Interaction methods, devices, electronic equipment, and computer programs based on aerial tools

JP7927155B2Active Publication Date: 2026-09-30TENCENT TECHNOLOGY (SHENZHEN) CO LTD
View PDF 7 Cites 0 Cited by

Patent Information

Application Number
JP2025521224
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2022-12-12
Filing Date
2023-10-24
Publication Date
2026-09-30
Estimated Expiration
2043-10-24

AI Technical Summary

Benefits of technology

【0010】 本願の実施例が提供する技術案がもたらす有益な効果には、少なくとも以下のことが含まれる。 第1飛行可能な道具の目標範囲内で第2飛行可能な道具が検出された場合、第1飛行可能な道具、第2飛行可能な道具の陣営が異なるため、第1飛行軌跡から第2飛行軌跡に切り替えるように第1飛行可能な道具を制御することにより、第1飛行可能な道具の飛行軌跡は、ゲーム試合の進行に伴って変化に富み、第1飛行可能な道具に対する道具リソース利用率をアップし、飛行可能な道具に基づくインタラクション方式を豊富にし、マンマシンインタラクション効率を向上させる。

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007927155000003
    Figure 0007927155000003
  • Figure 0007927155000004
    Figure 0007927155000004
  • Figure 0007927155000005
    Figure 0007927155000005
Patent Text Reader

Abstract

A flyable tool-based interaction method, device, electronic device, and storage medium are disclosed, which belong to the technical field of computers. The method is executed by an electronic device and includes the steps of: (1201) creating a first flyable tool in a virtual scene in response to a virtual skill release operation by a first virtual object, the first flyable tool being associated with the virtual skill and the first virtual object belonging to a first faction; (1202) controlling the first flyable tool to move along a first flight trajectory, the first flight trajectory being a trajectory determined based on the release operation; and (1203) controlling the first flyable tool to move along a second flight trajectory when a second flyable tool is detected within a target range of the first flyable tool, the second flyable tool being released by the second virtual object and the second virtual object belonging to a second faction. This application improves resource utilization for flyable tools, enriches flyable tool-based interaction methods, and enhances man-machine interaction efficiency.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] (Cross-reference to Related Applications) The present application claims the priority of the Chinese Patent Application filed on December 12, 2022 with the application number 202211610140.1 and the title of the invention "Interaction method, device, electronic device and storage medium based on a flyable tool", the entire content of which is incorporated herein by reference.

[0002] The present application relates to the technical field of computers, and in particular to an interaction method, device, electronic device and storage medium based on a flyable tool.

Background Art

[0003] With the development of computer technology and the diversification of terminal functions, MOBA (Multiplayer Online Battle Arena) games have gradually become popular. In a virtual scene provided by a MOBA game, virtual objects belonging to the same team or different teams can cooperate or compete with each other by means of releasing virtual skills to each other.

Summary of Invention

Problem to be Solved by Invention

[0004] Embodiments of the present application provide an interaction method, device, electronic device and storage medium based on a flyable tool. The technical solution is as follows.

Means for Solving the Problem

[0005] According to one aspect, there is provided an interaction method based on a flyable tool, the method comprising: A step of creating a first flyable tool in a virtual scene in response to a virtual skill release operation (also called a "cast operation" or "activation operation") by a first virtual object, wherein the first flyable tool is associated with the virtual skill and the first virtual object belongs to a first faction, A step of controlling the first flyable instrument to move along a first flight path, wherein the first flight path is a path determined based on the release operation, If a second flyable tool is detected within the target range of the first flyable tool, the first flyable tool is controlled to move along a second flight path, the second flyable tool is released by a second virtual object, the second virtual object belongs to a second faction, and the second flight path is different from the first flight path.

[0006] According to one embodiment, an interaction device based on an airworthy tool is provided, the device is A creation module for creating a first flyable tool in a virtual scene in response to a virtual skill release operation by a first virtual object, wherein the first flyable tool is associated with the virtual skill, and the first virtual object is a creation module belonging to a first faction. A first control module for controlling the first flyable instrument to move along a first flight path, wherein the first flight path is a path determined based on the release operation, If a second flyable tool is detected within the target range of the first flyable tool, a second control module for controlling the first flyable tool to move along a second flight path, wherein the second flyable tool is released by a second virtual object, the second virtual object belongs to a second faction, and the second flight path is different from the first flight path, and the second control module is also included.

[0007] According to one embodiment, an electronic device is provided, the electronic device comprising one or more processors and one or more memories, the one or more memories storing at least one computer program, the at least one computer program being loaded and executed by the one or more processors to realize the above-described method of interaction based on a flying device.

[0008] According to one embodiment, a computer-readable storage medium is provided, the computer-readable storage medium storing at least one computer program, the at least one computer program being loaded and executed by a processor to realize the above-described interaction method based on a flying device.

[0009] According to one embodiment, a computer program product is provided, the computer program product comprising one or more computer programs, the one or more computer programs being stored in a computer-readable storage medium. One or more processors of an electronic device can read the one or more computer programs from the computer-readable storage medium, and the one or more processors execute the one or more computer programs, thereby causing the electronic device to perform the above-described interaction method based on the flying device.

[0010] The beneficial effects of the technical proposal provided by the embodiments of this application include at least the following: If a second flying tool is detected within the target range of a first flying tool, and the first and second flying tools belong to different factions, the first flying tool will be controlled to switch from its first flight path to its second flight path. This will make the first flying tool's flight path more varied as the game progresses, increasing the tool resource utilization rate for the first flying tool, enriching the interaction methods based on flying tools, and improving the efficiency of human-machine interaction. [Brief explanation of the drawing]

[0011] [Figure 1] This is a typical virtual world of a MOBA game provided by the embodiment of the present invention. [Figure 2] This is a schematic diagram of the virtual world as observed from the perspective of the Blue Team, provided by an embodiment of the present invention. [Figure 3] This is a schematic diagram of the virtual world as observed from the perspective of the Red Team, provided by an embodiment of the present invention. [Figure 4] This is a schematic diagram showing a user interface displayed on a terminal, as provided by an embodiment of the present invention. [Figure 5] This is a schematic diagram showing a user interface displayed on a terminal, as provided by an embodiment of the present invention. [Figure 6] This is a schematic diagram of the virtual world provided by the embodiment of the present invention. [Figure 7] This is a schematic diagram of the virtual world provided by the embodiment of the present invention. [Figure 8] This is a schematic diagram of a mirrored virtual world of a typical MOBA game of another type provided by the embodiment of the present invention. [Figure 9] This is a schematic diagram of a mirrored virtual world of a typical MOBA game of another type provided by the embodiment of the present invention. [Figure 10] This is a schematic diagram of a mirrored virtual world of a typical MOBA game of another type provided by the embodiment of the present invention. [Figure 11] This is a schematic diagram of the implementation environment for an interaction method based on a flyable device, as provided in the embodiment of the present application. [Figure 12] This is a flowchart of an interaction method based on a flyable device, as provided in the embodiment of the present invention. [Figure 13] This is a schematic diagram of the firing trajectory of a single first flyable device provided in the embodiment of the present invention. [Figure 14] This is a schematic diagram of the firing trajectories of multiple first flyable devices provided in the embodiment of the present invention. [Figure 15] This is a schematic diagram of the annular trajectory of a single first flyable device provided in the embodiment of the present invention. [Figure 16] It is a schematic diagram of annular trajectories of a plurality of first flyable devices provided by an embodiment of the present application. [Figure 17] It is a flowchart of an interaction method based on a flyable device provided by an embodiment of the present application. [Figure 18] It is a principle diagram of a collision detection method provided by an embodiment of the present application. [Figure 19] It is a sorting principle diagram of a second flyable device provided by an embodiment of the present application. [Figure 20] It is a schematic diagram of a blueprint tool provided by an embodiment of the present application. [Figure 21] It is a principle schematic diagram of an interaction method based on a flyable device provided by an embodiment of the present application. [Figure 22] It is a structural schematic diagram of an interaction apparatus based on a flyable device provided by an embodiment of the present application. [Figure 23] It is a structural schematic diagram of a terminal provided by an embodiment of the present application. [Figure 24] It is a structural schematic diagram of an electronic device provided by an embodiment of the present application. DETAILED DESCRIPTION OF THE INVENTION

[0012] In order to make the objectives, technical solutions and advantages of the present application clearer, embodiments of the present application will be described in further detail below with reference to the accompanying drawings.

[0013] It should be understood that in the present application, terms such as "first" and "second" are used to distinguish between identical or similar items that have substantially the same actions and functions, there is no logical or chronological dependency among "first", "second" and "n-th", and there is no limitation on the number or the execution order.

[0014] In the present application, the term "at least one" refers to one or more, and the meaning of "a plurality of" refers to two or more, for example, a plurality of flyable devices means two or more flyable devices.

[0015] In this application, the phrase "including at least one of A or B" refers to situations including only A, situations including only B, and situations including both A and B.

[0016] User-related information (including, but not limited to, user equipment information, personal information, and behavioral information), data (including, but not limited to, data for analysis, data for storage, and data for display) and signals relating to this application, when applied to a specific product or technology in the manner of the embodiments of this application, must all be authorized, consented to, or authorized by the user, or fully authorized by the relevant parties, and the collection, use, and processing of the related information, data, and signals must comply with the relevant laws, regulations, and standards of the relevant countries and regions. For example, any user operations or commands relating to this application must be obtained in fully authorized circumstances.

[0017] In related technologies, a certain type of virtual skill exists, and after a virtual object unleashes this type of virtual skill, a flyable tool is created in the virtual scene that moves according to a pre-set flight path. Because the flight path of the flyable tool is fixed and its validity period is limited, the tool resource utilization rate of the flyable tool is low, the interaction method based on the flyable tool is single, and the human-machine interaction efficiency is low. Embodiments of this application provide an interaction method based on a flyable tool, which can increase the tool resource utilization rate for the first flyable tool, enrich the interaction methods based on the flyable tool, and improve the human-machine interaction efficiency. See the following description for details.

[0018] Virtual Scene: A virtual scene displayed (or provided) when an application program is executed on a terminal. The virtual scene may be a simulation environment of the real world, a semi-simulated, semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene may be any one of two-dimensional, 2.5-dimensional, or three-dimensional virtual scenes, and the embodiments of this application do not limit the dimensions of the virtual scene. For example, the virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts, cities, etc., and the user can control virtual objects to move within the virtual scene. Optionally, the virtual scene may further be used for a virtual scene battle between at least two virtual objects, and the virtual scene may include virtual resources available to at least two virtual objects. Selectable, the virtual scene includes two symmetrical regions, with virtual objects belonging to two different factions each occupying one region, and the victory objective being the destruction of the target building / base / concourse / nexus located at the back of the opponent's region. Here, the symmetrical regions are, for example, the lower left corner region and the upper right corner region, or for example, the left central region and the right central region.

