Game interaction method, apparatus and device, and storage device
By introducing the aiming and release mechanism of virtual props in multi -player online games, control the props to release and hit the virtual object along the target direction, solve the use of a single experience problem caused by the props in existing games, realize a richer gaming experience and Resource utilization.
Patent Information
- Application Number
- PCT/CN2024/100717
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-07-20
- Filing Date
- 2024-06-21
- Publication Date
- 2025-01-23
AI Technical Summary
In existing multiplayer online games, when players activate skills on virtual characters controlled by other players through virtual props, the props are used in a single way, resulting in poor visual experience and game experience of players, which is easy to lose, resulting in idle and waste of game service resources. .
Provide a game interaction method. By responding to the player's aiming and release operation, control the preset virtual props to release along the target aiming direction, and control its floating or volume when hitting the target virtual object during the release process.
It enriches the player's visual experience and game experience, improves the viscosity between players and games, and avoids the emptiness and waste of game service resources.
Smart Images

Figure CN2024100717_23012025_PF_FP_ABST
Abstract
Description
Game interaction method, device, equipment and storage medium
[0001] CROSS-REFERENCE TO RELATED APPLICATIONS
[0002] This application claims priority to Chinese patent application number 202310900398.3, filed on July 20, 2023, entitled “Game Interaction Method, Device, Equipment and Storage Medium”, and application number 202310896640.4, filed on July 20, 2023, entitled “Game Interaction Method, Device, Equipment and Storage Medium”, the entire contents of which are incorporated herein by reference. Technical Field
[0003] The present disclosure relates to the field of game interaction technology, and in particular to a game interaction method, apparatus, device, and storage medium. Background Art
[0004] With the development of the Internet, games can be seen everywhere in people's lives and have become one of the many entertainment options for people's leisure time.
[0005] In multiplayer online games, players can use virtual props to activate the skills of virtual characters controlled by other players in the same game.
[0006] However, this method of launching props has a single process of using them, which results in poor visual and gaming experience for players, and makes it easy for players to leave, resulting in idleness and waste of game service resources.
[0007] Summary of the Invention
[0008] The purpose of the present disclosure is to provide a game interaction method, device, equipment and storage medium to address the deficiencies in the above-mentioned related technologies, so as to solve the problems of idleness and waste of game service resources in the related technologies.
[0009] To achieve the above objectives, the technical solutions adopted in the embodiments of the present disclosure are as follows:
[0010] In a first aspect, an embodiment of the present disclosure provides a game interaction method, the method comprising:
[0011] In response to an aiming operation on a preset virtual prop, determining a target aiming direction of the preset virtual prop;
[0012] In response to a release operation on the preset virtual prop, controlling the preset virtual prop to be released along the target aiming direction;
[0013] During the process of releasing the preset virtual prop along the target aiming direction, in response to the preset virtual prop hitting the target virtual object, the target virtual object is controlled to float in the air and / or increase in size.
[0014] In a second aspect, another embodiment of the present disclosure provides a game interaction device, the device comprising: a determination module and a control module, wherein:
[0015] The determining module is configured to determine a target aiming direction of the preset virtual prop in response to an aiming operation on the preset virtual prop;
[0016] The control module is configured to, in response to a release operation on the preset virtual prop, control the preset virtual prop to be released along the target aiming direction; and in the process of releasing the preset virtual prop along the target aiming direction, in response to the preset virtual prop hitting the target virtual object, control the target virtual object to float and / or increase in size.
[0017] In a third aspect, an embodiment of the present disclosure provides a game interaction method, the method comprising:
[0018] In response to an aiming operation on a preset virtual prop, determining a target aiming direction of the preset virtual prop;
[0019] In response to a release operation on the preset virtual prop, controlling the preset virtual prop to be released along the target aiming direction;
[0020] During the process of releasing the preset virtual prop along the target aiming direction, in response to the preset virtual prop hitting the target virtual object, the target virtual object is controlled to perform a first dance action.
[0021] In a fourth aspect, another embodiment of the present disclosure provides a game interaction device, the device comprising: a determination module and a control module, wherein:
[0022] The determining module is configured to determine a target aiming direction of the preset virtual prop in response to an aiming operation on the preset virtual prop;
[0023] The control module is configured to, in response to a release operation on the preset virtual prop, control the preset virtual prop to be released along the target aiming direction; and, in response to the preset virtual prop hitting a target virtual object during the process of releasing the preset virtual prop along the target aiming direction, control the target virtual object to perform a first dance move.
[0024] In the fifth aspect, another embodiment of the present disclosure provides a game interaction device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the game interaction device is running, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to perform the steps of the method described in any one of the first or third aspects above.
[0025] In a sixth aspect, another embodiment of the present disclosure provides a storage medium having a computer program stored thereon, and when the computer program is executed by a processor, the steps of the method described in any one of the first aspect or the third aspect are executed.
[0026] The beneficial effect of the present disclosure is that: using the game interaction method provided by the present disclosure, after determining the target aiming direction of the preset virtual prop, in response to the release operation of the preset virtual prop, the preset virtual prop is controlled to be released along the target aiming direction, and during the release process, if the preset virtual prop hits the target virtual object, the target virtual object is controlled to float and / or increase in size. This setting method allows the player to determine the target aiming direction of the preset virtual prop and release the preset virtual prop by launching the preset virtual prop during the game. It does not aim at the target virtual object directly, but releases the preset virtual prop along the target aiming direction, and during the release process of the preset virtual prop, determines the target virtual object to be hit, so as to control the target virtual object hit by the preset virtual prop to float and / or increase in size, thereby enriching the player's visual experience and game experience, improving the stickiness between the player and the game, and avoiding the idleness and waste of game service resources. BRIEF DESCRIPTION OF THE DRAWINGS
[0027] In order to more clearly illustrate the technical solutions of the embodiments of the present disclosure, the following briefly introduces the drawings required for use in the embodiments. It should be understood that the following drawings only illustrate certain embodiments of the present disclosure and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other relevant drawings can be obtained based on these drawings without creative work.
[0028] FIG1 is a schematic diagram of a flow chart of a game interaction method provided by one embodiment of the present disclosure;
[0029] FIG2 is a schematic diagram of a graphical user interface provided by one embodiment of the present disclosure;
[0030] FIG3 is a schematic diagram of a graphical user interface provided by one embodiment of the present disclosure;
[0031] FIG4 is a schematic diagram of game interaction provided by one embodiment of the present disclosure;
[0032] FIG5 is a flow chart of a game interaction method provided by one embodiment of the present disclosure;
[0033] FIG6 is a schematic diagram showing confirmation information provided by one embodiment of the present disclosure;
[0034] FIG7 is a flow chart of a game interaction method provided by one embodiment of the present disclosure;
[0035] FIG8 is a schematic diagram of a graphical user interface provided by one embodiment of the present disclosure;
[0036] FIG9 is a schematic diagram of game interaction provided by one embodiment of the present disclosure;
[0037] FIG10 is a flow chart of a game interaction method provided in accordance with one embodiment of the present disclosure;
[0038] FIG11 is a flow chart of a game interaction method provided in accordance with one embodiment of the present disclosure;
[0039] FIG12 is a schematic diagram of the structure of a game interaction device provided by one embodiment of the present disclosure;
[0040] FIG13 is a flow chart of a game interaction method according to one embodiment of the present disclosure;
[0041] FIG14 is a schematic diagram of a graphical user interface provided by one embodiment of the present disclosure;
[0042] FIG15 is a flowchart of a game interaction method provided by one embodiment of the present disclosure;
[0043] FIG16 is a flowchart of a game interaction method provided by one embodiment of the present disclosure;
[0044] FIG17 is a schematic diagram of a graphical user interface provided by one embodiment of the present disclosure;
[0045] FIG18 is a schematic diagram of game interaction provided by one embodiment of the present disclosure;
[0046] FIG19 is a flowchart of a game interaction method provided by one embodiment of the present disclosure;
[0047] FIG20 is a flow chart of a game interaction method according to one embodiment of the present disclosure;
[0048] FIG21 is a schematic diagram of game interaction provided by one embodiment of the present disclosure;
[0049] FIG22 is a schematic diagram of the structure of a game interaction device provided by one embodiment of the present disclosure;
[0050] FIG23 is a schematic diagram of the structure of a game interaction device provided in one embodiment of the present disclosure. DETAILED DESCRIPTION
[0051] In order to make the purpose, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below in combination with the drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only part of the embodiments of the present disclosure, not all of the embodiments.
[0052] The components of the embodiments of the present disclosure generally described and illustrated in the figures herein may be arranged and designed in a variety of different configurations. Therefore, the following detailed description of the embodiments of the present disclosure provided in the figures is not intended to limit the scope of the claimed disclosure, but rather merely represents selected embodiments of the present disclosure. All other embodiments derived by those skilled in the art based on the embodiments of the present disclosure without inventive effort are intended to fall within the scope of protection of the present disclosure.
[0053] In addition, the flowcharts used in this disclosure illustrate operations implemented according to some embodiments of the present disclosure. It should be understood that the operations of the flowcharts may not be implemented in order, and steps that have no logical contextual relationship may be reversed or performed simultaneously. Furthermore, those skilled in the art, guided by the content of this disclosure, may add one or more additional operations to the flowcharts, or may remove one or more operations from the flowcharts.
[0054] The following is an explanation of a game interaction method provided by an embodiment of the present disclosure in combination with multiple specific application examples.
[0055] FIG1 is a flow chart of a game interaction method provided by an embodiment of the present disclosure. As shown in FIG1 , the method includes:
[0056] S101: In response to an aiming operation on a preset virtual prop, determining a target aiming direction of the preset virtual prop.
[0057] In some possible embodiments of the present disclosure, the preset virtual props may be, for example, preset virtual props obtained by the player in the game scene. The acquisition method may be, for example, that the player controls the controlled virtual object to move in the game scene to contact the prop icon / prop model of the preset virtual prop set in the game scene. If the controlled virtual object successfully contacts the prop icon / prop model of the preset virtual prop, it is determined that the controlled virtual object has successfully obtained the preset virtual props.
[0058] Alternatively, the preset virtual props can also be preset virtual props obtained by players through redemption operations in the game mall interface or game scene. The specific method of obtaining the preset virtual props can be flexibly adjusted according to user needs and is not limited to the above embodiments.
[0059] Figure 2 is a schematic diagram of a graphical user interface provided by an embodiment of the present disclosure. As shown in Figure 2, a game scene 200 corresponding to the current game is displayed in the graphical user interface 100. The game scene 200 includes a controlled virtual object 201 controlled by the current player, and at least one other virtual object in the current game. The name of the controlled virtual object is displayed in the upper left corner of the graphical user interface 100. As shown in Figure 2, the graphical user interface 100 is a game interface on the side of the controlled virtual object 201. The name of the controlled virtual object 201 controlled by the current player is "Missile Cub", wherein an arrow may be displayed above the model of the controlled virtual object 201, wherein the arrow may be highlighted or displayed in a preset color, for example, and the present disclosure does not impose any restrictions on this.
[0060] The player can control the movement of the controlled virtual object 201 in the game scene 200 through the movement control 101 in the lower left corner of the graphical user interface 100. A preset number of skill controls are included on the right side of the graphical user interface 100. For example, in an embodiment of the present disclosure, the preset number of skill controls may include: a lying control 102, a rolling control 103, a jumping control 104 and a prop control 105 / lifting control, etc. The prop control 105 is used to release the virtual prop 203 currently held by the controlled virtual object 201. If the controlled virtual object 201 currently does not hold the virtual prop 203, the prop control 105 is displayed on the graphical user interface 100 in a preset display mode (for example, with a preset grayscale value) and the prop control 105 is disabled; or, the prop control 105 is not displayed; or, a lifting control is displayed at the position corresponding to the prop control 105; it should be understood that the above embodiment is only an exemplary description, and the display mode and display number of the specific multiple skill controls can be flexibly adjusted according to user needs and are not limited to the above embodiment.
[0061] In an embodiment of the present disclosure, the prop control is used to display the virtual prop most recently picked up / acquired by the controlled virtual object. For example, the controlled virtual object first picks up virtual prop A, then the icon corresponding to virtual prop A is displayed on the prop control. Subsequently, during the movement, the player does not use virtual prop A and picks up virtual prop B. At this time, the icon of virtual prop A on the prop control is replaced with the icon corresponding to virtual prop B.
[0062] In some possible embodiments, the item control can accommodate icons corresponding to multiple preset virtual items, and display them according to the relationship between picking up and using them. Still taking the example of a controlled virtual object first picking up virtual item A and then picking up virtual item B during movement, if the controlled virtual object first picks up virtual item A, then the icon corresponding to virtual item A is displayed on the item control. Later, during movement, if the player does not use virtual item A and then picks up virtual item B, then the icon for virtual item A on the item control is replaced with the icon for virtual item B. If the player uses / releases the most recently picked up virtual item B, then the icon corresponding to the previously picked up virtual item A is redisplayed on the item control.
[0063] Alternatively, in some other possible embodiments, the player's picking operation of the virtual prop is overwriting. If the player picks up virtual prop A and does not use it, and then picks up the next virtual prop B, only the icon corresponding to virtual prop B will be displayed on the prop control. After the virtual prop B is used / released, the icon of virtual prop A will not be displayed again. Instead, the icon of virtual prop B will be replaced with the icon corresponding to virtual prop C on the prop control after the controlled virtual object moves in the game scene and picks up the next virtual prop C.
[0064] Alternatively, in some other possible embodiments, the player's picking-up operation for virtual props is single. If the player picks up virtual prop A, the icon corresponding to virtual prop A will be displayed on the prop control. If the player does not use virtual prop A while controlling the movement of the controlled virtual object, the player cannot pick up other virtual props. That is, if the player picks up virtual prop A and does not use it, even if the controlled virtual object touches the prop icon / prop model of the preset virtual prop B during movement, the virtual prop B will not be picked up. It should be understood that the above embodiments are only exemplary. The display method on the specific prop control and the use method of the preset virtual props can be flexibly adjusted according to user needs and are not limited to those given in the above embodiments.
[0065] In some possible embodiments, after the controlled virtual object picks up the preset virtual prop, for example, the expression in the game scene can be: directly raising the preset virtual prop over the head of the controlled virtual object; or, according to the prop type of the preset virtual prop, the controlled virtual object can be controlled to display in the appearance style corresponding to the prop type of the preset virtual prop. For example, if the preset virtual prop is a virtual hamburger prop, then after the controlled virtual object picks up the virtual hamburger prop, for example, the appearance style of the controlled virtual object can be switched to the appearance style of wearing a virtual hamburger costume; if the preset virtual prop is a virtual cola prop, then the appearance style of the controlled virtual object can be switched to the appearance style of the controlled virtual object in a virtual cola cup (or the style of holding a virtual cola cup). It should be understood that the above embodiments are only exemplary. After the specific controlled virtual object picks up the preset virtual prop, the appearance style in the game scene can be flexibly adjusted according to user needs and is not limited to the above embodiments.
