Virtual prop control method, device, equipment, and computer program
The method and device enable simultaneous control of virtual props using different parts of the interface, addressing the limitations of existing virtual prop control methods by allowing players to equip and throw virtual props with different hands, thus enriching gameplay interaction and reducing switching time.
Patent Information
- Application Number
- JP2025518813
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2022-11-07
- Filing Date
- 2023-09-26
- Publication Date
- 2025-12-03
AI Technical Summary
The existing virtual prop operation mode in competitive games is monotonous, requiring players to switch virtual props by placing and replacing them, which is time-consuming.
A method and device that allows players to control virtual props using different parts of the interface, such as the right hand and left hand, to equip and throw virtual props simultaneously, eliminating the need for prop switching.
Enriches the operation control methods for virtual props, allowing players to control virtual props with different parts of the virtual object, reducing the time required for switching and enhancing gameplay interaction.
Smart Images

Figure 2025538922000001_ABST
Abstract
Description
[Technical Field]
[0001] This application claims priority to a Chinese patent application filed with the China Patent Office on November 7, 2022, bearing application number 2022113848282 and entitled "Virtual prop control method, device, equipment and storage medium," the entire contents of which are incorporated herein by reference.
[0002] This application relates to the field of computers, and more particularly to the technology of virtual prop control. [Background technology]
[0003] A competitive game is a game in which multiple user accounts compete in the same scenario, and players manipulate and control virtual objects in a virtual environment to perform actions such as walking, running, climbing, and shooting. Multiple players form teams online and work together in the same virtual environment to complete a task.
[0004] During the game process, when a player controls a virtual object by manipulating a virtual prop (virtual item), he or she can generally only control the virtual object by manipulating the virtual prop with his or her right hand, for example, by manipulating and controlling a virtual offensive prop with his or her right hand, and by throwing a virtual object with his or her right hand, etc. That is, during the current game process, the virtual prop operation mode is monotonous, and when a user needs to control a virtual object by switching virtual props, he or she must first place the virtual prop currently held in his or her right hand on the virtual object, and then replace it with another virtual prop, which takes a long time. Summary of the Invention [Problem to be solved by the invention]
[0005] The embodiments of the present application provide a method, device, apparatus and storage medium for controlling a virtual prop, which increases the operation modes of the virtual prop and shortens the time required to switch between different virtual props. [Means for solving the problem]
[0006] In view of this, one aspect of the present application provides a method for controlling a virtual prop executed by a terminal, comprising: displaying a first game interface for hosting a virtual environment in which a first virtual manipulation object resides, the first game interface including a virtual prop selection control set, the virtual prop selection control set including virtual prop selection controls respectively corresponding to each virtual prop carried by the first virtual manipulation object; controlling the first virtual manipulation object to equip a first target virtual prop corresponding to the first target virtual prop selection control in response to a first manipulation of a first target virtual prop selection control in the set of virtual prop selection controls; and controlling the first virtual manipulation object in response to a second operation on a second target virtual prop selection control in the virtual prop selection control set to throw a second target virtual prop corresponding to the second target virtual prop selection control, wherein the operation of equipping the first target virtual prop and the operation of throwing the second target virtual prop are realized by different parts of the first virtual manipulation object.
[0007] Another aspect of the present application provides a control device for a virtual prop, a display module that displays a first game interface for hosting a virtual environment in which the first virtual manipulation object resides, the first game interface including a virtual prop selection control set, the virtual prop selection control set including virtual prop selection controls respectively corresponding to each virtual prop carried by the first virtual manipulation object; an equipment module that controls the first virtual manipulation object to equip a first target virtual prop corresponding to the first target virtual prop selection control in response to a first operation on a first target virtual prop selection control in the virtual prop selection control set; and a throwing module that controls the first virtual manipulation object to throw a second target virtual prop corresponding to a second target virtual prop selection control in the virtual prop selection control set in response to a second operation on the second target virtual prop selection control, wherein the operation of equipping the first target virtual prop and the operation of throwing the second target virtual prop are realized by different parts of the first virtual manipulation object.
[0008] Another aspect of the present application provides a computer apparatus, a memory for storing a program; a processor that executes a program in memory to perform the method of each of the above aspects based on instructions in the program code; and a bus system communicatively connecting the memory and the processor.
[0009] Another aspect of the present application provides a computer-readable storage medium having stored thereon instructions that, when executed by a computer, cause the computer to perform the method of each of the above aspects.
[0010] Another aspect of the present application provides a computer program product or a computer program, the computer program product or computer program including computer instructions stored on a computer-readable storage medium, the computer instructions read by a processor of a computing device from the computer-readable storage medium, and the processor executes the computer instructions, thereby causing the computing device to perform the method provided by each of the above aspects. [Effects of the Invention]
[0011] As can be seen from the above technical solutions, the embodiments of the present application have the following advantages: They support a virtual control object to operate and control a virtual prop with different parts during the game operation process. This enriches the operation control method for the virtual prop, i.e., the operation control method for the virtual control object is not limited to operating and controlling the virtual control object with the right hand, but can also be operated and controlled with other parts of the virtual control object (e.g., the left hand). Furthermore, when the operation control method for the virtual prop is not limited to operating and controlling the virtual control object with the right hand, the user does not need to perform a virtual prop switching operation, but can directly operate and control other virtual props with other parts of the virtual control object. For example, when a virtual attacking prop is held in the right hand of the virtual control object, the user can control the virtual control object with the left hand to throw another virtual prop, thereby shortening the time required for related operations. [Brief explanation of the drawings]
[0012] [Figure 1] 1 is a schematic diagram of an implementation environment of a virtual prop control method in an embodiment of the present application; [Figure 2] 1 is a schematic diagram of an embodiment of a method for controlling a virtual prop in an embodiment of the present application; [Figure 3] 1 is a schematic diagram of a set of virtual prop selection controls in a first game interface in an embodiment of the present application; [Figure 4]FIG. 10 is a schematic diagram of the operation of a virtual prop selection control in the first game interface in an embodiment of the present application. [Figure 5a] 10 is a schematic diagram of an operation mode option control in a second game interface in an embodiment of the present application; [Figure 5b] 10 is a schematic diagram of a second game interface in an embodiment of the present application, in which a dagger is thrown with the left hand and a gun is equipped with the right hand. [Figure 6] 1 is a schematic diagram of a throwing operation of a dagger in a first game interface in an embodiment of the present application; [Figure 7] FIG. 10 is a schematic diagram of another embodiment of a method for controlling a virtual prop in an embodiment of the present application. [Figure 8] FIG. 10 is a schematic diagram of an option control being set in a third game interface in an embodiment of the present application; [Figure 9] FIG. 1 is a schematic diagram of an embodiment of a control device for a virtual prop in an embodiment of the present application. [Figure 10] FIG. 10 is a schematic diagram of another embodiment of a control device for a virtual prop in an embodiment of the present application. [Figure 11] FIG. 10 is a schematic diagram of another embodiment of a control device for a virtual prop in an embodiment of the present application. [Figure 12] FIG. 10 is a schematic diagram of another embodiment of a control device for a virtual prop in an embodiment of the present application. [Figure 13] FIG. 10 is a schematic diagram of another embodiment of a control device for a virtual prop in an embodiment of the present application. [Figure 14] FIG. 10 is a schematic diagram of another embodiment of a control device for a virtual prop in an embodiment of the present application. [Figure 15] FIG. 10 is a schematic diagram of another embodiment of a control device for a virtual prop in an embodiment of the present application. DETAILED DESCRIPTION OF THE INVENTION
[0013] The terms "first," "second," "third," "fourth," etc. (if present) in the specification, claims, and drawings of this application are not intended to describe a particular order or sequential order, but rather to distinguish between similar objects. Such terms may be interchanged where appropriate, and the embodiments of the application described herein may, for example, be performed in orders other than those illustrated or described herein. Furthermore, the terms "comprising," "corresponding," and any variations thereof are intended to cover non-exclusive inclusions; for example, a process, method, system, product, or apparatus comprising a series of steps or units is not limited to those explicitly recited steps or units, but may also include other steps or units not explicitly recited or inherent in the process, method, product, or apparatus.
[0014] In order to solve the technical problems in the related art, such as the monotony of the operation mode of the game virtual prop and the long time it takes for the user to control the virtual operation control object to switch the virtual prop, this application provides the following technical solution, which includes the steps of: displaying a first game interface for hosting a virtual environment in which a first virtual operation object is located, the first game interface including a virtual prop selection control set, the virtual prop selection control set including virtual prop selection controls respectively corresponding to each virtual prop carried by the first virtual operation object; and selecting a first target virtual prop selection control in the virtual prop selection control set. and controlling the first virtual manipulation object in response to a first operation on a second target virtual prop selection control in the virtual prop selection control set so as to equip a first target virtual prop corresponding to the first target virtual prop selection control. In response to a second operation on a second target virtual prop selection control in the virtual prop selection control set, the first virtual manipulation object is controlled so as to throw a second target virtual prop corresponding to the second target virtual prop selection control. The operation of equipping the first target virtual prop and the operation of throwing the second target virtual prop are realized by different parts of the first virtual manipulation object, for example, by the right hand and left hand of the first virtual manipulation object, respectively.
