Virtual object interaction method, device, equipment, and computer program

By displaying special effect text elements that transform into designated props during virtual object interactions, the method enhances game interactivity and user experience while reducing resource consumption.

JP7780667B2Active Publication Date: 2025-12-04TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
JP2024556065
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2022-05-31
Filing Date
2023-03-31
Publication Date
2025-12-04
Estimated Expiration
2043-03-31

AI Technical Summary

Technical Problem

Existing virtual object interaction methods in games are monotonous and lack diversity in interaction display modes, leading to low interactivity and a diminished sense of achievement for players.

Method used

Display special effect text elements during virtual object interactions, which transform into designated props through a conversion falling animation, enhancing the visualization of interaction results and providing designated props for players to pick up.

Benefits of technology

This approach enriches interaction methods, improves user experience, and reduces the processing resources required for game play by visualizing interaction results and promoting interaction between virtual objects.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

A method, an apparatus, a device, a storage medium and a program product for virtual object interaction are provided, which are related to the technical field of virtual environments. The method includes the steps of: displaying a first virtual object and a second virtual object in a virtual scenario (510); controlling the first virtual object and the second virtual object to perform an interaction activity in the virtual scenario in response to an interaction operation (520); displaying a special effect text element in the virtual scenario, the special effect text element corresponding to an interaction result between the first virtual object and the second virtual object (530); and displaying a transformation falling animation of the special effect text element, the transformation falling animation being an animation of the special effect text element transforming into a designated prop and falling into the virtual scenario (540). An embodiment of the present application displays the special effect text element based on the interaction result and displays an animation of the special effect text element transforming into a designated prop, thereby improving the interactivity between virtual objects and improving the user's interaction experience.
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Description

[Technical Field]

[0001] This application claims priority to a Chinese patent application filed on May 31, 2022, bearing application number 202210611101.7, and entitled "Virtual object interaction method, device, equipment, storage medium, and program product," the entire contents of which are incorporated herein by reference.

[0002] TECHNICAL FIELD Embodiments of the present application relate to the technical field of virtual environments, and in particular to a method, apparatus, device, storage medium and program product for virtual object interaction. [Background technology]

[0003] With the rapid development of computer technology and the diversification of terminal devices, the application of electronic games has become increasingly widespread. Fighting games are a popular type of game, in which a virtual scenario is displayed by a terminal device, and a user controls a virtual object to play a virtual game against another virtual object in the virtual scenario and win the game.

[0004] In the related technology, a virtual environment screen corresponding to a virtual scenario displays information about virtual objects controlled by both players and attribute values ​​of the virtual objects. During a game between a virtual object controlled by one player and an opponent's virtual object controlled by another player, after the virtual object controlled by the player attacks and hits the opponent's virtual object, the attribute value of the opponent's virtual object is displayed as decreased, indicating that the opponent's virtual object has been hit by the attack and is affected by the decrease in attribute value.

[0005] However, in related art, whether or not the attribute value of the enemy virtual object is displayed as being decreased is determined simply by determining whether or not an attack operation has been hit, and this type of interaction display method in a game is monotonous. Summary of the Invention [Problem to be solved by the invention]

[0006] The embodiments of the present application provide a virtual object interaction method, device, equipment, storage medium and program product, thereby improving the diversity of interaction display modes and the interactivity between virtual objects. The technical solutions are as follows: [Means for solving the problem]

[0007] According to one aspect, there is provided a method for virtual object interaction, the method comprising: displaying a first virtual object and a second virtual object in a virtual scenario; controlling the first virtual object and the second virtual object in response to an interaction operation to perform an interaction activity in the virtual scenario; displaying a special effect text element in the virtual scenario, the special effect text element corresponding to an interaction result between the first virtual object and the second virtual object; and displaying a transformation / falling animation of the special effect text element, wherein the transformation / falling animation is an animation of the special effect text element transforming into a designated prop and falling into the virtual scenario.

[0008] According to another aspect, there is provided a control device for a virtual object, the device comprising: a display module for displaying a first virtual object and a second virtual object in a virtual scenario; a receiving module that controls the first virtual object and the second virtual object to perform an interaction activity in the virtual scenario in response to an interaction operation; the display module further displays a special effect text element in the virtual scenario, the special effect text element corresponding to an interaction result between the first virtual object and the second virtual object; The display module further displays a transformation falling animation of the special effect text element, where the transformation falling animation is an animation in which the special effect text element transforms into a designated prop and falls into the virtual scenario.

[0009] According to another aspect, a terminal device is provided, the terminal device including a processor and a memory, the memory storing a computer program, and the computer program being loaded and executed by the processor to realize the above-mentioned virtual object interaction method.

[0010] According to another aspect, a computer-readable storage medium is provided, the computer-readable storage medium storing a computer program, the computer program being read and executed by a processor to realize the above-described virtual object interaction method.

[0011] According to another aspect, there is provided a computer program product, the computer program product including a computer program stored in a computer-readable storage medium, wherein a processor of a terminal device reads the computer program from the computer-readable storage medium and executes the computer program, thereby causing the terminal device to perform the virtual object interaction method. [Effects of the Invention]

[0012] The technical solution provided by this application includes at least the following beneficial effects: During the interaction between the first virtual object and the second virtual object, special effect text elements are displayed based on the interaction results, and the special effect text elements are converted into designated props in the form of a conversion falling animation, thereby visualizing the interaction results and the feedback of the interaction results and increasing the variety of interaction methods between the virtual objects. Furthermore, by converting the special effect text elements into designated props and providing them to the virtual objects, the efficiency of transmitting interface display information is improved. Furthermore, by converting the interaction results into designated props, the interaction between the virtual objects is promoted, improving the interaction between the virtual objects, shortening the time for interactive activities (e.g., game play), and reducing the need for terminal device and server processing resources to be occupied by game play. [Brief explanation of the drawings]

[0013] [Figure 1] 1 is a schematic diagram of a virtual object interaction method provided by the related art; [Figure 2] 1 is a schematic diagram of a virtual object interaction method provided by one exemplary embodiment of the present application; [Figure 3] 1 is a structural block diagram of an electronic device provided by one exemplary embodiment of the present application; [Figure 4] 1 is a schematic diagram of an implementation environment of the solution provided by one exemplary embodiment of the present application; [Figure 5] 1 is a flowchart of a virtual object interaction method provided by one exemplary embodiment of the present application. [Figure 6] 1 is a flowchart of a virtual object interaction method provided by another exemplary embodiment of the present application; [Figure 7] 1 is a schematic diagram of a method for displaying special effect text element content provided by one exemplary embodiment of the present application; [Figure 8] FIG. 10 is a schematic diagram of a method for displaying special effect text element content provided by another exemplary embodiment of the present application; [Figure 9] FIG. 10 is a schematic diagram of a process for generating a designated prop provided by another exemplary embodiment of the present application; [Figure 10] FIG. 10 is a schematic diagram of a process for generating a designated prop provided by another exemplary embodiment of the present application; [Figure 11] FIG. 2 is a schematic diagram of a designated prop pick-up process provided by one exemplary embodiment of the present application. [Figure 12] 1 is a flowchart of a virtual object interaction method provided by another exemplary embodiment of the present application; [Figure 13] FIG. 1 is a schematic diagram of a display scheme for a buff effect provided by one exemplary embodiment of the present application. [Figure 14] FIG. 2 is a schematic diagram of an attribute value incremental animation provided by one exemplary embodiment of the present application; [Figure 15] 1 is a flowchart of a virtual object interaction method provided by another exemplary embodiment of the present application; [Figure 16] FIG. 2 is a schematic diagram of a first movement animation provided by one exemplary embodiment of the present application. [Figure 17] FIG. 10 is a schematic diagram of a buff selection interface provided by another exemplary embodiment of the present application. [Figure 18] 1 is a schematic diagram of a prop integration process provided by one exemplary embodiment of the present application. [Figure 19] 1 is a flowchart of a virtual object interaction method provided by another exemplary embodiment of the present application; [Figure 20] 1 is a flowchart of a virtual object interaction method provided by another exemplary embodiment of the present application; [Figure 21] 1 is a structural block diagram of a virtual object interaction device provided by one exemplary embodiment of the present application; [Figure 22] FIG. 2 is a structural block diagram of a virtual object interaction device provided by another exemplary embodiment of the present application; [Figure 23]1 is a structural block diagram of a terminal device provided by one exemplary embodiment of the present application; DETAILED DESCRIPTION OF THE INVENTION

[0014] In order to make the objectives, technical solutions and advantages of the present application more comprehensible, the following describes in more detail the embodiments of the present application in combination with the drawings.

[0015] Referring to Fig. 1, Fig. 1 is a schematic diagram of a virtual object interaction method provided by the related art. As shown in Fig. 1, in the related art, a virtual scenario is realized as a game scenario 100. The game scenario 100 includes a first virtual object 110 controlled by a player and a second virtual object 120 controlled by another player, and the first virtual object 110 and the second virtual object 120 play a virtual game. After the first virtual object 110 uses an attack skill to consecutively hit the second virtual object 120, a combo label 130 corresponding to the consecutive hits of the attack skill is displayed in the game scenario 100. The combo label 130 is realized to indicate the number of consecutive hits (e.g., 5 consecutive hits) that the first virtual object 110 has consecutively hit the second virtual object 120 using the current attack skill, thereby displaying the result of the game between the first virtual object 110 and the second virtual object 120.

[0016] However, in the above-mentioned related art, during the process of two virtual objects playing a game, only the number of consecutive hits of the virtual objects is displayed in a special way. The player only uses an attack skill to attack and then knows the corresponding current attack result, and is unable to actually better perceive the hit effect, which results in a low sense of achievement for advanced players. The current interaction method between virtual objects can only be displayed monotonously in the form of special effects, resulting in low interactivity between players.

[0017] Referring to FIG. 2, it is a schematic diagram of a method for virtual object interaction provided by one exemplary embodiment of the present application. In the method for virtual object interaction provided by the embodiment of the present application, the virtual scenario 200 includes a first virtual object 210 and a second virtual object 220. In response to the player's interaction operation, it displays the process of a specified interaction activity between the first virtual object 210 and the second virtual object 220. The specified interaction activity is realized such that the first virtual object 210 and the second virtual object 220 play a game round using skills.

[0018] The interaction result between the first virtual object 210 and the second virtual object 220 is realized as follows. That is, when the first virtual object 210 uses a skill to attack the second virtual object 220 and hits the second virtual object 220, a special effect text element 230 is displayed at the specified position corresponding to the second virtual object 220. The current special effect text element 230 is realized as "single press", and "single press (rhyme of single syllable)" indicates that the attack of the first virtual object 210 hits the second virtual object 220 for the first time.

[0019] Then, the virtual scenario 200 further displays a conversion drop animation of the special effect text element 230. The conversion drop animation is that the "single press" character is converted into a specified prop 240 and drops into the virtual scenario 200. At this time, the player controls the first virtual object 210 to pick up the specified prop 240 in the virtual scenario 200 by a pick-up operation.

[0020] As described above, compared to the related art, the virtual object interaction method provided by the embodiments of the present application displays special effect text elements based on the interaction results during the interaction between a first virtual object and a second virtual object, and converts the special effect text elements into designated props in the form of a conversion falling animation to visualize the interaction results and the feedback of the interaction results, thereby improving the user's interactive experience and increasing the variety of interaction methods between virtual objects. Furthermore, converting the special effect text elements into designated props and providing them to virtual objects improves the transmission efficiency of interface display information. Converting the interaction results into designated props also promotes interaction between virtual objects, improving the interaction between virtual objects, shortening the time for interactive activities (e.g., game play), and reducing the need for terminal and server processing resources for game play.

[0021] In some embodiments, the technical solutions provided by the embodiments of the present application may be independently implemented by a terminal device, independently implemented by a server, or jointly implemented by a terminal device and a server, which are not limited to the embodiments of the present application.

[0022] Since the methods of independent realization by a terminal device or a server are similar, the embodiments of this application take independent realization by a terminal device as an example, in which a target application program supporting a virtual environment is executed on the terminal device, and the target application program may be a standalone application program, such as a standalone 3D game program, or may be an online application program, a networking application program, etc.

[0023] In an embodiment of the present application, take the target application program installed on the terminal device as an example, for example, a standalone application program. When the target application program is running on the terminal device, the terminal device displays a virtual scenario, which includes a first virtual object and a second virtual object. In the process of making the first virtual object and the second virtual object perform a specified interaction activity based on an interaction operation, the client of the target application program displays a special effect text element based on the interaction result between the first virtual object and the second virtual object, and displays a transformation falling animation in which the special effect text element transforms into a specified prop and falls into the virtual scenario. The user controls the first virtual object to pick up the specified prop in the virtual scenario through a pick-up operation on the terminal.

[0024] Preferably, the terminal device may be an electronic device such as a desktop computer, a laptop computer, a smartphone, a tablet, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III) player, an MP4 (Moving Picture Experts Group Audio Layer IV) player, etc.

[0025] 3 is a structural block diagram of an electronic device provided by one exemplary embodiment of the present application. The electronic device 300 includes an operating system 320 and an application program 322. The operating system 320 is basic software that provides the application program 322 with secure access to computer hardware. The application program 322 is an application program that supports a virtual environment. Optionally, the application program 322 is an application program that supports a three-dimensional virtual environment. The application program 322 may be any one of a virtual reality application program, a three-dimensional map program, an auto chess game, a puzzle game, a fighting game, a third-person shooter game (TPS), a first-person shooter game (FPS), a multiplayer online battle arena game (MOBA), and a multiplayer gunfight survival game. The application program 322 may be a standalone application program, such as a standalone three-dimensional game program, or a network online application program, although the embodiment of the present application is not limited thereto.

