Method and apparatus for human-computer interaction based on virtual world, computer device, and storage medium
The method simplifies pet virtual character throwing in turn-based games by using a touch-based interface with a list control and aiming joystick, improving user experience and interaction efficiency.
Patent Information
- Application Number
- JP2025210027
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2022-08-19
- Filing Date
- 2025-12-01
- Publication Date
- 2026-02-24
AI Technical Summary
The existing methods for throwing pet virtual characters in turn-based games are cumbersome, requiring multiple interface switches and complex joystick operations, leading to a disjointed user experience.
A method and apparatus for virtual world-based human-computer interaction that allows for the selection and throwing of pet virtual characters through a simplified touch-based interface, using a list control, aiming joystick, and aiming mark to streamline the process.
Enhances the efficiency and user experience by allowing seamless selection and throwing of pet virtual characters, integrating battle and world maps, and enabling interactive behaviors between pet virtual characters and the virtual world.
Smart Images

Figure 2026031615000001_ABST
Abstract
Description
[Technical Field]
[0001] This application claims priority to a Chinese patent application filed with the China Patent Office on August 19, 2022, bearing application number 202211003350.4 and entitled "Method and apparatus, device, medium and product for human-computer interaction based on virtual world," the entire contents of which are incorporated herein by reference.
[0002] TECHNICAL FIELD Embodiments of the present application relate to the technical field of human-computer interaction, and in particular to a method and apparatus, computer device and computer program for virtual world-based human-computer interaction. [Background technology]
[0003] A turn-based game refers to a non-combat scene in which a master virtual character performs activities on a world map. In a battle scene, the master virtual character controls captured pet virtual characters to engage in turn-based combat with enemy units (monsters or pet virtual characters captured by other characters) on a battle map.
[0004] In a typical turn-based game, taking a non-combat scene as an example, a master virtual character performs activities on a world map, and the master virtual character throws (throws) a pet virtual character onto the world map, causing the pet virtual character to perform activities on the world map.
[0005] However, when throwing the virtual pet character, the player needs to select the virtual pet character with the joystick on the backpack selection interface, and then return to the world map interface to throw the virtual pet character with the joystick, making the entire throwing process relatively complicated. Summary of the Invention [Problem to be solved by the invention]
[0006] The present application aims to provide a method and apparatus, a computer device and a computer program for virtual world-based human-computer interaction. [Means for solving the problem]
[0007] According to one aspect of the present application, there is provided a method for virtual world-based human-computer interaction, the method being executed by a terminal, the method comprising: displaying a list control, the list control including controls corresponding to at least one container prop (item), the at least one container prop including a first container prop containing a first pet virtual character and / or a second container prop not containing a pet virtual character; In response to a touch selection operation on a control corresponding to the container prop, displaying an aiming joystick corresponding to the selected container prop and displaying an aiming mark (e.g., crosshairs, etc.); Displaying the aiming mark after changing the aiming position in response to a touch aiming operation on the aiming joystick; In response to a touch throwing operation and the selected container prop is the first container prop, displaying the thrown first pet virtual character, the first pet virtual character being used to interact with the virtual world; and The method includes displaying the thrown second container prop in response to the touch throwing operation and when the selected container prop is the second container prop.
[0008] According to one aspect of the present application, there is provided an apparatus for virtual world based human computer interaction, said apparatus comprising: a display module for displaying the list control; the list control includes a control corresponding to at least one container prop, the at least one container prop including a first container prop containing a first pet virtual character and / or a second container prop not containing a pet virtual character; the display module is used to display an aiming joystick corresponding to a selected container prop and to display an aiming mark in response to a touch selection operation on a control corresponding to the container prop; the display module is used to display the aiming mark after changing the aiming position according to the touch aiming operation on the aiming joystick; the display module is used to display the thrown first pet virtual character according to the touch throwing operation and the selected container prop is the first container prop, and the first pet virtual character is used to interact with the virtual world; The display module is used for displaying the thrown second container prop in response to the touch throwing operation and the selected container prop is the second container prop.
[0009] According to another aspect of the present application, there is provided a computer device, the computer device including a processor and a memory, wherein the memory stores at least one computer program, the at least one computer program being loaded and executed by the processor to realize the method for virtual world-based human-computer interaction described in the previous aspect.
[0010] According to another aspect of the present application, there is provided a computer storage medium, the computer-readable storage medium having stored thereon at least one computer program, the at least one computer program being loaded and executed by a processor to implement the virtual world-based human-computer interaction method described in the previous aspect.
[0011] According to another aspect of the present application, there is provided a computer program product, the computer program product including a computer program, the computer program being stored in a computer-readable storage medium, the computer program being read from the computer-readable storage medium and executed by a processor of a computing device, thereby causing the computing device to perform the virtual world-based human-computer interaction method described in the previous aspect. [Effects of the Invention]
[0012] Displaying the list control includes displaying a control corresponding to at least one container prop on the list control, where the at least one container prop includes a first container prop containing a first virtual pet character and / or a second container prop not containing a virtual pet character; displaying an aiming joystick corresponding to the selected container prop through a touch selection operation triggered on the control corresponding to the container prop, and displaying an aiming marker so that a touch aiming operation on the aiming joystick can change the aiming position of the aiming marker; adjusting the aiming position. Then, a touch throwing operation is triggered on the container prop to throw the container prop. If the thrown container prop is a first container prop, a thrown first pet virtual character is displayed; if the thrown container prop is a second container prop, a thrown second container prop is displayed. This allows the selection and throwing operation of the pet virtual character to be realized, and also allows the interaction behavior between the pet virtual character and the virtual world to be realized based on the thrown pet virtual character, thereby improving the efficiency of human-computer interaction. [Brief explanation of the drawings]
[0013] [Figure 1] FIG. 1 illustrates a battle map provided in one exemplary embodiment of the present application. [Figure 2] FIG. 1 illustrates a battle map provided in one exemplary embodiment of the present application. [Figure 3] FIG. 1 illustrates a method for virtual world-based human-computer interaction provided in one exemplary embodiment of the present application. [Figure 4] 1 is a block diagram of a computer system configuration provided in one exemplary embodiment of the present application. [Figure 5] 1 is a flowchart of a method for virtual world-based human-computer interaction provided in one exemplary embodiment of the present application; [Figure 6] 1 is a flowchart of a method for virtual world-based human-computer interaction provided in one exemplary embodiment of the present application; [Figure 7] FIG. 2 illustrates a first container prop in a list control provided in one exemplary embodiment of the present application. [Figure 8] FIG. 10 illustrates a second container prop in a list control provided in one exemplary embodiment of the present application. [Figure 9] FIG. 10 is a diagram illustrating a master virtual character performing a throw provided in one exemplary embodiment of the present application. [Figure 10] FIG. 10 illustrates a display style of an aiming mac with interaction styles provided in one exemplary embodiment of the present application. [Figure 11] FIG. 10 illustrates a master virtual character releasing a first pet virtual character provided in one exemplary embodiment of the present application. [Figure 12] FIG. 10 illustrates a first pet virtual character collecting virtual collectibles provided in one exemplary embodiment of the present application. [Figure 13] FIG. 10 illustrates capturing a second pet virtual character provided in one exemplary embodiment of the present application. [Figure 14] FIG. 1 illustrates a capture success rate indicator provided in one exemplary embodiment of the present application. [Figure 15] FIG. 10 is a diagram illustrating a first pet virtual character provided in one exemplary embodiment of the present application being thrown to fight. [Figure 16] FIG. 2 illustrates an interaction between a first pet virtual character and a virtual environment provided in one exemplary embodiment of the present application. [Figure 17] FIG. 2 illustrates an interaction between a first pet virtual character and a virtual environment provided in one exemplary embodiment of the present application. [Figure 18] FIG. 2 illustrates an interaction between a first pet virtual character and a virtual environment provided in one exemplary embodiment of the present application. [Figure 19] FIG. 2 illustrates an interaction between a first pet virtual character and a virtual environment provided in one exemplary embodiment of the present application. [Figure 20] FIG. 1 illustrates a container prop provided in one exemplary embodiment of the present application interacting with a virtual environment. [Figure 21] FIG. 1 illustrates a container prop provided in one exemplary embodiment of the present application interacting with a virtual environment. [Figure 22] 1 is a flowchart of a method for virtual world-based human-computer interaction provided in one exemplary embodiment of the present application; [Figure 23] 1 is a block diagram of a virtual world-based human-computer interaction apparatus provided in one exemplary embodiment of the present application; [Figure 24] FIG. 1 is a block diagram of a computer device provided in one exemplary embodiment of the present application. DETAILED DESCRIPTION OF THE INVENTION
[0014] First, the nouns related to the embodiments of the present application will be briefly introduced.
[0015] Virtual world: A virtual world that is displayed (or provided) when an application program is executed on a terminal. The virtual world may be a simulation environment of the real world, a semi-simulated, semi-fictional environment, or even a completely fictional environment. The virtual world may be any one of a 2D virtual world, a 2.5D virtual world, and a 3D virtual world, and this application is not limited thereto. In the following embodiments, the virtual world will be described as a 3D virtual world.
[0016] Master virtual character: A movable object that a player poses in the virtual world. A master virtual character may be a virtual person, a virtual animal, or a cartoon character, such as a person or animal displayed in a 3D virtual world. Optionally, a master virtual character is a 3D solid model created based on animation skeleton technology. Each master virtual character has its own shape and volume in the 3D virtual world and occupies a certain space in the 3D virtual world.
[0017] Pet virtual character: A movable object in a virtual world controlled by artificial intelligence (AI). A pet virtual character may be a virtual creature, virtual animal, virtual monster, virtual elf, virtual pet, etc., and is, for example, an animal or other form of movable object displayed in a three-dimensional virtual world. A master virtual character can perform at least one of the following interactions with the pet virtual character: capturing, raising, upgrading, etc. The pet virtual character can assist the master virtual character in performing at least one of the following interactions: collecting, fighting, changing land area, etc.
[0018] In turn-based role-playing games (RPGs), players pose as a virtual character in a real or virtual world. These turn-based RPGs provide two types of maps: a world map and a battle map. In non-battle scenes, virtual characters perform activities on the world map, such as playing games, capturing pet virtual characters, collecting treasure chests, and collecting virtual props. In battle scenes, virtual characters control captured pet virtual characters to engage in turn-based battles with enemy units (e.g., in-game non-player characters (NPCs), AI-controlled monsters, or pet virtual characters captured by other characters) on the battle map.