[0019] Virtual object: This refers to a movable object in a virtual scene. Such a movable object may be a virtual person, virtual animal, virtual elf, anime character, etc., and may be, for example, a person, animal, plant, oil barrel, wall, stone, etc., displayed in the virtual scene. Such a virtual object may be a virtual avatar representing a user in the virtual scene. A virtual scene may contain multiple virtual objects, each virtual object having its own shape and volume in the virtual scene and occupying a portion of the space in the virtual scene. Optionally, if the virtual scene is a three-dimensional virtual scene, the virtual object may optionally be a three-dimensional model, and such three-dimensional model may be a three-dimensional character constructed based on three-dimensional human skeleton technology, and the same virtual object can display different appearances by wearing different skins. In some embodiments, the virtual object may be realized using a 2.5-dimensional or 2-dimensional model, and the embodiments of this application are not limited thereto.

[0020] Selectively, the virtual object may be a player character controlled by client operations, or a non-player character (NPC) set up for interaction in the virtual scene. Selectively, the virtual object may be a virtual person competing in the virtual scene. Selectively, the number of virtual objects participating in the interaction in the virtual scene may be predetermined, or it may be dynamically determined according to the number of clients participating in the interaction.

[0021] Virtual Skills: These refer to unique interaction skills that virtual objects in a virtual environment can unleash. Typically, different virtual objects are bound to different exclusive virtual skills, but there are also common virtual skills that different virtual objects can share. Users can choose which common virtual skills to equip for the current match, and they cannot change already equipped common virtual skills during the match. There is also a limit to the number of common virtual skills that can be equipped during a match. The skill types of virtual skills may include attack skills, defensive skills, healing skills, support skills, harvesting skills, etc. Typically, after a virtual object unleashes a virtual skill, the virtual skill has a skill CD (Cool Down). During the skill's CD period, the user cannot unleash that virtual skill again. After the skill CD ends, the virtual skill can be restored to an unleashable state. Different virtual skills may have the same or different skill CD lengths, and not all virtual skills have skill CDs. Virtual skills without a skill CD can be considered to have a skill CD of 0.

[0022] Flying Tools: These refer to flying virtual tools that are generated, summoned, released, or created by a virtual skill after the virtual object has unleashed its virtual skill. Flying tools can also be considered summoned by the virtual skill or summoned by the virtual object. Typically, flying tools generated by a virtual skill move along a predetermined flight path, and will move along a trajectory from the virtual object toward the joystick until the flying tool reaches the end of its effective period (or reaches a certain flight distance, or collides with a virtual object of another faction and inflicts a certain amount of virtual damage).

[0023] MOBA (Multiplayer Online Battle Arena) games are games in which a virtual scene is provided with several bases, and users located in different factions control virtual objects to compete in the virtual scene, capture bases, or destroy the opposing faction's bases. For example, a MOBA game can divide users into at least two factions, and different teams belonging to at least two factions each occupy their own map area and compete to achieve certain victory conditions. These victory conditions include, but are not limited to, at least one of the following: capturing a base or destroying the opposing faction's base, defeating the opposing faction's virtual objects, ensuring one's own survival within a specified scene and time, capturing a certain resource, and exceeding the opponent's interaction score within a specified time. For example, a MOBA game can divide users into two factions, and the virtual objects controlled by the users are dispersed and compete in a virtual scene, with the victory condition being to destroy or capture a target building / base / concourse / nexus located deep within the opponent's territory.

[0024] Selectively, each team includes one or more virtual objects, for example, one, two, three, or five, and depending on the number of virtual objects within each team participating in the game match, the tactical competition can be divided into 1v1, 2v2, 3v3, 5v5, etc., where 1v1 refers to "one against one," and no further explanation is needed here.

[0025] Selectable, MOBA games are played in units called matches (or rounds), and the scene map chosen for each match may be the same or different. The duration of each MOBA game is from the start of the game until any team or faction achieves its victory conditions.

[0026] In MOBA games, users can choose different virtual objects to primarily control in different matches. While the primary virtual object chosen for a match cannot be changed within that match, a different primary virtual object can be selected for other matches. After selecting a primary virtual object, users can control it to unleash virtual skills in the virtual scene, thereby achieving the effect of interacting with other virtual objects on the opposing side.

[0027] Below, we will introduce two typical MOBA games.

[0028] It is a typical MOBA game of the first type.

[0029] Figure 1 is a two-dimensional map of a typical MOBA game's virtual world. In such a typical MOBA game, virtual characters are divided into two factions, the Red Team and the Blue Team, with five virtual characters in each faction, for a total of ten virtual characters playing together in the MOBA game.

[0030] As shown in Figure 1, the virtual world map is square and divided into several parts, with two faction bases (nexuses) at each end of one diagonal of the square, namely Blue Team Base 1001 and Red Team Base 1002. The three advance lanes connecting Blue Team Base 1001 and Red Team Base 1002 are Top Lane 1003, Mid Lane 1004, and Bot Lane 1005, respectively, and the common areas are River 1006 and Jungle 1007.

[0031] Each of the two factions' virtual characters is born at their respective base locations. The five virtual characters of each faction advance towards the opponent along three advance directions, and the game is won by destroying the opponent's base. The Blue Team's characters are born at Blue Team Base 1001, and the Red Team's characters are born at Red Team Base 1002. Furthermore, the virtual characters of both factions observe the virtual world from a viewpoint where their own team's base is in the lower left corner of the observation viewpoint. That is, the Blue Team's virtual characters observe the virtual world from the first viewpoint 1008, and the Red Team's virtual characters observe the virtual world from the second viewpoint 1009. Additionally, from each viewpoint, the three advance directions are from left to right: top lane, mid lane, and bot lane. For example, as shown in Figure 2, this is the virtual world as observed from the first viewpoint 1008 of the Blue Team's virtual character, with the Blue Team base 1001 located in the lower left corner of the virtual world screen. As shown in Figure 3, this is the virtual world as observed from the second viewpoint 1009 of the Red Team's virtual character, with the Red Team base 1002 located in the lower left corner of the virtual world screen.

[0032] Setting up the perspectives of the two factions in this way ensures that regardless of whether the user-controlled virtual character belongs to the Red Team or the Blue Team, the opposing team's base is always located in the upper right corner of the virtual world screen, and the virtual character's direction of advance is always towards the upper right of the virtual world screen, which helps the user to operate and control the virtual character. However, this setting also has problems. Specifically, if the Blue Team's bot lane is the Red Team's top lane, and both the Blue Team's virtual character and the Red Team's virtual character are located at the boundary (river) between the Blue Team's bot lane and the Red Team's top lane, the user interface seen by the Blue Team user on their terminal will show, as in Figure 4, that part of the virtual world screen is obstructed by the UI (User Interface) control 1010, but the dangerous river 1006 area (where a Red Team virtual character, for example, an Assassin, might suddenly start advancing from river 1006) is not obstructed, thus giving the Blue Team user a wide field of view. As shown in Figure 5, the user interface viewed by the Red Team on their terminals is similarly obscured by UI control 1010, and the dangerous river area 1006 is also obscured by the UI control, affecting the Red Team users' field of view. As a result, the Red Team users have difficulty observing the river area 1006 and are easily defeated by the Blue Team's assassins.

[0033] Therefore, bot lane 1005 is safer than top lane 1003.

[0034] The five virtual characters of the same faction are typically five different types of virtual characters, and exemplarily, the types of virtual characters may be as follows: Warrior: Has many hit points, high defense, high attack power, short attack range, flexible movement, and usually possesses certain displacement skills that allow them to resist or inflict some damage on opponents. Displacement skills are skills that allow the virtual character to increase their movement speed, jump a certain distance in a certain direction, or instantly teleport from one point to another. Magician: Has extremely low hit points and defense, very high attack power and inflicts magical damage, has a long attack range, lacks mobility, and is easily defeated; therefore, they usually attack opponents with the protection of a Warrior or Tank / Assistant. Tank / Assistant: Has very high hit points, very high defense, extremely low attack power, and a short attack range. Typically suited to resisting damage for teammates at the front of the team and protecting other teammates. Shooter: Similar to the Magician, but differs in that the Shooter inflicts very high physical damage, can fire continuously, and is suitable for attacking towers and bases. Assassin: Has low hit points, low defense, high attack power, short attack range, very flexible movement, usually possesses many displacement skills, is suited to charging into enemy magicians or shooters, and has the ability to take them down in an instant.

[0035] Because different types of virtual characters have their own unique characteristics, combining the strengths and weaknesses of top lane and bot lane vision, different types of virtual characters typically begin their advance in fixed directions. Typically, shooters (and tanks / assistants) begin their advance from the safe bot lane 1005, magicians begin their advance from the mid lane 1004, warriors with a certain displacement advantage begin their advance from the dangerous top lane 1003, and assassins mainly operate in the jungle 1007, waiting for opportunities to support teammates in the top lane, mid lane 1004, or bot lane 1005.

[0036] In this way, virtual characters will be matched against opposing virtual characters of a different type, such as a Blue Team shooter facing a Red Team warrior, and a Blue Team warrior facing a Red Team shooter, affecting the fairness of the game and the user experience. For example, as shown in Figure 6, Blue Team's Shooter 1011 advances from Blue Team's bot lane 1005 to Red Team, Blue Team's Warrior 1012 advances from Blue Team's top lane 1003 to Red Team, Red Team's Shooter 2013 begins its advance from Red Team's bot lane 1005 to Blue Team, and Red Team's Warrior 2014 begins its advance from Red Team's top lane 1003 to Blue Team. That is, Shooter 1011 faces Warrior 2014, and Warrior 1012 faces Shooter 2013.

[0037] To make the game fairer, a more rational matchup is as shown in Figure 7, where the Blue Team's Shooter 1011 faces the Red Team's Shooter 2013, and the Blue Team's Warrior 1012 faces the Red Team's Warrior 2014. To implement this matchup, it is necessary to solve the problem of how to make the Blue Team's bot lane and the Red Team's bot lane the same lane. That is, by swapping the top lane and bot lane of either the Blue Team or the Red Team, the original bot lane becomes the top lane and the original top lane becomes the bot lane. For example, the Red Team's top lane and bot lane are moved to the positions of top lane 1003 and bot lane 1005 as shown in Figure 7. The Blue Team's bot lane 1005 becomes the Red Team's bot lane 1005, and the Blue Team's top lane 1003 becomes the Red Team's top lane 1003.

[0038] A typical MOBA game of the second type implements this kind of more rational competitive system.

[0039] It is a typical MOBA game of the second type.

[0040] A typical MOBA game mode of type 2 is the same as a typical MOBA game of type 1 in terms of how the game is played, and it is similarly a square virtual world, with the bases of the first and second factions located similarly on the diagonals of the square, and similarly the five virtual characters of each faction advancing towards the opponent along three advance directions. The difference is that the bot lane of the first faction is also the bot lane of the second faction, and the top lane of the first faction is also the top lane of the second faction. A typical MOBA game of type 2 achieves this more rational battle system in the following way.