[0066] This method of displaying preset virtual props in different forms in the game scene after picking up the preset virtual props allows the virtual objects in the game scene to determine the prop skills currently possessed by other virtual objects by observing whether the appearance styles of other virtual objects have changed.
[0067] For example, in some possible embodiments, the aiming operation for a preset virtual item may be a touch operation on an item control corresponding to the preset virtual item, and the touch operation may be a sliding operation, a clicking operation, etc. When the aiming operation for the preset virtual item is detected, an aiming interface for the preset virtual item is provided. Aiming direction indication information may be displayed on the aiming interface. The aiming direction indication information may be, for example, in the form of an arrow pointing in the target aiming direction; or, it may be in the form of a route with an arrow indicating the release trajectory and release direction of the preset virtual item; or, it may be in the form of an arrow indicating the release trajectory and expected release end position of the preset virtual item. The specific display method of the aiming direction indication information may be flexibly adjusted according to user needs and is not limited to the above embodiments.
[0068] Figure 3 is an interface schematic diagram of a graphical user interface provided by another embodiment of the present disclosure. As shown in Figure 3, in the aiming interface, the indication information of the aiming direction can be, for example, a method of indicating the release trajectory and the expected release end position of a preset virtual prop. Different preset virtual props may have different release trajectories (the distances of the release trajectories corresponding to different preset virtual props may be different, and the directions / trajectory shapes of the release trajectories may also be different). The display colors and display effects of the release trajectories of different preset virtual props may also be different. This setting method allows players to intuitively determine the prop type of the current preset virtual prop through the display color and display effect of the release trajectory.
[0069] In other possible embodiments, for each preset virtual prop, the display color / effect of its release trajectory and expected release end position may also be different. The release trajectory may, for example, be displayed by a line of a first preset color, and the expected release end position may, for example, be displayed by a hollow circle of a second preset color; wherein the first preset color may be the same as or different from the second preset color, and the preset release end position may, for example, be displayed in the form of a dot, or a solid circle, or a solid rectangle. Such a setting allows players to intuitively distinguish between the release trajectory and the release end position to clarify the aiming content. It should be understood that the above embodiments are only illustrative of how the display methods of the specific release trajectory and the expected release end position can be flexibly adjusted according to user needs, and are not limited to those given in the above embodiments.
[0070] In the aiming interface shown in FIG3 , the player can only determine one aiming direction in the game scene, and the aiming direction can be, for example, any range within a 360° range around the controlled virtual object corresponding to the player as the center. That is, the player can adjust the aiming direction to aim in the forward direction of the controlled virtual object, or to aim in the opposite direction of the forward direction of the controlled virtual object. That is, compared with the aiming method in the related art that can only aim at the preset field of view of the controlled virtual object (generally about 120° around the controlled virtual object), the present disclosure can achieve 360° aiming. During the aiming process, the player can not only aim forward but also backward, which greatly improves the flexibility of aiming and the range of releasing preset virtual props, thereby improving the player's operability during the game.
[0071] It should be noted that the aiming in the embodiment of the present disclosure only determines an aiming direction, and the expected release end position can be observed during the aiming process. However, since other virtual objects are moving during the release process after aiming, the aiming in the present disclosure cannot specify a specific aiming object. The final aiming result is determined based on the release starting point, preset trajectory and target aiming direction. If the player wants to improve the hit rate of the preset virtual props, the aiming direction can be adjusted to where other virtual objects gather in the game scene.
[0072] During the aiming process, the player needs to consider the movement operations of other virtual objects after releasing the preset virtual props. That is, when the player releases the preset virtual props, he needs to predict the movement operations of other virtual objects.
[0073] For example, if other virtual objects are moving forward, the player can choose to aim slightly forward based on the current position of other virtual objects, thereby improving the hit rate of preset virtual props. By predicting the movement of other virtual objects in the game scene, the target aiming direction can be determined. This determination method can further improve the player's gaming experience and enhance the player's operability during the aiming process.
[0074] The method for determining the target aiming direction of the preset virtual prop can be, for example: providing a prop control corresponding to the preset virtual prop in the graphical user interface, responding to a sliding operation on the prop control, and determining the target aiming direction of the preset virtual prop according to the sliding direction of the sliding operation.
[0075] That is to say, for example, based on the initial position of the sliding operation acting on the prop control, the initial position of the touch point is determined, and the initial aiming direction is set according to a preset rule; in response to the continued sliding of the sliding operation, the touch point is controlled to move following the sliding of the sliding operation, and the current aiming direction is adjusted according to the direction of the current position of the touch point relative to the initial position; in response to the end of the sliding operation, the target aiming direction is determined according to the target position of the touch point at the end. In addition, when the sliding operation ends, the touch point is controlled to stop moving, or the touch point is controlled to disappear after the sliding operation ends.
[0076] S102: In response to a release operation on a preset virtual prop, control the preset virtual prop to be released along a target aiming direction.
[0077] In an embodiment of the present disclosure, a controlled virtual object may be included in the game. For example, the location of the controlled virtual object may be used as the launch starting point of a preset virtual prop, and the preset virtual prop may be controlled to be released along the target aiming direction; wherein the preset virtual prop is the preset virtual prop held by the controlled virtual object.
[0078] In some possible embodiments, the game may include a controlled virtual object, and the controlled virtual object holds a virtual gun. For example, the controlled virtual object can be controlled to hold the virtual gun and release a preset virtual prop in the target aiming direction.
[0079] That is to say, in some possible embodiments, the controlled virtual object can directly hold the preset virtual props and control the preset virtual props to be released along the target aiming direction; in other possible embodiments, the controlled virtual object can, for example, hold a virtual firearm in hand, and release the preset virtual props in the target aiming direction by controlling the controlled virtual object to hold the virtual firearm in hand; the specific release method of the preset virtual props, whether direct release or release by holding the virtual firearm in hand, can be flexibly adjusted according to user needs and is not limited to the above embodiments.
[0080] In order to ensure the release effect of the preset virtual props and the accuracy of the player's prediction of the release position of the preset virtual props, in the embodiment of the present disclosure, the same preset virtual props have the same preset trajectory; different preset virtual props may correspond to different preset trajectories; in the process of releasing the preset virtual props, the position of the controlled virtual object is used as the launch starting point, and the preset virtual props are controlled to be released along the target aiming direction according to the preset trajectory of the preset virtual props.
[0081] Among them, the preset trajectory of the preset virtual props can be, for example, a straight line trajectory that is not affected by gravity, that is, with the position of the controlled virtual object as the launch starting point, the preset virtual props are controlled to be released in a straight line along the target aiming direction; it should be understood that the above embodiment is only an exemplary description, and the specific preset trajectory of the preset virtual props can also be a parabolic trajectory affected by gravity, or a straight line with a preset downward angle, or a straight line with a preset upward angle, etc., which can be flexibly adjusted according to user needs and is not limited to the above embodiment.
[0082] During the release process of the preset virtual props, since the preset virtual props are released along the target aiming direction and the preset trajectory, after other players observe the release of the preset virtual props in the game scene, if they are near the target aiming direction of the preset virtual props, they can avoid the preset virtual props by moving (controlling the movement of virtual objects) to prevent the virtual objects from being hit by the preset virtual props. This setting method allows other players in the current game to control the movement of virtual objects by observing the release process of the preset virtual props to avoid being hit by the preset virtual props, thereby improving the interactivity and operability between players in the game.
[0083] S103: During the process of releasing the preset virtual prop along the target aiming direction, in response to the preset virtual prop hitting the target virtual object, the target virtual object is controlled to float in the air and / or increase in size.
[0084] In one embodiment of the present disclosure, the target virtual object may be determined by, for example, determining that the first virtual object touched by the preset virtual prop when the preset virtual prop is released along the target aiming direction is the target virtual object.
[0085] It should be understood that the controlled virtual object in the embodiments of the present disclosure is controlled by an operation (movement operation, item release operation, skill release operation) inputted by the first terminal device, and the target virtual object is controlled by an operation (movement operation, item release operation, skill release operation) inputted by the second terminal device. The interaction mode between the first terminal device, the game server, and the second terminal device may be, for example:
[0086] The first terminal device (the controlled virtual object side holding the preset virtual prop) responds to the aiming operation for the preset virtual prop input through the first terminal device, adjusts the aiming direction of the preset virtual prop in the game scene, and determines the target aiming direction of the preset virtual prop; then, the first terminal device responds to the release operation for the preset virtual prop, and sends a release instruction for the preset virtual prop to the game server, where the release instruction includes the preset virtual prop information (type information or appearance parameter information of the preset virtual prop) and target aiming direction information.
[0087] After receiving the release instruction sent by the first terminal device, the game server controls the preset virtual prop to be released along the target aiming direction specified in the release instruction according to the release instruction; and in the process of releasing the preset virtual prop along the target aiming direction, determines whether the preset virtual prop hits other virtual objects. If hit, determines that the hit other virtual objects are target virtual objects, and controls the target virtual objects to float and / or increase in size.
[0088] While the target virtual object is floating and / or increasing in size, the second terminal device (on the target virtual object side hit by the preset virtual prop) can send a movement instruction for the target virtual object to the game server by inputting a movement operation for the target virtual object.
[0089] After receiving the movement instruction for the target virtual object sent by the second terminal device, the game server controls the target virtual object to remain floating and / or increase in size, and controls the target virtual object to move according to the movement instruction.
[0090] In some possible embodiments, the release process of the preset virtual props may be, for example: releasing the preset virtual props according to a preset trajectory, and in the absence of other interference, if the preset virtual props touch the ground in the game scene during the release process, then it is determined that the release of the preset virtual props is complete; or, if the preset virtual props are released after a preset distance (regardless of whether they touch the ground or other virtual objects in the game scene), then it is determined that the release of the preset virtual props is complete.
[0091] That is, the preset virtual props may touch the virtual object during the release, or may touch the virtual object at the end of the release (about to touch the ground in the game scene / or the launch distance is close to the preset distance), or the preset virtual props may not touch any virtual object when the release is completed (touching the ground in the game scene / the launch distance is equal to the preset distance) (in this case, it is determined that no virtual object is hit by the preset virtual props, that is, the preset virtual props are released successfully, but do not hit the target virtual object).
[0092] That is, if the preset virtual prop contacts a virtual object during the release process, it is determined that the preset virtual prop has been released. The first virtual object that the preset virtual prop contacts during the release process is the target virtual object, and the target virtual object is controlled to float and / or increase in size.
[0093] In other possible embodiments, if a preset virtual item contacts multiple virtual objects during the release process, the multiple virtual objects contacted can be simultaneously determined as target virtual objects. The specific method of determining the target virtual objects and the number of target virtual objects can be flexibly adjusted according to user needs and are not limited to the above embodiments.
[0094] For the player who releases the preset virtual prop, this release method can improve the hit rate of the preset virtual prop by releasing the preset virtual prop to the place where other virtual objects gather; or, by predicting the movement direction of other virtual objects, releasing the preset virtual prop to the predicted position to improve the hit rate of the preset virtual prop.
[0095] For other virtual objects, the movement of other virtual objects can be controlled by observing the release path of the preset virtual props in the game scene to avoid the preset virtual props and avoid being hit by the preset virtual props. This release method makes it more operable and interactive for both players who release the preset virtual props and players who avoid the preset virtual props, enriching the player's gaming experience.
[0096] In some possible embodiments, for example, in some games, multiple virtual objects in the game may be divided into camps. In order to ensure the game effect and avoid accidental injuries, after the preset virtual prop hits the target virtual object, a response will be given to the preset virtual prop hitting the target virtual object, and the camp affiliation information of the target virtual object will be obtained to determine whether the target virtual object is a friendly virtual object; if not, it means that the target virtual object and the controlled virtual object that releases the preset virtual prop are not virtual objects of the same camp. At this time, the target virtual object is controlled to float and / or increase in size; if so, it means that the target virtual object and the controlled virtual object that releases the preset virtual prop are virtual objects of the same camp. At this time, the target virtual object does not need to float and / or increase in size, that is, the preset virtual prop released on the target virtual object will not take effect even if it hits a virtual object of the same camp.
[0097] In other possible embodiments, after the preset virtual prop hits the target virtual object, the preset virtual prop will respond to hitting the target virtual object and obtain the camp affiliation information of the target virtual object to determine whether the target virtual object is a friendly virtual object; if so, the target virtual object is controlled to float and / or increase in size; if not, the target virtual object does not need to float and / or increase in size at this time; after specifically obtaining the camp affiliation information of the target virtual object, the method for determining whether to control the target virtual object to float and / or increase in size can be flexibly adjusted according to user needs and is not limited to the above embodiments.
[0098] By adopting the game interaction method provided by the present disclosure, after determining the target aiming direction of the preset virtual prop, in response to the release operation for the preset virtual prop, the preset virtual prop is controlled to be released along the target aiming direction, and during the release process, if the preset virtual prop hits the target virtual object, the target virtual object is controlled to float and / or increase in size. This setting method allows the player to determine the target aiming direction of the preset virtual prop and release the preset virtual prop by activating the preset virtual prop during the game. The preset virtual prop is not aimed at the target virtual object directly, but is released along the target aiming direction. During the release of the preset virtual prop, the target virtual object hit is determined, so that the target virtual object hit by the preset virtual prop is controlled to float and / or increase in size, thereby enriching the player's visual experience and game experience, improving the stickiness between the player and the game, and avoiding the idleness and waste of game service resources.
[0099] For example, in an embodiment of the present disclosure, virtual firearms can be, for example, various types of virtual food firearms in the shape of food; for example: virtual hamburger firearms, virtual fried chicken firearms, virtual cola firearms, virtual French fries firearms, etc.; and the method of releasing the preset virtual props can be, for example, controlling the controlled virtual object to hold a target-type virtual food firearm, and releasing the preset virtual prop corresponding to the target-type virtual food firearm in the target aiming direction.
[0100] In some possible embodiments, in order to further enrich the player's gaming experience and enhance the player's gaming feeling, preset sound effects corresponding to the virtual food or gun type may be played while controlling the target virtual object to float in the air and / or increase in size.
[0101] In some possible embodiments, the preset sound effect may be related to the type of the virtual firearm, for example, when the type of the virtual firearm is a virtual hamburger firearm, the preset sound effect may be, for example, a "crunch, crunch" chewing sound effect; when the type of the virtual firearm is a virtual cola firearm, the preset sound effect may be, for example, a "gulp, gulp" drinking sound effect, or a "burp~burp~" burping sound effect; it should be understood that the above embodiments are merely illustrative, and the specific type of virtual firearm, and the correspondence between the type of virtual firearm and the preset sound effect, may be flexibly adjusted according to user needs, and are not limited to those given in the above embodiments.
[0102] In an embodiment of the present disclosure, for example, a sound effect database is preset. In the sound effect database, the correspondence between each virtual food and gun type and each preset sound effect is pre-configured. Each type of virtual gun has its own corresponding type of preset sound effect. After the virtual food and gun type is determined, the preset sound effect corresponding to the virtual food and gun type will be determined in the sound effect database according to the preset association relationship, and the preset sound effect corresponding to the virtual food and gun type will be played during the period of controlling the target virtual object to float and / or increase in volume.
