Virtual object interaction method, apparatus, device, medium and program product

By introducing interactive methods of virtual objects in the faction confrontation game, combining identity suspicion and real-time combat, the problems of slow pace and high threshold in existing games are solved, and the game rhythm is accelerated and the gameplay is diverse.

WO2025039796A9PCT designated stage expired Publication Date: 2025-04-10TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
PCT/CN2024/105402
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-08-21
Filing Date
2024-07-15
Publication Date
2025-04-10

AI Technical Summary

Technical Problem

In the existing faction confrontation game, players mainly form logical chains through language communication to guess the identities of other players, resulting in slower game pace, lack of intense and exciting elements, and a high threshold, which reduces the acceptance of gameplay.

Method used

It provides a virtual object interaction method, combining identity suspicion and adversarial gameplay of real-time combat, and by randomly allocating identity information and interactive events, the game threshold is lowered and strategy and immersiveness is increased.

Benefits of technology

It has achieved the acceleration of the game pace, increased the tension, stimulation and strategic nature of the gameplay, lowered the game threshold, and increased the acceptance of the gameplay.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present application discloses a virtual object interaction method, a related apparatus, a device and a storage medium. The method of the present application comprises: in response to a start operation of a target game matchup, displaying identity information randomly assigned to a first virtual object, wherein the identity information is first identity information, second identity information or target identity information, and the first virtual object is one of a plurality of virtual objects (310); controlling the first virtual object to initiate a target interaction event with a second virtual object; and when the target interaction event is successfully responded to, displaying an interaction event result corresponding to the target interaction event, wherein the interaction event result has an association relationship with the identity information of the first virtual object and identity information of the second virtual object (330). The present application provides an adversarial playing method combining identity suspicion and instant combat; thus, not only is the threshold of a game lowered, but both the strategic performance of the game and the sense of immersion of the playing method can also be taken into consideration.
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Description

A virtual object interaction method, device, equipment, medium and program product

[0001] This application claims priority to the Chinese patent application filed with the China Patent Office on August 21, 2023, with application number 2023110582722 and application name “A method for interacting with a virtual object, related devices, equipment and storage medium”, the entire contents of which are incorporated by reference into this application. Technical Field

[0002] The present application relates to the field of Internet technology, and in particular to the interaction of virtual objects. Background Art

[0003] With the development of the internet and electronic gaming technology, games have become a primary form of entertainment, and faction-based games have become a major craze. In faction-based games, players form their own factions and compete against each other to determine the winner. This process not only cultivates teamwork skills but also allows players to enjoy the fun of the game.

[0004] Currently, in faction-based games, players are assigned various roles to engage in strategic confrontations across multiple factions. For example, in the game "Werewolf," multiple players are assigned to two factions. One is considered the "good guys," while the other is the "werewolf." The core gameplay revolves around players' suspicion of identity.

[0005] However, the inventors have discovered at least the following issues with the current solution. Based on the core gameplay, players primarily communicate through language, forming logical chains to rigorously infer the identities of other players. As a result, the overall gameplay is slow-paced and lacks the element of excitement. Furthermore, the gameplay is overly logical, creating a certain barrier to entry and reducing its acceptance. No effective solutions have yet been proposed to address these issues.

[0006] Summary of the Invention

[0007] The embodiments of the present application provide a virtual object interaction method, related devices, equipment, and storage medium. This application provides a competitive gameplay that combines identity suspicion and real-time combat, which not only lowers the game threshold but also takes into account the game's strategy and immersive gameplay.

[0008] In view of this, the present application provides, on one hand, a virtual object interaction method, which is applied to a target game application including multiple virtual objects, where the multiple virtual objects are divided into at least a first camp and a second camp, the first camp including at least one virtual object having first identity information and at least one virtual object having second identity information, and the identity information of each virtual object in the first camp is non-public, and the second camp includes at least one virtual object having target identity information. The interaction method includes:

[0009] In response to a start operation of a target game match, displaying identity information randomly assigned to a first virtual object, wherein the identity information is first identity information, second identity information, or target identity information, and the first virtual object is one of the plurality of virtual objects;

[0010] Controlling the first virtual object to initiate a target interaction event to a second virtual object, wherein the second virtual object is another virtual object among the multiple virtual objects excluding the first virtual object;

[0011] When the target interaction event is responded to successfully, the interaction event result corresponding to the target interaction event is displayed, wherein the interaction event result is associated with the identity information of the first virtual object and the identity information of the second virtual object.