[0041] In a game match, there is a first virtual world and a second virtual world that is a horizon-plane mirror image of the first virtual world. As shown in Figure 8, in a game match, there is a first virtual world 1101 and a second virtual world 1103 that is symmetric to the first virtual world 1101 with respect to the horizon plane 1102; that is, the second virtual world is a mirror image of the first virtual world.

[0042] If we define the direction perpendicular to the ground plane of the first virtual world and pointing towards the sky as the positive half-axis of the y-axis (1104), then the virtual world seen by the user controlling the virtual character of the first faction is the first virtual world observed in a space where the viewpoint is located on the positive half-axis of the y-axis, as shown in Figure 9, and is the first virtual world as observed by the user controlling the virtual character of the first faction. The virtual world seen by the user controlling the virtual character of the second faction is the second virtual world observed in a space where the viewpoint is located on the negative half-axis of the y-axis, as shown in Figure 10, and is the second virtual world as observed by the user controlling the virtual character of the second faction. The first virtual world (1101) and the second virtual world (1103) are worlds with reversed left and right orientations. This method allows for the swapping of the top lane and bot lane of the second faction, and similarly, the bot lane seen by the user controlling the virtual character of the second faction is the bot lane seen by the user controlling the virtual character of the first faction.

[0043] A typical Type 2 MOBA game presents two virtual worlds, mirror images of each other, to users from two different factions. Users from the first faction observe the first virtual world from the perspective of the positive half-axis of the y-axis and control their virtual characters to operate within the first virtual world, while users from the second faction observe the second virtual world from the perspective of the negative half-axis of the y-axis and control their virtual characters to operate within the second virtual world. Because the first and second virtual worlds are completely opposite, the server needs to set up two sets of computational logic for each of them. The first computational logic is used to calculate the activity information of the first faction's virtual characters in the first virtual world, such as movement position and skill activation direction. The second computational logic is used to calculate the activity information of the second faction's virtual characters in the second virtual world. After that, the computational results of one virtual world need to be displayed in the other virtual world.

[0044] The system architecture related to this application is described below.

[0045] Figure 11 is a schematic diagram of an implementation environment for an interaction method based on a flyable device provided by an embodiment of the present invention. Referring to Figure 11, the implementation environment includes a first terminal 120, a server 140, and a second terminal 160.

[0046] The first terminal 120 has an application program installed and runs that supports the virtual scene. This application program may be any one of the following: a MOBA game, a Massively Multiplayer Online Role Playing Game (MMORPG), a First-Person Shooting game (FPS), a Third-Person Shooting game, a virtual reality application program, a 3D map program, or a multiplayer survival game. The first terminal 120 may also be a terminal used by a first user, who uses the first terminal 120 to manipulate and activate a first virtual object located in the virtual scene. Such activity includes, but is not limited to, at least one of the following: adjusting body posture, crawling, walking, running, cycling, jumping, driving, picking up, shooting, attacking, throwing, or unlocking virtual skills. Exemplarily, the first virtual object is a first virtual person, such as a simulated character or an anime character.

[0047] Server 140 may include at least one of the following: a single server, multiple servers, a cloud computing platform, or a virtualization center. Server 140 provides backend services to application programs that support virtual scenes. Optionally, Server 140 may handle primary computing tasks while Terminal 120 and Terminal 2 160 handle secondary computing tasks; or Server 140 may handle secondary computing tasks while Terminal 120 and Terminal 2 160 handle primary computing tasks; or a distributed computing architecture may be adopted among Server 140, Terminal 120, and Terminal 2 160 to perform cooperative computing.

[0048] The second terminal 160 has an application program installed and runs that supports the virtual scene. This application program may be any one of the following: a MOBA game, an MMORPG game, an FPS game, a third-person shooter game, a virtual reality application program, a 3D map program, or a multiplayer survival game. The second terminal 160 may also be a terminal used by a second user, who uses the second terminal 160 to manipulate and activate a second virtual object located in the virtual scene, and such activity includes, but is not limited to, at least one of the following: adjusting body posture, crawling, walking, running, cycling, jumping, driving, picking up, shooting, attacking, throwing, or unlocking virtual skills. Exemplarily, the second virtual object is a second virtual person, for example, a simulated character or an anime character.

[0049] The first terminal 120 and the second terminal 160 can be connected to the server 140 directly or indirectly by wired or wireless communication, and the embodiments of this application are not limited to the connection method herein.

[0050] In some embodiments, the first virtual object controlled by the first terminal 120 is in the same virtual scene as the second virtual object controlled by the second terminal 160, and in this case, the first virtual object can interact with the second virtual object in the virtual scene.

[0051] In some embodiments, the first and second virtual objects described above may be in a competitive relationship. For example, the first and second virtual objects may belong to different teams or factions. In a competitive relationship, virtual objects can compete by releasing virtual skills to each other. For example, the first virtual object releases an attack skill to the second virtual object. Subsequent embodiments will be explained using the example of the first and second virtual objects being in a competitive relationship.

[0052] In some other embodiments, the first and second virtual objects may also be in a teammate relationship, for example, the first and second virtual objects may belong to the same team or organization and have a friendship or temporary communication privilege, in which case the first virtual object may release auxiliary skills to the second virtual object.

[0053] The server 140 described above may be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms.

[0054] The first terminal 120 or the second terminal 160 described above may be, but is not limited to, a smartphone, smart PC, portable game device, tablet computer, laptop computer, desktop computer, smart speaker, smartwatch, MP3 (Moving Picture Experts Group Audio Layer III) player, MP4 (Moving Picture Experts Group Audio Layer IV) player, e-book reader, etc.

[0055] The application programs installed on the first terminal 120 and the second terminal 160 may be the same, or the application programs installed on the two terminals may be the same type of application program on different operating system platforms. The first terminal 120 may refer to one of several terminals, and the second terminal 160 may refer to one of several terminals; however, this embodiment will be described using only the first terminal 120 and the second terminal 160 as examples. The device types of the first terminal 120 and the second terminal 160 may be the same or different.

[0056] As those skilled in the art will see, the number of terminals may be more or less. For example, there may be only one terminal, or there may be tens or hundreds of terminals, or many more. The embodiments of this application do not limit the number of terminals or the type of equipment.

[0057] Figure 12 is a flowchart of an interaction method based on an airborne device provided by an embodiment of the present invention. Referring to Figure 12, the embodiment is described using an electronic device as an example, where the electronic device is a terminal, and the embodiment includes steps 1201 to 1203.

[0058] 1201. In response to a virtual skill release operation by the first virtual object, the terminal creates a first flyable tool in the virtual scene, the first flyable tool is associated with the virtual skill, and the first virtual object belongs to the first faction.

[0059] In the embodiment of the present invention, the first virtual object refers to a virtual object that is primarily operated by the user using a terminal, and the faction to which the first virtual object belongs is called the first faction. For example, in a MOBA game, two factions are involved: the first faction to which the first virtual object belongs, and the second faction to which the second virtual object belongs. The first and second factions are different factions, and for example, the first and second factions are in a competitive relationship with each other.

[0060] The virtual skill in the embodiment of the present application refers to a virtual skill that can summon any flying tool that a first virtual object can release. That is, the virtual skill may be bound to or exclusive to the first virtual object, or it may be a virtual skill common to all virtual objects, and the virtual skill is not specifically limited here.

[0061] The flying tools in the embodiments of this application refer to virtual tools that are capable of flying in a virtual scene, which are generated, summoned, released, or created after a first virtual object releases the virtual skill. For example, such flying tools are projectiles, throwables, summoned items, flying pets, flying mounts, etc. The first flying tool is associated with the virtual skill, and it can be understood that the virtual skill is used to generate, summon, release, or create the first flying tool.

[0062] In some embodiments, the user launches a game application on the terminal and performs a match start operation in the game application to begin a game match. Subsequently, the terminal loads and displays a virtual scene of the game match in the game application, and in the virtual scene, displays a first virtual object that the terminal primarily controls. Selectably, before the match starts, the user can select a first virtual object to appear in the game match from a selection of virtual objects in the match start interface. For example, the user can select a primary control hero from their hero pool that fulfills the lane positioning requirements as the first virtual object, or, if the user has not selected one, the system can assign a first virtual object for the game match to the user. The assignment method may be random, preferentially selecting the hero with the highest appearance frequency in the account bound to the user, or selecting the hero with the highest operation score in the account bound to the user, and the embodiments of this application are not specifically limited thereto.

[0063] In some embodiments, after completing the selection or allocation to the first virtual object, the first virtual object automatically acquires or is equipped with dedicated virtual skills during a game match. Simultaneously, in the match start interface, the user can further select a specified number of common virtual skills to also have in the game match. This allows the first virtual object to release both its dedicated and common virtual skills, the specified number of which is determined by the game application's business logic and is not limited thereto.

[0064] In some embodiments, after loading is complete for a virtual scene, the user can control a first virtual object to interact with the virtual scene, and if the first virtual object has a virtual skill that can optionally generate, summon, release, or create a flyable tool, the terminal, upon detecting the user's release operation on the virtual skill, creates a first flyable tool bound to the virtual skill in the virtual scene, where the first flyable tool means a flyable tool created by the first virtual object through the virtual skill.

[0065] In some embodiments, the release operation for the virtual skill includes, but is not limited to, click, touch, press, drag-and-drop, swipe operations on the skill control of the virtual skill, and the user can further control the release direction of the virtual skill using a joystick control. The embodiments of the present application do not specifically limit the embodiments of the release operation.

[0066] In some embodiments, after detecting a release operation on a virtual skill, the terminal determines whether the virtual skill can summon a flyable tool. If the virtual skill can summon a flyable tool, it queries the cache using the virtual skill's skill ID (Identification) as an index to retrieve the tool resource stored in association with that skill ID. This tool resource is used to display the first flyable tool. Subsequently, the terminal uses a rendering engine to render the tool resource and display the first flyable tool in the virtual scene. Optionally, the terminal caches skill placement information, which includes the association between skill identifiers and tool resource identifiers. This association indicates that the virtual skill indicated by the skill identifier is associated with the virtual tool indicated by the tool resource identifier. Thus, the terminal can determine the tool resource for the first flyable tool associated with the virtual skill according to the skill placement information, and then obtain the first flyable tool by rendering the tool resource.

[0067] 1202, The terminal controls the first flyable instrument to move along a first flight path, the first flight path being a path determined based on the release operation.

[0068] In some embodiments, the terminal can determine the release direction of a virtual skill based on a release operation performed by the user on the virtual skill in step 1201, and then generate a first flight path according to the release direction of the virtual skill.