[0026] Optionally, the technical solution provided by the embodiments of the present application may be jointly realized by a terminal device and a server. Generally, referring to Figure 4, there is shown a schematic diagram of an implementation environment of one solution of the embodiments of the present application. As shown in Figure 4, the implementation environment includes a terminal device 410, a server 420 and a communication network 430, and the terminal device 410 and the server 420 are connected via the communication network 430.

[0027] A target application program 411 supporting a virtual scenario is executed on the terminal device 410. Taking a fighting game as an example, as shown in FIG. 4 , if the current target application program is realized as a network online application program, the terminal device 410 currently displays a virtual scenario 4110 corresponding to the target application program 411. The virtual scenario 4110 includes a first virtual object 4111 and a second virtual object 4112 that performs a specified interaction activity with the first virtual object 4111. In response to an interaction operation on the first virtual object 4111 and the second virtual object 4112, the terminal device 410 displays an interaction process between the first virtual object 4111 and the second virtual object 4112. Based on the interaction result between the first virtual object 4111 and the second virtual object 4112, the terminal device 410 generates an interaction result trigger command and sends it to the server 420.

[0028] After receiving the interaction result trigger command from the terminal device 410, the server 420 determines the text content of the special effect text element 4121 corresponding to the interaction result based on the interaction result trigger command, and feeds back element rendering data corresponding to the special effect text element 4121 to the terminal device 410, where the element rendering data includes rendering sub-data of the special effect text element 4121 and animation sub-data corresponding to the falling transformation animation corresponding to the special effect text element 4121.

[0029] After receiving the element rendering data, the terminal device 410 displays the corresponding special effect text element 4121 based on the rendering sub-data of the special effect text element 4121, and displays the transformation falling animation corresponding to the special effect text element 4121 based on the animation sub-data, where the transformation falling animation is realized so that the special effect text element 4121 is transformed into a designated prop and falls into the virtual scenario 4110.

[0030] In response to the pick-up operation of the first virtual object 4111 on the designated prop, the terminal device 410 displays an animation process in which the first virtual object 4111 picks up the designated prop 4122 .

[0031] The server 420 provides background services to clients of a target application program (e.g., a game application program) in the terminal device 410. For example, the server 420 may be a background server for the target application program (e.g., a game application program). Here, the server 420 may be an independent physical server, a server cluster or a distributed system consisting of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), big data, and artificial intelligence platforms.

[0032] In some embodiments, the above server 420 may also be implemented as a node in a blockchain system.

[0033] Here, in an embodiment of the present application, before and during the collection of user related data, a prompt interface, pop-up, or voice prompt information may be displayed, and the prompt interface, pop-up, or voice prompt information may prompt the user that the related data is currently being collected, so that the present application only executes the relevant step of collecting user related data if the user confirms in the prompt interface or pop-up; otherwise (i.e., the user does not confirm in the prompt interface or pop-up), the relevant step of collecting user related data is terminated, that is, the user related data is not collected. In other words, for all user data collected by the present application, its processing shall strictly comply with the requirements of the laws and regulations of relevant countries, and the consent or individual consent of personal information shall be obtained only when the user agrees and permits it, and subsequent data use and processing actions shall be carried out within the scope of the laws, regulations, and the permission of the personal information, and the collection, use, and processing of related user data shall comply with the laws, regulations, and standards of relevant countries and regions. For example, the virtual scenarios, interaction operations, and pickup operations according to the present application can all be achieved with sufficient permission.

[0034] Referring to FIG. 5, a flowchart of a virtual object interaction method provided in one embodiment of the present application is illustrated. In this embodiment of the present application, the method is applied to the terminal device 410 of FIG. 4 as an example, and the method includes the following steps:

[0035] Step 510: Display a first virtual object and a second virtual object in a virtual scenario.

[0036] The above-mentioned virtual scenario is a scenario that is displayed (or provided) when a client of an application program (e.g., a game application program) is executed on a terminal device, and the virtual scenario is a scenario in which a created virtual object operates (e.g., plays a game), such as a virtual house, a virtual island, a virtual sky, a virtual land, etc. The virtual scenario may be a real-world simulation scenario, a semi-simulation / semi-virtual scenario, or even a fully virtual scenario, which is not limited to the embodiments of the present application.

[0037] A virtual object is a virtual object controlled by a user account in an application program (e.g., a game application program). Taking a game application program as an example, the virtual object is a virtual character controlled by a user account in the game application program. For example, the first virtual object is a virtual character controlled by a user account currently logged in to a client, and the second virtual object may be controlled by the client or another user account, although the embodiments of the present application are not limited thereto.

[0038] Generally, the client displays a virtual scenario on a user interface, the virtual scenario including a first virtual object, the first virtual object performing a virtual activity in the virtual scenario, the virtual activity including at least one of walking, running, jumping, climbing, skill activation, prop pickup, prop throw, etc.

[0039] Optionally, the virtual scenario further includes a second virtual object, and the second virtual object has an adversarial relationship or a teammate relationship with the first virtual object, or there is no relationship between the second virtual object and the first virtual object, to which the embodiments of the present application are not limited.

[0040] Optionally, the first virtual object or the second virtual object may be realized as a virtual person, a virtual object, a virtual animal, a virtual building, etc., to which the embodiments of the present application are not limited.

[0041] Step 520: In response to the interaction operation, control the first virtual object and the second virtual object to perform an interaction activity in the virtual scenario.

[0042] The interaction operation is an operation for causing interaction between virtual objects, and the operation is realized by a user using a terminal device. In an embodiment of the present application, the interaction operation may be an interaction operation performed by a current user of the terminal device on a first virtual object. After receiving the interaction operation, the client controls the first virtual object and the second virtual object to perform an interaction activity in a virtual scenario based on the interaction operation.

[0043] Optionally, the client obtains an interaction operation based on an interaction operation command triggered by a user, for example, the user may generate an interaction operation command for the virtual object by touching a display, or may generate an interaction operation command for the virtual object by operating a control device (e.g., a keyboard, a mouse, a game handle, etc.), which is not limited to the embodiments of the present application. For example, in the case of a first virtual object and a second virtual object, the above-mentioned interaction operation command includes an interaction operation command triggered by a first user for the first virtual object and an interaction operation command triggered by a second user for the second virtual object, thereby realizing an interaction between the first virtual object and the second virtual object.

[0044] The interaction activity is an activity that requires interaction between virtual objects. Generally, the interaction activity may be realized such that a first virtual object and a second virtual object play a virtual game (e.g., a game), or a first virtual object and a second virtual object cooperate to complete a designated task, and the embodiments of the present application are not limited thereto. A virtual game is a competitive game between virtual objects.

[0045] Optionally, when the interaction activity is realized as a virtual game between a first virtual object and a second virtual object, the interaction operation is realized as the first virtual object using a skill on the second virtual object or attacking the second virtual object with a virtual prop.

[0046] When the interaction activity is realized between the first virtual object and the second virtual object to jointly complete a designated task, the interaction operation is realized by the first virtual object sending a task request to the second virtual object, so that the first virtual object and the second virtual object jointly perform the designated task.

[0047] In some embodiments, the activity content of the interaction activity may be preset, or the user may freely set the specific activity content of the interaction activity, which is not limited to the embodiments of the present application.

[0048] Step 530: Display a special effect text element in the virtual scenario, where the special effect text element corresponds to an interaction result between the first virtual object and the second virtual object.

[0049] The interaction result is the result of the above interaction activity, for example, in a virtual game, a first virtual object hits a second virtual object multiple times in succession. Optionally, the interaction result is obtained from the client in real time, i.e., the special effect text element corresponding to the interaction result is also updated and displayed in real time.

[0050] The special effect text element is a view element obtained by adding a special effect to a text element, such as a text filling special effect (e.g., a monochromatic filling, a gradient filling, etc.), a stroke text special effect (e.g., an overlapping text, a neon special effect, etc.), a fade-out text special effect, a dynamic text special effect, etc. That is, the display manner of the special effect text element is determined based on the added special effect. The above-mentioned special effect text element represents an interaction result between a first virtual object and a second virtual object. Generally, the interaction result determines at least one of the display content, display manner, display number, display position, display duration, etc. corresponding to the special effect text element.

[0051] The display content is the text content of the special effect text element, for example, the text content of the special effect text element is determined based on the text content of the current interaction result; the display method is an element display method corresponding to the special effect text element, for example, highlight display, flashing display, etc.; the display number is the number of special effect text elements, for example, displaying one special effect text element at a time based on the interaction result; the display position is the position when the special effect text element is displayed in the virtual scenario, for example, a designated position corresponding to the first virtual object (for example, overhead), a designated position corresponding to the second virtual object (for example, overhead), etc.; and the display period is the display time of the special effect text element, for example, the display period of a single special effect text element in the virtual scenario is 3 seconds.

[0052] Optionally, the interaction result between the first virtual object and the second virtual object corresponds to a single fixed special effect text element, or the interaction result may correspond to multiple different types of special effect text elements, to which the embodiments of the present application are not limited.

[0053] Optionally, the special effect text element is realized to be displayed in a fixed manner, i.e., the same special effect text element is displayed each time, or the display of the special effect text element corresponds to an interaction result, i.e., different interaction results correspond to different special effect text elements.

[0054] Step 540: Display a transformation falling animation of the special effect text element, in which the transformation falling animation is an animation in which the special effect text element is transformed into a designated prop and falls into the virtual scenario.

[0055] Optionally, the client generates a transformation falling animation based on the special effect text element and displays the transformation falling animation in the user interface. In some embodiments, when the special effect text element is changed, the special effect text element is transformed into the transformation falling animation and begins to be displayed.

[0056] In general, the transformation falling animation describes the transformation process between the special effect text element and the designated prop, and the process of the designated prop falling into the virtual scenario, i.e., in the current virtual scenario, the generation method of the designated prop depends on the special effect text element. Note that the designated prop may be any virtual prop, such as an attack virtual prop, a defense virtual prop, an energy value acquisition prop, a skill virtual prop, a buff virtual prop (e.g., heart point recovery), etc., which is not limited to the embodiments of the present application.

[0057] In one example, the transformation fall animation includes at least one of the following animation display methods: 1. When the display of the text content of the special effect text element is complete, the client will start displaying the animation of the special effect text element being transformed into the designated prop and falling into the virtual scenario; 2. A duration threshold is preset, and when the display duration of the special effect text element reaches the duration threshold, the client starts to display an animation in which the special effect text element is transformed into a designated prop and falls into the virtual scenario; 3. Only when a transformation trigger operation for a special effect text element is received, the client displays the transformation falling animation of the special effect text element. The transformation trigger operation triggers the display of the transformation falling animation of the special effect text element. For example, when a transformation trigger operation for a special effect text element is received, the client generates and displays the corresponding transformation falling animation based on the special effect text element.

[0058] Optionally, converting the special effect text element into a designated prop may involve directly replacing the special effect text element with the designated prop, canceling the display of the special effect text element and adding and displaying the designated prop at a predetermined position, for example, at the top of the virtual scenario or in the middle of the virtual scenario, or canceling the display of the special effect text element and displaying an animation of the designated prop entering the virtual scenario, for example, an animation of the virtual scenario breaking and the designated prop entering the virtual scenario through the crack, and the embodiments of the present application are not limited thereto.

[0059] Here, the above animation display manner regarding the transformation falling animation is merely a schematic example, to which the embodiments of the present application are not limited.

[0060] In one example, the transformation of the designated prop includes at least one of the following representations: 1. The client determines a designated number of designated props based on the special effect text elements, that is, different special effect text elements are converted into different numbers of designated props correspondingly; 2. The client determines a designated prop of a designated type based on the special effect text element, that is, different special effect text elements are converted into different types of designated props accordingly; 3. The client determines the transformation effect of the designated prop based on the special effect text element, that is, different transformation forms correspond to different special effect text elements. For example, as a transformation falling animation, the special effect text element A is transformed into the corresponding designated prop in order for each font, and then falls into the virtual scenario.

[0061] It should be noted that the above prop representation forms for designated props are merely schematic examples, and the embodiments of the present application are not limited thereto.

[0062] In some embodiments, the process of converting special effect text elements into designated props can be realized as follows: the special effect text elements are converted into a designated number of designated props in sequence, and the designated props are displayed one by one and dropped into the virtual scenario in sequence, that is, the conversion process of the designated props is converted and displayed one by one; or the client can convert the special effect text elements into a predetermined number of designated props simultaneously, and drop the predetermined number of designated props into the virtual scenario simultaneously, that is, the conversion process of the special effect text elements into designated props is completed in one go, and the predetermined number of designated props are displayed simultaneously, which is not limited to the embodiments of the present application.

[0063] In one example, the manner in which the designated prop is dropped into the hypothetical scenario includes at least one of the following: 1. After the specified prop is generated, it is dropped into the virtual scenario in a free fall manner; 2. After the specified prop is generated, the special effect text elements will fall into the virtual scenario, starting from the position where the transformation prop is generated and radiating outwards in all directions; 3. A fixed drop position is set in advance for the specified prop, and after the specified prop is generated, it falls in the direction of the fixed drop position, resulting in it falling at the fixed drop position.

