Virtual object interaction method, virtual object interaction device, computer device, and computer program
The integration of identity deduction and real-time combat in faction battle games addresses slow-paced issues by enhancing strategic value and immersion through interactive events and diverse virtual object abilities.
Patent Information
- Application Number
- JP2025533208
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-08-21
- Filing Date
- 2024-07-15
- Publication Date
- 2025-12-11
AI Technical Summary
Current faction battle games in team-based environments rely heavily on verbal communication for identity deduction, leading to slow-paced and logically biased gameplay, lacking tension and excitement.
A virtual object interaction method that combines identity deduction with real-time combat, where players are assigned random identities and engage in interactive events to deduce their opponents' identities, using virtual objects with different abilities and capabilities.
Enhances gameplay by balancing strategic value with immersive experience, lowering the entry barrier and improving interaction efficiency through competitive gameplay that integrates identity inference and real-time combat.
Smart Images

Figure 2025540277000001_ABST
Abstract
Description
[Technical Field]
[0001] This application claims priority to a Chinese patent application bearing application number 2023110582722 and entitled "Virtual object interaction method, related device, equipment and storage medium" filed with the China Patent Office on August 21, 2023, the entire contents of which are incorporated herein by reference.
[0002] This application relates to the field of Internet technology, and more particularly to virtual object interaction. [Background technology]
[0003] With the development of the Internet and electronic game technology, games have become one of people's main means of entertainment, and in particular, team-based games have become very popular. In team-based games, players form corresponding teams and compete against each other to decide the winner. In this process, players can not only train their teamwork skills, but also enjoy the fun of playing games.
[0004] Currently, in faction battle games, players are assigned multiple identities and strategic battles are played between the multiple factions. For example, in the game "Werewolf of Miller's Hollow," multiple players are divided into two factions, one of which is considered the "good guy" faction and the other the "werewolf" faction. The main play of the game focuses on players guessing each other's identities. Summary of the Invention [Problem to be solved by the invention]
[0005] However, the inventors have found that the current scheme has at least the following problems: Based on the central play, players mainly form logical chains through verbal communication and strictly infer the status of other players, which makes the overall pace of play slow and lacks tension and excitement. In addition, the play is too logical, which creates certain hurdles and reduces the acceptability of the play. Currently, no effective solutions have been proposed to the above problems.
[0006] The present invention provides a method for virtual object interaction, a related device, a device, and a storage medium, which combines identity deduction and real-time combat to provide a competitive gameplay that not only lowers the barrier to entry but also balances the strategic value of the game with the immersive experience of the game. [Means for solving the problem]
[0007] In view of this, one aspect of the present application provides a virtual object interaction method that is applied to a target game application including a plurality of virtual objects, the plurality of virtual objects being divided into at least a first camp and a second camp, the first camp including at least one virtual object with first identity information and at least one virtual object with second identity information, and the identity information of each virtual object in the first camp is kept private, and the second camp including at least one virtual object with target identity information, the interaction method comprising: In response to a start operation of a target game match, displaying identification information randomly assigned to the first virtual object; controlling the first virtual object to trigger a target interaction event on the second virtual object; If the response to the target interaction event is successful, displaying an interaction event result corresponding to the target interaction event; The identity information is first identity information, second identity information, or target identity information, and the first virtual object is one of a plurality of virtual objects; the second virtual object is another virtual object among the plurality of virtual objects excluding the first virtual object; The interaction event result has the identity information of the first virtual object and the identity information of the second virtual object and an association relationship.
[0008] Another aspect of the present application provides a virtual object interaction device that is applied to a target game application including a plurality of virtual objects, the plurality of virtual objects being divided into at least a first camp and a second camp, the first camp including at least one virtual object having first identity information and at least one virtual object having second identity information, and the identity information of each virtual object in the first camp is kept private, and the second camp including at least one virtual object having target identity information, the virtual object interaction device comprising: a display module for displaying the identification information randomly assigned to the first virtual object in response to a start operation of the target game match; a control module for controlling the first virtual object to trigger a target interaction event on the second virtual object; The identity information is first identity information, second identity information, or target identity information, and the first virtual object is one of a plurality of virtual objects; the second virtual object is another virtual object among the plurality of virtual objects excluding the first virtual object; the display module is further used for displaying an interaction event result corresponding to the target interaction event if the response to the target interaction event is successful; The interaction event result has the identity information of the first virtual object and the identity information of the second virtual object and an association relationship.
[0009] Another aspect of the present application provides a computer device including a memory and a processor, wherein the memory stores a computer program, and when the computer program is executed by the processor, the method of each of the above aspects is realized.
[0010] Another aspect of the present application provides a computer-readable storage medium having a computer program stored therein, which, when executed by a processor, implements the methods of the above aspects.
[0011] Another aspect of the present application provides a computer program product including a computer program that, when executed by a processor, implements the methods of the above aspects.
[0012] From the above technical solutions, it can be seen that the present embodiment has the following advantages:
[0013] In one embodiment of the present invention, a virtual object interaction method is provided. A plurality of virtual objects are divided into at least a first camp and a second camp. The first camp includes at least one virtual object with first identity information and at least one virtual object with second identity information, and the identity information of each virtual object in the first camp is kept private. The second camp includes at least one virtual object with target identity information. Based on this, in response to a target game match start operation, randomly assigned identity information is displayed for the first virtual object. Next, the first virtual object is controlled to trigger a target interaction event with the second virtual object. If the target interaction event is successfully responded to, an interaction event result corresponding to the target interaction event is displayed. The interaction event result has an association relationship with the identity information of the first virtual object and the identity information of the second virtual object. With the above method, after starting a game battle, players can learn their randomly assigned identity information and identify their camp based on the identity information. During the battle between the two camps, the player belonging to the first camp must infer the identity information assigned to the other player. Players can also control virtual objects and interact with other virtual objects. This provides a competitive gameplay that combines identity inference and real-time combat, lowering the barrier to entry and enhancing the game's strategic value and immersive play. Furthermore, displaying identity information and displaying interaction event results after a target interaction event is triggered can effectively guide players in determining their interaction strategy, reducing the number of unnecessary interactions and improving interaction efficiency and interaction resource utilization. [Brief explanation of the drawings]
[0014] [Figure 1]FIG. 1 is a schematic diagram of an execution environment for a virtual object interaction method according to an embodiment of the present invention. [Figure 2] FIG. 2 is a schematic diagram of the time relationship based on different stages of the target game application in the present embodiment. [Figure 3] FIG. 3 is a schematic flow chart of a virtual object interaction method according to an embodiment of the present invention. [Figure 4] FIG. 4 is a flow chart diagram based on different steps of the target game application in an embodiment of the present invention. [Figure 5] FIG. 5 is a schematic diagram showing a first virtual object rescuing a second virtual object in an embodiment of the present invention. [Figure 6] FIG. 6 is a schematic diagram of the reading of the first progress bar in this embodiment. [Figure 7] FIG. 7 is another schematic diagram of the reading of the first progress bar in an embodiment of the present invention. [Figure 8] FIG. 8 is a schematic diagram illustrating automatic release of the first virtual object from a confined state in this embodiment. [Figure 9] FIG. 9 is a schematic diagram showing a second virtual object rescuing a first virtual object in an embodiment of the present invention. [Figure 10] FIG. 10 is a schematic diagram showing a first virtual object performing an attack operation on a second virtual object in this embodiment. [Figure 11] FIG. 11 is a schematic diagram showing a first virtual object making a long-distance attack in this embodiment. [Figure 12] FIG. 12 is a schematic diagram showing the display of the first match tally result in the embodiment of the present invention. [Figure 13] FIG. 13 is a schematic diagram showing the update of the number of currently surviving objects in this embodiment. [Figure 14] FIG. 14 is another schematic diagram showing a first virtual object performing an attack operation on a second virtual object in an embodiment of the present invention. [Figure 15]FIG. 15 is another schematic diagram showing a first virtual object making a long-distance attack in this embodiment. [Figure 16] FIG. 16 is a schematic diagram showing a first virtual object making a close-range attack in this embodiment. [Figure 17] FIG. 17 is a schematic diagram showing the display of the second match tally result in the embodiment of the present invention. [Figure 18] FIG. 18 is a schematic diagram of switching the identity information of the first virtual object in this embodiment. [Figure 19] FIG. 19 is a schematic diagram of the disclosure of the identity information of the second camp in an embodiment of the present invention. [Figure 20] FIG. 20 is a schematic diagram showing a first virtual object placing a trap item in an embodiment of the present invention. [Figure 21] FIG. 21 is a schematic diagram of virtual resource acquisition in this embodiment. [Figure 22] FIG. 22 is a schematic diagram of providing appropriate rewards based on resource types in an embodiment of the present invention. [Figure 23] FIG. 23 is a schematic diagram illustrating updating of virtual resources in a virtual scene in an embodiment of the present invention. [Figure 24] FIG. 24 is a schematic diagram of a scene map constructed based on a virtual scene in an embodiment of the present invention. [Figure 25] FIG. 25 is a schematic diagram of a user operation interface in this embodiment. [Figure 26] FIG. 26 is a schematic diagram of a virtual object interaction device according to an embodiment of the present invention. [Figure 27] FIG. 27 is a structural schematic diagram of a computer device in this embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0015] The present invention provides a method for virtual object interaction, a related device, a device, and a storage medium, which combines identity deduction and real-time combat to provide a competitive gameplay that not only lowers the barrier to entry but also balances the strategic value of the game with the immersive experience of the game.
[0016] The terms "first," "second," "third," "fourth," etc. (when present) in the present specification, claims, and drawings are not necessarily intended to describe a particular order or chronology, but are instead intended to distinguish between similar items. Such terms may be interchanged where appropriate, so that the embodiments described herein can be performed in orders other than those illustrated or described herein. Furthermore, the terms "comprises," "corresponding," and all variations thereof are intended to imply a non-exclusive inclusion. For example, a process, method, system, product, or apparatus comprising a series of steps or units is not necessarily limited to the explicitly recited steps or units, but may include other steps or units not explicitly recited or inherent in the process, method, product, or apparatus, or the process, method, product, or apparatus.
[0017] Team-based game activities are generally divided into two types: online and offline. Online activities usually involve playing matches using a multiplayer online game platform, while offline activities involve the organizer providing the venue and equipment for on-site matches. Whether playing online or offline, players must create their own team and select the corresponding game mode to compete.
[0018] In one type of camp-based battle game, players are assigned multiple identities and engage in strategic battles across multiple camps. Typically, multiple players are divided into two camps, one considered the "good guy" camp and the other the "werewolf" camp. The core gameplay centers on deduction of the identities of players. Players form logical chains primarily through verbal communication to rigorously deduce the identities of other players. The game experience is slow-paced and biased toward verbal communication and logic, creating certain hurdles that reduce players' receptivity to the game.
[0019] In other types of camp-based combat games, players are divided into two or more camps of various types, with both sides attacking and defending on an equal footing, or one side cornering and attacking the other. In this type of play, players often have various real-time combat offensive and defensive abilities, and the play is biased towards combat operations and tactics. During the actual game, players basically only need to focus on operations, and the depth and excitement of the play is relatively monotonous.
[0020] Based on this, the present application provides a multiplayer competitive gameplay that combines identity deduction and real-time combat elements. Players are assigned different identities, and players with different identities have different abilities. For example, a virtual object with a first identity (e.g., "bodyguard") and a virtual object with a target identity (e.g., "assassin") both have melee or ranged attack capabilities. During real-time combat, the processes of attacking, fighting back, pursuing, and evading add tension and excitement to the gameplay. On the other hand, a virtual object with a second identity (e.g., "stuffed toy") has no attacking capabilities. At the same time, players on the first side (e.g., the "good guys") do not know the identities of all players, and must carefully and gradually determine the identities of other players while avoiding their own attacks. This introduces a significant strategic element of identity deduction into the gameplay. The virtual object interaction method provided herein includes at least one of the following scenarios when applied:
[0021] <1. Asymmetric camps> In combination with the solution provided herein, assume that each game battle requires a fixed number of 10 players to participate at once, and each player controls one virtual object. After entering the game battle, each player is randomly assigned an identity. For example, two players have the identity of "assassin," two players have the identity of "bodyguard," and six players have the identity of "stuffed toy." Among them, players with the identity of "assassin" belong to one camp (e.g., the "bad guy" camp), and players with the identity of "bodyguard" or "stuffed toy" belong to another camp (e.g., the "good guy" camp). In other words, the number of players in the two camps is unequal. This corresponds to a battle between asymmetric camps.
[0022] During the match between the two teams, the goal of the "bad guy" players is to eliminate all players with the "bodyguard" and "stuffed toy" roles within the game time. The goal of the "good guy" players is to eliminate all players with the "assassin" roles or to survive until the end of the game time.
[0023] <2. Symmetrical camps> In combination with the solution provided herein, assume that each game battle requires a fixed number of 10 players to participate at once, and each player controls one virtual object. After entering the game battle, each player is randomly assigned an identity. For example, five players have the identity of "assassin," two players have the identity of "bodyguard," and three players have the identity of "stuffed toy." Among them, players with the identity of "assassin" belong to one camp (e.g., the "bad guy" camp), and players with the identity of "bodyguard" or "stuffed toy" belong to another camp (e.g., the "good guy" camp). In other words, the number of players in the two camps is equal. This case corresponds to a battle between symmetric camps.
[0024] During a match between the two sides, players on the "good guys" side can revive once using a resurrection item. If a "good guys" player does not have a resurrection item, they will be eliminated if they are killed by a player with the "assassin" status.
[0025] <3. Customization camp> In combination with the solution provided herein, assume that each game battle requires a fixed number of players (10) to participate at once, and each player controls one virtual object. Before entering a game battle, players can select a camp type. For example, in "camp type A," one player has the identity of "assassin," two players have the identity of "bodyguard," and seven players have the identity of "stuffed toy." In "camp type B," two players have the identity of "assassin," two players have the identity of "bodyguard," and six players have the identity of "stuffed toy." In "camp type C," five players have the identity of "assassin," two players have the identity of "bodyguard," and three players have the identity of "stuffed toy." After selecting a camp type, a player is assigned to the same game battle with other players who have selected the same camp type. After entering a game battle, a player is randomly assigned an identity, and the players compete based on their identity.