[0069] The release direction of the virtual skill may be a direction specified by the user via a joystick control. For example, the user can press the joystick control with their finger to select a release direction, and then perform a release operation on the virtual skill. In this way, the release direction determined based on the joystick control can be directly obtained, and this release direction may be the direction in which the center point of the joystick control on the terminal screen points toward the touch point of the user's finger. In this way, the user can trigger the release operation by pressing the skill control with one hand and finely adjust the release direction by controlling the joystick control with the other hand, providing a high degree of controllability.

[0070] The release direction of the virtual skill may also be a direction specified by the user via the skill control. For example, after the user presses the skill control of the virtual skill with their finger, they can swipe in the release direction, and after releasing their finger (i.e., after the swipe operation is completed), the virtual skill is triggered and released, and the release direction may be the same as the swipe direction of the swipe operation. In this way, the user can directly operate the skill control with one hand and simultaneously select the release direction and trigger the release operation, simplifying the flow of human-machine interaction for the user.

[0071] The release direction of the virtual skill may also be a direction automatically determined by the terminal after the user has selected a release target. For example, after the user locks the focus of the interaction onto a release target, any virtual skills triggered by the user will automatically be locked onto that release target, which may be a virtual object of the opposing faction, or any virtual object that the player cannot control, such as a field monster, minion, or base. For example, the terminal may automatically determine the direction from the first virtual object towards the release target in the current frame as the release direction of the virtual skill.

[0072] In some embodiments, if the virtual skill releases only a single first flyable tool, the first flight path may be a single trajectory that originates from the current position of the first virtual object and points in the direction of the virtual skill's release, in which case the terminal can control the first flyable tool to move along the trajectory.

[0073] As shown in Figure 13, Figure 13 is a schematic diagram of the firing trajectory of a single first flying instrument provided in an embodiment of the present invention, where a first virtual object 1301 and a second virtual object 1302 are displayed in a virtual scene 1300, where the first virtual object 1301 belongs to the first faction and the second virtual object 1302 belongs to the second faction, and the first and second factions are in a competitive relationship with each other. In one example, the first virtual object 1301 is equipped with dedicated virtual skills 1311-1313 and common virtual skills 1314-1315. If the user selects to control the first virtual object 1301 to release the virtual skill 1311, the first flying tool 1321 is created in the virtual scene 1300 by the virtual skill 1311, and the first flying tool 1321 moves along a single trajectory 1322, where the trajectory 1322 is a single line of fire from the first virtual object 1301 to the second virtual object 1302, and the trajectory 1322 is an illustrative description of the first flight path.

[0074] In some other embodiments, if a virtual skill can release multiple first-flyable tools, the first flight path may be multiple trajectory paths originating from the current position of the first virtual object and pointing toward the release direction of the virtual skill, and the angular differences between the multiple trajectory paths may be the same or different. For example, the trajectory of the centrally located first-flyable tool among the multiple first-flyable tools may be set to coincide with the release direction, while each of the remaining first-flyable tools maintains a constant angular difference between itself and the trajectory of the adjacent first-flyable tool, thereby creating a scattering effect similar to that of multiple first-flyable tools.

[0075] As shown in Figure 14, Figure 14 is a schematic diagram of the firing trajectories of multiple first flying tools provided in an embodiment of the present invention, where a first virtual object 1401 and a second virtual object 1402 are displayed in virtual scene 1400, the first virtual object 1401 belongs to the first faction, and the second virtual object 1402 belongs to the second faction, and the first and second factions are in a competitive relationship with each other. In one example, the first virtual object 1401 is equipped with dedicated virtual skills 1411-1413 and common virtual skills 1414-1415. If the user optionally controls the first virtual object 1401 to release virtual skill 1411, multiple first flying tools 1421 summoned by virtual skill 1411 are created in virtual scene 1400, and here we will explain using the example where five first flying tools 1421 are summoned. Each first flyable instrument 1421 moves along a single trajectory 1422, which is also an illustrative description of the first flight path.

[0076] 1203. If the terminal detects a second flightable tool within the target range of the first flightable tool, it controls the first flightable tool to move along the second flight path, and the second flightable tool is released by the second virtual object, and the second virtual object belongs to the second faction.

[0077] In some embodiments, the terminal can perform collision detection on the first flyable tool as it moves along a first flight path, that is, it can detect whether a second flyable tool exists within the target range of the first flyable tool, where the second flyable tool is a flyable tool released by a second virtual object of the second faction. In this case, if the second flyable tool is detected within the target range of the first flyable tool, the terminal controls the first flyable tool to perform a flight path transformation, for example, by generating a new second flight path for the first flyable tool and controlling the first flyable tool to move along the second flight path, where the second flight path is different from the first flight path. If a flyable tool released by another virtual object of the first faction is detected within the target range of the first flyable tool, a flight path transformation is not triggered because all of these flyable tools belong to the first faction.

[0078] In some embodiments, the target range of the first flyable tool refers to the range in a three-dimensional virtual scene where the distance to the first flyable tool is less than or equal to a predetermined distance. For example, the target range is a spherical region with the first flyable tool as its center and a predetermined distance as its radius. In other words, if the distance between the second flyable tool and the first flyable tool is less than or equal to a predetermined distance, the second flyable tool is considered to have been detected within the target range of the first flyable tool. In some other embodiments, the target range refers to an area located on the same horizontal plane as the first flyable device and where the distance between the first flyable device and the target range is less than or equal to a predetermined distance. For example, the target range is a circular area on the horizontal plane where the first flyable device is located, with the first flyable device as its center and a predetermined distance as its radius. In other words, if the second flyable device is located on the same horizontal plane as the first flyable device and the distance between the second flyable device and the first flyable device is less than or equal to a predetermined distance, the second flyable device is considered to have been detected within the target range of the first flyable device. Alternatively, the target range of the first flyable device refers to the position occupied by the first flyable device. In other words, if the position occupied by the second flyable device overlaps with the position occupied by the first flyable device, the second flyable device is considered to have been detected within the target range of the first flyable device.

[0079] In some embodiments, if the virtual skill releases only a single first flyable tool, the second flight path may be a ring-shaped path surrounding the first virtual object, for example, the second flight path is a ring-shaped path with the first virtual object as its center, in which case the terminal, after detecting that the second flyable tool is within the target range of the first flyable tool, controls the first flyable tool to move along the second flight path, which is equivalent to the first flyable tool switching from moving along its original trajectory to moving around the first virtual object along the ring-shaped path after the first flyable tool collides with the second flyable tool.

[0080] As shown in Figure 15, Figure 15 is a schematic diagram of the annular trajectory of a single first flyable tool provided in an embodiment of the present invention, and the user shown in Figure 13 controls the first virtual object 1301 to release a virtual skill 1311, thereby summoning the first flyable tool 1321 in the virtual scene 1300, and in the process of the first flyable tool 1321 flying along the first flight trajectory, the second flyable tool released by the second virtual object 1302 within the target range of the first flyable tool 1321 When a flyable tool (not shown in Figure 15) is detected, it is assumed that the first flyable tool 1321 has collided with the second flyable tool, in which case a new annular trajectory 1500 is generated for the first flyable tool 1321, which may be a ring or elliptical ring surrounding the first virtual object 1301, and the first virtual object 1301 may be at the center of or at any position inside the annular trajectory 1500, and the annular trajectory 1500 is an illustrative description of the second flight trajectory.

[0081] As can be seen by comparing Figure 13 and Figure 15, the first flyable tool originally moves according to a preset first flight path and disappears after reaching its validity period, reaching its flight distance, or colliding with another virtual object (and causing a certain effect, which may be a gain effect or a detrimental effect, etc.). However, the technical solution provided by the embodiment of the present application can provide a new type of flight path conversion interaction method after the first flyable tool collides with the second flyable tool, and the first flyable tool switches from its original trajectory to a circular trajectory, which greatly increases the tool resource utilization rate of the first flyable tool, and also provides a richer range of flight methods, improving the efficiency of human-machine interaction.

[0082] In some other embodiments, if the virtual skill can release multiple first flyable tools, the second flight path may be multiple ring-shaped trajectories surrounding the first virtual object, with the ring-shaped trajectories exhibiting a concentric layout with the first virtual object as the center, or with a series of intersecting non-concentric circles, and the embodiments of the present application are not specifically limited thereto. In this way, after the terminal detects that a second flyable tool is within the target range of any first flyable tool, it controls all first flyable tools released by the virtual skill to move along their respective second flight paths, that is, after any first flyable tool collides with a second flyable tool, all first flyable tools switch from moving along their original trajectories to moving around the first virtual object along their respective ring-shaped trajectories.

[0083] As shown in Figure 16, Figure 16 is a schematic diagram of the annular trajectories of a plurality of first flyable tools provided in an embodiment of the present invention, where the user shown in Figure 14 controls the first virtual object 1401 to release a virtual skill 1411, thereby summoning a plurality of first flyable tools 1421 in the virtual scene 1400, and in the process of any of the first flyable tools 1421 flying along the first trajectory, a second flyable tool (shown in Figure 16) released by the second virtual object 1402 within the target range of any of the first flyable tools 1421 When a collision is detected, the first flyable tool 1421 is deemed to have collided with the second flyable tool, in which case a new annular trajectory 1600 is generated for each first flyable tool 1421, the annular trajectory 1600 may be a single ring or elliptical ring surrounding the first virtual object 1401, the different annular trajectories 1600 may constitute concentric or non-concentric rings, the first virtual object 1401 may be at the center or any position inside each annular trajectory 1600, and the annular trajectory 1600 is an illustrative description of the second flight trajectory.

[0084] As can be seen by comparing Figure 14 and Figure 16, originally, multiple first-flyable tools move according to their respective pre-set first-flying trajectories and disappear after reaching their validity period, reaching their flight distance, or colliding with another virtual object (and causing a certain effect, which may be a gain effect or a decrease effect, etc.). However, the technical solution provided by the embodiment of the present application provides a new type of flight trajectory conversion interaction method after any of the first-flyable tools collides with a second-flyable tool, allowing each of the first-flyable tools to switch from its original trajectory to a circular trajectory. This greatly increases the tool resource utilization rate of the first-flyable tools, and also provides a richer variety of flight methods, improving the efficiency of human-machine interaction.

[0085] In the process described above, while each type of flying tool is typically specific to a designated virtual skill of a designated virtual object in MOBA games, flying tools have a limited effective period and a fixed flight method (moving along a first flight path). As a result, the resource utilization rate of flying tools designed by multiple engineers is low. However, in the invention provided by the embodiment of this application, an innovative interaction method based on flying tools has been designed. When flying tools from different factions collide, the flight path of one of the flying tools is changed. This makes the flight paths of flying tools more varied and not limited to pre-set flight paths, enriching the game's expressiveness, improving resource utilization, and enhancing the efficiency of human-machine interaction.