[0015] In this way, by supporting the virtual control object to operate and control virtual props with different parts during the game operation process, the operation control methods for virtual props are enriched (richer). That is, the operation control method for virtual props is not limited to operation control with the right hand of the virtual control object, but may be operation and control with other parts of the virtual control object (e.g., the left hand). Furthermore, when the operation control method for virtual props is not limited to operation control with the right hand of the virtual control object, the user does not need to perform a virtual prop switching operation, but can directly operate and control other virtual props with other parts of the virtual control object. For example, when a virtual attacking prop is held in the right hand of the virtual control object, the user can control the virtual control object with the left hand to throw another virtual prop, thereby shortening the time required for related operations.
[0016] The following explains some terms related to this application: Virtual environment: A virtual environment that is displayed (or provided) when an application program is executed on a terminal. The virtual environment may be a simulated environment corresponding to the real world, a semi-simulated semi-virtual environment, or even a fully virtual environment. The virtual environment may be any one of a 2D virtual environment, a 2.5D virtual environment, and a 3D virtual environment, but this application is not limited thereto. In the following embodiments, the virtual environment will be described as a 3D virtual environment.
[0017] Virtual manipulation object: An object that can be moved in a virtual environment. The movable object can be a virtual person, a virtual animal, a cartoon character, or the like, such as a person or animal displayed in a 3D virtual environment. Optionally, the virtual manipulation object is a 3D solid model established based on animation skeletal technology. In the 3D virtual environment, each virtual manipulation object has its own shape and volume and occupies a certain space in the 3D virtual environment.
[0018] Shooting games include first-person shooters and third-person shooters. First-person shooters are shooters played by a user from a first-person perspective, and the virtual environment screen in the game is a screen from which the virtual environment is observed from the perspective of a first virtual object operated and controlled by the user. Third-person shooters are shooters played by a third-person perspective, and the virtual environment screen in the game is a screen from which the virtual environment is observed from a third-person perspective (for example, located behind the head of a first virtual object operated and controlled by the user).
[0019] In the game, at least two virtual control objects play a match in a virtual environment, avoiding damage from other virtual control objects and dangers in the virtual environment to achieve the goal of surviving in the virtual environment. When the hit points of a virtual control object in the virtual environment reach zero, the life of the virtual control object in the virtual environment ends. Finally, the virtual control object that survives in the virtual environment is the winner. Optionally, the match begins when the first client joins the match and ends when the last client leaves the match, and each client can control one or more virtual control objects in the virtual environment. Optionally, the competition mode of the match may include a single-player match mode, a double-team match mode, or a multiplayer group match mode, and the embodiments of the present application are not limited to the match mode.
[0020] Virtual prop: A prop that can be used by a virtual controlled object in a virtual environment, including offensive props, supply props, and defensive props that can change the attribute values of other virtual controlled objects, as well as virtual props that are displayed in the hands of the virtual controlled object when it releases a skill. Virtual props that can change the attribute values of other virtual controlled objects include long-range virtual props, short-range virtual props, and throwing virtual props.
[0021] The method provided by the present application is applicable to virtual reality application programs, three-dimensional map programs, first-person / third-person shooter games, multiplayer online battle arena games, and the like. Online Battle Arena The following embodiment will be described using the application to games as an example.
[0022] 1, a schematic diagram of an implementation environment provided by one embodiment of the present application is shown, which includes a first terminal 110, a server 120, and a second terminal 130.
[0023] An application program 111 that supports a virtual environment is installed and executed on the first terminal 110, and the application program 111 may be a multiplayer online battle program. When the first terminal executes the application program 111, a user interface of the application program 111 is displayed on the screen of the first terminal 110. The application program 111 may be a MOBA game, a battle royale shooting game, a simulation game, or the like. In this embodiment, the application program 111 may be any one of a first-person shooter game, a first-person game, and a first-person game console. An example of the virtual environment will be described below, in which a first terminal 110 is a game (FPS, Shooting, FPS). The first terminal 110 is used by a first user 112, who uses the first terminal 110 to control a first virtual object in a virtual environment, which may be referred to as the first user's 112's main control virtual object. The first virtual object may perform activities including, but not limited to, adjusting body posture, crawling, walking, running, cycling, flying, jumping, driving, picking, shooting, attacking, throwing, and skill release. Generally, the first virtual object is a first virtual character, such as a simulated or animated character.
[0024] An application program 131 supporting a virtual environment is installed and executed on the second terminal 130. The application program 131 may be a multiplayer online battle program. When the second terminal 130 executes the application program 131, a user interface of the application program 131 is displayed on the screen of the second terminal 130. The application program 131 may be any one of an MOBA game, a shooting game, and a SLG game. In this embodiment, the application program 131 is an FPS game. The second terminal 130 is used by a second user 132. The second user 132 uses the second terminal 130 to control the movement of a second virtual object in the virtual environment. The second virtual object may be referred to as the second user's 132's main virtual object. Generally, the second virtual object is a second virtual character, such as a simulated character or a cartoon character.
[0025] Optionally, the first virtual manipulation object and the second virtual manipulation object are located in the same virtual world. Optionally, the first virtual manipulation object and the second virtual manipulation object belong to the same faction, team, or organization and may have a friendship or temporary communication privileges. Optionally, the first virtual manipulation object and the second virtual manipulation object belong to different factions, teams, or organizations, or may have an enemy relationship.
[0026] Optionally, the application programs installed on the first terminal 110 and the second terminal 130 may be the same, or the application programs installed on the first terminal 110 and the second terminal 130 may be the same application program on different operating system platforms (Android or IOS). The first terminal 110 generally refers to one of a plurality of terminals, and the second terminal 130 generally refers to the other of the plurality of terminals. In this embodiment, only the first terminal 110 and the second terminal 130 are described as examples. The device types of the first terminal 110 and the second terminal 130 may be similar or different, and the device types may be smartphones, tablets, e-readers, Moving Picture Experts Group (Moving Picture Experts Group), audio players, etc. Picture Experts Group Audio Layer III, MP3) playback device, video expert group Audio Layer 4 (Moving Picture Experts Group Audio Layer IV, MP4) playback devices, laptop computers, desktop computers, notebook computers, palmtops, personal computers, smart TVs, smart watches, in-vehicle devices, wearable devices, virtual reality (Virtual Reality This includes VR (Virtual Reality) devices and Augmented Reality (AR) devices.
[0027] 1 shows only two terminals, in different embodiments, there may be multiple other terminals that can access the server 120. Optionally, there may also be one or more terminals corresponding to developers, on which an application program development and editing platform supporting a virtual environment is installed, where the developers edit and update the application programs and transmit the updated application program installation package to the server 120 via a wired or wireless network, and the first terminal 110 and the second terminal 130 download the application program installation package from the server 120 to update the application programs.
[0028] The first terminal 110, the second terminal 130 and other terminals are connected to the server 120 via a wireless network or a wired network.
[0029] The server 120 may be an independent physical server, a server cluster consisting of multiple physical servers, or a distributed system, and may further include cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks, etc. The server 120 may be a cloud server that provides basic cloud computing services such as a Cloud Delivery Network (CDN), a big data and artificial intelligence platform, etc. The server 120 provides background services to application programs that support a virtual environment. Optionally, the server 120 performs the main computing operations and the terminal performs the secondary computing operations, or the server 120 performs the secondary computing operations and the terminal performs the main computing operations, or a distributed computing architecture is used to perform collaborative computing between the server 120 and the terminal.
[0030] In one schematic example, the server 120 includes a memory 121, a processor 122, a user account database 123, a match service module 124, and a user-facing input / output interface. The server 120 includes a user interface (I / O interface) 125. The processor 122 reads instructions stored in the server 120 and processes data in a user account database 123 and a battle service module 124. The user account database 123 stores data on user accounts used by the first terminal 110, the second terminal 130, and other terminals, such as user account avatars, user account nicknames, user account levels, and service areas where the user accounts are located. The battle service module 124 provides multiple battle rooms for users to battle, such as 1v1 battles, 3v3 battles, 5v5 battles, and the like. The user I / O interface 125 establishes communication with the first terminal 110 and / or the second terminal 130 via a wireless network or a wired network to exchange data.
[0031] Here, in the specific embodiments of this application, related data such as game data is involved, and when the above examples of this application are applied to specific products or technologies, user 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.