[0019] Because the world map and the battle map are two completely different maps, when switching between the world scene (also called the non-battle scene) and the battle scene, the user interface may display map content with a relatively large difference. Therefore, the player can clearly feel the difference between the two different maps, and there is a strong sense of disjointedness. To alleviate this sense of disjointedness, a transition video may often be displayed during the switch, but the effect is still poor.
[0020] In an embodiment of the present application, a new turn-based RPG mechanism is provided. This turn-based RPG integrates the traditional world map and battle map into one. The battle map is a sub-map dynamically determined from the world map each time a battle is held. In this way, when switching between the world scene (also called the non-battle scene) and the battle scene, there is no significant difference in the map content displayed on the user interface, thereby avoiding the aforementioned sense of disconnection. Furthermore, this turn-based RPG allows the environment in the virtual world (weather, time, terrain, etc.) to affect the master virtual character, pet virtual character, and battle process, and conversely, allows the master virtual character, pet virtual character, and battle process to affect the environment in the virtual world. This allows the turn-based battle process to be organically integrated into the virtual world, forming a single whole rather than two separated parts.
[0021] The game flow of the turn-based RPG includes a capture process and a battle process.
[0022] <Capture process> 1. Finding the pet virtual character in the virtual scene. When the master virtual character approaches the pet virtual character and comes within a predetermined range, a capture scene in which the master virtual character faces the pet virtual character is displayed on the virtual scene screen. At this time, the pet virtual character may be stationary, constantly moving around, or may threaten or attack the master virtual character.
[0023] 2. Prepare a spherical container prop, for example, select the spherical container prop.
[0024] 3. The spherical container prop is used to aim at the pet virtual character, and capture-related information, such as the difficulty of capture (represented by color, for example, "difficulty represented by green < difficulty represented by orange < difficulty represented by red") is displayed on the body of the pet virtual character, and the attributes of the pet virtual character (including name, gender, rank (level), overall attribute value, etc.) are displayed on the virtual scene screen. The virtual scene screen also displays an aiming circle, which can shrink and expand over time, and when the aiming circle shrinks, throwing the spherical container prop at the pet virtual character has a higher success rate of capture.
[0025] 4. The spherical container prop can be thrown at the virtual pet character to catch it, and the throwing effect can be achieved by touching the touch panel.
[0026] If the throwing position and / or throwing timing are inaccurate, the capture will fail and a message indicating that the capture was unsuccessful will be displayed; if the throwing position and throwing timing are both accurate but the master virtual character's level or ability is insufficient, the capture will fail and a message indicating that the capture was unsuccessful will be displayed; if the throwing position and throwing timing are both accurate and the master virtual character's level or ability is sufficient, the capture will be successful and a message indicating that the capture was successful, encouragement for the successful capture (e.g., experience points, newly acquired skills, etc.), and attributes of the captured pet virtual character (e.g., name, gender, height, weight, number, skills, rarity, personality traits, etc.) will be displayed.
[0027] <Match Process> It may be a singles match, doubles match or team match.
[0028] 1. Select the virtual pet character you want to battle.
[0029] 2. Display the battle scene and select the skills your virtual pet character will use.
[0030] 3. Control the touch controls on the touch panel to release skills.
[0031] 4. Display skill video effects.
[0032] In an embodiment of the present application, the turn-based RPG has an innovative design in at least the following areas:
[0033] <World Map> The world map includes multiple land areas. Each land area is a polygonal (polygonal) land area. The polygonal land area can be any one of a square, a rectangle, and a hexagon. For example, each land area is a 50cm x 50cm square. Each land area has its own ground attribute. Ground attributes include grass, stone, water, etc. Furthermore, the multiple land areas included in the world map may be of the same type, or may be a combination of multiple different types of land areas.
[0034] <Battle Map> 1 and 2 , in the virtual world 10, when a first pet virtual character 12 encounters a second pet virtual character 14 at a certain point on the world map and engages in combat, one or more land areas within a predetermined range centered on a reference location established by the first pet virtual character 12 on the world map are determined as a battle map 16. The reference location is the location of the first pet virtual character 12, or the closest suitable battle location to the first pet virtual character 12. In some embodiments, the battle map 16 includes all land areas within a circular range centered on the reference location and having a radius of a predetermined length, and in some embodiments, the battle map 16 includes all land areas within a rectangular range centered on the reference location and having a predetermined length and width.
[0035] <World scenes and battle scenes> A world scene refers to a scene corresponding to a world map, and when a world scene is displayed in a user interface, the user interface may display one or more land areas in the world map. For example, the user interface may display one or more land areas where a master virtual character or a pet virtual character is currently located on the world map, as well as several interface elements related to displaying the land areas, master virtual character, pet virtual character, etc.
[0036] A battle scene refers to a scene corresponding to a battle map. When a battle scene is displayed on a user interface, the user interface may display the battle map, for example, all or part of the land areas included in the battle map. For example, the user interface may display one or more land areas where the master virtual character or the pet virtual character is currently located on the battle map, as well as several interface elements related to displaying the land areas, the master virtual character, the pet virtual character, etc.
[0037] The world scene and the battle scene can be switched, for example, the world scene can be switched to the battle scene, and the battle scene can be switched to the world scene.
[0038] When displaying a world scene and a battle scene, the virtual camera can adopt different shooting angles. For example, when displaying a world scene, the virtual camera takes a picture of the world scene from the master virtual character's viewing angle (e.g., the master virtual character's first-person viewing angle or third-person viewing angle) to obtain a display screen of the world scene. When displaying a battle scene, the virtual camera takes a picture of the battle scene from an intermediate viewing angle (e.g., the virtual camera is positioned diagonally above the center of both fighting characters) to obtain a display screen of the battle scene. Optionally, in addition to the different shooting angles between the world scene and the battle scene, the permitted user operations may also differ. For example, when displaying a world scene, the user may be allowed to manually adjust the viewing angle and control the movement of the master virtual character or the pet virtual character, but when displaying a battle scene, the user may not be allowed to manually adjust the viewing angle or control the movement of the master virtual character or the pet virtual character. In this manner, the user can perceive the distinction between the world scene and the battle scene, but because the world scene and the battle scene share the same world map and the battle map used for the battle scene is one or more land areas on the world map, the transition between the world scene and the battle scene does not cause a strong sense of tearing, but is a very smooth and natural transition.
[0039] <Potential energy> Potential energy is an element, attribute, or sign that affects combat in the virtual world. Potential energy includes at least one of grass, fire, water, stone, ice, electricity, poison, light, ghost, demon, normal, martial, cute, fantasy, insect, wing, dragon, and mechanical types.
[0040] <Capturing a virtual pet character> The master virtual character has at least one spherical container prop, which is used to capture, store, raise, or release a pet virtual character. The master virtual character throws an empty spherical container prop to capture a pet virtual character, or throws a spherical container prop containing a pet virtual character to release the pet virtual character. Illustratively, the spherical container prop may be called an elf ball, a baby ball, or a grunt ball.
[0041] When capturing a pet virtual character, the pet virtual character is in a "captureable" state when the capture threshold is greater than the pet virtual character's energy value. Displaying information indicating that the pet virtual character is in a "captureable" state on the user interface assists the player in capturing the pet virtual character. The capture threshold is affected by factors such as the player's operations, weather, environment, and the number of captures. For example, the capture threshold can be changed by the player's operations, such as feeding the pet virtual character fruit, using special skills, or attacking. The capture threshold can also be changed during the game depending on conditions such as weather and time. Furthermore, the display information is used to encourage the player to capture the pet virtual character using friendly means, such as feeding the pet virtual character or changing its environment, rather than using combative means, thereby embodying the design goal of the pet virtual character being a friend to the master virtual character.
[0042] The released pet virtual character can stay in the virtual scene and interact with the master virtual character, perform collecting activities, and even compete against other pet virtual characters. The released pet virtual character can also interact with the environment in the virtual world, for example, by activating potential energy engines to change the potential energy of the surrounding environment, obtaining virtual items in attribute-locked treasure chests, and affecting the attributes of land areas in the virtual environment, for example, by setting grass on fire or causing a lake to freeze.
[0043] The spherical container prop also simulates the physical properties of a real spherical object, for example, being able to bounce when encountering obstacles and float in water.
[0044] <Changes in the world environment through battle processes> When a turn-based battle is being played between virtual pet characters, the skills released by the virtual pet characters can affect the environment of the virtual world, and this can be synchronized from the battle scene to the world scene. For example, when virtual pet characters are fighting in a battle scene, if the virtual pet characters release a fire skill, the grass land area in the battle scene can be set on fire, and this burning grass land area can be synchronized to the world scene. Furthermore, after the environment of the land area changes, it can also affect the virtual pet characters.
[0045] <Changes in battle process depending on the world environment> When a turn-based battle is conducted between virtual pet characters, the environment in the virtual world can affect the virtual pet characters, for example, by affecting the damage caused by the skills of the virtual pet characters or the display effects of the skills of the virtual pet characters. For example, the environment in the virtual world can include the land environment and the weather environment, and these two aspects can collectively affect the degree of dislike and like of the virtual pet characters for the environment. For example, the degree of dislike and like of the virtual pet characters for the environment can include different levels, such as strong compatibility, weak affinity, indifference, weak resistance, and strong resistance.
[0046] If the virtual pet character likes both of the two environments (land area + weather), it will get a strong affinity effect; if the virtual pet character likes only one environment and does not dislike the other, it will get a weak affinity effect; if the virtual pet character likes one environment and dislikes the other, it will not get either effect; if the virtual pet character dislikes only one environment and does not like the other, it will get a weak resistance effect; if the virtual pet character dislikes both of the two environments, it will get a strong resistance effect.
[0047] In the battle process, the server or client needs to periodically (for example, every round) obtain the environment and determine the effect of the environment on the pet virtual character.
[0048] In the embodiments of the present application, a technical solution of a virtual world-based human-computer interaction method is provided, which can be executed by a terminal or a client on the terminal. As shown in Figure 3 (a), the terminal displays a list control, which displays controls corresponding to at least one first container prop 301 containing a first pet virtual character and / or controls corresponding to at least one second container prop 306 not containing a pet virtual character.
