in units, etc., and includes the following software modules, namely, a display module 4551, a first control module 4552 and a second control module 4553, which are logical and can be arbitrarily combined or further decomposed according to the functions to be realized, and the functions of each module will be described in the following text.

[0065] In another series of embodiments, the device provided by the embodiments of the present application may be realized by adopting a hardware method, for example, the pick-up item-based interaction device provided by the embodiments of the present application may be a processor adopting the form of a hardware decoder processor, which is programmed to execute the pick-up item-based interaction method provided by the embodiments of the present application, for example, the processor in the form of a hardware decoder processor may adopt one or more Application Specific Integrated Circuits (ASICs), DSPs, Programmable Logic Devices (PLDs), Complex Programmable Logic Devices (CPLDs), Field-Programmable Gate Arrays (FPGAs) or other electronic elements.

[0066] In a series of embodiments, the terminal or server can execute a computer program to realize the pick-up item-based interaction method provided by the embodiments of the present application, and for example, the computer program can be an original program or software module in an operating system, a native application program (APP), i.e., a program that can only be run after being implemented in an operating system, such as a real-time communication APP or a web browser APP, a mini program, i.e., a program that can be downloaded and run in a browser environment, or even a mini program that can be embedded in any APP. Generally speaking, the computer program can be any type of application program, module, or plug-in unit.

[0067] In the following, based on the above description of the pickable item-based interaction system and electronic device provided by the embodiment of the present application, the pickable item-based interaction method provided by the embodiment of the present application will be described. In actual implementation, the pickable item-based interaction method provided by the embodiment of the present application can be realized by a terminal or a server alone, or by a terminal and a server in cooperation with each other, and the case where the terminal 400 in FIG. 1 independently executes the pickable item-based interaction method provided by the embodiment of the present application will be described as an example. Referring to FIG. 3, FIG. 3 is a flow diagram of the pickable item-based interaction method provided by the embodiment of the present application, and the description will be based on the steps shown in FIG. 3.

[0068] Step 101: The terminal displays a first virtual object in a first interaction state and a pick-up item in an interaction game of a virtual scene, the first interaction state being a state in which the first virtual object can interact with a second virtual object using a target interaction manner.

[0069] In practical implementation, an application program supporting a virtual scene is implemented in the terminal. The application program can be any one of a first-person shooter game, a third-person shooter game, a multiplayer online tactical competition game, a virtual reality application program, a three-dimensional map program, or a multiplayer gunfight-like survival game. A player can use the terminal to manipulate and act on virtual objects located in the virtual scene.

[0070] When a player turns on an application program on a terminal and the terminal runs the application program, a screen of a virtual scene is displayed on the terminal, where the screen of the virtual scene can be observed from the perspective of a first-person object or can be observed from the perspective of a third-person object, the screen of the virtual scene includes a first virtual object in a first interaction state and a pick-up item, the first virtual object can be a player character controlled by a current player, or can be a player character controlled by another player (a game buddy) belonging to the same group as the current player, and the pick-up item can be an item for the virtual object to pick up in the virtual scene, such as a ball, an attack item, a defense item, etc. For example, referring to FIG. 4, FIG. 4 is a schematic diagram of a pick-up item provided by an embodiment of the present application, and based on FIG. 4, the items within the dotted frame 401 are pick-up items.

[0071] In addition, when the first virtual object belongs to the first camp and the second virtual object belongs to the second camp, the first camp and the second camp are opposed to each other in the interaction game, that is, the first camp and the second camp are enemy camps. Here, the target interaction method can adopt an interaction method employing a target item, such as a shooting item, and can also adopt an interaction method employing a target skill, such as a remote attack. When the target interaction method is an interaction method based on a shooting item, the first interaction state is a state in which the first virtual object can shoot the second virtual object using the shooting item, and the second interaction state is a state in which the first virtual object cannot shoot the second virtual object using the shooting item, but can hold a pick-up item and attack the second virtual object.

[0072] In practical applications, by specifically limiting the first interaction state and the second interaction state, the diversity in the interaction process is increased, the player's immersive sense and interaction experience are improved, and the human-machine interaction efficiency and the utilization rate of electronic device hardware resources are improved.

[0073] In actual implementation, the pick-up items in the virtual scene can be generated directly when the terminal displays the virtual scene, or can be generated by activating the conversion condition of the pick-up items. Next, the display process of the pick-up items will be described.

[0074] In a series of embodiments, when a pickable item conversion condition is activated to generate the pickable item, the process of displaying the pickable item in the virtual scene specifically includes displaying a virtual natural element belonging to a natural phenomenon in the virtual scene, and controlling the virtual natural element to convert into the pickable item when the conversion condition of the virtual natural element is satisfied. For example, if the virtual natural element is a virtual tornado, a virtual natural element belonging to the virtual tornado is displayed in the virtual scene, and if the virtual natural element is a virtual volcano, a virtual natural element belonging to the virtual volcano is displayed in the virtual scene.

[0075] By applying the above embodiment, by transforming virtual natural elements into pick-up items, the diversity of the interaction process in the virtual scene and the fun in the display process of the pick-up items are increased, and the efficiency of human-machine interaction and the utilization rate of the hardware resources of electronic devices are improved.

[0076] In actual implementation, the conversion condition of the virtual natural element can be determined by the distance between the first virtual object and the virtual natural element, and can also be determined by the result of the interaction task corresponding to the virtual natural element performed by the first virtual object.

[0077] When the conversion condition of the virtual natural element is determined by the distance between the first virtual object and the virtual natural element, the process of controlling the virtual natural element to be converted into a pick-up item when the conversion condition of the virtual natural element is satisfied specifically includes controlling the first virtual object to move toward the virtual natural element in response to a movement command for the first virtual object, and controlling the virtual natural element to be converted into a pick-up item when the first virtual object is within the sensing area of ​​the virtual natural element.

[0078] The sensing area of ​​the virtual natural element can be a circular area with the location of the virtual natural element as its center and the target distance as its radius, where the target distance is preset, for example 5 m.

[0079] By applying the above embodiment, the conditions for the conversion of the virtual natural element can be limited, that is, the virtual natural element can be controlled to be converted into a pick-up item only when the first virtual object is within the detection area of ​​the virtual natural element, thereby improving the diversity of the interaction process in the virtual scene and the player's activeness in exploring the virtual scene, thereby improving the efficiency of human-machine interaction and the utilization rate of electronic device hardware resources.

[0080] When a conversion condition of a virtual nature element is determined by a result of an interaction task corresponding to the virtual nature element performed by a first virtual object, if the conversion condition of the virtual nature element is satisfied, the process of controlling the virtual nature element to be converted into a pick-up item specifically includes: controlling the first virtual object to move toward the virtual nature element in response to a movement command for the first virtual object; displaying an interaction task corresponding to the virtual nature element when the first virtual object is within the detection area of ​​the virtual nature element; controlling the first virtual object to perform the interaction task in response to a control command for the first virtual object; and controlling the virtual nature element to be converted into a pick-up item when the interaction task is completed. For example, if the virtual natural element to which the virtual natural element belongs is an ice block, the virtual natural element is displayed, and when the first virtual object is within the detection area of ​​the virtual natural element, an interaction task corresponding to the virtual natural element, such as breaking down the ice block, is displayed, and in response to a control command for the first virtual object, the first virtual object is controlled to break down the ice block, and when the ice block is broken, the ice block is controlled to be converted into a pick-up item.

[0081] In addition, the process of determining that the first virtual object is within the detection range of the virtual natural element specifically includes: the terminal acquiring the position of the first virtual object in the virtual scene, the position of the virtual natural element, and the detection range of the virtual natural element, determining the distance between the first virtual object and the virtual natural element based on the position of the first virtual object in the virtual scene and the position of the virtual natural element, and determining that the first virtual object is within the detection range of the virtual natural element based on the distance.