[0103] In some other possible embodiments, while controlling the target virtual object to float in the air and / or increase in size, a preset background effect corresponding to the virtual food or gun type will also be displayed in the game scene.
[0104] It should be noted that Figure 4 is a schematic diagram of game interaction provided by an embodiment of the present disclosure; in the embodiment of the present disclosure, the background effect may also be related to the type of virtual food gun, as shown on the left side of Figure 4, for example, when the gun type of the virtual gun is a virtual hamburger gun, the preset background effect may be, for example, to control the target virtual object 202 to burp, for example, a ball of air may be displayed around the mouth of the target virtual object 202; as shown on the right side of Figure 4, when the gun type of the virtual gun is a virtual cola gun, the preset background effect may be, for example, to control the head or mouth of the target virtual object 202 to emit multiple small bubbles; it should be understood that the above embodiment is only an exemplary description, and the specific correspondence between the preset background effects and the virtual food gun type can be flexibly adjusted according to user needs and is not limited to the above embodiment.
[0105] In an embodiment of the present disclosure, for example, a background database is preset, and in the background database, the correspondence between each virtual food and gun type and each background effect is pre-configured. Each type of virtual gun has its own corresponding background effect. After the virtual food and gun type is determined, the preset background effect corresponding to the virtual food and gun type will be determined in the background database according to the preset association relationship, and when the target virtual object is controlled to float and / or increase in size, the background effect corresponding to the virtual food and gun type will also be displayed in the game scene.
[0106] It is worth noting that when the target virtual object floats in the air and / or increases in volume, it may also include: playing preset sound effects corresponding to the virtual food and gun types, and displaying preset background effects corresponding to the virtual food and gun types in the game scene; it should be understood that the above embodiments are only exemplary descriptions, and specifically during the period of floating and / or increasing in volume, the playback or display methods of the preset background effects and preset sound effects can be flexibly adjusted according to user needs, and are not limited to those given in the above embodiments.
[0107] In some possible embodiments, for example, the preset sound effects and / or preset background effects can be played / displayed on the display interface of the terminal device only for the player side of the controlled virtual object holding the virtual firearm and the player side of the target virtual character hit by the preset virtual prop; or, they can also be played / displayed on the display interface of the terminal side of all virtual objects in the current game; the specific range of players involved in the preset sound effects and / or preset background effects can be flexibly adjusted according to user needs, and is not limited to the above embodiments.
[0108] Optionally, based on the above embodiment, the present disclosure may also provide a game interaction method. The following illustrates the implementation process of controlling the release of a preset virtual prop along the target aiming direction in the above method with reference to the accompanying drawings. FIG5 is a flow chart of a game interaction method provided by another embodiment of the present disclosure. As shown in FIG5 , S102 may include:
[0109] S111: In response to a release operation for a preset virtual prop, a target preset virtual prop is randomly determined from a plurality of preset virtual props corresponding to a target type of virtual firearm, and the controlled virtual object is controlled to hold the target type of virtual firearm and release the target preset virtual prop in the target aiming direction.
[0110] In order to increase the diversity of gameplay and improve the player's sense of freshness to the game, in the embodiments of the present disclosure, each type of virtual food gun may include a variety of styles of preset virtual props, wherein the styles of the preset virtual props included in different types of virtual food guns may be different. For example, the styles of preset virtual props that may be included in the virtual hamburger gun are: virtual single-layer hamburger props, virtual double-layer hamburger props, virtual Big Mac hamburger props, virtual bread props, virtual lettuce props, virtual patty props, etc.; the styles of preset virtual props that may be included in the virtual cola gun are: virtual cola props, virtual cola cup props, virtual liquid props, etc.; the styles of preset virtual props that may be included in the virtual French fries gun are: virtual French fries props, virtual French fries box props, virtual potato props, etc.; it should be understood that the above embodiments are only exemplary, and the types of specific virtual food guns included, as well as the styles of preset virtual props included in each type of virtual food gun can be flexibly adjusted according to user needs, and are not limited to those given in the above embodiments.
[0111] During the release process, for example, the target preset virtual prop can be randomly determined from multiple preset virtual props corresponding to the virtual firearm of the target type; or, according to the preset prop order, each preset virtual prop in the preset prop order can be sequentially determined as the target preset virtual prop; or, the preset virtual prop picked up most recently can be determined as the target virtual prop; or, after picking up multiple preset virtual props corresponding to the preset food combination prop, the preset food combination prop can be determined as the target preset virtual prop.
[0112] This setting method makes it impossible for players to determine the style of the target preset virtual props released by the preset virtual props before releasing the preset virtual props. The style of the target preset virtual props can only be determined after releasing the preset virtual props, thereby enhancing the player's gaming experience and game interaction, and improving the stickiness between the player and the game.
[0113] For example, if the controlled virtual object picks up a virtual lettuce prop during movement, and since the virtual lettuce prop is a style of preset virtual props that may be included in the virtual hamburger gun, the controlled virtual object is controlled to hold the virtual hamburger gun, and in response to the release operation of the virtual hamburger prop, the controlled virtual object is controlled to hold the virtual hamburger gun and release the virtual lettuce prop along the target aiming direction.
[0114] Alternatively, in some other possible embodiments, it is possible to determine whether the multiple preset virtual props possessed by the controlled virtual object constitute a preset food combination prop. If so, in response to a release operation on the preset virtual prop, the preset food combination prop is controlled to be released along the target aiming direction.
[0115] It should be noted that in the above-mentioned embodiment in which multiple preset virtual props can constitute the preset food combination props, the preset virtual props picked up by the controlled virtual object can be accumulated, that is, after picking up the preset virtual prop A, the controlled virtual object can continue to pick up the preset virtual prop B, or the preset virtual prop C, etc. in the game scene. In some possible embodiments, for example, the controlled virtual object can pick up a maximum of a preset number of preset virtual props at the same time, such as 5, 8, 10, or any other number, or the number of preset virtual props that the controlled virtual object can pick up at the same time is not set, and can be flexibly adjusted according to user needs, and is not limited to the above-mentioned embodiments.
[0116] These preset virtual props picked up by the controlled virtual object and not used by the controlled virtual object are the preset virtual props possessed by the controlled virtual object.
[0117] It should be noted that different preset food combination props included in the virtual food gun may correspond to different performance effects. For example, for each preset virtual prop under the virtual hamburger gun, it may be possible that only one virtual lettuce prop, one virtual patty prop and one virtual bread prop are needed to form a virtual single-layer hamburger prop; one virtual lettuce prop, two virtual patty props and one virtual bread prop are needed to form a virtual double-layer hamburger prop; and two virtual lettuce props, three virtual patty props and two virtual bread props are needed to form a virtual Big Mac hamburger prop. Among them, the time for controlling the target virtual object to float in the air for the virtual single-layer hamburger is 3S, the time for controlling the target virtual object to float in the air for the virtual double-layer hamburger is 5S, and the time for controlling the target virtual object to float in the air for the virtual Big Mac is 5S. That is, different preset food combination props may correspond to different required raw materials, and the performance effects produced by releasing different preset food combination props may also be different. The specific configuration can be flexibly adjusted according to user needs and is not limited to the above embodiments.
[0118] For example, for example: the controlled virtual object picks up a virtual lettuce prop during movement. Since the virtual lettuce prop is a style of preset virtual props that may be included in the virtual hamburger gun, the controlled virtual object is controlled to hold the virtual hamburger gun. If the controlled virtual object does not release the virtual lettuce prop during movement and continues to pick up the virtual bread prop and the virtual patty prop, the virtual lettuce prop, the virtual bread prop and the virtual patty prop together constitute a virtual single-layer hamburger prop (preset food combination prop). At this time, a virtual single-layer hamburger prop is automatically formed according to the multiple raw material virtual props picked up, and the controlled virtual object is controlled to hold the virtual hamburger gun. In response to the release operation of the virtual hamburger prop, the controlled virtual object is controlled to hold the virtual hamburger gun and release the virtual single-layer hamburger prop along the target aiming direction.
[0119] It is worth noting that in other possible embodiments, for example, after the controlled virtual object picks up multiple virtual raw material props that can constitute a preset food combination prop, it can trigger the display of confirmation information. The confirmation information is used to prompt the player whether to synthesize the multiple raw material props into the preset food combination props. If the player confirms the combination, the multiple virtual raw material props will be consumed, and the preset food combination props corresponding to the multiple virtual raw material props will be generated; if the player cancels the combination, the multiple virtual raw material props will not be combined.
[0120] The confirmation information may be, for example, a confirmation pop-up window, which displays icons / names corresponding to multiple virtual raw material props and icons / names corresponding to preset food combination props corresponding to multiple virtual raw material props. In addition, a "synthesis control" is also provided.
[0121] Figure 6 is a schematic diagram of the display of confirmation information provided by another embodiment of the present disclosure. As shown in Figure 6(a), after the controlled virtual object 201 picks up multiple virtual raw material props that can constitute a preset food combination prop, it can trigger the prop control 105 on the graphical user interface to expand to display a confirmation pop-up window. The confirmation pop-up window displays the name abbreviations corresponding to multiple virtual raw materials, which are meat (virtual meat patty props), vegetables (virtual lettuce props), and buns (virtual bread props) from left to right. In addition, a synthesis control is also displayed after the multiple virtual raw materials. Below the multiple virtual raw materials, the name abbreviations corresponding to the preset food combination props corresponding to the synthesis of the multiple virtual raw materials are indicated by arrows, indicating that if the multiple virtual raw materials are synthesized, they can be synthesized into a hamburger (virtual hamburger prop).
[0122] In response to a click operation on the synthesis control, or in response to a click operation on the icon / name corresponding to the preset food combination prop, the player's confirmation combination operation is triggered. After the player confirms the combination, it is confirmed that the virtual patty prop, the virtual lettuce prop, and the virtual bread prop are consumed to generate a virtual hamburger prop. As shown in Figure 6(b), the name corresponding to the synthesized preset food combination prop is displayed on the prop control 105 after successful synthesis, that is, the name (or icon) corresponding to the virtual hamburger prop is displayed on the synthesized prop control 105.
[0123] In response to a click operation on a location other than the synthesis control and / or the icon / name corresponding to the preset food combination prop, the player's cancel combination operation is triggered. That is, if the player does not want to combine, the player can trigger the cancel combination operation by clicking on other locations. The graphical user interface after the cancel combination operation can be, for example, as shown in Figure 2, and the name / icon of the preset virtual prop picked up last time is displayed on the prop control 105; it should be understood that the above embodiment is only an exemplary description, and the specific display method of the confirmation information and the triggering method of the confirmation combination can be flexibly adjusted according to user needs, and are not limited to the above embodiment.
[0124] In some possible embodiments, for example, if the preset virtual props released by the controlled virtual object are raw material virtual props (such as virtual lettuce props, virtual meat patty props, virtual cup props, virtual potato props, etc.), the target virtual object can be controlled to increase its volume by the increase multiples corresponding to each raw material virtual prop, but the target virtual object will not float in the air; or, the target virtual object can be controlled to increase its volume by the increase multiples corresponding to each raw material virtual prop, and the target virtual object can be controlled to float in the air at the floating height corresponding to each raw material virtual prop.
[0125] If the preset virtual props released by the controlled virtual object are preset food combination props (such as virtual single-layer hamburger props, virtual cola props, virtual French fries props, etc.), the target virtual object can be controlled to increase its volume by the enlargement multiples corresponding to each preset food combination prop, and the target virtual object can be controlled to float in the air; or the target virtual object can be controlled to increase its volume by the enlargement multiples corresponding to each preset food combination prop, and the target virtual object can be controlled to float in the air at the floating height corresponding to each preset food combination prop; wherein the enlargement multiples corresponding to each preset food combination prop can, for example, be greater than the enlargement multiples corresponding to each raw material virtual prop, and the floating height corresponding to each preset food combination prop can, for example, be greater than the floating height corresponding to each raw material virtual prop.
[0126] It is worth noting that in the embodiments of the present disclosure, different raw material virtual props may correspond to different amplification multiples; different preset food combination props may correspond to different amplification multiples, for example, the amplification multiple of a virtual single-layer hamburger may be smaller than that of a virtual double-layer hamburger, and the amplification multiple of a virtual double-layer hamburger may be smaller than that of a virtual Big Mac, and the amplification multiple of a virtual small cup of cola may be smaller than that of a virtual large cup of cola; it should be understood that the above embodiments are only exemplary descriptions, and specifically, the raw material virtual props may correspond to the same amplification multiples, and the preset food combination props may correspond to the same amplification multiples, wherein the amplification multiples corresponding to the preset food combination props are greater than the amplification multiples corresponding to the raw material virtual props, and can be flexibly adjusted according to user needs, and are not limited to those given in the above embodiments.
[0127] This setting allows players to release the raw material virtual props directly after picking them up, or players can pick up multiple raw material virtual props to form a preset food combination prop and then release the preset food combination props, thereby achieving different control over the target virtual object and enhancing the flexibility of the player's operation.
[0128] Still taking the preset virtual props including raw material virtual props and preset food combination props as an example, if the preset virtual prop picked up by the player is a raw material virtual prop, the icon corresponding to the raw material virtual prop will be displayed on the prop control. For example, if the raw material virtual prop is a virtual potato prop, the potato icon will be displayed on the prop control; if the raw material virtual prop is a virtual meat pie prop, the meat pie icon will be displayed on the prop control.
[0129] If the preset virtual prop picked up by the player is a preset food combination prop, the icon corresponding to the preset food combination prop is displayed on the prop control. For example, if the preset food combination prop is a virtual hamburger prop, the hamburger icon is displayed on the prop control; if the preset food combination prop is a virtual French fries prop, the French fries icon is displayed on the prop control.
[0130] In order to improve the operability of the game for players and improve the game customization of players, in an embodiment of the present disclosure, players can, for example, determine corresponding target appearance parameters for virtual firearms from multiple appearance parameters provided by the game to enhance the display of player personality.
[0131] Among them, for example, the player can select from multiple appearance parameters provided by the game, and determine the target appearance parameters corresponding to the selection operation as the appearance parameters of the virtual firearm, so that when releasing the preset virtual props, the preset virtual props / the various prop styles of the preset virtual props are released in the style of the target appearance parameters; or, the game can also provide players with some redemption options, and the player can select the target appearance parameters as the appearance parameters of the virtual firearm from multiple appearance parameters to be redeemed through redemption, so that the preset virtual props / the various prop styles of the preset virtual props are released in the style of the target appearance parameters.
[0132] For example, in some possible embodiments, players can select color parameters corresponding to virtual guns. For example, by default, the preset virtual prop fired by the virtual hamburger gun is a single-layer hamburger appearance, but the player redeems the double-layer hamburger appearance and successfully applies the appearance parameters of the double-layer hamburger appearance to the virtual hamburger gun. Then, the appearance of the preset virtual prop fired by the player through the virtual hamburger gun is a double-layer hamburger appearance; or, the preset virtual prop fired by the virtual cola gun is a small cup of cola appearance, but the player redeems the large cup of cola appearance and successfully applies the appearance parameters of the large cup of cola appearance to the virtual cola gun. Then, the appearance of the preset virtual prop fired by the player through the virtual cola gun is a large cup of cola appearance; thereby, players can determine the target skin for the virtual gun that suits their preferences / aesthetics according to their own preferences.