[0026] It should be noted that the above application scenarios are merely examples, and the virtual object interaction method provided in this embodiment can also be applied to other scenarios, and is not limited here.
[0027] The methods provided herein may be applied to an execution environment as shown in Figure 1. The execution environment includes a first terminal 110, a second terminal 120, a third terminal 130, and a server 140, each of which may communicate with the server 140 via a communications network 140 using standard communications technologies and / or protocols, typically the Internet, but which may be any network, including, but not limited to, Bluetooth, a local area network (LAN), a metropolitan area network (MAN), a wide area network (WAN), a mobile network, a dedicated network, or a virtual private network. In some embodiments, custom or proprietary data communications technologies may be used to replace or supplement the above data communications technologies.
[0028] Terminals according to the present application include, but are not limited to, mobile phones, tablet computers, laptops, desktop computers, intelligent voice interaction devices, virtual reality devices, smart home appliances, in-vehicle terminals, aircraft, etc. Here, the client is located on the terminal. The client may be executed on the terminal 110 in the form of a browser or an independent application (APP). Exemplarily, the first terminal 110, the second terminal 120, and the third terminal 130 are terminals respectively used by players with different identity information. In actual operation, more terminals may be included.
[0029] The server 140 according to the present application may be an independent physical server, a server cluster or a distributed system consisting of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence (AI) platforms.
[0030] In combination with the above-described execution environment, in step S1, the first terminal 110, the second terminal 120, and the third terminal 120 each send a game start command to the server 140 via the communication network 150. In step S2, the server 140 randomly assigns identification information to each player based on the game start command triggered by each player, and then transmits the corresponding player's identification information to each terminal via the communication network 150.
[0031] In step S3, a player can trigger an interaction event (e.g., an attack) via a terminal and feed the interaction event back to the server 140 via the communication network 150. For example, a player can launch an attack on a virtual object controlled by another player via the first terminal 110. Note that a player may choose not to trigger any interaction event during a game match. In step S4, the server 140 generates a corresponding interaction event result based on the interaction event and the identification information corresponding to the player, and transmits the interaction event result to the corresponding terminal via the communication network 150. In step S5, when the game match ends, the server 140 transmits a summary of the match results for this game to each terminal via the communication network 150.
[0032] Based on the execution scenario shown in Figure 1, for easier understanding, please refer to Figure 2, which is a schematic diagram of the time relationship based on different stages of the target game application in the embodiment of the present application. As shown in the figure, 210 indicates the loading stage, 220 indicates the preparation stage, 230 indicates the game stage, and 240 indicates the end stage. Each stage will be described below.
[0033] Loading Phase: Before players can enter a game match, they must enter a loading phase. The loading phase loads the game's virtual scene and waits for all players to join. After all players have finished loading, they start the game simultaneously.
[0034] Preparation Phase: After loading is complete, all players will first enter the preparation phase. The preparation phase time is fixed, for example, it can be set to 5 seconds. During the preparation phase, the system will randomly assign each player an identity and spawn location. During this phase, each player can see their identity in the game, but they will not be able to perform operations such as movement for a while.
[0035] Game Phase: After the preparation phase is over, all players can operate their virtual objects and officially start the game. To win, players from different camps can perform various actions within the scene, such as moving, fighting, and chasing. We assume that the game phase lasts up to 300 seconds, but since there are virtual items in the actual game that can shorten the game time, the game time is a dynamic value (i.e., less than 300 seconds).
[0036] End Phase: The game ends automatically when the game time runs out or when one of the camps achieves the victory conditions. In the end phase, information such as the game result and the player's points is displayed.
[0037] Based on the above description, the virtual object interaction method of the present application will be described below. As shown in FIG. 3, the virtual object interaction method of the present application may be performed by a terminal alone, a server alone, or a terminal and a server working together. The present application is applied to a target game application including multiple virtual objects, and the multiple virtual objects are divided into at least a first camp and a second camp. The first camp includes at least one virtual object with first identity information and at least one virtual object with second identity information, and the identity information of each virtual object in the first camp is kept private. The second camp includes at least one virtual object with target identity information. The present method includes the following steps:
[0038] 310: In response to an operation to start a target game match, display identification information randomly assigned to a first virtual object, where the identification information is the first identification information, the second identification information, or the target identification information, and the first virtual object is one of the plurality of virtual objects.
[0039] In one or more embodiments, the target game battle supports the participation of at least three players, with each player controlling one virtual object. Based on this, each virtual object is randomly assigned an identity. The identity represents the specific character type that the player will play after entering the game, and the identity determines the abilities of the virtual object.
[0040] Specifically, the present application takes as an example a "first virtual object" controlled by a player. Based on this, when a target game battle begins, the identity information of the first virtual object is displayed, and the identity information may be first identity information, second identity information, or target identity information. Here, the first identity information may be the identity of a "bodyguard," the second identity information may be the identity of a "stuffed toy," and the target identity information may be the identity of an "assassin." Players with the first identity information or the second identity information belong to the same camp, and players with the target identity information belong to another camp. In a battle-type game, camps represent groups competing against each other, and each camp may include players with at least one identity. The camp determines the cooperative or antagonistic relationships of the included players and the conditions for victory or defeat.
[0041] A player can use a game account to log in to a target game application running on a client and control a first virtual object in a target game match. A corresponding game screen is displayed on the device where the client running the target game application is located. In a third-person perspective, the game screen displays the first virtual object controlled by the player, but in a first-person perspective, the game screen does not necessarily display the first virtual object controlled by the player.
[0042] The representation formats of the target game application according to the present application include, but are not limited to, two-dimensional (2D) format, three-dimensional (3D) format, virtual reality (VR) format, augmented reality (AR) format, and mixed reality (MR) format.
[0043] Additionally, the term "responsive to" is used herein to describe a condition or state upon which an operation may be performed, and indicates that one or more operations may be performed when a certain condition or state is met, where the operations may be performed in real time or with a certain delay.
[0044] 320: Control the first virtual object to trigger a target interaction event on a second virtual object, the second virtual object being one of the plurality of virtual objects other than the first virtual object.
[0045] In one or more embodiments, a player can control a first virtual object to initiate a target interaction event with a second virtual object, i.e., the first virtual object interacts with the second virtual object to trigger a target interaction event, where the target interaction event can include, but is not limited to, a rescue, a ranged attack, a melee attack, etc.
[0046] 330: If the response to the target interaction event is successful, display an interaction event result corresponding to the target interaction event. The interaction event result has a relationship with the identity information of the first virtual object and the identity information of the second virtual object. For example, the virtual object with the first identity information has the ability to run, jump, attack, and rescue. The virtual object with the second identity information has the ability to run, jump, and rescue, but does not have the ability to attack. The virtual object with the target identity information has the ability to run, jump, attack, and set a trap.
[0047] In one or more embodiments, if the target interaction event is successfully responded to, an interaction event result corresponding to the target interaction event is presented, where the interaction event result is not only related to the target interaction event but also to the identity information of the first virtual object and the identity information of the second virtual object. For example, if the first virtual object and the second virtual object belong to the same camp and the target interaction event is "attack," the interaction event result may be that the first virtual object accidentally damages the second virtual object, causing the player controlling the second virtual object to be eliminated.
[0048] For illustrative purposes, for ease of understanding, please refer to Figure 4, which is a flow chart diagram based on different steps of the target game application in an embodiment of the present application. Specifically, it is illustrated as follows:
[0049] In step 410, all players participating in the target game match load the virtual scene of the game.
[0050] Step 420 waits for all players to finish loading before entering the preparation phase.
[0051] In step 430, the system randomly assigns identification information to the players in this round and presents it to the corresponding players.
[0052] In step 440, after waiting a certain period of time (for example, 5 seconds), the game phase officially begins.
[0053] In step 450, after entering the game stage, the player with the first identity information can control the virtual object to pick up items and fight against the virtual object of the second camp. The player with the second identity information can control the virtual object to pick up items and avoid attacks. The player with the target identity information can find and attack the virtual object of the first camp.
[0054] Step 460 waits until the game time has expired or until all players on one side have dropped out.
[0055] In step 470, the results of the game in this round, as well as the total results of points rewards, etc. are presented to all players.
[0056] In one embodiment of the present application, a method for virtual object interaction is provided. With this method, after a game battle begins, a player can learn their randomly assigned identity information and identify their camp based on the identity information. During the battle between the two camps, the player belonging to the first camp must deduce the identity information assigned to the other player. Players can also control virtual objects and interact with other virtual objects. This allows the present application to provide competitive play that combines identity deduction and real-time combat, lowering the barrier to entry and achieving both strategic gameplay and immersive play.
[0057] Optionally, in another alternative embodiment provided in the embodiments of the present application based on one or more embodiments corresponding to FIG. 3 above, the identity information of the first virtual object is first identity information or second identity information, and the identity information of the second virtual object is first identity information or second identity information. Controlling the first virtual object to trigger a target interaction event on the second virtual object may specifically include controlling the first virtual object to trigger a rescue operation on the second virtual object when the second virtual object is immobile, and displaying a first progress bar. Here, the first progress bar is used to indicate progress in lifting the immobile state of the second virtual object. If the target interaction event is successfully responded to, displaying an interaction event result corresponding to the target interaction event may specifically include determining that the target interaction event is successfully responded to and displaying the second virtual object whose immobile state has been lifted when the first progress bar has finished loading.
[0058] In one or more embodiments, a method for rescuing another virtual object is provided. As can be seen from the above-described embodiments, a virtual object (e.g., a second virtual object) having a first identity (e.g., a "bodyguard") or a second identity (e.g., a "stuffed toy") may be trapped in a trap and unable to move. This allows another virtual object belonging to the first camp to rescue the trapped virtual object.
[0059] Specifically, for ease of understanding, please refer to Figure 5, which is a schematic diagram showing a first virtual object rescuing a second virtual object in an embodiment of the present invention. As shown in Figure 5(A), 510 indicates the first virtual object and 520 indicates the second virtual object. At this time, the second virtual object is trapped and unable to move.
[0060] As shown in (B) of FIG. 5, when a first virtual object approaches a second virtual object trapped in a trap, a rescue widget as shown at 530 is displayed. When a player clicks or presses and holds the rescue widget as shown at 530, the first virtual object is triggered to perform a rescue operation on the second virtual object. This causes a first progress bar as shown at 540 to be displayed. Here, the first progress bar is used to indicate the progress of the second virtual object being released from the immobility state. For example, when a player clicks or presses and holds the rescue widget as shown at 530, a countdown until the rescue is successful may be displayed. For example, the countdown shown in the figure is 6 seconds.
[0061] When the first progress bar finishes loading (i.e., progress is complete), the interface shown in Fig. 5(C) is displayed. At this time, the target interaction event (i.e., the "rescue event") is successfully responded to, and the second virtual object shown at 520 is released from its immobility state and regains its free movement in the virtual scene.
[0062] In one alternative design, a virtual object with target identity information (e.g., "assassin") cannot be trapped, and based on this, the player can reasonably infer that the trapped virtual object (e.g., second virtual object 520 in FIG. 5) belongs to the first camp.
[0063] In this embodiment, a method for rescuing other virtual objects is also provided. This method allows virtual objects belonging to the same first camp to rescue each other. This can, on the one hand, enhance the sense of teamwork and strengthen the cooperative ability between players, and, on the other hand, can improve social skills.
[0064] Optionally, based on one or more embodiments corresponding to FIG. 3 above, another selectable embodiment provided in the present embodiment may include resetting the loading progress of the first progress bar when, after displaying the first progress bar, the first progress bar has not completed loading, the rescue operation initiated on the second virtual object is terminated by controlling the first virtual object.
[0065] In one or more embodiments, a method for handling a case where a rescue is interrupted has been described. As can be seen from the above-described embodiments, during the rescue process, a virtual object (e.g., a first virtual object) having first identity information (e.g., identity of "bodyguard") or second identity information (e.g., identity of "stuffed toy") may be interrupted due to reasons such as avoiding an attack. Based on this, a method for handling a case where a rescue is interrupted will be described below with reference to the drawings.
[0066] Specifically, for ease of understanding, please refer to FIG. 6, which is a schematic diagram illustrating the loading of a first progress bar in an embodiment of the present invention. As shown in (A) of FIG. 6, 610 indicates a first virtual object, and 620 indicates a second virtual object. When the first virtual object approaches the second virtual object trapped in a trap, a rescue widget as indicated by 630 is displayed. When the player clicks or presses and holds the rescue widget as indicated by 630, the first virtual object is triggered to perform a rescue operation on the second virtual object. This causes a first progress bar as indicated by 640 to be displayed. Here, the first progress bar is used to indicate the progress of the second virtual object being released from its immobility state.
[0067] Assume that while the first progress bar is loading, the player controls the first virtual object to stop the rescue (i.e., aborts the rescue operation initiated on the second object). As a result, the interface shown in FIG. 6B is displayed. At this time, the first progress bar indicated by 640 is reset. As shown in FIG. 6C, when the player controls the first virtual object to initiate a rescue operation on the second virtual object again, the first progress bar indicated by 640 needs to be reloaded.
[0068] In this embodiment, a method for handling an interrupted rescue is also provided. If the rescue process is interrupted, the timer must be restarted when the rescue is restarted, which increases the tension and excitement of the rescue process.
[0069] Optionally, based on one or more embodiments corresponding to FIG. 3 above, in another selectable embodiment provided in the present embodiment, after displaying the first progress bar, if the first progress bar has not completed loading and the rescue operation initiated on the second virtual object is terminated by controlling the first virtual object, the method may further include pausing the loading progress of the first progress bar, and controlling the first virtual object to again initiate the rescue operation on the second virtual object, and displaying the first progress bar with the loading progress continuing.