[0032] In combination with the above introduction, the following will take the first terminal 110 or the second terminal 130 in the implementation environment of FIG. 1, or other terminals in the implementation environment, as an example to introduce the virtual prop control method in the present application. Referring to FIG. 2, one embodiment of the virtual prop control method in the embodiment of the present application includes the following steps: 201: Display a first game interface for hosting a virtual environment in which the first virtual manipulation object is located, the first game interface including a virtual prop selection control set, the virtual prop selection control set including virtual prop selection controls corresponding to each virtual prop carried by the first virtual manipulation object.
[0033] The method of the embodiment of the present application is applied to a virtual environment, which includes a first virtual manipulation object and a second virtual manipulation object, and the first virtual manipulation object and the second virtual manipulation object may belong to different camps. In a possible embodiment, the terminal displays the virtual environment using a virtual environment screen. Optionally, the virtual environment screen is a screen for observing the virtual environment from a viewing angle of the virtual manipulation object, and the first game interface in the embodiment of the present application is a virtual environment screen for observing the virtual environment from a viewing angle of the first virtual manipulation object. The viewing angle is an observation angle when observing the virtual environment from a first-person viewing angle or a third-person viewing angle of the virtual manipulation object. Optionally, in the embodiment of the present application, the viewing angle is an angle when observing the virtual environment using a camera model in the virtual environment.
[0034] Optionally, the camera model automatically tracks the virtual manipulation object in the virtual environment, i.e., when the position of the virtual manipulation object changes in the virtual environment, the camera model simultaneously changes to track the change in the position of the virtual manipulation object in the virtual environment, and the camera model is always located within a predetermined distance range of the virtual manipulation object in the virtual environment. Optionally, during the automatic tracking process, the relative position between the camera model and the virtual manipulation object does not change.
[0035] The camera model is a three-dimensional model positioned around the virtual control object in the virtual environment. When a first-person field of view is used, the camera model is positioned near or at the head of the virtual control object. When a third-person field of view is used, the camera model is positioned behind the virtual control object and may be bound to the virtual control object or may be located at any position within a predetermined distance from the virtual control object. The camera model allows the virtual control object in the virtual environment to be viewed from different angles. Optionally, when the third-person field of view is a first-person over-the-shoulder field of view, the camera model is positioned behind the virtual control object (e.g., the head and shoulders of a virtual person). Optionally, in addition to the first-person and third-person field of view, the field of view may also include other field of view angles, such as a planar field of view. When a planar field of view is used, the camera model may be positioned above the head of the virtual control object, and the planar field of view is a field of view from the sky when viewing the virtual environment. Optionally, the camera model is not actually displayed in the virtual environment, i.e., the camera model is not displayed in the virtual environment displayed in the user interface.
[0036] In this embodiment, the first game interface (which may also be referred to as a virtual environment interface) displays a set of virtual prop selection controls, including virtual prop selection controls corresponding to the virtual props carried by the first virtual manipulation object, and the virtual prop selection controls control the first virtual manipulation object to use the corresponding virtual props.
[0037] 3, the first game interface displays the virtual prop selection control set 100, which includes a virtual prop selection control 101 corresponding to the virtual prop "dagger," a virtual prop selection control 102 corresponding to the virtual prop "gun," and a virtual prop selection control 103 corresponding to the virtual prop "grenade." The virtual prop selection control 101 corresponding to the virtual prop "dagger" and the virtual prop selection control 102 corresponding to the virtual prop "gun" may be referred to as virtual attacking prop selection controls in this embodiment, and the virtual prop selection control 103 corresponding to the virtual prop "grenade" may be referred to as a virtual throwing prop selection control in this embodiment.
[0038]
[0005] Here, the virtual attacking prop selection control and the virtual throwing prop selection control can be switched between. In the related technical solution, as shown in Fig. 4, the first game interface displays a virtual prop selection control set 100, which includes a virtual prop selection control 101 corresponding to the virtual prop "dagger," a virtual prop selection control 102 corresponding to the virtual prop "gun," and a virtual prop selection control 103 corresponding to the virtual prop "grenade." Currently, the first virtual control object is performing a shooting action, and when the player clicks the virtual prop selection control 103, the terminal switches the virtual prop "gun" currently used by the first virtual control object to the virtual prop "grenade," and the first game interface displays a screen showing the first virtual control object equipped with the "grenade." This type of virtual prop switching method generally takes a long time and is cumbersome.
[0039] 202: In response to a first operation on a first target virtual prop selection control in the virtual prop selection control set, control the first virtual operation object to equip a first target virtual prop corresponding to the first target virtual prop selection control.
[0040] In a possible implementation, when the terminal receives a first operation on a first target virtual prop selection control in a virtual prop selection control set, the terminal controls the first virtual operation object to switch the first target virtual prop to an equipped mode. In an exemplary solution, as shown in Fig. 3, the first game interface displays the virtual prop selection control set 100, and the virtual prop selection control 100 includes a virtual prop selection control 101 corresponding to a virtual prop "dagger," a virtual prop selection control 102 corresponding to a virtual prop "gun," and a virtual prop selection control 103 corresponding to a virtual prop "grenade." When a first operation triggered on the virtual prop selection control 102 corresponding to the virtual prop "gun" is received, the first virtual operation object is controlled to equip the virtual prop "gun," for example, the first virtual operation object is controlled to equip the virtual prop "gun" in the right hand, and if the virtual prop "gun" is already equipped to the first virtual operation object, when a first operation triggered on the virtual prop selection control 101 corresponding to the virtual prop "dagger" is received, the first virtual operation object is controlled to switch and equip the virtual prop "dagger," that is, the first virtual operation object is controlled to equip the virtual prop "dagger" in the right hand.
[0041] Here, in the embodiment of the present application, the first target virtual prop may be any equippable virtual prop, such as a virtual attack prop such as a gun or a dagger. Generally, the first target virtual prop may be equipped in the right hand of the first virtual control object. Here, in this embodiment, the equip mode is such that when a prop is equipped in the left hand, the terminal controls the first virtual control object to equip the first target virtual prop in the left hand when the terminal receives a first operation on the first target virtual prop selection control. In this embodiment, the equip mode is such that when a prop is equipped in the right hand, the terminal controls the first virtual control object to equip the first target virtual prop in the right hand when the terminal receives a first operation on the first target virtual prop selection control. Specific situations can be freely set by the user and are not limited here.
[0042] 203: In response to a second operation on a second target virtual prop selection control in the virtual prop selection control set, the first virtual manipulation object is controlled to throw a second target virtual prop corresponding to the second target virtual prop selection control, and the equipping operation of the first target virtual prop and the throwing operation of the second target virtual prop are realized by different parts of the first virtual manipulation object.
[0043] In one possible implementation, when the device receives a second operation on a second target virtual prop selection control in the set of virtual prop selection controls, the device controls the first virtual operation object to throw the second target virtual prop. When throwing, the first game interface displays a throwing path of the second target virtual prop. The player can change the throwing path of the second target virtual prop by performing a different trigger operation on the second target virtual prop selection control, so that the second target virtual prop is thrown to a target location in the virtual environment.
[0044] Here, the second target virtual prop in the embodiment of the present application may be any throwable virtual prop, such as a virtual attack prop such as a grenade or a dagger. In actual application, the first target virtual prop and the second target virtual prop may be the same virtual prop. For example, a "dagger" virtual prop can be held by a virtual controlled object to perform a close-range attack and can also be thrown by the virtual controlled object, and therefore may be the first target virtual prop or the second target virtual prop. Of course, the first target virtual prop and the second target virtual prop may be different virtual props. For example, the first target virtual prop may be a "gun" virtual prop, and the second target virtual prop may be a "dagger" virtual prop and a "grenade" virtual prop.
[0045] In an embodiment of the present application, the part of the body used by the first virtual manipulation object when throwing the second target virtual prop is different from the part of the body used by the first virtual manipulation object when wielding the first target virtual prop. For example, when the first virtual manipulation object wields the first target virtual prop with its right hand, the first virtual manipulation object can be controlled to throw the second target virtual prop with its left hand. Also, for example, when the first virtual manipulation object wields the first target virtual prop with its left hand, the first virtual manipulation object can be controlled to throw the second target virtual prop with its right hand.