[0012] Another aspect of the present application provides a virtual object interaction device, which is applied to a target game application including a plurality of virtual objects, wherein the plurality of virtual objects are divided into at least a first camp and a second camp, wherein the first camp includes at least one virtual object having first identity information and at least one virtual object having second identity information, and wherein the identity information of each virtual object in the first camp is non-public, and the second camp includes at least one virtual object having target identity information, wherein the virtual object interaction device includes:

[0013] a display module configured to display identity information randomly assigned to a first virtual object in response to a start operation of a target game match, wherein the identity information is first identity information, second identity information, or target identity information, and the first virtual object is one of the plurality of virtual objects;

[0014] a control module, configured to control the first virtual object to initiate a target interaction event to a second virtual object, wherein the second virtual object is another virtual object among the plurality of virtual objects excluding the first virtual object;

[0015] The display module is further configured to display an interaction event result corresponding to the target interaction event when the target interaction event response is successful, wherein the interaction event result is associated with the identity information of the first virtual object and the identity information of the second virtual object.

[0016] On the other hand, the present application provides a computer device, including a memory and a processor, wherein the memory stores a computer program, and the processor implements the above-mentioned methods when executing the computer program.

[0017] Another aspect of the present application provides a computer-readable storage medium having a computer program stored thereon, which implements the above-mentioned methods when the computer program is executed by a processor.

[0018] Another aspect of the present application provides a computer program product, including a computer program, which implements the above-mentioned methods when executed by a processor.

[0019] It can be seen from the above technical solutions that the embodiments of the present application have the following advantages:

[0020] In an embodiment of the present application, a virtual object interaction method is provided, wherein the method involves dividing multiple virtual objects into at least a first camp and a second camp. The first camp includes at least one virtual object with first identity information and at least one virtual object with second identity information, wherein the identity information of each virtual object in the first camp is not publicly available. The second camp includes at least one virtual object with target identity information. Based on this, first, in response to a start operation of a target game match, the randomly assigned identity information of the first virtual object is displayed. Then, the first virtual object is controlled to initiate a target interaction event with the second virtual object. If the target interaction event is successfully responded to, the interaction event result corresponding to the target interaction event is displayed, wherein the interaction event result is associated with the identity information of the first virtual object and the identity information of the second virtual object. Through the above method, after starting a game match, a player can learn their randomly assigned identity information and determine their camp based on the identity information. During a two-camp competition, the player in the first camp needs to guess the identity information assigned to the other player, and the player can also control the virtual object to interact with the other virtual object. Therefore, this application provides a competitive gameplay that combines identity suspicion with real-time combat, which not only lowers the entry threshold but also takes into account the game's strategy and immersive gameplay. Moreover, by displaying identity information and displaying the results of interactive events after initiating the target interactive event, it can effectively guide players in interactive decision-making, reduce the number of unnecessary interactions, and thus improve interaction efficiency and the utilization of interactive resources. BRIEF DESCRIPTION OF THE DRAWINGS

[0021] FIG1 is a schematic diagram of an implementation environment of a virtual object interaction method according to an embodiment of the present application;

[0022] FIG2 is a schematic diagram of a duration relationship based on different stages of a target game application according to an embodiment of the present application;

[0023] FIG3 is a flow chart of a virtual object interaction method according to an embodiment of the present application;

[0024] FIG4 is a schematic diagram of a process flow based on different stages of a target game application according to an embodiment of the present application;

[0025] FIG5 is a schematic diagram of a first virtual object rescuing a second virtual object in an embodiment of the present application;

[0026] FIG6 is a schematic diagram of loading a first progress bar in an embodiment of the present application;

[0027] FIG7 is another schematic diagram of loading the first progress bar in an embodiment of the present application;

[0028] FIG8 is a schematic diagram of a first virtual object automatically releasing a trapped state in an embodiment of the present application;

[0029] FIG9 is a schematic diagram of a second virtual object rescuing a first virtual object in an embodiment of the present application;

[0030] FIG10 is a schematic diagram of a first virtual object initiating an attack operation against a second virtual object according to an embodiment of the present application;

[0031] FIG11 is a schematic diagram of a first virtual object performing a remote attack in an embodiment of the present application;

[0032] FIG12 is a schematic diagram showing the settlement result of the first game in an embodiment of the present application;

[0033] FIG13 is a schematic diagram of updating the number of currently alive objects in an embodiment of the present application;

[0034] FIG14 is another schematic diagram of a first virtual object initiating an attack operation against a second virtual object according to an embodiment of the present application;

[0035] FIG15 is another schematic diagram of a first virtual object performing a remote attack according to an embodiment of the present application;

[0036] FIG16 is a schematic diagram of a first virtual object performing a melee attack in an embodiment of the present application;

[0037] FIG17 is a schematic diagram showing the settlement result of the second game in an embodiment of the present application;

[0038] FIG18 is a schematic diagram of switching identity information of a first virtual object in an embodiment of the present application;

[0039] FIG19 is a schematic diagram of identity information disclosure for the second camp in an embodiment of the present application;