[0070] In one or more embodiments, another method for handling an interruption of a rescue is provided. As can be seen from the above-described embodiments, during the rescue process, a virtual object (e.g., a first virtual object) having first identity information (e.g., identity of "bodyguard") or second identity information (e.g., identity of "stuffed toy") may be interrupted due to reasons such as avoiding an attack. Based on this, the following describes a method for handling an interruption of a rescue with reference to the accompanying drawings.
[0071] Specifically, for ease of understanding, please refer to FIG. 7, which is another schematic diagram of the loading of the first progress bar in an embodiment of the present invention. As shown in (A) of FIG. 7, 710 indicates a first virtual object, and 720 indicates a second virtual object. When the first virtual object approaches the second virtual object trapped in a trap, a rescue widget as indicated by 730 is displayed. When the player clicks or presses and holds the rescue widget as indicated by 730, the first virtual object is triggered to perform a rescue operation on the second virtual object. This causes a first progress bar as indicated by 740 to be displayed. Here, the first progress bar is used to indicate the progress of the second virtual object being released from its immobility state.
[0072] Assume that while the first progress bar is loading, the player controls the first virtual object to stop the rescue (i.e., aborts the rescue operation initiated on the second object). As a result, the interface shown in FIG. 7B is displayed. At this time, the first progress bar indicated by 740 stops at a certain position. As shown in FIG. 7C, when the player controls the first virtual object to initiate a rescue operation on the second virtual object again, the first progress bar indicated by 740 continues loading from the position where the progress stopped.
[0073] This embodiment also provides a method for handling interruptions in rescue operations, which allows the player to resume rescue at the same pace as when the rescue is interrupted, thereby speeding up the pace of the game.
[0074] Optionally, based on one or more embodiments corresponding to FIG. 3 above, in another alternative embodiment provided in the present embodiment, the identity information of the first virtual object is the first identity information or the second identity information, and may further include: when the first virtual object is in an immovable state, displaying a second progress bar to indicate the progress of lifting the immovable state of the first virtual object; and when the second progress bar has completed loading, displaying the first virtual object whose immovable state has been lifted.
[0075] In one or more embodiments, a method for automatically releasing a trapped virtual object is provided. As can be seen from the above-described embodiments, a virtual object (e.g., a first virtual object) having a first identity (e.g., a "bodyguard") or a second identity (e.g., a "stuffed toy") may be trapped in a trap and unable to move. If no one rescues the virtual object within a certain time, the virtual object will automatically escape from the trap.
[0076] Specifically, for ease of understanding, please refer to FIG. 8, which is a schematic diagram illustrating automatic release of a trapped first virtual object in an embodiment of the present invention. As shown in (A) of FIG. 8, 810 indicates a first virtual object, which is trapped in a trap and unable to move. When the first virtual object is trapped in a trap, a second progress bar indicated by 820 is displayed. Here, the second progress bar is used to indicate the progress of release of the immobility state of the second virtual object.
[0077] It is assumed that there are no other virtual objects rescuing the first virtual object while the second progress bar is loading. Based on this, as shown in (B) of Fig. 8, when the second progress bar finishes loading (i.e., the progress bar finishes counting), the trap automatically disappears and the first virtual object is automatically released from its trapped state. Based on this, as shown in (C) of Fig. 8, the second virtual object indicated by 840 is released from its immobility state and regains free movement in the virtual scene.
[0078] This embodiment also provides a method for automatically releasing a virtual object from a trapped state. With this method, if a virtual object is trapped in a trap and no one rescues it within a certain time, it will automatically escape from the trap. This avoids a situation where the player is unable to continue playing the game because no one rescues them for a long time, and improves the rationality and feasibility of the gameplay.
[0079] Optionally, based on one or more embodiments corresponding to FIG. 3 above, in another selectable embodiment provided in the present application, the identity information of the second virtual object is the first identity information or the second identity information, and after the second progress bar is displayed, if the second virtual object responds to a rescue operation initiated on the first virtual object, displaying a third progress bar, wherein the third progress bar is used to indicate the progress of releasing the immobility state of the first virtual object, and the time required for the third progress bar to complete loading is shorter than the time required for the second progress bar to complete loading.
[0080] In one or more embodiments, a method for a virtual object to be rescued by another virtual object in the same camp has been presented. As can be seen from the above-described embodiments, a virtual object (e.g., a first virtual object) having a first identity (e.g., a "bodyguard") or a second identity (e.g., a "stuffed toy") may be trapped in a trap and unable to move. This allows another virtual object in the first camp to rescue the trapped virtual object.
[0081] Specifically, for ease of understanding, please refer to FIG. 9, which is a schematic diagram illustrating a second virtual object rescuing a first virtual object in an embodiment of the present invention. As shown in (A) of FIG. 9, 910 indicates a first virtual object and 920 indicates a second virtual object. At this time, the first virtual object is trapped in a trap and is unable to move. When the first virtual object is trapped in a trap, a second progress bar indicated by 930 is displayed. The second progress bar is used to indicate the progress of the second virtual object being released from the immobility state.
[0082] As shown in FIG. 9B, when a second virtual object approaches a first virtual object trapped in a trap, the second virtual object can initiate a rescue operation on the first virtual object. This causes a third progress bar, indicated by 940, to be displayed. The third progress bar is used to indicate the progress of the first virtual object being released from its immobility state. The time required for the third progress bar to complete loading is shorter than the time required for the second progress bar to complete loading. For example, the time required for the second progress bar to complete loading is 20 seconds, while the time required for the third progress bar to complete loading is 10 seconds. As can be seen from the above, the longer the wait time required for the virtual object to be automatically released from its trapped state, the more significant the significance of players on the same team rescuing the virtual object.
[0083] When the third progress bar has finished loading (i.e., the counting of the progress bar has finished), the interface shown in Fig. 9C is displayed. At this time, the immobility state of the first virtual object shown by 910 is released, and the first virtual object regains the ability to move freely in the virtual scene.
[0084] In this embodiment, a method is also provided for a virtual object to be rescued by another virtual object in the same camp. By this method, if a virtual object is trapped, it can be rescued by another virtual object in the same camp, which can enhance the sense of teamwork and strengthen the cooperation between players.
[0085] Optionally, based on one or more embodiments corresponding to FIG. 3 above, in another selectable embodiment provided in the embodiment of the present application, the identity information of the first virtual object is the first identity information, and the identity information of the second virtual object is the first identity information, the second identity information, or the target identity information. Controlling the first virtual object to trigger a target interaction event on the second virtual object may specifically include controlling the first virtual object to trigger an attack operation on the second virtual object. If the target interaction event is successfully responded to, displaying an interaction event result corresponding to the target interaction event may specifically include, if the second virtual object is hit by the first virtual object, determining that the target interaction event is successfully responded to and dropping the second virtual object from the target game battle.
[0086] In one or more embodiments, a method is provided in which a first virtual object having a first identity triggers an attack. As can be seen from the above-described embodiments, a virtual object (e.g., a first virtual object) having a first identity (e.g., a "bodyguard" identity) also has an attack capability. This allows the virtual object to launch an attack operation against a virtual object having any identity.
[0087] Specifically, for ease of understanding, please refer to FIG. 10, which is a schematic diagram illustrating a first virtual object initiating an attack operation on a second virtual object in an embodiment of the present invention. As shown in (A) of FIG. 10, 1010 indicates a first virtual object, 1020 indicates a second virtual object, and 1030 indicates a shooting widget. When a player clicks on the shooting widget indicated by 1030, the first virtual object is triggered to initiate an attack operation on the second virtual object. When the second virtual object is hit by the first virtual object, the interface shown in (B) of FIG. 10 is displayed. At this time, the response of the target interaction event (i.e., a "remote attack event") is successful, and the second virtual object indicated by 1020 is therefore eliminated from the target game battle.
[0088] When the virtual object having the first identity information shoots at the target, the hit virtual object falls. Here, the shooting interval time of the virtual object can be set to 1 second or other value, and is not limited here.
[0089] This embodiment also provides a method for a first virtual object with first identity information to trigger an attack. This method allows a virtual object to trigger an attack on another virtual object, causing the hit virtual object to fall. This allows players to engage in intense real-time combat, pursuit, escape, and other competitive activities, lowering the barrier to entry and speeding up the game.
[0090] Optionally, in another selectable embodiment provided in the present application based on one or more embodiments corresponding to FIG. 3 above, controlling the first virtual object to perform an attack operation on the second virtual object may specifically include: controlling the first virtual object to enter a shooting preparation state and displaying a crosshair trajectory in response to a touch operation on the shooting widget; and determining that the second virtual object has been hit by the first virtual object when the crosshair trajectory collides with a collision box of the second virtual object in response to a release operation on the shooting widget. Here, the crosshair trajectory is a trajectory for previewing the shooting path, drawn from a trajectory start position, where the shooting item is located, to a trajectory landing position.
[0091] In one or more embodiments, a method for a first virtual object having a first identity to perform a remote attack is provided. As can be seen from the above-described embodiments, a virtual object (e.g., a first virtual object) having a first identity (e.g., a "bodyguard" identity) can perform a remote attack against a virtual object having any identity.
[0092] Specifically, for ease of understanding, please refer to FIG. 11, which is a schematic diagram illustrating a first virtual object performing a long-distance attack in an embodiment of the present invention. As shown in FIG. 11(A), 1110 indicates a first virtual object, 1120 indicates a second virtual object, and 1130 indicates a shooting widget. As shown in FIG. 11(B), when a player clicks the shooting widget indicated by 1130, the first virtual object enters a shooting preparation state. At this time, an aiming action is played using animation integration, and a pre-specified shooting item model is loaded into the hand skeleton of the first virtual object. At the same time, a crosshair trajectory is displayed as indicated by 1140. The crosshair trajectory is dynamically generated according to a parabolic parameter based on the basic model and program of the art setting. Based on the trajectory of the player dragging the shooting button, a corresponding change in direction is made, thereby realizing the first virtual object's ability to aim at its surroundings.
[0093] When the first virtual object is in a shooting ready state, if the player releases the shooting widget, a release operation on the shooting widget is triggered, at which point the first virtual object is controlled to perform an attack operation on the second virtual object, and the first virtual object immediately fires a shot, firing a virtual bullet along the crosshair trajectory indicated by 1140.
[0094] As shown in FIG. 11C, the landing point of the crosshair trajectory is the landing position of the virtual bullet. Here, 1150 indicates a collision box for collision detection assigned to the virtual bullet itself (i.e., a grid substantially similar to that of the virtual bullet). Also, 1160 indicates a collision box for collision detection assigned to the second virtual object (i.e., a capsule-shaped mesh located at the center of the second virtual object). When the collision box of the virtual bullet hits the collision box of the second virtual object, it means that the crosshair trajectory has collided with the collision box of the second virtual object, and the attack of the first virtual object hits the second virtual object.
[0095] The interface may further include shooting items such as virtual guns, virtual darts, virtual explosives, etc. The shooting items may be items held by the virtual object or items placed in the virtual scene at the start of the game, and are not limited thereto.
[0096] In one possible design, a virtual object with a first identity (e.g., the identity of a "bodyguard") possesses a specific shooting item. Based on this, if a player assigned the first identity considers that the other player belongs to the same camp as himself, he can take aim and indicate his identity with the shooting item when aiming, thereby establishing a relationship of mutual trust.
[0097] The present embodiment also provides a method for a first virtual object with first identity information to perform a remote attack. This method allows a virtual object with first identity information to perform a remote attack on another virtual object, and a corresponding crosshair trajectory is displayed during the attack. This reduces the difficulty of aiming, which is advantageous for speeding up the game and better adapting to the fragmented time of mobile devices.
[0098] Optionally, in another selectable embodiment provided in the present embodiment based on one or more embodiments corresponding to FIG. 3 above, after the second virtual object is eliminated from the target game battle, if the identity information of the second virtual object is the target identity information and the second virtual object is the last surviving virtual object of the second camp, the display may further include displaying a first battle summary result of the target game battle, where the first battle summary result indicates that the first camp has won against the second camp.
[0099] In one or more embodiments, a processing method has been presented when the attack of the first virtual object is successful. As can be seen from the above-described embodiment, the second virtual object is eliminated from the target game battle after the attack hits. Based on this, if the identity information of the second virtual object is target identity information (e.g., the identity of "assassin"), it is further necessary to determine whether there are still any surviving virtual objects in the second camp. If there are still surviving virtual objects in the second camp, the target game battle continues. Conversely, if there are no surviving virtual objects in the second camp, the target game battle ends and enters a tallying phase. In this case, the first camp wins against the second camp.
[0100] Specifically, for ease of understanding, please refer to FIG. 12, which is a schematic diagram illustrating the display of the first battle tally result in an embodiment of the present invention. As shown in FIG. 12A, 1210 indicates a first virtual object, and 1220 indicates a second virtual object. If the identity information of the second virtual object is the target identity information and the second virtual object is the last surviving virtual object of the second camp, the target game battle for this round ends after being hit by the first virtual object and dropping out. This causes the interface shown in FIG. 12B to be displayed. The figure shows the first battle tally result indicated by 1230, which indicates that the first camp has defeated the second camp. Furthermore, tally results such as point rewards may be displayed as indicated by 1240. Assuming that the player controlling the first virtual character is "Player J," the player's point reward and other related information are highlighted in the tally results such as point rewards.
[0101] This embodiment also provides a processing method for when a first virtual object's attack is accurate. By using this method, when a virtual object belonging to a first team hits a virtual object belonging to a second team, the virtual object of the second team can be dropped, thereby achieving the goal of protecting other players in the first team. At the same time, when all virtual objects in the second team are dropped, it signifies that the first team has defeated the second team. This improves the immersive and intuitive feel of the game.
[0102] Optionally, based on one or more embodiments corresponding to FIG. 3 above, in another selectable embodiment provided in the present application embodiment, after the second virtual object is eliminated from the target game match, if the identification information of the second virtual object is the first identification information or the second identification information, the method may further include reducing the number of currently surviving objects in the first camp.