[0049] For example, the pet virtual character selection area displays a control corresponding to a first container prop 301 containing a first pet virtual character, the pet virtual character's avatar indicator represents the display of the control corresponding to the first container prop 301, and the pet virtual character's level information is displayed below the pet virtual character's avatar indicator. The prop selection area displays a control corresponding to at least one second container prop 306 that does not contain a pet virtual character, and a throw button 302 is displayed on the user interface.
[0050] Optionally, the container prop can implement at least one of the following functions: · Capturing pet virtual characters; Loading of virtual pet characters; Transfer of virtual pet characters; and - Treating virtual pet characters is.
[0051] Optionally, the shape of the container prop may be at least one of, but not limited to, a sphere, a square, a rectangle, a triangular pyramid, and a cylinder, and the embodiments of the present application do not specifically limit this. In the embodiments, the container prop is described as a spherical container prop.
[0052] Optionally, the acquisition of the container prop may be achieved by at least one of the following methods: picking up, looting, and purchasing, but is not limited thereto, and the present application is not limited thereto.
[0053] A pet virtual character refers to a movable object in a virtual world.
[0054] Optionally, the master virtual character may perform at least one of the following interaction actions on the pet virtual character, including, but not limited to, capturing, raising, and upgrading, and the present application is not limited in this regard.
[0055] Optionally, the pet virtual character may assist the master virtual character in performing at least one of the following interaction activities, including, but not limited to, gathering, fighting, and modifying land areas, and the present application is not limited in this regard.
[0056] For example, as shown in FIG. 3(b), in response to a touch selection operation on a control corresponding to one container prop in the list control, the terminal displays an aiming joystick 303 corresponding to the selected container prop and an aiming mack 304.
[0057] The aiming joystick 303 is used to control the aiming position indicated by the aiming mac 304 .
[0058] The aiming mac 304 is used to assist the master virtual character in aiming (aiming) at the aiming position.
[0059] For example, in the case of throwing a virtual prop, the master virtual character causes the aiming mac 304 to aim at position A, in which case, after the throw, the virtual prop falls at position A or near position A.
[0060] Optionally, the terminal can respond to the touch selection operation on the wrist control by clicking the throw button 302 to quickly throw the container prop; or by long pressing the throw button 302, the display of the throw button 302 can be switched to the display of the aiming joystick 303, and the aiming joystick 303 can be controlled to change the aiming position of the aiming mach 304, thereby changing the throwing direction.
[0061] For example, as shown in FIG. 3 (c), the terminal displays the thrown first pet virtual character 305 in response to a throwing operation and the selected container prop is the first container prop 301 containing the first pet virtual character 305. After the first pet virtual character 305 is thrown, a selection indicator 307 is displayed to the right of the first container prop 301 in the pet virtual character selection area. The selection indicator 307 is used to indicate that the pet virtual character has been selected. The thrown first pet virtual character 305 can be retrieved back into the first container prop 301 by clicking the throw button 302 again.
[0062] The first pet virtual character refers to a virtual character that belongs to the master virtual character. The first pet virtual character 305 is used to interact with the virtual world.
[0063] For example, the throwing method corresponding to the throwing operation may include at least one of a high throw, a low throw, and bouncing off a wall (just one example) of the container prop, but this application is not limited thereto; that is, the master virtual character may throw the container prop by at least one of a high throw, a low throw, and bouncing off a wall, but is not limited thereto, and the embodiments of this application do not specifically limit this.
[0064] Optionally, in response to the throwing operation and the selected container prop being the first container prop 301 containing the first pet virtual character, the terminal displays the first pet virtual character in the first container prop 301 at the landing point after the first container prop 301 containing the first pet virtual character is thrown and falls.
[0065] Illustratively, the terminal device displays the thrown second container prop 306 in response to a throwing operation and the selected container prop is the second container prop 306 that does not contain a pet virtual character.
[0066] In summary, the method provided by this embodiment displays a list control; displays an aiming joystick corresponding to a selected container prop and displays an aiming mark in response to a touch selection operation on the list control; displays the aiming mark after changing the aiming position in response to a touch aiming operation on the aiming joystick; displays a thrown first pet virtual character in response to a touch throwing operation and the selected container prop is a first container prop; and displays a thrown second container prop in response to a touch throwing operation and the selected container prop is a second container prop. This application provides a new human-computer interaction method based on a virtual world, which enables the selection and throwing of a pet virtual character through touch controls on a touch panel, enables the thrown pet virtual character to interact with the virtual world, and helps the user to quickly grasp the pet virtual character through the interaction between the pet virtual character and the virtual world, thereby improving the efficiency of human-computer interaction and the user experience.
[0067] 4 is a block diagram of a computer system configuration provided in one exemplary embodiment of the present application. The computer system 100 includes a first terminal 120, a server 140, a second terminal 160, and a third terminal 180.
[0068] An application program supporting a virtual world is installed and executed on the first terminal 120. The application program may be any one of a 3D map program, a virtual reality (VR) application program, an augmented reality (AR) program, an RPG program, a turn-based game program, and a turn-based RPG program. The first terminal 120 is used by a first user. The first user uses the first terminal 120 to control a first virtual character located in the virtual world to perform activities, where the first virtual character is a master virtual character. The activities include, but are not limited to, at least one of adjusting body posture, walking, running, jumping, riding, driving, aiming, picking up, capturing a pet virtual character, controlling a pet virtual character, raising a pet virtual character, picking with a pet virtual character, fighting with a pet virtual character, using throwing props, and attacking other virtual characters. By way of example, the first virtual character is a first virtual person, such as a simulated human or animated human object. For example, the first user controls the first virtual character to perform an activity using UI controls on the virtual world screen, and the first user controls the first virtual character to throw a pet virtual character using UI controls on the virtual world screen.
[0069] The first terminal 120 is connected to the server 140 via a wireless or wired network.
[0070] The server 140 may include at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. For example, the server 140 may include a processor 144 and a memory 142. The memory 142 may include a receiving module 1421, a control module 1422, and a sending module 1423. The receiving module 1421 may be used to receive a request sent by a client, such as a request to explore the location of an enemy virtual character. The control module 1422 may be used to control rendering of the virtual world screen. The sending module 1423 may be used to send a response to the client, such as the location of a third virtual character, to the client. The server 140 may be used to provide background services to application programs supporting the 3D virtual world. Optionally, the server 140 is responsible for the main calculation tasks, and the first terminal 120, the second terminal 160, and the third terminal 180 are responsible for the secondary calculation tasks, or the server 140 is responsible for the secondary calculation tasks, and the first terminal 120, the second terminal 160, and the third terminal 180 are responsible for the main calculation tasks, or the server 140, the first terminal 120, the second terminal 160, and the third terminal 180 adopt a distributed computing architecture to perform cooperative calculations.
[0071] An application program that supports the virtual world is installed and executed on the second terminal 160. The second terminal 160 is a terminal used by a second user, and the second user uses the second terminal 160 to control a second virtual character located in the virtual world to perform activities, and the second virtual character is also designated as a master virtual character. The third terminal 180 is a terminal used by a third user, and the third user uses the third terminal 180 to control a third virtual character located in the virtual world to perform activities.
[0072] Optionally, the first virtual character, the second virtual character, and the third virtual character are located in the same virtual world, the first virtual character and the second virtual character belong to different camps, and the second virtual character and the third virtual character belong to the same camp.
[0073] Optionally, the application programs installed on the first terminal 120, the second terminal 160, and the third terminal 180 may be the same, or the application programs installed on the three terminals may be the same type of application program on different operating system platforms (Android or IOS). The first terminal 120 may generally refer to one of multiple terminals, the second terminal 160 may generally refer to one of multiple terminals, and the third terminal 180 may generally refer to one of multiple terminals. In this embodiment, only the first terminal 120, the second terminal 160, and the third terminal 180 will be described as an example. The first terminal 120, the second terminal 160, and the third terminal 180 may be the same or different device types, including at least one of a smartphone, a smart watch, a smart TV, a tablet computer, an e-reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer. In the following embodiment, the terminals will be described as smartphones.
[0074] Those skilled in the art will understand that the number of the above-mentioned terminals may be more or less. For example, there may be only one terminal, or there may be tens, hundreds, or more terminals. The embodiments of the present application do not limit the number and device types of terminals.
[0075] 5 is a flowchart of a method for virtual world-based human-computer interaction provided in one exemplary embodiment of the present application. The method can be executed by a terminal or a client on a terminal in the system shown in FIG. 4. The method includes the following steps:
[0076] Step 502: The list control is displayed.
[0077] The list control displays controls corresponding to at least one first container prop containing a first pet virtual character and / or controls corresponding to at least one second container prop not containing a pet virtual character. That is, the list control includes controls corresponding to at least one container prop, and the at least one container prop includes a first container prop containing a first pet virtual character and / or a second container prop not containing a pet virtual character. Illustratively, the first container prop and the second container prop are located in the same list control, or the first container prop and the second container prop are located in different list controls. There may be one or more first container props and one or more second container props.
[0078] Optionally, the container prop can implement at least one of the following functions: · Capturing pet virtual characters; Loading of virtual pet characters; Transfer of virtual pet characters; and - Treating virtual pet characters is.
[0079] Optionally, the shape of the container prop may be at least one of a sphere, a square, a rectangle, a triangular pyramid, and a cylinder, but is not limited thereto, and the embodiments of the present application do not specifically limit this, and the embodiments will be described taking the container prop as a spherical container prop as an example.
[0080] Optionally, the container prop may be acquired by at least one of the following methods, but is not limited thereto, and the present application is not limited thereto.
[0081] A pet virtual character refers to a movable object in a virtual world.
[0082] Optionally, the master virtual character may perform at least one of the following interaction actions on the pet virtual character, including, but not limited to, capturing, raising, and upgrading, and the present application is not limited in this regard.
[0083] Optionally, the pet virtual character may assist the virtual character in performing at least one of the following interaction activities, including, but not limited to, collecting, fighting, and modifying land areas, and the present application is not limited in this regard.
[0084] Step 504: In response to a touch selection operation on a control corresponding to a container prop, display an aiming joystick corresponding to the selected container prop, and display an aiming mark.