[0064] Here, the above-mentioned dropping manners for the designated props are merely schematic examples, and the embodiments of the present application are not limited thereto.

[0065] Optionally, when the transformation fall animation is implemented to generate multiple designated props, the multiple designated props may fall at the same fixed position in the virtual scenario or at different positions, to which the embodiments of the present application are not limited.

[0066] In one example, after a designated prop is dropped into the virtual scenario, a user controls a virtual object to pick up the designated prop. Generally, in response to the pickup operation on the designated prop, a client controls a first virtual object to pick up the designated prop in the virtual scenario.

[0067] Optionally, when a first virtual object spontaneously completes an interaction with a second virtual object (e.g., when the first virtual object hits the second virtual object), the designated prop generates a designated buff effect for the first virtual object, and the first virtual object obtains the corresponding designated buff effect by picking up the designated prop. In this way, the interaction between the virtual objects is promoted and the interaction between the virtual objects is improved. The designated buff effect is set and adjusted based on actual usage needs, and may be, for example, heart point recovery, energy value increase, attack damage increase, etc., which are not limited to the embodiments of the present application.

[0068] Generally, the designated prop is realized as a usable prop, and after a first virtual object picks up the designated prop, the designated prop is used to perform an interaction activity with a second virtual object. Optionally, the designated prop may be realized as a special effect prop, and after the first virtual object picks up the designated prop, the client displays a special effect corresponding to the designated prop.

[0069] As described above, the virtual object interaction method provided in the embodiments of the present application displays special effect text elements based on the interaction results during the interaction between a first virtual object and a second virtual object, and converts the special effect text elements into designated props in the form of a conversion falling animation to visualize the interaction results and the feedback of the interaction results, thereby improving the user's interaction experience and increasing the variety of interaction methods between virtual objects. Furthermore, converting the special effect text elements into designated props and providing them to virtual objects improves the transmission efficiency of interface display information. Converting the interaction results into designated props also promotes the interaction between virtual objects, improving the interaction between virtual objects, shortening the time for interactive activities (e.g., game play), and reducing the need for terminal and server processing resources for game play.

[0070] In some embodiments, when the interaction result of the interaction activity is realized to correspond to a plurality of different special effect text elements, the interaction activity includes a plurality of activity stages, each activity stage has a corresponding step-by-step interaction result, and a single step-by-step interaction result corresponds to a single special effect text element. Generally, referring to FIG. 6 , there is shown a flowchart of a virtual object interaction method provided by another exemplary embodiment of the present application, that is, in the above embodiment, step 540 further includes step 541, and step 530 further includes step 531. As shown in FIG. 6 , the method includes the following steps:

[0071] Step 510: Display a first virtual object and a second virtual object in a virtual scenario.

[0072] The first virtual object is a virtual object currently master-controlled by the terminal device. Optionally, the first virtual object and the second virtual object have an adversarial or teammate relationship.

[0073] Optionally, the first virtual object and the second virtual object belong to the same type of virtual object, for example, the first virtual object and the second virtual object are both virtual characters, or the first virtual object and the second virtual object belong to different types of virtual objects, for example, the first virtual object is realized as a virtual character and the second virtual object is realized as a virtual animal or virtual object, to which the embodiments of the present application are not limited.

[0074] Step 520: In response to the interaction operation, control the first virtual object and the second virtual object to perform an interaction activity in the virtual scenario.

[0075] Optionally, the operation manner of the interaction operation includes at least one of the following: 1. The interaction operation is now realized such that the terminal device controls a first virtual object to act in a virtual scenario: When the interaction activity is realized such that a virtual game is played between a first virtual object and a second virtual object, the interaction operation is realized such that, in response to an attack trigger operation on the first virtual object, the client controls the first virtual object to perform a fighting or skill attack on the second virtual object; or when the interaction activity is realized such that the first virtual object and the second virtual object cooperate to complete a designated task, the interaction operation is realized such that the client instructs the first virtual object to send a task request to the second virtual object. . 2. A list of interaction activities is displayed on the user interface, and the interaction operation is realized by selecting a specified interaction activity from the interaction activity list and displaying on the client an animation of the first virtual object and the second virtual object performing the specified interaction activity.

[0076] Here, the current interaction operation operation manner is merely a schematic example, and the embodiments of the present application are not limited thereto.

[0077] Step 531: Display a special effect text element corresponding to the step-by-step interaction result at a specified position corresponding to the second virtual object in the virtual scenario.

[0078] The text content of the special effect text element corresponding to the step-by-step interaction result corresponds to the step-by-step interaction result, and the step-by-step interaction result is the interaction result in an activity stage, for example, the interaction result in the current activity stage. Optionally, the special effect text element corresponding to the step-by-step interaction result may be displayed at a designated position corresponding to the first virtual object in the virtual scenario, thereby allowing the user's eyes to always focus on the virtual object, better improving the user's concentration on the interaction activity, and further enhancing the user's interaction experience.

[0079] In general, the interaction activity includes multiple activity stages, and the interaction result of each activity stage is a gradual interaction result. That is, the gradual interaction result indicates an interaction result corresponding to a current activity stage in the process of the interaction activity between the first virtual object and the second virtual object. For example, if the interaction activity is realized such that the first virtual object and the second virtual object play a virtual game in the current round, each time the first virtual object attacks the second virtual object corresponds to one activity stage. Therefore, one hit result of the second virtual object in the current round is a gradual interaction result.

[0080] In some instances, different gradual interaction results correspond to the text content of different special effect text elements.

[0081] Generally, when the (m+1)th step-by-step interaction result is generated during the process of displaying the special effect text element corresponding to the (m)th step-by-step interaction result, the display of the special effect text element corresponding to the (m+1)th step-by-step interaction result is canceled, and the special effect text element corresponding to the (m+1)th step-by-step interaction result is displayed, and the two special effect text elements are displayed successively at the same position. The display method of the special effect text element corresponding to the (m+1)th step-by-step interaction result includes at least one of display methods such as overlay display, alternative display, etc.

[0082] Optionally, during the process of displaying the special effect text element corresponding to the mth step-by-step interaction result, if the m+1th step-by-step interaction result is generated, the display of the special effect text element corresponding to the mth step-by-step interaction result is not canceled, and the special effect text element corresponding to the m+1th step-by-step interaction result is displayed, and the two special effect text elements are displayed at different positions, where m is a positive integer.

[0083] Below, two different interaction activities are taken as examples to explain the display method of special effect text elements.

[0084] First: Interaction activities are realized as virtual games.

[0085] In an embodiment of the present application, during a virtual game between a first virtual object and a second virtual object, a client receives an interaction operation and controls the first virtual object to activate a skill to attack the second virtual object based on the interaction operation. When the skill activated by the first virtual object hits the second virtual object in a current round, the client displays a special effect text element corresponding to the hit result based on the hit result.

[0086] Generally, referring to FIG. 7, it is a schematic diagram of a method for displaying the content of a special effect text element provided by one exemplary embodiment of the present application. As shown in FIG. 7, the user interface displays a virtual scenario 700. In the current round, when the first virtual object 710 activates a skill on the second virtual object 720 and the second virtual object 720 is hit for the first time, a special effect text element 730, "single press", is displayed above the first virtual object 710, indicating that the first virtual object 710 has achieved a first skill hit in the current round.

[0087] In one possible case, within the current round, after the first virtual object 710 hits the second virtual object 720 for the first time, the skill is activated on the second virtual object 720 again, and the skill hits the second virtual object 720. That is, if the first virtual object 710 hits the second virtual object 720 twice consecutively by activating the skill within the current round, the current special effect text element 730, "single press", is replaced and displayed as the special effect text element 740, "double press" (referring to double-syllable rhyme). In the embodiments of the present application, the text content of the special effect text elements corresponding to different staged interaction results is different. In this way, the interactive display method is enriched, and the user has a sense of achievement of successful attacks, improving the user's interactive experience.

[0088] In another possible case, in the current round, the first virtual object 710 hits the second virtual object 720 for the first time, and then successively activates a skill on the second virtual object 720 twice. Of the two activated skills, only the second skill hits the second virtual object 720 again, that is, if the first virtual object 710's two skills hit the second virtual object 720 (not consecutive hits) in the current round, when the second skill activation is completed and hits the second virtual object 720, the current special effect text element 730 "single press" is replaced with the special effect text element 740 "double press" and displayed.

[0089] Here, the above two possible situations are two parallel situations, and any one of them may be selected to display the special effect text element, and there is no limitation thereto.

[0090] Second: Interaction activities are realized to jointly complete designated tasks.

[0091] In an embodiment of the present application, the designated task includes a plurality of step tasks, and the first virtual object and the second virtual object are realized as a teammate relationship. In the process of the first virtual object and the second virtual object jointly completing the designated task, when the first step task is completed, the client displays a special effect text element corresponding to the first step task, and when the second step task is completed, the client displays a special effect text element corresponding to the second step task. That is, the special effect text element indicates the completion status of the current step task.

[0092] For example, the virtual scenario is a game path scenario, and the specified task is for a first virtual object and a second virtual object to cooperate to defeat multiple different types of virtual monsters. 8 is a schematic diagram of a method for displaying the content of a special effect text element provided by one exemplary embodiment of the present application. As shown in FIG. 8 , a current virtual scenario 800 includes a first virtual object 810 and a second virtual object 820. A specified task is realized such that the first virtual object 810 and the second virtual object 820 jointly attack a first object 830 and a second object 840. When either the first virtual object 810 or the second virtual object 820 defeats the first object 830, a special effect text element 850, “Monster 1 successfully defeated!”, is displayed above the first virtual object 810 or the second virtual object 820, indicating that the step-by-step task of the first virtual object 810 and the second virtual object 820 defeating the first object 830 has been completed. When either the first virtual object 810 or the second virtual object 820 defeats the second object 840, a special effect text element 860, “Monster 2 successfully defeated!”, is displayed above the first virtual object 810 or the second virtual object 820 to indicate that the first virtual object 810 and the second virtual object 820 have completed the step-by-step task of defeating the second object 840. The text content of the special effect text element corresponds to the defeated object, for example, the text content of the special effect text element is constructed based on the name of the defeated object.

[0093] Step 541: Displaying a transformation falling animation of the special effect text element based on the designated number of designated props.

[0094] The transformation fall animation is an animation in which a special effect text element is transformed into a specified number of designated props and falls into a virtual scenario. The specified number corresponds to the text content of the special effect text element. The specified number corresponds to the number of designated props when the special effect text element is transformed into the designated props.

[0095] In some embodiments, the designated number of the designated prop corresponds to the text content of the special effect text element, and the text content of the special effect text element corresponds to the step-by-step interaction result, i.e., the designated number corresponds to the obtained step-by-step interaction result. Since different step-by-step interaction results correspond to special effect text elements with different text content, the designated number corresponding to the designated prop transformed by each special effect text element is also different. In this way, the display method of the transformation falling animation is enriched, the user's interest in obtaining different transformation falling animations is stimulated, and the user's stickiness is improved.

[0096] Generally, in a game, the designated number and the number of consecutive hits have a positive correlation. For example, refer to FIG. 9, which is a schematic diagram of a designated prop generation process provided by an exemplary embodiment of the present application. As shown in FIG. 9, a user interface displays a virtual scenario 900. In a current round, during a process in which a first virtual object 910 attacks a second virtual object 920, when the second virtual object 920 is hit for the first time, the client displays a special effect text element 930, "single press." The first hit result is realized as a step-by-step interaction result of the current round, in which the special effect text element 930, "single press," is transformed into a designated prop 940. That is, the client displays a transformed falling animation in which the special effect text element 930, "single press," is transformed into a designated prop 940 and falls into the virtual scenario.

[0097] Referring to FIG. 10, it is a schematic diagram of the generation process of the designated props provided by another exemplary embodiment of the present application. As shown in FIG. 10, the user interface displays the virtual scenario 1000. In the current round, when the first virtual object 1010 attacks the second virtual object 1020 and the second virtual object 1020 is hit twice consecutively (the first hit process is not illustrated in FIG. 10 and may be referred to FIG. 9), the client displays "Double Press", which is the special effect text element 1030. The consecutive two-hit result is the stage interaction result of the current round. The second hit result is realized by converting the special effect text element 1030, which is "Double Press", into two designated props 1040. That is, the client displays the conversion fall animation in which the special effect text element 1030, which is "Double Press", is converted into two designated props 1040 and falls in the virtual scenario. Also, FIG. 10 further includes the designated prop 1050 that falls after the special effect text element "Single Press", which is displayed after the first virtual object 1010 hits the second virtual object 1020 for the first time, is converted.

[0098] In the embodiments of the present application, each time a special effect text element is displayed, correspondingly, the conversion fall animation corresponding to the special effect text element and the designated number of designated props that fall in the virtual environment are displayed. When the client displays a special effect text element based on the k-th stage interaction result, the display of the designated props corresponding to the (k - 1)-th stage interaction result may be maintained or cancelled. Or, when the client displays a special effect text element based on the k-th stage interaction result, the special effect text element corresponding to the (k - 1)-th stage interaction result may be converted into designated props, and the embodiments of the present application are not limited thereto, where k is a positive integer.