[0103] In one or more embodiments, a method for handling a virtual object's incorrect attack is provided. As can be seen from the above-described embodiments, after the second virtual object is attacked and hit, it is eliminated from the target game battle. Accordingly, if the identity information of the second virtual object is the first identity information (e.g., "bodyguard") or the second identity information (e.g., "stuffed toy"), the number of currently surviving objects in the first camp is reduced.
[0104] In one alternative design, if a first virtual object hits another virtual object in the same camp, the first virtual object also falls. Based on this, it is further necessary to determine whether there are any surviving virtual objects in the first camp. If there are any surviving virtual objects in the first camp, the target game competition continues. Conversely, if there are no surviving virtual objects in the first camp, the target game competition ends and enters a tallying stage. In this case, the second camp wins against the first camp.
[0105] Specifically, for ease of understanding, please refer to Figure 13, which is a schematic diagram of updating the number of currently surviving objects in an embodiment of the present invention. As shown in Figure 13 (A), 1310 indicates a first virtual object and 1320 indicates a second virtual object. The identity information of the second virtual object is the first identity information or the second identity information, and at this point, there are four surviving virtual objects in the first camp. Assuming that the first virtual object hits the second virtual object, both the first virtual object and the second virtual object will fall off.
[0106] This displays an interface such as that shown in (B) of FIG. 13. Here, 1330 indicates the number of currently surviving objects in the first camp, and "2 / 8" means that the first camp includes a total of eight virtual objects and the number of currently surviving objects is two. 1340 indicates a dropout prompt, that is, displays the nickname of the dropped player. For example, if "Player J" controls the first virtual object and "Player E" controls the second virtual object, the dropout prompt displays "Player J dropped, Player E dropped."
[0107] This embodiment also provides a method for handling cases where a virtual object makes an incorrect attack. When a virtual object belonging to a first team mistakenly attacks a virtual object controlled by another player in the same team, the hit virtual object is immediately dropped, resulting in a decrease in the number of surviving objects in the same team. Therefore, players must accurately identify the identity of their opponents, which increases the tension of the game and adds a strategic element to the game.
[0108] Optionally, based on one or more embodiments corresponding to FIG. 3 above, in another selectable embodiment provided in the embodiment of the present application, the identity information of the first virtual object is target identity information, and the identity information of the second virtual object is first identity information or second identity information. Controlling the first virtual object to trigger a target interaction event on the second virtual object may specifically include controlling the first virtual object to trigger an attack operation on the second virtual object. If the target interaction event is successfully responded to, displaying an interaction event result corresponding to the target interaction event may specifically include determining that the target interaction event is successfully responded to and dropping the second virtual object from the target game battle when the second virtual object is hit by the first virtual object.
[0109] In one or more embodiments, a method for a first virtual object having a target identity to trigger an attack is provided. As can be seen from the above-described embodiments, a virtual object (e.g., a first virtual object) having a target identity (e.g., an "assassin" identity) has an attack capability, which allows the virtual object to launch an attack operation against a virtual object in the first camp.
[0110] Specifically, for ease of understanding, please refer to FIG. 14, which is another schematic diagram showing a first virtual object initiating an attack operation on a second virtual object in an embodiment of the present invention. As shown in (A) of FIG. 14, 1410 indicates a first virtual object, 1420 indicates a second virtual object, and 1430 indicates a throwing widget. When a player clicks on the throwing widget indicated by 1430, the first virtual object is triggered to initiate an attack operation on the second virtual object. When the first virtual object hits the second virtual object, the interface shown in (B) of FIG. 14 is displayed. At this time, the target interaction event (i.e., a "remote attack event") is successfully responded, and the second virtual object indicated by 1420 is therefore eliminated from the target game battle.
[0111] When a virtual object with target identity information throws a throwable item at a target, the hit virtual object falls off. The interval between throws of the throwable item can be set to six seconds or another value, and is not limited thereto. In one possible design, both a virtual object with first identity information (e.g., "bodyguard") and a virtual object with target identity information (e.g., "assassin") appear as normal characters in a non-combat state. Therefore, their identities cannot be distinguished from each other's appearances. However, in a combat state, a virtual object with target identity information (e.g., "assassin") possesses a specific throwable item. Based on this, a player can reasonably infer that the virtual object possessing the throwable item belongs to the "assassin" of the second camp.
[0112] This embodiment also provides a method for a first virtual object with target identity information to trigger an attack. This method allows a virtual object to trigger an attack on another virtual object, causing the hit virtual object to fall. This allows players to engage in intense, real-time combat, pursuit, and escape, making the game more exciting and fast-paced.
[0113] Optionally, in another selectable embodiment provided in the present embodiment based on one or more embodiments corresponding to FIG. 3 above, controlling the first virtual object to perform an attack operation on the second virtual object may specifically include: controlling the first virtual object to enter a throwing preparation state and displaying a crosshair trajectory in response to a touch operation on a throwing widget; and determining that the second virtual object has been hit by the first virtual object when the crosshair trajectory collides with a collision box of the second virtual object in response to a release operation on the throwing widget, where the crosshair trajectory is a trajectory for previewing the throwing path, drawn from a start position of the trajectory where the thrown item is located to a landing position of the trajectory.
[0114] In one or more embodiments, a method for a first virtual object having a target identity to perform a remote attack is provided. As can be seen from the above-described embodiments, a virtual object (e.g., a first virtual object) having a target identity (e.g., an "assassin" identity) can perform a remote attack against a virtual object having a first identity or a second identity.
[0115] Specifically, for ease of understanding, please refer to FIG. 15, which is another schematic diagram of a first virtual object performing a long-distance attack in an embodiment of the present invention. As shown in FIG. 15(A), 1510 indicates a first virtual object, 1520 indicates a second virtual object, and 1530 indicates a throwing widget. As shown in FIG. 15(B), when a player clicks the throwing widget indicated by 1530, the first virtual object enters a throwing preparation state. At this time, an aiming motion is played using animation integration, and a pre-specified throwing item model is loaded into the hand skeleton of the first virtual object. At the same time, a crosshair trajectory is displayed, as indicated by 1540. The crosshair trajectory is dynamically generated according to a parabolic parameter based on the basic model and program of the art setting. Based on the trajectory of the player dragging the throwing widget, a corresponding change in direction is made, thereby realizing the first virtual object's ability to aim at its surroundings.
[0116] When the first virtual object is ready to be thrown, if the player releases the throwing widget, a release operation for the throwing widget is triggered, at which point the first virtual object is controlled to perform an attack operation on the second virtual object, and the first virtual object is immediately thrown once, with the thrown item being launched along the line of sight trajectory indicated by 1540.
[0117] As shown in (C) of FIG. 15, the landing point of the crosshair trajectory is the landing position of the thrown item. Here, 1550 indicates a collision box for collision detection attached to the thrown item itself (i.e., a grid substantially similar to that of the thrown item). Also, 1560 indicates a collision box for collision detection attached to the second virtual object (i.e., a capsule-shaped mesh located at the center of the second virtual object). When the collision box of the thrown item hits the collision box of the second virtual object, it means that the crosshair trajectory has collided with the collision box of the second virtual object, and the attack of the first virtual object hits the second virtual object.
[0118] The interface may include throwable items such as a virtual club, a virtual baseball, or a virtual rock. The throwable items may be items held by a virtual object or items placed in the virtual scene at the start of the game, and are not limited to these. The throwable items and the shooting items are different types.
[0119] The present embodiment also provides a method for a first virtual object with target identity information to perform a long-distance attack. This method allows a virtual object with target identity information to perform a long-distance attack on another virtual object, and a corresponding crosshair trajectory is displayed during the attack. This reduces the difficulty of aiming, which is advantageous for speeding up the game and better adapting to the fragmented time of mobile devices.
[0120] Optionally, in another selectable embodiment provided in the present application based on one or more embodiments corresponding to FIG. 3 above, controlling the first virtual object to perform an attack operation on the second virtual object may specifically include: controlling the first virtual object to swing an attack item in response to a selection operation on an attack widget; and determining that the second virtual object has been hit by the first virtual object when the attack item collides with a collision box of the second virtual object.
[0121] In one or more embodiments, a method for a first virtual object having target identity information to perform a melee attack is provided. As can be seen from the above-described embodiments, a virtual object (e.g., a first virtual object) having target identity information (e.g., an "assassin" identity) has an attack capability, which allows the virtual object to perform an attack operation against a virtual object of the first camp.
[0122] Specifically, for ease of understanding, please refer to FIG. 16, which is a schematic diagram illustrating a first virtual object performing a close-combat attack in an embodiment of the present invention. As shown in (A) of FIG. 16, 1610 indicates a first virtual object, 1620 indicates a second virtual object, and 1630 indicates an attack widget. When a player clicks on the attack widget indicated by 1630, a selection operation on the attack widget is triggered, causing the first virtual object to swing an attack item toward the second virtual object to perform an attack operation. When the second virtual object is hit by the first virtual object, the interface shown in (B) of FIG. 16 is displayed. At this time, the target interaction event (i.e., a "close-combat attack event") is successfully responded to, and the second virtual object indicated by 1620 is therefore eliminated from the target game battle.
[0123] The attack item itself is given a collision box for collision detection (i.e., a grid roughly similar to that of the attack item). At the same time, the second virtual object is also given a collision box for collision detection (i.e., a capsule-shaped mesh located at the center of the second virtual object). If the collision box of the attack item hits the collision box of the second virtual object, it means that the attack item, i.e., the attack of the first virtual object, has hit the second virtual object.
[0124] When a virtual object with target identity information swings an attack item at a target once, the hit virtual object falls off. The interval between swings of the attack item can be set to 3 seconds or another value, and is not limited thereto. In one possible design, both a virtual object with first identity information (e.g., "bodyguard") and a virtual object with target identity information (e.g., "assassin") are displayed as normal characters in a non-combat state. Therefore, their identities cannot be distinguished from each other's appearance. However, in a combat state, a virtual object with target identity information (e.g., "assassin") possesses a specific attack item. Based on this, a player can reasonably infer that the virtual object possessing the attack item belongs to the "assassin" of the second camp.
[0125] Note that, assuming that a virtual object with first identity information (e.g., identity of "bodyguard") can also perform close-range attacks, the attack item used by the virtual object with first identity information will not match the attack item used by the virtual object with target identity information. For example, the attack item used by the virtual object with first identity information may be a virtual baton, a virtual stun gun, etc., and the attack item used by the virtual object with target identity information may be a virtual club, a virtual frying pan, etc.
[0126] The present embodiment also provides a method for a first virtual object with target identity information to perform a close-range attack, which allows the virtual object with target identity information to perform a close-range attack on another virtual object without aiming, thereby achieving the goal of a quick attack.
[0127] Optionally, based on one or more embodiments corresponding to FIG. 3 above, another selectable embodiment provided in the present embodiment may further include: after the second virtual object is eliminated from the target game battle, if the identification information of the second virtual object is the first identification information or the second identification information and the second virtual object is the last surviving virtual object of the first camp, displaying a second battle tally result indicating that the second camp has won against the first camp; if the identification information of the second virtual object is the first identification information and the first camp still includes at least one surviving virtual object, reducing the number of currently surviving objects of the first camp and displaying that the shooting item currently used by the second virtual object has been dropped; and if the identification information of the second virtual object is the second identification information and the first camp still includes at least one surviving virtual object, reducing the number of currently surviving objects of the first camp.
[0128] In one or more embodiments, a processing method for when the attack of the first virtual object is successful has been presented. As can be seen from the above-described embodiments, the second virtual object is eliminated from the target game battle after the attack hits. Based on this, if the identity information of the second virtual object is the first identity information (e.g., identity of "bodyguard") or the second identity information (e.g., identity of "stuffed toy"), it is further necessary to determine whether there are still surviving virtual objects in the first camp. If there are still surviving virtual objects in the first camp, the target game battle continues. Conversely, if there are no surviving virtual objects in the first camp, the target game battle ends and enters a tallying phase. At this time, the second camp wins against the first camp.
[0129] For example, if the identity information of the second virtual object is the first identity information (e.g., identity of "bodyguard") and there are still surviving virtual objects in the first camp, after the first virtual object hits the second virtual object, the second virtual object falls off, and the updated number of currently surviving objects in the first camp (i.e., the number of currently surviving objects is reduced by 1) is displayed. At the same time, the shooting item held by the second virtual object is dropped into the virtual scene.
[0130] For example, if the identity information of the second virtual object is the second identity information (e.g., identity of a "stuffed animal") and there are still surviving virtual objects in the first camp, after the first virtual object hits the second virtual object, the second virtual object falls off, and the updated number of currently surviving objects in the first camp (i.e., the number of currently surviving objects reduced by 1) is displayed.
[0131] Specifically, for ease of understanding, please refer to FIG. 17, which is a schematic diagram illustrating the display of the second battle tally result in an embodiment of the present invention. As shown in FIG. 17A, 1710 indicates a first virtual object, and 1720 indicates a second virtual object. If the identification information of the second virtual object is the first identification information or the second identification information and the second virtual object is the last surviving virtual object of the first camp, the target game battle for this round ends after being hit by the first virtual object and dropping out. This causes the interface shown in FIG. 17B to be displayed. The figure shows the second battle tally result indicated by 1730, which indicates that the second camp has defeated the first camp. Furthermore, tally results such as point rewards may be displayed as indicated by 1740. Assuming that the player controlling the first virtual character is "Player J," the player's point reward and other related information are highlighted in the tally results such as point rewards.
[0132] This embodiment also provides a method for handling a case where a first virtual object's attack is accurate. By using this method, after the game starts, a virtual object with target identity information can search for a virtual object of the first camp in the virtual scene and attack the virtual object of the first camp to win the game. Because the player of the first camp does not know which virtual object has the target identity information, the player assigned the target identity information can take advantage of this information difference to attack the virtual object of the first camp, but must be careful not to be attacked by the virtual object with the first identity information. This increases the fun of the game and adds more strategic elements to the game.