[0046] Optionally, the throwing path of the second target virtual prop is determined based on the initial throwing velocity, throwing direction, and gravitational acceleration of the second target virtual prop. When controlling the first virtual control object to throw the second target virtual prop, the device obtains the initial velocity and direction of the second target virtual prop and further uses the gravitational acceleration to determine the ray trajectory of the second target virtual prop. The ray trajectory is constructed by taking n points spaced apart by a fixed distance and displayed on the first game interface. In one exemplary solution, the ray trajectory is constructed as a throwing parabola from the throwing start position of the second target virtual prop to the throwing end position of the second target virtual prop, and the throwing start position of the second target virtual prop is the position where the second target virtual prop is located, i.e., the position where the first virtual control object throws the second target virtual prop. The throwing end position of the second target virtual prop is the predicted falling point position of the second target virtual prop, and the falling point may be detected based on the area where the throwing end position of the second target virtual prop is located. If the area detection result indicates that the second target virtual prop is reachable, the planned running trajectory of the second target virtual prop is displayed as the throwing parabola. If the area detection result indicates that the second target virtual throwing prop is unreachable, the planned running trajectory of the second target virtual prop is displayed as a parabola between the current position and the farthest point that the second target virtual prop can reach. The shape of the throwing parabola is determined by the distance from the throwing start position of the second target virtual prop to the throwing end position of the target virtual prop. In other words, the shape of the throwing parabola is variable, and its radian and the distance have a negative correlation, that is, the farther the distance, the smaller the radian. Of course, the shape of the above-mentioned parabolic arc may be constant, i.e., a curve with a constant radian.
[0047] In this embodiment, in addition to displaying the throwing path, the first game interface may further display a prop identifier of the second target virtual prop at the target location. Furthermore, if the second target virtual prop hits a second virtual object in the virtual environment, a damage value for the second virtual object may be determined based on the hit position of the second target virtual prop and the second virtual object, and the hit points of the second virtual object may be reduced based on the damage value. For example, if the second target virtual prop hits the head or heart, the hit points of the second virtual object may be directly reduced to zero, and if the second target virtual prop hits a limb, the hit points of the second virtual object may be reduced by 10%.
[0048] Alternatively, when the second target virtual prop hits the second virtual object, the hit points of the second virtual object are directly set to 0. The specific situation is not limited here, as long as the hit effect is realized.
[0049] Optionally, when the first target virtual prop and the second target virtual prop are the same target virtual prop, in order to realize the equipping operation and throwing operation for the target virtual prop by the corresponding target virtual prop selection control, the player pre-configures the interface so that the target virtual prop selection control has both the function of triggering the equipping of the target virtual prop and the function of triggering the throwing of the target virtual prop.
[0050] In this case, the terminal displays a second game interface, the second game interface being a virtual prop setting interface corresponding to the first virtual manipulation object, the second game interface including an operation mode option control, the operation mode option control instructing the first virtual manipulation object to have a left-hand throwing operation mode and a right-hand equipped mode for a target virtual prop, and in response to a third operation on the operation mode option control, placing the operation mode of the target virtual prop into the left-hand throwing operation mode and the right-hand equipped mode.
[0051] In one exemplary solution, the second game interface of FIG. 5 a includes a plurality of control mode option controls for setting the virtual prop, and the control mode option control 501 is an option control for setting a "two-handed prop." After clicking and selecting the control mode option control 501, a specific description of the control mode option control may be displayed in a pop-up window. In the solution of FIG. 5 a, the specific description of the control mode option control 501 is set to "perform a left-handed throw operation on the dagger, which is a secondary attack prop." After clicking and selecting the control mode option control 501, a first operation is performed to control the first virtual object to equip the virtual prop "dagger" with the right hand, and a second operation is performed to control the first virtual object to throw the virtual prop "dagger" with the left hand (also known as a long-range attack). If the operation mode option control 501 is not selected by clicking, the terminal may simply control the first virtual operation object to wield the secondary attack prop, a "dagger," in the right hand and perform a close-combat attack (e.g., control the first virtual operation object to perform an action such as stabbing or slashing).
[0052] Optionally, in this embodiment, if the first virtual control object is equipped with a first target virtual attacking prop in its right hand when the device accepts the second operation, the left-hand throw of the second target virtual attacking prop may be performed while the first target virtual attacking prop is continuously held in the right hand, without the need to switch the first target virtual attacking prop equipped in the right hand of the first virtual control object. In an exemplary solution, the first game interface of FIG. 5b shows that when the right hand of the first virtual control object is equipped with a virtual prop "gun," the left hand throws a virtual prop "dagger."
[0053] 5a and 5b only show a scenario in which the first target virtual prop and the second target virtual prop are virtual offensive props, and in actual applications, the first target virtual prop or the second target virtual prop may be a defensive prop or other props, and the details thereof are not limited here.
[0054] In this solution, the principle of controlling the first virtual manipulation object so that the left hand and the right hand perform corresponding actions is as follows: First, a template state machine is established. The reason it is called a template state machine is that the left and right hand animation state machines both directly reference it. Two animations, left hand animation and right hand animation, are created, and the whole body movement state is responsible for playing the whole animation, while the left and right hand animation state machines are responsible for playing the left hand animation and right hand animation, respectively. Each animation only plays the bone node that is bound to it, so the left hand animation state machine only controls the bone node of the left hand of the virtual manipulation object.
[0055] The basic idea of a state machine is to make a virtual control object perform a specific action at a certain timing. The action type varies depending on the game type. General actions include idle, walking, running, and jumping, and each action is called a state. Generally, when a character switches from one state to another, certain restrictions are required. For example, a character's state can only be switched from a running state to a jumping state, and it cannot be directly switched from a stationary state to a running or jumping state. The above restrictions are called state transition conditions. The simplest state machine is constructed by combining a set of states, a condition for transitioning between states, and a variable that records the current state.
[0056] Optionally, in this embodiment, when the terminal receives a second operation on the second target virtual prop selection control, if the terminal is controlling the first virtual manipulation object to equip the first target virtual prop with the left hand, the terminal further performs a right-hand throw of the second target virtual prop while continuously holding the first target virtual prop equipped in the left hand of the first virtual manipulation object, and there is no need to switch the virtual prop equipped in the left hand of the first virtual manipulation object.
[0057] Optionally, in this embodiment, if the second target virtual prop is an offensive or defensive prop, after the device controls the first virtual control object to throw the second target virtual prop, the second target virtual prop does not disappear and displays a prop identifier of the second target virtual prop at the prop's location after being thrown, and the player controls the first virtual control object to move near the prop's location and performs an operation corresponding to the prop identifier to retrieve the second target virtual prop. In one exemplary solution, as shown in FIG. 6 , the device controls the first virtual control object to throw the virtual prop "dagger" to position A, and then controls the first virtual control object to move near position A and clicks to select an icon identifier corresponding to the virtual prop "dagger" to pick up the virtual prop "dagger."
[0058] Optionally, in this embodiment, when the first target virtual prop and the second target virtual prop are the same target virtual prop, the first operation and the second operation both act on the target virtual prop selection control corresponding to the target virtual prop, so that the first operation and the second operation need to be set to be different to realize different operation modes. In an exemplary solution, the first operation is a single click and the second operation is a double click, or the first operation is a single click and the second operation is a long press for two seconds or more, or the first operation is a double double click and the second operation is a double double click, etc. Details are not limited here, as long as the first operation and the second operation are different.
[0059] In this embodiment, the time sequence between step 202 and step 203 is not limited, and step 202 may be executed first, or step 203 may be executed first.
[0060] The above has described the throwing solution and the equipment solution for the virtual prop. In the following, this embodiment further provides a control method for a virtual throwing prop. Taking the first terminal 110 or the second terminal 130 in the implementation environment of FIG. 1 or other terminals in the implementation environment as the execution body, the control method for a virtual prop in this application will be introduced. Referring to FIG. 7, one embodiment of the control method for a virtual prop in this embodiment of this application includes the following steps: 701: Display a third game interface that is a game setting interface corresponding to the first virtual manipulation object, the third game interface including a left-hand throwing option control, which instructs the first virtual manipulation object to throw a virtual throwing prop with the left hand while the virtual prop is equipped in the right hand.
[0061] In this embodiment, in order to realize a left-handed throwing operation of the target virtual throwing prop using the target virtual throwing prop selection control, the interface can be pre-configured to configure the target virtual throwing prop selection control to have the function of triggering a left-handed throw of the target virtual throwing prop.
[0062] In this case, the device displays a third game interface that is a game setting interface corresponding to the first virtual control object, the third game interface including a left-hand throw option control that instructs the first virtual control object to throw the target virtual throwing prop with the left hand while the virtual prop is equipped in the right hand, and in response to a fifth operation on the left-hand throw option control, configures the operation mode of the target virtual throwing prop so that the first virtual control object throws the target virtual throwing prop with the left hand while the virtual prop is equipped in the right hand.
[0063] In one exemplary solution, the third game interface of FIG. 8 includes a plurality of setting option controls of the game application (e.g., an audio setting option control, a screen quality setting option control, etc.), and as shown in FIG. 8, the left-hand throwing option control 801 is set as an “on / off option”, and after clicking and selecting the left-hand throwing option control 801 as “on”, the target virtual throwing prop in the game application is set to be left-handed throwable.
[0064] 702: Display a first game interface for hosting a virtual environment in which the first virtual manipulation object is located, the first game interface including a virtual prop selection control set, the virtual prop selection control set including virtual prop selection controls corresponding to each virtual prop carried by the first virtual manipulation object.