[0099] Optionally, the transformation falling animation of the special effect text element may be an animation of transforming a two-dimensional special effect text element into a two-dimensional designated prop and causing it to fall, or the transformation falling animation of the special effect text element may be an animation of transforming a two-dimensional special effect text element into a three-dimensional designated prop and causing it to fall.

[0100] In one example, when the converted falling animation is implemented to convert a two-dimensional special effect text element into a specified prop, it includes the following content: the client displays a shrinking and disappearing animation of the special effect text element, which is an animation in which the special effect text element shrinks at a specified position corresponding to a second virtual object and then cancels its display; obtains a first coordinate of a specified position in the world coordinate system of the virtual scenario as the start coordinate of the specified prop; obtains a second coordinate in the world coordinate system corresponding to the first coordinate as the fall coordinate of the specified prop; obtains fall path data of the specified prop based on the first coordinate and the second coordinate; and displays a converted falling animation in which the specified prop falls based on the fall path data.

[0101] In an embodiment of the present application, in the process of displaying the transformation and falling animation of the special effect text element, the shrinking and disappearing animation of the special effect text element is displayed first, and then the transformation and falling animation is displayed. When the special effect text element starts to shrink, the shrinking and disappearing animation begins to be displayed. Unlike the first coordinate, the second coordinate may be a coordinate located on the virtual ground in the virtual scenario, for example, a coordinate close to the first virtual object or the second virtual object.

[0102] Optionally, the first coordinate may be realized as a two-dimensional coordinate or a three-dimensional coordinate, to which the embodiments of the present application are not limited. The first coordinate is realized as the start coordinate of the fall of the designated prop, that is, at the first coordinate, the special effect text element is transformed into the designated prop and starts to fall, and the second coordinate is realized as the end position of the fall of the designated prop.

[0103] In general, after obtaining the second coordinate corresponding to the first coordinate in the world coordinate system corresponding to the virtual scenario, the client determines it as the drop position where the designated prop last dropped into the virtual scenario, and obtains drop path data corresponding to the designated prop based on the first coordinate and the second coordinate, thereby describing the drop path of the designated prop falling into the virtual scenario.

[0104] In one example, after obtaining the fall path data, the client further determines a texture material set corresponding to the designated prop, where the texture material set includes texture materials corresponding to multiple designated props, and the texture materials describe material images obtained after photographing the designated prop from different angles via a camera.

[0105] The client obtains a texture material image corresponding to the observation field of view angle from the texture material set based on the observation field of view angle corresponding to the specified prop in the fall path data. The observation field of view angle is currently the first-person field of view angle or the third-person field of view angle corresponding to the terminal device. Different texture material images of the specified prop are obtained based on different observation field of view angles. For example, if the observation field of view angle is 45 degrees northwest, the client obtains a texture material image of the specified prop corresponding to 45 degrees northwest from the texture material set. The client displays the texture material image of the specified prop along the fall trajectory corresponding to the fall path data. That is, the client obtains a texture material image corresponding to the observation field of view angle from the texture material set based on the observation field of view angle of the specified prop, and displays the texture material image along the fall trajectory corresponding to the fall path data as a converted fall animation of the specified prop falling.

[0106] In one example, after a designated prop is dropped into the virtual scenario, a user controls a virtual object to pick up the designated prop. Generally, in response to the pickup operation on the designated prop, a client controls a first virtual object to pick up the designated prop in the virtual scenario.

[0107] Optionally, the operation method of the pick-up operation includes at least one of the following: 1. The pick-up operation is realized to control a first virtual object to pick up at least one designated prop in the virtual scenario; 2. The pick-up operation is realized by performing a trigger operation on a designated prop that has fallen into the virtual scenario, and the first virtual object automatically picks up the triggered designated prop, and the trigger operation is the pick-up operation.

[0108] Here, the above operation manner regarding the pick-up operation is merely a schematic example, and the embodiments of the present application are not limited thereto.

[0109] 11, which is a schematic diagram of a designated prop pick-up process provided by one exemplary embodiment of the present application. As shown in FIG. 11, a user interface displays a virtual scenario 1100, which includes a plurality of designated props 1110 corresponding to transformation falling animations. In response to a pick-up operation on the designated props 1110, a client controls a first virtual object 1120 to pick up one of the designated props 1110.

[0110] As described above, the virtual object interaction method provided in the embodiments of the present application displays special effect text elements based on the interaction results during the interaction between a first virtual object and a second virtual object, and converts the special effect text elements into designated props in the form of a conversion falling animation to visualize the interaction results and the feedback of the interaction results, thereby improving the user's interaction experience and increasing the variety of interaction methods between virtual objects. Furthermore, converting the special effect text elements into designated props and providing them to virtual objects improves the transmission efficiency of interface display information. Converting the interaction results into designated props also promotes the interaction between virtual objects, improving the interaction between virtual objects, shortening the time for interactive activities (e.g., game play), and reducing the need for terminal and server processing resources for game play.

[0111] In the embodiment of the present application, the special effect text element is converted into a specified number of specified props, and the specified number corresponds to the text content of the special effect text element, so that the user can perceive the number of specified props after obtaining the interaction result, thereby improving the user's sense of accomplishment and experience.

[0112] In the embodiment of the present application, when an interaction task includes multiple activity stages, corresponding special effect text elements are displayed based on the step-by-step interaction results corresponding to each activity stage, and the text content of the special effect text elements corresponds to the step-by-step interaction results, thereby improving the user's willingness to participate in the interaction activity.

[0113] In the embodiment of the present application, the gradual interaction results correspond to the designated number of designated props, thereby realizing an interaction method in which the increase of the designated number is associated with the gradual interaction results, thereby enriching the variety of interaction methods between virtual objects.

[0114] In some embodiments, after the first virtual object picks up the designated prop, the client displays a buff animation corresponding to the first virtual object, i.e., the designated prop generates a designated buff effect for the first virtual object. Generally, referring to Fig. 12, there is shown a flowchart of a virtual object interaction method provided by another exemplary embodiment of the present application. As shown in Fig. 12, the method includes the following steps:

[0115] Step 1210: Display a first virtual object and a second virtual object in a virtual scenario.

[0116] Step 1220: In response to the interaction operation, control the first virtual object and the second virtual object to perform an interaction activity in the virtual scenario.

[0117] Step 1210 is the same as the introduction of step 510 above, and step 1220 is the same as the introduction of step 520 above. For the contents not explained in the embodiments of the present application, please refer to the above embodiments, and no further explanation will be given here.

[0118] Step 1230: Display a special effect text element in the virtual scenario, where the special effect text element corresponds to an interaction result between the first virtual object and the second virtual object.

[0119] Optionally, the interaction activity includes a plurality of activity stages, the i-th activity stage corresponding to the i-th special effect text element, where i is a positive integer.

[0120] In general, the interaction activity includes a plurality of different activity stages, and there is a gradual relationship between the activity stages. When the interaction activity is realized such that a first virtual object and a second virtual object play a virtual game in one round, the plurality of activity stages correspond to the number of times the second virtual object is hit in the process of the first virtual object attacking the second virtual object. For example, if the second virtual object is hit for the first time in the current round, the interaction process from when the two objects start the virtual game until the first hit in the current round is the first activity stage. If the second virtual object is hit for the second time, the interaction process between the first hit and the second hit in the current round is the second activity stage. Therefore, there is a gradual relationship in the number of hits between the second activity stage and the first activity stage.

[0121] In the embodiments of the present application, each activity stage corresponds to one gradual interaction result. For example, the first gradual interaction result corresponding to the first activity stage above is "the second virtual object is hit for the first time," and the second gradual interaction result corresponding to the second activity stage above is "the second virtual object is hit for the second time."

[0122] In an embodiment of the present application, the client displays special effect text elements based on the step-by-step interaction results, and the text content of the special effect text elements corresponds to the step-by-step interaction results. For example, the special effect text element displayed corresponding to the above first step-by-step interaction result is realized as a "single press" (i.e., one consecutive hit), and the special effect text element displayed corresponding to the above second step-by-step interaction result is realized as a "double press" (i.e., two consecutive hits), and the text content of the special effect text element describes the corresponding step-by-step interaction result.

[0123] Step 1240: In response to the display duration of the special effect text element reaching a specified duration threshold, display a transformation falling animation of the special effect text element.

[0124] The display duration of a special effect text element is the length of time that the special effect text element is displayed in the virtual environment.

[0125] Optionally, the designated period threshold may be a predetermined fixed value, or the user may freely adjust the designated period threshold, to which the embodiments of the present application are not limited.

[0126] Optionally, the transformation fall animation display manner includes at least one of the following: 1. The interaction activity includes multiple activity stages, each activity stage corresponds to a single special effect text element, and each special effect text element is displayed independently. For example, during the display process of the first special effect text element corresponding to the first activity stage (the specified time threshold has not been reached), in response to the end of the second activity stage, the client displays the second special effect text element according to the step-by-step interaction result corresponding to the second activity stage. In this case, the first special effect text element and the second special effect text element are displayed independently in the virtual environment. After the second special effect text element is displayed, it does not affect the display time of the first special effect text element. When the display time of the first special effect text element reaches the corresponding specified time threshold, the client displays the transformation falling animation of the first special effect text element. The display manner of the transformation falling animation corresponding to the second special effect text element is the same as above. Therefore, in the current virtual environment, there are a designated prop that the first special effect text element is transformed and falling, and a designated prop that the second special effect text element is transformed and falling; 2. The interaction activity includes multiple activity stages, each activity stage corresponding to a single special effect text element, and the special effect text elements are realized to be displayed in a replacement manner. For example, in the process of displaying a first special effect text element corresponding to a first activity stage (the specified period threshold is not reached), in response to the second activity stage generating a gradual activity result, the client replaces and displays the first special effect text element with a second special effect text element corresponding to the second activity stage, and cancels the display of the first special effect text element.

[0127] If the display duration of the second special effect text element reaches the specified duration threshold and no gradual interaction result corresponding to the third activity stage is received, the client displays the transformation falling animation of the second special effect text element. Therefore, only the specified prop for the second special effect text element to transform and fall exists in the virtual environment. That is, in response to the display duration of the i-th special effect text element reaching the specified duration threshold and no gradual interaction result for the (i+1)-th activity stage being received within the specified duration threshold range, the client displays the transformation falling animation of the i-th special effect text element. Based on the gradual relationship between the activity stages, the corresponding transformation falling animations are updated and displayed in sequence to stimulate the user to trigger different activity stages and improve user stickiness.

[0128] Optionally, in the second display manner, the specified duration threshold is for a single special effect text element, i.e., when a first special effect text element is replaced with a second special effect text element, the current display duration of the second special effect text element is recalculated; or the specified duration threshold is for the entire interaction activity, and is calculated starting from the first special effect text element. When a situation exists in which a second special effect text element replaces the first special effect text element and a situation does not exist in which a third special effect text element replaces the second special effect text element, the specified duration threshold is the sum of the display durations of the first special effect text element and the second special effect text element, which the embodiments of the present application are not limited to.

[0129] Here, the above display manner for the transformation falling animation is merely a schematic example, and the embodiments of the present application are not limited thereto.

[0130] Optionally, the designated props transformed by the special effect text elements corresponding to each activity stage belong to the same type of prop or different types of props, to which the embodiments of the present application are not limited.

[0131] Step 1250: In response to the pick-up operation, control a first virtual object to pick up a designated prop in the virtual scenario.

[0132] The above step 1250 is the same as that introduced in the above embodiment, and will not be described here in detail.

[0133] Step 1260: Display a buff animation corresponding to the first virtual object, the buff animation being an animation that generates a designated buff effect corresponding to the designated prop after the first virtual object picks up the designated prop.

[0134] The designated buff effect is related to the number of designated props picked up by the first virtual object or the type of designated props picked up by the first virtual object.

[0135] Generally, the client begins displaying a specified buff effect for a first virtual object and then begins displaying a corresponding buff animation.

[0136] Optionally, the designated buff effect increases an attribute effect of the first virtual object, where the attribute effect includes at least one of the first virtual object's heart points, energy value, mana value, defense value, attack ability, character level, etc. After picking up the designated prop, the first virtual object can use the designated prop, for example, after the first virtual object picks up the designated prop, the designated prop transforms into an interaction prop for use by the first virtual object.

[0137] In some examples, an effect duration threshold is preset for the designated buff effect, and after the effect duration threshold is reached, the designated buff effect disappears, or the designated buff effect is realized as a continuous buff effect, i.e., the designated buff effect does not disappear automatically, to which the embodiments of the present application are not limited.

[0138] Optionally, the first virtual object picks up one designated prop at a time by the pickup operation, or the first virtual object picks up multiple designated props at a time by the pickup operation. Optionally, a display duration threshold is preset for the designated prop in the virtual scenario, and when the display duration of the designated prop in the virtual scenario reaches the display duration threshold, the display of the designated prop is automatically canceled and the first virtual object cannot be picked up. Or, an effect threshold is preset for the designated buff effect of the designated prop in the virtual scenario, and when the display duration of the designated prop in the virtual scenario reaches the effect threshold, the display of the designated prop is not canceled, but the designated prop does not have the designated buff effect or the effect type of the designated buff effect is changed, which is not limited to the embodiments of the present application.