[0082] When actually implemented, after obtaining the position of the first virtual object in the virtual scene, the position of the virtual natural element, and the detection range of the virtual natural element, the distance between the first virtual object and the virtual natural element is obtained based on the position of the first virtual object and the position of the virtual natural element, and the distance is compared with the target distance indicated by the detection range of the virtual natural element. If the distance is less than the target distance indicated by the detection range of the virtual natural element, it is determined that the first virtual object is within the detection range of the virtual natural element, and if the distance is greater than the target distance indicated by the detection range of the virtual natural element, it is determined that the first virtual object is not within the detection range of the virtual natural element.

[0083] In another set of embodiments, when the pick-up items are directly generated when representing the virtual scene, the process of displaying the pick-up items in the virtual scene specifically includes periodically generating the pick-up items in the virtual scene and displaying the generated pick-up items after each generation.

[0084] In actual implementation, the period here is preset, and when displaying a pick-up possible item, the generation time of the pick-up possible item and the preset period are obtained, and when it is determined that the time to re-generate the pick-up possible item has arrived based on the period and the generation time of the pick-up possible item, the pick-up possible item is generated. Note that before generating and displaying the pick-up possible item, virtual natural elements belonging to a virtual natural phenomenon are randomly generated in the virtual scene, and when generating the pick-up possible item, the pick-up possible item is randomly displayed in the virtual natural elements belonging to the virtual natural phenomenon.

[0085] In practical applications, since pick-up items are periodically generated, the time required for the first virtual object to find the pick-up items is reduced, the diversity of the interaction process in the virtual scene is improved, the player's game experience is enhanced, and the human-machine interaction efficiency and the utilization rate of the hardware resources of the electronic device are also improved.

[0086] In actual implementation, after displaying the first virtual object and the pick-up item in the first interaction state in the virtual scene, the first virtual object is further controlled to move toward the pick-up item in response to a movement command for the first virtual object, and when the first virtual object is within the sensing area of ​​the pick-up item, the first virtual object is controlled to pick up the pick-up item, where the sensing area of ​​the pick-up item can be a circular area with the location of the pick-up item as the center and the target distance as the radius, where the target distance is preset, e.g., 5 m.

[0087] In addition, the process of determining that the first virtual object is within the detection area of ​​the pick-up item specifically includes: the terminal obtaining the position of the first virtual object in the virtual scene, the position of the pick-up item, and the detection range of the pick-up item, determining the distance between the first virtual object and the pick-up item based on the position of the first virtual object in the virtual scene and the position of the pick-up item, and determining that the first virtual object is within the detection range of the pick-up item based on the distance.

[0088] In actual implementation, after obtaining the position of the first virtual object in the virtual scene, the position of the pick-up item, and the detection range of the pick-up item, the distance between the first virtual object and the pick-up item is obtained based on the position of the first virtual object and the position of the pick-up item, and the distance is compared with the target distance indicated by the detection range of the pick-up item. If the distance is less than the target distance indicated by the detection range of the pick-up item, it is determined that the first virtual object is within the detection range of the pick-up item; if the distance is greater than the target distance indicated by the detection range of the pick-up item, it is determined that the first virtual object is not within the detection range of the pick-up item.

[0089] When the above embodiment is applied, the first virtual object can be controlled to pick up the pickable item only when the first virtual object is within the sensing area of ​​the pickable item, thereby improving the diversity of the interaction process in the virtual scene and the player's activeness in exploring the virtual scene, thereby improving the efficiency of human-machine interaction and the utilization rate of hardware resources of the electronic device.

[0090] In actual implementation, when the first virtual object is within the sensing area of ​​the pick-upable item, in addition to directly controlling the first virtual object to pick up the pick-upable item, an interaction task corresponding to the pick-upable item can be displayed, and in response to a control command for the first virtual object, the first virtual object can be controlled to perform the interaction task, and when the interaction task is completed, the first virtual object can be controlled to pick up the pick-upable item.

[0091] In addition, when there are multiple interaction tasks, the target interaction task can be further determined from the multiple interaction tasks. Specifically, when there are multiple interaction tasks, task selection items for each interaction task are displayed, and in response to a selection operation of a target task selection item from among the multiple task selection items, the target interaction task corresponding to the target task selection item is selected as the interaction task to be executed between the virtual object and the target interaction-enabled object.

[0092] For example, referring to FIG. 5, FIG. 5 is a schematic diagram of a target interaction task selection provided by an embodiment of the present application. Based on FIG. 5, the number of interaction tasks is three, and the items within the dotted frame 501 are task selection items for each interaction task. For example, interaction task 1 can be a corresponding online-based task as shown in FIG. 6, which is a schematic diagram of an online-based task provided by an embodiment of the present application. Interaction task 2 can be a corresponding synthesis-based task as shown in FIG. 7, which is a schematic diagram of a synthesis-based task provided by an embodiment of the present application. Interaction task 3 can be a corresponding bullet shooting-based task as shown in FIG. 8, which is a schematic diagram of a bullet shooting-based task provided by an embodiment of the present application. Based on FIG. 5, the selection item corresponding to interaction task 3 is selected among the three interaction task selection items, and interaction task 3 is used as the interaction task to be performed by the first virtual object.

[0093] In actual implementation, when the task selection items of each interaction task are presented, a function confirmation item can be further displayed to confirm that the selection of the target interaction task is completed. Continuing to refer to FIG. 5, based on FIG. 5, the function item within the dotted frame 502 is a function confirmation item to confirm that the selection of the target interaction task is completed. After selecting interaction task 3 as the interaction task to be performed by the first virtual object, when an activation operation for the function confirmation item is received, it is confirmed that the selection of the target interaction task is completed.

[0094] In addition, as shown in Figures 6, 7 and 8, after the task to be performed is determined, the process of the first virtual object performing the interaction task is displayed in the virtual scene, where there is a task goal corresponding to each interaction task, and when the first virtual object realizes or achieves the task goal, it is determined that the interaction task is completed.

[0095] In actual applications, compared with directly controlling the first virtual object to pick up the pickable item, by setting an interaction task, the first virtual object can be controlled to pick up the pickable item only when the first virtual object completes the interaction task, which improves the diversity of the interaction process in the virtual scene and the activeness of the player's interaction in the virtual scene, thereby improving the player's game experience, the efficiency of human-machine interaction, and the utilization rate of electronic device hardware resources.

[0096] Step 102: When the first virtual object picks up the pick-upable item, control the first virtual object to switch from the first interaction state to a second interaction state, where the second interaction state is a state in which the first virtual object cannot interact with the second virtual object using the target interaction manner.

[0097] In addition, the time when the first virtual object picks up the pick-upable item refers to the time when it is indicated that the first virtual object has completed the pickup operation for the pick-upable item, that is, when the first virtual object is controlled to pick up the pick-upable item in response to a pickup command for the pick-upable item, and when the first virtual object completes the pickup operation for the pick-upable item, the first virtual object is controlled to switch from the first interaction state to the second interaction state. Here, controlling the first virtual object to pick up the pick-upable item means controlling the first virtual object to perform a pickup operation for the pick-upable item, and the pickup time required is displayed from the time when the first virtual object performs the pickup operation. When the pickup time required meets the target pickup time required, for example 3 seconds, it is determined that the pickup operation for the first virtual object has been completed.

[0098] In addition, the second virtual object and the first virtual object belong to different camps or groups, and the target interaction method can be an interaction method employing a target item, such as shooting, or a target skill, such as a long-distance attack.

[0099] In actual implementation, after the first virtual object switches from the first interaction state to the second interaction state, the first virtual object can adopt multiple interaction methods to interact with other virtual objects. Next, the process in which the first virtual object adopts multiple interaction methods to interact with other virtual objects will be described.

[0100] In a series of embodiments, after controlling the first virtual object to switch from a first interaction state to a second interaction state, when the second virtual object performs an attack operation on the first virtual object in a target interaction manner, the first virtual object is controlled to perform a target movement in response to a movement command for the first virtual object, and the target movement is used by the first virtual object to avoid the attack operation.