[0040] FIG20 is a schematic diagram of a first virtual object placing a trap prop in an embodiment of the present application;

[0041] FIG21 is a schematic diagram of picking up virtual resources in an embodiment of the present application;

[0042] FIG22 is a schematic diagram of providing corresponding rewards based on resource types in an embodiment of the present application;

[0043] FIG23 is a schematic diagram of updating virtual resources in a virtual scene according to an embodiment of the present application;

[0044] FIG24 is a schematic diagram of a scene map constructed based on a virtual scene in an embodiment of the present application;

[0045] FIG25 is a schematic diagram of a user operation interface in an embodiment of the present application;

[0046] FIG26 is a schematic diagram of a virtual object interaction device according to an embodiment of the present application;

[0047] FIG27 is a schematic structural diagram of a computer device in an embodiment of the present application. DETAILED DESCRIPTION

[0048] The embodiments of the present application provide a virtual object interaction method, related devices, equipment, and storage medium. This application provides a competitive gameplay that combines identity suspicion and real-time combat, which not only lowers the game threshold but also takes into account the game's strategy and immersive gameplay.

[0049] The terms "first", "second", "third", "fourth", etc. (if any) in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects and are not necessarily used to describe a specific order or sequential order. It should be understood that the numbers used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can, for example, be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "corresponding to" and any variations thereof are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0050] Faction versus game events generally take place online or offline. Online events typically utilize multiplayer online gaming platforms, while offline events involve organizers providing venues and equipment for on-site competitions. In both online and offline competitions, players must form their own factions and choose the appropriate game mode to compete.

[0051] In one type of faction-based game, players are assigned various roles to engage in strategic confrontations across multiple factions. Typically, players are divided into two factions, one considered the "good guys" and the other the "werewolfs." The core gameplay revolves around players' suspicion of identity, primarily through verbal communication, forming logical chains and rigorously deducing the identities of other players. The gameplay experience tends to be slow-paced, verbal, and logical, creating a certain barrier to entry and reducing player acceptance.

[0052] In another type of faction-versus-faction game, players are assigned to various dual or multi-faction configurations, engaging in equal offense and defense, or one side pursuing or attacking the other. In this type of gameplay, players often possess various real-time combat offensive and defensive capabilities, and the gameplay leans heavily towards combat maneuvers and tactics. In actual gameplay, the focus is largely on maneuvers, resulting in relatively limited depth and excitement.

[0053] Based on this, the present application provides a multi-player, confrontational gameplay that combines identity suspicion with real-time combat elements. Players are assigned different identities, and players with different identities have different abilities. For example, virtual objects with first identity information (e.g., "guard" identity) and virtual objects with target identity information (e.g., "killer" identity) both have melee or ranged attack capabilities. During real-time combat, the gameplay is naturally exciting during the attack, confrontation, pursuit, and evasion processes. Virtual objects with second identity information (e.g., "doll" identity) do not have attack capabilities. At the same time, players in the first camp (e.g., the "good guy" camp) do not know the identity information of all players and need to carefully and gradually identify the identities of other players during the game while avoiding being attacked. This adds a strong strategic element of identity suspicion to the gameplay. The virtual object interaction method provided in the present application includes at least one of the following scenarios when applied.

[0054] 1. Asymmetric camp;

[0055] In conjunction with the solution provided in this application, for example, it is assumed that each game requires a fixed number of 10 players to participate together, and each player controls a virtual object. After entering the game, the players will be randomly assigned an identity information, for example, 2 players are "killer" identities, 2 players are "guard" identities, and 6 players are "doll" identities. Among them, players with the "killer" identity belong to one camp (for example, the "bad guy" camp), and players with the "guard" identity or "doll" identity belong to the other camp (for example, the "good guy" camp). It can be seen that the number of players in the two camps is not equal. At this time, it is a confrontation between asymmetric camps.

[0056] During the confrontation between the two camps, the goal of the "bad guy" camp players is to eliminate all "guard" and "doll" identity players within the game time. The goal of the "good guy" camp players is to eliminate all "killer" identity players or survive until the end of the game time.

[0057] 2. Symmetrical camp;

[0058] In conjunction with the solution provided in this application, for example, it is assumed that each game requires a fixed number of 10 players to participate together, and each player controls a virtual object. After entering the game, the players will be randomly assigned an identity information. For example, 5 players are "killer" identities, 2 players are "guard" identities, and 3 players are "doll" identities. Among them, players with the "killer" identity belong to one camp (for example, the "bad guy" camp), and players with the "guard" identity or "doll" identity belong to the other camp (for example, the "good guy" camp). It can be seen that the number of players in the two camps is equal. At this time, it is a confrontation between symmetrical camps.