[0139] In some examples, a single designated prop corresponds to a single designated buff effect, i.e., after the first virtual object picks up the designated prop, it generates the corresponding designated buff effect; or a single designated prop corresponds to multiple candidate buff effects, and after the first virtual object picks up the designated prop, it selects at least one buff effect from the multiple candidate buff effects; or after the first virtual object successively picks up at least two designated props, the two designated props generate a combined buff effect for the first virtual object, i.e., the two designated props have respective designated buff effects for the first virtual object, but after both designated props are picked up, they generate a combined buff effect, and the combined buff effect is different from the designated buff effects respectively corresponding to the two designated props, which embodiments of the present application are not limited to.

[0140] Optionally, the buff animation relates to a designated buff effect corresponding to a designated prop picked up by the first virtual object. Generally, each time the first virtual object picks up a designated prop, the client displays a buff animation corresponding to the picked-up designated prop, or after the first virtual object picks up multiple designated props in succession, the client displays buff animations corresponding to the multiple designated props, respectively, to which the embodiments of the present application are not limited.

[0141] In one example, the representation of a designated buff effect relative to the number of designated props includes at least one of the following: 1. When a virtual scenario includes multiple designated props, and the multiple designated props correspond to the same type of buff effect, the more designated props the first virtual object picks up, the better the designated buff effect generated by the picked-up designated props. For example, when a virtual scenario includes prop a (buff effect is heart points +10), prop b (buff effect is heart points +5), and prop c (buff effect is heart points +15), if the first virtual object picks up prop a and prop b, the generated designated buff effect is heart points +15; if the first virtual object picks up prop a, prop b, and prop c, the generated designated buff effect is heart points +30; 2. The buff effect of the designated buff effect and the number of designated props have a correspondence relationship; that is, when the number of designated props picked up by the first virtual object reaches a number threshold, a buff effect corresponding to the number threshold is generated for the first virtual object. For example, if it is preset that picking up two designated props increases the mana value by 5 points, and picking up 15 designated props increases the mana value by 15 points, when a virtual scenario contains 20 designated props, when the first virtual object picks up three designated props, a designated buff effect of increasing the mana value by 5 points is generated for the first virtual object. When the number of designated props picked up by the first virtual object reaches 15, a designated buff effect of increasing the mana value by 15 points is generated for the first virtual object (increasing the mana value by 5 points and then increasing the mana value by an additional 10 points); 3. The generation time of the designated buff effect is related to the number of designated props picked up. According to different numbers of designated props, the corresponding buff effect generation time is preset. That is, the more designated props the first virtual object picks up in succession, the faster the corresponding designated buff effect is generated. For example, if the first virtual object picks up three designated props in succession, the heart points will be increased by 30 points in 0.5 seconds; if the first virtual object picks up five designated props in succession, the heart points will be increased by 30 points in 0.2 seconds.

[0142] Here, the above expression form in which the designated buff effect is associated with a number is merely a schematic example, and the embodiments of the present application are not limited thereto.

[0143] In some instances, the representation of the designated buff effect associated with the designated prop type includes at least one of the following: 1. The virtual scenario includes multiple designated props, and the multiple designated props correspond to different types of buff effects, respectively. The first virtual object picks up different types of designated props to generate different types of designated buff effects. For example, the virtual scenario includes prop A (buff effect is magic points +10) and prop B (buff effect is defense value +5). After the first virtual object picks up prop A, the magic points will increase by 10 points, or after the first virtual object picks up prop B, the defense value will increase by 5 points; 2. The virtual scenario includes multiple designated props, and the multiple designated props each correspond to a different type of buff effect, but it is preset that there is a composite relationship between at least two designated props. That is, after the first virtual object successively picks up the at least two designated props, it generates a composite buff effect corresponding to the at least two designated props. For example, the virtual scenario includes prop 1 (buff effect is ability value +10), prop 2 (buff effect is defense value +10), and prop 3 (buff effect is heart point +10). After the first virtual object successively picks up prop 1, prop 2, and prop 3, the generated designated buff effect is that the character level of the first virtual object increases by one level. However, if the first virtual object only picks up prop 1, the generated designated buff effect is simply ability value +10.

[0144] Here, the above-mentioned expression forms in which the designated buff effect is related to the type are merely schematic examples, and the embodiments of the present application are not limited thereto.

[0145] Optionally, we provide two different ways to display buff animations:

[0146] First: The buff animation is realized to highlight a designated buff effect in a peripheral range of the first virtual object.

[0147] In an embodiment of the present application, the designated buff effect corresponding to the designated prop is realized to increase the attribute value of the first virtual object (e.g., at least one of heart points, ability value, defense value, etc.), and after the first virtual object picks up the designated prop, the designated buff effect is highlighted in the peripheral range of the first virtual object, thereby expressing the designated buff effect currently generated by the first virtual object picking up the designated prop, and this process is called a buff animation. 13(a) , which is a schematic diagram of a buff effect display method provided by one exemplary embodiment of the present application. As shown in FIG. 13(a), a virtual scenario 1300 is currently displayed on the user interface. In the virtual scenario 1300, if a first virtual object 1310 picks up a designated prop 1320 and the designated buff effect corresponding to the designated prop 1320 is to resist all attacks within 5 seconds, the client will display a buff animation of the first virtual object 1310 in the virtual scenario 1300. The buff animation is implemented to highlight a defensive effect (the dotted line in FIG. 13(a) indicates the defensive effect) in the peripheral range of the first virtual object 1310, and the duration of the buff animation is 5 seconds.

[0148] Second: The buff animation is realized by displaying the text content of the designated buff effect at a predetermined position of the first virtual object.

[0149] In an embodiment of the present application, after a first virtual object picks up a designated prop, and a designated buff prop effect corresponding to the designated prop is realized to increase an attribute value of the first virtual object, the client displays text content corresponding to the increased attribute value at a predetermined position of the first virtual object as a buff animation. As shown in FIG. 13( b), a virtual scenario 1300 is currently displayed on the user interface. In the virtual scenario 1300, if a first virtual object 1310 picks up a designated prop 1320 in the virtual scenario 1300, and the designated buff effect corresponding to the designated prop 1320 is “Heart Points +10”, the client displays a buff animation of the first virtual object 1310 in the virtual scenario 1300. The buff animation is realized to display text content corresponding to the designated buff effect “Heart Points +10” at the center of the body of the first virtual object 1310.

[0150] In one example, the virtual scenario further includes an attribute bar corresponding to the first virtual object, the attribute bar including an attribute value, which indicates the status of the attribute possessed by the first virtual object. In an embodiment of the present application, the attribute bar corresponding to the first virtual object indicates the real-time attribute value possessed by the first virtual object during the process of performing an interaction activity with the second virtual object. For example, if the attribute bar of the first virtual object is a heart point bar (the full value of the heart point bar is 100 points), the attribute value is the real-time heart points corresponding to the first virtual object in the current activity stage during the interaction activity between the first virtual object and the second virtual object (the current interaction activity is a virtual game, and during the game, if the first virtual object is currently hit by a normal attack of the second virtual object, the real-time heart points of the first virtual object are 90 points, and the attack result of being hit by a normal attack is that the heart points will decrease by 10 points).

[0151] Optionally, the client further displays an attribute value increment animation corresponding to the first virtual object, the attribute value increment animation being an animation in which the attribute value increases from an initial attribute value to a target attribute value with a buff animation, and an amount of increase in the attribute value between the initial attribute value and the target attribute value is associated with a specified buff effect. The attribute value increment animation may further be displayed as part of the buff animation.

[0152] Generally, the attribute value increment animation describes the attribute increase amount that generates a specified buff effect corresponding to the specified prop after the first virtual object picks up a specified prop. For example, if the attribute bar of the first virtual object is realized as a heart point bar and its initial attribute value is 50 heart points (full heart points are 100), and the first virtual object picks up a specified prop (the specified buff effect is +20 heart points), the client, in the process of displaying the buff animation of the first virtual object, further displays an animation in which the heart points on the heart point bar of the first virtual object increase from 50 to 70. The increase of 20 heart points is the specified buff effect corresponding to the specified prop.

[0153] For example, refer to FIG. 14, which is a schematic diagram of an attribute value increment animation provided by one exemplary embodiment of the present application. As shown in FIG. 14, an attribute bar 1410 corresponding to a first virtual object is displayed on the user interface. The attribute bar 1410 is realized as a heart point bar. An initial attribute value of 50 heart points is associated with the attribute bar 1410. If the first virtual object picks up a designated prop and the designated buff effect of the designated prop is “heart points+20 points”, the client will display an attribute value increment animation of the attribute bar 1410 during the process of displaying the buff animation of the first virtual object (not shown in FIG. 14). The attribute value increment animation is expressed as an increase in the attribute bar 1410 from the initial heart points of “50 points” to the target heart points of “70 points”.

[0154] In one possible example, the attribute value in the attribute bar represents the energy value obtained by the first virtual object using the specified prop, and the energy value is used to obtain a buff effect, such as obtaining a skill once more to increase attack power, defense power, etc.

[0155] As described above, the virtual object interaction method provided by the embodiments of the present application displays special effect text elements based on the interaction results during the interaction between a first virtual object and a second virtual object, and converts the special effect text elements into designated props in the form of a conversion falling animation to visualize the interaction results and the feedback of the interaction results, thereby improving the user's interactive experience and increasing the variety of interaction methods between virtual objects. Furthermore, converting the special effect text elements into designated props and providing them to virtual objects improves the transmission efficiency of interface display information. Converting the interaction results into designated props also promotes the interaction between virtual objects, improving the interactivity between virtual objects, shortening the time required for interactive activities (e.g., game play), and reducing the need for terminal and server processing resources during game play.

[0156] In the embodiment of the present application, when an interaction activity is realized to include multiple activity stages and a special effect text element corresponds to an activity stage, a specified duration threshold is set for the display duration of the special effect text element, so that the special effect text elements corresponding to different activity stages are displayed jointly or interchangeably, thereby enriching the variety of display methods of the special effect text element.

[0157] In the embodiment of the present application, the designated buff effect is determined based on the number and type of the designated props, so that the designated buff effect has multiple different types of effects, thereby improving the diversity of the display content of the buff effect.

[0158] In the embodiment of the present application, the attribute values ​​in the attribute bar are displayed synchronously with the buff animation, allowing the user to deeply experience the process of generating the designated buff effect, and increasing the activeness of user interaction activities.

[0159] In some embodiments, the designated prop can not only generate a designated buff effect for the first virtual object, but also generate a debuff effect for the second virtual object. Generally, referring to Fig. 15, there is shown a flowchart of a virtual object interaction method provided by another exemplary embodiment of the present application. As shown in Fig. 15, the method includes the following steps:

[0160] Step 1510: In response to the display period of the designated prop reaching the prop display threshold, display a first movement animation, where the first movement animation is an animation in which the designated prop automatically moves to the first virtual object.

[0161] The prop display threshold indicates the length of time that a specified prop is displayed after falling into the virtual scenario. Optionally, the prop display threshold is a preset fixed value, or a user may freely adjust the range of the prop display threshold according to actual needs, which is not limited to the embodiments of the present application.

[0162] Optionally, when the specified interaction activity includes multiple activity phases, the prop display threshold corresponds to an activity phase, and when the current activity phase ends and the next activity phase begins, the client displays the specified prop in the current activity phase to automatically move to the first virtual object, thereby ensuring that, in the next activity phase, the first virtual object obtains a specified buff effect corresponding to the specified prop dropped in the previous activity phase. Optionally, when the specified prop automatically moves to the first virtual object, it indicates that the display of the first movement animation has already started.

[0163] In one example, when the hypothetical scenario includes multiple designated props, the animation representation of the first movement animation includes at least one of the following: 1. The first movement animation is realized as an animation in which multiple designated props automatically move one by one to the first virtual object; 2. The first movement animation is realized as an animation in which multiple designated props automatically move simultaneously to the first virtual object.

[0164] Here, the above animation expression form regarding the first moving animation is merely a schematic example, and the embodiments of the present application are not limited thereto.

[0165] Optionally, when the virtual scenario includes multiple designated props, the multiple designated props automatically move to the same designated position corresponding to the first virtual object, for example, the multiple designated props automatically move to the torso region of the first virtual object, or the multiple designated props automatically move to different designated positions corresponding to the first virtual object, for example, the multiple designated props include prop 1, prop 2, and prop 3, where prop 1 automatically moves to the head of the first virtual object, prop 2 automatically moves to the torso region of the first virtual object, and prop 3 automatically moves to the foot region of the first virtual object.

[0166] 16, which is a schematic diagram of a first movement animation provided by one exemplary embodiment of the present application. As shown in FIG. 16, multiple designated props 1610 fall in a current virtual scenario 1600, and when the display duration of the designated props 1610 reaches a prop display threshold, the designated props 1610 automatically move to a first virtual object 1620 as a first movement animation.

[0167] In some examples, after displaying the first movement animation, the client displays a buff selection interface at a target position of the designated prop, the buff selection interface including at least two candidate buff effects corresponding to the designated prop, and in response to a trigger operation on a designated buff effect among the at least two candidate buff effects, the client displays a buff animation corresponding to the first virtual object, the buff animation corresponding to the designated buff effect.

[0168] In general, a single designated prop corresponds to multiple different types of candidate buff effects, and after the designated prop automatically moves to the first virtual object (or the first virtual object picks up the designated prop), a buff selection interface corresponding to the designated prop is displayed in the virtual scenario, the buff selection interface includes at least two candidate buff effects, the user selects a designated buff effect from the candidate buff effects, and the client displays a buff animation corresponding to the first virtual object based on the designated buff effect.