[0133] Among them, the setting operation of the target appearance parameters can be pre-set outside the game, for example; or the player can also set the target appearance parameters during the game. The specific time for setting the target appearance parameters and the method for setting the target appearance parameters can be flexibly adjusted according to user needs and are not limited to the above embodiments.
[0134] That is to say, in an embodiment of the present disclosure, the target appearance parameters corresponding to the virtual firearm can be obtained in response to the release operation of the preset virtual props; the target appearance parameters corresponding to the virtual firearm are controlled to be displayed in a display style matching the target appearance parameters, and released along the target aiming direction.
[0135] Optionally, based on the above embodiment, the present disclosure may also provide a game interaction method. The following is an example of the implementation process of the above method with reference to the accompanying drawings. Figure 7 is a flowchart of a game interaction method provided by another embodiment of the present disclosure. As shown in Figure 7, the method may also include:
[0136] S121: Disable the target virtual object's skills.
[0137] In some possible embodiments, for example, while the target virtual object is floating in the air and / or its volume increases, all skills of the target virtual object may be disabled. That is to say, while the target virtual object is floating in the air and / or its volume increases, the target virtual object cannot use any skills and is in a disabled state.
[0138] In other possible embodiments, for example, while the target virtual object is floating in the air and / or its volume increases, all skills of the target virtual object except the movement skill may be disabled. That is to say, while the target virtual object is floating in the air and / or its volume increases, the target virtual object can only move according to the movement operation, and other skills cannot be used and are in a disabled state.
[0139] To enrich the visual effects of the game, when the player controls the target virtual object to move through movement operations, the target virtual object not only remains suspended and / or increases in size, but also waves its hands, appearing to be trying to move in the direction of movement. Accordingly, the target virtual object's expression during movement may differ from its expression when not moving. In the non-moving state, the target virtual object may have a more relaxed / natural expression, for example, the target virtual object's mouth may appear naturally closed, and the eyes may appear naturally wide open. While the target virtual object remains suspended and / or increases in size, the target virtual object's expression may appear to be one of effort and strain, for example, the target virtual object's mouth may appear pouting, the target virtual object's cheeks may appear puffed, and the target virtual object's eyes may appear squinting. It should be understood that the above embodiments are merely exemplary, and that the target virtual object's expression and motion state during movement while the target virtual object remains suspended and / or increases in size may be flexibly adjusted according to user needs and are not limited to the above embodiments.
[0140] FIG8 is a schematic diagram of a graphical user interface provided by another embodiment of the present disclosure. As shown in FIG8 , FIG8 is a graphical user interface corresponding to the floating and / or increased volume of the target virtual object. FIG8 is a graphical user interface 100 corresponding to the target virtual object 202. The name of the target virtual object 202 is displayed in the upper left corner of the graphical user interface 100, and the name of the current target virtual object 202 is “Pipizi”. The display method of the floating and / or increased volume of the target virtual object 202 can be, for example, floating in the air by riding a hot air balloon as shown in FIG8 , or can also be directly controlling the target virtual object 202 in the game scene. In the example in which the target virtual object 202 is floating in the air and / or its volume increases, all skills of the target virtual object 202 may be disabled during the period of floating and / or volume increase. All skill controls are displayed in gray to indicate that all skill controls are disabled. It should be understood that the above embodiment is only an exemplary description. When the target virtual object is floating in the air and / or its volume increases, the display method of each skill control can be flexibly adjusted according to user needs. For example, all skill controls can be displayed normally, but even if each skill control is clicked or manipulated, the use of each skill control cannot be triggered. This is not limited to the above embodiment.
[0141] Figure 9 is a schematic diagram of game interaction provided by another embodiment of the present disclosure; as shown in Figure 9, Figure 9 shows the expression form of the controlled virtual object 201 and the expression form of the target virtual object 202 when the controlled virtual object 201 holds a virtual food gun (virtual hamburger gun) and releases a preset virtual prop (virtual hamburger prop), wherein the virtual object on the left side of Figure 9 is the controlled virtual object 201, that is, the virtual object that releases the preset virtual prop, and the virtual object on the right side of Figure 9 is the target virtual object 202, that is, the virtual object hit by the preset virtual prop.
[0142] Optionally, based on the above embodiment, the present disclosure may also provide a game interaction method. The following illustrates the implementation process of controlling the target virtual object to float and / or increase in size in the above method with reference to the accompanying drawings. Figure 10 is a flowchart of a game interaction method provided by another embodiment of the present disclosure. As shown in Figure 10, S103 may include:
[0143] S131: Control the target virtual object to float in the air and / or increase in volume, and keep doing so for a first preset time.
[0144] In some possible embodiments, during the duration that the target virtual object is floating and / or its volume increases, the target virtual object may simultaneously perform a movement operation, and the target virtual object may maintain the floating and / or volume increase state while performing the movement operation within a preset time.
[0145] In other possible embodiments, if the target virtual object is hit by other virtual props / skills within the first preset time, the target virtual object is controlled to remain floating, and / or its volume increases, and the target action corresponding to the other virtual props / skills is performed.
[0146] For example, if the target virtual object is hit by an explosion skill within the first preset time, the target virtual object is controlled to perform the action corresponding to the explosion skill, for example: switching the performance state of the target virtual object to a dancing little black man state, and keeping the target virtual object floating in the air and / or increasing in size in the little black man state. If the performance time of the little black man is less than the first preset time, then after the performance time of the little black man ends, if the first preset time has not been reached, the target virtual object will no longer perform the action corresponding to the explosion skill, and will continue to keep the target virtual object floating in the air and / or increasing in size for the remaining first preset time.
[0147] Optionally, based on the above embodiment, the present disclosure may also provide a game interaction method. The following illustrates the process of controlling the target virtual object to float and / or increase in size in the above method with reference to the accompanying drawings. Figure 11 is a flowchart of a game interaction method provided by another embodiment of the present disclosure. As shown in Figure 11, S103 may include:
[0148] S141: In response to the target virtual object being hit by the preset virtual props a number of times within the second preset time being greater than or equal to a preset threshold, controlling the target virtual object to perform an explosion action.
[0149] In some embodiments, different preset virtual props may correspond to different volume increase multiples. When controlling the target virtual object to float and / or increase in volume, for example, in response to the preset virtual prop hitting the target virtual object, the target virtual object may be controlled to float and / or the volume of the target virtual object may be controlled to increase according to a preset multiple corresponding to the preset virtual prop.
[0150] It should be noted that, in some other possible embodiments, the multiple by which the target virtual object's volume increases, and the floating parameters, for example, can also be determined based on the number of times it is hit by a preset virtual prop within a second preset time. The more times it is hit by the preset virtual prop, the larger the volume of the target virtual object becomes, until the number is greater than or equal to a preset threshold, and the target virtual object is controlled to perform an explosion action.
[0151] That is, in response to the preset virtual prop hitting the target virtual object, it is determined whether the target virtual object has been hit multiple times by the preset virtual prop within the second preset time; if not, the volume of the target virtual object is controlled to increase; if so, based on the total number of times the target virtual object is hit within the second preset time, the target virtual object is controlled to float according to the floating parameter corresponding to the total number of times, and / or the volume of the target virtual object is increased according to the increase multiple corresponding to the total number of times.
[0152] Among them, the second preset time can be the same as the first preset time, or can be greater than the first preset time. For example, in some possible embodiments, the first preset time can be the same as the second preset time, both of which are 5S; or, in other possible embodiments, the first preset time can be 5S, and the second preset time can be 8S. It should be understood that the above embodiments are only exemplary descriptions, and the specific values of the first preset time and the second preset time can be flexibly adjusted according to user needs, and can also be any time such as 3S, 10S, etc., and are not limited to those given in the above embodiments.
[0153] In some embodiments, in order to distinguish whether the current state of the target virtual character is only an increase in volume or floating, the preset virtual props can hit the target virtual object, control the target virtual object to float, and / or increase in volume, and control the model of the target virtual object to be displayed with a preset transparency; the preset transparency can be, for example, a translucent state, and of course it can be flexibly adjusted according to user needs, and the present disclosure does not impose any restrictions on this.
[0154] The preset transparency may be related to the type of the preset virtual prop, or the number of times the target virtual object is hit by the preset virtual prop within the second time. It may be flexibly adjusted according to user needs and is not limited to the above embodiments.
[0155] For example, in some possible embodiments, during the process of releasing the preset virtual prop along the target aiming direction, in response to the preset virtual prop hitting the target part of the target virtual object, the target virtual object is controlled to float at a first rate and / or increase in volume at a first rate; or, during the process of releasing the preset virtual prop along the target aiming direction, in response to the preset virtual prop hitting other parts of the target virtual object except the target part, the target virtual object is controlled to float at a second rate and / or increase in volume; wherein the first rate is greater than the second rate.
[0156] That is to say, when the preset virtual prop hits different parts of the target virtual object, the target virtual object may float and / or increase in volume at different rates. For example, taking the preset virtual prop as a food virtual prop as an example, the target part may be the mouth / head of the target virtual object. If the preset virtual prop hits the mouth / head of the target virtual object, the target virtual object is controlled to float / increase in volume at a faster first rate; if the preset virtual prop hits other parts of the target virtual object except the mouth / head, the target virtual object is controlled to float / increase in volume at a slower second rate.
[0157] This setting allows players to control the target virtual object to float / increase in size at different rates by focusing on different parts of the target virtual object in more advanced gameplay, enhancing the playability of the game and the player's operability.
[0158] The following explains the game interaction device provided by the present disclosure in conjunction with the accompanying drawings. The game interaction device can execute any of the game interaction methods in Figures 1 to 11 above. Its specific implementation and beneficial effects are referred to above and will not be repeated below.
[0159] FIG12 is a schematic diagram of the structure of a game interaction device provided by an embodiment of the present disclosure. As shown in FIG12 , the device includes: a determination module 301 and a control module 302, wherein:
[0160] The determination module 301 is configured to determine a target aiming direction of a preset virtual prop in response to an aiming operation on the preset virtual prop;
[0161] The control module 302 is configured to respond to a release operation on a preset virtual prop and control the preset virtual prop to be released along a target aiming direction; in the process of releasing the preset virtual prop along the target aiming direction, in response to the preset virtual prop hitting a target virtual object, control the target virtual object to float and / or increase in size.
[0162] Optionally, a prop control corresponding to a preset virtual prop is provided in the graphical user interface, and the determination module 301 is specifically configured to respond to a sliding operation acting on the prop control and determine a target aiming direction of the preset virtual prop according to the sliding direction of the sliding operation.
[0163] Optionally, the game includes a controlled virtual object, and the control module 302 is specifically configured to control the preset virtual props to be released along the target aiming direction with the location of the controlled virtual object as the launch starting point.
[0164] Optionally, the control module 302 is specifically configured to use the location of the controlled virtual object as the launch starting point, and control the preset virtual prop to be released along the target aiming direction according to the preset trajectory of the preset virtual prop.
[0165] Optionally, the game includes a controlled virtual object, which holds a virtual firearm. The control module 302 is specifically configured to control the controlled virtual object to hold the virtual firearm and release a preset virtual prop in the target aiming direction.
[0166] Optionally, the virtual firearms include multiple types of virtual food firearms, and the control module 302 is specifically configured to control the controlled virtual object to hold the target type of virtual food firearm and release the preset virtual props corresponding to the target type of virtual food firearm in the target aiming direction.
[0167] Optionally, the control module 302 is specifically configured to randomly determine a target preset virtual prop from multiple preset virtual props corresponding to the target type of virtual firearm in response to a release operation for the preset virtual prop, and control the controlled virtual object to hold the target type of virtual firearm and release the target preset virtual prop in the target aiming direction.
[0168] Optionally, the determination module 301 is specifically configured to obtain target appearance parameters corresponding to the virtual firearm in response to a release operation on a preset virtual prop;
[0169] The control module 302 is specifically configured to control the preset virtual props to be displayed in a display style that matches the target appearance parameters, and to be released along the target aiming direction.
[0170] Optionally, the control module 302 is specifically configured to play a preset sound effect corresponding to the virtual food gun type.
[0171] Optionally, the control module 302 is specifically configured to display a preset background effect corresponding to the virtual food gun type.
[0172] Optionally, the determination module 301 is specifically configured to determine whether the multiple preset virtual props possessed by the controlled virtual object constitute a preset food combination prop;
[0173] The control module 302 is specifically configured to, if yes, respond to a release operation on the preset virtual props and control the preset food combination props to be released along the target aiming direction.
[0174] Optionally, the control module 302 is specifically configured to disable the skills of the target virtual object.
[0175] Optionally, the control module 302 is specifically configured to control the target virtual object to float in the air and / or increase in volume for a first preset time.
[0176] Optionally, the control module 302 is specifically configured to, in response to other virtual props hitting the target virtual object within a first preset time, control the target virtual object to keep the target virtual object floating, and / or increase its volume, and perform target actions corresponding to the other virtual props.
[0177] Optionally, the control module 302 is specifically configured to respond to the preset virtual prop hitting the target virtual object, determine that the target virtual object is an enemy virtual object, and control the target virtual object to float in the air and / or increase in size.
[0178] Optionally, the control module 302 is specifically configured to control the target virtual object to perform an explosion action in response to the target virtual object being hit by the preset virtual prop a number of times within the second preset time being greater than or equal to a preset threshold.
[0179] Optionally, the control module 302 is specifically configured to control the target virtual object to float in response to the preset virtual prop hitting the target virtual object, and / or control the volume of the target virtual object to increase according to a preset multiple corresponding to the preset virtual prop.
[0180] Optionally, the control module 302 is specifically configured to control the target virtual object to float and / or increase in volume in response to a preset virtual prop hitting the target virtual object, and control the model of the target virtual object to be displayed with a preset transparency.
[0181] Optionally, the determination module 301 is configured to, in response to the preset virtual prop hitting the target virtual object, determine whether the target virtual object is hit multiple times by the preset virtual prop within the second preset time;
[0182] The control module 302 is specifically configured to, if not, control the volume of the target virtual object to increase; if so, control the target virtual object to float according to the floating parameters corresponding to the total number of times the target virtual object is hit within the second preset time, and / or increase the volume of the target virtual object according to the increase multiple corresponding to the total number of times.
[0183] Optionally, the control module 302 is specifically configured to, in response to the preset virtual prop hitting the target part of the target virtual object during the process of releasing the preset virtual prop along the target aiming direction, control the target virtual object to float at a first rate and / or increase in volume at a first rate; or, in response to the preset virtual prop hitting other parts of the target virtual object except the target part during the process of releasing the preset virtual prop along the target aiming direction, control the target virtual object to float at a second rate and / or increase in volume; wherein the first rate is greater than the second rate.