[0133] Optionally, in another alternative embodiment provided in the present embodiment based on one or more embodiments corresponding to Fig. 3 above, the identity information of the first virtual object may be second identity information, and the method may further include: displaying a shooting item dropped from the virtual object having the first identity information in the virtual scene of the target game application; and controlling the first virtual object to pick up the shooting item in response to a pick-up operation for the shooting item, and switching the identity information of the first virtual object to the first identity information. Here, the manner of picking up the shooting item includes picking it up and using it or picking it up and carrying it.
[0134] In one or more embodiments, a method for a virtual object to change its identity has been presented. As can be seen from the above-described embodiments, when a virtual object with a first identity (e.g., a "bodyguard") falls, the shooting item it was holding is dropped into the virtual scene. When a virtual object (e.g., a first virtual object) with a second identity (e.g., a "stuffed toy") picks up the shooting item, the virtual object's identity is changed to the first identity.
[0135] Specifically, for ease of understanding, please refer to FIG. 18, which is a schematic diagram of identity information switching of a first virtual object in an embodiment of the present invention. As shown in FIG. 18(A), 1810 indicates a first virtual object, and 1820 indicates a shooting item dropped into the virtual scene. 1830 is used as an item prompt icon, that is, to call attention to the shooting item dropped into the virtual scene. When the collision box of the first virtual object collides with the collision box of the shooting item, it indicates a pick-up operation of the first virtual object for the shooting item, which triggers the first virtual object to pick up the shooting item.
[0136] Based on this, as shown in Figure 18 (B), after the first virtual object indicated by 1810 picks up the shooting item, the corresponding identity information is switched from the second identity information to the first identity information. Here, 1840 indicates a general prompt, which alerts the player that the identity information of the first virtual object being controlled has been switched. Note that after picking up the virtual item, the first virtual object may use it as is or carry it with them, and this is not limited here.
[0137] This embodiment also provides a method for changing the identity of a virtual object. When a virtual object holding a shooting item falls, the shooting item can be picked up by another virtual object in the same team. Accordingly, the virtual object that picked up the shooting item is updated from its second identity to its first identity. This not only maintains a better balance between the teams, but also adds variety and excitement to the gameplay.
[0138] Optionally, based on one or more embodiments corresponding to Fig. 3 above, in another selectable embodiment provided in the embodiment of the present application, the identity information of the first virtual object is target identity information, and the identity information of the second virtual object is target identity information, and may further include displaying a target identity list, or displaying the identity information of the second virtual object in a virtual scene of the target game application, or highlighting the second virtual object in the virtual scene of the target game application during a target game battle with respect to virtual objects whose identity information is not target identity information. The target identity list includes information of T virtual objects, and the identity information of each virtual object of the T virtual objects is target identity information, where T is an integer greater than 1.
[0139] In one or more embodiments, a method for displaying the identity information of a virtual object in a second camp has been presented. As can be seen from the above-described embodiments, a virtual object (e.g., a first virtual object) with target identity information (e.g., the identity of "assassin") can learn about other virtual objects with target identity information (e.g., the identity of "assassin") during a game battle. That is, the virtual objects in the second camp can learn each other's identity information, and based on this, can cooperate and communicate with each other in subsequent battles. Below, three methods for players in the second camp to learn each other's identity information are presented with reference to FIG. 19 . Please refer to FIG. 19 , which is a schematic diagram of the disclosure of the identity information of the second camp in an embodiment of the present application.
[0140] <Method 1> As shown in Figure 19 (A), 1910 indicates a first virtual object, and 1920 indicates a common prompt, which reminds the player that the first virtual object being controlled has target identity information. 1930 indicates a target identity list, which presents information about two virtual objects (such as player nicknames or virtual object nicknames), where T is equal to 2. Based on this, the player controlling the first virtual object can know that "Player J" and "Player G" belong to the second camp in this round of the battle.
[0141] The target status list is only made public to players on the second side and is not shown to players on the first side.
[0142] <Method 2> As shown in FIG. 19B, 1910 indicates a first virtual object, and 1940 indicates a second virtual object. 1950 indicates the identity information of the second virtual object. That is, it indicates that the second virtual object has target identity information. Based on this, the player controlling the first virtual object can know that "Player G" belongs to the second camp in this round of the battle.
[0143] Note that the identity prompt is only visible to players in the second camp, not to players in the first camp. In practice, the identity prompt uses a different color font for the identity information. For example, "Player G" might be displayed in red font.
[0144] <Method 3> As shown in Fig. 19(C), 1910 indicates a first virtual object, and 1940 indicates a second virtual object. Here, the second virtual object indicated by 1940 is highlighted. Based on this, the player controlling the first virtual object can know that the second virtual object belongs to the second camp in the current round of the battle.
[0145] The highlighting of the virtual object is only made public to players of the second camp, and other virtual objects are not highlighted to players of the first camp.
[0146] This embodiment also provides a method for displaying the identity information of virtual objects in the second camp, allowing virtual objects in the second camp to know each other's identity information. Based on this, players in the second camp can cooperate with each other, improving the strategic nature of gameplay.
[0147] Optionally, in another alternative embodiment provided in the present application based on one or more embodiments corresponding to FIG. 3 above, the identity information of the first virtual object is target identity information, and the method may further include: playing a trap setting animation of the first virtual object in response to the trap setting operation; and placing a trap item in the virtual scene of the target game application when the playing of the trap setting animation ends. Here, the trap item is used to immobilize the virtual object of the first camp when the approach distance between the trap item and the first camp is equal to or less than the approach distance threshold.
[0148] In one or more embodiments, a method for a first virtual object to set a trap is provided. As can be seen from the above-described embodiments, a virtual object (e.g., a first virtual object) having a target identity (e.g., an "assassin") has the ability to set a trap, and the set trap can trap a virtual object of a first camp. A virtual object having the first identity (e.g., a "bodyguard") or a second identity (e.g., a "stuffed toy") is immobilized and must wait for rescue by another player of the same camp or for the trap to be automatically disarmed.
[0149] Specifically, for ease of understanding, please refer to FIG. 20, which is a schematic diagram illustrating a first virtual object placing a trap item in an embodiment of the present invention. As shown in FIG. 20(A), 2010 indicates a first virtual object, and 2020 indicates a trap widget. When a player clicks on the trap widget indicated by 2020, a trap setting animation of the first virtual object is played, and a setting progress bar such as that indicated by 2030 is displayed. When the setting progress bar finishes loading, the trap setting is complete. This causes the interface shown in FIG. 20(B) to be displayed. Here, 2040 indicates the placed trap item. The virtual object of the first camp becomes immobile when the approach distance to the trap is equal to or less than the approach distance threshold. Note that the set trap may be made transparent and visible only to players with target identity information. The trap's duration may be 40 seconds or another time period, and is not limited thereto.
[0150] It takes a certain amount of time (for example, one second) for a virtual object with target identity information to set a trap, and based on this, the player can reasonably infer that the virtual object setting the trap belongs to the "assassin" of the second camp.
[0151] This embodiment also provides a method for a first virtual object to set a trap, which allows a virtual object with target identity information to have the ability to set a trap, thereby improving the fun of the game based on the traps set by the player.
[0152] Optionally, based on one or more embodiments corresponding to FIG. 3 above, in another selectable embodiment provided in the present embodiment, the identity information of the first virtual object is the first identity information or the second identity information, and may further include: displaying at least one virtual resource in a virtual scene of the target game application; controlling the first virtual object to pick up a target virtual resource, which is one of the at least one virtual resources; and displaying a cumulative point value of the first virtual object and a remaining time of the target game match according to a resource type to which the target virtual resource belongs, wherein virtual resources belonging to the same resource type correspond to the same point value and the same time value.
[0153] In one or more embodiments, a method for a virtual object to acquire a virtual resource in a virtual scene is provided. As can be seen from the above embodiments, a virtual object (e.g., a first virtual object) having a first identity (e.g., a “bodyguard” identity) or a second identity (e.g., a “stuffed toy” identity) can acquire a virtual resource in a virtual scene of a target game application.
[0154] Specifically, for ease of understanding, please refer to FIG. 21, which is a schematic diagram of picking up a virtual resource in an embodiment of the present invention. As shown in FIG. 21(A), 2110 indicates a first virtual object, and 2120 indicates a virtual resource. Based on this, a player can control the first virtual object to approach the virtual resource and pick it up, thereby making the virtual resource a target virtual resource. As shown in FIG. 21(B), 2130 indicates a collision box for collision detection attached to the target virtual resource itself (i.e., a grid similar to that of the target virtual resource). 2140 indicates a collision box for collision detection attached to the first virtual object (i.e., a capsule-shaped mesh located at the center of the first virtual object).
[0155] When the collision box of the first virtual object collides with the collision box of the target virtual resource, the first virtual object is controlled to perform a pick-up operation on the target virtual resource. This triggers the first virtual object to pick up the target virtual resource. This displays the interface shown in FIG. 21C, where 2150 indicates the remaining time of the target game match, e.g., 3 minutes and 37 seconds remaining. 2160 indicates the accumulated point value of the first virtual object, e.g., 3 points. The virtual scene of the target game application includes at least one virtual resource, each virtual resource having a corresponding resource type, and virtual resources belonging to the same resource type correspond to the same point value and the same time value.
[0156] This embodiment also provides a method for virtual objects to collect points in a virtual scene. By using this method, players on the first team can search for and collect virtual resources in the scene while dodging attacks. On the one hand, their individual points increase, which also increases the rewards they receive when the game is tallied. On the other hand, the game time is shortened, which is beneficial to their team's victory. This process significantly enriches the gameplay of the first team players, avoiding the boredom of simply dodging attacks.
[0157] Optionally, based on one or more embodiments corresponding to FIG. 3 above, in another selectable embodiment provided in the present embodiment, displaying the accumulated point value of the first virtual object and the remaining time of the target game match according to the resource type to which the target virtual resource belongs, specifically, when the resource type of the target virtual resource is a first resource type, displaying the accumulated point value of the first virtual object and the remaining time of the target game match; and when the resource type of the target virtual resource is a second resource type, displaying the accumulated point value of the first virtual object and the remaining time of the target game match. the virtual resources belonging to a first resource type correspond to a first point value and an identical first time value, the accumulated point value of the first virtual object is the first point value plus the time remaining in the target game match minus the first time value, and the virtual resources belonging to a second resource type correspond to a second point value and an identical second time value, the second point value being greater than the first point value and the second time value being greater than the first time value, the accumulated point value of the first virtual object is the second point value plus the time remaining in the target game match minus the second time value.
[0158] In one or more embodiments, a method based on corresponding rewards based on virtual resource types is presented. As can be seen from the above embodiments, each virtual resource has a corresponding resource type, and virtual resources of different resource types have different corresponding point values and time values.
[0159] Specifically, for ease of understanding, please refer to Fig. 22, which is a schematic diagram illustrating providing appropriate rewards based on resource types in an embodiment of the present invention. As shown in Fig. 22(A), 2210 indicates a first virtual object, 2220 indicates a virtual resource belonging to the first resource type, and 2230 indicates a virtual resource belonging to the second resource type.
[0160] For example, in a certain case, suppose a player controls a first virtual object to approach and pick up a virtual resource indicated by 2220, which becomes a target virtual resource. Based on this, as shown in FIG. 22B, 2240 indicates a collision box for collision detection assigned to the target virtual resource itself (i.e., a grid substantially similar to that of the target virtual resource), and 2250 indicates a collision box for collision detection assigned to the first virtual object (i.e., a capsule-shaped mesh located at the center of the first virtual object). When the collision box of the first virtual object collides with the collision box of the target virtual resource indicated by 2240, this means that the player controls the first virtual object to perform a pick-up operation on the target virtual resource. This triggers the first virtual object to pick up the target virtual resource belonging to the first resource type. Assume that the first point value corresponding to the virtual resource of the first resource type is 1 point and the first time value is 1 second. As a result, the remaining time of the target game match indicated by 2260 and the accumulated point value of the first virtual object indicated by 2270 are displayed. That is, when a virtual object of the first camp picks up a virtual resource corresponding to a first resource type, one point value is added to the virtual object, and the remaining time of the target game battle is reduced by one second.
[0161] For example, in another case, suppose a player controls a first virtual object to approach and pick up a virtual resource indicated by 2230, which becomes a target virtual resource. Based on this, as shown in FIG. 22C, 2280 indicates a collision box for collision detection assigned to the target virtual resource itself (i.e., a grid substantially similar to that of the target virtual resource), and 2250 indicates a collision box for collision detection assigned to the first virtual object (i.e., a capsule-shaped mesh located at the center of the first virtual object). When the collision box of the first virtual object collides with the collision box of the target virtual resource indicated by 2280, this means that the player controls the first virtual object to perform a pick-up operation on the target virtual resource. This triggers the first virtual object to pick up the target virtual resource belonging to a second resource type. Assume that the second point value corresponding to the virtual resource of the second resource type is 5 points, and the second time value is 5 seconds. This displays the remaining time of the target game battle as indicated by 2260 in the figure, and the accumulated point value of the first virtual object as indicated by 2270. That is, when the virtual object of the first camp picks up a virtual resource corresponding to the second resource type, its point value is increased by 5, and the remaining time of the target game battle is reduced by 5 seconds.
[0162] In actual applications, different first point values, second point values, first time values and second time values may be set, but in order to distinguish the differences in the gain effects of different resource types, it is necessary to ensure that the second point value is greater than the first point value and the second time value is greater than the first time value.
[0163] The present embodiment also provides a method for providing appropriate rewards based on virtual resource types, which divides virtual resources into different types and allows different types of virtual resources to bring different game benefits, thereby enhancing the richness and enjoyment of the game and making the game more immersive.
[0164] Optionally, based on one or more embodiments corresponding to FIG. 3 above, another selectable embodiment provided in the present embodiment may further include: periodically detecting the number of virtual resources in the virtual scene of the target game application; and when the number of virtual resources is less than a quantity threshold, displaying updated K virtual resources in the virtual scene of the target game application, where K is an integer greater than or equal to 1.