[0101] Here, controlling the first virtual object to perform a target movement may mean controlling the first virtual object to perform an action such as jumping or moving, and using the action such as jumping or moving to avoid an attack operation performed by the second virtual object in a target interaction manner, and here, it is also possible to use the action such as jumping or moving to avoid an attack operation performed by the second virtual object in a manner other than the target interaction manner.

[0102] In addition, when the first virtual object is in the second interaction state, the attributes of the action of the first virtual object performing the target movement, such as jumping or moving, become higher, for example, the jumping ability becomes higher, the moving speed becomes faster, etc., so that the close combat or position movement ability is improved and the diversity in the interaction process is increased.

[0103] By applying the above embodiment, when a first virtual object is controlled to perform an action such as jumping or moving, and the action such as jumping or moving avoids an attacking operation performed by a second virtual object in a target interaction manner, the diversity of the interaction process in the virtual scene is increased, and the efficiency of human-machine interaction and the utilization rate of hardware resources of electronic devices are improved.

[0104] In actual implementation, when the first virtual object is shot by an attack operation performed by the second virtual object, the pick-up item is controlled to be transferred from the location of the first virtual object to the location of the second virtual object. The process of controlling the transfer of the pick-up item from the location of the first virtual object to the location of the second virtual object when the first virtual object is shot by an attack operation performed by the second virtual object is specifically controlled such that when the first virtual object is shot by an attack operation performed by the second virtual object, the pick-up item is displayed at the location where the first virtual object is shot, and then a scene in which the second virtual object moves toward the pick-up item is displayed, and when the second virtual object moves to the sensing area of ​​the pick-up item, the pick-up item is transferred to the location of the second virtual object. Here, when the first virtual object is shot, a promoted virtual resource can be displayed, and the virtual resource is used to operate in the virtual scene, and the virtual resource is obtained in response to an acquisition operation for the virtual resource. Here, the virtual resource can be used as an item for performing an interaction operation for the virtual object, or can be used to increase the level experience value of the virtual object.

[0105] In practical application, when the first virtual object is shot by an attacking operation performed by the second virtual object, the pick-up item is controlled to be transferred from the location of the first virtual object to the location of the second virtual object, thereby increasing the interaction manner of the interaction based on the pick-up item, improving the activeness of the interaction between the first virtual object and the second virtual object based on the pick-up item, and improving the efficiency of human-machine interaction and the utilization rate of hardware resources of the electronic device.

[0106] In one set of embodiments, after the first virtual object switches from the first interaction state to the second interaction state, in response to a throw command for the pick-up item, the first virtual object is controlled to throw the pick-up item to a third virtual object, the throw being used to transfer the pick-up item from the location of the first virtual object to the location of the third virtual object, the third virtual object belonging to the same faction or group as the first virtual object.

[0107] In an actual implementation, after controlling the first virtual object to throw the pick-up item to the third virtual object, the first virtual object is switched from the second interaction state to the first interaction state, and controlled to be able to interact with the second virtual object by adopting a target interaction manner, thereby ensuring that the pick-up item is retained by transmitting the pick-up item between virtual objects of the same camp, and at the same time, ensuring that there are virtual objects in the same camp that can interact with virtual objects of different camps by adopting a target interaction manner.

[0108] By applying the above embodiment and transmitting a pick-up item between virtual objects through a throwing operation, the interaction manner of the interaction based on the pick-up item is increased, the possibility that the second virtual object will obtain the pick-up item is reduced, the proactiveness of the interaction between the virtual objects is improved, and the efficiency of human-machine interaction and the utilization rate of the hardware resources of the electronic device are improved.

[0109] In a series of embodiments, a target interaction manner is used to instruct a first virtual object to interact with a second virtual object with a target item, such as a shooting item, and after controlling the first virtual object to switch from a first interaction state to a second interaction state, when the second virtual object uses the target item to perform an attack operation on the first virtual object, in response to a throwing command for the pick-up item, the first virtual object is controlled to throw the pick-up item towards the second virtual object, and when the pick-up item is thrown at the location of the second virtual object, the second virtual object is controlled to switch from the first interaction state to the second interaction state.

[0110] In addition, after controlling the first virtual object to switch from the first interaction state to the second interaction state, the first virtual object loses the ability to interact with other virtual objects with the target item, for example, the shooting ability. In this case, throwing a pick-up item at the second virtual object and controlling the second virtual object to switch from the first interaction state to the second interaction state means that the second virtual object loses the ability to interact with other virtual objects with the target item, for example, the shooting ability.

[0111] In practical applications, by throwing the pick-up item at a second virtual object, causing the second virtual object to lose the ability to interact with other virtual objects with the target item, such as shooting ability, the possibility of the first virtual object shooting the second virtual object is increased, the interaction modes of interaction based on the pick-up item are increased, and the efficiency of human-machine interaction and the utilization rate of electronic device hardware resources are improved.

[0112] In actual implementation, when the pick-up item is thrown at the location of the second virtual object, the first virtual object may be further controlled to switch from the second interaction state to the first interaction state, and in response to an interaction command for the first virtual object, the first virtual object may be controlled to interact with the second virtual object in the second interaction state with the target item. Furthermore, when the pick-up item is thrown at the location of the second virtual object, controlling the first virtual object to switch from the second interaction state to the first interaction state means that the first virtual object acquires the ability to interact with other virtual objects with the target item, for example, shooting ability, in which case the first virtual object is controlled to interact with the second virtual object in the second interaction state with the target item, for example, shoot the second virtual object, where the second virtual object has already switched from the first interaction state to the second interaction state, that is, the second virtual object has lost the ability to interact with other virtual objects with the target item, for example, shooting ability, and the possibility of the first virtual object shooting the second virtual object is improved, and the diversity of the interaction process between the virtual objects is increased.

[0113] By applying the above embodiment, when a pick-up item is thrown at the location of a second virtual object, the first virtual object acquires the ability to interact with other virtual objects with the target item, e.g., shooting ability, thereby improving the possibility that the first virtual object will shoot the second virtual object and increasing the diversity of the interaction process between the virtual objects.

[0114] In a series of embodiments, the number of pick-up items that the virtual object picks up can be set. Specifically, when the first virtual object is in the second interaction state, in response to the first virtual object picking up other pick-up items in the virtual scene, pick-up suggestion information is displayed, and the pick-up suggestion information is used to suggest that the number of pick-up items carried by the first virtual object has reached a quantity threshold. Here, the quantity threshold is preset, for example, 1, 3, etc. For example, referring to FIG. 9, FIG. 9 is a schematic diagram of the display of pick-up suggestion information provided by the embodiment of the present application. Based on FIG. 9, what is displayed within the solid line frame 901 is pick-up suggestion information, and based on the pick-up suggestion information, it is suggested that the number of pick-up items carried by the first virtual object has reached a quantity threshold.

[0115] In practical applications, by setting the number of pick-up items that the virtual object will pick up, when the number of pick-up items carried by the first virtual object has reached the quantity threshold, the pick-up prompt information will be displayed, so that the player can be reminded in a timely manner that the number of pick-up items carried by the first virtual object has reached the quantity threshold, thereby improving the player's immersive and interaction experience.

[0116] Step 103: Save the pick-up available item when the first virtual object in the second interaction state is at the target location in the virtual scene.

[0117] The pick-up item is used to determine the interaction result of the interaction game between the first virtual object and the second virtual object. The process of determining the interaction result of the interaction game between the first virtual object and the second virtual object based on the pick-up item can be determined based on the stored pick-up items, i.e., the number of the target's pick-up items, specifically, the number of the target's pick-up items acquired and stored, and when the number of the target's pick-up items stored reaches a quantity threshold, the corresponding virtual object is determined to have won. The duration of the interaction game can be preset, and when the number of the target's pick-up items stored at a target position corresponding to any virtual object reaches a quantity threshold during the preset duration, the virtual object corresponding to the corresponding target position is determined to have won. Here, the target location may be a virtual base corresponding to a camp in which a corresponding virtual object is located, and a location for storing pick-up items at the target location, such as the center location of the virtual base, may also be preset. If the number of pick-up items of the target stored at the target location corresponding to the virtual object does not reach a quantity threshold within the preset duration, the interaction game may be determined as a draw. Furthermore, the number of pick-up items of the target stored at each target location may be compared to determine the virtual object corresponding to the target location with the largest number of pick-up items stored, and the virtual object may be determined to have won.