[0059] During the battle between the two camps, players in the "good" camp can be resurrected once using a resurrection item. If a player in the "good" camp does not have a resurrection item, they will be eliminated immediately after being killed by a player with the "killer" identity.

[0060] 3. Customize your camp;

[0061] In conjunction with the solution provided in this application, for example, it is assumed that each game requires a fixed number of 10 players to participate together, and each player controls a virtual object. Before entering the game, players can independently choose the camp type. For example, in "Camp Type A", there is 1 player with the identity of "Killer", 2 players with the identity of "Guard", and 7 players with the identity of "Doll". In "Camp Type B", there are 2 players with the identity of "Killer", 2 players with the identity of "Guard", and 6 players with the identity of "Doll". In "Camp Type C", there are 5 players with the identity of "Killer", 2 players with the identity of "Guard", and 3 players with the identity of "Doll". After players select the camp type, they will be matched with other players who have selected the same camp type in the same game. After entering the game, players will be randomly assigned an identity information, and players will fight according to the identity information.

[0062] It should be noted that the above application scenarios are only examples, and the virtual object interaction method provided in this embodiment can also be applied to other scenarios, which are not limited here.

[0063] The method provided in this application can be applied to the implementation environment shown in Figure 1, which includes a first terminal 110, a second terminal 120, a third terminal 130, and a server 140. Each terminal and the server 140 can communicate with each other through a communication network 140. The communication network 140 uses standard communication technologies and / or protocols, and is typically the Internet, but can also be any network, including but not limited to Bluetooth, a local area network (LAN), a metropolitan area network (MAN), a wide area network (WAN), a mobile network, a dedicated network, or any combination of a virtual private network. In some embodiments, customized or dedicated data communication technologies can be used to replace or supplement the above-mentioned data communication technologies.

[0064] The terminals involved in this application include, but are not limited to, mobile phones, tablet computers, laptop computers, desktop computers, intelligent voice interaction devices, virtual reality devices, smart home appliances, vehicle-mounted terminals, aircraft, etc. The client is deployed on the terminal and can be run on the terminal 110 via a browser or a standalone application (APP). For example, the first terminal 110, the second terminal 120, and the third terminal 130 are terminals used by players with different identity information. In actual applications, a larger number of terminals may be included.

[0065] The server 140 involved in this application can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers. It can also be a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence (AI) platforms.

[0066] In conjunction with the above implementation environment, in step S1, the first terminal 110, the second terminal 120, and the third terminal 120 each send a game start command to the server 140 via the communication network 150. In step S2, the server 140 randomly assigns identity information to each player based on the game start command triggered by each player. The server 140 then sends the corresponding player's identity information to each terminal via the communication network 150.

[0067] In step S3, the player can trigger an interactive event (e.g., an attack) through the terminal and feed the interactive event back to the server 140 via the communication network 150. For example, the player attacks a virtual object controlled by another player through the first terminal 110. It should be noted that the player can also choose not to trigger any interactive event during the game. In step S4, the server 140 generates a corresponding interactive event result based on the interactive event and the identity information corresponding to the player, and sends the interactive event result to the corresponding terminal via the communication network 150. In step S5, when the game ends, the server 140 sends the game settlement result of this round of the game to each terminal via the communication network 150.

[0068] Based on the implementation scenario shown in FIG1 , for ease of understanding, please refer to FIG2 , which is a schematic diagram illustrating the relationship between the durations of different stages of a target game application in an embodiment of the present application. As shown in the figure, 210 indicates the loading stage, 220 indicates the preparation stage, 230 indicates the game stage, and 240 indicates the end stage. Each stage will be described below.

[0069] Loading Phase: Before players can enter a game, they must first enter the loading phase. This phase is used to load the virtual scene within the game and wait for all players to join. Once all players have finished loading, the game begins simultaneously.

[0070] Preparation Phase: After loading, all players enter the preparation phase, which has a fixed duration (e.g., 5 seconds). During this phase, each player is randomly assigned an identity and spawn location. During this phase, each player can see their identity for the current game, but cannot perform actions such as moving.

[0071] Game Phase: After the preparation phase, all players can control their virtual objects to officially begin the game. Players from different factions can move, fight, and pursue each other in the scene to achieve victory. Assuming that the game phase lasts a maximum of 300 seconds, based on this, in actual gameplay, due to the presence of virtual props that reduce the game duration, the game time is a dynamic value (i.e., less than or equal to 300 seconds).

[0072] Ending Phase: When the game time ends or one team achieves victory, the game automatically ends. During the ending phase, the results of the game and player points are displayed.