[0085] The aiming joystick is used to adjust the aiming position indicated by the aiming mac.
[0086] The aiming muck is used to assist the virtual character in aiming at the aiming position.
[0087] For example, taking the throwing of a virtual prop as an example, the master virtual character causes the aiming marker to aim at position A, in which case, after the throw, the virtual prop falls at position A or near position A.
[0088] For example, the terminal displays an aiming joystick corresponding to the selected container prop and an aiming mark in response to a touch selection operation on a control corresponding to a container prop in the list control.
[0089] Step 506: In response to the touch aiming operation on the aiming joystick, the aiming mark after the aiming position is changed is displayed.
[0090] For example, the terminal displays the aiming marker after changing the aiming position in response to a touch aiming operation on the aiming joystick, i.e., the throwing direction is changed by controlling the aiming joystick to change the aiming position of the aiming marker.
[0091] Optionally, the touch aiming operation on the aiming joystick includes at least one of, but is not limited to, dragging the aiming joystick, clicking the aiming joystick, and double-clicking the aiming joystick, and the embodiments of the present application are not specifically limited thereto.
[0092] In one possible implementation, the terminal displays a throwing button and an aiming joystick in response to a selection operation on the list control; clicking the throwing button enables quick throwing of the container prop; long pressing the throwing button switches from displaying the throwing button to displaying an aiming joystick, and controlling the aiming joystick changes the aiming position of the aiming joystick, thereby changing the throwing direction.
[0093] Step 508: In response to the touch-throwing operation and the selected container prop is the first container prop, display the thrown first pet virtual character.
[0094] The first pet virtual character refers to a pet virtual character that belongs to a master virtual character and is used to interact with the virtual world.
[0095] The first container prop is used to carry the first pet virtual character.
[0096] For example, the throwing method corresponding to the throwing operation may include at least one of a high throw, a low throw, and bouncing off a wall (just one example) of the container prop, but this application is not limited thereto; that is, the master virtual character may throw the container prop by at least one of a high throw, a low throw, and bouncing off a wall, but is not limited thereto, and the embodiments of this application are not specifically limited thereto.
[0097] Optionally, when the master virtual character throws a container prop in a high throwing manner, it means that the master virtual character throws the container prop upward, i.e., the initial throwing direction of the container prop is upward; when the master virtual character throws a container prop in a low throwing manner, it means that the master virtual character throws the container prop downward, i.e., the initial throwing direction of the container prop is downward; when the master virtual character throws a container prop in a wall bouncing manner, it means that the master virtual character throws the container prop towards an obstacle, i.e., the initial throwing direction of the container prop is towards the collision surface of the obstacle, and after colliding with the obstacle, the container prop rebounds and changes direction.
[0098] For example, in response to a touch throwing operation and the selected container prop being a first container prop containing a first pet virtual character, the terminal displays the first pet virtual character in the first container prop at the landing point after the first container prop containing the first pet virtual character is thrown and falls.
[0099] Optionally, the manner of displaying the first pet virtual character in the first container prop at the landing point includes at least one of the following: when the first container prop falls to the ground, the first container prop changes and is displayed as the first pet virtual character; or after the first container prop falls to the ground, the first container prop breaks within a time threshold and is displayed as the first pet virtual character; or during the process of throwing the first container prop, the first container prop changes and is displayed as the first pet virtual character, i.e., the first container prop is displayed as the first pet virtual character before landing, but is not limited thereto, and the embodiments of the present application do not specifically limit this.
[0100] Step 510: In response to the touch throw operation and the selected container prop is the second container prop, display the thrown second container prop.
[0101] The second container prop is used to capture the second pet virtual character.
[0102] A second pet virtual character refers to an unaffiliated pet virtual character within the virtual environment.
[0103] For example, in response to a throwing operation and the selected container prop being a second container prop that does not contain a first pet virtual character, i.e., after the selected container prop is an empty container prop and the second container prop that does not contain a first pet virtual character is thrown, the second container prop captures the second pet virtual character within its range. For example, when the second pet virtual character is located within the capture range of the second container prop, the second container prop captures the second pet virtual character.
[0104] In summary, the method provided in this embodiment can display a list control; display an aiming joystick corresponding to a selected container prop and display an aiming mark in response to a touch selection operation on the list control; display the aiming mark after changing the aiming position in response to a touch aiming operation on the aiming joystick; display a thrown first pet virtual character in response to a touch throwing operation and the selected container prop is a first container prop; and display a thrown second container prop in response to a touch throwing operation and the selected container prop is a second container prop. This application provides a new human-computer interaction method based on a virtual world, which can realize the selection and throwing operation of a pet virtual character through touch control on a touch panel, and realize pet capture and release based on a touch method. In addition, an interaction between the virtual pet character and the virtual world is realized based on the thrown virtual pet character, which helps the user to understand the virtual pet character more quickly through the interaction between the virtual pet character and the virtual world, thereby increasing the efficiency of human-computer interaction and improving the user experience.
[0105] 6 is a flowchart of a method for virtual world-based human-computer interaction provided in one exemplary embodiment of the present application. The method can be executed by a terminal or a client on a terminal in the system shown in FIG. 4. The method includes the following steps:
[0106] Step 602: The list control is displayed.
[0107] The list control displays controls corresponding to at least one first container prop containing a first pet virtual character and / or controls corresponding to at least one second container prop not containing a pet virtual character. That is, the list control includes controls corresponding to at least one container prop, and the at least one container prop includes a first container prop containing a first pet virtual character and / or a second container prop not containing a pet virtual character. Illustratively, the first container prop and the second container prop are located in the same list control; or, the first container prop and the second container prop are located in different list controls. There may be one or more first container props and one or more second container props.
[0108] A pet virtual character refers to a movable object in a virtual world.
[0109] Illustratively, a container prop in a list control is selected by triggering a control that corresponds to the container prop.
[0110] Optionally, the touch selection operation corresponding to the list control includes, but is not limited to, at least one of a long press, a single click, a double click, a slide operation, and a circle drawing operation, and the embodiments of the present application are not limited thereto.
[0111] In one possible implementation, a first list control is displayed on the left side of the user interface in an all-at-a-glance manner, the first list control including controls corresponding to at least one first container prop; and / or a second list control is displayed below the user interface in an overlay manner, the second list control including controls corresponding to at least one second container prop.
[0112] The list method refers to displaying the symbols corresponding to the container props in order according to the list rules. Take the example of arranging six first container props in the list method, and the symbols corresponding to the six first container props will be displayed in the first list.
[0113] Optionally, the enumeration rules include, but are not limited to, at least one of the following rules: List of random container props; · Listing container props based on the attributes of the container prop; A list of container props based on the level (grade) of the pet virtual character in the container prop; and List of container props based on the container prop's level is.
[0114] The overlay method refers to displaying the symbols corresponding to the container props in an overlay manner. For example, take the symbol corresponding to six first container props in an overlay manner, in this case, only one overlay symbol is displayed on the user interface, and the symbols corresponding to the six first container props are expanded and displayed by triggering the overlay symbol.
[0115] In one possible implementation, the terminal displays a selection mark in a first direction of a control corresponding to a first virtual pet character in response to a trigger operation of a control corresponding to a first container prop, and displays a selection mark in a second direction of a control corresponding to a second container prop in response to a trigger operation of a control corresponding to a second container prop, where the first direction and the second direction are opposite to each other.
[0116] 7 is a diagram illustrating a first container prop in a list control. A list control 701 displays controls corresponding to a first container prop 703 containing six first virtual pet characters in a list format. Triggering the control corresponding to the first container prop 703 allows selection of the first virtual pet character in the first container prop 703. After selection of the first virtual pet character is completed, a selection indicator 702 is displayed to the right of the control corresponding to the first container prop 703. The selection indicator 702 is used to indicate that the first virtual pet character in the first container prop 703 has been selected.
[0117] 8 illustrates a second container prop in a list control. The list control displays a control corresponding to at least one second container prop 801 in an overlay manner, and a quantity indicator 803 for the second container prop 801 is displayed below the control corresponding to the second container prop 801. The quantity indicator 803 indicates the number of second container props 801 owned by the master virtual character. Triggering the control corresponding to the second container prop 801 enables selection of the second container prop 801. After the selection of the second container prop 801 is completed, a selection indicator 802 is displayed to the left of the control corresponding to the second container prop 801. The selection indicator 802 indicates that the second container prop 801 has been selected.
[0118] Step 604: In response to a touch selection operation on a control corresponding to a container prop, display an aiming joystick corresponding to the selected container prop, and display an aiming mack with an interaction style.
[0119] The aiming joystick is used to control the aiming position indicated by the aiming mac.
[0120] The aiming mac is used to assist the virtual character in aiming at the aiming position.
[0121] For example, the terminal displays an aiming joystick corresponding to the selected container prop and an aiming marker with an interaction style in response to a touch selection operation on the list control, and controls the aiming joystick to change the aiming position of the aiming marker, thereby realizing a change in the throwing direction.
[0122] For example, an aiming joystick is displayed on the user interface in a combined manner, the aiming joystick includes a compass and a joystick button, and the display style of the joystick button corresponds to the selected container prop.
[0123] For example, the terminal displays a direction compass and a joystick button in the style of the second container prop on the user interface in response to selecting the second container prop on the list control.
[0124] The display style of the targeting mark with interaction style is related to the virtual target object located at the targeting position.
[0125] A virtual target refers to the object that Aiming Mac is aiming at (aiming at) in the virtual world.
[0126] Optionally, the virtual target object may be at least one of a second pet virtual character, a third pet virtual character, a virtual prop, a virtual crystal, a virtual collectible, a virtual treasure chest, a virtual potential energy engine (an engine refers to a mechanism or device for performing a certain function), a virtual grass field, and a virtual lake, but is not limited thereto, and no specific limitation is imposed in the embodiments of the present application.
[0127] Aiming Mack with interaction modality includes at least one of the following cases:
[0128] Case 1: Aiming Mac with first interaction modality.
[0129] For example, when the selected container prop is the second container prop and the aiming mark is aimed at the second pet virtual character, the terminal displays the aiming mark having a first interaction style, which is used to indicate that the thrown second container prop is intended to be captured by the second pet virtual character.