[0065] In an embodiment of the present application, the virtual prop selection control set includes the target virtual throwing prop selection control, and the target virtual throwing prop is a virtual throwing prop carried by the first virtual manipulation object.
[0066] The method of the embodiment of the present application is applied to a virtual environment, the virtual environment including a first virtual manipulation object and a second virtual manipulation object, the first virtual manipulation object and the second virtual manipulation object may belong to different camps. In a possible embodiment, the terminal displays the virtual environment through a virtual environment screen. Optionally, the virtual environment screen is a screen for observing the virtual environment through a viewing angle of the virtual manipulation object. The viewing angle is an observation angle when observing the virtual environment through a first-person viewing angle or a third-person viewing angle of the virtual manipulation object in the virtual environment. Optionally, in the embodiment of the present application, the viewing angle is an angle when observing the virtual environment through a camera model in the virtual environment.
[0067] Optionally, the camera model automatically tracks the virtual manipulation object in the virtual environment, i.e., when the position of the virtual manipulation object changes in the virtual environment, the camera model simultaneously changes to track the change in the position of the virtual manipulation object in the virtual environment, and the camera model is always located within a predetermined distance range of the virtual manipulation object in the virtual environment. Optionally, during the automatic tracking process, the relative position between the camera model and the virtual manipulation object does not change.
[0068] In this embodiment, the first game interface (also referred to as a virtual environment interface) displays a virtual prop selection control set, which includes virtual prop selection controls for various virtual props carried by the first virtual manipulation object. The virtual prop selection controls control the first virtual manipulation object to use the corresponding virtual props. In this case, the virtual prop selection controls include a virtual prop selection control and a virtual throwing prop selection control.
[0069] 3, the first game interface displays the virtual prop selection control set 100, which includes a virtual prop selection control 101 corresponding to the virtual prop "dagger," a virtual prop selection control 102 corresponding to the virtual prop "gun," and a virtual prop selection control 103 corresponding to the virtual prop "grenade." The virtual prop selection control 101 corresponding to the virtual prop "dagger" and the virtual prop selection control 102 corresponding to the virtual prop "gun" may be referred to as virtual offensive prop selection controls in this embodiment, and the virtual prop selection control 103 corresponding to the virtual prop "grenade" may be referred to as a virtual throwing prop selection control in this embodiment. The virtual offensive prop selection control and the virtual throwing prop selection control are switchable.
[0070] 4, the first game interface displays the virtual prop selection control set 100, which includes a virtual prop selection control 101 corresponding to the virtual prop "dagger," a virtual prop selection control 102 corresponding to the virtual prop "gun," and a virtual prop selection control 103 corresponding to the virtual prop "grenade." When the first virtual control object is currently performing a shooting action and the player clicks the virtual prop selection control 103, the terminal switches the virtual prop "gun" equipped on the first virtual control object to the virtual prop "grenade," and displays a screen on the first game interface showing that the first virtual control object is equipped with the virtual prop "grenade."
[0071] 703: In response to a second operation on the target virtual throwing prop selection control, the first virtual manipulation object is controlled to perform a left-handed throw on the target throwing prop.
[0072] Here, the target virtual throwing prop in the embodiments of the present application may essentially be one of the above second target virtual props, and correspondingly, the second operation triggered on the target virtual throwing prop selection control corresponding to the target virtual throwing prop is similar to the second operation triggered on the second target virtual prop selection control corresponding to the above second target virtual prop.
[0073] In one possible implementation, when the device receives a second operation on the target virtual throwing prop selection control, it controls the first virtual manipulation object to perform a left-handed throw on the target virtual throwing prop. When throwing, the first game interface displays a throwing path of the target virtual throwing prop. The player can change the throwing path of the target virtual throwing prop by performing a different trigger operation on the target virtual throwing prop selection control, thereby throwing the target virtual throwing prop to a target location in the virtual environment.
[0074] Optionally, in this embodiment, when the device receives the second operation, if the right hand of the first virtual manipulation object is equipped with another virtual prop, the device controls the first virtual manipulation object to perform a left-hand throw of the target virtual throwing prop while the virtual prop is continuously held in the right hand of the first virtual manipulation object, eliminating the need to switch the virtual prop equipped in the right hand of the first virtual manipulation object. In this solution, the principle by which the left hand and right hand perform the corresponding actions is as follows: First, a template state machine is established. The reason it is called a template state machine is that the left and right hand animation state machines both directly reference it. Two animations, left hand animation and right hand animation, are created, and the whole body movement state is responsible for playing the whole animation, while the left and right hand animation state machines are responsible for playing the left hand animation and right hand animation, respectively. Each animation only plays the bone node that is bound to it, so the left hand animation state machine only controls the bone node of the left hand of the virtual manipulation object.
[0075] The basic idea of a state machine is to make a virtual control object perform a specific action at a certain timing. The action type varies depending on the game type. General actions include idle, walking, running, and jumping, and each action is called a state. Generally, when a character switches from one state to another immediately, certain restrictions are required. For example, a character's state can only switch from a running state to a jumping state, and cannot switch directly from a stationary state to a running or jumping state. The above restrictions are called state transition conditions. The simplest state machine is constructed by combining a set of states, a condition for transitioning between states, and a variable that records the current state.
[0076] Optionally, a throwing trajectory is obtained based on the initial throwing velocity, throwing direction, and gravitational acceleration of the target virtual throwing prop. When controlling the virtual manipulation object to throw the target virtual throwing prop, the terminal obtains the initial velocity and direction of the target virtual throwing prop and further uses the gravitational acceleration to determine a ray trajectory of the target virtual throwing prop, and takes n points spaced apart based on a fixed distance to form the ray trajectory, which is displayed on the first game interface. In one exemplary solution, the ray trajectory is formed by a throwing parabola from a throwing start position of the target virtual throwing prop to a throwing end position of the target virtual throwing prop, the throwing start position of the target virtual throwing prop is a position where the target virtual throwing prop is located, i.e., a position where a virtual control object is controlled to throw the virtual throwing prop, the throwing end position of the target virtual throwing prop is a predicted landing position of the target virtual throwing prop, the landing position is detected based on a region where the throwing end position of the target virtual throwing prop is located, and the region detection result is If the result of the area detection is that the virtual throwing prop is reachable, the planned travel trajectory of the virtual throwing prop is displayed as the throwing parabola, and if the result of the area detection is that the virtual throwing prop is unreachable, the planned travel trajectory of the virtual throwing prop is displayed as a parabola between the current position and the farthest point that the virtual throwing prop can reach. The shape of the throwing parabola is determined by the distance from the throw start position of the target virtual throwing prop to the throw end position of the target virtual throwing prop. In other words, the shape of the throwing parabola is variable, and its radian has a negative correlation with the distance, i.e., the farther the distance, the smaller the radian. Of course, the shape of the throwing parabola may be constant, i.e., a curve with a constant radian.
[0077] Optionally, the virtual throwing prop is a virtual throwing prop with a trigger function. In one possible embodiment, a player equips a virtual throwing prop with a trigger function before entering a game. That is, before displaying the virtual environment interface, a virtual prop equipment interface is first displayed, and in the interface, the player selects a virtual throwing prop with a trigger function, such as a trigger-type grenade, smoke grenade, or flashbang grenade. In another possible embodiment, a virtual throwing prop with a trigger function is picked up in the virtual environment after entering a game. The virtual throwing prop in the virtual environment may be dropped by another virtual control object or generated at a fixed location, which is not a limitation of this embodiment.
[0078] In a possible embodiment, the prop effect of the target virtual throwing prop may be triggered by a trigger operation. When the terminal receives a trigger operation for the target virtual throwing prop, it triggers the prop effect of the target virtual throwing prop. That is, the player can trigger the prop effect of the target virtual throwing prop by operating the trigger, and does not need to passively wait for the target virtual throwing prop to be triggered. Optionally, to simulate a screen in which a player actually controls a throwable object such as a bomb to cause the object to have an effect, a trigger animation is displayed by a virtual control object after the player triggers the prop effect of the target virtual throwing prop. For example, the virtual control object takes out a trigger device (e.g., a remote control, a mobile phone, etc.) and operates the trigger device. After the operation is completed, the virtual environment screen (i.e., the first game interface) displays the prop effect of the target virtual throwing prop. Optionally, different virtual throwing props have different prop effects. Generally speaking, if the virtual throwable prop is a grenade, the prop effect is an explosion that can reduce the hit points of other virtual control objects; if the virtual throwable prop is a smoke grenade, the prop effect is smoke emission that can block the view of part of other virtual control objects; and if the virtual throwable prop is a flash grenade, the prop effect is a strong light that can cause temporary blindness to other virtual control objects.