[0165] In one or more embodiments, a method for periodically updating a virtual resource is presented. As can be seen from the above-described embodiment, a player belonging to a first faction can control a virtual object to pick up a virtual resource. In one alternative design, a player belonging to a second faction does not gain any points after picking up the virtual resource, and the remaining time in the target game match is not reduced. The virtual resource disappears after being picked up, and the location where the virtual resource is displayed is periodically (e.g., every 20 seconds) randomly updated.
[0166] Specifically, for ease of understanding, please refer to Fig. 23, which is a schematic diagram illustrating updating virtual resources in a virtual scene in an embodiment of the present invention. As shown in Fig. 23(A), 2310 indicates a first virtual object, 2320 indicates a virtual resource belonging to a first resource type, and 2330 indicates a virtual resource belonging to a second resource type. Assume that a player controls the first virtual object to pick up the virtual resource indicated by 2320 and the virtual resource indicated by 2330. This causes the interface shown in Fig. 23(B) to be displayed. As can be seen from the figure, the number of virtual resources in the virtual scene is less than a quantity threshold.
[0167] Assume that the virtual scene of the target game application includes a total of 20 virtual resources, i.e., the quantity threshold is 20. Assume also that the number of virtual resources is detected every 20 seconds. If it is determined that the number of virtual resources is less than the quantity threshold, the positions of the virtual resources are randomly updated within the virtual scene to replenish the number of virtual resources up to the quantity threshold. As shown in FIG. 23C, if only two virtual resources are picked up within one period (e.g., 20 seconds), two new virtual resources can be added to the virtual scene, thereby displaying updated K virtual resources (where K=2). Here, 2340 indicates one updated virtual resource, and 2350 indicates another updated virtual resource.
[0168] The present embodiment also provides a method for periodically updating virtual resources, which can periodically update the number of virtual resources in a virtual scene, thereby providing players with more opportunities to collect virtual resources and increasing individual and team gains, which is beneficial for accelerating the pace of the game and making it more interesting to play.
[0169] Optionally, based on one or more embodiments corresponding to FIG. 3 above, another selectable embodiment provided in the present embodiment may further include: when the identification information of the first virtual object is first identification information, displaying a crosshair trajectory for a shooting item when the first virtual object enters a shooting ready state; and when the identification information of the first virtual object is target identification information, displaying a crosshair trajectory for a throwing item when the first virtual object enters a throwing ready state. The crosshair trajectory for the shooting item is a trajectory drawn from a starting point of the trajectory where the shooting item is located to a landing point of the trajectory, for previewing the shooting path, and the crosshair trajectory for the throwing item is a trajectory drawn from a starting point of the trajectory where the throwing item is located to a landing point of the trajectory, for previewing the throwing path, and the shooting item and the throwing item have different appearance shapes.
[0170] In one or more embodiments, a method for distinguishing the identity information of virtual objects has been presented. As can be seen from the above-described embodiments, when virtual objects with specific different identity information are not in combat (i.e., not holding an item), they are displayed as normal characters. Therefore, it is impossible to distinguish their identities from each other's appearance. When virtual objects with specific different identity information are in combat (i.e., holding an item), it is possible to determine the identity information of the virtual objects from the appearance of the item they are holding.
[0171] For example, if a first virtual object has first identity information (e.g., identity of "bodyguard"), when the first virtual object enters a ready-to-fire state, a shooting item held by the first virtual object and a crosshair trajectory for the shooting item are displayed. Because the shooting item is a type of item used in a long-distance attack, the first virtual object must undergo an aiming process before attacking. Because the first virtual object is holding the shooting item while aiming, other players can recognize the shooting item and determine that the first virtual object has first identity information. Accordingly, if the first virtual object determines that the opposing player also belongs to the first camp, the first virtual object may aim but not attack, thereby allowing the opposing player to determine that the first virtual object has first identity information.
[0172] For example, if the first virtual object has target identity information (e.g., the identity of an "assassin"), when the first virtual object enters a shooting preparation state, a throwable item it is holding and a crosshair trajectory for the throwable item are displayed. Since throwable items are items used in long-distance attacks, the first virtual object must undergo an aiming process before attacking. While aiming, since the first virtual object is holding a throwable item, other players can recognize the shooting item and determine that the first virtual object has target identity information. If the first virtual object has target identity information, the risk of revealing its identity can be reduced by shortening the aiming time.
[0173] In this application, the shooting items and throwing items have different appearances, which allows the player to effectively distinguish the identity of the virtual object holding the corresponding item.
[0174] The present embodiment also provides a method for identifying the identity of a virtual object. This method allows the virtual object to utilize its aiming process to derive an identity identification function. Based on this, a player with a first identity can demonstrate his or her identity through the aiming action, thereby establishing a relationship of mutual trust between players. This improves the variety and richness of the gameplay.
[0175] Optionally, based on one or more embodiments corresponding to FIG. 3 above, in another selectable embodiment provided in the present embodiment, the virtual scene of the target game application corresponds to a scene map, and the scene map includes M preset starting positions, where M is an integer greater than or equal to 3, and may further include displaying a spawn position randomly assigned to the first virtual object after responding to a start operation of the target game match, where the spawn position is used to indicate the start position of the first virtual object in the virtual scene of the target game application, and the spawn position is one of the M preset starting positions.
[0176] In one or more embodiments, a method for assigning a starting position of a virtual object is presented. As can be seen from the above embodiments, one or more scene maps may be constructed based on a virtual scene of a target game application, and each scene map may include at least one layer of planar scene map. In the following, a scene map composed of two layers of planar map will be described as an example.
[0177] Specifically, please refer to FIG. 24, which is a schematic diagram of a scene map constructed based on a virtual scene in an embodiment of the present application. For example, (A) of FIG. 24 shows a planar map of a first layer, and (B) of FIG. 24 shows a planar map of a second layer. The two planar maps together constitute a scene map of a virtual scene, and the two planar maps may be connected by a staircase. Here, 2410 indicates a passage area, 2420 indicates a room area, 2430 indicates an impassable area, and 2440 indicates a preset starting point position. Here, the first layer planar map indicates 14 preset starting point positions, and the second layer planar map indicates 15 preset starting point positions. That is, the scene map includes 29 preset starting point positions (M=29).
[0178] After the target game match begins, the spawn locations of the virtual objects are set using a method of preset starting locations. Here, the number of preset starting locations for each game match is equal to or greater than the number of spawn locations for the players, while ensuring as uniform a distribution as possible in the virtual scene. Each player is randomly assigned one of M preset starting locations as their spawn location according to the matching order. For example, if a spawn location is randomly assigned to a first virtual object controlled by a player, the spawn location indicates the starting location of the first virtual object in the virtual scene of the target game application.
[0179] In actual operation, spawn locations must be randomized to avoid overlaps, i.e., two virtual objects will not appear at the same spawn location at the same time during a single game match.
[0180] This embodiment also provides a method for assigning the starting position of a virtual object, which allows different virtual objects to be randomly placed at different positions in the virtual scene, thereby increasing the randomness and fun of the game and making it more refreshing for players, thereby improving the enjoyment of the game.
[0181] Optionally, based on one or more embodiments corresponding to FIG. 3 above, in another selectable embodiment provided in the present application embodiment, the method may further include sending a voice message to a terminal corresponding to the P virtual objects in response to the voice output operation, where a scene distance between each virtual object of the P virtual objects and the first virtual object is less than or equal to a scene distance threshold, the scene distance representing a distance in a virtual scene of the target game application, and P is an integer greater than or equal to 1. The method may also further include playing a voice message sent from the terminal corresponding to the Q virtual objects in response to the voice input operation, where a scene distance between each virtual object of the Q virtual objects and the first virtual object is less than or equal to a scene distance threshold, and Q is an integer greater than or equal to 1.
[0182] In one or more embodiments, a method for supporting voice interaction of a player is presented. As can be seen from the above embodiments, a player can realize different game functions through a user operation interface. Here, the user operation interface refers to a display screen for presenting a virtual environment, such as virtual items and virtual objects, to a user. Optionally, the user operation interface further includes operation widgets for user operation, such as buttons, sliders, icons, etc.
[0183] Specifically, for ease of understanding, please refer to Fig. 25, which is a schematic diagram of a user operation interface in an embodiment of the present application. As shown in the figure, the following related explanation will be provided in conjunction with the illustration.
[0184] 2501 indicates the player points, i.e., displays the current individual points of the player.
[0185] 2502 indicates the number of currently surviving objects in the first camp. That is, the total number of virtual objects having the first identity information and the second identity information that are currently surviving in the first camp is displayed.
[0186] Numeral 2503 indicates an information button. Clicking the information button opens a player information panel, which displays information such as the portrait, nickname, and survival status of each player currently playing in the game.
[0187] 2504 shows the nickname of the eliminated player. Illustratively, the prompt may be displayed for three seconds and then disappear.
[0188] 2505 indicates a prompt text, i.e., a game goal for the player in this round of the match. Here, different player identification information will display different prompt text.
[0189] 2506 indicates an item prompt icon, i.e., displays a prompt for a shooting item dropped into the virtual scene.
[0190] 2507 indicates a joystick. In other words, the player moves in each direction by operating the joystick.
[0191] A rescue progress bar 2508 is displayed when a virtual object having the first or second identity information performs a rescue operation.
[0192] 2509 indicates the function area, which includes six function buttons, from left to right: rule explanation, report, chat, sound switch, microphone switch, and exit game.
[0193] For example, when a player turns on a microphone switch, the player can send a voice message to other players through the device that the player is using. Assuming that the player is currently controlling a first virtual object, the device will identify other virtual objects whose scene distances to the first virtual object are equal to or less than the scene distance threshold based on the virtual scene of the target game application. Assuming that the scene distances to a total of P virtual objects and the first virtual object are equal to or less than the scene distance threshold, the device will send the voice message to P devices that respectively control the P virtual objects.
[0194] For example, when a player turns on the sound switch, the player can receive audio messages sent from other players through the device he or she is using. Assuming that the player is currently controlling a first virtual object, the player can identify other virtual objects whose scene distances from the first virtual object are equal to or less than the scene distance threshold based on the virtual scene of the target game application. Assuming that the scene distances from a total of Q virtual objects to the first virtual object are equal to or less than the scene distance threshold, the player can receive audio messages sent from Q devices controlling the Q virtual objects.
[0195] 2510 indicates the countdown of the remaining time in this round of the game.
[0196] 2511 shows a general prompt, i.e., various game information prompts and explanations are given.
[0197] 2512 shows the facial expression roulette, that is, the player transmits various facial expressions in the game through the facial expression roulette.
[0198] 2513 indicates the skill widget. Depending on the identity, the corresponding skill widget must be displayed. If you have the first identity, the shooting widget is displayed by default, and the rescue widget is displayed when you approach another player who can rescue you. If you have the second identity, no widgets are displayed by default, and the rescue widget is displayed when you approach another player who can rescue you. If you have the target identity, the throwing widget, attack widget, and trap widget are displayed by default.
[0199] If you are a stuffed animal, you will have no buttons by default, and the Rescue button will appear when you approach a player you can rescue. If you are a bodyguard, the Shoot button will appear by default, and the Rescue button will appear when you approach a player you can rescue. If you are an assassin, the Stick Swing, Throw, and Trap buttons will appear by default.
[0200] 2514 shows the network status and power display status.
[0201] 2515 indicates a jump widget, that is, when the jump button is clicked, the virtual object can jump once.
[0202] The present embodiment also provides a method for supporting voice interaction between players. By using the method, when virtual objects in a virtual scene of a target game application are close to each other, players controlling these virtual objects can communicate with each other by voice. This improves the convenience of communication, while also simulating the communication effect in a real scene and enhancing the realism of the game by only communicating with players of nearby virtual objects by voice.
[0203] The virtual object interaction device of the present application will be described in detail below. The virtual object interaction device can be arranged on the computer device. Please refer to FIG. 26, which is a schematic diagram of an embodiment of the virtual object interaction device of the present application. The virtual object interaction device 30 is applied to a target game application including multiple virtual objects, and the multiple virtual objects are divided into at least a first camp and a second camp. The first camp includes at least one virtual object with first identity information and at least one virtual object with second identity information, and the identity information of each virtual object in the first camp is private. The second camp includes at least one virtual object with target identity information. The virtual object interaction device 30 includes the following modules:
[0204] The display module 2610 is used to display the randomly assigned identity information of the first virtual object in response to a target game match start operation, where the identity information is the first identity information, the second identity information, or the target identity information, and the first virtual object is one of the plurality of virtual objects.
[0205] The control module 2620 is used to control the first virtual object to trigger a target interaction event on a second virtual object, where the second virtual object is another virtual object among the plurality of virtual objects other than the first virtual object.
[0206] The display module 2610 is further configured to display an interaction event result corresponding to the target interaction event if the target interaction event is successfully responded to, where the interaction event result has a relationship with the identity information of the first virtual object and the identity information of the second virtual object.
[0207] Optionally, based on the embodiment corresponding to FIG. 26 above, in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application, the identity information of the first virtual object is the first identity information or the second identity information, the identity information of the second virtual object is the first identity information or the second identity information, the control module 2620 is specifically used for controlling the first virtual object to perform a rescue operation on the second virtual object when the second virtual object is in an immobile state, and displaying a first progress bar, where the first progress bar is used to indicate the progress of the second virtual object being released from the immobile state, and the display module 2610 is specifically used for determining that the response to the target interaction event is successful when the first progress bar has finished loading, and displaying the second virtual object whose immobile state has been released.
[0208] Optionally, based on the embodiment corresponding to Fig. 26 above, in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application, the virtual object interaction device further includes a processing module 2630. The processing module 2630 is used to reset the loading progress of the first progress bar when, after displaying the first progress bar, the first progress bar has not completed loading, the first virtual object is controlled to abort the rescue operation initiated on the second virtual object.