[0184] The above-mentioned device is used to execute the method provided in the above-mentioned embodiment. Its implementation principle and technical effect are similar and will not be repeated here.
[0185] The above modules can be one or more integrated circuits configured to implement the above methods, such as one or more application-specific integrated circuits (ASICs), one or more microprocessors, or one or more field programmable gate arrays (FPGAs). For another example, when a module is implemented by scheduling program code through a processing element, the processing element can be a general-purpose processor, such as a central processing unit (CPU) or other processor that can call program code. For another example, these modules can be integrated together and implemented in the form of a system-on-a-chip (SOC).
[0186] The following is an explanation of another game interaction method provided by an embodiment of the present disclosure in combination with multiple specific application examples. Figure 13 is a flow chart of a game interaction method provided by an embodiment of the present disclosure. As shown in Figure 13, the method includes:
[0187] S1301: In response to an aiming operation on a preset virtual prop, determining a target aiming direction of the preset virtual prop.
[0188] In some possible embodiments, the item control can accommodate icons corresponding to multiple virtual items, and display them according to the relationship between picking up and using them. Still taking the example of a controlled virtual object first picking up virtual item A and then picking up virtual item B during movement, if the controlled virtual object first picks up virtual item A, then the icon corresponding to virtual item A is displayed on the item control. Later, during movement, if the player does not use virtual item A and then picks up virtual item B, then the icon for virtual item A on the item control is replaced with the icon for virtual item B. If the player uses / releases the most recently picked up virtual item B, then the icon corresponding to the previously picked up virtual item A is redisplayed on the item control.
[0189] In some possible embodiments, after the controlled virtual object picks up a preset virtual prop, for example, the expression in the game scene can be: directly lifting the preset virtual prop over the head of the controlled virtual object; or, according to the prop type of the preset virtual prop, the controlled virtual object can be controlled to display in the appearance style corresponding to the prop type of the preset virtual prop. For example, if the preset virtual prop is a virtual guitar prop, after the controlled virtual object picks up the virtual guitar prop, the appearance style of the controlled virtual object can be switched to a preset rock / hip-hop appearance style; for example, the controlled virtual object can wear virtual hip-hop / rock clothing, and / or wear virtual rock headdress (virtual dreadlocks / virtual afro, etc.).
[0190] If the preset virtual props are virtual basketball props, the appearance style of the controlled virtual object can be switched to a sports appearance style; for example, virtual sportswear / basketball uniforms / basketball shoes, and / or sports headwear (virtual sports headbands / virtual basketball caps, etc.) can be worn; it should be understood that the above embodiments are only exemplary descriptions. After the specific controlled virtual object picks up the preset virtual props, the appearance style in the game scene can be flexibly adjusted according to user needs, and is not limited to the above embodiments.
[0191] This method of displaying preset virtual props in different appearance styles in the game scene after picking up the preset virtual props allows the virtual objects in the game scene to determine the preset virtual props currently possessed by other virtual objects by observing whether the appearance styles of other virtual objects have changed.
[0192] For example, in some possible embodiments, the aiming operation for a preset virtual item may be a touch operation on an item control corresponding to the preset virtual item, and the touch operation may be a sliding operation, a clicking operation, etc. When the aiming operation for the preset virtual item is detected, an aiming interface for the preset virtual item is provided. Aiming direction indication information may be displayed on the aiming interface. The aiming direction indication information may be, for example, in the form of an arrow pointing in the target aiming direction; or, it may be in the form of a route with an arrow indicating the release trajectory and release direction of the preset virtual item; or, it may be in the form of an arrow indicating the release trajectory and expected release end position of the preset virtual item. The specific display method of the aiming direction indication information may be flexibly adjusted according to user needs and is not limited to the above embodiments.
[0193] Figure 14 is an interface schematic diagram of a graphical user interface provided by another embodiment of the present disclosure. As shown in Figure 14, in the aiming interface, the indication information of the aiming direction can be, for example, a method of indicating the release trajectory and the expected release end position of a preset virtual prop. Different preset virtual props may have different release trajectories (the distances of the release trajectories corresponding to different preset virtual props may be different, and the directions / trajectory shapes of the release trajectories may also be different). The display colors and display effects of the release trajectories of different preset virtual props may also be different. This setting method allows players to intuitively determine the prop type of the current preset virtual prop through the display color and display effect of the release trajectory.
[0194] In other possible embodiments, for each preset virtual prop, the display color / effect of its release trajectory and expected release end position may also be different. The release trajectory may, for example, be displayed by a line of a first preset color, and the expected release end position may, for example, be displayed by a hollow circle of a second preset color; wherein the first preset color may be the same as or different from the second preset color, and the preset release end position may, for example, be displayed in the form of a dot, or a solid circle, or a solid rectangle. Such a setting allows players to intuitively distinguish between the release trajectory and the release end position to clarify the aiming content. It should be understood that the above embodiments are only illustrative of how the display methods of the specific release trajectory and the expected release end position can be flexibly adjusted according to user needs, and are not limited to those given in the above embodiments.
[0195] In the aiming interface shown in FIG14 , the player can only determine one aiming direction in the game scene, and the aiming direction can be, for example, any range within 360° around the controlled virtual object corresponding to the player as the center. That is, the player can adjust the aiming direction to aim in the forward direction of the controlled virtual object, or to aim in the opposite direction of the forward direction of the controlled virtual object. That is, compared with the aiming method in the related art that can only aim at the preset field of view of the controlled virtual object (generally about 120° around the controlled virtual object), the present disclosure can achieve 360° aiming. During the aiming process, the player can not only aim forward but also backward, which greatly improves the flexibility of aiming and the range of releasing preset virtual props, thereby improving the operability of the player during the game.
[0196] It should be noted that the aiming in the embodiment of the present disclosure only determines an aiming direction, and the expected release end position can be observed during the aiming process. However, since other virtual objects are moving during the release process after aiming, the aiming in the present disclosure cannot specify a specific aiming object. The final aiming result is determined based on the release starting point, preset trajectory and target aiming direction. If the player wants to improve the hit rate of the preset virtual props, the aiming direction can be adjusted to where other virtual objects gather in the game scene.
[0197] During the aiming process, the player needs to consider the movement operations of other virtual objects after releasing the preset virtual props. That is, when the player releases the preset virtual props, he needs to predict the movement operations of other virtual objects.
[0198] For example, if other virtual objects are moving forward, the player can choose to aim slightly forward based on the current position of other virtual objects, thereby improving the hit rate of preset virtual props. By predicting the movement of other virtual objects in the game scene, the target aiming direction can be determined. This determination method can further improve the player's gaming experience and enhance the player's operability during the aiming process.
[0199] The method for determining the target aiming direction of the preset virtual prop can be, for example: providing a prop control corresponding to the preset virtual prop in the graphical user interface, responding to a sliding operation on the prop control, and determining the target aiming direction of the preset virtual prop according to the sliding direction of the sliding operation.
[0200] That is to say, for example, based on the initial position of the sliding operation acting on the prop control, the initial position of the touch point is determined, and the initial aiming direction is set according to a preset rule; in response to the continued sliding of the sliding operation, the touch point is controlled to move following the sliding of the sliding operation, and the current aiming direction is adjusted according to the direction of the current position of the touch point relative to the initial position; in response to the end of the sliding operation, the target aiming direction is determined according to the target position of the touch point at the end. In addition, when the sliding operation ends, the touch point is controlled to stop moving, or the touch point is controlled to disappear after the sliding operation ends.
[0201] S1302: In response to a release operation on a preset virtual prop, control the preset virtual prop to be released along a target aiming direction.
[0202] In an embodiment of the present disclosure, a controlled virtual object may be included in the game. For example, the location of the controlled virtual object may be used as the launch starting point of a preset virtual prop, and the preset virtual prop may be controlled to be released along the target aiming direction; wherein the preset virtual prop is the preset virtual prop held by the controlled virtual object.
[0203] In some possible embodiments, the game may include a controlled virtual object, and the controlled virtual object holds a virtual gun. For example, the controlled virtual object can be controlled to hold the virtual gun and release a preset virtual prop in the target aiming direction.
[0204] That is to say, in some possible embodiments, the controlled virtual object can directly hold the preset virtual props and control the preset virtual props to be released along the target aiming direction; in other possible embodiments, the controlled virtual object can, for example, hold a virtual firearm in hand and release the preset virtual props in the target aiming direction by controlling the controlled virtual character to hold the virtual firearm in hand; the specific release method of the preset virtual props, whether direct release or release by holding a virtual firearm in hand, can be flexibly adjusted according to user needs and is not limited to the above embodiments.
[0205] In order to ensure the release effect of the preset virtual props and the accuracy of the player's prediction of the release position of the preset virtual props, in the embodiment of the present disclosure, the same preset virtual props have the same preset trajectory; different preset virtual props may correspond to different preset trajectories; in the process of releasing the preset virtual props, the position of the controlled virtual object is used as the launch starting point, and the preset virtual props are controlled to be released along the target aiming direction according to the preset trajectory of the preset virtual props.
[0206] Among them, the preset trajectory of the preset virtual props can be, for example, a straight line trajectory that is not affected by gravity, that is, with the position of the controlled virtual object as the launch starting point, the preset virtual props are controlled to be released in a straight line along the target aiming direction; it should be understood that the above embodiment is only an exemplary description, and the specific preset trajectory of the preset virtual props can also be a parabolic trajectory affected by gravity, or a straight line with a preset downward angle, or a straight line with a preset upward angle, etc., which can be flexibly adjusted according to user needs and is not limited to the above embodiment.
[0207] During the release process of the preset virtual props, since the preset virtual props are released along the target aiming direction and the preset trajectory, after other players observe the release of the preset virtual props in the game scene, if they are near the target aiming direction of the preset virtual props, they can avoid the preset virtual props by moving (controlling the movement of virtual objects) to prevent the virtual objects from being hit by the preset virtual props. This setting method allows other players in the current game to control the movement of virtual objects by observing the release process of the preset virtual props to avoid being hit by the preset virtual props, thereby improving the interactivity and operability between players in the game.
[0208] S1303: During the process of releasing the preset virtual prop along the target aiming direction, in response to the preset virtual prop hitting the target virtual object, the target virtual object is controlled to perform a first dance action.
[0209] In one embodiment of the present disclosure, the target virtual object may be determined by, for example, determining that the first virtual object touched by the preset virtual prop when the preset virtual prop is released along the target aiming direction is the target virtual object.
[0210] It should be understood that the controlled virtual object in the embodiments of the present disclosure is controlled by an operation (movement operation, item release operation, skill release operation) inputted by the first terminal device, and the target virtual object is controlled by an operation (movement operation, item release operation, skill release operation) inputted by the second terminal device. The interaction mode between the first terminal device, the game server, and the second terminal device may be, for example:
[0211] The first terminal device (the controlled virtual object side holding the preset virtual prop) responds to the aiming operation for the preset virtual prop input through the first terminal device, adjusts the aiming direction of the preset virtual prop in the game scene, and determines the target aiming direction of the preset virtual prop; then, the first terminal device responds to the release operation for the preset virtual prop, and sends a release instruction for the preset virtual prop to the game server, where the release instruction includes the preset virtual prop information (type information or appearance parameter information of the preset virtual prop) and target aiming direction information.
[0212] After receiving the release instruction sent by the first terminal device, the game server controls the preset virtual prop to be released along the target aiming direction specified in the release instruction according to the release instruction; and in the process of releasing the preset virtual prop along the target aiming direction, determines whether the preset virtual prop hits other virtual objects; if so, determines that the hit other virtual objects are target virtual objects, and controls the target virtual objects to perform the first dance action.
[0213] While the target virtual object is performing the first dance move, the second terminal device (on the target virtual object side hit by the preset virtual prop) can send a movement instruction for the target virtual object to the game server by inputting a movement operation for the target virtual object.
[0214] After receiving the movement instruction for the target virtual object sent by the second terminal device, the game server controls the target virtual object to move according to the movement instruction and performs the first dance action during the movement.
[0215] In some possible embodiments, the release process of the preset virtual props may be, for example: releasing the preset virtual props according to a preset trajectory, and in the absence of other interference, if the preset virtual props touch the ground in the game scene during the release process, then it is determined that the release of the preset virtual props is complete; or, if the preset virtual props are released after a preset distance (regardless of whether they touch the ground or other virtual objects in the game scene), then it is determined that the release of the preset virtual props is complete.
[0216] That is, the preset virtual props may touch the virtual object during the release, or may touch the virtual object at the end of the release (about to touch the ground in the game scene / or the launch distance is close to the preset distance), or the preset virtual props may not touch any virtual object when the release is completed (touching the ground in the game scene / the launch distance is equal to the preset distance) (in this case, it is determined that no virtual object is hit by the preset virtual props, that is, the preset virtual props are released successfully, but do not hit the target virtual object).
[0217] That is, if the preset virtual prop contacts a virtual object during the release process, it is determined that the preset virtual prop has been released. The first virtual object that the preset virtual prop contacts during the release process is the target virtual object, and the target virtual object is controlled to perform the first dance action.
[0218] In other possible embodiments, if a preset virtual item contacts multiple virtual objects during the release process, the multiple virtual objects contacted can be simultaneously determined as target virtual objects. The specific method of determining the target virtual objects and the number of target virtual objects can be flexibly adjusted according to user needs and are not limited to the above embodiments.
[0219] For the player who releases the preset virtual prop, this release method can improve the hit rate of the preset virtual prop by releasing the preset virtual prop to the place where other virtual objects gather; or, by predicting the movement direction of other virtual objects, releasing the preset virtual prop to the predicted position to improve the hit rate of the preset virtual prop.
[0220] For other virtual objects, the movement of other virtual objects can be controlled by observing the release path of the preset virtual props in the game scene to avoid the preset virtual props and avoid being hit by the preset virtual props. This release method makes it more operable and interactive for both players who release the preset virtual props and players who avoid the preset virtual props, enriching the player's gaming experience.
[0221] In some possible embodiments, for example, in some games, multiple virtual objects in the game may be divided into camps. In order to ensure the game effect and avoid accidental injuries, after the preset virtual prop hits the target virtual object, a response will be given to the preset virtual prop hitting the target virtual object, and the camp affiliation information of the target virtual object will be obtained to determine whether the target virtual object is a friendly virtual object; if not, it means that the target virtual object and the controlled virtual object that releases the preset virtual prop are not virtual objects in the same camp, and the target virtual object is controlled to perform a first dance move; if so, it means that the target virtual object and the controlled virtual object that releases the preset virtual prop are virtual objects in the same camp, and the target virtual object does not need to perform the first dance move, that is, the preset virtual prop released for the target virtual object will not take effect even if it hits a virtual object in the same camp.
[0222] In other possible embodiments, after the preset virtual prop hits the target virtual object, the preset virtual prop will respond to hitting the target virtual object and obtain the camp affiliation information of the target virtual object to determine whether the target virtual object is a friendly virtual object; if so, the target virtual object is controlled to perform the first dance move; if not, the target virtual object does not need to perform the first dance move at this time; after specifically obtaining the camp affiliation information of the target virtual object, the method for determining whether to control the target virtual object to perform the first dance move can be flexibly adjusted according to user needs and is not limited to the above embodiments.