[0169] Optionally, in response to a trigger operation on one designated buff effect of the at least two candidate buff effects, the client displays a buff animation corresponding to the designated buff effect; or in response to a trigger operation on a plurality of designated buff effects of the at least two candidate buff effects, the client displays a buff effect animation corresponding to each of the plurality of designated buff effects; or in response to successive trigger operations on a plurality of designated buff effects of the at least two candidate buff effects, the client combines the plurality of designated buff effects to generate a combined buff effect and displays a buff animation corresponding to the combined buff effect, to which embodiments of the present application are not limited.

[0170] 17 is a schematic diagram of a buff selection interface provided by one exemplary embodiment of the present application. As shown in FIG. 17 , a virtual scenario 1700 includes a first virtual object 1710 and a fallen designated prop 1720. When the display duration of the designated prop 1720 reaches a prop display threshold, the designated prop 1720 automatically moves to the first virtual object (not shown in FIG. 17 ). When the designated prop 1720 moves to the torso part of the first virtual object 1710, a client displays a buff selection interface 1730. The buff selection interface 1730 includes at least two candidate buff effects (FIG. 17 shows three candidate buff effects: “Heart Point +10”, “Ability Score +5”, and “Defense Value +20”). In response to a trigger operation on the designated buff effect “Defense Value +20” among the at least two candidate buff effects, the client displays a buff animation 1740 corresponding to the designated buff effect “Defense Value +20”.

[0171] In some embodiments, in response to the designated prop contacting a first virtual object during the process of the designated prop falling, the client displays an auto-buff animation corresponding to the first virtual object, the auto-buff animation being an animation that generates a designated buff effect corresponding to the designated prop after the first virtual object contacts the designated prop.

[0172] In some possible implementations, the designated prop may come into contact with a first virtual object during the process of the special effect text element being converted into a designated prop and falling into the virtual scenario. For example, if the designated prop comes into contact with the head of the first virtual object during the process of falling, the client displays an automatic buff animation of the first virtual object. The automatic buff animation is an animation that generates a designated buff effect corresponding to the designated prop on the first virtual object after the designated prop comes into contact with the first virtual object.

[0173] Step 1520: In response to the display period of the designated prop reaching the prop display threshold, a second movement animation is displayed, the second movement animation being an animation in which the designated prop automatically moves to a second virtual object, and the designated prop generates a debuff effect on the second virtual object.

[0174] Optionally, the prop display threshold in step 1520 may be the same as or different from the prop display threshold in step 1510. Whether the designated prop automatically moves to the first virtual object or the second virtual object may be fixedly set or may occur randomly, and the embodiments of the present application are not limited thereto. Optionally, when the designated prop starts to automatically move to the second virtual object, it indicates that the display of the second movement animation has already started.

[0175] In one example, when the hypothetical scenario includes multiple designated props, the animation representation of the second movement animation includes at least one of the following: 1. The second movement animation is realized as an animation in which multiple designated props automatically move one by one to the second virtual object; 2. The second movement animation is realized as an animation in which multiple designated props automatically move simultaneously to the second virtual object.

[0176] Here, the above animation expression form regarding the second moving animation is merely a schematic example, and the embodiments of the present application are not limited thereto.

[0177] In some embodiments, the debuff effect and the buff effect are reversed, for example, if the buff effect is +10 heart points, the debuff effect is realized as -10 heart points.

[0178] Optionally, for the same designated prop, when the designated prop generates a first movement animation, a designated buff effect is generated for the first virtual object, and when the designated prop generates a second movement animation, a debuff effect is generated for the second virtual object. For example, when the designated prop is realized to increase the heart points of the first virtual object by +10, the designated prop can be realized to decrease the heart points of the second virtual object by -10. Optionally, the buff effect and debuff effect corresponding to the designated prop do not need to correspond to each other, and can be set and adjusted according to actual usage needs, which the embodiments of the present application are not limited to.

[0179] In one example, if there are multiple designated props in a virtual scenario, the multiple designated props may create a debuff effect on the entire second virtual object, for example, prop 1 may reduce the attack power of the second virtual object to -10, and prop 2 may reduce the defense power of the second virtual object to -20; or if there are multiple designated props in a virtual scenario, the multiple designated props may create different debuff effects on different parts of the second virtual object, to which the embodiments of the present application are not limited.

[0180] In some executable examples, the client further responds to a prop integration operation to display an integrated prop in the virtual scenario, the prop integration operation instructing the client to select and integrate at least two specified props, and the client responds to the prop integration operation to integrate the at least two specified props to generate an integrated prop and display the integrated prop in the virtual scenario.

[0181] In some possible implementations, before the first virtual object picks up the designated prop (or during the pick-up process), the client responds to a prop merging operation to merge at least two designated props in the virtual scenario, thereby merging and displaying the at least two designated props into one independent merged prop, i.e., the current pickup operation instructs the first virtual object to pick up the merged prop, and the volume of the merged prop is realized as the sum of the volumes of all designated props for merging.

[0182] 18, which is a schematic diagram of a prop integration process provided by one exemplary embodiment of the present application. As shown in FIG. 18, a virtual scenario 1800 includes a first virtual object 1810 and multiple designated props (i.e., designated prop 1821, designated prop 1822, and designated prop 1823), and in response to a prop integration operation on the designated prop 1822 and the designated prop 1823, the client selects and integrates the designated prop 1822 and the designated prop 1823 to obtain an integrated prop 1820, and the client displays the integrated prop 1820 in the virtual scenario 1800.

[0183] In some embodiments, the client further receives a prop trigger operation, which triggers a designated prop to activate a designated skill effect within the skill range, and after receiving the prop trigger operation, the client displays a skill effect animation, which is an animation of the designated prop activating the designated skill effect within the skill range.

[0184] The designated prop is realized as a prop that can activate a designated skill effect, and the designated skill effect includes at least one of an attack skill, a defense skill, etc. In an embodiment of the present application, the prop trigger operation is realized to control the first virtual object to attack the designated prop, and after the designated prop is attacked, an animation of the designated prop activating the designated skill effect within a preset skill range is displayed as a skill effect animation.

[0185] In some examples, the client further displays an interaction playback animation at a specified location in the virtual scenario, the interaction playback animation being a playback animation of the interaction activity described above.

[0186] In general, when the specified interaction activity includes multiple activity stages, after generating a step-by-step interaction result corresponding to the current activity stage between the first virtual object and the second virtual object within each activity stage, when the first virtual object and the second virtual object start the next activity stage, the client displays a playback animation of the first virtual object and the second virtual object corresponding to the previous activity stage at a specified position in the virtual scenario.

[0187] As described above, the virtual object interaction method provided by the embodiments of the present application displays special effect text elements based on the interaction results during the interaction between a first virtual object and a second virtual object, and converts the special effect text elements into designated props in the form of a conversion falling animation to visualize the interaction results and the feedback of the interaction results, thereby improving the user's interactive experience and increasing the variety of interaction methods between virtual objects. Furthermore, converting the special effect text elements into designated props and providing them to virtual objects improves the transmission efficiency of interface display information. Converting the interaction results into designated props also promotes the interaction between virtual objects, improving the interactivity between virtual objects, shortening the time required for interactive activities (e.g., game play), and reducing the need for terminal and server processing resources during game play.

[0188] In an embodiment of the present application, the designated prop is realized to correspond to at least two candidate buff effects, and selecting the designated buff effect from the at least two candidate buff effects provides the user with more options for the designated buff effect, thereby improving the user's interest in the interaction.

[0189] In the embodiment of the present application, through the automatic buff animation, when the falling designated prop comes into contact with the first virtual object, the designated prop automatically generates a designated buff effect on the first virtual object, thereby improving the efficiency of man-machine interaction.

[0190] In the embodiment of the present application, a plurality of designated props are integrated into a combined prop through a prop integration operation, so that the first virtual object is easier to pick up and the efficiency of picking up the first virtual object is improved.

[0191] In the embodiment of the present application, the first movement animation and / or the second movement animation are displayed to enrich the prop effect corresponding to the designated prop.

[0192] In the embodiment of the present application, an interaction playback animation is displayed, allowing the user to replay and check the interaction activity in the previous activity stage, thereby improving the efficiency of human-machine interaction.

[0193] In one exemplary embodiment, each time a first virtual object attacks and hits a second virtual object, the client (or server) determines the label once, for example, the client determines the special effect text element that needs to be displayed based on how many times the current skill has hit, and displays the transformation falling animation corresponding to the special effect text element. Referring to FIG. 19, which is a flowchart of a virtual object interaction method provided by another exemplary embodiment of the present application, as shown in FIG. 19, the method includes the following steps:

[0194] Step 1910: Activate the skill.

[0195] The current virtual environment includes a first virtual object and a second virtual object, and the first virtual object and the second virtual object play a virtual game in the virtual environment, and the player controls the first virtual object to exert a skill on the second virtual object and attack the first virtual object, that is, the above-mentioned interactive activity.

[0196] When a player controls a first virtual object to use a skill on a second virtual object and hits the second virtual object, the client first determines whether the hit is blocked by the second virtual object. A blocked hit refers to the first virtual object using a skill to hit the second virtual object, but the second virtual object uses a blocking skill to prevent damage from the skill. If the hit skill is not blocked by the second virtual object, the client further determines whether a special effect text element is displayed in the current virtual scenario. The special effect text element is implemented as a hit label. When the first virtual object uses a skill to hit the second virtual object and the hit is not blocked by the second virtual object, it is determined that one activity step has been completed within the current round. The step-by-step interaction result corresponding to the activity step is the first virtual object using a skill to hit the second virtual object.

[0197] Step 1920: If there is no winning label, the "single press" font is displayed.

[0198] If no hit label is currently displayed in the virtual scenario, it indicates that there is no situation in the current round where the first virtual object activates a skill to hit the second virtual object. Therefore, the client displays a "single press" font in the virtual scenario based on the hit situation in the above step 1910, and the "single press" font indicates that the first virtual object hits the second virtual object for the first time in the current round, and the period from the current round to the first hit becomes the first activity stage in the current round.

[0199] Step 1930: If a "single-press" hit label exists, display the "double-press" font.

[0200] If the "single press" hit label is currently displayed in the virtual scenario, it indicates that there is a situation in the current round where the first virtual object activates a skill to hit the second virtual object for the first time. Therefore, the client displays the "double press" font in the virtual scenario based on the hit situation in the above step 1910, which indicates that the first virtual object hits the second virtual object for the second time in the current round. The game process from the first hit to the second hit becomes the second activity stage in the current round.

[0201] Step 1940: If a "double syllable" hit label exists, the "three syllable" (meaning three-syllable rhyme) font is displayed.

[0202] If the “double press” hit label is currently displayed in the virtual scenario, it indicates that there is a situation in the current round where the first virtual object activates a skill and hits the second virtual object twice. Therefore, the client displays the “three press” font in the virtual scenario based on the hit situation in the above step 1910. The “three press” font indicates that the first virtual object hits the second virtual object for the third time in the current round, and the game process from the second hit to the third hit becomes the third activity stage in the current round.

[0203] Step 1950: End.

[0204] Completion of the above interaction process indicates that the first virtual object and the second virtual object complete the game process within the current round.

[0205] As described above, the virtual object interaction method provided by the embodiments of the present application displays special effect text elements based on the interaction results during the interaction between a first virtual object and a second virtual object, and converts the special effect text elements into designated props in the form of a conversion falling animation to visualize the interaction results and the feedback of the interaction results, thereby improving the user's interactive experience and increasing the variety of interaction methods between virtual objects. Furthermore, converting the special effect text elements into designated props and providing them to virtual objects improves the transmission efficiency of interface display information. Converting the interaction results into designated props also promotes the interaction between virtual objects, improving the interactivity between virtual objects, shortening the time required for interactive activities (e.g., game play), and reducing the need for terminal and server processing resources during game play.

[0206] In one exemplary embodiment, each level's winning label has a corresponding display duration. If another hit occurs during the display of the winning label, the next level's winning label will be displayed. If no skill hit occurs again within the display duration, the display of the special effect text elements will be canceled and all winning labels will be cleared. After the display duration of each special effect text element reaches a display duration threshold, it will be transformed into an energy crystal and fall. After being picked up by the first virtual object, it will generate a designated buff effect for the first virtual object. Different special effect text elements correspond to different numbers of designated props. Referring to FIG. 20 , which is a flowchart of a virtual object interaction method provided by another exemplary embodiment of the present application, as shown in FIG. 20 , the method includes the following steps:

[0207] Step 2010: The skill hits.

[0208] The virtual scenario includes a first virtual object and a second virtual object, and in response to an interaction operation, the client controls the first virtual object and the second virtual object to perform an interaction activity in the virtual scenario, and the interaction activity is realized so that the two play a virtual game, and when the first virtual object activates a skill on the second virtual object and hits the second virtual object, the client determines whether a hit label already exists in the current virtual scenario.

[0209] Step 2020: Display the "Single Press" font.

[0210] If there are no special effect text elements in the virtual scenario, i.e., no hit labels are displayed on the client, the client displays a special effect text element, "Single Press" font, above the first virtual object.

[0211] The "single press" font indicates a situation in which a first virtual object activates a skill and hits a second virtual object for the first time in the current virtual scenario.