[0073] In combination with the above introduction, the virtual object interaction method in the present application will be introduced below. Please refer to Figure 3. The virtual object interaction method in the embodiment of the present application can be completed independently by the terminal, can be completed independently by the server, or can be completed by the terminal and the server in cooperation. The present application is applied to a target game application including multiple virtual objects. The multiple virtual objects are divided into at least a first camp and a second camp. The first camp includes at least one virtual object with first identity information and at least one virtual object with second identity information. In addition, the identity information of each virtual object in the first camp is non-public. The second camp includes at least one virtual object with target identity information. The method of the present application includes:

[0074] 310. In response to a start operation of a target game match, displaying identity information randomly assigned to a first virtual object, wherein the identity information is first identity information, second identity information, or target identity information, and the first virtual object is one of a plurality of virtual objects;

[0075] In one or more embodiments, the target game supports at least three players, each of whom controls a virtual object. Based on this, each virtual object is randomly assigned an identity. The identity information indicates the specific role the player will play upon entering the game, and the identity determines the abilities of the virtual object.

[0076] Specifically, this application is introduced using the "first virtual object" controlled by the player as an example. Based on this, when the target game match starts, the identity information of the first virtual object will be displayed, and the identity information is the first identity information, the second identity information or the target identity information. Among them, the first identity information can be the "guard" identity, the second identity information can be the "doll" identity, and the target identity information can be the "killer" identity. Players with the first identity information or the second identity information belong to the same camp, while players with the target identity information belong to another camp. In a confrontational game, a camp represents a group that confronts each other. Each camp may contain players with at least one identity. The camp determines the cooperation and confrontation relationship of the players included, as well as the determination of the winning and losing conditions.

[0077] A player can use a game account to log in to a target game application running on a client and control a first virtual object in a target game match. A corresponding game screen is displayed on a terminal where the client running the target game application is located. In a third-person perspective, the game screen displays the first virtual object controlled by the player, while in a first-person perspective, the game screen may not display the first virtual object controlled by the player.

[0078] It is understandable that the target game application involved in this application may be presented in a variety of forms, including but not limited to two-dimensional (2D) form, three-dimensional (3D) form, virtual reality (VR) form, augmented reality (AR) form, and mixed reality (MR) form.

[0079] It should be noted that the term "in response to" in this application is used to indicate the conditions or states upon which the execution of an operation depends. When certain conditions or states are met, one or more operations may be executed. These operations may be in real time or with a certain delay.

[0080] 320. Control the first virtual object to initiate a target interaction event to a second virtual object, where the second virtual object is another virtual object among the multiple virtual objects excluding the first virtual object;

[0081] In one or more embodiments, a player can control a first virtual object to initiate a target interaction event with a second virtual object. Specifically, the first virtual object interacts with the second virtual object to trigger a target interaction event. Target interaction events include, but are not limited to, rescue, ranged attack, and melee attack.

[0082] 330. If the target interaction event is successfully responded to, the interaction event result corresponding to the target interaction event is displayed, where the interaction event result is associated with the identity information of the first virtual object and the identity information of the second virtual object. For example, the virtual object with the first identity information has the ability to run, jump, attack, and rescue. The virtual object with the second identity information has the ability to run, jump, and rescue, but not the ability to attack. The virtual object with the target identity information has the ability to run, jump, attack, and place traps.

[0083] In one or more embodiments, when a target interaction event is successfully responded to, the interaction event result corresponding to the target interaction event will be displayed. The interaction event result is not only related to the target interaction event, but also to the identity information of the first virtual object and the identity information of the second virtual object. For example, if the first virtual object and the second virtual object belong to the same faction and the target interaction event is "attack," then the interaction event result is that the first virtual object accidentally injures the second virtual object, resulting in the elimination of the player controlling the second virtual object.

[0084] For example, for ease of understanding, please refer to FIG4 , which is a flowchart of different stages of a target game application in an embodiment of the present application. Specifically, as shown in the figure:

[0085] In step 410, all players participating in the target game match load the virtual scene in the game.

[0086] In step 420, after waiting for all players to finish loading, the preparation phase may be entered.

[0087] In step 430, the system randomly assigns identity information to the players in this round and displays it to the corresponding players.

[0088] In step 440, after waiting for a fixed period of time (eg, 5 seconds), the game phase is officially entered.

[0089] In step 450, after entering the game phase, the player with the first identity information can control the virtual object to pick up items and fight against the virtual object of the second camp. The player with the second identity information can control the virtual object to pick up items and dodge attacks. The player with the target identity information seeks out and attacks the virtual object of the first camp.

[0090] In step 460, the game time is waited for to end, or all players of one camp are eliminated.

[0091] In step 470, the win / loss result of the current game and the settlement results such as the points reward are displayed to all players.

[0092] In an embodiment of the present application, a method for interacting with virtual objects is provided. Through the above method, after starting a game, players can learn their randomly assigned identity information and determine their camp based on this identity information. During a two-camp confrontation, players belonging to the first camp need to guess the identity information assigned to other players, and players can also control virtual objects to interact with other virtual objects. Thus, the present application provides a competitive gameplay that combines identity suspicion with real-time combat, which not only lowers the entry level to the game, but also balances the game's strategic and immersive gameplay.