[0118] In actual implementation, when the first virtual object in the second interaction state reaches a target position in the virtual scene, the pick-up item can be stored, and further, when the first virtual object in the second interaction state is at a target position in the virtual scene, the first virtual object can be controlled to move to a position for storing the pick-up item within the target position, thereby storing the pick-up item.

[0119] Instructing to place a pick-up item in the target location and storing it in the location for storing the pick-up item means displaying the pick-up item in the location for storing the pick-up item in the target location, and at the same time, the location for storing the pick-up item in the target location can also display the quantity of the pick-up items to be placed, and when the pick-up item is placed in the location for storing the pick-up item in the target location, it is controlled to display it and add 1 to the quantity of the pick-up items to be placed. At the same time, whether the first virtual object reaches the target location in the virtual scene to store the pick-up item or the first virtual object moves to the location for storing the pick-up item in the target location to store the pick-up item, the pick-up item can be directly stored in either case, and the staying time of the first virtual object at the corresponding location can also be displayed, and when the staying time reaches a time threshold, such as 3 seconds or 5 seconds, the pick-up item is stored, specifically, the staying time of the first virtual object at the corresponding location is obtained, and the staying time is compared with the time threshold, and if the comparison result indicates that the staying time of the first virtual object at the corresponding location reaches the time threshold, the pick-up item is stored.

[0120] In one embodiment, after the pick-up items are stored, the area size of the corresponding area in the virtual scene of the target location is obtained, and the area size is enlarged, and the area size is positively correlated with the quantity of the target pick-up items stored in the target location that are delivered to the target location by the corresponding virtual object. For example, a target correspondence relationship between the quantity of the target's pick-up items stored in the virtual base and the area size of the corresponding area in the virtual scene of the virtual base is pre-set, and when the target position is a virtual base corresponding to a first virtual object in the virtual scene and the quantity of the target's pick-up items stored in the virtual base has increased, the total quantity of the target's pick-up items stored in the increased virtual base and the target correspondence relationship are obtained, and the area size corresponding to the total quantity is obtained based on the target correspondence relationship, and the area size of the corresponding area in the virtual scene of the virtual base is correspondingly enlarged; when the quantity of the target's pick-up items stored in the virtual base has decreased, the total quantity of the target's pick-up items stored in the increased virtual base and the target correspondence relationship are obtained, and the area size corresponding to the total quantity is obtained based on the target correspondence relationship, and the area size of the corresponding area in the virtual scene of the virtual base is correspondingly reduced.

[0121] By applying the above embodiment, adjusting the size of the area of ​​the corresponding area in the virtual scene of the virtual base based on the quantity of the target pick-up items stored in the virtual base, the player's proactiveness in obtaining and storing more pick-up items can be increased, the player's immersive sense and interaction experience can be improved, and the human-machine interaction efficiency and the utilization rate of the hardware resources of the electronic device can be improved.

[0122] In addition, the greater the number of target pick-up items stored in the target location, the stronger the battle attributes of the corresponding virtual object; that is, there is a positive correlation between the battle attributes of the virtual object and the number of target pick-up items stored in the target location. For example, the greater the number of target pick-up items stored in the target location, the higher the level of the corresponding virtual object, or the greater the damage caused when attacking other virtual objects.

[0123] In one embodiment, after saving the pickable item, a reward virtual resource can be displayed, where the virtual resource is a reward for saving the pickable item, and the virtual resource is used to apply to the virtual scene, and in response to a virtual resource acquisition operation, the virtual resource is acquired, where the virtual resource can be used as an item for performing an interaction operation on the virtual object, or can be used to increase the level experience value, etc., of the virtual object.

[0124] In a series of embodiments, there are at least two camps in the virtual scene, each camp has a corresponding virtual base in the virtual scene, and at least two camps have pick-up tasks for pick-up items, the target location is a virtual base corresponding to the camp where the first virtual object is located, and when the number of pick-up items of the target stored in the camp where the first virtual object is located reaches a quantity threshold, victory presentation information is displayed, and the victory presentation information is used to present that the camp where the first virtual object is located has won the pick-up task. Note that, when the number of pick-up items of the target stored in any virtual base in the virtual scene reaches a quantity threshold, for example 10, the victory presentation information of the camp corresponding to the corresponding virtual base is displayed. For example, refer to FIG. 10, which is a schematic diagram of the display of victory presentation information provided by an embodiment of the present application, and based on FIG. 10, the victory presentation information of the corresponding camp is within a solid line frame 1001.

[0125] In practical application, the number of pickable items of the target stored in the camp determines whether the camp in which the virtual object is located has won, so that the player is more proactive in acquiring and storing more pickable items, thereby improving the efficiency of human-machine interaction and the utilization rate of electronic device hardware resources.

[0126] In a series of embodiments, the virtual base can further be transitioned; specifically, at least two virtual bases distributed at different locations are displayed in the virtual scene, each virtual base corresponds to one virtual camp including at least one virtual object, and a first virtual object corresponds to the first virtual base; further, a map of the virtual scene is displayed, and a sign corresponding to the first virtual base and at least one transitionable position are displayed in the map of the virtual scene; and in response to a transition operation for the first virtual base, the first virtual base transitions from a first position of the at least one transitionable position to a second position of the at least one transitionable position.

[0127] For example, refer to FIG. 11, which is a schematic diagram of a map in a virtual scene provided by an embodiment of the present application. Based on FIG. 11, the area within the dotted frame 1101 is a map in the virtual scene, and the area within the dotted frame 1102 is a sign corresponding to a first virtual base, and the map in the virtual scene displays a sign corresponding to the first virtual base and at least one transitionable position, and the first virtual base transitions from a first position to a second position.

[0128] In an actual implementation, after the first virtual base has transitioned from a first position among at least one possible transition positions to a second position among at least one possible transition positions, the first virtual base can be displayed at a second position in the virtual scene in response to a confirmation command for the transition operation. Here, the confirmation command for the transition operation can be activated by a function confirmation item, specifically, after the first virtual base has transitioned from a first position among at least one possible transition positions to a second position among at least one possible transition positions, a function confirmation item for confirming the completion of the transition is displayed, and then, in response to an activation operation for the function confirmation item, the completion of the transition operation is confirmed, that is, a confirmation command for the transition operation is activated.

[0129] By applying the above embodiment, by changing the position of the virtual base in the virtual scene, the diversity of the interaction process in the virtual scene is increased, the player's immersive feeling and interaction experience are improved, and the human-machine interaction efficiency and the utilization rate of the hardware resources of the electronic device are improved.

[0130] In a series of embodiments, the first virtual object can not only obtain the pick-up item at the location of the pick-up item display, but also steal the target's pick-up item stored at the target position corresponding to the second virtual object; specifically, in response to a movement command for the first virtual object, the first virtual object is controlled to move to the target position corresponding to the second virtual object, the target position corresponding to the second virtual object is used to store the target's pick-up item, the staying time of the first virtual object at the target position corresponding to the second virtual object is displayed, and when the staying time reaches a time threshold, the first virtual object is controlled to pick up the target's pick-up item stored at the target position corresponding to the second virtual object.

[0131] In addition, the process of determining whether the staying time has reached the time threshold specifically includes obtaining the staying time of the first virtual object at the target position corresponding to the second virtual object, comparing the staying time with the time threshold, and controlling the first virtual object to pick up the target pick-up item stored at the target position corresponding to the second virtual object if the comparison result indicates that the staying time of the first virtual object at the target position corresponding to the second virtual object has reached the time threshold.