[0086] Furthermore, when a flying tool moves along a fixed flight path, if it collides with a flying tool of another faction, the flight path changes. Therefore, during a match, if a virtual object of the first faction unleashes a virtual skill that summons the first flying tool to attack the second faction's virtual object along the first flight path, the second faction's virtual object can unleash a virtual skill that summons the second flying tool to collide with the first flying tool. This changes the flight path of the first flying tool, preventing it from attacking the second faction's virtual object. The collision also blocks the flying tool, rendering it non-functional. This improves the flexibility of flying tools while also expanding their functionality. It encourages players to actively create match tactics centered around flying tools and flexibly adjust those tactics using them, enriching the gameplay, increasing player engagement, improving man-machine interaction efficiency, and enhancing the player's match experience.

[0087] All of the above selectable technical options can be used in any combination to form selectable embodiments of the present disclosure, and no further explanation is needed here.

[0088] The invention provides a technical solution in which, when a second flyable tool is detected within the target range of the first flyable tool, the first flyable tool is controlled to switch from its first flight path to its second flight path because the first and second flyable tools belong to different camps. As a result, the flight path of the first flyable tool becomes more varied as the game progresses, increasing the tool resource utilization rate for the first flyable tool, enriching the interaction methods based on flyable tools, and improving the efficiency of human-machine interaction.

[0089] While the above embodiment briefly introduced the flow of interaction based on a flyable device, this embodiment will describe in detail the detailed embodiments of each step. Figure 17 is a flowchart of the method of interaction based on a flyable device provided by the embodiment of the present application. Referring to Figure 17, the embodiment is described using an electronic device as an example, where the electronic device is a terminal, and the embodiment includes steps 1701 to 1705.

[0090] 1701. In response to a virtual skill release operation by the first virtual object, the terminal creates a first flyable tool in the virtual scene, the first flyable tool is associated with the virtual skill, and the first virtual object belongs to the first faction.

[0091] Step 1701 described above is the same in principle as step 1201 in the above embodiment, and therefore requires no further explanation.

[0092] In some embodiments, a terminal can create and manage a first flyable tool by profile, and a profile has multiple tracks, each used to manage a type of operational logic for the first flyable tool. Exemplary, a profile for the first flyable tool may have five tracks, listed from top to bottom as follows: 1|SpawnObjectDuration0 / / Creates one entity 2|SetCollisionTick0 / / Add a collision detection frame for the entity in question 3|TriggerParticle3 / / Adds a special effect for the entity in question 4|MoveBulletDuration4 / / Move the entity in question 5|HitTriggerDuration0 / / Add collision detection logic to the entity in question.

[0093] The above entity refers to the first entity of the first flyable tool created in the virtual scene, that is, the initial entity of the first flyable tool, and the above special effect refers to the first special effect possessed by the first entity of the first flyable tool created in the virtual scene, that is, the initial special effect of the first flyable tool.

[0094] During the execution of the game application, the terminal can retrieve the profile of the first flyable tool from its cache and execute the profile, thereby sequentially executing the operational logic of each track from top to bottom, creating a single entity with special effects as the first flyable tool in the virtual scene. The first flyable tool then moves according to the release direction specified by the release operation, that is, the first flyable tool moves according to the first flight trajectory, and produces certain effects on non-teammate virtual objects that it collides with along the way. The above profile is one possible embodiment of the tool resource of the first flyable tool.

[0095] In one example scene, taking the first flyable tool as a projectile for a virtual skill, when the terminal detects that the user is controlling the first virtual object to unleash the virtual skill, it calls the game application's function node "1|SpawnBulletTick0" to create a Bullet object, which is a type of Actor object within the game application. Subsequently, it queries the cache for the profile of the first flyable tool using the skill ID of the virtual skill as an index, and performs initialization placement for the Bullet object according to the business logic provided by each track in the profile. This allows the first flyable tool to be displayed in the virtual scene and controlled to move along the first flight path.

[0096] 1702, the terminal controls the first flyable instrument to move along a first flight path, the first flight path being a path determined based on the release operation.

[0097] Step 1702 described above is the same in principle as step 1202 in the previous embodiment, and therefore requires no further explanation.

[0098] For example, the terminal can define the first flight path by "4|MoveBulletDuration4", which is a track in the profile of the first flyable tool. For instance, the first flight path can be defined as a trajectory starting from the first virtual object and pointing in the direction of the virtual skill's release, or as a straight line trajectory pointing in the direction of the virtual skill's release, or as an arc trajectory, curved trajectory, parabolic trajectory, etc., depending on the set trajectory function. The specific type of the first flight path is not limited here.

[0099] The first flight path refers to a fixed trajectory pre-set for the first flyable tool in the profile, and it does not change as the game progresses. In other words, no matter when the user controls the first virtual object to release a virtual skill during the game, the created first flyable tool will first move according to the first flight path.

[0100] 1703. If the terminal detects a second flightable tool within the target range of the first flightable tool, it controls the first flightable tool to stop moving along the first flight path, and the second flightable tool is released by the second virtual object of the second faction.

[0101] In some embodiments, the terminal may add one collision detection frame for the first flying tool, which may be a single collision detection box (also called a collision detection range) mounted on the tool model of the first flying tool, so that the collision detection frame moves with the movement of the first flying tool, thereby ensuring that collision detection is performed in real time as the first flying tool moves. Optionally, the range enclosed by the collision detection frame is the target range, and the engineer can define the size of the target range by the track "2|SetCollisionTick0" in the profile, without specifically limiting the size of the target range. Note that if a virtual skill releases multiple first flying tools, each first flying tool may be equipped with one collision detection frame, or, for convenience, if the first flight trajectories of multiple first flying tools are relatively compact, all first flying tools may be equipped with one large-range collision detection frame, without specifically limiting it.

[0102] In some embodiments, the terminal loads a collision detection frame for a first flying tool released by a first virtual object, and then, using the same principle, loads a collision detection frame for a second flying tool released by a second virtual object. In this way, the terminal can determine whether the second flying tool is within the target range of the first flying tool by determining whether the collision detection frame of the first flying tool intersects with the collision detection frame of the second flying tool. If the collision detection frame of the first flying tool intersects with the collision detection frame of the second flying tool, it is determined that the second flying tool is within the target range of the first flying tool. If the collision detection frame of the first flying tool does not intersect with the collision detection frame of the second flying tool, it is determined that the second flying tool is not within the target range of the first flying tool.

[0103] As shown in Figure 18, Figure 18 is a diagram illustrating the principle of the collision detection method provided by an embodiment of the present invention. In the virtual scene 1800, if the second virtual object 1802 releases a virtual skill and summons a second flying tool 1810, a spherical collision detection frame 1811 is mounted on the tool model of the second flying tool 1810, and the collision detection frame 1811 of the second flying tool 1810 intersects with the collision detection frame 1803 mounted on the character model of the first virtual object 1801, and the second flying tool 181 A value of 0 indicates that the first virtual object 1801 was hit, and therefore the second flying tool 1810 produces a corresponding effect on the first virtual object 1801, such as subtracting a certain virtual life value from the first virtual object 1801, subtracting a certain virtual defense value from the first virtual object 1801, or reducing the attack power coefficient of the first virtual object 1801 within a set time, and so on. Here, the effects of the flying tool are not specifically limited.

[0104] In a virtual scene, collision detection frames may be installed not only on the second flying tool, but also on flying tools released by teammates' virtual objects, the virtual objects themselves, neutral virtual objects such as field monsters, and even some virtual items. Therefore, if the terminal detects that the collision detection frame of the first flying tool intersects with any other collision detection frame, it will consider that an obstacle has been detected within the target range of the first flying tool. However, before deciding whether or not to change the flight trajectory of the first flying tool, it is necessary to determine whether or not the obstacle is the second flying tool.

[0105] In some embodiments, a method for detecting whether an obstacle within a target range is a second flyable instrument includes the following steps 1713-1733.

[0106] 1713. If a virtual object is detected within the target range of the first flyable instrument, the object type of that virtual object is obtained.

[0107] In some embodiments, if the terminal detects that the collision detection frame of the first flying tool intersects with any collision detection frame, it considers that an obstacle has been detected within the target range of the first flying tool, and subsequently queries the type of the obstacle. If the type of obstacle is a flying tool, it proceeds to step 1723. If the type of obstacle is a virtual object, it controls the first flying tool to have an effect on the virtual object according to the skill settings of the virtual skill, such as reducing the movement speed of the virtual object, increasing the skill cooldown of the virtual object, or reducing the virtual health or virtual defense of the virtual object.

[0108] 1723. If the type is an airborne tool, acquire the faction to which the airborne tool belongs.

[0109] In some embodiments, if the object type of the obstacle is a flying tool, the faction to which the flying tool belongs may be further determined. If the flying tool belongs to the second faction, step 1733 is entered; if the flying tool belongs to the first faction, no action may be taken, and it may continue to move along the first flight path.

[0110] 1733, if the faction is the second faction and the flyable device satisfies the adhesion condition, the obstacle shall be determined to be the second flyable device, the adhesion condition indicating that the flyable device is capable of altering the flight path of other flyable devices.

[0111] In some embodiments, if a flying tool belongs to a second faction, it may be further determined whether the flying tool satisfies the adhesion condition. For example, a list of tool IDs that satisfy the adhesion condition is stored in the terminal, and the terminal may further query the tool ID list to see if it contains the tool ID of a second faction flying tool detected within the target range. If the tool ID of the flying tool is found in the list of tool IDs that satisfy the adhesion condition, it can be determined that the flying tool satisfies the adhesion condition and is determined to be a second flying tool. If the tool ID of the flying tool is not found in the list of tool IDs that satisfy the adhesion condition, it can be determined that the flying tool does not satisfy the adhesion condition, that is, the flying tool does not support transforming the flight path of the other flying tool it collides with, and may perform other main operational logic of the game, deciding whether to do nothing or to offset or absorb one of the flying tools.

[0112] Figure 19 is a diagram illustrating the selection principle of a second flyable tool provided by an embodiment of the present invention. As shown in Figure 19, the first flyable tool is the first projectile and the second flyable tool is the second projectile, and each tool model of the first and second projectiles is equipped with one collision detection frame. When the collision detection frame of the first projectile intersects with any collision detection frame during the process of the first projectile moving along the first flight path, it indicates that the first projectile has collided with an obstacle. Subsequently, it is determined whether the type of obstacle is a flyable tool. If so, it is determined whether the flyable tool belongs to the second camp. If so, it is determined whether the flyable tool satisfies the adhesion conditions. If so, the flyable tool is determined to be the second flyable tool. Otherwise, if the result of any of the judgment logics is negative, the process ends.