[0093] Optionally, based on one or more embodiments corresponding to FIG. 3 above, in another optional embodiment provided by the embodiment of the present application, the identity information of the first virtual object is the first identity information or the second identity information, and the identity information of the second virtual object is the first identity information or the second identity information;

[0094] Controlling the first virtual object to initiate a target interaction event to the second virtual object may specifically include:

[0095] When the second virtual object is in an immobile state, controlling the first virtual object to initiate a rescue operation for the second virtual object and displaying a first progress bar, wherein the first progress bar is used to indicate the progress of resolving the immobile state of the second virtual object;

[0096] If the target interaction event is successfully responded to, the interaction event result corresponding to the target interaction event is displayed, which may include:

[0097] When the first progress bar is loaded, it is determined that the target interaction event response is successful, and the second virtual object is displayed after the immobile state is released.

[0098] In one or more embodiments, a method for rescuing other virtual objects is described. As can be seen from the aforementioned embodiments, a virtual object (e.g., a second virtual object) with a first identity (e.g., a "guard" identity) or a second identity (e.g., a "doll" identity) may become trapped and unable to move. Consequently, other virtual objects belonging to the first faction can rescue the trapped virtual object.

[0099] Specifically, for easier understanding, please refer to FIG. 5 , which is a schematic diagram of a first virtual object rescuing a second virtual object in an embodiment of the present application. As shown in FIG. 5 (A), 510 indicates the first virtual object. 520 indicates the second virtual object. At this point, the second virtual object is trapped in a trap and cannot move.

[0100] As shown in Figure 5 (B), when the first virtual object approaches the second virtual object trapped in the trap, a rescue control as indicated by 530 is displayed. When the player clicks or long presses the rescue control indicated by 530, the first virtual object is triggered to initiate a rescue operation to the second virtual object. As a result, a first progress bar as indicated by 540 is displayed, wherein the first progress bar is used to indicate the progress of the second virtual object being released from the immobile state. For example, when the player clicks or long presses the rescue control indicated by 530, a countdown to a successful rescue can also be displayed. For example, the countdown shown in the figure is 6 seconds.

[0101] When the first progress bar finishes loading (i.e., the bar finishes reading), the interface shown in Figure 5(C) is displayed. At this point, the target interaction event (i.e., the "rescue event") is successfully responded to, and thus, the second virtual object indicated by 520 is no longer immobile and can resume free movement in the virtual scene.

[0102] It is understandable that in one possible design scheme, a virtual object with target identity information (e.g., "killer" identity) will not be trapped in the trap. Based on this, the player can reasonably infer that the virtual object trapped in the trap (e.g., the second virtual object 520 in Figure 5) belongs to the first camp.

[0103] Secondly, the embodiments of this application provide a method for rescuing other virtual objects. Through this method, virtual objects belonging to the same first camp can rescue each other. This can, on the one hand, enhance teamwork and strengthen the ability of players to collaborate. On the other hand, it can also enhance social skills.

[0104] Optionally, based on one or more embodiments corresponding to FIG. 3 above, in another optional embodiment provided by the embodiment of the present application, after displaying the first progress bar, the following may also be included:

[0105] In a case where the loading of the first progress bar is not completed, if the first virtual object is controlled to end the rescue operation initiated for the second virtual object, the loading progress of the first progress bar is reset.

[0106] In one or more embodiments, a method for handling interrupted rescue is described. As can be seen from the aforementioned embodiments, during the rescue process, a virtual object (e.g., a first virtual object) with first identity information (e.g., a "guard" identity) or second identity information (e.g., a "doll" identity) may be interrupted due to reasons such as avoiding an attack. Based on this, the following diagram illustrates how to handle interrupted rescue.

[0107] Specifically, for ease of understanding, please refer to Figure 6, which is a schematic diagram of loading the first progress bar in an embodiment of the present application. As shown in Figure 6 (A), 610 is used to indicate the first virtual object. 620 is used to indicate the second virtual object. When the first virtual object approaches the second virtual object trapped in a trap, a rescue control as indicated by 630 is displayed. When the player clicks or long presses the rescue control indicated by 630, the first virtual object is triggered to initiate a rescue operation to the second virtual object. As a result, a first progress bar as indicated by 640 is displayed, wherein the first progress bar is used to indicate the progress of the second virtual object in releasing the immobile state.

[0108] Assume that while the first progress bar is loading, the player controls the first virtual object to stop rescuing (i.e., ends the rescue operation initiated on the second object), thereby displaying the interface shown in Figure 6(B). At this time, the first progress bar indicated by 640 is reset. As shown in Figure 6(C), if the player controls the first virtual object to initiate a rescue operation on the second virtual object again, the first progress bar indicated by 640 needs to be reloaded.