[0132] In actual application, the first virtual object can not only obtain pickable items at the locations where the pickable items are displayed, but can also steal the target's pickable items stored at the target locations corresponding to the second virtual object. With more ways to obtain pickable items, the diversity of the interaction process in the virtual scene and the activeness of the player's interaction in the virtual scene are increased, thereby improving the player's game experience.

[0133] In another set of embodiments, the process of stealing the target's pick-up item stored at the target position corresponding to the second virtual object may further include controlling the first virtual object to move to a target position corresponding to the second virtual object in response to a movement command for the first virtual object, the target position corresponding to the second virtual object being used for storing the target's pick-up item, displaying a control unit for stealing the target's pick-up item, and controlling the first virtual object to pick up the target's pick-up item stored at the target position corresponding to the second virtual object in response to an activation operation, such as a click or a long press, for the control unit.

[0134] In addition, the process of stealing the target's pick-up item stored at the target position corresponding to the second virtual object can also be a combination of the above two processes, and in response to a movement command for the first virtual object, the first virtual object is controlled to move to a target position corresponding to the second virtual object, and the target position corresponding to the second virtual object is used to store the target's pick-up item, and a control unit for stealing the pick-up item is displayed, and an activation operation, such as a click or long press operation, for the control unit is received, and then the staying time of the first virtual object at the target position corresponding to the second virtual object is displayed, and when the staying time reaches a time threshold, the first virtual object is controlled to pick up the target's pick-up item stored at the target position corresponding to the second virtual object. The process of stealing the pick-up item stored at the target position corresponding to the second virtual object includes, but is not limited to, the above three types. This point will not be described in detail in the embodiment of the present application.

[0135] In a series of embodiments, when the second virtual object steals the target's pick-up item stored at the target location corresponding to the first virtual object, a warning message that the target's pick-up item is stolen can be displayed, and the warning message is used to warn that the second virtual object is performing an acquisition operation for the target's pick-up item stored at the target location, and in response to a control command for the first virtual object, the first virtual object is controlled to perform the target operation, and the target operation is used to interrupt the acquisition operation of the second virtual object. For example, when the target location corresponding to the first virtual object is the first virtual base, when the second virtual object enters the first virtual base or reaches the center position of the first virtual base, a warning message that the target's pick-up item is stolen is displayed, and the first virtual object can interrupt the operation of stealing the target's pick-up item by the second virtual object at any time before the second virtual object's staying time in the first virtual base reaches a time threshold.

[0136] In the above embodiment, when the second virtual object steals the target's pick-up item stored at the target position corresponding to the first virtual object, a warning message is displayed to inform the player that the target's pick-up item is being stolen, and the first virtual object can interrupt the second virtual object's stealing of the target's pick-up item at any time, thereby increasing the variety of the interaction process in the virtual scene, improving the player's immersiveness and interaction experience, and improving the human-machine interaction efficiency and the utilization rate of the hardware resources of the electronic device.

[0137] Here, the target operation performed by the first virtual object to interrupt the process of the second virtual object acquiring the target's pick-up item can be an attack on the second virtual object, specifically, in response to a movement command for the first virtual object, the first virtual object moves to the location of the second virtual object, and in response to a control command for the first virtual object, the first virtual object is controlled to perform an attack operation on the second virtual object, thereby interrupting the process of the second virtual object acquiring the target's pick-up item. Here, after the first virtual object shoots the second virtual object, the process of the second virtual object acquiring the target's pick-up item ends immediately. Alternatively, if the target position corresponding to the first virtual object is a virtual base, the target operation performed by the first virtual object to interrupt the process of the second virtual object acquiring the target's pick-up item can also be a transition of the first virtual base corresponding to the first virtual object, and here, the process of transitioning the first virtual base is as described above, so it will not be described in detail here.

[0138] In the above embodiment of the present application, a first virtual object and a pick-up item in a first interaction state are displayed in a virtual scene, and when the first virtual object picks up the pick-up item, the first virtual object is controlled to switch from the first interaction state to a second interaction state, so that the first virtual object in the second interaction state cannot use the target interaction manner to interact with the second virtual object, and the pick-up item is stored when the virtual object reaches a target position in the virtual scene. In this way, when the virtual object picks up the pick-up item, the interaction state of the virtual object is switched to a new interaction state in which the interaction manner is restricted, and the virtual object transports the pick-up item to the target position and stores the pick-up item in the new interaction state, and the interaction process is realized through the pick-up item, thereby improving the utilization of items in the virtual scene and improving the utilization of hardware processing resources and display resources of the electronic device.

[0139] The following describes an exemplary application of the present embodiment in one practical application scenario.

[0140] In most shooting games of the related art, the game modes include game modes in which the task goal is to shoot the enemy, game modes in which the task goal is not to shoot the enemy, such as escorting to a target point, occupying a target point, or game modes in which the task goal is to collect items to win. However, in the first game mode, the achievement of the task goal and the victory of the entire game are mainly determined by shooting, shooting, ranking, etc., and in the second game mode, the image is changed to restrict the area and conditions in which the player battles, and in essence, shooting and shooting is still the central action of the player, and in the third game mode, shooting remains the first central element at any time the player plays the game, in other words, there is no change in the micro player's actions and battle method, that is, the central action that the player is encouraged to perform in most shooting games is shooting by shooting, which cannot be separated from the direct battle against each other. However, a battle system that places shooting as the primary core element will result in the player's interaction process becoming monotonous, making the efficiency of human-machine interaction too low.

[0141] Based on this, the present application provides an interaction method based on pick-up items, in which the central task goal is to collect cores (collectively referred to as virtual balls, i.e., pick-up items, for the sake of simplicity and easy understanding) and transport them to a storage point (target location); specifically, balls are generated at random points in a map (virtual scene) over time, and players (virtual objects) must contact the balls, carry the balls, and transport the balls to a base to store them; the first group to collect 10 balls wins. Besides collecting, there are two other key aspects. First, when a player carries a virtual ball, its battle mode (interaction state) is changed, and the player loses shooting ability (target interaction method), but his athletic ability and close-quarters combat ability are enhanced. Second, the virtual ball can be interacted with the base. In addition to transporting the virtual ball to one's own base, a wide range of interaction operations are possible, such as throwing the virtual ball, stealing it from the enemy's base, and transferring it to one's own base. This brings more possibilities to game battles, and more importantly, it provides the player with the opportunity to create more possibilities.

[0142] Next, the technical solution of the present application will be described from the perspective of the product.

[0143] First, the flow of the virtual scene mode will be described.

[0144] In a series of embodiments, four camps (also called groups) can exist in the virtual scene, and the virtual bases of each camp are fixed in the four directions of the virtual scene at the start of the war (i.e., when the virtual scene starts to operate), and the virtual objects controlled by the players are generated and resurrected in the virtual bases. The cores (e.g., virtual balls, which correspond to the above-mentioned pick-up items and are targets for the four camps to compete for in the virtual scene) can be refreshed in the map as the game progresses (i.e., virtual balls are constantly generated in the map as the game progresses, and for example, the virtual balls can be refreshed randomly in the map), and each virtual object can only carry one virtual ball at a time, and when the virtual object dies, the virtual ball held by the virtual object falls to the spot. The player can control the virtual objects to carry the virtual balls scattered in the virtual scene to the virtual base of his camp, and the camp that first saves a set number of virtual balls (e.g., 10) wins.

[0145] In the following, the basic rules of the virtual scene are explained.

[0146] In a series of embodiments, the maximum time for operating the virtual scene can be preset, such as 35 minutes, the number of clients logging into the virtual scene can be 4×4=16 (i.e., a total of 16 players participate in one game, and these 16 players are distributed into four different groups), and the target for a camp to win can be set when the number of virtual balls stored in the virtual base reaches a quantity threshold (e.g., 10).