[0223] By adopting the game interaction method provided by the present disclosure, after determining the target aiming direction of the preset virtual prop, in response to the release operation for the preset virtual prop, the preset virtual prop is controlled to be released along the target aiming direction, and during the release process, if the preset virtual prop hits the target virtual object, the target virtual object is controlled to perform a first dance action. This setting method allows the player to determine the target aiming direction of the preset virtual prop and release the preset virtual prop by launching the preset virtual prop during the game. The preset virtual prop is not aimed at the target virtual object directly, but is released along the target aiming direction. During the release of the preset virtual prop, the hit target virtual object is determined, so as to control the target virtual object hit by the preset virtual prop to perform the first dance action, thereby enriching the player's visual experience and game experience, improving the stickiness between the player and the game, and avoiding the idleness and waste of game service resources.
[0224] Based on the above embodiments, the virtual firearm can be, for example, a virtual musical instrument firearm in the shape of a musical instrument, and the virtual musical instrument firearm includes a variety of preset musical instrument types. The method of releasing the preset virtual props can be, for example, controlling the controlled virtual object to hold a virtual musical instrument firearm of the target musical instrument type and release the preset virtual prop in the target aiming direction.
[0225] During the process of releasing the preset virtual prop along the target aiming direction, in response to the preset virtual prop hitting the target virtual object, the target virtual object is controlled to perform a first dance action corresponding to the virtual musical instrument firearm of the target musical instrument type.
[0226] In order to increase the diversity of gameplay and improve the player's sense of freshness to the game, in the embodiment of the present disclosure, the virtual musical instrument firearms include a variety of preset musical instrument types, wherein different preset musical instrument types may correspond to different dance moves. For example, if the preset musical instrument type is a modern musical instrument type (guitar, drum set, etc.), it may correspond to rock-type dance moves; if the preset musical instrument type is a classical musical instrument type (guzheng, pipa, etc.), it may correspond to classical dance moves; if the preset musical instrument type is a folk musical instrument type (horse-head fiddle, fishing drum, etc.), it may correspond to folk dance moves. It should be understood that the above embodiment is only an exemplary description, and the specific correspondence between each preset musical instrument type and the dance moves, as well as the specific virtual musical instrument firearms included under the preset musical instrument type, can be flexibly adjusted according to user needs and are not limited to those given in the above embodiment.
[0227] For example, when the virtual musical instrument firearm is a guitar virtual prop, first, the preset instrument type corresponding to the guitar virtual prop is determined in the instrument library.
[0228] Among them, the instrument library has a variety of virtual musical instruments and firearms preset, as well as preset instrument types corresponding to each virtual musical instrument and firearm.
[0229] If it is determined that the preset instrument type corresponding to the guitar is a modern instrument type, then according to the modern instrument type, rock dance data corresponding to the modern instrument type is determined in the dance database.
[0230] Among them, the dance database stores dance data corresponding to music of multiple preset instrument types, and in the dance data of each preset instrument type, multiple notes (multiple prop styles) and corresponding dance movements are stored; among them, each note has its own corresponding one or more dance movements; after determining the rock dance data in the dance database, a note and the corresponding rock dance movement are randomly determined in the rock dance data.
[0231] In some possible embodiments, in order to further enrich the player's gaming experience and improve the player's gaming feeling, controlling the target virtual object to perform the first dance move may also include: in the process of releasing the preset virtual props along the target aiming direction, in response to the preset virtual props hitting the target virtual object, controlling the target virtual object to perform the first dance move, and playing the preset music corresponding to the first dance move.
[0232] In some possible embodiments, the preset music may be related to the target instrument type, for example, when the virtual instrument firearm of the target instrument type is a virtual guitar prop, the preset music may be rock music, for example; when the virtual instrument firearm of the target instrument type is a virtual guzheng prop, the preset music may be guzheng music, for example; when the virtual instrument firearm of the target instrument type is a virtual erhu, the preset music may be erhu music, for example; the specific type setting of the virtual instrument firearm, and the correspondence between the type of the virtual instrument firearm and the preset music may be flexibly adjusted according to user needs, and are not limited to those given in the above embodiments.
[0233] In an embodiment of the present disclosure, for example, a music database is preset. In the music database, the correspondence between various types of virtual musical instruments and firearms and various types of music is pre-configured. Each type of virtual musical instrument and firearm has its own corresponding type of music. After the virtual musical instrument and firearm of the target instrument type is determined, the music corresponding to the target instrument type will be determined in the music database according to the preset association relationship, and the preset music corresponding to the virtual musical instrument and firearm of the target instrument type will be played while controlling the target virtual object to perform the first dance move.
[0234] In some other possible embodiments, controlling the target virtual object to perform the first dance move may further include: displaying a background effect corresponding to a virtual musical instrument firearm of the target musical instrument type in the game scene.
[0235] It should be noted that in the embodiments of the present disclosure, the background effect may also be related to the type of virtual musical instrument firearms. For example, when the target instrument type of the virtual musical instrument firearm is a virtual guitar prop, the background effect may be a rock effect, such as a flashing light effect; for example, when the target instrument type of the virtual musical instrument firearm is a guzheng, the background effect may be an effect of a breeze blowing a curtain; when the target instrument type of the virtual musical instrument firearm is a horse-head fiddle, the background effect may be a grassland effect. It should be understood that the above embodiments are only exemplary, and the correspondence between the specific background effects and the types of virtual musical instrument firearms can be flexibly adjusted according to user needs and is not limited to the above embodiments.
[0236] In an embodiment of the present disclosure, for example, a background database is preset, in which the correspondence between various types of virtual musical instruments and firearms and various types of background effects is pre-configured, and each type of virtual musical instrument and firearm has its own corresponding type of background effect. After determining the target instrument type of the released virtual musical instrument and firearm, the background effect corresponding to the target instrument type will be determined in the background database according to the preset association relationship, and the background effect corresponding to the virtual musical instrument and firearm of the target instrument type will be displayed in the game scene while controlling the target virtual object to perform the first dance move.
[0237] It should be understood that controlling the target virtual object to perform the first dance move may also include: playing preset music corresponding to the virtual musical instrument firearm of the target instrument type, and displaying the background effects corresponding to the virtual musical instrument firearm of the target instrument type in the game scene; it should be understood that the above embodiment is only an exemplary description. When performing the first dance move, the background effects and the playback or display method of the preset music can be flexibly adjusted according to user needs, and are not limited to the above embodiment.
[0238] In some possible embodiments, for example, the music effects and / or background effects can be played / displayed on the display interface of the terminal device only on the player side of the controlled virtual object that releases the preset virtual props, and on the player side of the target virtual object that is hit by the preset virtual props; or, they can also be played / displayed on the display interface of the terminal on the player side of all virtual objects in the current game; the specific range of players involved in the music effects and / or background effects can be flexibly adjusted according to user needs, and is not limited to the above embodiments.
[0239] Optionally, based on the above embodiment, the present disclosure may also provide a game interaction method. The following illustrates, with reference to the accompanying drawings, the implementation process of controlling the release of a preset virtual prop along the target aiming direction in the above method. Figure 15 is a flow chart of a game interaction method provided by another embodiment of the present disclosure. The preset virtual props include multiple prop styles. As shown in Figure 15, S1302 may include:
[0240] S1311: In response to a release operation on a preset virtual prop, a target prop style is randomly determined from a plurality of prop styles corresponding to the preset virtual prop.
[0241] In the embodiments of the present disclosure, each preset virtual prop may correspond to multiple prop styles, for example. In some possible embodiments, the preset virtual prop is still taken as a virtual musical instrument firearm in the shape of a musical instrument as an example for explanation. The multiple prop styles can be, for example, multiple notes, each note corresponding to a different performance style. During the release process, for example, a target note (target prop style) can be randomly determined from multiple notes as the target prop style of the preset virtual prop; or, each note in the preset note sequence can be sequentially determined as the target prop style according to the preset note sequence; it should be understood that the above embodiments are only exemplary descriptions, and the specific method of determining the target prop style is random or preset, which can be flexibly adjusted according to user needs and is not limited to the above embodiments.
[0242] S1312: Control the preset virtual prop to be released along the target aiming direction in the target prop style.
[0243] In some possible embodiments, the release of a preset virtual prop is to release the preset virtual prop in a target prop style. For example, the multiple prop styles can be respectively the singing (sol-fa) styles of seven basic pitches: "do", "re", "mi", "fa", "sol", "la", "si"; or, the styles corresponding to the multiple prop styles can be respectively multiple note styles: whole notes, half notes, quarter notes, sixteenth notes, treble clef, etc. It should be understood that the above embodiments are only exemplary descriptions, and the specific expression forms of the styles corresponding to the multiple prop styles, as well as the number settings of the multiple prop styles, can be flexibly adjusted according to user needs and are not limited to the above embodiments.
[0244] In order to further improve the player's gaming experience and enrich the player's visual experience, in an embodiment of the present disclosure, different prop styles may correspond to different dance moves. After the target prop style is randomly determined and released, the target virtual object is controlled to perform the first dance move corresponding to the target prop style. This setting method makes it impossible for the player to determine the target prop style released by the preset virtual prop before releasing the preset virtual prop. The target prop style released and the first dance move corresponding to the target prop style can only be determined after releasing the preset virtual prop, thereby enhancing the player's gaming experience and game interaction, and improving the stickiness between the player and the game.
[0245] In order to improve the operability of the game for players and improve the game customization of players, in an embodiment of the present disclosure, players can, for example, determine corresponding target appearance parameters for virtual firearms from multiple appearance parameters provided by the game to enhance the display of player personality.
[0246] Among them, for example, the player can select from multiple appearance parameters provided by the game, and determine the target appearance parameters corresponding to the selection operation as the appearance parameters of the virtual firearm, so that when releasing the preset virtual props, the preset virtual props / the various prop styles of the preset virtual props are released in the style of the target appearance parameters; or, the game can also provide players with some redemption options, and the player can select the target appearance parameters as the appearance parameters of the virtual firearm from multiple appearance parameters to be redeemed through redemption, so that the preset virtual props / the various prop styles of the preset virtual props are released in the style of the target appearance parameters.
[0247] For example, in some possible embodiments, players can select color parameters corresponding to virtual guns. For example, by default, the color of the preset virtual props fired by the virtual guitar gun is yellow, but the player exchanges the purple parameters and successfully applies the purple parameters to the virtual guitar gun. Then, the color of the preset virtual props fired by the player through the virtual guitar gun is purple, so that the player can determine the target skin for the virtual gun that suits his or her preferences / aesthetics according to his or her preferences.
[0248] Among them, the setting operation of the target appearance parameters can be pre-set outside the game, for example; or the player can also set the target appearance parameters during the game. The specific time for setting the target appearance parameters and the method for setting the target appearance parameters can be flexibly adjusted according to user needs and are not limited to the above embodiments.
[0249] That is to say, in an embodiment of the present disclosure, the target appearance parameters corresponding to the virtual firearm can be obtained in response to the release operation of the preset virtual props; the target appearance parameters corresponding to the virtual firearm are controlled to be displayed in a display style matching the target appearance parameters, and released along the target aiming direction.
[0250] Optionally, based on the above embodiment, the present disclosure may also provide a game interaction method. The following is an example of the implementation process of the above method with reference to the accompanying drawings. Figure 16 is a flow chart of a game interaction method provided by another embodiment of the present disclosure. As shown in Figure 16, the method may also include:
[0251] S1321: Disable all skills except movement and jumping skills of the target virtual object.
[0252] That is to say, during the target virtual object's execution of the first dance move, the target virtual object can only move according to the movement operation, or perform the jumping skill according to the jump operation. Other skills are unavailable and are disabled.
[0253] Figure 17 is an interface schematic diagram of a graphical user interface provided by another embodiment of the present disclosure. As shown in Figure 17, Figure 17 is a graphical user interface corresponding to the target virtual object performing the first dance move. Figure 17 is a graphical user interface 100 corresponding to the target virtual object 202. The name of the target virtual object 202 is displayed in the upper left corner of the graphical user interface 100, that is, the name of the current target virtual object 202 is "Pipizi".
[0254] The wavy lines on both sides of the target virtual object 202 represent the shaking effect produced by the target virtual object 202 performing the first dance move. It should be understood that Figure 17 is only an exemplary illustration. Before being hit, the target virtual object 202 can respond to the movement operation input by the second terminal and move in the game scene 200 with a preset movement posture. After the target virtual object 202 is hit by the preset virtual prop, the target virtual object 202 can be controlled to perform a first dance move corresponding to the preset virtual prop that is different from the preset movement posture.
[0255] It can be seen that during the process of the target virtual object 202 performing the first dance move, only the movement control 101 and the jump control 104 are in the normal display state, and the other skill controls are all grayed out to indicate that the other skill controls are disabled. It should be understood that the above embodiment is only an exemplary description. During the specific process of the target virtual object 202 performing the first dance move, the display method of each skill control can be flexibly adjusted according to user needs. For example, all skill controls can be displayed normally, but only the movement control 101 and the jump control 104 are operable controls. In addition, even if other skill controls are clicked or manipulated, the use of other skill controls cannot be triggered. This is not limited to the above embodiment.
[0256] Figure 18 is a schematic diagram of game interaction provided by an embodiment of the present disclosure. As shown in Figure 18, Figure 18 shows the expression form of the controlled virtual object 201 when the controlled virtual object 201 holds a virtual musical instrument gun (virtual guitar gun) and releases a preset virtual prop (a preset virtual prop in the shape of a musical note), the expression form of the preset virtual prop during the release process, and the expression form of the target virtual object 202 after being hit by the preset virtual prop.
[0257] Among them, the virtual object on the left side of Figure 18 is the controlled virtual object 201, that is, the expression form of the virtual object that releases the preset virtual prop when releasing the preset virtual prop; the middle of Figure 18 is the expression form of the preset virtual prop during the release after the preset virtual prop in the note style is released; the virtual object on the right side of Figure 18 is the target virtual object 202, that is, the expression form of the target virtual object when being hit by the preset virtual prop.
[0258] Optionally, based on the above embodiment, an embodiment of the present disclosure may further provide a game interaction method. The following illustrates the implementation process of controlling the target virtual object to perform the first dance action in the above method with reference to the accompanying drawings. Figure 19 is a flow chart of a game interaction method provided by another embodiment of the present disclosure. As shown in Figure 8, S1303 may include:
[0259] S1331: Control the target virtual object to perform a first dance move and continue for a first preset time.
[0260] In some possible embodiments, during the duration that the target virtual object performs the first dance move, the target virtual object can simultaneously perform a movement operation and / or a jump operation, and the target virtual object can perform a movement operation and / or a jump operation while performing the first dance move within a first preset time.
[0261] That is, in response to a movement operation on the target virtual object within a first preset time, the target virtual object is controlled to move according to the movement operation and to perform a first dance movement during the movement.