[0079] In one exemplary solution, a virtual throwing prop has a fixed range of action, causing damage or interference only to other virtual control objects within the range of action and not affecting other virtual control objects outside the range of action. Therefore, to allow a player to select a more appropriate trigger timing, in a possible embodiment, after determining the prop position of the virtual throwing prop, the range of action of the virtual throwing prop must also be determined. The range of action may be within a fixed distance from the virtual throwing prop. Furthermore, different levels of damage or interference may be preset for different positions within the range of action. In one exemplary solution, if the target virtual throwing prop is a grenade, if a third virtual control object is present within the explosion area of the target virtual throwing prop, the hit points of the third virtual control object are reduced. The third virtual control object may be one or more, and the reduced hit points are related to the distance between the third virtual control object and the explosion location of the target virtual throwing prop. That is, the closer the third virtual control object is to the explosion location, the greater the hit point reduction; and the farther the third virtual control object is from the explosion location, the less the hit point reduction. For example, if the range of action of a grenade is within 10 m from the grenade and the distance between the virtual controlled object and the grenade explosion position is within 3 m, the hit points are reduced by 80 points; if the distance between the virtual controlled object and the grenade explosion position is greater than 3 m but less than 6 m, the hit points are reduced by 50 points; and if the distance between the virtual controlled object and the grenade explosion position is greater than 6 m but less than 10 m, the hit points are reduced by 20 points.
[0080] In this embodiment, to determine the position of the target virtual throwing prop, in a possible embodiment, when the target virtual throwing prop is in flight, the terminal detects a ray within a predetermined distance along the trajectory direction of the target virtual throwing prop, and determines a virtual environment object (e.g., a car, a wall, a stone, or other device) in the trajectory direction, where the predetermined distance may be 50 cm. If a virtual environment object is present within the ray detection range, the terminal determines whether the virtual environment object will collide with the target virtual throwing prop. If the result is YES, the terminal simulates the collision effect between the target virtual throwing prop and the virtual environment object and modifies the throwing path of the target virtual throwing prop.
[0081] The virtual prop control device of the present application will be described in detail below. Please refer to FIG. 9. FIG. 9 is a schematic diagram of an embodiment of the virtual prop control device in the embodiment of the present application. The virtual prop control device 20 includes: a display module 201 for displaying a first game interface for hosting a virtual environment in which a first virtual manipulation object is located, the first game interface including a virtual prop selection control set, the virtual prop selection control set including virtual prop selection controls respectively corresponding to each virtual prop carried by the first virtual manipulation object; an equipment module 202 that controls the first virtual manipulation object in response to a first operation on a first target virtual prop selection control in the virtual prop selection control set to equip a first target virtual prop corresponding to the first target virtual prop selection control; and a throwing module 203 that controls the first virtual manipulation object to throw a second target virtual prop corresponding to the second target virtual prop selection control in response to a second operation on a second target virtual prop selection control in the virtual prop selection control set, wherein the operation of equipping the first target virtual prop and the operation of throwing the second target virtual prop are realized by different parts of the first virtual manipulation object.
[0082] In an embodiment of the present application, a virtual prop control device is provided. Using the device, a virtual control object can be supported to control the virtual prop with different parts, thereby enriching the control method for the virtual prop. That is, the control method for the virtual prop is not limited to the right hand of the virtual control object, but can also be controlled by other parts (e.g., the left hand) of the virtual control object. Furthermore, when the control method for the virtual prop is not limited to the right hand of the virtual control object, the user does not need to perform a virtual prop switching operation, but can directly control other virtual props with other parts of the virtual control object. For example, when a virtual attacking prop is held in the right hand of the virtual control object, the user can control the virtual control object with the left hand to throw the other virtual prop, thereby shortening the time required for the related operation.
[0083] Optionally, based on the embodiment corresponding to FIG. 9 above, in another embodiment of the virtual prop control device 20 provided by the embodiments of the present application, when the first target virtual prop and the second target virtual prop are the same target virtual prop, as shown in FIG. 10 , the display module 201 further displays a second game interface, which is a virtual prop setting interface corresponding to the first virtual manipulation object, and the second game interface includes an operation mode option control, which indicates that the first virtual manipulation object has a left-hand throwing operation mode and a right-hand equipped mode for the target virtual prop; The control device further includes a configuration module 204 that configures the operation mode of the target virtual prop to a left-hand thrown operation mode and a right-hand equipped mode in response to a third operation on the operation mode option control.
[0084] In an embodiment of the present application, a virtual prop control device is provided, which uses the device to change the operation mode of the target virtual prop during the game process through an operation mode option control from a monotonous operation mode to two switchable operation modes, thereby enriching the operation modes of the target virtual prop and improving the playability of the game.
[0085] Optionally, based on the embodiment corresponding to FIG. 9 above, in another embodiment of the virtual prop control device 20 provided by the embodiment of the present application, as shown in FIG. 11 , the control device further includes: an acquisition module 205 for acquiring a first prop position and a first throwing parabola of the second target virtual prop in the virtual environment after being thrown; The display module 201 further displays the first thrown parabola on the first game interface and displays a prop identifier of the second target virtual prop on the first game interface based on the first prop position.
[0086] In an embodiment of the present application, a virtual prop control device is provided, which is used to display the throwing position and throwing path of a second target virtual prop, allowing a player to more intuitively obtain the throwing effect of the second target virtual prop, thereby improving the playability of the game.
[0087] Optionally, based on the embodiment corresponding to FIG. 11 above, in another embodiment of the virtual prop control device 20 provided by the embodiments of the present application, as shown in FIG. 12, the control device further includes a recovery module 206 that controls the first virtual operation object to recover the second target virtual prop in response to a fourth operation on the prop identifier.
[0088] In an embodiment of the present application, a virtual prop control device is provided, which ensures that the second target virtual prop is collectible, so that the second target virtual prop can be used multiple times, thereby increasing the playability of the game.
[0089] Optionally, based on the embodiment corresponding to FIG. 9 above, in another embodiment of the virtual prop control device 20 provided by the embodiment of the present application, as shown in FIG. 13 , the control device may further include a processing module 207 for reducing a hit point of the second virtual manipulation object when the second target virtual prop hits the second virtual manipulation object, the reduced hit point being related to a hit position of the second target virtual prop on the second virtual manipulation object; Or, The apparatus further includes a processing module 207 that, when the second target virtual prop hits the second virtual manipulation object, sets the hit points of the second virtual manipulation object to zero.
[0090] In an embodiment of the present application, a virtual prop control device is provided, which is used to display the attack effect of the second target virtual prop through an intuitive game screen, thereby improving the game experience of game players.
[0091] Optionally, based on the embodiment corresponding to FIG. 9 above, in another embodiment of the virtual prop control device 20 provided in the embodiments of the present application, the throwing module 203 specifically controls the first virtual manipulation object to throw the second target virtual prop with the left hand when the right hand is holding a virtual prop; Or, Specifically, the throwing module 202 controls the first virtual manipulation object to throw the second target virtual prop with the right hand when the left hand is equipped with a virtual prop.
[0092] In an embodiment of the present application, a virtual prop control device is provided, in which when the first virtual manipulation object uses a throwing mode for the target virtual prop, another prop is simultaneously equipped in its right hand, thereby reducing the prop switching process and improving prop manipulation efficiency.
[0093] Optionally, based on the embodiment corresponding to FIG. 9 above, in another embodiment of the virtual prop control device 20 provided by the embodiment of the present application, the first operation is any one of a single-click operation, a double-click operation, a slide operation, and a long-press operation; The second operation is any one of a single click operation, a double click operation, a slide operation, and a long press operation.
[0094] In the embodiment of the present application, a virtual prop control device is provided. Using the device, multiple operation methods are provided to improve the feasibility of the solution.
[0095] Optionally, based on the embodiment corresponding to FIG. 9 above, in another embodiment of the virtual prop control device 20 provided by the embodiments of the present application, as shown in FIG. 10 , the display module 201 further displays the third game interface, which is a game setting interface corresponding to the first virtual manipulation object, and the third game interface includes a left-hand throwing option control, which instructs the first virtual manipulation object to throw a target virtual throwing prop with its left hand when the virtual prop is equipped in its right hand; The configuration module 204 further configures the target virtual throwing prop to have a left-hand throw function in response to a fifth operation on the left-hand throw option control.
[0096] In an embodiment of the present application, a virtual prop control device is provided, which can be used to increase the left-hand throwing mode of the target virtual throwing prop when the prop is equipped in the right hand, thereby reducing the prop switching process and improving the prop operation efficiency.
[0097] Optionally, based on the embodiment corresponding to FIG. 10 above, in another embodiment of the virtual prop control device 20 provided by the embodiment of the present application, the throwing module 203 further controls the first virtual manipulation object to throw the target throwing prop with the left hand in response to a second operation on the target virtual throwing prop selection control in the virtual prop selection control set.
[0098] In an embodiment of the present application, a virtual prop control device is provided, which can be used to increase the left-hand throwing mode of the target virtual throwing prop when a prop is equipped in the right hand, thereby reducing the prop switching process and improving the prop operation efficiency.