[0109] Again, in the embodiment of the present application, a method for handling the case of interrupted rescue is provided. In this way, if the rescue process is interrupted, the timer needs to be restarted when the rescue is carried out again. This increases the tension and excitement of the rescue process.

[0110] Optionally, based on one or more embodiments corresponding to FIG. 3 above, in another optional embodiment provided by the embodiment of the present application, after displaying the first progress bar, the following may also be included:

[0111] When the loading of the first progress bar is not completed, if the first virtual object is controlled to end the rescue operation initiated for the second virtual object, the loading progress of the first progress bar is paused;

[0112] The first virtual object is controlled to initiate a rescue operation on the second virtual object again, and the first progress bar for continuing the progress loading is displayed.

[0113] In one or more embodiments, another method for handling interrupted rescue is described. As can be seen from the aforementioned embodiments, during the rescue process, a virtual object (e.g., a first virtual object) with first identity information (e.g., a "guard" identity) or second identity information (e.g., a "doll" identity) may be interrupted due to reasons such as avoiding an attack. Based on this, the following diagrams illustrate how to handle interrupted rescue.

[0114] Specifically, for ease of understanding, please refer to Figure 7, which is another schematic diagram of loading the first progress bar in an embodiment of the present application. As shown in Figure 7 (A), 710 is used to indicate the first virtual object. 720 is used to indicate the second virtual object. When the first virtual object approaches the second virtual object trapped in the trap, a rescue control as indicated by 730 is displayed. When the player clicks or long presses the rescue control indicated by 730, the first virtual object is triggered to initiate a rescue operation to the second virtual object. As a result, a first progress bar as indicated by 740 is displayed, wherein the first progress bar is used to indicate the progress of the second virtual object in releasing the immobile state.

[0115] Assume that while the first progress bar is loading, the player controls the first virtual object to stop rescuing (i.e., ends the rescue operation initiated on the second object), thereby displaying the interface shown in Figure 7(B). At this time, the first progress bar indicated by 740 stops at a certain position. As shown in Figure 7(C), when the player controls the first virtual object to initiate a rescue operation on the second virtual object again, the first progress bar indicated by 740 resumes loading from the point where progress stopped.

[0116] Again, in the embodiment of the present application, a method for handling the interruption of the rescue operation is provided. Through the above method, if the rescue process is interrupted, the rescue process can be continued from the last interruption progress when the rescue is performed again. This can speed up the rhythm of the game.

[0117] Optionally, based on one or more embodiments corresponding to FIG. 3 above, in another optional embodiment provided by the embodiment of the present application, the identity information of the first virtual object is the first identity information or the second identity information;

[0118] It may also include:

[0119] When the first virtual object is in an immobile state, displaying a second progress bar, wherein the second progress bar is used to indicate the progress of releasing the immobile state of the first virtual object;

[0120] When the second progress bar is loaded, the first virtual object is displayed after being released from the immobile state.

[0121] In one or more embodiments, a method for automatically releasing a virtual object from a trapped state is described. As can be seen from the aforementioned embodiments, a virtual object (e.g., a first virtual object) with a first identity (e.g., a "guard" identity) or a second identity (e.g., a "doll" identity) may become trapped and unable to move. If no one rescues it within a certain period of time, the virtual object will automatically break free from the trap.

[0122] Specifically, for ease of understanding, please refer to FIG. 8 , which is a schematic diagram illustrating the automatic release of a first virtual object from a trapped state in an embodiment of the present application. As shown in FIG. 8 (A), 810 indicates the first virtual object. At this point, the first virtual object is trapped in a trap and is unable to move. While the first virtual object is trapped, a second progress bar indicated by 820 is displayed. The second progress bar indicates the progress of the second virtual object being released from its immobilized state.

[0123] Assume that no other virtual object rescues the first virtual object while the second progress bar is loading. Based on this, as shown in Figure 8(B), when the second progress bar has finished loading (i.e., the bar finishes loading), the trap automatically disappears, and the first virtual object is automatically released from its trapped state. Based on this, as shown in Figure 8(C), the second virtual object indicated by 840 is no longer immobile and can resume free movement in the virtual scene.

[0124] Secondly, embodiments of this application provide a method for automatically releasing a virtual object from a trapped state. This method allows a virtual object to automatically free itself from a trap if no one rescues it for a period of time. This prevents players from being unable to continue playing the game due to prolonged periods of inactivity, thereby improving the rationality and feasibility of gameplay.