[0147] Below we continue to explain the rules for the Virtual Base.

[0148] In a series of embodiments, the position of each camp's virtual base is fixed at the beginning of the war, and can be distributed in four different directions on the map of the virtual base, for example, while the virtual objects in each camp are generated and resurrected in the virtual base of the corresponding camp, and the virtual objects in each camp must carry the virtual ball into the virtual base of their own camp and store it. In addition, with the operation of the virtual scene, at least one fixed point (corresponding to the above-mentioned target position) can be displayed in the map control unit, and the virtual base can be moved to it. In addition, the player can also interact with the enemy's virtual base to obtain a virtual ball from the enemy's virtual base. For example, the player controls the virtual object to enter the enemy's virtual base, and then obtains the virtual ball stored in the enemy's virtual base in response to an item acquisition command triggered based on an interaction operation performed by the player, such as a click or a long press. Alternatively, the item acquisition command can also be triggered in other ways. Specifically, the player controls the virtual object to enter the enemy's virtual base, and then the virtual object stays in a target area in the enemy's virtual base. When the staying time reaches a time threshold (for example, 5 seconds), an item acquisition command is activated to acquire the virtual ball stored in the hostile camp's virtual base, or the item acquisition command is activated by combining the above two methods, that is, after the player controls the virtual object to enter the hostile camp's virtual base, the virtual object is controlled to enter the target area in the hostile camp, and then, after receiving the interaction operation performed by the player, such as a click or long press operation, the virtual object is further made to stay in the target area in the hostile camp's virtual base, and when the staying time reaches a time threshold (for example, 5 seconds), an item acquisition command is activated. Note that the method of acquiring the virtual ball stored in the hostile camp's virtual base includes, but is not limited to, the above three types, and this point will not be described in detail in the embodiment of the present application.

[0149] For example, referring to Figure 12, Figure 12 is a schematic diagram of an application scene of the interaction method based on pick-up items provided by an embodiment of the present application. As shown in Figure 12, a virtual scene 1200 shows a first camp's virtual base 1201 and a first virtual object 1202 (e.g., a first virtual object) generated within the first camp's virtual base 1201.

[0150] The following continues with the explanation of the core generation logic of the virtual ball.

[0151] In a series of embodiments, as the game progresses, a "different storm" is generated at a random point in the map (virtual scene), that is, the terrain of a part of the area is changed to one of several fixed predefined patterns. Then, a virtual ball is generated at a random position in this area, and when a virtual object carrying a virtual ball shoots, the virtual ball carried by the virtual object remains there, and the virtual ball stored in the base disappears and is recorded as a score, and at the enemy's base (the target position corresponding to the second virtual object), the virtual ball can be stolen by spending a certain amount of time, and if successful, the state changes to carrying a virtual ball, and further, the total number of balls generated in the entire map is equal to the sum of the number of virtual balls already stored, the number of virtual balls carried by the player, and the total number of virtual balls without an owner remaining somewhere on the map.

[0152] In the following, we will continue to explain the interactivity of the core of the virtual ball.

[0153] In a series of embodiments, when the virtual object does not have a ball and touches the virtual ball, the virtual ball is automatically picked up and carried; when the virtual object has the virtual ball, the virtual object changes to a ball carrying state in which the virtual object loses the ability to hold and shoot a gun; for example, in the ball carrying state, the movement speed and jump height are slightly increased, a left click in the ball carrying state changes to an enhanced close-combat attack, and a right click in the ball carrying state changes to throwing the ball.

[0154] In the following, we continue to explain the tactical possibilities that derive from the core mechanics of the virtual ball.

[0155] In a series of embodiments, by utilizing the attack mode and throwing possibility that change depending on the core, i.e., the virtual ball, various different tactical play styles can be derived, which is epoch-making for some shooting games. Here, by combining the enhanced close-combat and displacement skills, the virtual object becomes a close-combat assassin, and at the same time, like the ball protection in soccer, by throwing the virtual ball while running, it can be carried without losing the shooting ability, and in an emergency, it is possible to throw the virtual ball at an enemy (e.g., a second virtual object) to lose the enemy's shooting ability, and furthermore, to attack the enemy with a gun without giving him any opening, and thus, more possibilities are provided for the game through the multiple types of interactivity of this mechanism.

[0156] Next, the technical solution of the present application will be described from a technical aspect.

[0157] In the following, the interaction method based on a pick-up item provided by the embodiment of the present application will be described based on Fig. 13. For example, referring to Fig. 13, Fig. 13 is a schematic flow diagram of the interaction method based on a pick-up item provided by the embodiment of the present application, and the description will be based on the steps shown in Fig. 13. Based on Fig. 13, the interaction method based on a pick-up item provided by the embodiment of the present application is realized by steps 1301 to 1308.

[0158] Specifically, first, in response to the activation operation of the game start function item, the game start time is recorded and a virtual scene is displayed, and at a fixed time, coordinates in the map are randomly selected, a storm point is generated in a cone-shaped area centered on the coordinates, and the topography of the map is modified, and then, in the storm point area, coordinates are randomly selected again to generate a core (i.e., a virtual ball), and then, when the virtual object and the collision box of the core come into contact, the virtual object automatically picks up the core and switches to a core-carrying state. Next, in the core-carrying state, the virtual object loses its shooting ability, and its moving speed and jumping ability are enhanced, and at the same time, the functions of the left and right keys of the mouse are switched, for example, the left click of the mouse switches to an enhanced close-combat attack, and the right click of the mouse switches to a core throwing, and after the core is thrown, it switches to a gun-holding state. In addition, the virtual object can use this state to transport the core back to the base, or select other tactics to obtain the core and transport the core back to the base. For example, the virtual object interacts with the enemy team's base that has one or more cores stored, and stays within the range of the enemy team's base for a certain period of time, successfully stealing one core. In this case, the number of cores stored by the enemy team is reduced by one, and the virtual object changes from a gun-holding state to a core-carrying state. When the enemy virtual object's core is stolen, it receives an alarm notification, and the enemy virtual object can proactively interact with the neutral base to transition the base and interrupt the stealing action, or can shoot the virtual object that stole the core or drive the virtual object out of the range of the base to interrupt the stealing action. Finally, when the number of cores stored by a certain camp in real time reaches 10, the camp wins, and at the same time, victory notification information is displayed indicating that the camp has won.

[0159] In this way, by providing a completely new direction to traditional shooting games, the task objective has changed from being centered on simple shooting to being centered on task objectives with more tactical directions, and at the same time, the task objective system has been modified into a more interesting and richer gameplay system, such as battle, robbery and stealing, around the task objective system. The game's tactical decision space, player's action direction and possibility have been greatly improved, providing players with more sources of a sense of accomplishment and breaking away from the constraints of a game method centered on a single confrontation. The target player base has become a wider and more comprehensive group, providing more players with a better game experience.

[0160] In the above embodiment of the present application, a first virtual object and a pick-up item in a first interaction state are displayed in a virtual scene, and when the first virtual object picks up the pick-up item, the first virtual object is controlled to switch from the first interaction state to a second interaction state, and the first virtual object in the second interaction state cannot use the target interaction manner to interact with the second virtual object, and the pick-up item is stored when the virtual object reaches a target position in the virtual scene. In this way, when the virtual object picks up the pick-up item, the interaction state of the virtual object is switched to a new interaction state in which the interaction manner is restricted, and the virtual object transports the pick-up item to the target position and stores the pick-up item in the new interaction state, and the interaction process is realized through the pick-up item, thereby improving the utilization of items in the virtual scene and improving the utilization of hardware processing resources and display resources of the electronic device.