[0130] Optionally, the terminal displays the aiming marker having the first interaction style and a capture success rate indicator for the second pet virtual character when the selected container prop is the second container prop and the aiming marker is aiming at the second pet virtual character.
[0131] The capture success rate indicator is used to indicate the success rate of the second container prop capturing the second pet virtual character.
[0132] Optionally, if the second container prop successfully captures the second pet virtual character, the second container prop that successfully captured the second pet virtual character is displayed.
[0133] For example, when the second container prop successfully captures the second virtual pet character, the second container prop that has successfully captured the second virtual pet character is displayed in a bouncing manner.
[0134] Optionally, if the second container prop is unsuccessful in capturing the second pet virtual character, the second container prop is displayed as having unsuccessfully captured the second pet virtual character.
[0135] For example, if the second container prop fails to capture the second virtual pet character, the second container prop that fails to capture the second virtual pet character is displayed in a scrolling manner.
[0136] Optionally, if the throwing position and / or throwing timing of the second container prop is incorrect, the second container prop fails to capture the second pet virtual character, and a notification sign indicating the capture failure is displayed.
[0137] Optionally, if the throwing position and throwing timing of the second container prop are all accurate, but the level and / or HP (hit points) and / or energy value of the master virtual character are insufficient, the second container prop fails to capture the second pet virtual character, and a notification sign indicating the capture failure is displayed.
[0138] Optionally, if the throwing position and throwing timing of the second container prop are all accurate and the master virtual character's level and / or HP and / or energy value are sufficient, the second container prop will successfully capture the second pet virtual character, and a notification of successful capture, rewards for successful capture (e.g., experience points, newly acquired skills, etc.), and attributes of the captured second pet virtual character (e.g., name, category, height, weight, number, skills, rarity, personality traits, etc.) will be displayed.
[0139] Case 2: Aiming Mac with a second interaction modality.
[0140] For example, when the selected container prop is a first container prop and the aiming mark is aimed at the virtual collection, the terminal displays the aiming mark with a second interaction manner, where the second interaction manner is used to indicate that the thrown first virtual pet character is for collecting the virtual collection.
[0141] Case 3: Aiming Mac with a third interaction mode.
[0142] For example, when the selected container prop is the first container prop and the aiming mark is aimed at a third virtual pet character, the terminal displays an aiming mark with a third interaction manner, where the third interaction manner is used to indicate that the thrown first virtual pet character is intended to fight against the third virtual pet character.
[0143] For example, FIG. 9 illustrates a master virtual character performing a throw. In response to a touch selection operation on a control corresponding to a container prop on the list control, the terminal displays an aiming joystick 901 corresponding to the selected container prop and an aiming mark 902. FIG. 10 illustrates a display style of the aiming mark with an interaction style. As shown in (a) of FIG. 10, when the selected container prop is the first container prop and the aiming mark is aimed at the third pet virtual character, an aiming mark in the "pet avatar" style 1001 is displayed. The aiming mark in the "pet avatar" style 1001 is used to indicate that the thrown first pet virtual character is intended for turn-based combat with the third pet virtual character. As shown in (b) of Figure 10 , when the selected container prop is a first container prop and the aiming mark is aimed at a virtual collectible, a "palm" style aiming mark 1002 is displayed, where the "palm" style aiming mark 1002 is used to indicate that the thrown first pet virtual character is intended to collect the virtual collectible. As shown in (c) of Figure 10 , when the selected container prop is a second container prop and the aiming mark is aimed at a second pet virtual character, a "container prop" style aiming mark 1003 is displayed, where the "container prop" style aiming mark 1003 is used to indicate that the thrown second container prop is intended to capture the second pet virtual character. As shown in (d) of Figure 10 , when there is no virtual target at the aiming position of the aiming mark, the aiming mark becomes a "cross star" style 1004.
[0144] For example, FIG. 11 illustrates a master virtual character releasing a first pet virtual character. The terminal displays the thrown first pet virtual character 1101 in response to a touch-throwing operation and the selected container prop is a first container prop 1102 containing the first pet virtual character 1101. After the first pet virtual character 1101 is thrown, the terminal displays the first pet virtual character 1101 in the virtual environment, and also displays a selection indicator 1103 to the right of the first container prop 1102 in the pet virtual character selection area. For example, multiple first pet virtual characters can be released into the virtual environment, allowing multiple first pet virtual characters to exist simultaneously in the virtual environment. For example, multiple first pet virtual characters can be released into the virtual environment simultaneously; for example, multiple first container props can be thrown simultaneously to release multiple first pet virtual characters into the virtual environment.
[0145] For example, Fig. 12 illustrates a first virtual pet character collecting virtual items. As shown in Fig. 12(a), in response to a touch selection operation on a first container prop containing the first virtual pet character on the list control, the terminal displays an aiming joystick 1201 corresponding to the selected first container prop and an aiming mark in the "palm" style 1202. As shown in Fig. 12(b), after the first virtual pet character 1203 is thrown, the virtual environment displays that the first virtual pet character 1203 is collecting virtual items 1204, for example, that the first virtual pet character 1203 is collecting black crystals.
[0146] For example, Fig. 13 is a diagram illustrating capturing a second virtual pet character. In response to a touch selection operation on a second container prop, the terminal displays an aiming joystick 1301 corresponding to the selected second container prop, an aiming mark in "container prop" style 1302, and a capture success rate indicator 1303 for the second virtual pet character, which is used to indicate the success rate of the second container prop capturing the second virtual pet character. For example, Fig. 14 is a diagram illustrating a capture success rate indicator. The success rate of the second container prop capturing the second virtual pet character is displayed in the form of a progress bar, with one progress bar representing a success rate of 0-60% for the second container prop capturing the second virtual pet character; two progress bars representing a success rate of 60%-90% for the second container prop capturing the second virtual pet character; and three progress bars representing a success rate of 90%-100% for the second container prop capturing the second virtual pet character.
[0147] For example, if the throwing position and / or throwing timing of the second container prop is inaccurate, the capture success rate indicator for the second container prop capturing the second pet virtual character will be displayed as 0, and a notification indicator indicating that the capture has failed will be displayed.
[0148] If the throwing position and throwing timing of the second container prop are all accurate, but the level or HP or energy value of the master virtual character is insufficient, the capture success rate indicator for the second container prop capturing the second pet virtual character will be displayed as 40%.
[0149] If the throwing position and timing of the second container prop are all accurate and the master virtual character's level, HP, or energy value is sufficient, the capture success rate indicator for the second container prop capturing the second pet virtual character will be displayed as 95%. If the second pet virtual character is successfully captured, a notification of the successful capture, rewards for the successful capture (e.g., experience points, newly acquired skills, etc.), and attributes of the captured second pet virtual character (e.g., name, type, height, weight, number, skills, rarity, personality traits, etc.) will be displayed.
[0150] In one possible implementation, the display of the capture success rate indicator is related to a capture threshold value corresponding to the virtual pet character, where the higher the capture threshold value corresponding to the virtual pet character, the easier it is to capture the virtual pet character.
[0151] Optionally, the pet virtual character has a corresponding initial capture threshold. Optionally, the initial capture threshold is related to a first factor, the first factor including at least one of the following factors: Pet type and / or pet level of your virtual pet character; · Tool type and / or tool level of the container prop used in the capture operation; - The number of times the master virtual character has captured a pet virtual character; - The number of times the master virtual character has captured the same type of pet virtual character; Whether the pet virtual character has found the master virtual character; The distance between the master virtual character and the pet virtual character; · The personality match between the master virtual character and the pet virtual character; and -Gender match between master virtual character and pet virtual character is.
[0152] Optionally, the pet type of the pet virtual character includes, but is not limited to, birds, insects, large animals, small animals, etc., the pet level includes, but is not limited to, beginner, intermediate, advanced, etc., and the initial capture threshold of the pet virtual character is related to the pet type and / or pet level of the pet virtual character, such that the rarer the pet type and / or the higher the pet level, the more difficult the pet virtual character is to capture and the smaller the corresponding initial capture threshold.
[0153] Optionally, the tool type of the container prop includes, but is not limited to, a normal tool, an intermediate tool, an advanced tool, etc., and the tool level includes, but is not limited to, a beginner, an intermediate tool, an advanced tool, etc., and the more advanced the tool type of the container prop used in the capture operation is and / or the higher the tool level is, the easier the pet virtual character is to be captured and the larger the corresponding initial capture threshold value is.
[0154] Optionally, the initial capture threshold value may be related to the number of previous captures the master virtual character has made of the pet virtual character, such that the number of previous captures the master virtual character has made of the pet virtual character is positively correlated with the initial capture threshold value, e.g., the more previous captures the pet virtual character has made, the more likely the pet virtual character is to be captured by the master virtual character, and the larger the corresponding initial capture threshold value.
[0155] Optionally, the initial capture threshold value may be related to the number of previous captures the master virtual character has made of pet virtual characters of the same type, such that the number of previous captures the master virtual character has made of pet virtual characters of the same type is positively correlated with the initial capture threshold value, e.g., the more previous captures the master virtual character has made of pet virtual characters of the same type, the better the master virtual character will be at capturing pet virtual characters of that type, i.e., the larger the initial capture threshold value corresponding to the pet virtual characters of that type.
[0156] Optionally, the initial capture threshold value is also related to whether the pet virtual character has found the master virtual character. When the pet virtual character does not find the master virtual character, the master virtual character can bypass the pet virtual character's blind spot and directly capture the pet virtual character. In this case, the master virtual character only needs to employ a predetermined capture strategy and does not need to fight, so the success rate of the capture is relatively high. That is, when the pet virtual character does not find the master virtual character, the corresponding initial capture threshold value becomes larger.
[0157] Optionally, the distance between the master virtual character and the pet virtual character can affect the capture threshold, and the distance may be positively correlated with the initial capture threshold. For example, the closer the distance between the master virtual character and the pet virtual character, the higher the accuracy of the master virtual character's skill release, and the higher the success rate of capturing the pet virtual character, i.e., the higher the corresponding initial capture threshold.