[0212] Step 2021: Add a new "Single Press" label and convert "Single Press" into one energy crystal and drop it.

[0213] After the special effect text element "Single Press" font is displayed in the virtual scenario, the client correspondingly adds a "Single Press" label to the virtual scenario and displays a transformation falling animation, which is realized by transforming the special effect text element "Single Press" font into a designated prop and causing it to fall into the virtual scenario, and the designated prop is realized as an energy crystal.

[0214] Step 2030: Display the “double-press” font.

[0215] In the virtual scenario, a "single press" font, which is a special effect text element, exists. That is, when the client sees the first hit label "single press", the client replaces the "single press" font, which is a special effect text element, with the "double press" font, which is a special effect text element, and displays it above the first virtual object.

[0216] The "double press" font indicates a situation in the current virtual scenario where a first virtual object activates a skill and hits a second virtual object for the second time.

[0217] Step 2031: Add a new label "Double Push" and convert "Double Push" into two energy crystals and drop them.

[0218] After the special effect text element "double push" font is displayed in the virtual scenario, the client correspondingly adds a "double push" label to the virtual scenario and displays a transformation falling animation, which is realized by transforming the special effect text element "double push" font into a designated prop and causing it to fall into the virtual scenario, and the designated prop is realized as two energy crystals.

[0219] Step 2040: Display the "three-press" font.

[0220] The virtual scenario has a "double push" font, which is a special effect text element; that is, when the client sees the second winning label "double push", the client replaces the "double push" font, which is a special effect text element, with the "three push" font, which is a special effect text element, and displays it above the first virtual object.

[0221] The "three presses" font indicates a situation in which a first virtual object activates a skill and hits a second virtual object for the third time in the current virtual scenario.

[0222] Step 2041: Add a new label "Three Pushes" and convert "Double Pushes" into three energy crystals and drop them.

[0223] After the special effect text element "three presses" font is displayed in the virtual scenario, the client correspondingly adds a "three presses" label to the virtual scenario and displays a transformation falling animation, which is realized by transforming the special effect text element "three presses" font into a designated prop and causing it to fall into the virtual scenario, and the designated prop is realized as three energy crystals.

[0224] Step 2050: Pick up the energy crystal.

[0225] After the energy crystal falls into the virtual scenario, both the first virtual object and the second virtual object can pick up the energy crystal, and the energy crystal generates different effects on the first virtual object and the second virtual object.

[0226] Step 2060: A second virtual object picks up the energy crystal.

[0227] When the second virtual object picks up the energy crystal, the energy crystal generates a debuff effect on the second virtual object, or generates no effect on the second virtual object.

[0228] Step 2070: The first virtual object picks up the energy crystal.

[0229] When the first virtual object picks up the energy crystal, the energy crystal generates a designated buff effect on the first virtual object.

[0230] Step 2080: End.

[0231] Complete the above interaction process.

[0232] As described above, the virtual object interaction method provided by the embodiments of the present application displays special effect text elements based on the interaction results during the interaction between a first virtual object and a second virtual object, and converts the special effect text elements into designated props in the form of a conversion falling animation to visualize the interaction results and the feedback of the interaction results, thereby improving the user's interactive experience and increasing the variety of interaction methods between virtual objects. Furthermore, converting the special effect text elements into designated props and providing them to virtual objects improves the transmission efficiency of interface display information. Converting the interaction results into designated props also promotes the interaction between virtual objects, improving the interactivity between virtual objects, shortening the time required for interactive activities (e.g., game play), and reducing the need for terminal and server processing resources during game play.

[0233] In addition, the technical solutions provided in the embodiments of the present application increase the hit feedback when the player incurs a hit with a skill, and enhance the player's perception of obtaining a buff effect after incurring a hit with a skill, thereby improving the user's interactive experience.

[0234] Please refer to FIG. 21, which is a structural block diagram of a virtual object interaction device provided by one exemplary embodiment of the present application. As shown in FIG. 21, the device includes: a display module 2110 for displaying a first virtual object and a second virtual object in a virtual scenario; and a receiving module 2120 that, in response to an interaction operation, controls the first virtual object and the second virtual object to perform an interaction activity in the virtual scenario.

[0235] The display module 2110 further displays a special effect text element in the virtual scenario, the special effect text element corresponding to an interaction result between the first virtual object and the second virtual object.

[0236] The display module 2110 further displays a transformation falling animation of the special effect text element, in which the transformation falling animation is an animation in which the special effect text element transforms into a designated prop and falls into the virtual scenario.

[0237] In some embodiments, the display module 2110 includes: a display unit 2111 for displaying a transformation falling animation of the special effect text element based on a designated number of the designated props, wherein the transformation falling animation is an animation of the special effect text element transforming into a designated number of designated props and falling into the virtual scenario, and the designated number corresponds to the text content of the special effect text element.

[0238] In some embodiments, the interaction activity comprises multiple activity stages.

[0239] The display unit 2111 further displays a special effect text element corresponding to the step-by-step interaction result at a designated position corresponding to the second virtual object in the virtual scenario, the text content of the special effect text element corresponds to the step-by-step interaction result, and the step-by-step interaction result is the interaction result in the activity step.

[0240] In some embodiments, the display module 2110 includes: It further includes an obtaining unit 2112 for obtaining the designated number corresponding to the staged interaction result.

[0241] In some embodiments, the display module 2110 further displays the transformation falling animation of the special effect text element in response to the display duration of the special effect text element reaching a specified duration threshold.

[0242] In some embodiments, the interaction activity includes a plurality of activity stages, and the i-th activity stage corresponds to the i-th special effect text element, where i is a positive integer.

[0243] The display module 2110 further displays the transformation falling animation of the i-th special effect text element in response to the display period of the i-th special effect text element reaching the specified period threshold and not receiving a step-by-step interaction result corresponding to the i+1-th activity stage within the specified period threshold range.

[0244] In some embodiments, the designated prop generates a designated buff effect on the first virtual object; The receiving module 2120 further controls the first virtual object to pick up the designated prop in the virtual scenario in response to a pick-up operation.

[0245] The display module 2110 further displays a buff animation corresponding to the first virtual object, the buff animation being an animation that generates a designated buff effect corresponding to the designated prop after the first virtual object picks up the designated prop, and the designated buff effect is related to the number of the designated props picked up by the first virtual object or the type of the designated props picked up by the first virtual object.

[0246] In some embodiments, the virtual environment includes an attribute bar corresponding to the first virtual object, the attribute bar including an attribute value; The display module 2110 further displays an attribute value increment animation corresponding to the first virtual object, the attribute value increment animation being an animation in which the attribute value increases from an initial attribute value to a target attribute value, and the amount of attribute value increase between the initial attribute value and the target attribute value is related to the specified buff effect.

[0247] In some embodiments, the display module 2110 further comprises: Displaying a buff selection interface at a target position of the designated prop, the buff selection interface including at least two candidate buff effects corresponding to the designated prop; In response to a trigger operation on a designated buff effect of the at least two candidate buff effects, a buff animation corresponding to the first virtual object is displayed, and the buff animation corresponds to the designated buff effect.

[0248] In some embodiments, the display module 2110 further displays an auto-buff animation corresponding to the first virtual object in response to the designated prop coming into contact with the first virtual object during the falling process of the designated prop, and the auto-buff animation is an animation that generates a designated buff effect corresponding to the designated prop after the first virtual object comes into contact with the designated prop.

[0249] In some embodiments, the receiving module 2120 further displays integrated props in the virtual scenario in response to a prop integration operation, the prop integration operation instructing at least two specified props to be selected and integrated.

[0250] In some embodiments, the receiving module 2120 further comprises: receiving a prop trigger operation, the prop trigger operation triggering the designated prop to activate a designated skill effect within a skill range; A skill effect animation is displayed, and the skill effect animation is an animation in which the designated prop activates the designated skill effect within the skill range.

[0251] In some embodiments, the display module 2110 further displays a first movement animation in response to the display duration of the designated prop reaching a prop display threshold, the first movement animation being an animation of the designated prop automatically moving toward the first virtual object.

[0252] In some embodiments, the display module 2110 further displays a second movement animation in response to the display duration of the designated prop reaching a prop display threshold, the second movement animation being an animation in which the designated prop automatically moves toward the second virtual object, and the designated prop generates a debuff effect on the second virtual object.

[0253] In some embodiments, the display module 2110 further comprises: displaying a shrinking and disappearing animation of the special effect text element, the shrinking and disappearing animation being an animation of shrinking the special effect text element at a specified position corresponding to the second virtual object and then canceling the display; obtaining first coordinates of the designated position in a world coordinate system corresponding to the virtual scenario as start coordinates of the designated prop; acquiring second coordinates in the world coordinate system corresponding to the first coordinates as drop coordinates of the designated prop; acquiring fall path data of the designated prop based on the first coordinates and the second coordinates; Based on the fall path data, a converted fall animation in which the designated prop falls is displayed.

[0254] In some embodiments, the display module 2110 further comprises: Obtain a texture material set corresponding to the specified prop; Based on the observation view angle of the specified prop, a texture material image corresponding to the observation view angle is obtained from the texture material set. The texture material image is displayed along a fall trajectory corresponding to the fall path data.

[0255] As described above, the virtual object interaction device provided in the embodiments of the present application displays special effect text elements based on the interaction results during the interaction between a first virtual object and a second virtual object, and converts the special effect text elements into designated props in the form of a conversion falling animation to visualize the interaction results and the feedback of the interaction results, thereby improving the user's interactive experience and increasing the variety of interaction methods between virtual objects. Furthermore, converting the special effect text elements into designated props and providing them to virtual objects improves the transmission efficiency of interface display information. Converting the interaction results into designated props also promotes interaction between virtual objects, improving the interactivity between virtual objects, shortening the time required for interactive activities (e.g., game play), and reducing the need for terminal and server processing resources for game play.

[0256] Here, the virtual object interaction device provided by the above embodiments is merely described by taking the division of each of the above functional modules as an example, and in actual application, the above functions can be completed by different functional modules according to needs, that is, all or part of the above functions can be completed by dividing the internal structure of the device into different functional modules. Furthermore, the virtual object interaction device provided by the above embodiments belongs to the same concept as the virtual object interaction method embodiments, and the specific implementation process can be referred to the method embodiments, and no further description is made here.

[0257] In some embodiments, the present application further includes: 1. A method for virtual object interaction executed by a terminal device, the method comprising: displaying a first virtual object and a second virtual object in a virtual scenario; controlling the first virtual object and the second virtual object in response to an interaction operation to perform an interaction activity in the virtual scenario; displaying a special effect text element in the virtual scenario, the special effect text element corresponding to an interaction result between the first virtual object and the second virtual object; and displaying a transformation and falling animation of the special effect text element, wherein the transformation and falling animation is an animation of the special effect text element transforming into a designated prop and falling into the virtual scenario.

[0258] 2. The step of displaying the transformation falling animation of the special effect text element includes: displaying a transformation falling animation of the special effect text element based on a designated number of the designated props, the transformation falling animation being an animation in which the special effect text element is transformed into a designated number of designated props and falls into the virtual scenario; The method of claim 1 , wherein the designated number corresponds to the text content of the special effect text element.

[0259] 3. The interaction activity includes a plurality of activity steps; The step of displaying special effect text elements in the virtual scenario comprises: 3. The method according to claim 1, further comprising the step of displaying a special effect text element corresponding to the step-by-step interaction result at a specified position corresponding to the second virtual object in the virtual scenario, wherein a text content of the special effect text element corresponds to the step-by-step interaction result, and the step-by-step interaction result is an interaction result in the activity step.

[0260] 4. The step of displaying the transformation falling animation of the special effect text element includes: 4. The method according to claim 1, further comprising the step of displaying the transformation falling animation of the special effect text element in response to the display duration of the special effect text element reaching a specified duration threshold.

[0261] 5. The interaction activity includes a plurality of activity stages, and the i-th activity stage corresponds to the i-th special effect text element, where i is a positive integer; displaying the transformation falling animation of the special effect text element in response to the display duration of the special effect text element reaching a specified duration threshold; 5. The method of claim 4, further comprising: displaying the transformation falling animation of the i-th special effect text element in response to the display duration of the i-th special effect text element reaching the specified duration threshold and not receiving a step-by-step interaction result corresponding to the i+1-th activity stage within the specified duration threshold range.

[0262] 6. The designated prop generates a designated buff effect on the first virtual object; After displaying the special effect text element transformation falling animation, controlling the first virtual object to pick up the designated prop in the virtual scenario in response to a pick-up operation; displaying a buff animation corresponding to the first virtual object, wherein the buff animation is an animation that generates a designated buff effect corresponding to the designated prop after the first virtual object picks up the designated prop; 6. The method according to claim 1, wherein the designated buff effect is related to the number of the designated props picked up by the first virtual object, or related to the type of the designated props picked up by the first virtual object.

[0263] 7. The virtual environment includes an attribute bar corresponding to the first virtual object, the attribute bar including an attribute value; The step of displaying a buff animation corresponding to the first virtual object includes: 7. The method according to claim 1, further comprising: displaying an attribute value increment animation corresponding to the first virtual object, wherein the attribute value increment animation is an animation in which the attribute value increases from an initial attribute value to a target attribute value, and an amount of attribute value increase between the initial attribute value and the target attribute value is related to the specified buff effect.