[0161] In the following, an exemplary structure of the pick-up item-based interaction device 455 provided in the present embodiment will be described as a software module. In a series of embodiments, as shown in FIG. 2, the software modules in the pick-up item-based interaction device 455 stored in the memory 440 include: A display module 4551 configured to display a first virtual object in a first interaction state and a pick-up available item in an interaction game of a virtual scene, the first interaction state being a state in which the first virtual object can interact with a second virtual object using a target interaction manner; a first control module 4552 configured to control the first virtual object to switch from the first interaction state to a second interaction state when the first virtual object picks up the pickable item, the second interaction state being a state in which the first virtual object is unable to interact with the second virtual object using the target interaction manner; and a second control module 4553 configured to save the pick-upable item when the first virtual object in a second interaction state is at a target location in the virtual scene.

[0162] In a series of embodiments, the display module 4551 is further configured to display a virtual natural element belonging to a natural phenomenon in the virtual scene, and control the conversion of the virtual natural element into the pick-up item if a conversion condition for the virtual natural element is met.

[0163] In one set of embodiments, the display module 4551 is further configured to: in response to a movement command for the first virtual object, control the first virtual object to move towards the virtual natural element, and to control the virtual natural element to be converted into the pick-up item when the first virtual object is within a sensing area of ​​the virtual natural element.

[0164] In one set of embodiments, the device further includes a third control module configured to: in response to a movement command for the first virtual object, control the first virtual object to move towards the pick-upable item, and to control the first virtual object to pick up the pick-upable item when the first virtual object is within a sensing area of ​​the pick-upable item.

[0165] In one set of embodiments, the device further includes a fourth control module configured to: display an interaction task corresponding to the pick-upable item when the first virtual object is within a sensing area of ​​the pick-upable item; control the first virtual object to perform the interaction task in response to a control command for the first virtual object; and control the first virtual object to pick up the pick-upable item when the interaction task is completed.

[0166] In one set of embodiments, the apparatus further includes an avoidance module configured to control the first virtual object to perform a target movement in response to a movement command for the first virtual object when the second virtual object performs an attack operation for the first virtual object in the target interaction manner, the target movement being used to cause the first virtual object to avoid the attack operation.

[0167] In one set of embodiments, the device further includes a transfer module configured to control the transfer of the pick-up item from a location of the first virtual object to a location of the second virtual object when the first virtual object is shot by the attack operation performed by the second virtual object.

[0168] In one set of embodiments, the device further includes a first throwing module configured to, in response to a throwing command for the pick-up item, control the first virtual object to throw the pick-up item at a third virtual object, the throwing being used to transfer the pick-up item from a location of the first virtual object to a location of a third virtual object, the third virtual object belonging to the same faction as the first virtual object.

[0169] In one set of embodiments, the apparatus further includes a second throwing module configured to: control the first virtual object to throw the pick-up item towards the second virtual object in response to a throwing command for the pick-up item when the second virtual object performs an attack operation on the first virtual object using the target item; and control the second virtual object to switch from the first interaction state to a second interaction state when the pick-up item is thrown at the location of the second virtual object.

[0170] In one set of embodiments, the second throwing module is further configured to control the first virtual object to switch from the second interaction state to the first interaction state, and to control the first virtual object to interact with the second virtual object in the second interaction state with the target item in response to an interaction command for the first virtual object.

[0171] In one set of embodiments, there are at least two camps in the virtual scene, each of the camps has a corresponding virtual base in the virtual scene, the at least two camps have a pickup task for the pick-up item, the target location is a virtual base corresponding to the camp in which the first virtual object is located, and the device further includes a first presentation module configured to display victory presentation information when a quantity of the target pick-up item stored in the camp in which the first virtual object is located reaches a quantity threshold, and the victory presentation information is used to present that the camp in which the first virtual object is located wins the pickup task.

[0172] In a series of embodiments, the display module 4551 is further configured to periodically generate pick-up items in the virtual scene and display the generated pick-up items after each generation, and the device further includes a second presentation module configured to pick up other pick-up items in the virtual scene in response to the first virtual object when the first virtual object is in the second interaction state, and display pick-up presentation information, which is used to present that the quantity of pick-up items carried by the first virtual object has already reached a quantity threshold.

[0173] In one set of embodiments, the device further includes a transition module configured to display at least two virtual bases distributed at different locations in the virtual scene, the first virtual object corresponding to the first virtual base, display a map of the virtual scene, and display a sign corresponding to the first virtual base and at least one transition possible location within the map of the virtual scene, and in response to a transition operation on the first virtual base, transition the first virtual base from a first location within the at least one transition possible location to a second location within the at least one transition possible location, and in response to a confirmation command for the transition operation, display the first virtual base at the second location in the virtual scene.

[0174] In one set of embodiments, the device further includes a fifth control module configured to: in response to a movement command for the first virtual object, control the first virtual object to move to a target position corresponding to a second virtual object, the target position corresponding to the second virtual object being used to store a target pick-up item; display a dwell time of the first virtual object at the target position corresponding to the second virtual object; and control the first virtual object to pick up the target pick-up item stored in the target position corresponding to the second virtual object when the dwell time reaches a time threshold.

[0175] In one set of embodiments, the device further includes a third presentation module, which is configured to: display a warning message that the target pick-up item is being stolen, the warning message being used to warn that the second virtual object is performing a capture operation for the target pick-up item stored at the target location; and in response to a control command for the first virtual object, control the first virtual object to perform a target operation, which is used to interrupt the capture operation of the second virtual object.

[0176] In one set of embodiments, the device further includes an area enlargement module configured to obtain an area size of a corresponding area in the virtual scene of the target location and enlarge the area, the area size of the area being positively correlated with a quantity of target pick-up items stored within the target location.

[0177] In a series of embodiments, the target interaction manner is an interaction manner based on a shooting item, the first interaction state is a state in which the first virtual object can use the shooting item to shoot the second virtual object, the second interaction state is a state in which the first virtual object can hold the pick-up item to attack the second virtual object, the first virtual object belongs to a first camp, the second virtual object belongs to a second camp, and the first camp and the second camp compete against each other in the interaction game.

[0178] In an embodiment of the present application, an electronic device is further provided, the electronic device including: a memory configured to store computer-executable instructions; and and a processor configured to execute computer-executable instructions stored in the memory to implement the pick-up item-based interaction method provided by the present embodiments.

[0179] In the present embodiment, a computer program product or computer program is provided, the computer program product or computer program including computer-executable instructions, the computer-executable instructions being stored in a computer-readable storage medium, a processor of an electronic device reads the computer-executable instructions from the computer-readable storage medium, and the processor executes the computer-executable instructions, causing the electronic device to perform the pick-up item-based interaction method of the present embodiment.

[0180] In an embodiment of the present application, a computer-readable storage medium having computer-executable instructions stored thereon is provided, and when the computer-executable instructions are stored and executed by a processor, the processor performs a pick-up item-based interaction method provided by an embodiment of the present application, for example, the pick-up item-based interaction method shown in FIG. 3.

[0181] In one set of embodiments, the computer-readable storage medium can be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disk, or CD-ROM, or can be any device including one or any combination of the above memories.

[0182] In a series of embodiments, the computer executable instructions may take the form of a program, software, software module, script or code, may be written in any type of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a stand-alone program or as a module, component, subroutine, or other unit suitable for use within a computing environment.

[0183] By way of example, the computer-executable instructions may, but need not, correspond to a file in a file system and may be stored as part of a file that stores other programs or data, such as within one or more scripts in a HyperText Markup Language (HTML) file, within a single file for a program dedicated to discussions, or within multiple common files (e.g., files that store one or more modules, subprograms, or portions of code).

[0184] By way of example, the executable instructions may be located and executed on a single electronic device, or may be executed on multiple electronic devices located at a single location, or may be executed on multiple electronic devices distributed across multiple locations and interconnected via a communications network.

[0185] In summary, the present embodiment has the following beneficial effects.

[0186] When the virtual object picks up the pick-upable item, the interaction state of the virtual object switches to a new interaction state in which the interaction manner is restricted, and in the new interaction state, the virtual object transports the pick-upable item to a target position and stores the pick-upable item, and the interaction process is realized through the pick-upable item. The diversity of the interaction process in the virtual scene is improved, while the utilization rate of items in the virtual scene is improved, thereby improving the utilization rate of hardware processing resources and display resources of the electronic device.