[0158] Optionally, the initial capture threshold value may also be related to the personality match between the master virtual character and the pet virtual character, and the personality match may be positively correlated with the initial capture threshold value. According to the personality attributes of the pet virtual character, each pet virtual character may have a like or dislike personality of the master virtual character. For example, a pet virtual character with a belligerent personality may like a master virtual character with a belligerent personality, and the personality match between the two may be relatively high. The higher the personality match between the master virtual character and the pet virtual character, the easier the pet virtual character will be to capture, i.e., the higher the initial capture threshold value.
[0159] Optionally, the initial capture threshold value may also be related to the gender match between the master virtual character and the pet virtual character, and the gender match may be positively correlated with the initial capture threshold value. According to the gender attribute of the pet virtual character, each pet virtual character has a gender of the master virtual character that it likes or dislikes. The higher the gender match between the master virtual character and the pet virtual character, the easier the pet virtual character will be to capture, i.e., the higher the initial capture threshold value.
[0160] It should be noted that the above values are relative, and the specific values should be determined according to the actual situation. Furthermore, although the initial value of the capture threshold of the pet virtual character is related to the first factor, for a specific first factor, whether the initial value of the capture threshold of the pet virtual character is increased or decreased by the first factor should be determined according to the specific pet virtual character.
[0161] For example, if the first factor is the type of container prop, the higher the container prop used by one virtual pet character, the higher the capture success rate, i.e., the higher the initial value of the corresponding capture threshold. Conversely, the higher the container prop used by another virtual pet character, the lower the capture success rate, i.e., the lower the initial value of the corresponding capture threshold. In other words, whether the first factor increases or decreases the initial value of the capture threshold of the virtual pet character needs to be set according to the specific virtual pet character.
[0162] In this embodiment, the capture threshold of the pet virtual character has an initial value, and the initial value of the capture threshold is related to the above-mentioned first factor. Therefore, the initial value of the capture threshold of the pet virtual character can be adaptively adjusted according to information such as the operation and attributes of the master virtual character, which greatly enhances the capture scene of the pet virtual character. Furthermore, different master virtual characters can adaptively adopt different capture strategies based on the initial value of the capture threshold of the pet virtual character, which improves the efficiency of human-computer interaction and enhances the player's game experience.
[0163] For example, Figure 15 illustrates a turn-based battle using a first virtual pet character. In response to a touch selection operation on a first container prop containing a first virtual pet character on the wrist control, the terminal displays an aiming joystick 1501 corresponding to the selected first container prop and an aiming mark in "container prop" style 1502. Also, character information 1503 of a third virtual pet character is displayed. The character information 1503 is used to indicate the attribute information, level information, and category information of the third virtual pet character, which can help the user select an appropriate first virtual pet character.
[0164] Step 606: In response to the touch aiming operation on the aiming joystick, the aiming mark after the aiming position is changed is displayed.
[0165] For example, the terminal displays the aiming marker after changing the aiming position in response to a touch aiming operation on the aiming joystick, i.e., by controlling the aiming joystick to change the aiming position of the aiming marker, the throwing direction can be changed.
[0166] Optionally, the touch aiming operation on the aiming joystick includes at least one of, but is not limited to, dragging the aiming joystick, clicking the aiming joystick, and double-clicking the aiming joystick, and the embodiments of the present application are not specifically limited thereto.
[0167] In one possible implementation, the terminal displays a throw button and an aiming joystick in response to a selection operation in the list control; clicking the throw button realizes quick throwing of the container prop; long pressing the throw button changes the display of the throw button to display an aiming joystick, and controlling the aiming joystick changes the aiming position of the aiming joystick, thereby realizing a change in the throwing direction.
[0168] Step 608: In response to the throwing operation and the selected container prop being the first container prop, display the thrown first pet virtual character.
[0169] The first pet virtual character refers to a pet virtual character that belongs to a master virtual character and is used to interact with the virtual world.
[0170] The first container prop is used to carry the first pet virtual character.
[0171] For example, the throwing method corresponding to the throwing operation may include at least one of a high throw, a low throw, and bouncing off a wall (just one example) of the container prop, but this application is not limited thereto, i.e., the master virtual character may throw the container prop in at least one of a high throw, a low throw, and bouncing off a wall, but is not limited thereto, and the embodiments of this application are not specifically limited thereto.
[0172] Optionally, when the master virtual character throws a container prop in a high throwing manner, it means that the master virtual character throws the container prop upward, i.e., the initial throwing direction of the container prop is upward; when the master virtual character throws a container prop in a low throwing manner, it means that the master virtual character throws the container prop downward, i.e., the initial throwing direction of the container prop is downward; when the master virtual character throws a container prop in a wall bouncing manner, it means that the master virtual character throws the container prop towards an obstacle, i.e., the initial throwing direction of the container prop is towards the collision surface of the obstacle, and after colliding with the obstacle, the container prop rebounds and changes direction.
[0173] For example, in response to a throwing operation and the selected container prop being a first container prop containing a first pet virtual character, the terminal displays the first pet virtual character in the first container prop at the landing point after the first container prop containing the first pet virtual character is thrown and lands.
[0174] In one possible implementation, the terminal displays an interaction between the first pet virtual character and the virtual environment at the location of the first pet virtual character according to the attributes of the first pet virtual character, i.e., the terminal displays an interaction between the first pet virtual character and the virtual environment at the location of the first pet virtual character, and the interaction is associated with the attributes of the first pet virtual character.
[0175] The attributes of the first pet virtual character refer to elements or signs that the first pet virtual character possesses that affect combat.
[0176] Optionally, the attributes of the first pet virtual character include at least one of grass attribute, fire attribute, water attribute, stone attribute, ice attribute, electric attribute, poison attribute, light attribute, ghost attribute, demon attribute, normal attribute, martial attribute, cute attribute, phantom attribute, insect attribute, wing attribute, dragon attribute, and mechanical attribute, but are not limited thereto, and no specific limitations are imposed in the embodiments of the present application.
[0177] For example, the ice attribute and the fire attribute have a mutually check-and-balance relationship, i.e., when a first virtual pet character with an ice attribute engages in a turn-based battle with a third virtual pet character with a fire attribute, the first virtual pet character with an ice attribute will inflict a higher damage value on the third virtual pet character with a fire attribute.
[0178] Illustratively, the terminal changes the display of attributes of the land area in which the first pet virtual character is located in the virtual environment based on the attributes of the first pet virtual character.
[0179] 16 is a diagram illustrating a first pet virtual character interacting with a virtual environment. In response to a throwing operation and the selected container prop being a first container prop containing a first pet virtual character 1601, the terminal causes the first container prop containing the first pet virtual character 1601 to be thrown and land, causing the land area where the first pet virtual character 1601 lands to burn due to the fire attribute of the first pet virtual character 1601.
[0180] Optionally, after the first container prop containing the first pet virtual character 1601 is thrown and lands, the fire attribute of the first pet virtual character 1601 causes the land area within a first range of the landing point of the first pet virtual character 1601 to burn.
[0181] For example, Figure 17 illustrates a first pet virtual character interacting with a virtual environment. As shown in Figure 17(a), when a throwing operation is performed and the selected container prop is the first container prop containing the first pet virtual character 1701, the terminal displays an aiming joystick 1703 corresponding to the selected first container prop and an aiming marker 1702. As shown in Figure 17(b), when the first container prop containing the first pet virtual character 1701 is aimed at the water surface and thrown and falls into the water, the water surface where the first pet virtual character 1701 is located becomes frozen due to the ice attribute of the first pet virtual character 1701. As shown in Figure 17(c), after the water surface where the first pet virtual character 1701 is located is frozen, the master virtual character 1704 can walk on the frozen horizontal surface.
[0182] Optionally, after the first container prop containing the first pet virtual character 1701 is thrown and lands, the ice attribute of the first pet virtual character 1701 causes the water surface within a second range of the point where the first pet virtual character 1701 lands to freeze.
[0183] For example, the terminal opens or closes a virtual treasure chest located at the location of the first pet virtual character based on the attributes of the first pet virtual character, and the virtual treasure chest is used to place virtual props.
[0184] For example, Figure 18 is a diagram illustrating a first pet virtual character interacting with a virtual environment. As shown in (a) of Figure 18, in response to a throwing operation and the selected container prop being the first container prop containing the first pet virtual character 1801, the terminal throws the first container prop containing the first pet virtual character 1801 toward the vicinity of a virtual treasure chest 1802 in the virtual environment. As shown in (b) of Figure 18, if the attributes of the first pet virtual character 1801 are the same as the attributes of the virtual treasure chest 1802, fireworks with special effects are displayed simultaneously when the virtual treasure chest 1802 opens.
[0185] For example, the terminal triggers a virtual potential energy engine in the virtual environment based on an attribute of the first pet virtual character, wherein the virtual potential energy engine is used to change the attribute intensity value of the pet virtual character within a potential energy range of the virtual potential energy engine.
[0186] For example, FIG. 19 is a diagram showing a first pet virtual character interacting with a virtual environment. As shown in (a) of FIG. 19, a virtual potential energy engine 1901 is displayed in the virtual environment, and the terminal throws the first container prop containing the first pet virtual character into the vicinity of the virtual potential energy engine 1901 in the virtual environment in response to a throwing operation and in response to the selected container prop being the first container prop containing the first pet virtual character. If the attribute of the first pet virtual character is the same as the attribute of the virtual potential energy engine 1901, the virtual potential energy engine 1901 is triggered. The triggered virtual potential energy engine 1901 changes the attribute intensity value of the pet virtual character within the potential energy range of the virtual potential energy engine. As shown in (b) of Figure 19, the attribute mark of the virtual potential energy engine 1901 is a fire mark 1902, i.e., the virtual potential energy engine 1901 needs to be triggered by a first virtual pet character with a fire attribute; as shown in (c) of Figure 19, the attribute mark of the virtual potential energy engine 1901 is a metal mark 1903, i.e., the virtual potential energy engine 1901 needs to be triggered by a first virtual pet character with a metal attribute; as shown in (d) of Figure 19, the attribute mark of the virtual potential energy engine 1901 is a wood mark 1904, i.e., the virtual potential energy engine 1901 needs to be triggered by a first virtual pet character with a wood attribute; as shown in (e) of Figure 19, the attribute mark of the virtual potential energy engine 1901 is an elf mark 1905, i.e., the virtual potential energy engine 1901 needs to be triggered by a first virtual pet character with an elf attribute.