[0099] Optionally, based on the embodiment corresponding to FIG. 11 above, in another embodiment of the virtual prop control device 20 provided by the embodiment of the present application, the acquisition module 205 further acquires a second prop position and a second throwing parabola of the target virtual throwing prop in the virtual environment after being thrown; The display module 201 further displays the second throwing parabola on the first game interface, and displays a throwing target position of the target virtual throwing prop on the first game interface based on the second prop position.
[0100] In an embodiment of the present application, a virtual prop control device is provided, which can be used to display the throwing position and throwing path of a target virtual throwing prop, allowing players to more intuitively obtain the throwing effect of the target virtual throwing prop, thereby improving the playability of the game.
[0101] Optionally, based on the embodiment corresponding to FIG. 13 above, in another embodiment of the virtual prop control device 20 provided by the embodiments of the present application, the processing module 207 further reduces the hit points of the third virtual manipulation object when the third virtual manipulation object is present within the action range of the target virtual throwing prop, where the third virtual manipulation object is one or more, and the reduced hit points are related to the distance between the third virtual manipulation object and the throwing target position of the target virtual throwing prop.
[0102] In an embodiment of the present application, a virtual prop control device is provided, which is used to display the attacking effect of the target virtual throwing prop through an intuitive game screen, thereby improving the game experience of game players.
[0103] The virtual prop control device provided in this application can be applied to a server. Please refer to FIG. 14. FIG. 14 is a schematic diagram of the server structure provided in the embodiment of this application. The server 300 varies greatly in terms of its layout and performance. It can be implemented by one or more central processors. The server 300 may include central processing units (CPUs) 322 (e.g., one or more processors) and memory 332, one or more storage media 330 (e.g., one or more mass storage devices) that store application programs 342 or data 344. The memory 332 and storage media 330 may be temporary or permanent storage. The program stored in the storage media 330 may include one or more modules (not shown), each of which may include a series of instructions for the server to operate. Furthermore, the central processor 322 is arranged to communicate with the storage media 330 and executes the series of instructions for the storage media 330 on the server 300.
[0104] The server 300 may include one or more power sources 326, one or more wired or wireless network interfaces 350, one or more input / output interfaces 358, and / or one or more operating systems 341, e.g., Windows Server TM , Mac OS X TM , Unix TM , Linux TM , FreeBSD TM It may further include the following.
[0105] The steps performed by the above embodiment may be based on the server architecture of FIG.
[0106] The virtual prop control device provided in this application is applicable to terminal devices, and for ease of explanation, only the parts relevant to the embodiments of this application are shown, and for specific technical details not disclosed, please refer to the method parts of the embodiments of this application. In the embodiments of this application, the terminal device is described as a smartphone as an example.
[0107] FIG. 15 is a block diagram of a part of the structure of a smartphone related to the terminal device provided by the embodiment of the present application. Referring to FIG. 15, the smartphone uses radio frequency (radio RF circuitry 410, memory 420, input unit 430, display unit 440, sensor 450, audio circuitry 460, wireless fidelity 15 includes components such as a Wi-Fi (Wi-Fi) module 470, a processor 480, and a power supply 490. As will be appreciated by those skilled in the art, the smartphone structure of FIG. 15 is not limiting and may include more or fewer components than shown, or may combine some components, or may have different component arrangements.
[0108] Below, we will introduce each component of the smartphone in detail, combining with Figure 15: The RF circuit 410 is applicable to receiving and transmitting information or signals during a call process, and in particular, receives downlink information from the base station, processes it in the processor 480, and generates uplink data to transmit to the base station. Generally, the RF circuit 410 includes an antenna, at least one amplifier, a transceiver, a combiner, a low noise amplifier (LNA), and a The RF circuitry 410 may include, but is not limited to, a low noise amplifier (LNA), a duplexer, etc. The RF circuitry 410 may also communicate with networks and other devices via wireless communication. The wireless communication may use any communication standard or protocol, including the Global Mobile System of Systems (GMSS). system of mobile communication (GSM), General Packet Radio Service (GSM) packet radio service (GPRS), code division multiple access (code division multiple access) wideband code division multiple access (CDMA) Code division multiple access (WCDMA), long term evolution (LTE), email, short message service (short messaging service (SMS), etc.
[0109] The memory 420 stores software programs and modules, and the processor 480 executes the software programs and modules stored in the memory 420 to perform various functional applications and data processing of the smartphone. The memory 420 mainly includes a program storage area and a data storage area. The program storage area stores an operating system and at least one application program required for a function (e.g., audio playback function, image playback function, etc.), and the data storage area stores data generated based on the use of the smartphone (e.g., audio data, phone book, etc.). The memory 420 may also include high-speed random access memory and may further include non-volatile memory, such as at least one magnetic disk memory device, flash memory device, or other volatile solid-state memory device.
[0110] The input unit 430 receives input numeric or character information and generates key signal inputs related to user settings and function control of the smartphone. Specifically, the input unit 430 includes a touch panel 431 and other input devices 432. The touch panel 431, also known as a touch screen, collects user touch operations on or near the touch panel 431 (e.g., a user uses a finger, a stylus, or any suitable object or accessory to operate on or near the touch panel 431) and drives corresponding connected devices according to a preset program. Optionally, the touch panel 431 includes two parts: a touch detection device and a touch control device. The touch detection device detects the user's touch direction and detects and transmits signals resulting from the touch operation to the touch control device. The touch control device receives touch information from the touch detection device, converts it into contact coordinates, and transmits them to the processor 480. The touch panel 431 may also be implemented using various types of touch panels, such as resistive, capacitive, infrared, and surface acoustic wave. In addition to the touch panel 431, the input unit 430 may further include other input devices 432. Specifically, the other input devices 432 may include, but are not limited to, one or more of a physical keyboard, function keys (e.g., volume control buttons, on-off buttons, etc.), a trackball, a mouse, a joystick, etc.
[0111] The display unit 440 can display information input by the user or provided by the user, and each menu of the smartphone. The display unit 440 includes a display panel 441, and optionally a liquid crystal display (LCD). 15 , the touch panel 431 and the display panel 441 may be configured in the form of a display panel (LCD), an organic light-emitting diode (OLED), or the like. Furthermore, a touch panel 431 may cover the display panel 441. When the touch panel 431 detects a touch operation on or near the touch panel 431, the touch panel 431 transmits the detected touch operation to the processor 480 to determine the type of the touch event. The processor 480 then provides a corresponding visual output to the display panel 441 based on the type of the touch event. In FIG. 15 , the touch panel 431 and the display panel 441 are two independent components that realize the input and output functions of the smartphone. However, in some embodiments, the touch panel 431 and the display panel 441 may be integrated to realize the input and output functions of the smartphone.
[0112] The smartphone may further include at least one sensor 450, such as a light sensor, a motion sensor, or other sensors. Specifically, the light sensor includes an ambient light sensor and a proximity sensor. The ambient light sensor adjusts the brightness of the display panel 441 based on the brightness of the ambient light, and the proximity sensor turns off the display panel 441 and / or the backlight when the smartphone is moved close to the ear. As a motion sensor, the accelerometer sensor detects the magnitude of acceleration in each direction (generally, three axes) and can detect the magnitude and direction of gravity when the smartphone is stationary. This can be applied to smartphone orientation recognition applications (e.g., switching between horizontal and vertical screens, related games, magnetometer orientation calibration), vibration recognition related functions (e.g., pedometer, knock), etc. I won't go into detail here about other sensors that can be placed on a smartphone, such as gyros, barometers, hygrometers, thermometers, infrared sensors, etc.
[0113] The audio circuit 460, speaker 461, and microphone 462 provide an audio interface between the user and the smartphone. The audio circuit 460 receives and converts the converted electrical signal of the audio data and transmits it to the speaker 461, which converts it into an audio signal and outputs it. The microphone 462 also converts the collected audio signal into an electrical signal, which is received by the audio circuit 460 and then converted into audio data. The audio data is output to the processor 480 for processing and then transmitted via the RF circuit 410 to, for example, another smartphone, or the audio data is output to the memory 420 for further processing.
[0114] WiFi is a short-range wireless transmission technology, and the WiFi module 470 enables a smartphone to assist users in sending and receiving emails, browsing web pages, and accessing streaming media, thereby providing users with wireless broadband Internet access. Although FIG. 15 shows the WiFi module 470, it is not an essential structure of the smartphone and may be omitted as needed without changing the essence of the invention.
[0115] Processor 480 is the control center of the smartphone, connecting each part of the entire smartphone through each interface and circuit, running or executing software programs and / or modules stored in memory 420, and accessing data stored in memory 420 to perform each function of the smartphone, process data, and monitor the entire smartphone. Optionally, processor 480 includes one or more processing units. Optionally, processor 480 integrates an application processor and a modem processor, where the application processor mainly processes the operating system, user interface, and application programs, and the modem processor mainly processes wireless communication. The modem processor does not necessarily have to be integrated into processor 480.