[0262] Alternatively, in response to a jumping operation on the target virtual object within a first preset time, the target virtual object is controlled to jump according to the jumping operation and to perform a first dance action during the jumping process.
[0263] In other possible embodiments, if the target virtual object is hit by other virtual props / skills within the first preset time, the performance state of the target virtual object is controlled to switch to the target performance state corresponding to the other virtual props / skills, and the first dance action is performed in the target performance state.
[0264] For example, if the target virtual object is hit by an explosion skill within the first preset time, the performance state of the target virtual object is controlled to switch to the performance state after the explosion, for example: the performance state of the target virtual object is switched to the black man state, and the first dance move is performed in the black man state. If the performance time of the black man is less than the first preset time, then after the performance time of the black man ends, if the first preset time has not been reached, the performance state of the target virtual object will switch to the normal state, and continue to perform the first dance move within the remaining first preset time.
[0265] Optionally, based on the above embodiment, an embodiment of the present disclosure may further provide a game interaction method. The following illustrates the implementation process of controlling the target virtual object to perform the first dance action in the above method with reference to the accompanying drawings. Figure 20 is a flowchart of a game interaction method provided by another embodiment of the present disclosure. As shown in Figure 20, S1303 may include:
[0266] S1341: If the number of times the target virtual object is hit by the preset virtual prop within the second preset time is greater than or equal to a preset threshold, control the target virtual object to perform a second dance action.
[0267] Among them, the second preset time can be the same as the first preset time, or can be greater than the first preset time. For example, in some possible embodiments, the first preset time can be the same as the second preset time, both of which are 5S; or, in other possible embodiments, the first preset time can be 5S, and the second preset time can be 8S. It should be understood that the above embodiments are only exemplary descriptions, and the specific values of the first preset time and the second preset time can be flexibly adjusted according to user needs, and can also be any time such as 3S, 10S, etc., and are not limited to those given in the above embodiments.
[0268] In some possible embodiments, the first dance move and the second dance move have the same dance moves, but different dance move amplitudes, wherein the amplitude of the second dance move is greater than the amplitude of the first dance move; or, the first dance move and the second dance move have different dance moves and / or dance move amplitudes; it should be understood that whether the dance move content and dance move amplitude of the first dance move and the second dance move are the same can be flexibly adjusted according to user needs, and is not limited to the above embodiments, and can be flexibly adjusted according to user needs.
[0269] For example, in an embodiment of the present disclosure, if the target virtual object is hit by the same type of preset virtual props a number of times greater than or equal to a preset threshold within a second preset time, the target virtual object will awaken to another state, such as the "Rock Soul" state. In this state, the dance moves in the second dance of the target virtual object are the same as the first dance moves, but the amplitude of the dance moves is greater than the amplitude of the first dance moves; this setting allows the player to trigger the awakening of the target virtual object's "Rock Soul" state by continuously releasing the preset virtual props to the same target virtual object when releasing the preset virtual props.
[0270] Figure 21 is a schematic diagram of game interaction provided by another embodiment of the present disclosure. As shown in Figure 21, the virtual object on the left side of Figure 21 can be, for example, a controlled virtual object 202 that performs a first dance move after being hit by a preset virtual prop. At this time, the shaking amplitude of the controlled virtual object 202 is relatively small.
[0271] The right side of Figure 21 can be, for example, a controlled virtual object 202 that performs a second dance move when the number of times it is hit by the same type of preset virtual props within the second preset time is greater than or equal to a preset threshold. At this time, the shaking amplitude of the controlled virtual object 202 is relatively large (the target virtual object awakens the "rock soul" state); the design of the expression form / shaking amplitude of the controlled virtual object when performing the first dance move / second dance move can be flexibly adjusted according to user needs, and is not limited to the above embodiments.
[0272] It should be understood that the above embodiments are merely illustrative. In order to increase the fun of the player during the game, in other possible embodiments, the virtual firearm is still a virtual musical instrument firearm in the shape of a musical instrument, and the release operation releases the target prop style corresponding to the preset virtual prop as an example for explanation, wherein the release of the target prop style can be, for example, randomly released among multiple target prop styles.
[0273] In some embodiments, different target prop styles may trigger the target virtual object to perform different dance moves when hitting the target virtual object. That is, each target prop style has its own unique corresponding target dance move. If the number of times the target virtual object is hit by the same target prop style within the second preset time is equal to a preset threshold, the target virtual object is controlled to perform the target dance move corresponding to the above-mentioned same target prop style with a preset amplitude / frequency greater than the normal execution of the target dance move; this setting method allows the player to trigger the target virtual object to perform the target dance move at different frequencies by releasing the target prop style multiple times, further improving the player's interactivity during the game.
[0274] In some other possible embodiments, if the target virtual object is hit by multiple prop styles within the second preset time, and the multiple prop styles constitute a preset combination, the target virtual object is controlled to perform a third dance corresponding to the preset combination.
[0275] For example, in some possible embodiments, in order to enrich the player's gaming experience, game developers may preset multiple preset combinations, where each preset combination has its own corresponding third dance move, and different preset combinations correspond to different third dance moves. In some possible embodiments, multiple preset combinations may be, for example, "do, mi, re (rai)", "mi, fa, sol", and "sol, si (ti), la". Within the second preset time, the prop styles mi, fa, and sol hit the target virtual object respectively. After the target virtual object is hit by the last prop style sol in the preset combination, the target virtual object executes the third dance move corresponding to the preset note combination "mi, fa, sol". This setting allows players to trigger the target virtual object to perform different dance moves through combos of prop styles, further improving the interactivity of the player's game process.
[0276] For example, in some possible embodiments, when a preset virtual prop is released along a target aiming direction, in response to the preset virtual prop hitting a target part of a target virtual object, the target part is controlled to perform a first dance action.
[0277] In other possible embodiments, during the process of releasing a preset virtual prop along a target aiming direction, in response to the preset virtual prop hitting a target part of a target virtual object, the target part is controlled to perform a first dance movement with a first amplitude, and other parts of the target virtual object except the target part are controlled to perform the first dance movement with a second amplitude.
[0278] That is to say, in order to clearly define the target part of the target virtual object hit after releasing the preset virtual props, the present disclosure can control only the hit target part to perform the first dance action; or, control the target part of the target virtual object to perform the first dance action with a first amplitude, and control other parts except the target part to perform the first dance action with a second amplitude, wherein the first amplitude is greater than the second amplitude. This setting method allows players to clearly define the hit part through the performance of different parts of the target virtual object.
[0279] Among them, the first dance movement can be, for example, only the dance movement corresponding to the target part, or the first dance movement corresponding to different target parts can be different. The design of each specific dance movement can be flexibly adjusted according to user needs and is not limited to the above embodiments.
[0280] According to the game interaction method provided by the present disclosure, after determining the target aiming direction of the preset virtual prop, in response to the release operation of the preset virtual prop, a target prop style is randomly determined from multiple prop styles of the preset virtual prop, and the target prop style is controlled to be released along the target aiming direction according to the preset route. During the release process, if the preset virtual prop hits the target virtual object, the target virtual object is controlled to perform the first dance action. This setting method allows the player to determine the target aiming direction of the preset virtual prop and release the preset virtual prop by activating the preset virtual prop during the game. It does not aim at the target virtual object directly, but is released by By releasing the preset virtual props along the target aiming direction, and in the process of releasing the preset virtual props, determining the target virtual object hit, the target virtual object hit by the preset virtual props is controlled to perform the first dance action, and the preset virtual props / multiple prop style appearance parameters can be changed according to the needs of the player. The setting of multiple preset virtual prop types further improves the operability and flexibility of the player during the game. The diverse dance type settings allow players to trigger different gameplay by obtaining and releasing preset virtual props, enriching the player's visual experience and game experience, improving the stickiness between the player and the game, and avoiding the idleness and waste of game service resources.
[0281] The following explains the game interaction device provided by the present disclosure in conjunction with the accompanying drawings. The game interaction device can execute any of the game interaction methods in Figures 13 to 21 above. Its specific implementation and beneficial effects are referred to above and will not be repeated below.
[0282] FIG22 is a schematic diagram of the structure of a game interaction device provided by an embodiment of the present disclosure. As shown in FIG22 , the device includes: a determination module 2201 and a control module 2202, wherein:
[0283] The determination module 2201 is configured to determine a target aiming direction of a preset virtual prop in response to an aiming operation on the preset virtual prop;
[0284] The control module 2202 is configured to respond to a release operation on a preset virtual prop and control the preset virtual prop to be released along a target aiming direction; in the process of releasing the preset virtual prop along the target aiming direction, in response to the preset virtual prop hitting a target virtual object, control the target virtual object to perform a first dance action.
[0285] Optionally, a prop control corresponding to a preset virtual prop is provided in the graphical user interface, and the determination module 2201 is specifically configured to respond to a sliding operation acting on the prop control and determine a target aiming direction of the preset virtual prop according to the sliding direction of the sliding operation.
[0286] Optionally, the game includes a controlled virtual object, and the control module 2202 is specifically configured to control the preset virtual props to be released along the target aiming direction with the location of the controlled virtual object as the launch starting point.
[0287] Optionally, the control module 2202 is specifically configured to use the location of the controlled virtual object as the launch starting point, and control the preset virtual prop to be released along the target aiming direction according to the preset trajectory of the preset virtual prop.
[0288] Optionally, the game includes a controlled virtual object, the controlled virtual object holds a virtual firearm, and the control module 2202 is specifically configured to control the controlled virtual object holding the virtual firearm to release a preset virtual prop in the target aiming direction.
[0289] Optionally, the virtual firearm is a virtual musical instrument firearm in the shape of a musical instrument, and the virtual musical instrument firearm includes multiple preset musical instrument types. The control module 2202 is specifically configured to control the virtual object holding the virtual musical instrument firearm of the target musical instrument type to release the preset virtual prop in the target aiming direction.
[0290] Optionally, the preset virtual prop includes multiple prop styles, and the determination module 2201 is specifically configured to respond to a release operation on the preset virtual prop and randomly determine a target prop style from the multiple prop styles corresponding to the preset virtual prop;
[0291] The control module 2202 is specifically configured to control the preset virtual prop to be released along the target aiming direction in a target prop style.
[0292] Optionally, the determination module 2201 is specifically configured to obtain target appearance parameters corresponding to the virtual firearm in response to a release operation on a preset virtual prop;
[0293] The control module 2202 is specifically configured to preset the virtual prop to be displayed in a display style that matches the target appearance parameters and to release it along the target aiming direction.
[0294] Optionally, the control module 2202 is specifically configured to control the target virtual object to perform a first dance action corresponding to the target prop style.
[0295] Optionally, the control module 2202 is specifically configured to disable other skills of the target virtual object except the movement skill and the jumping skill.
[0296] Optionally, the control module 2202 is specifically configured to control the target virtual object to perform a first dance move for a first preset time.
[0297] Optionally, the control module 2202 is specifically configured to respond to a movement operation on the target virtual object within a first preset time, control the target virtual object to move according to the movement operation, and perform a first dance action during the movement.
[0298] Optionally, the control module 2202 is specifically configured to respond to a jumping operation on the target virtual object within a first preset time, control the target virtual object to jump according to the jumping operation, and perform a first dance action during the jumping process.
[0299] Optionally, the control module 2202 is specifically configured to control the performance state of the target virtual object to switch to the target performance state corresponding to the other skill if the target virtual object is hit by other skills within the first preset time, and perform the first dance action in the target performance state.
[0300] Optionally, the determination module 2201 is specifically configured to determine whether the target virtual object is a friendly virtual object in response to the preset virtual prop hitting the target virtual object;
[0301] The control module 2202 is specifically configured to control the target virtual object to perform a first dance action if no.
[0302] Optionally, the control module 2202 is specifically configured to control the target virtual object to perform a first dance move and play preset music corresponding to the first dance move in response to the preset virtual prop hitting the target virtual object during the process of releasing the preset virtual prop along the target aiming direction.
[0303] Optionally, the control module 2202 is specifically configured to respond to the preset virtual prop hitting the target virtual object during the process of releasing the preset virtual prop along the target aiming direction, control the target virtual object to perform a first dance move, and display a background effect corresponding to the first dance move in the game scene.
[0304] Optionally, the control module 2202 is specifically configured to control the target virtual object to perform a first dance movement corresponding to the virtual musical instrument firearm of the target instrument type in response to the preset virtual prop hitting the target virtual object during the process of releasing the preset virtual prop along the target aiming direction.
[0305] Optionally, the control module 2202 is specifically configured to control the target virtual object to perform a second dance action if the number of times the target virtual object is hit by the preset virtual prop within the second preset time is greater than or equal to a preset threshold.
[0306] Optionally, the first dance move and the second dance move have the same dance moves but different amplitudes, wherein the amplitude of the second dance move is greater than the amplitude of the first dance move; or the first dance move and the second dance move have different dance moves and / or different amplitudes.
[0307] Optionally, the control module 2202 is specifically configured to control the target virtual object to perform a third dance move corresponding to the preset combination if the target virtual object is hit by multiple prop styles within the second preset time and the multiple prop styles constitute a preset combination.
[0308] Optionally, the control module 2202 is specifically configured to control the target part to perform a first dance action in response to the preset virtual prop hitting the target part of the target virtual object during the process of releasing the preset virtual prop along the target aiming direction.
[0309] Optionally, the control module 2202 is specifically configured to, in response to the preset virtual prop hitting the target part of the target virtual object during the process of releasing the preset virtual prop along the target aiming direction, control the target part to perform the first dance movement with a first amplitude, and control other parts of the target virtual object except the target part to perform the first dance movement with a second amplitude.
[0310] The above-mentioned device is used to execute the method provided in the above-mentioned embodiment. Its implementation principle and technical effect are similar and will not be repeated here.
[0311] The above modules can be one or more integrated circuits configured to implement the above methods, such as one or more application-specific integrated circuits (ASICs), one or more microprocessors, or one or more field programmable gate arrays (FPGAs). For another example, when a module is implemented by scheduling program code through a processing element, the processing element can be a general-purpose processor, such as a central processing unit (CPU) or other processor that can call program code. For another example, these modules can be integrated together and implemented in the form of a system-on-a-chip (SOC).
[0312] FIG23 is a schematic structural diagram of a game interaction device provided in an embodiment of the present disclosure. The game interaction device may be integrated into a terminal device or a chip of the terminal device.
[0313] As shown in FIG. 23 , the game interaction device includes: a processor 501 , a bus 502 and a storage medium 503 .
[0314] The processor 501 is used to store programs, and the processor 501 calls the programs stored in the storage medium 503 to execute the method embodiments corresponding to the above Figures 1 to 11, or Figures 13 to 21. The specific implementation methods and technical effects are similar and will not be repeated here.
[0315] Optionally, the present disclosure further provides a program product, such as a storage medium, on which a computer program is stored, including a program that, when executed by a processor, executes an embodiment corresponding to the above method.
[0316] In the several embodiments provided in the present disclosure, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are merely schematic. For example, the division of the units is merely a logical function division. In actual implementation, there may be other division methods, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.
[0317] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.