[0187] The virtual potential energy engine affects battles between pet virtual characters by changing the attribute strength values of the pet virtual characters within the potential energy range of the virtual potential energy engine. For example, after a virtual potential energy engine with a fire attribute is activated, when a pet virtual character with a fire attribute and a pet virtual character with a wood attribute battle within the potential energy range of the virtual potential energy engine, the virtual potential energy engine with the fire attribute strengthens the attribute strength value of the pet virtual character with the fire attribute and suppresses the attribute strength value of the pet virtual character with the wood attribute.
[0188] For example, Table 1 shows the correspondence between the interaction relationships between attributes. In Table 1, abbreviations are used instead of attributes; for example, "grass" represents the "grass attribute," each row represents an attacker, and each column represents an attackee. Among these, 0.5 indicates that the attacker's attribute suppresses the attackee's attribute, and conversely, 2 indicates that the attacker's attribute is suppressed by the attacker's attribute. For example, if the gold attribute suppresses the wood attribute and a virtual potential energy engine with the gold attribute is activated, when an attacker with the gold attribute attacks an attackee with the wood attribute, the damage value is doubled, and when an attacker with the wood attribute attacks an attackee with the gold attribute, the damage value is halved. Table 1 shows the correspondence between the interaction relationships between attributes.
[0189] [Table 1] Step 610: In response to the throwing operation and the selected container prop being the second container prop, display the thrown second container prop.
[0190] The second container prop is used to capture the second pet virtual character.
[0191] A second pet virtual character refers to an unaffiliated pet virtual character within the virtual environment.
[0192] For example, in response to a throwing operation and the selected container prop being a second container prop that does not contain a first pet virtual character, i.e., after the selected container prop is an empty container prop and the second container prop that does not contain a first pet virtual character is thrown, the second container prop captures the second pet virtual character within its range. For example, when the second pet virtual character is located within the capture range of the second container prop, the second container prop captures the second pet virtual character.
[0193] In one possible implementation manner, the terminal displays a collision trajectory of the container prop after it collides with the collision surface during the throwing process.
[0194] For example, the terminal displays a rebound trajectory of the container prop after it hits the impact surface if the included angle between the throwing direction of the container prop and the impact surface is greater than an angle threshold.
[0195] 20 is a diagram illustrating a container prop interacting with a virtual environment. When the container prop 2003 collides with a collision surface 2001 during the throwing process, the terminal displays a rebound trajectory 2002 of the container prop 2003 after colliding with the collision surface 2001 if the angle between the throwing direction of the container prop 2003 and the collision surface 2001 is greater than an angle threshold. For example, when the angle between the throwing direction of the container prop 2003 and the collision surface 2001 is greater than 30°, the terminal displays a rebound trajectory 2002 of the container prop 2003 after colliding with a tree trunk.
[0196] For example, the terminal displays a continuous bouncing trajectory of the container prop bouncing continuously on the collision surface when the angle between the throwing direction of the container prop and the collision surface is equal to or less than the angle threshold.
[0197] 21 is a diagram illustrating a container prop interacting with a virtual environment. When the container prop 2101 collides with a collision surface during the throwing process, the terminal displays a continuous bounce trajectory 2102 of the container prop 2101 bouncing continuously on the collision surface if the angle between the throwing direction of the container prop 2101 and the collision surface is equal to or less than an angle threshold. For example, when the angle between the throwing direction of the container prop 2101 and the collision surface is equal to or less than 30°, the terminal displays a continuous bounce trajectory 2102 of the container prop 2101 bouncing continuously on the water surface.
[0198] For example, the landing point of the thrown pet virtual prop may be any position in the virtual environment, and some locations may be determined to be suitable for releasing the first pet virtual character, while other locations may be determined to be unsuitable for releasing the first pet virtual character due to surrounding obstacles or because releasing the first pet virtual character does not suit the ecology of the first pet virtual character.
[0199] When a pet virtual prop is thrown, a fan-shaped area facing the master virtual character is selected with the landing point of the thrown pet virtual prop as the center of the circle, and several potential release points are evenly selected on the ground of the area. Each potential release point is checked as follows: (1) release points that obstruct the visibility of the master virtual character are eliminated, i.e., the master virtual character can be seen when standing on the release point; (2) release points with excessive slopes around the ground of the virtual environment are eliminated, i.e., the ground must be relatively flat; (3) release points with visible virtual objects above are eliminated, i.e., there must be no obstacles around them; and (4) release points that are too close to the master virtual character are eliminated. Finally, the selected potential release points are sorted, and the point with the highest score is selected as the release point.
[0200] Optionally, the principles for reordering the potential release points include at least one of the following: The closer the potential release point is to the drop point, the better; and The drop point, potential release point, and master virtual character's position are all on the same line. That is the thing.
[0201] In summary, the method provided in this embodiment can display a list control; display an aiming joystick corresponding to a selected container prop and display an aiming mark in response to a touch selection operation on the list control; display the aiming mark after changing the aiming position in response to a touch aiming operation on the aiming joystick; display a thrown first pet virtual character in response to a touch throwing operation and the selected container prop is a first container prop; and display a thrown second container prop in response to a touch throwing operation and the selected container prop is a second container prop. This application provides a new human-computer interaction method based on a virtual world, which can realize the selection and throwing operation of a pet virtual character through touch control on a touch panel, and realize pet capture and release based on a touch method. In addition, an interaction between the virtual pet character and the virtual world is realized based on the thrown virtual pet character, which helps the user to understand the virtual pet character more quickly through the interaction between the virtual pet character and the virtual world, thereby increasing the efficiency of human-computer interaction and improving the user experience.
[0202] 22 is a flowchart of a method for virtual world-based human-computer interaction provided in one exemplary embodiment of the present application. The method can be executed by a terminal or a client on a terminal in the system shown in FIG. 4. The method includes the following steps:
[0203] Step 2201: Start.
[0204] Step 2202: Touch the throw button.
[0205] Illustratively, a user interface may display a list control, where the list control displays controls corresponding to at least one first container prop containing a first pet virtual character and / or controls corresponding to at least one second container prop not containing a pet virtual character.
[0206] Touch the container prop on the list control to select it, and then use the touch throw button to throw it.
[0207] Step 2203: Start the throwing skill and synchronize the state.
[0208] After the player touches the throw button, the terminal sends a synchronization notification to the server, and the user interface corresponding to the terminal displays the start of the performance of the virtual prop.
[0209] Step 2204: It is determined whether the button has been pressed for a long time.
[0210] It determines whether the player has pressed the throw button for a long time, and switches the throwing state based on the pressing time length. If the pressing time reaches a threshold, it directly enters the aiming mode and executes step 2205; if the pressing time does not reach the threshold, it directly enters the quick throwing mode and executes step 2211.
[0211] Step 2205: Enter aiming mode.
[0212] When the pressing time reaches the threshold, it will enter the aiming mode directly, display the aiming joystick corresponding to the selected container prop, and display the aiming mack.
[0213] Step 2206: The state of the aiming mac changes.
[0214] When entering the aiming mode, an aiming joystick corresponding to the selected container prop is displayed, and an aiming mac is also displayed, and different contents may be displayed in the display style of the aiming mac depending on the virtual aiming object at the aiming position.
[0215] Step 2207: Calculate the starting position of the camera.
[0216] When entering the aiming mode, the terminal calculates the starting position of the camera, i.e., determines the initial aiming position of the aiming map.
[0217] Step 2208: The aiming mac moves in eight directions.
[0218] When entering the aiming mode, the aiming mac can be controlled to move in eight directions by touching the aiming joystick, that is, the movement of the camera can be controlled to move the aiming mac in eight directions.
[0219] Step 2209: The virtual target object that the aiming MAC is aiming at is determined.
[0220] When the aiming mode is entered, the aiming mac determines the virtual target object that it is aiming at.
[0221] Step 2210: Display the interaction information.
[0222] When the aiming mode is entered and the aiming mac determines the virtual target object being aimed at, interaction information is displayed on the user interface.
[0223] For example, when the selected container prop is a first container prop and the aiming mark is aimed at a third virtual pet character, a "pet avatar" style aiming mark is displayed, which indicates that the thrown first virtual pet character is intended to fight the third virtual pet character. When the selected container prop is a first container prop and the aiming mark is aimed at a virtual collectible, a "palm" style aiming mark is displayed, which indicates that the thrown first virtual pet character is intended to collect the virtual collectible. When the selected container prop is a second container prop and the aiming mark is aimed at a second virtual pet character, a "container prop" style aiming mark is displayed, which indicates that the thrown second container prop is intended to capture the second virtual pet character. When there is no virtual target at the aiming position of the aiming mac, the aiming mac will be in a "cross star" style.
[0224] Step 2211: Calculate the starting position of the camera.
[0225] When entering the quick throw mode, the terminal calculates the starting position of the camera, i.e., determines the initial aiming position of the aiming mac.
[0226] Step 2212: Calculate the throw direction and correct the overlay direction.
[0227] When a virtual prop is thrown, it is recreated in front of the center of the camera, and the spawn position is calculated based on the distance between the camera and the player, which ensures that the spawn position is invariant to the distance to the player under any camera rocker arm length.
[0228] When a virtual prop is thrown, the server calculates the throwing direction, and if the target drop point is automatically locked, the server calculates the throwing direction based on the target drop point; otherwise, the server calculates the throwing direction based on the direction of the camera.
[0229] Step 2213: Calculate throw force and gravity, and modify force based on direction.
[0230] When a virtual prop is thrown, the server calculates the throwing force and modifies it based on the throwing direction to simulate the difficulty of throwing at different angles in the actual environment. The server also modifies the gravity scaling of the virtual prop to simulate the trajectory of virtual props with various characteristics. When automatically locked, the appropriate throwing angle is derived based on the position of the target landing point. When not automatically locked, quick throws and precision throws use the current angle as the basis and read different planning setting data to obtain different parameter modifications for the thrown virtual props, achieving better throwing effects.
[0231] Step 2214: Play the throwing video, set the throwing motion, and send it to the network for synchronization.
[0232] After the different planning setting data is determined, the throwing motion of the virtual prop is simulated, and the terminal and the server are synchronized, and the throwing effect is displayed on the user interface.
[0233] Step 2215: The throwing state is cleared.
[0234] Step 2216: End.