[0113] In some embodiments, when creating a profile for each flying tool to conveniently determine whether any flying tool meets the adhesion conditions, the profile may typically record attribute information of the flying tool, such as the tool name, tool ID, skill ID of the virtual skill to which it belongs, object ID of the virtual object to which it belongs, and faction ID to which it belongs. Subsequently, a new adhesion attribute field is created in the attribute information, and if the value of the adhesion attribute field is True, it indicates that the flying tool meets the adhesion conditions, and if the value of the adhesion attribute field is False, it indicates that the flying tool does not meet the adhesion conditions. Furthermore, the engineer may configure the system to either tacitly accept that the adhesion conditions are met or not met when the adhesion attribute field is at its default value. In this way, after the first flyable tool collides with an obstacle within its target range, by simply accessing the attribute information in the obstacle's profile, it is possible to determine whether the obstacle is a flyable tool according to its ID, whether the flyable tool belongs to the second faction according to its faction ID, and whether the adhesion conditions are met according to its adhesion attribute field. If the object type is a flyable tool, belongs to the second faction, and satisfies the adhesion conditions simultaneously, it is determined that the second flyable tool has been detected within the target range of the first flyable tool, and the process proceeds to step 1704.

[0114] JPEG0007927155000001.jpg197170

[0115] In steps 1713-1733 above, multiple decision logics are set up to detect whether an obstacle within the target range is a second flyable tool. Selectively, the same or different decision logic can be set for different first flyable tools released by different virtual skills, depending on the game service request. For example, for certain types of first flyable tools, it is not necessary to determine whether the adhesion condition is met. This allows for a more flexible and varied competitive tactical and gameplay experience, contributing to a richer interaction method based on flyable tools. Furthermore, through the multiple decision logics in steps 1713-1733, it is possible to guarantee that the second flyable tool belongs to the second faction and meets the adhesion condition. This prevents collisions with flyable tools released by some teammate's virtual object, which could alter their flight path and cause errors in subsequent game service logic.

[0116] In some embodiments, after steps 1713 to 1733 detect that a second flyable tool is within the target range of the first flyable tool, i.e., that the collision detection frame of the first flyable tool intersects with the collision detection frame of the second flyable tool, it is necessary to control the first flyable tool to stop moving along the first flight path. Furthermore, the collision detection function and tool movement function of the first flyable tool may be immediately stopped, thereby preventing the first flyable tool from continuing to move along the first flight path and causing damage.

[0117] In one example, taking the first flyable tool as the first projectile, we obtain the Action being performed by the first projectile through the Actor object of the first projectile, analyze it track by track in the first projectile's profile to detect the track type to which the current Action belongs, and then abort the target track to which the current Action belongs.

[0118] JPEG0007927155000002.jpg102170

[0119] 1704, the terminal generates a second flight path for the first flyable instrument and controls the first flyable instrument to move along the second flight path.

[0120] In some embodiments, after stopping the movement of the first flyable device along the first flight path, the first flyable device can be relaunched using a new second flight path, thereby enabling a transformation of the flight path of the first flyable device, the second flight path being different from the first flight path.

[0121] In some embodiments, the terminal can first stop the operational logic for collision detection and tool movement functions of the first flyable tool in the first flight path, and then re-apply new operational logic to the first flyable tool. This avoids damaging the unique operational logic of the first flyable tool by avoiding correcting its unique profile, and thus avoids uncontrollable performance when the user subsequently releases a virtual skill again to summon the first flyable tool. In view of this, in order to change the flight path of the first flyable tool, a second entity can be created again for the first flyable tool, and this second entity can be merged with the first entity of the first flyable tool, the first entity being the initial entity when the first flyable tool was created, and the second entity being a new entity created after the first flyable tool collides with the second flyable tool.

[0122] In some embodiments, the terminal can first create a second entity with a second special effect for the first flying tool, the second entity inherits the first entity of the first flying tool, and the second special effect inherits the first special effect of the first entity. That is, as introduced in step 1701 above, when summoning the first flying tool, one entity has already been created for the first flying tool and a special effect has been added, the first entity is the initial entity created, and the first special effect is the initial special effect added. Therefore, when creating a second entity again for the first flying tool and adding a second special effect, the two steps of entity creation and special effect addition in the profile can be skipped, the second entity with the second special effect is obtained by inheriting the first entity with the first special effect, and then the tool movement function of the first flying tool in the second flight path is created.

[0123] In some embodiments, after creating a second entity, the terminal can create a second flight path for the second entity based on the collision location between the first and second flyable tools. For example, the Loop function can be used to set the second flight path to be a circular path surrounding the first virtual object. In this way, if the first flyable tool can be controlled to move along the second flight path, the actual action performed is orbital motion around the first virtual object, with the center and radius of the circular path all defined and adjusted by the Loop function.

[0124] In one example, the profile for creating a second entity for a first flyable instrument is as follows: 1| The first flying tool collides with the second flying tool and acquires it. 2|LoopBulletDuration0 / / Sets the second entity to perform orbital motion around the first virtual object. 3|ExtendBulletDuration0 / / Extends the validity period of the second entity.

[0125] In the process described above, a second entity is created for the first flyable tool, and a second flight path is generated by the second entity. This allows the movement of the first flyable tool to be controlled by a completely new profile. Since the second entity and second special effect inherit from the first entity and first special effect, the process of creating a completely new profile is simplified, saving terminal processing resources.

[0126] Furthermore, the last track in the all-new profile described above, "3|ExtendBulletDuration0," allows control over the validity period of the first flyable instrument after a change in flight path, enabling flexible extension of the validity period (even indefinitely) or discarding the track (i.e., discarding the first flyable instrument) as required by operational demands.

[0127] Steps 1703-1704 above provide a possible embodiment in which, if a second flyable tool is detected within the target range of the first flyable tool, the first flyable tool is controlled to move along the second flight path. This can be done by stopping the movement of the first flyable tool on the first flight path, creating a second entity with a second special effect and inheriting the first entity with the first special effect, generating a second flight path for the second entity, and controlling the first flyable tool to move along the second flight path through the profile of the second entity, thereby switching the flight path of the first flyable tool from the first flight path to the second flight path, which is equivalent to re-launching (or releasing) the first flyable tool on the second flight path. In this way, it is possible to avoid destroying the unique profile of the first flyable tool, and furthermore, the effective period of the first flyable tool can be flexibly corrected through the profile of the second entity, providing a high degree of freedom in development.

[0128] In some embodiments, when a virtual skill releases multiple first-flyable tools at once, the above-mentioned second-entity creation and second-fly path generation operations can be performed on each first-flyable tool. However, to facilitate the unified management of multiple first-flyable tools released by the same virtual skill and to ensure that multiple first-flyable tools released by the same virtual skill simultaneously transform their flight paths, the terminal may further maintain a single flyable tool management array for managing the flyable tools whose flight paths have been transformed in the virtual scene. For example, the terminal may maintain the above-mentioned flyable tool management array in the game engine's Blueprint tool, or it may maintain the flyable tool array using other development tools.

[0129] Based on the above, after creating the second entity, the terminal can notify the flyable tool management array of the trajectory transformation event of the first flyable tool and add the first flyable tool to the flyable tool management array. In this way, each time the generation of the second flight trajectory of one first flyable tool is completed, the trajectory transformation event of the first flyable tool is notified to the flyable tool management array and the first flyable tool is added to the flyable tool management array. In this way, multiple first flyable tools released at once by the same virtual skill are conveniently managed, and these first flyable tools are guaranteed to have their flight trajectories transformed, their validity period extended, and be discarded simultaneously.

[0130] In one example, to facilitate the management of a flightable tool management array, the profile of a second entity can be modified to the following track logic: 1| The first flying tool collides with the second flying tool and acquires it. 2|Generate the second flight path 3|Generate the second entity (using the Blueprint tool) 4| Notify the Blueprint that one of the first flyable devices has switched its flight path. 5. Relaunch the first flyable device along the second flight path. 6. Extend the AGE validity period of the first flight-capable device. 7|PrintTick0

[0131] As shown in Figure 20, Figure 20 is a schematic diagram of the blueprint tool provided in the embodiment of the present invention. In the blueprint tool, the ActorRoot array addition function is used to create one target array, i.e., a flyable tool management array, and to add one first flyable tool, Bullet, whose flight path has already been converted, to the flyable tool management array.

[0132] In the above method, the flyable tool management array allows for convenient management of flyable tools that each virtual object in a game match summons by releasing a virtual skill and transforms its flight path. In this way, whether the validity period of the flyable tools is further delayed after the flight path is transformed, or whether these flyable tools are discarded collectively, the main business logic of the game only needs to notify the flyable tool management array in the blueprint tool through a single event, allowing for unified management and control of each flyable tool that has transformed its flight path. This provides high flexibility and freedom, and can be flexibly adjusted according to game service requirements.

[0133] In some embodiments, if the second flyable tool is detected within the target range of the first flyable tool, the first flyable tool is controlled to move along the second flight path, and the display of the second flyable tool is canceled. Canceling the display of the second flyable tool indicates that the second flyable tool has been canceled out, destroyed, or attracted. In other words, if the two flyable tools collide, one flyable tool will change its flight path, and the other flyable tool will be canceled out, destroyed, or attracted.

[0134] In some other embodiments, after a second flight path is generated for a first flyable tool, the flight path is modified after the first flyable tool collides with the second flyable tool. In this case, it is possible to determine which flyable tool's flight path is modified based on the skill settings of the virtual skills or by comparing the skill levels of the first and second virtual objects. The remaining flyable tools may be canceled out, destroyed, attracted (or absorbed) by the first flyable tool, or continue to move along their original fixed trajectory, and this can be flexibly configured by the engineer according to the game service requirements. Embodiments of the present invention will be explained using the example of the first flyable tool changing its flight path.

[0135] If the first flying tool changes its flight path and the second flying tool is absorbed by the first flying tool, the terminal can further change the form of the first flying tool based on the second flying tool, the form including at least one of the entity shape or flight special effects of the first flying tool. That is, since the second flying tool is absorbed by the first flying tool, the form of the first flying tool can be changed in accordance with the second flying tool, so that the modified first flying tool has a partial entity shape or flight special effect of the second flying tool, or a combined shape or combined special effect of both, and the terminal then controls the modified first flying tool to move along the second flight path. In this way, the user can see at a glance that the two flying tools have already fused after the collision, thereby improving the user's information acquisition efficiency.

[0136] In some embodiments, since the form includes two aspects—entity shape and flight special effects—the terminal can change the form of the first flyable instrument by any one of the following methods 1714 to 1734.

[0137] 1714. The terminal retains the entity shape of the first flying tool and assigns the flight special effects of the second flying tool to the first flying tool.

[0138] In some embodiments, after creating a second entity, the terminal makes the second entity inherit the entity shape of the first flying tool and the special flight effects of the second flying tool. In this way, the second entity retains the entity shape of the first flying tool and incorporates the special flight effects of the second flying tool, achieving a relatively harmonious and natural fusion effect, and intuitively embodying the idea that the second flying tool is attracted to the first flying tool.

[0139] 1724. The terminal reserves the special flight effects of the first flying device and assigns the entity shape of the second flying device to the first flying device.