[0318] In addition, the functional units in the various embodiments of the present disclosure may be integrated into a single processing unit, each unit may exist physically separately, or two or more units may be integrated into a single unit. The aforementioned integrated units may be implemented in the form of hardware or in the form of hardware plus software functional units.
[0319] The above-mentioned integrated unit implemented in the form of a software functional unit can be stored in a computer-readable storage medium. The above-mentioned software functional unit is stored in a storage medium, including a number of instructions for causing a computer device (which can be a personal computer, server, or network device, etc.) or a processor (English: processor) to execute some steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: a USB flash drive, a mobile hard disk, a read-only memory (English: Read-Only Memory, abbreviated: ROM), a random access memory (English: Random Access Memory, abbreviated: RAM), a magnetic disk or an optical disk, and other media that can store program code.
Claims
1. A game interaction method, the method comprising: In response to an aiming operation on a preset virtual prop, determining a target aiming direction of the preset virtual prop; In response to a release operation on the preset virtual prop, controlling the preset virtual prop to be released along the target aiming direction; During the process of releasing the preset virtual props along the target aiming direction, in response to the preset virtual props hitting the target virtual object, the target virtual object is controlled to float in the air and / or to increase in volume.
2. The method of claim 1, wherein: Providing a prop control corresponding to the preset virtual prop on a graphical user interface, and determining a target aiming direction of the preset virtual prop in response to an aiming operation on the preset virtual prop, comprises: In response to a sliding operation on the prop control, a target aiming direction of the preset virtual prop is determined according to a sliding direction of the sliding operation.
3. The method of claim 1, wherein: The game includes a controlled virtual object, and the controlling the preset virtual prop to be released along the target aiming direction includes: Taking the location of the controlled virtual object as the launching starting point, the preset virtual prop is controlled to be released along the target aiming direction.
4. The method of claim 3, wherein: The method of taking the position of the controlled virtual object as the launching starting point and controlling the preset virtual prop to be released along the target aiming direction includes: Taking the location of the controlled virtual object as the launching starting point, the preset virtual prop is controlled to be released along the target aiming direction according to the preset trajectory of the preset virtual prop.
5. The method of claim 1, wherein: The game includes a controlled virtual object, and the controlled virtual object holds a virtual firearm; In response to the release operation of the preset virtual prop, controlling the preset virtual prop to be released along the target aiming direction includes: The controlled virtual object is controlled to hold a virtual firearm and release the preset virtual prop in the target aiming direction.
6. The method of claim 5, wherein: The virtual firearms include multiple types of virtual food firearms, and the response to the release operation of the preset virtual props controls the preset virtual props to be released along the target aiming direction, including: The controlled virtual object is controlled to hold a virtual food gun of the target type, and release a preset virtual prop corresponding to the virtual food gun of the target type in the target aiming direction.
7. The method of claim 6, wherein: In response to the release operation of the preset virtual prop, controlling the controlled virtual object to hold the virtual firearm and release the preset virtual prop in the target aiming direction, comprises: In response to a release operation for a preset virtual prop, a target preset virtual prop is randomly determined from a plurality of preset virtual props corresponding to the target type of virtual firearm, and the controlled virtual object is controlled to hold the target type of virtual firearm and release the target preset virtual prop in the target aiming direction.
8. The method of claim 5, wherein: In response to the release operation of the preset virtual prop, controlling the preset virtual prop to be released along the target aiming direction includes: In response to a release operation on the preset virtual prop, obtaining a target appearance parameter corresponding to the virtual firearm; The preset virtual prop is controlled to be displayed in a display style matching the target appearance parameters, and is released along the target aiming direction.
9. The method of claim 6, wherein: During the process of controlling the target virtual object to float and / or increase in volume, the method further includes: Play a preset sound effect corresponding to the virtual food gun type.
10. The method of claim 6, wherein: During the process of controlling the target virtual object to float and / or increase in volume, the method further includes: A preset background effect corresponding to the virtual food gun type is displayed.
11. The method of claim 5, wherein: In response to the release operation of the preset virtual prop, controlling the preset virtual prop to be released along the target aiming direction includes: According to a plurality of preset virtual props possessed by the controlled virtual object, determining whether the plurality of preset virtual props constitute preset food combination props; If so, in response to the release operation of the preset virtual prop, the preset food combination prop is controlled to be released along the target aiming direction.
12. The method of claim 1, wherein: The method further comprises: Disables the target virtual object's skills.
13. The method of claim 1, wherein: The controlling the target virtual object to float in the air and / or increase in volume comprises: The target virtual object is controlled to float in the air and / or to increase in volume for a first preset time.
14. The method of claim 13, wherein: The method further comprises: In response to other virtual props hitting the target virtual object within the first preset time, the target virtual object is controlled to keep the target virtual object floating and / or increase in size, and a target action corresponding to the other virtual props is performed.
15. The method of claim 1, wherein: In response to the preset virtual prop hitting the target virtual object, controlling the target virtual object to float in the air and / or increase in volume includes: In response to the preset virtual prop hitting the target virtual object, the target virtual object is determined to be an enemy virtual object, and the target virtual object is controlled to float in the air and / or increase in size.
16. The method of claim 11, wherein: In response to the preset virtual prop hitting the target virtual object, controlling the target virtual object to float in the air and / or increase in volume includes: In response to the target virtual object being hit by the preset virtual props for a number of times greater than or equal to a preset threshold within a second preset time, the target virtual object is controlled to perform an explosion action.
17. The method of claim 1, wherein: In response to the preset virtual prop hitting the target virtual object, controlling the target virtual object to float in the air and / or increase in volume includes: In response to the preset virtual prop hitting the target virtual object, the target virtual object is controlled to float, and / or the volume of the target virtual object is controlled to increase according to a preset multiple corresponding to the preset virtual prop.
18. The method of claim 1, wherein: In response to the preset virtual prop hitting the target virtual object, controlling the target virtual object to float in the air and / or increase in volume includes: In response to the preset virtual prop hitting the target virtual object, the target virtual object is controlled to float in the air and / or increase in volume, and the model of the target virtual object is controlled to be displayed with a preset transparency.
19. The method of claim 1, wherein: In response to the preset virtual prop hitting the target virtual object, controlling the target virtual object to float in the air and / or increase in volume includes: In response to the preset virtual prop hitting the target virtual object, determining whether the target virtual object is hit multiple times by the preset virtual prop within a second preset time; If not, controlling the volume of the target virtual object to increase; If so, according to the total number of times the target virtual object is hit within the second preset time, the target virtual object is controlled to float according to the floating parameters corresponding to the total number of times, and / or the volume of the target virtual object is increased according to the increase multiple corresponding to the total number of times.
20. The method of claim 1, wherein: In the process of releasing the preset virtual props along the target aiming direction, in response to the preset virtual props hitting the target virtual object, controlling the target virtual object to float in the air and / or increase in volume includes: During the process of releasing the preset virtual prop along the target aiming direction, in response to the preset virtual prop hitting the target part of the target virtual object, controlling the target virtual object to float at a first rate and / or to increase in volume at a first rate; Alternatively, during the process of releasing the preset virtual prop along the target aiming direction, in response to the preset virtual prop hitting other parts of the target virtual object except the target part, the target virtual object is controlled to float at a second rate and / or increase in volume; wherein the first rate is greater than the second rate.
21. A game interaction device, comprising: Determine the module and control the module, where: The determination module is configured to determine a target aiming direction of the preset virtual prop in response to an aiming operation on the preset virtual prop; The control module is configured to respond to a release operation on the preset virtual prop by controlling the preset virtual prop to be released along the target aiming direction; in the process of releasing the preset virtual prop along the target aiming direction, in response to the preset virtual prop hitting the target virtual object, control the target virtual object to float in the air and / or increase in volume.
22. A game interaction method, the method comprising: In response to an aiming operation on a preset virtual prop, determining a target aiming direction of the preset virtual prop; In response to a release operation on the preset virtual prop, controlling the preset virtual prop to be released along the target aiming direction; During the process of releasing the preset virtual props along the target aiming direction, in response to the preset virtual props hitting the target virtual object, the target virtual object is controlled to perform a first dance action.
23. The method of claim 22, wherein: Providing a prop control corresponding to the preset virtual prop on a graphical user interface, and determining a target aiming direction of the preset virtual prop in response to an aiming operation on the preset virtual prop, comprises: In response to a sliding operation on the prop control, a target aiming direction of the preset virtual prop is determined according to a sliding direction of the sliding operation.
24. The method of claim 22, wherein: The game includes a controlled virtual object, and the controlling the preset virtual prop to be released along the target aiming direction includes: The location of the controlled virtual object is used as the launch starting point, and the preset virtual prop is controlled to be released along the target aiming direction.
25. The method of claim 24, wherein: The method of taking the location of the controlled virtual object as the launching starting point and controlling the preset virtual prop to be released along the target aiming direction includes: Taking the location of the controlled virtual object as the launching starting point, the preset virtual prop is controlled to be released along the target aiming direction according to the preset trajectory of the preset virtual prop.
26. The method of claim 22, wherein: The game includes a controlled virtual object, the controlled virtual object holds a virtual firearm, and the control of the preset virtual prop to release along the target aiming direction includes: The controlled virtual object is controlled to hold a virtual firearm and release the preset virtual prop in the direction of the target.
27. The method of claim 26, wherein: The virtual firearm is a virtual musical instrument firearm in the shape of a musical instrument, and the virtual musical instrument firearm includes a plurality of preset musical instrument types. The controlling the controlled virtual object to hold the virtual firearm and release the preset virtual prop toward the target aiming direction includes: The controlled virtual object is controlled to hold a virtual musical instrument firearm of the target musical instrument type and release the preset virtual prop in the target aiming direction.
28. The method of claim 22, wherein: The preset virtual props include a plurality of prop styles, and the response to the release operation of the preset virtual props controls the preset virtual props to be released along the target aiming direction, including: In response to a release operation on the preset virtual prop, randomly determining a target prop style from a plurality of prop styles corresponding to the preset virtual prop; The preset virtual prop is controlled to be released along the target aiming direction in a target prop style.
29. The method of claim 26, wherein: The controlling the controlled virtual object holding a virtual firearm and releasing the preset virtual prop in the direction of the target comprises: In response to a release operation on the preset virtual prop, obtaining a target appearance parameter corresponding to the virtual firearm; The preset virtual prop is controlled to be displayed in a display style matching the target appearance parameters, and is released along the target aiming direction.
30. The method of claim 28, wherein: The controlling the target virtual object to perform a first dance action includes: The target virtual object is controlled to perform a first dance action corresponding to the target prop style.
31. The method of claim 22, wherein: The method further comprises: Disable all skills of the target virtual object except movement skills and jumping skills.
32. The method of claim 22, wherein: The controlling the target virtual object to perform a first dance action includes: The target virtual object is controlled to perform a first dance action for a first preset time.
33. The method of claim 32, wherein: The step of controlling the target virtual object to perform a first dance action for a first preset time includes: In response to a movement operation on a target virtual object within the first preset time, the target virtual object is controlled to move according to the movement operation, and the first dance action is performed during the movement.
34. The method of claim 32, wherein: The step of controlling the target virtual object to perform a first dance action for a first preset time includes: In response to a jumping operation on a target virtual object within the first preset time, the target virtual object is controlled to jump according to the jumping operation and to perform the first dance action during the jumping process.
35. The method of claim 32, wherein: The step of controlling the target virtual object to perform a first dance action for a first preset time includes: If the target virtual object is hit by other skills within the first preset time, the performance state of the target virtual object is controlled to switch to the target performance state corresponding to the other skills, and the first dance action is performed in the target performance state.
36. The method of claim 22, wherein: In response to the preset virtual prop hitting the target virtual object, controlling the target virtual object to perform a first dance action includes: In response to the preset virtual prop hitting the target virtual object, determining whether the target virtual object is a friendly virtual object; If not, the target virtual object is controlled to perform a first dance action.
37. The method of claim 27, wherein: During the time when the target virtual object performs the first dance action, the method further includes: Play the preset music corresponding to the virtual musical instrument firearm of the target instrument type.
38. The method of claim 27, wherein: During the time when the target virtual object performs the first dance action, the method further includes: A background effect corresponding to a virtual musical instrument firearm of the target musical instrument type is displayed.
39. The method of claim 26, wherein: The virtual firearm is a virtual musical instrument firearm in the shape of a musical instrument, and the virtual musical instrument firearm includes a plurality of preset musical instrument types. In the process of releasing the preset virtual prop along the target aiming direction, in response to the preset virtual prop hitting the target virtual object, controlling the target virtual object to perform a first dance action includes: During the process of releasing the preset virtual prop along the target aiming direction, in response to the preset virtual prop hitting the target virtual object, the target virtual object is controlled to perform the first dance action corresponding to the virtual musical instrument firearm of the target musical instrument type.
40. The method of claim 22, wherein: The method further comprises: If the number of times that the target virtual object is hit by the preset virtual prop within the second preset time is greater than or equal to a preset threshold, the target virtual object is controlled to perform a second dance action.
41. The method of claim 40, wherein: The first dance move and the second dance move are the same dance move, but have different amplitudes, wherein the amplitude of the second dance move is greater than the amplitude of the first dance move; Alternatively, the first dance move and the second dance move have different dance moves and / or different amplitudes of dance moves.
42. The method of claim 27, wherein: The method further comprises: If the target virtual object is hit by multiple prop styles within the second preset time, and the multiple prop styles form a preset combination, the target virtual object is controlled to perform a third dance action corresponding to the preset combination.
43. The method of claim 22, wherein: In the process of releasing the preset virtual props along the target aiming direction, in response to the preset virtual props hitting the target virtual object, controlling the target virtual object to perform a first dance action includes: During the process of releasing the preset virtual props along the target aiming direction, in response to the preset virtual props hitting a target part of the target virtual object, the target part is controlled to perform a first dance action.
44. The method of claim 22, wherein: In the process of releasing the preset virtual props along the target aiming direction, in response to the preset virtual props hitting the target virtual object, controlling the target virtual object to perform a first dance action includes: During the process of releasing the preset virtual prop along the target aiming direction, in response to the preset virtual prop hitting a target part of the target virtual object, the target part is controlled to perform the first dance action with a first amplitude, and other parts of the target virtual object except the target part are controlled to perform the first dance action with a second amplitude.
45. A game interaction device, comprising: Determine the module and control the module, where: The determination module is configured to determine a target aiming direction of the preset virtual prop in response to an aiming operation on the preset virtual prop; The control module is configured to respond to a release operation on the preset virtual props, control the preset virtual props to be released along the target aiming direction; in the process of releasing the preset virtual props along the target aiming direction, in response to the preset virtual props hitting the target virtual object, control the target virtual object to perform a first dance action.
46. A game interaction device, the device comprising: A processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the game interaction device is running, the processor and the storage medium communicate via the bus, and the processor executes the machine-readable instructions to execute the method described in any one of claims 1-20 or claims 22-44.
47. A storage medium having a computer program stored thereon, wherein the computer program, when executed by a processor, executes the method described in any one of claims 1 to 20 or claims 22 to 44.
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