[0235] 23 is a block diagram of a virtual world-based human-computer interaction device provided in one exemplary embodiment of the present application. The device can be realized as a whole or part of a computer device by software, hardware, or a combination of both. The device includes:
[0236] Display module 2301: Used to display a list control, the list control including controls corresponding to at least one container prop, the at least one container prop including a first container prop containing a first pet virtual character and / or a second container prop not containing a pet virtual character.
[0237] The display module 2301 is used to display the aiming joystick corresponding to the selected container prop and display the aiming marker in response to a touch selection operation on the control corresponding to the container prop; and to display the aiming marker after changing the aiming position in response to a touch aiming operation on the aiming joystick.
[0238] The display module 2301 is used to display the thrown first pet virtual character in response to a touch throwing operation and the selected container prop is the first container prop, and the first pet virtual character is used to interact with the virtual world.
[0239] The display module 2301 is used for displaying the thrown second container prop in response to the touch throwing operation and the selected container prop is the second container prop.
[0240] In one possible implementation, the display module 2301 is used to display an aiming mark with an interaction style, and the display style of the aiming mark with an interaction style is related to a virtual aiming object located at the aiming position.
[0241] In one possible implementation manner, the display module 2301 displays an aiming marker having a first interaction style when the selected container prop is the second container prop and the aiming marker is aiming at a second pet virtual character.
[0242] Wherein, the first interaction manner is used to indicate that the thrown second container prop is intended for the second pet virtual character to catch.
[0243] In one possible implementation, the display module 2301 is used to display a capture success rate indicator of the second pet virtual character, and the capture success rate indicator is used to indicate the success rate of the second container prop capturing the second pet virtual character.
[0244] In one possible implementation manner, the display module 2301 displays the second container prop that has successfully captured the second pet virtual character when the second container prop successfully captures the second pet virtual character.
[0245] In one possible implementation, the display module 2301 is used to display an aiming mac having a second interaction style in response to the selected container prop being the first container prop and the aiming mac being aimed at a virtual collection.
[0246] The second interaction manner is used to indicate that the thrown first virtual pet character is for collecting the virtual collectible.
[0247] In one possible implementation manner, the display module 2301 is used to display an aiming marker having a third interaction style when the selected container prop is the first container prop and the aiming marker is aiming at a third pet virtual character.
[0248] The third interaction manner is used to indicate that the thrown first virtual pet character is to fight with a third virtual pet character.
[0249] In one possible implementation, the display module 2301 is used to display an interaction between the first pet virtual character and the virtual environment at the location of the first pet virtual character, and the interaction is associated with an attribute of the first pet virtual character.
[0250] In one possible implementation, the display module 2301 is used to change the display of attributes of the land area where the first pet virtual character is located in the virtual environment based on the attributes of the first pet virtual character.
[0251] In one possible implementation, the display module 2301 is used to open or close a virtual treasure chest located at the location of the first pet virtual character based on the attributes of the first pet virtual character, and the virtual treasure chest is used to place virtual props.
[0252] In one possible implementation, the display module 2301 is used to trigger a virtual potential energy engine in the virtual environment based on the attributes of the first pet virtual character.
[0253] The virtual potential energy engine is used to change the attribute strength value of the pet virtual character within the potential energy range of the virtual potential energy engine.
[0254] In one possible implementation, the display module 2301 is used to display the collision trajectory of the container prop after it collides with the collision surface during the throwing process.
[0255] In one possible implementation, the display module 2301 is used to display the rebound trajectory of the container prop after it hits the collision surface when the included angle between the throwing direction of the container prop and the collision surface is greater than an angle threshold.
[0256] In one possible implementation, the display module 2301 is used to display a continuous bounce trajectory of the container prop bouncing continuously on the collision surface when the included angle between the throwing direction of the container prop and the collision surface is less than or equal to an angle threshold.
[0257] In one possible implementation manner, the display module 2301 is used to display a first list control on the left side of the user interface in a list manner, the first list control including at least one control corresponding to the first container prop; and / or is used to display a second list control on the bottom side of the user interface in an overlay manner, the second list control including at least one control corresponding to the second container prop.
[0258] In one possible implementation, the display module 2301 is used to display a selection mark in a first direction of a control corresponding to the first pet virtual character in response to a trigger operation of a control corresponding to the first container prop.
[0259] In one possible implementation manner, the display module 2301 is used to display the selection mark in the second direction of the control corresponding to the second container prop in response to the trigger operation of the control corresponding to the second container prop.
[0260] The first direction and the second direction are opposite to each other.
[0261] In one possible implementation, the display module 2301 is used to display the aiming joystick on the user interface in a combined manner, the aiming joystick including a direction compass and a joystick button, and the display style of the joystick button corresponds to the selected container prop.
[0262] 24 is a block diagram of a configuration of a computer device 2400 provided in one exemplary embodiment of the present application. The computer device 2400 may be a mobile terminal, such as a smartphone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), or an MP4 (Moving Picture Experts Group Audio Layer IV) player. The computer device 2400 may also be referred to as a user device, a mobile terminal, etc.
[0263] Typically, the computing device 2400 includes a processor 2401 and a memory device 2402 .
[0264] The processor 2401 may include one or more processing cores, such as a 4-core processor or an 8-core processor. The processor 2401 may be implemented in at least one hardware form of a DSP (Digital Signal Processing), an FPGA (Field Programmable Gate Array), or a PLA (Programmable Logic Array). The processor 2401 may include a main processor and a coprocessor. The main processor is a processor for processing data in an active state and is also referred to as a CPU (Central Processing Unit). The coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 2401 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing content to be displayed on a display screen. In some embodiments, the processor 2401 may further include an AI (Artificial Intelligence) processor, which is used to perform computational operations related to machine learning.
[0265] The memory 2402 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 2402 may further include high-speed random access memory and non-volatile memory, such as one or more magnetic memories, flash memories, etc. In some embodiments, the non-transitory computer-readable storage medium in the memory 2402 is used to store at least one instruction that, when executed by the processor 2401, is used to perform the virtual world-based human-computer interaction method provided in the embodiments of the present application.
[0266] In some embodiments, computing device 2400 may further optionally include a peripheral interface 2403 and at least one peripheral device. Specifically, the peripheral device includes at least one of RF circuitry 2404, a touch panel 2405, and a power source 2408.
[0267] The peripheral interface 2403 is used to connect at least one peripheral device related to I / O (Input / Output) to the processor 2401 and the memory 2402. In some embodiments, the processor 2401, the memory 2402, and the peripheral interface 2403 are integrated on the same chip or circuit board. In some other embodiments, any one or two of the processor 2401, the memory 2402, and the peripheral interface 2403 may be implemented on a single chip or circuit board, and this embodiment is not limited thereto.
[0268] The RF circuitry 2404 is used to receive and transmit RF (Radio Frequency) signals (also referred to as electromagnetic signals). The RF circuitry 2404 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuitry 2404 can convert electrical signals into electromagnetic signals for transmission, or can convert received electromagnetic signals into electrical signals. Optionally, the RF circuitry 2404 includes an antenna system, an RF transceiver, one or more amplifiers, tuners, oscillators, digital signal processors, codec chipsets, user identity module cards, etc. The RF circuitry 2404 can communicate with other terminals via at least one wireless communication protocol. The wireless communication protocols may include, but are not limited to, the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or wireless fidelity (WiFi) networks.
[0269] The touch panel 2405 is used to display a user interface (UI). The UI may include graphics, text, icons, video, and any combination thereof. The touch panel 2405 is also capable of collecting touch signals on or above the surface of the touch panel 2405. The touch signals may be input as control signals to the processor 2401 for processing. The touch panel 2405 may be used to provide virtual buttons and / or a virtual keyboard (also referred to as soft buttons and / or soft keyboard). In some embodiments, there may be one touch panel 2405 mounted on the front panel of the computing device 2400. In other embodiments, there may be at least two touch panels 2405 mounted on different surfaces of the computing device 2400 or designed to be foldable. In some embodiments, the touch panel 2405 may be a flexible display screen mounted on a curved or foldable surface of the computing device 2400. Furthermore, the touch panel 2405 may be designed in a non-rectangular, irregular shape, i.e., an irregular screen. The touch panel 2405 may be made of materials such as LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode), etc.
[0270] The power source 2408 is used to power each component in the computing device 2400. The power source 2408 may be an AC power source, a DC power source, a disposable battery, or a rechargeable battery. When the power source 2408 includes a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired line, and a wireless rechargeable battery is a battery that is charged via a wireless coil. The rechargeable battery may also be used to support fast charging technology.
[0271] As will be appreciated by those skilled in the art, the configuration shown in FIG. 24 is not intended to limit the computing device 2400, and the computing device 2400 may include more or fewer components than those shown, or may combine some components, or may employ a different layout.
[0272] In a further embodiment of the present application, a computer device is provided, the computer device including a processor and a memory, the memory storing at least one computer program, the at least one computer program being loaded and executed by the processor to realize the virtual world-based human-computer interaction method provided in each of the above-mentioned method embodiments.
[0273] In further embodiments of the present application, a computer storage medium is provided, the computer-readable storage medium having stored therein at least one computer program, the at least one computer program being loaded and executed by a processor to realize the virtual world-based human-computer interaction method provided in each of the above-mentioned method embodiments.
[0274] In a further embodiment of the present application, a computer program product is provided, the computer program product including a computer program, the computer program being stored in a computer-readable storage medium, and the computer program being read from the computer-readable storage medium and executed by a processor of a computing device, causing the computing device to perform the virtual world-based human-computer interaction method provided in each of the above-mentioned method embodiments.
[0275] Although the preferred embodiment of the present application has been described above, the present application is not limited to this embodiment, and any modification to the present application falls within the technical scope of the present application as long as it does not depart from the spirit of the present application.
Claims
[Claim 1] 1. A method of virtual world-based human-computer interaction implemented by a computing device, comprising: displaying a master virtual character in a virtual environment; displaying a list control, the list control displaying a control corresponding to at least one first container item containing a first pet virtual character; In response to a touch throwing operation on the first container item in the list control, displaying the release of a first pet virtual character in the virtual environment; and The method includes displaying an interaction between the first pet virtual character and the virtual environment at a location of the first pet virtual character in response to an attribute of the first pet virtual character.