[0116] The smartphone may further include a power supply 490 (e.g., a battery) for supplying power to each component, and optionally, the power supply is logically connected to the processor 480 via a power management system, which further realizes functions such as charge / discharge management and power consumption management.
[0117] Although not shown, the smartphone may further include a camera, a Bluetooth module, etc., which will not be described here in detail.
[0118] In the above embodiment, the steps performed by the terminal device may be based on the terminal device structure of FIG.
[0119] An embodiment of the present application further provides a computer-readable storage medium, which stores a computer program, which, when executed by a computer, causes the computer to perform the method described in each of the above embodiments.
[0120] An embodiment of the present application further provides a computer program product including a program, which, when executed by a computer, causes the computer to perform the methods described in each of the above embodiments.
[0121] As those skilled in the art know, for ease and conciseness of description, the specific operation steps of the above-described systems, devices and units can be referred to the corresponding steps in the above-described method embodiments, and will not be described in detail here.
[0122] In some embodiments provided by the present application, the disclosed system, device, and method may be realized in other forms. For example, the device embodiments described above are merely schematic, and the division of the units is merely a division of logical functions. In actual implementation, other division methods may exist, for example, multiple units or components may be combined or integrated into another system, or some features may be omitted or not implemented. Furthermore, the couplings, or direct couplings, or communication connections between the devices shown or discussed may be indirect couplings or communication connections through some interfaces, devices, or units, and may be in electrical, mechanical, or other forms.
[0123] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, i.e., they may be located in one place or distributed among multiple network units, among which some or all units can be selected according to actual needs to achieve the objective of the solution of the present embodiment.
[0124] Furthermore, each functional unit in each embodiment of the present application may be integrated into one processing unit, each unit may exist physically separately, or two or more units may be integrated into one unit. The integrated units may be realized in the form of hardware or in the form of software functional units.
[0125] The integrated unit may be realized in the form of a software functional unit and stored in a computer-readable storage medium when sold or used as an independent product. Based on this understanding, the essence of the technical solution of the present application, or a part that makes a contribution to the prior art, or all or part of the technical solution, may be embodied in the form of a software product, and the computer software product is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a server, a network device, etc.) to perform all or part of the steps of the methods described in each embodiment of the present application. The storage medium may be a U disk, a portable hard disk, a read-only memory (READ-ONLY MEMORY), a USB flash drive, ... This includes various media capable of storing program code, such as read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0126] As mentioned above, the above examples do not limit the technical solutions of the present application, but are used for explanation only. The present application has been described in detail with reference to the above examples. However, as can be understood by those skilled in the art, the technical solutions described in the above examples may still be modified or equivalent substitutions may be made for some of the technical features thereof, and these modifications or substitutions will not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present application.
Claims
1. A method for operating a virtual prop executed by a terminal, comprising: displaying a first game interface displaying a virtual environment in which a first virtual manipulation object is located, the first game interface including a virtual prop selection control set, the virtual prop selection control set including virtual prop selection controls respectively corresponding to each virtual prop carried by the first virtual manipulation object; controlling the first virtual manipulation object to equip a first target virtual prop corresponding to the first target virtual prop selection control in response to a first manipulation of a first target virtual prop selection control in the set of virtual prop selection controls; and controlling the first virtual manipulation object in response to a second operation on a second target virtual prop selection control in the set of virtual prop selection controls to throw a second target virtual prop corresponding to the second target virtual prop selection control, wherein the equipping operation of the first target virtual prop and the throwing operation of the second target virtual prop are realized by different portions of the first virtual manipulation object.
2. When the first target virtual prop and the second target virtual prop are the same target virtual prop, the method includes: displaying a second game interface, the second game interface being a virtual prop setting interface corresponding to the first virtual manipulation object, the second game interface including an operation mode option control for indicating that the first virtual manipulation object has a left-hand throwing operation mode and a right-hand equipped mode with respect to the target virtual prop; 2. The method of claim 1, further comprising: in response to a third operation of the operation mode option control, placing the operation mode of the target virtual prop into a left-hand thrown operation mode and a right-hand equipped mode.
3. After controlling the first virtual manipulation object to throw a second target virtual prop corresponding to a second target virtual prop selection control in the set of virtual prop selection controls in response to a second manipulation on the second target virtual prop selection control, the method includes: obtaining a first prop position and a first throw parabola of the second target virtual prop in the virtual environment; 2. The method of claim 1, further comprising: displaying the first thrown parabola in the first game interface; and displaying a prop identifier of the second target virtual prop in the first game interface based on the first prop position.
4. The method comprises: The method of claim 3 , further comprising the step of controlling the first virtual manipulation object to retrieve the second target virtual prop in response to a fourth manipulation on the prop identifier.
5. After controlling the first virtual manipulation object to throw a second target virtual prop corresponding to a second target virtual prop selection control in the set of virtual prop selection controls in response to a second manipulation on the second target virtual prop selection control, the method includes: a step of decreasing a hit point of the second virtual manipulation object when the second target virtual prop hits the second virtual manipulation object, the decreased hit point being associated with a hit position of the second target virtual prop with respect to the second virtual manipulation object; Or, The method of claim 1 , further comprising the step of: when the second target virtual prop hits a second virtual manipulation object, setting hit points of the second virtual manipulation object to zero.
6. the step of controlling the first virtual manipulation object to throw a second target virtual prop corresponding to the second target virtual prop selection control includes: controlling the first virtual manipulation object so as to throw the second target virtual prop with a left hand while holding a virtual prop in a right hand; Or, The method of claim 1 , comprising controlling the first virtual manipulation object to throw the second target virtual prop with a right hand while equipped with a virtual prop in a left hand.
7. the first operation is any one of a single click operation, a double click operation, a slide operation, and a long press operation; The method of claim 1 , wherein the second action is one of a single click action, a double click action, a slide action, and a long press action.
8. The method comprises: displaying a third game interface, which is a game setting interface corresponding to the first virtual manipulation object, the third game interface including a left-hand throw option control, the left-hand throw option control for instructing the first virtual manipulation object to throw a target virtual throwing prop with its left hand while a virtual prop is equipped in its right hand; 2. The method of claim 1, further comprising: in response to a fifth actuation of the left-hand throw option control, positioning the target virtual throwing prop for left-hand throwing.
9. the step of controlling the first virtual manipulation object to throw a second target virtual prop corresponding to a second target virtual prop selection control in the set of virtual prop selection controls in response to a second manipulation on the second target virtual prop selection control includes:
9. The method of claim 8, further comprising controlling the first virtual manipulation object to throw a target throwing prop with a left hand in response to a second manipulation of a target virtual throwing prop selection control in the set of virtual prop selection controls.
10. After controlling the first virtual manipulation object to throw the target-throwing prop with a left hand, the method includes: obtaining a second prop position and a second throwing parabola for the target virtual throwing prop in the virtual environment; 10. The method of claim 9, further comprising: displaying the second throwing parabola in the first game interface to display a throwing target position of the target virtual throwing prop in the first game interface based on the second prop position.
11. After controlling the first virtual manipulation object to throw the target throwing prop with a left hand in response to a second manipulation of a target virtual throwing prop selection control in the set of virtual prop selection controls, the method includes:
10. The method of claim 9, further comprising the step of: if a third virtual manipulation object is present within the action range of the target virtual throwing prop, decreasing hit points of the third virtual manipulation object, the third virtual manipulation object being one or more, and the decreased hit points being related to a distance between the third virtual manipulation object and a throw target position of the target virtual throwing prop.
12. A virtual prop manipulation device, a display module that displays a first game interface for hosting a virtual environment in which a first virtual manipulation object resides, the first game interface including a virtual prop selection control set, the virtual prop selection control set including virtual prop selection controls respectively corresponding to each virtual prop carried by the first virtual manipulation object; an equipment module that controls the first virtual manipulation object to equip a first target virtual prop corresponding to the first target virtual prop selection control in response to a first operation on a first target virtual prop selection control in the virtual prop selection control set; a throwing module that controls the first virtual manipulation object in response to a second operation on a second target virtual prop selection control in the virtual prop selection control set to throw a second target virtual prop corresponding to the second target virtual prop selection control, wherein the operation of equipping the first target virtual prop and the operation of throwing the second target virtual prop are realized by different parts of the first virtual manipulation object.
13. A computer device comprising: a memory for storing a program; a processor that executes a program in the memory to perform the method of any one of claims 1 to 11 based on instructions in the program code; a bus system communicatively connecting said memory and said processor.
14. A computer program causing a computer to carry out the method according to any one of claims 1 to 11.
Citation Information
Patent Citations
Game machine
JP2016172195A