[0140] In some embodiments, after creating a second entity, the terminal causes the second entity to inherit the entity shape of the second flying tool and the special flight effects of the first flying tool. In this way, the second entity retains the entity shape of the second flying tool and incorporates the special flight effects of the first flying tool, achieving a relatively harmonious and natural fusion effect, and also intuitively embodying the idea that the second flying tool is attracted to the first flying tool.

[0141] 1734. The terminal determines the target configuration based on the configuration of the first flyable device and the configuration of the second flyable device, and assigns the target configuration to the first flyable device.

[0142] In some embodiments, after creating a second entity, the terminal fuses the entity shape of the first flying tool with the entity shape of the second flying tool to obtain the entity shape of the second entity. For example, the entity shape of the second entity may be formed by combining the entity outline of the first flying tool and the entity color scheme of the second flying tool, or by combining the entity shape of the second flying tool and the entity color scheme of the first flying tool. Alternatively, the entity outline of the first flying tool may be retained, and the texture mappings of the first and second flying tools may be fused using a trained image fusion model to obtain a new target texture mapping. The tool model of the first flying tool is rendered by the target texture mapping, and the target texture mapping can fuse the texture features or style features of both texture mappings. The image fusion model is not specifically limited here.

[0143] In some embodiments, after creating a second entity, the terminal merges the flight special effects of the first flyable tool and the second flyable tool to obtain the flight special effects of the second entity, for example, by simply superimposing the flight special effects of two flyable tools, or when a virtual skill releases multiple first flyable tools, some first flyable tools may retain their own flight special effects while others adopt the flight special effects of the second flyable tools, and embodiments of the present invention are not specifically limited thereto.

[0144] In the above method, the form of the first flying tool is modified based on the second flying tool, thereby changing at least one of the entity shape or special flight effects of the first flying tool. As a result, the two flying tools achieve a relatively harmonious and natural fusion effect, and the second flying tool is intuitively represented as being attracted to the first flying tool, thereby improving the user's information acquisition efficiency.

[0145] 1705, The terminal extends the validity period of the first flyable instrument.

[0146] In some embodiments, the terminal can extend the validity period of the first flyable tool by the track "3|ExtendBulletDuration0" in the profile of the second entity, as introduced in step 1704 above. The extension of the validity period may be set by the engineer, for example, by extending the validity period by 5 seconds or other numerical value each time it collides with a second flyable tool, or by extending the validity period by 10 seconds or other numerical value only when it collides with a second flyable tool for the first time, or by continuously extending the validity period of the first flyable tool and uniformly discarding it through the main operational logic in the match to meet flexible and variable operational requirements.

[0147] In step 1705 above, if a second flyable tool is detected within the target range of the first flyable tool, the validity period of the first flyable tool is extended. This significantly increases the display time of the first flyable tool in the MOBA game, thereby improving the tool resource utilization rate from the perspective of extending the validity period.

[0148] All of the above selectable technical options can be used in any combination to form selectable embodiments of the present disclosure, and no further explanation is needed here.

[0149] The invention provides a technical solution in which, when a second flyable tool is detected within the target range of the first flyable tool, the first flyable tool is controlled to switch from its first flight path to its second flight path because the first and second flyable tools belong to different camps. As a result, the flight path of the first flyable tool becomes more varied as the game progresses, increasing the tool resource utilization rate for the first flyable tool, enriching the interaction methods based on flyable tools, and improving the efficiency of human-machine interaction.

[0150] In the above embodiment, the processing logic after a collision between two different factions of flyable tools is described in detail. In the embodiment of the present invention, the explanation is given using the example that the two different factions of flyable tools are projectiles of the two different factions. The first flyable tool released by the first virtual object of the first faction is called the first projectile, and the second flyable tool released by the second virtual object of the second faction is called the second projectile.

[0151] As shown in Figure 21, Figure 21 is a schematic diagram of the principle of an interaction method based on an airworthy instrument provided in an embodiment of the present application, the method being performed by an electronic device, and the embodiment will be described using the electronic device as a terminal as an example, and the embodiment includes steps 2101 to 2111. That is, Step 2101: After the user controls the first virtual object of the first faction and unleashes the virtual skill, the terminal creates the first projectile of the virtual skill and turns on the first projectile's attachment function. Step 2102, the terminal generates a collision detection frame for the first projectile and implements the collision detection function. Step 2103: The terminal performs real-time collision detection on the first projectile based on the collision detection frame. In step 2104, if an obstacle is detected in the collision detection frame, the terminal determines whether the obstacle is a projectile. If so, it proceeds to step 2105; otherwise, it does nothing. Step 2105, the terminal determines whether the projectile belongs to the second faction or not. If so, it proceeds to step 2106; otherwise, it does nothing. In step 2106, the terminal determines whether the projectile meets the adsorption conditions. If so, it proceeds to step 2107; otherwise, it does nothing. Step 2107, the terminal controls the first launcher to stop moving along the first flight path. Step 2108, the terminal stops the collision detection logic for the first projectile. Step 2109, the terminal generates a new entity for the first projectile and controls the first projectile again through the new entity. Step 2110, the terminal records the first launcher in the Blueprint tool so that it can be used in subsequent game service flows. Step 2111, the terminal executes the subsequent steps, for example, by relaunching the first projectile on a second flight path to extend the effective lifespan of the first projectile.

[0152] The invention provides a technical solution for projectiles that use virtual skills as carriers. By detecting a collision between projectiles from two different factions using a collision detection function, the system controls the projectiles so that one faction's projectile is attracted to the other faction's projectile. This modifies the flight path of the other faction's projectile, extending its effective period. This increases the projectile's display time, enriches its flight path, significantly increases the projectile's tool resource utilization rate, enriches projectile-based interaction methods, and improves human-machine interaction efficiency.

[0153] Figure 22 is a schematic diagram of the structure of an interaction device based on a flying tool provided in an embodiment of the present application, and as shown in Figure 22, the device is A creation module 2201 for creating a first flyable tool in a virtual scene in response to a virtual skill release operation by a first virtual object, wherein the first flyable tool is associated with the virtual skill, and the first virtual object is a creation module 2201 belonging to the first faction, A first control module 2202 for controlling the first flyable instrument to move along a first flight path, wherein the first flight path is a path determined based on the release operation, If a second flyable tool is detected within the target range of the first flyable tool, a second control module 2203 for controlling the first flyable tool to move along the second flight path, wherein the second flyable tool is released by a second virtual object, and the second virtual object is a second control module 2203 belonging to the second faction.

[0154] The invention provides a technical solution in which, when a second flyable tool is detected within the target range of the first flyable tool, the first flyable tool is controlled to switch from its first flight path to its second flight path because the first and second flyable tools belong to different camps. As a result, the flight path of the first flyable tool becomes more varied as the game progresses, increasing the tool resource utilization rate for the first flyable tool, enriching the interaction methods based on flyable tools, and improving the efficiency of human-machine interaction.

[0155] In some embodiments, based on the configuration of the apparatus in Figure 22, the apparatus is If an obstacle is detected within the target range of the first flyable instrument, the type of the obstacle is obtained. If the type is an airborne tool, acquire the faction to which the airborne tool belongs. If the faction is the second faction and the flyable device satisfies the adhesion conditions, the obstacle is determined to be the second flyable device, and the adhesion conditions further include a detection module for indicating that the flyable device is capable of transforming the flight path of other flyable devices.

[0156] In some embodiments, based on the configuration of the apparatus in Figure 22, the second control module 2203 is configured as follows: A first control unit for controlling the first flyable instrument to stop moving along the first flight path, A generation unit for generating the second flight path for the first flyable instrument, Includes a second control unit for controlling the first flyable instrument to move along the second flight path.

[0157] In some embodiments, the generating unit is A second entity is created for the first flying device, having a second special effect, the second entity inherits the first entity of the first flying device, and the second special effect inherits the first special effect of the first entity. Based on the collision point between the first flyable device and the second flyable device, the second flight path of the second entity is created.

[0158] In some embodiments, the generating unit further, The flight path transformation event of the first flightable tool is notified to the flightable tool management array, the first flightable tool is added to the flightable tool management array, and the flightable tool management array is used to manage the flightable tools whose flight paths have been transformed in the virtual scene.

[0159] In some embodiments, based on the configuration of the apparatus in Figure 22, the apparatus is If a second flyable device is detected within the target range of the first flyable device, the system further includes an extension module for extending the validity period of the first flyable device.

[0160] In some embodiments, the first flight path is a straight line, and the second flight path is a ring-shaped path surrounding the first virtual object.

[0161] In some embodiments, based on the configuration of the apparatus in Figure 22, the apparatus is A modification module for changing the form of the first flyable instrument based on the second flyable instrument, the form further includes a modification module that includes at least one of the entity shape or flight special effects of the first flyable instrument, The second control module 2203 further controls the first flyable instrument after its configuration has been changed to move along the second flight path.

[0162] In some embodiments, the modification module is The entity shape of the first flyable device is retained, and the special flight effects of the second flyable device are assigned to the first flyable device, or The special flight effects of the first flyable device are reserved, the entity shape of the second flyable device is assigned to the first flyable device, or Based on the configuration of the first flyable device and the configuration of the second flyable device, the target configuration is determined and assigned to the first flyable device.

[0163] In some embodiments, the second control module 2203 is If a second flyable device is detected within the target range of a first flyable device, the first flyable device is controlled to move along the second flight path, and the display of the second flyable device is canceled.

[0164] All of the above selectable technical options can be used in any combination to form selectable embodiments of the present disclosure, and no further explanation is needed here.

[0165] Furthermore, the interaction device based on aerial tools provided in the above embodiment will be described using only the compartments of each functional module as an example when performing interaction based on aerial tools. In actual application, the above functions can be completed by distributing them to different functional modules as needed, that is, by compartmentalizing the internal structure of the electronic device into different functional modules, all or some of the functions described above can be completed. In addition, the embodiments of the interaction device based on aerial tools and the interaction method based on aerial tools provided in the above embodiment belong to the same concept, and for their specific implementation process, please refer to the embodiment of the interaction method based on aerial tools in detail, and no further explanation is needed here.

[0166] Figure 23 is a schematic diagram of the structure of a terminal provided by an embodiment of the present invention, and as shown in Figure 23, terminal 2300 is an exemplary description of an electronic device. Optionally, the device type of terminal 2300 includes a smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), MP4 player (Moving Picture Experts Group Audio Layer IV), notebook computer, or desktop computer. Terminal 2300 may also be referred to by other names such as user device, portable terminal, laptop terminal, or desktop terminal. Typically, terminal 2300 includes a processor 2301 and memory 2302.