[0209] Optionally, based on the embodiment corresponding to FIG. 26 above, in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application, after the first progress bar is displayed, if the first progress bar has not completed loading and the first progress bar controls the first virtual object to abort the rescue operation initiated on the second virtual object, the display module 2610 is further used for controlling the first virtual object to re-initiate the rescue operation on the second virtual object and display the first progress bar that continues to load.
[0210] Optionally, based on the embodiment corresponding to FIG. 26 above, in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application, the identity information of the first virtual object is the first identity information or the second identity information, and the display module 2610 is further used for displaying a second progress bar to indicate the progress of lifting the immobility state of the first virtual object when the first virtual object is in an immobility state, and the display module 2610 is further used for displaying the first virtual object whose immobility state has been lifted when the second progress bar has completed loading.
[0211] Optionally, based on the embodiment corresponding to FIG. 26 above, in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application, the identity information of the second virtual object is the first identity information or the second identity information, and the display module 2610 is further used to display a third progress bar when the second virtual object responds to a rescue operation initiated on the first virtual object after the second progress bar is displayed, where the third progress bar is used to indicate the progress of releasing the immobility state of the first virtual object, and the time required for the third progress bar to complete loading is shorter than the time required for the second progress bar to complete loading.
[0212] Optionally, based on the embodiment corresponding to FIG. 26 above, in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application, the identity information of the first virtual object is the first identity information, the identity information of the second virtual object is the first identity information, the second identity information, or the target identity information, the control module 2620 is specifically used to control the first virtual object to perform an attack operation on the second virtual object, and the display module 2610 is specifically used to determine that the response to the target interaction event is successful when the second virtual object is hit by the first virtual object, and to drop the second virtual object from the target game battle.
[0213] Optionally, in another embodiment of the virtual object interaction device 30 provided in the present embodiment based on the embodiment corresponding to FIG. 26 above, the control module 2620 is specifically used to control the first virtual object to enter a shooting preparation state and display a crosshair trajectory in response to a touch operation on the shooting widget, and to determine that the second virtual object has been hit by the first virtual object when the crosshair trajectory collides with the collision box of the second virtual object in response to a release operation on the shooting widget. Here, the crosshair trajectory is a trajectory for previewing the shooting path, which is drawn from the trajectory start position, where the shooting item is located, to the trajectory landing position.
[0214] Optionally, based on the embodiment corresponding to FIG. 26 above, in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application, the display module 2610 is further used to display a first battle summary result of the target game battle when, after the second virtual object is eliminated from the target game battle, the identity information of the second virtual object is the target identity information and the second virtual object is the last surviving virtual object of the second camp, where the first battle summary result indicates that the first camp has won against the second camp.
[0215] Optionally, based on the embodiment corresponding to FIG. 26 above, in another embodiment of the virtual object interaction device 30 provided in the present embodiment, the processing module 2630 is further used to reduce the number of currently surviving objects in the first camp if the identification information of the second virtual object is the first identification information or the second identification information after the second virtual object is dropped from the target game match.
[0216] Optionally, based on the embodiment corresponding to FIG. 26 above, in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application, the identity information of the first virtual object is target identity information, the identity information of the second virtual object is first identity information or second identity information, the control module 2620 is specifically used to control the first virtual object to perform an attack operation on the second virtual object, and the display module 2610 is specifically used to determine that the response to the target interaction event is successful when the second virtual object is hit by the first virtual object, and to drop the second virtual object from the target game battle.
[0217] Optionally, in another embodiment of the virtual object interaction device 30 provided in the present embodiment based on the embodiment corresponding to Fig. 26 above, the control module 2620 is specifically used to control the first virtual object to enter a throwing preparation state and display a crosshair trajectory in response to a touch operation on the throwing widget, and to determine that the second virtual object has been hit by the first virtual object when the crosshair trajectory collides with the collision box of the second virtual object in response to a release operation on the throwing widget. Here, the crosshair trajectory is a trajectory for previewing the throwing path, which is drawn from the trajectory start position where the thrown item is located to the trajectory landing position.
[0218] Optionally, based on the embodiment corresponding to FIG. 26 above, in another embodiment of the virtual object interaction device 30 provided in the present embodiment, the control module 2620 is specifically used to control the first virtual object to swing an attack item in response to a selection operation on an attack widget, and to determine that the second virtual object has been hit by the first virtual object when the attack item collides with the collision box of the second virtual object.
[0219] Optionally, in another embodiment of the virtual object interaction device 30 provided in the present embodiment based on the embodiment corresponding to FIG. 26 above, the display module 2610 is further configured to display a second battle tally result when the identity of the second virtual object is the first identity or the second identity and the second virtual object is the last surviving virtual object of the first team after the second virtual object is eliminated from the target game battle, where the second battle tally result indicates that the second team has defeated the first team. The display module 2610 is further configured to reduce the number of currently surviving objects of the first team and indicate that the shooting item currently used by the second virtual object has been dropped when the identity of the second virtual object is the first identity and the first team still includes at least one surviving virtual object after the second virtual object is eliminated from the target game battle. The display module 2610 is further used to reduce the number of currently surviving objects in the first camp when, after the second virtual object is eliminated from the target game match, the identity information of the second virtual object is the second identity information and the first camp still includes at least one surviving virtual object.
[0220] Optionally, based on the embodiment corresponding to FIG. 26 above, in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application, the identity information of the first virtual object is second identity information, the display module 2610 is further used to display a shooting item dropped from the virtual object having the first identity information in the virtual scene of the target game application, and the control module 2620 is further used to control the first virtual object to pick up the shooting item in response to a pick-up operation for the shooting item, and switch the identity information of the first virtual object to the first identity information. Here, the manner of picking up the shooting item includes picking it up and using it or picking it up and carrying it.
[0221] Optionally, in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application based on the embodiment corresponding to FIG. 26 above, the identity information of the first virtual object is target identity information, and the identity information of the second virtual object is target identity information, and the display module 2610 is further used to display the target identity list. Here, the target identity list includes information of T virtual objects, and the identity information of each of the T virtual objects is target identity information, where T is an integer greater than 1. Alternatively, the display module 2610 is further used to display the identity information of the second virtual object in the virtual scene of the target game application. Alternatively, the display module 2610 is further used to highlight the second virtual object in the virtual scene of the target game application during the target game battle, relative to virtual objects whose identity information is not target identity information.
[0222] Optionally, based on the embodiment corresponding to Fig. 26 above, in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application, the identity information of the first virtual object is the target identity information, the processing module 2630 is further configured to play a trap setting animation of the first virtual object in response to a trap setting operation, and the processing module 2630 is further configured to place a trap item in the virtual scene of the target game application when the playing of the trap setting animation ends, where the trap item is configured to immobilize the virtual object of the first camp when the approach distance between the trap item and the first camp is equal to or less than the approach distance threshold.
[0223] Optionally, in another embodiment of the virtual object interaction device 30 provided in the present embodiment based on the embodiment corresponding to FIG. 26 above, the identity information of the first virtual object is first identity information or second identity information, and the display module 2610 is further used to display at least one virtual resource in the virtual scene of the target game application. Here, virtual resources belonging to the same resource type correspond to the same point value and the same time value. The control module 2620 is further used to control the first virtual object to pick up a target virtual resource, which is one of the at least one virtual resources. The display module 2610 is further used to display the accumulated point value of the first virtual object and the remaining time of the target game match according to the resource type to which the target virtual resource belongs.
[0224] Optionally, based on the embodiment corresponding to FIG. 26 above, in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application, the display module 2610 is specifically used to display the accumulated point value of the first virtual object and the remaining time of the target game match when the resource type of the target virtual resource is a first resource type, where the virtual resources belonging to the first resource type correspond to a first point value and the same first time value, and the accumulated point value of the first virtual object is obtained by adding the first point value and the remaining time of the target game match is obtained by subtracting the first time value; and when the resource type of the target virtual resource is a second resource type, the display module 2610 is used to display the accumulated point value of the first virtual object and the remaining time of the target game match. Here, the virtual resource belonging to the second resource type corresponds to a second point value and the same second time value, the second point value is greater than the first point value, the second time value is greater than the first time value, the cumulative point value of the first virtual object is the sum of the second point value, and the remaining time of the target game match is the sum of the second time value.
[0225] Optionally, based on the embodiment corresponding to Fig. 26 above, in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application, the processing module 2630 is further configured to periodically detect the number of virtual resources in the virtual scene of the target game application, and the display module 2610 is further configured to display updated K virtual resources in the virtual scene of the target game application when the number of virtual resources is less than a quantity threshold, where K is an integer greater than or equal to 1.
[0226] Optionally, in another embodiment of the virtual object interaction device 30 provided in the present embodiment based on the embodiment corresponding to FIG. 26 above, the display module 2610 is further configured to display a crosshair trajectory for a shooting item when the first virtual object enters a shooting ready state if the identification information of the first virtual object is first identification information. Here, the crosshair trajectory for the shooting item is a trajectory for previewing the shooting path, drawn from the starting point of the trajectory where the shooting item is located to the landing point of the trajectory. If the identification information of the first virtual object is target identification information, the display module 2610 is further configured to display a crosshair trajectory for a throwing item when the first virtual object enters a throwing ready state. Here, the crosshair trajectory for the throwing item is a trajectory for previewing the throwing path, drawn from the starting point of the trajectory where the throwing item is located to the landing point of the trajectory. Here, the shooting item and the throwing item have different external shapes.
[0227] Optionally, based on the embodiment corresponding to FIG. 26 above, in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application, the virtual scene of the target game application corresponds to a scene map, and the scene map includes M preset starting positions, where M is an integer greater than or equal to 3, and the display module 2610 is further used to display a spawn position randomly assigned to the first virtual object after responding to a start operation of the target game match, where the spawn position is used to indicate the start position of the first virtual object in the virtual scene of the target game application, and the spawn position is one of the M preset starting positions.
[0228] Optionally, based on the embodiment corresponding to FIG. 26 above, in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application, the processing module 2630 is further configured to send a voice message to a terminal corresponding to the P virtual objects in response to the voice output operation, where a scene distance between each virtual object among the P virtual objects and the first virtual object is equal to or less than a scene distance threshold, the scene distance representing a distance in the virtual scene of the target game application, and P is an integer greater than or equal to 1. The processing module 2630 is further configured to play a voice message sent from the terminal corresponding to the Q virtual objects in response to the voice input operation, where a scene distance between each virtual object among the Q virtual objects and the first virtual object is equal to or less than a scene distance threshold, and Q is an integer greater than or equal to 1.
[0229] The present embodiment further provides a computer device, which may be a terminal or a server. The following description will be given taking the computer device as a terminal as an example, as shown in FIG. 27 . For convenience of explanation, only the relevant parts of the present embodiment are shown. For details that are not described in detail, please refer to the method section of the present embodiment. In the present embodiment, a mobile phone is used as an example of a terminal.
[0230] FIG. 27 shows a block diagram of a partial configuration of a mobile phone related to the terminal provided in the embodiment of the present application. Referring to FIG. 27, the mobile phone includes components such as a radio frequency (RF) circuit 2710, a memory 2720, an input unit 2730, a display unit 2740, a sensor 2750, an audio circuit 2760, a Wi-Fi (registered trademark) module 2770, a processor 2780, and a power supply 2790. As will be understood by those skilled in the art, the configuration of the mobile phone shown in FIG. 27 is not intended to limit the mobile phone, and the mobile phone may include more or fewer components than those shown. Alternatively, some components may be combined, or the components may be arranged differently.
[0231] Below, each component of the mobile phone will be specifically described with reference to FIG.
[0232] The RF circuitry 2710 can be used to transmit and receive signals during information transmission and reception or call processing, and in particular receives downlink information from a base station and sends it to the processor 2780 for processing, and transmits uplink data to the base station.
[0233] The memory 2720 can be used to store software programs and modules, and the processor 2780 executes the software programs and modules stored in the memory 2720 to perform various functional applications and data processing of the mobile phone.
[0234] The input unit 2730 can be used to receive input digital or textual information and generate key signal inputs for user settings and function control of the mobile phone.
[0235] The display unit 2740 can be used to display information input by or provided to the user, as well as various menus of the mobile phone. The display unit 2740 may include a display panel 2741.
[0236] The mobile phone may further include at least one sensor 2750, such as a light sensor, a motion sensor, and other sensors.
[0237] Audio circuitry 2760, speaker 2761, and microphone 2762 can provide an audio interface between the user and the mobile phone.
[0238] The processor 2780 is the control center of the mobile phone and is connected to each part of the entire mobile phone by various interfaces and wiring, and performs various functions and data processing of the mobile phone by operating or executing software programs and / or modules stored in the memory 2720 and by accessing data stored in the memory 2720.
[0239] Although not shown, the mobile phone may further include a camera, a Bluetooth module, etc., which will not be described again here.
[0240] The steps performed by the terminal in the above embodiment may be based on the terminal structure shown in FIG.
[0241] In an embodiment of the present application, a computer-readable storage medium is further provided, which stores a computer program that, when executed by a processor, implements the steps of the method described in each of the embodiments.
[0242] In accordance with an embodiment of the present invention, there is further provided a computer program product, which includes a computer program that, when executed by a processor, implements the steps of the methods described in the embodiments.
[0243] It should be noted that in specific embodiments of the present application, when the above examples of the present application are applied to specific products or technologies, with regard to related data such as player information, game data, etc., permission or consent from users 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.
[0244] Those skilled in the art can clearly understand the specific operation processes of the above systems, devices and units by referring to the corresponding processes in the above method embodiments, and for the sake of clarity and conciseness, the description will not be repeated here.
[0245] It will be understood that the systems, devices, and methods disclosed in the embodiments provided herein may be realized in other forms. For example, the device embodiments described above are merely exemplary, and the division of the units is merely a division of logical functions, and may be divided in other forms in actual implementation. For example, multiple units or components may be combined or integrated into another system. Some features may be omitted or not implemented. Furthermore, the shown or discussed couplings, direct couplings, or communication connections between each other may be indirect couplings or communication connections via some interfaces, devices, or units, and may be electrical, mechanical, or other forms.