[0187] As can be understood, the embodiments of the present application involve data related to the player's triggering operations, etc., and when the embodiments of the present application are applied to actual products or technologies, the player's permission or consent must be obtained, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions. The above description is merely an embodiment of the present application and does not limit the scope of protection of the present application. Any modifications, equivalent replacements and improvements made within the spirit and scope of the present application shall be included in the scope of protection of the present application.

Claims

1. 1. A pick-up item-based interaction method implemented by an electronic device, the method comprising: displaying a first virtual object in a first interaction state and a pick-up item in an interaction game of a virtual scene, the first interaction state being a state in which the first virtual object can interact with a second virtual object using a target interaction manner; When the first virtual object picks up the pick-upable item, control the first virtual object to switch from the first interaction state to a second interaction state, the second interaction state being a state in which the first virtual object cannot interact with the second virtual object using the target interaction manner; and storing the pick-up item when the first virtual object in the second interaction state is at a target location in the virtual scene.

2. Displaying pick-up available items in the virtual scene includes: Displaying a virtual natural element in the virtual scene, the virtual natural element being attributable to a natural phenomenon; and controlling the virtual nature element to transform into the pick-up item when a transformation condition of the virtual nature element is satisfied.

3. Controlling the virtual natural element to be transformed into the pick-up item when a transformation condition of the virtual natural element is satisfied includes: In response to a movement command for the first virtual object, control the first virtual object to move toward the virtual natural element; and controlling the virtual nature element to transform into the pick-up item when the first virtual object is within a sensing area of ​​the virtual nature element.

4. After displaying a first virtual object and a pick-upable item in a first interaction state in the virtual scene, the method includes: In response to a movement command for the first virtual object, control the first virtual object to move toward the pick-up item; The method of claim 1 , further comprising: controlling the first virtual object to pick up the pickable item when the first virtual object is within a sensing area of ​​the pickable item.

5. The method comprises: displaying an interaction task corresponding to the pickable item when the first virtual object is within a sensing area of ​​the pickable item; Controlling the first virtual object to perform the interaction task in response to a control command for the first virtual object; The method of claim 4 , further comprising: controlling the first virtual object to pick up the pickable item when the interaction task is accomplished.

6. After controlling the first virtual object to switch from the first interaction state to the second interaction state, the method includes: When the second virtual object executes an attack operation on the first virtual object in the target interaction manner, the first virtual object is controlled to execute a target movement in response to a movement command for the first virtual object; The method of claim 1 , wherein the target motion is used to cause the first virtual object to avoid the attacking maneuver.

7. The method comprises: The method of claim 6, further comprising controlling the pick-up item to be transferred from a location of the first virtual object to a location of the second virtual object when the first virtual object is shot by the attacking operation performed by the second virtual object.

8. After controlling the first virtual object to switch from the first interaction state to the second interaction state, the method includes: and controlling the first virtual object to throw the pick-up item to a third virtual object in response to a throw command for the pick-up item; 2. The method of claim 1, wherein the throw is used to transfer the pick-up item from a location of the first virtual object to a location of the third virtual object, the third virtual object belonging to the same faction as the first virtual object.

9. The target interaction manner is used to instruct the first virtual object to interact with the second virtual object using a target item, and after controlling the first virtual object to switch from the first interaction state to the second interaction state, the method includes: When the second virtual object executes an attack operation on the first virtual object using the target item, in response to a throw command for the pick-up item, control the first virtual object to throw the pick-up item toward the second virtual object; 2. The method of claim 1, further comprising: controlling the second virtual object to switch from the first interaction state to a second interaction state when the pick-upable item is thrown at a location of the second virtual object.

10. When the pick-up item is thrown at the location of the second virtual object, the method further comprises: Controlling the first virtual object to switch from the second interaction state to a first interaction state; The method of claim 9 , further comprising: in response to an interaction command for the first virtual object, controlling the first virtual object to interact with the second virtual object with the target item.

11. At least two factions are present in the virtual scene, each faction has a corresponding virtual base in the virtual scene, the at least two factions have a pickup task for the pick-up item, and the target location is a virtual base corresponding to a faction in which the first virtual object is located, the method comprising:

2. The method of claim 1, further comprising: displaying victory presentation information when a quantity of target pick-up items stored in a camp in which the first virtual object is located reaches a quantity threshold, the victory presentation information being used to present that the camp in which the first virtual object is located has won the pickup task.

12. Displaying pick-up available items in the virtual scene includes: periodically generating pick-up items in the virtual scene and displaying the generated pick-up items after each generation; The method comprises: and when the first virtual object is in the second interaction state, displaying pickup suggestion information in response to the first virtual object picking up another pick-up available item in the virtual scene; The method of claim 1 , wherein the pickup suggestion information is used to suggest that a quantity of pick-up items carried by the first virtual object has already reached a quantity threshold.

13. The method comprises: The method further includes displaying at least two virtual bases distributed at different positions in the virtual scene, and the first virtual object corresponds to the first virtual base; The method comprises: displaying a map of a virtual scene and displaying within the map of the virtual scene a marker corresponding to the first virtual base and at least one transition possible position; transitioning the first virtual base from a first position within the at least one transition possible position to a second position within the at least one transition possible position in response to a transition operation on the first virtual object; The method of claim 1 , further comprising: displaying the first virtual base at the second location in the virtual scene in response to a confirm command for a transition operation.

14. The method comprises: In response to a movement command for the first virtual object, control the first virtual object to move to a target position corresponding to the second virtual object, the target position corresponding to the second virtual object being used to store a target pick-up item; displaying a dwell time of the first fictitious object at a target location corresponding to the second fictitious object; and 2. The method of claim 1, further comprising: controlling the first virtual object to pick up a target pick-up item stored at a target location corresponding to the second virtual object when the dwell time reaches a time threshold.

15. The method comprises: Displaying a warning message that the target pick-up item has been acquired, the warning message being used to indicate that the second virtual object is performing an acquisition operation on the target pick-up item stored at the target location; 2. The method of claim 1, further comprising: controlling to perform a target operation on the first virtual object in response to a control command of the first virtual object, the target operation being used to interrupt the acquisition operation of the second virtual object.

16. After storing the pick-up available items, the method further comprises:

2. The method of claim 1, further comprising obtaining an areal size of a corresponding area in the virtual scene of the target location and enlarging the area, the areal size of the area being positively correlated with a quantity of target pick-up items stored at the target location.

17. 2. The method of claim 1, wherein the target interaction manner is an interaction manner based on a shooting item, the first interaction state is a state in which the first virtual object can shoot the second virtual object using the shooting item, the second interaction state is a state in which the first virtual object can hold the pick-up item and attack the second virtual object, the first virtual object belongs to a first camp, the second virtual object belongs to a second camp, and the first camp and the second camp are opposed to each other in the interaction game.

18. a display module configured to display a first virtual object and a pick-up available item in a virtual scene interaction game, the first interaction state being a state in which the first virtual object is capable of interacting with a second virtual object using a target interaction manner; a first control module configured to control the first virtual object to switch from the first interaction state to a second interaction state when the first virtual object picks up the pickable item, the second interaction state being a state in which the first virtual object is unable to interact with the second virtual object using the target interaction manner; and and a second control module configured to save the pick-up item when the first virtual object in the second interaction state is at a target location in the virtual scene.

19. a memory configured to store computer-executable instructions; and a processor configured, when executing computer-executable instructions stored in the memory, to implement the pick-up item based interaction method of any one of claims 1 to 17.

20. A computer-readable storage medium having stored thereon computer-executable instructions, the computer-executable instructions being configured, when executed by a processor, to realise the pick-up item-based interaction method according to any one of claims 1 to 17.

21. A computer program, which, when executed by a processor, implements the pick-up item-based interaction method according to any one of claims 1 to 17.

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