[0167] Optionally, the processor 2301 includes one or more processing cores, such as a 4-core processor or an 8-core processor. Optionally, the processor 2301 is implemented using at least one hardware form from among DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). In some embodiments, the processor 2301 includes a main processor and a coprocessor, the main processor being a processor for processing data in the wake-up state and also called a CPU (Central Processing Unit), and the coprocessor being a low-power processor for processing data in the standby state. In some embodiments, the processor 2301 integrates a GPU (Graphics Processing Unit), which is used to render and draw content that needs to be displayed on the display screen. In some embodiments, the processor 2301 further includes an AI (Artificial Intelligence) processor, which is used to process related machine learning computational operations.

[0168] In some embodiments, the memory 2302 includes one or more computer-readable storage media, which are optionally non-temporary. Optionally, the memory 2302 further includes high-speed random-access memory and non-volatile memory, which are, for example, one or more magnetic disk storage devices and flash memory storage devices. In some embodiments, the non-temporary computer-readable storage media in the memory 2302 are used to store at least one program code, which is executed by the processor 2301 to implement an interaction method based on a flying device, as provided by each embodiment of the present application.

[0169] In some embodiments, the terminal 2300 further optionally includes a peripheral interface 2303 and at least one peripheral device. The processor 2301, memory 2302, and peripheral interface 2303 can be connected via a bus or signal lines. Each peripheral device can be connected to the peripheral interface 2303 via a bus, signal lines, or a wiring board. Specifically, the peripheral device includes at least one of the following: a radio frequency circuit 2304, a display screen 2305, a camera component 2306, an audio circuit 2307, and a power supply 2308.

[0170] The peripheral interface 2303 may be used to connect at least one I / O (Input / Output) related peripheral to the processor 2301 and the memory 2302. In some embodiments, the processor 2301, memory 2302, and peripheral interface 2303 are integrated on the same chip or circuit board, while in some other embodiments, any one or two of the processor 2301, memory 2302, and peripheral interface 2303 are implemented on separate chips or circuit boards.

[0171] The radio frequency circuit 2304 is used to transmit and receive RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 2304 communicates with communication networks and other communication equipment via electromagnetic signals. The radio frequency circuit 2304 converts electrical signals into electromagnetic signals and transmits them, or converts received electromagnetic signals into electrical signals. Optionally, the radio frequency circuit 2304 includes an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a CODEC chipset, a subscriber identification module card, etc.

[0172] The display screen 2305 is used to display a UI (User Interface). The UI may optionally include graphics, text, icons, videos, and any combination thereof. If the display screen 2305 is a touchscreen, it also has the ability to collect touch signals from its surface or above its surface. These touch signals can be input to the processor 2301 as control signals for processing.

[0173] The camera component 2306 is used to collect images or videos. Optionally, the camera component 2306 includes a front camera and a rear camera. Typically, the front camera is located on the front panel of the device, and the rear camera is located on the back of the device. In some embodiments, there are at least two rear cameras, each being any one of the following: a main camera, a depth-of-field camera, a wide-angle camera, or a telephoto camera. This enables features such as background blurring by fusing the main camera and the depth-of-field camera, panoramic shooting by fusing the main camera and the wide-angle camera, and VR (Virtual Reality) shooting or other fusing shooting functions.

[0174] In some embodiments, the audio circuit 2307 includes a microphone and a speaker. The microphone is used to collect user and environmental sound waves, convert the sound waves into electrical signals, and input them to the processor 2301 for processing, or to input them to the radio frequency circuit 2304 for voice communication. For the purpose of stereo pickup or noise reduction, there are multiple microphones, each positioned at a different location on the terminal 2300.

[0175] Power supply 2308 is used to supply power to each component of terminal 2300. Selectively, power supply 2308 is AC, DC, disposable battery, or rechargeable battery. If power supply 2308 includes a rechargeable battery, the rechargeable battery supports wired or wireless charging. The rechargeable battery is further used to support fast charging technology.

[0176] As those skilled in the art will understand, the structure shown in Figure 23 does not constitute a limitation on terminal 2300 and may include more or fewer components than shown, or may be a combination of several components, or may employ a different arrangement of components.

[0177] Figure 24 is a schematic diagram of the structure of an electronic device provided by an embodiment of the present invention, the electronic device 2400 differs relatively significantly in arrangement or performance, and the electronic device 2400 includes one or more processors (Central Processing Units, CPUs) 2401 and one or more memories 2402, the memories 2402 storing at least one computer program, the at least one computer program being loaded and executed by the one or more processors 2401 to realize the flying device-based interaction method provided by each of the embodiments. Selectably, to facilitate input and output, the electronic device 2400 further includes components such as wired or wireless network interfaces, keyboards and input / output interfaces, and the electronic device 2400 further includes other components for realizing device functions, which are not further elaborated here.

[0178] In exemplary embodiments, a computer-readable storage medium is provided, for example, including memory for at least one computer program, the at least one computer program being executed by a processor in an electronic device to complete the interaction method based on a flying device in each of the embodiments described above. For example, the computer-readable storage medium includes ROM (Read-Only Memory), RAM (Random-Access Memory), CD-ROM (Compact Disc Read-Only Memory), magnetic tape, flexible disk, and optical data storage devices.

[0179] In an exemplary embodiment, a computer program product is further provided, which includes one or more computer programs stored on a computer-readable storage medium. One or more processors of an electronic device can read the one or more computer programs from the computer-readable storage medium, and by executing the one or more computer programs, the one or more processors can cause the electronic device to perform the interaction method based on the flying device in the above embodiment.

[0180] As those skilled in the art will understand, all or some of the steps of the above embodiments can be completed by hardware, or by a program that instructs the relevant hardware to be completed, and optionally the program is stored on a computer-readable storage medium, and optionally the storage medium referred to above is read-only memory, magnetic disk or optical disk, etc.

[0181] The foregoing description is merely an example of an optional embodiment of the Application and is not intended to limit the Application. Any amendments, substitutions, improvements, etc., made within the spirit and principles of the Application should all be included within the scope of protection of the Application.

Claims

1. A method of interaction based on an aerial device, which is performed by electronic equipment, A step of creating a first flyable tool in a virtual scene in response to a virtual skill release operation by a first virtual object, wherein the first flyable tool is associated with the virtual skill and the first virtual object belongs to a first faction, A step of controlling the first flyable instrument to move along a first flight path, wherein the first flight path is a path determined based on the release operation, If a second flying tool is detected within the target range of the first flying tool, and the display of the second flying tool is canceled due to a collision between the first flying tool and the second flying tool, the first flying tool is controlled to move along a second circular flight path surrounding the first virtual object after the display of the second flying tool is canceled due to a collision between the first flying tool and the second flying tool, the second flying tool is released by the second virtual object, the second virtual object belongs to the second faction, and the second flight path is different from the first flight path, the steps include: A method characterized by the following:

2. The step in which a second flyable device is detected within the target range of the first flyable device is, If an obstacle is detected within the target range of the first flyable device, the steps include obtaining the type of the obstacle, If the aforementioned type is an airborne tool, the step is to acquire the faction to which the airborne tool belongs, If the aforementioned faction is the second faction and the conditions indicating that the flyable device is capable of altering the flight path of another flyable device are met, the step of determining the obstacle as the second flyable device, the condition indicating that the flyable device is capable of altering the flight path of another flyable device, includes: The method according to feature 1.

3. The step of controlling the first flyable instrument to move along a second flight path includes: The steps include controlling the first flyable instrument so that it is launched again using a second flight path after its movement along the first flight path has stopped, A step of generating the second flight path for the first flyable instrument, The steps include controlling the first flyable instrument to move along the second flight path, The method according to feature 1.

4. The step of generating the second flight path for the first flyable instrument is, A step of creating a second entity having a second special effect for the first flying device, wherein the second entity inherits the first entity of the first flying device, and the second special effect inherits the first special effect of the first entity, The steps include creating a second flight path of the second entity based on the collision location between the first flyable tool and the second flyable tool, The method according to feature 3.

5. The aforementioned method, The steps include notifying a flyable tool management array of a trajectory transformation event of the first flyable tool, and adding the first flyable tool to the flyable tool management array, the flightable tool management array being used to manage flyable tools whose flight trajectories have been transformed in the virtual scene, The method according to feature 4.

6. The aforementioned method, If the second flyable device is detected within the target range of the first flyable device, the further step includes extending the validity period of the first flyable device. The method according to feature 1.

7. The method according to claim 1, characterized in that the first flight path is a straight line path.

8. The step of controlling the first flyable instrument to move along a second flight path is: A step of modifying the form of the first flying device based on the second flying device, wherein the form includes at least one of the entity shape or flight special effect of the first flying device; The steps include controlling the first flyable instrument after it has been reconfigured to move along the second flight path, The method according to feature 1.

9. The step of changing the form of the first flying device based on the second flying device is, A step of retaining the entity shape of the first flying device and assigning the flight special effects of the second flying device to the first flying device, or The steps of: retaining the special flight effects of the first flying device and assigning the entity shape of the second flying device to the first flying device, The process includes the steps of determining a target configuration based on the configuration of the first flyable device and the configuration of the second flyable device, and assigning the target configuration to the first flyable device. The method according to feature 8.

10. If a second flyable tool is detected within the target range of the first flyable tool, the step of controlling the first flyable tool to move along the second flight path is: If the second flying tool is detected within the target range of the first flying tool, the first flying tool is controlled to move along the second flight path, and the display of the second flying tool is canceled by the second flying tool being destroyed or picked up by the first flying tool. The method according to feature 1.

11. An interaction device based on an airborne tool, which is placed on an electronic device, A creation module for creating a first flyable tool in a virtual scene in response to a virtual skill release operation by a first virtual object, wherein the first flyable tool is associated with the virtual skill, and the first virtual object is a creation module belonging to a first faction. A first control module for controlling the first flyable instrument to move along a first flight path, wherein the first flight path is a path determined based on the release operation; If a second flying tool is detected within the target range of the first flying tool, and the display of the second flying tool is canceled due to a collision between the first flying tool and the second flying tool, a second control module for controlling the first flying tool to move along a second circular flight path surrounding the first virtual object after the display of the second flying tool is canceled due to the collision between the first flying tool and the second flying tool, wherein the second flying tool is released by the second virtual object, the second virtual object belongs to the second faction, and the second flight path is different from the first flight path, and includes a second control module, A device characterized by the following features.

12. An electronic device comprising one or more processors and one or more memories, wherein at least one computer program is stored in the one or more memories, and the at least one computer program is loaded and executed by the one or more processors to realize the method according to any one of claims 1 to 10. An electronic device characterized by the following features.

13. A computer program that causes a computer to perform the method described in any one of claims 1 to 10. A computer program characterized by the following features.

Citation Information

Patent Citations

  • Interactive prop control method and device, terminal and storage medium

    CN110917619A

  • Virtual object display method and device, terminal and storage medium

    CN111672108A

  • Virtual item release method and device, equipment, medium and program product

    CN114130021A

  • Virtual item use method and device, equipment, medium and program product

    CN114130031A

  • Game resource acquisition method and device, medium, equipment and program product

    CN114225393A