[0246] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, i.e., they may be located in one place or distributed across multiple network units, and some or all of these units may be selected to achieve the objectives of the solution of this embodiment according to actual needs.
[0247] Furthermore, the functional units in each embodiment of the present application may be integrated into a single processing unit, may exist physically independently, or two or more units may be integrated into a single unit. The integrated units may be realized in the form of hardware or software functional units.
[0248] When the integrated unit is realized in the form of a software functional unit and sold or used as an independent product, it may be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application may be substantially embodied in the form of a software product, or a portion of the technical solution, or all or a portion of the technical solution. The computer software product is stored in a storage medium and includes a plurality of instructions that cause a computer device (which may be a server or a terminal device, etc.) to execute all or a portion of the steps of the method described in each embodiment of the present application. The storage medium includes various media capable of storing a computer program, such as a USB memory, a mobile hard disk, a ROM (read-only memory), a RAM (random access memory), a magnetic disk, or an optical disk.
[0249] As mentioned above, the above embodiments are only for illustrating the technical solutions of the present application, and are not intended to limit the same. Although the present application has been described in detail with reference to the above embodiments, those skilled in the art can understand that the technical solutions described in the above embodiments may be modified or some of the technical features may be replaced with equivalents, but these modifications or replacements will not deviate from the spirit and scope of the technical solutions of the embodiments of the present application.
Claims
1. A virtual object interaction method is applied to a target game application including a plurality of virtual objects and is executed by a computer device on which the target game application is installed, wherein the plurality of virtual objects are divided into at least a first camp and a second camp, the first camp includes at least one virtual object having first identity information and at least one virtual object having second identity information, and the identity information of each virtual object in the first camp is kept private, and the second camp includes at least one virtual object having target identity information, the virtual object interaction method comprising: displaying the randomly assigned identification information on the first virtual object in response to a start operation of the target game match; controlling the first virtual object to trigger a target interaction event on a second virtual object; If the response to the target interaction event is successful, displaying an interaction event result corresponding to the target interaction event; the identity information is the first identity information, the second identity information, or the target identity information, and the first virtual object is one of the plurality of virtual objects; the second virtual object is another virtual object among the plurality of virtual objects excluding the first virtual object, The interaction event result has an association relationship with the identity information of the first virtual object and the identity information of the second virtual object. How to interact with virtual objects.
2. The identity information of the first virtual object is the first identity information or the second identity information, and the identity information of the second virtual object is the first identity information or the second identity information; The step of controlling the first virtual object to trigger a target interaction event on a second virtual object includes: when the second virtual object is in an immovable state, controlling the first virtual object to perform a rescue operation on the second virtual object, and displaying a first progress bar to indicate progress of the release of the immovable state of the second virtual object; If the response to the target interaction event is successful, the step of displaying an interaction event result corresponding to the target interaction event includes: and when the first progress bar has completed loading, determining that the response to the target interaction event has been successful and displaying the second virtual object whose immovable state has been released. The virtual object interaction method of claim 1 .
3. After the step of displaying a first progress bar, the virtual object interaction method further comprises: and resetting the reading progress of the first progress bar when the rescue operation initiated on the second virtual object by controlling the first virtual object is terminated in a situation where the first progress bar has not completed reading. The virtual object interaction method according to claim 2 .
4. After the step of displaying a first progress bar, the virtual object interaction method further comprises: a step of temporarily stopping the progress of loading of the first progress bar when the rescue operation initiated on the second virtual object by controlling the first virtual object is terminated in a situation where the first progress bar has not completed loading; controlling the first virtual object to perform a rescue operation on the second virtual object again, and displaying the first progress bar that continues to read progress. The virtual object interaction method according to claim 2 .
5. the identification information of the first virtual object is the first identification information or the second identification information; The virtual object interaction method includes: When the first virtual object is in an immovable state, displaying a second progress bar to indicate progress in removing the immovable state of the first virtual object; and when the second progress bar has completed loading, displaying the first virtual object whose immovable state has been released. The virtual object interaction method of claim 1 .
6. the identification information of the second virtual object is the first identification information or the second identification information; After the step of displaying a second progress bar, the virtual object interaction method further comprises: and further comprising a step of displaying a third progress bar indicating a progress of the release of the immobility state of the first virtual object when the second virtual object responds to the rescue operation initiated on the first virtual object; The time required for the third progress bar to complete loading is shorter than the time required for the second progress bar to complete loading. The virtual object interaction method according to claim 5 .
7. The identity information of the first virtual object is the first identity information, and the identity information of the second virtual object is the first identity information, the second identity information, or the target identity information; The step of controlling the first virtual object to trigger a target interaction event on a second virtual object includes: controlling the first virtual object to perform an attack operation on a second virtual object; If the response to the target interaction event is successful, the step of displaying an interaction event result corresponding to the target interaction event includes: determining that the response to the target interaction event has been successful when the second virtual object has been hit by the first virtual object, and causing the second virtual object to drop out of the target game battle; The virtual object interaction method of claim 1 .
8. the step of controlling the first virtual object to perform an attack operation on a second virtual object includes: In response to a touch operation on a shooting widget, controlling the first virtual object to enter a shooting preparation state and displaying a crosshair trajectory; determining that the second virtual object has been hit by the first virtual object when the crosshair trajectory collides with a collision box of the second virtual object in response to a release operation on the shooting widget; The aiming line trajectory is a trajectory for previewing a shooting path, which is drawn from a starting point of the trajectory where the shooting item is located to a landing point of the trajectory. The virtual object interaction method according to claim 7 .
9. After the step of dropping the second virtual object from the target game battle, the virtual object interaction method further includes a step of displaying a first battle summary result of the target game battle when the identification information of the second virtual object is the target identification information and the second virtual object is the last surviving virtual object of the second camp; the first battle tally result indicates that the first camp has won against the second camp; The virtual object interaction method according to claim 7 .
10. After the step of dropping the second virtual object from the target game match, the virtual object interaction method further comprises: If the identity information of the second virtual object is the first identity information or the second identity information, the method further includes a step of reducing the number of currently surviving objects of the first camp. The virtual object interaction method according to claim 7 .
11. The identity information of the first virtual object is the target identity information, and the identity information of the second virtual object is the first identity information or the second identity information; The step of controlling the first virtual object to trigger a target interaction event on a second virtual object includes: controlling the first virtual object to perform an attack operation on a second virtual object; If the response to the target interaction event is successful, the step of displaying an interaction event result corresponding to the target interaction event includes: determining that the response to the target interaction event has been successful when the second virtual object has been hit by the first virtual object, and causing the second virtual object to drop out of the target game battle; The virtual object interaction method of claim 1 .
12. the step of controlling the first virtual object to perform an attack operation on a second virtual object includes: In response to a touch operation on a throwing widget, controlling the first virtual object to enter a throwing preparation state and displaying a line of sight trajectory; determining that the second virtual object has been hit by the first virtual object when the line of sight trajectory collides with a collision box of the second virtual object in response to a release operation on the throwing widget; The aiming line trajectory is a trajectory for previewing a throwing path, drawn from a starting point of the trajectory where the throwing item is located to a landing point of the trajectory. The virtual object interaction method of claim 11.
13. the step of controlling the first virtual object to perform an attack operation on a second virtual object includes: controlling the first virtual object to swing an attack item in response to a selection operation on an attack widget; and determining that the second virtual object has been hit by the first virtual object when the attack item collides with a collision box of the second virtual object. The virtual object interaction method of claim 11.
14. After the step of dropping the second virtual object from the target game match, the virtual object interaction method further comprises: displaying a second battle tally result indicating that the second camp has won against the first camp, when the identification information of the second virtual object is the first identification information or the second identification information and the second virtual object is the last surviving virtual object of the first camp; When the identification information of the second virtual object is the first identification information and the first camp still includes at least one surviving virtual object, reducing the number of currently surviving objects in the first camp and displaying that the shooting item currently used by the second virtual object has been dropped; If the identity information of the second virtual object is the second identity information and the first camp still includes at least one surviving virtual object, reducing the number of currently surviving objects in the first camp. The virtual object interaction method of claim 11.
15. the identification information of the first virtual object is the second identification information; The virtual object interaction method includes: displaying a shooting item dropped from the virtual object having the first identity information in a virtual scene of the target game application; and controlling the first virtual object to pick up the shooting item in response to a pick-up operation for the shooting item, and switching identification information of the first virtual object to the first identification information, The method of picking up the shooting item includes picking up and using it or picking up and carrying it; The virtual object interaction method of claim 1 .
16. The identity information of the first virtual object is the target identity information, and the identity information of the second virtual object is the target identity information; The virtual object interaction method includes: displaying a target identity list; or displaying identity information of the second virtual object in a virtual scene of the target game application; or Further comprising: highlighting the second virtual object in the virtual scene of the target game application during the target game match with respect to a virtual object whose identification information is not the target identification information; The target identity list includes information of T virtual objects, and identity information of each of the T virtual objects is the target identity information, where T is an integer greater than 1; The virtual object interaction method of claim 1 .
17. The identity information of the first virtual object is the target identity information; The virtual object interaction method includes: playing a trap-setting animation of the first virtual object in response to a trap-setting operation; and placing a trap item in the virtual scene of the target game application when the trap setting animation finishes playing; the trap item is used to immobilize the virtual object of the first camp when the approach distance between the virtual object of the first camp and the trap item is equal to or less than an approach distance threshold; The virtual object interaction method of claim 1 .
18. the identification information of the first virtual object is the first identification information or the second identification information; The virtual object interaction method includes: displaying at least one virtual resource in a virtual scene of the target game application; controlling the first virtual object to pick up a target virtual resource, the target virtual resource being one of the at least one virtual resource; and displaying a cumulative point value of the first virtual object and a remaining time of the target game match according to a resource type to which the target virtual resource belongs; Virtual resources belonging to the same resource type correspond to the same point value and the same time value; The virtual object interaction method of claim 1 .
19. The step of displaying the accumulated point value of the first virtual object and the remaining time of the target game match according to a resource type to which the target virtual resource belongs includes: If the resource type of the target virtual resource is a first resource type, displaying a cumulative point value of the first virtual object and a remaining time of the target game match, where virtual resources belonging to the first resource type correspond to a first point value and an identical first time value, the cumulative point value of the first virtual object is the sum of the first point value, and the remaining time of the target game match is the sum of the first time value; and if the resource type of the target virtual resource is a second resource type, displaying a cumulative point value of the first virtual object and a remaining time of the target game match, wherein a virtual resource belonging to the second resource type corresponds to a second point value and an identical second time value, the second point value is greater than the first point value, the second time value is greater than the first time value, the cumulative point value of the first virtual object is the sum of the second point value, and the remaining time of the target game match is the sum of the second time value.
20. The virtual object interaction method of claim 18.
20. The virtual object interaction method includes: If the identification information of the first virtual object is the first identification information, when the first virtual object enters a shooting preparation state, displaying a crosshair trajectory for a shooting item; and if the identification information of the first virtual object is the target identification information, when the first virtual object enters a throwing preparation state, displaying a crosshair trajectory for a throwing item; The aiming line trajectory for the shooting item is a trajectory for previewing a shooting path, the trajectory being drawn from a starting point position of the trajectory where the shooting item is located to a landing point position of the trajectory; the aiming line trajectory for the throwing item is a trajectory for previewing a throwing path, drawn from a starting point position of the trajectory where the throwing item is located to a landing point position of the trajectory; The shooting item and the throwing item have different appearance shapes. The virtual object interaction method of claim 1 .
21. the virtual scene of the target game application corresponds to a scene map, the scene map includes M preset starting positions, where M is an integer greater than or equal to 3; After the step of responding to a target game match start operation, the virtual object interaction method includes: displaying a randomly assigned spawn location for the first virtual object; the spawn location is used to indicate a start location of the first virtual object in a virtual scene of the target game application, and the spawn location is one of the M preset starting locations; The virtual object interaction method of claim 1 .
22. The virtual object interaction method includes: The method further includes transmitting a voice message to the terminals corresponding to the P virtual objects in response to the voice output operation; a scene distance between each of the P virtual objects and the first virtual object is equal to or less than a scene distance threshold, the scene distance representing a distance in a virtual scene of the target game application, and P is an integer greater than or equal to 1; The virtual object interaction method includes: The method further includes a step of playing back voice messages transmitted from the terminals corresponding to the Q virtual objects in response to the voice input operation; a scene distance between each of the Q virtual objects and the first virtual object is equal to or less than the scene distance threshold, and Q is an integer equal to or greater than 1; A method for virtual object interaction according to any one of claims 1 to 21.
23. A virtual object interaction device applied to a target game application including a plurality of virtual objects, the plurality of virtual objects being divided into at least a first camp and a second camp, the first camp including at least one virtual object having first identity information and at least one virtual object having second identity information, and the identity information of each virtual object in the first camp is kept private, and the second camp including at least one virtual object having target identity information, the virtual object interaction device comprising: a display module for displaying identification information randomly assigned to the first virtual object in response to a target game match start operation; a control module for controlling the first virtual object to trigger a target interaction event on a second virtual object; the identity information is the first identity information, the second identity information, or the target identity information, and the first virtual object is one of the plurality of virtual objects; the second virtual object is another virtual object among the plurality of virtual objects excluding the first virtual object, the display module is further adapted to display an interaction event result corresponding to the target interaction event if the response to the target interaction event is successful; The interaction event result has an association relationship with the identity information of the first virtual object and the identity information of the second virtual object. Virtual object interaction device.
24. a memory and a processor, wherein a computer program is stored in the memory, and when the computer program is executed by the processor, steps of the virtual object interaction method according to any one of claims 1 to 22 are realized; Computer equipment.
25. a computer program is stored, and when the computer program is executed by a processor, the steps of the virtual object interaction method according to any one of claims 1 to 22 are realized; A computer-readable storage medium.
26. a computer program, which, when executed on a computer, causes the computer to perform the steps of the virtual object interaction method according to any one of claims 1 to 22; Computer program products.