[0264] 8. The method comprises: displaying a buff selection interface at a target position of the designated prop, the buff selection interface including at least two candidate buff effects corresponding to the designated prop; The method according to any one of claims 1 to 7, further comprising: displaying a buff animation corresponding to the first virtual object in response to a trigger operation on a designated buff effect among the at least two candidate buff effects, wherein the buff animation corresponds to the designated buff effect.

[0265] 9. The method comprises: 9. The method according to claim 1, further comprising the step of displaying an auto-buff animation corresponding to the first virtual object in response to the designated prop coming into contact with the first virtual object during the process of the designated prop falling, wherein the auto-buff animation is an animation that generates a designated buff effect corresponding to the designated prop after the first virtual object comes into contact with the designated prop.

[0266] 10. The method further comprises: The method according to any one of claims 1 to 9, further comprising the step of displaying an integrated prop in the virtual scenario in response to a prop integration operation, wherein the prop integration operation instructs the user to select and integrate at least two specified props.

[0267] 11. After displaying the special effect text element transformation falling animation, receiving a prop trigger operation, the prop trigger operation triggering the designated prop to activate a designated skill effect within a skill range; The method according to any one of claims 1 to 10, further comprising the step of displaying a skill effect animation, wherein the skill effect animation is an animation in which the designated prop activates the designated skill effect within the skill range.

[0268] 12. The method comprises: 12. The method according to claim 1, further comprising the step of displaying a first movement animation in response to the display period of the designated prop reaching a prop display threshold, wherein the first movement animation is an animation in which the designated prop automatically moves to the first virtual object.

[0269] 13. The method further comprises: 13. The method according to claim 1, further comprising the step of displaying a second movement animation in response to the display period of the designated prop reaching a prop display threshold, wherein the second movement animation is an animation in which the designated prop automatically moves to the second virtual object, and the designated prop generates a debuff effect on the second virtual object.

[0270] 14. The step of displaying the transformation falling animation of the special effect text element includes: a step of displaying a shrinking and disappearing animation of the special effect text element, the shrinking and disappearing animation being an animation of shrinking the special effect text element at a specified position corresponding to the second virtual object and then canceling the display; obtaining first coordinates of the designated position in a world coordinate system corresponding to the virtual scenario as start coordinates of the designated prop; acquiring second coordinates in the world coordinate system corresponding to the first coordinates as drop coordinates of the designated prop; acquiring fall path data of the designated prop based on the first coordinates and the second coordinates; 14. The method according to claim 1, further comprising: displaying a converted fall animation in which the designated prop falls based on the fall path data.

[0271] 15. The step of displaying a converted falling animation in which the designated prop falls based on the fall path data includes: obtaining a texture material set corresponding to the designated prop; According to an observation view angle of the designated prop, obtain a texture material image corresponding to the observation view angle from the texture material set; and displaying the texture material image along a fall trajectory corresponding to the fall path data.

[0272] As described above, the virtual object interaction device provided by the embodiment of the present application displays special effect text elements based on the interaction results during the interaction between a first virtual object and a second virtual object, and converts the special effect text elements into designated props in the form of a conversion falling animation to visualize the interaction results and the feedback of the interaction results, thereby improving the user's interaction experience and increasing the variety of interaction methods between virtual objects. Furthermore, converting the special effect text elements into designated props and providing them to virtual objects improves the transmission efficiency of interface display information. Converting the interaction results into designated props also promotes interaction between virtual objects, improving the interactivity between virtual objects, shortening the time required for interactive activities (e.g., game play), and reducing the need for terminal and server processing resources for game play.

[0273] 23 is a structural block diagram of a terminal device 2300 provided by an exemplary embodiment of the present application. The terminal device 2300 may be a smartphone, a tablet, an MP3 player, an MP4 player, a notebook computer, or a desktop computer. The terminal device 2300 may also be called a user device, a portable terminal, a laptop terminal, a desktop terminal, or other names.

[0274] Generally, the terminal device 2300 includes a processor 2301 and a memory 2302 .

[0275] The processor 2301 includes one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2301 may include a DSP (Digital Signal Processor). Signal Processing, Digital Signal Processing), FPGA (Field-Programmable Gate Array), PLA (Programmable The processor 2301 may be implemented in at least one hardware form of a processor that processes data in a wake-up state, a CPU (Central Processing Unit), a programmable logic array, or a programmable logic array. In a possible embodiment, the processor 2301 further includes a main processor, also called a central processing unit (Central Processing Unit), and a co-processor, which is a low-power processor that processes data in standby mode. The processor 2301 is an integrated graphics processor (GPU), which renders and draws the content to be displayed on the display. The device further includes an AI (Artificial Intelligence) processor, which processes computing operations related to machine learning.

[0276] The memory 2302 may include one or more computer-readable storage media, which may be non-transitory. The memory 2302 may also include high-speed random access memory and non-volatile memory, such as one or more magnetic disk storage devices or flash storage devices. In some embodiments, the non-transitory computer-readable storage media in the memory 2302 store computer programs that are executed by the processor 2301 to implement the virtual object interaction methods provided by the method embodiments of the present application.

[0277] In some embodiments, terminal device 2300 further includes other components, and as will be understood by those skilled in the art, the structure of FIG. 23 does not limit terminal device 2300, which may include more or fewer components than shown, or may combine some components, or may be configured using different components.

[0278] As will be understood by those skilled in the art, all or some of the steps in each method of the above embodiments may be achieved by a program instructing relevant hardware, and the program may be stored in a computer-readable storage medium, which may be a computer-readable storage medium included in the memory of the above embodiments, or a computer-readable storage medium that is not located in the terminal device but exists separately. A computer program is stored in the computer-readable storage medium, and the computer program is read and executed by the processor to realize the virtual object interaction method of any of the above embodiments.

[0279] Optionally, the computer-readable storage medium may include a read-only memory (ROM), a random access memory (RAM), a solid-state drive (SSD), an optical disk, etc. The random access memory may include a resistance random access memory (ReRAM) and a dynamic random access memory (DRAM). The numbers of the above embodiments of the present application do not represent the superiority or inferiority of the embodiments, but are merely for the purpose of description.

[0280] As can be understood by those skilled in the art, the realization of all or part of the steps in the above embodiments may be completed by hardware, or may be completed by a program instructing related hardware, and the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a magnetic disk, an optical disk, etc.

[0281] Optionally, a computer program product is further provided, the computer program product including a computer program stored in a computer-readable storage medium, wherein a processor of a terminal device reads and executes the computer program from the computer-readable storage medium, thereby causing the terminal device to perform the virtual object interaction method according to any of the above embodiments.

[0282] The above does not limit the present application, but is merely a preferred embodiment of the present application, and any modifications, equivalent replacements, improvements, etc. completed within the spirit and principles of the present application should fall within the protection scope of the present application.

Claims

1. A virtual object interaction method executed by a terminal device, the method comprising: displaying a first virtual object and a second virtual object in a virtual scenario; controlling the first virtual object and the second virtual object in response to an interaction operation to perform an interaction activity in the virtual scenario; displaying a special effect text element in the virtual scenario, the special effect text element corresponding to an interaction result between the first virtual object and the second virtual object; displaying a transformation falling animation of the special effect text element, wherein the transformation falling animation is an animation of the special effect text element being transformed into a designated prop and falling into the virtual scenario; the interaction activity includes a plurality of activity steps; The step of displaying special effect text elements in the virtual scenario comprises: displaying a special effect text element corresponding to a staged interaction result at a designated location corresponding to the second virtual object in the virtual scenario.

2. The step of displaying the transformation falling animation of the special effect text element includes: displaying a transformation falling animation of the special effect text element based on a designated number of the designated props, the transformation falling animation being an animation in which the special effect text element is transformed into a designated number of designated props and falls into the virtual scenario; The method of claim 1 , wherein the designated number corresponds to the text content of the special effect text element.

3. The method described in claim 1, wherein the text content of the special effect text element corresponds to the step-by-step interaction result, and the step-by-step interaction result is the interaction result at the activity step.

4. The step of displaying the transformation falling animation of the special effect text element includes:

4. The method of claim 1, further comprising the step of displaying the transformation falling animation of the special effect text element in response to the display duration of the special effect text element reaching a specified duration threshold.

5. The interaction activity includes a plurality of activity steps, and the i-th activity step corresponds to the i-th special effect text element, where i is a positive integer; displaying the transformation falling animation of the special effect text element in response to the display duration of the special effect text element reaching a specified duration threshold, 5. The method of claim 4, further comprising: displaying the transformation falling animation of the i-th special effect text element in response to the display duration of the i-th special effect text element reaching the specified duration threshold and not receiving a step-by-step interaction result corresponding to the i+1-th activity step within the specified duration threshold.

6. the designated prop generates a designated buff effect on the first virtual object; After displaying the special effect text element transformation falling animation, controlling the first virtual object to pick up the designated prop in the virtual scenario in response to a pick-up operation; displaying a buff animation corresponding to the first virtual object, wherein the buff animation is an animation that generates a designated buff effect corresponding to the designated prop after the first virtual object picks up the designated prop; The method according to any one of claims 1 to 3, wherein the designated buff effect is related to the number of the designated props picked up by the first virtual object, or the designated buff effect is related to the type of the designated props picked up by the first virtual object.

7. the virtual environment includes an attribute bar corresponding to the first virtual object, the attribute bar including an attribute value; The step of displaying a buff animation corresponding to the first virtual object includes:

7. The method of claim 6, further comprising: displaying an attribute value increment animation corresponding to the first virtual object, wherein the attribute value increment animation is an animation in which the attribute value increases from an initial attribute value to a target attribute value, and an amount of attribute value increase between the initial attribute value and the target attribute value is related to the specified buff effect.

8. The method comprises: displaying a buff selection interface at a target position of the designated prop, the buff selection interface including at least two candidate buff effects corresponding to the designated prop; The method according to any one of claims 1 to 3, further comprising the step of displaying a buff animation corresponding to the first virtual object in response to a trigger operation on a designated buff effect of the at least two candidate buff effects, wherein the buff animation corresponds to the designated buff effect.

9. The method comprises:

4. The method according to claim 1, further comprising the step of displaying an automatic buff animation corresponding to the first virtual object in response to the designated prop coming into contact with the first virtual object during the process of the designated prop falling, wherein the automatic buff animation is an animation that generates a designated buff effect corresponding to the designated prop after the first virtual object comes into contact with the designated prop.

10. The method comprises: The method of any one of claims 1 to 3, further comprising the step of displaying an integrated prop in the virtual scenario in response to a prop integration operation, wherein the prop integration operation instructs the user to select and integrate at least two designated props.

11. After displaying the special effect text element transformation falling animation, receiving a prop trigger operation, the prop trigger operation triggering the designated prop to activate a designated skill effect within a skill range; The method according to any one of claims 1 to 3, further comprising the step of displaying a skill effect animation, wherein the skill effect animation is an animation in which the designated prop activates the designated skill effect within the skill range.

12. The method comprises:

4. The method according to claim 1, further comprising the step of displaying a first movement animation in response to the display period of the designated prop reaching a prop display threshold, wherein the first movement animation is an animation in which the designated prop automatically moves to the first virtual object.

13. The method comprises:

4. The method according to claim 1, further comprising the step of displaying a second movement animation in response to the display period of the designated prop reaching a prop display threshold, wherein the second movement animation is an animation in which the designated prop automatically moves to the second virtual object, and the designated prop generates a debuff effect on the second virtual object.

14. The step of displaying the transformation falling animation of the special effect text element includes: a step of displaying a shrinking and disappearing animation of the special effect text element, the shrinking and disappearing animation being an animation of shrinking the special effect text element at a specified position corresponding to the second virtual object and then canceling the display; obtaining first coordinates of the designated position in a world coordinate system corresponding to the virtual scenario as start coordinates of the designated prop; acquiring second coordinates in the world coordinate system corresponding to the first coordinates as drop coordinates of the designated prop; acquiring fall path data of the designated prop based on the first coordinates and the second coordinates; The method according to any one of claims 1 to 3, further comprising the step of displaying a converted fall animation in which the designated prop falls based on the fall path data.

15. The step of displaying a converted falling animation in which the designated prop falls based on the fall path data includes: obtaining a texture material set corresponding to the designated prop; According to an observation view angle of the designated prop, obtain a texture material image corresponding to the observation view angle from the texture material set; and displaying the texture material image along a fall trajectory corresponding to the fall path data.

16. 1. A virtual object interaction device, comprising: a display module for displaying a first virtual object and a second virtual object in a virtual scenario; a receiving module that controls the first virtual object and the second virtual object to perform an interaction activity in the virtual scenario in response to an interaction operation; the display module further displays a special effect text element in the virtual scenario, the special effect text element corresponding to an interaction result between the first virtual object and the second virtual object; the display module further displays a transformation / falling animation of the special effect text element, the transformation / falling animation being an animation of the special effect text element being transformed into a designated prop and falling into the virtual scenario; the interaction activity includes a plurality of activity steps; Displaying a special effect text element in the virtual scenario comprises: and displaying a special effect text element corresponding to a staged interaction result at a designated location corresponding to the second virtual object in the virtual scenario.

17. A terminal device including a processor and a memory, wherein a computer program is stored in the memory, and wherein the computer program is read and executed by the processor to realize the virtual object interaction method described in any one of claims 1 to 3.

18. A computer program, which, when executed by a processor, implements the method for virtual object interaction according to any one of claims 1 to 3.

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