[0125] Optionally, based on one or more embodiments corresponding to FIG. 3 above, in another optional embodiment provided by the embodiment of the present application, the identity information of the second virtual object is the first identity information or the second identity information;

[0126] After displaying the second progress bar, the following steps may be further included:

[0127] If a rescue operation is initiated by the second virtual object for the first virtual object, a third progress bar is displayed, wherein the third progress bar is used to indicate the progress of releasing the immobile state of the first virtual object, and the time required for the third progress bar to load is less than the time required for the second progress bar to load.

[0128] In one or more embodiments, a method is described for a virtual object to be rescued by other virtual objects in the same faction. As can be seen from the aforementioned embodiments, a virtual object (e.g., the first virtual object) with a first identity (e.g., a "guard" identity) or a second identity (e.g., a "doll" identity) may become trapped and unable to move. As a result, other virtual objects in the first faction can rescue the trapped virtual object.

[0129] Specifically, for ease of understanding, please refer to Figure 9, which is a schematic diagram of a second virtual object rescuing a first virtual object in an embodiment of the present application. As shown in Figure 9 (A), 910 is used to indicate the first virtual object. 920 is used to indicate the second virtual object. At this time, the first virtual object is trapped in a trap and is unable to move. While the first virtual object is trapped, a second progress bar indicated by 930 is displayed. The second progress bar is used to indicate the progress of rescuing the second virtual object from its immobility.

[0130] As shown in Figure 9 (B), when the second virtual object approaches the first virtual object trapped in the trap, the second virtual object can initiate a rescue operation for the first virtual object, thereby displaying a third progress bar indicated by 940, wherein the third progress bar is used to indicate the progress of releasing the first virtual object from the immobile state. It should be noted that the time required for the third progress bar to load is less than the time required for the second progress bar to load. For example, the time required for the second progress bar to load is 20 seconds, and the time required for the third progress bar to load is 10 seconds. It can be seen that if the virtual object needs to automatically release the trapped state, it will wait for a longer time. Therefore, the significance of the rescue by players in the same camp is more obvious.

[0131] When the third progress bar is loaded (ie, the reading bar ends), the interface shown in Figure 9 (C) is displayed. At this time, the first virtual object indicated by 910 has been released from the immobile state and resumes free movement in the virtual scene.

[0132] Furthermore, in an embodiment of the present application, a method is provided for a virtual object to be rescued by other virtual objects in the same camp. This method allows other virtual objects in the same camp to rescue a trapped virtual object. This enhances teamwork and collaboration between players.

[0133] Optionally, based on one or more embodiments corresponding to FIG. 3 above, in another optional embodiment provided by the embodiment of the present application, the identity information of the first virtual object is the first identity information, and the identity information of the second virtual object is the first identity information, the second identity information, or the target identity information;

[0134] Controlling the first virtual object to initiate a target interaction event to the second virtual object may specifically include:

[0135] Controlling the first virtual object to initiate an attack operation on the second virtual object;

[0136] If the target interaction event is successfully responded to, the interaction event result corresponding to the target interaction event is displayed, which may include:

[0137] When the second virtual object is hit by the first virtual object, it is determined that the target interaction event response is successful, and the second virtual object is eliminated in the target game match.

[0138] In one or more embodiments, a method for triggering an attack by a first virtual object with first identity information is described. As can be seen from the aforementioned embodiments, a virtual object (e.g., a first virtual object) with first identity information (e.g., a "guard" identity) also has attack capabilities. Thus, the virtual object can initiate an attack against any virtual object with any identity information.

[0139] Specifically, for ease of understanding, please refer to Figure 10, which is a schematic diagram of a first virtual object initiating an attack operation on a second virtual object in an embodiment of the present application. As shown in Figure 10 (A), 1010 is used to indicate the first virtual object. 1020 is used to indicate the second virtual object. 1030 is used to indicate a shooting control. When the player clicks the shooting control indicated by 1030, the first virtual object is triggered to initiate an attack operation on the second virtual object. When the second virtual object is hit by the first virtual object, the interface shown in Figure 10 (B) is displayed. At this time, the target interaction event (i.e., the "remote attack event") responds successfully, and thus, the second virtual object indicated by 1020 is eliminated in the target game match.

[0140] It is understandable that when a virtual object with the first identity information shoots at a target, the virtual object that is hit will be eliminated. The shooting interval of the virtual object can be set to 1 second, or other values, which are not limited here.

[0141] Secondly, the present embodiment provides a method for a first virtual object with first identity information to trigger an attack. Through this method, virtual objects can also trigger attacks on other virtual objects, and the virtual objects that are hit will be eliminated. As can be seen, players mainly engage in intense real-time combat, pursuit and escape, and other confrontational forms, which lowers the entry level to the game and makes the game more rapid.

[0142] Optionally, based on one or more embodiments corresponding to FIG. 3 above, in another optional embodiment provided by the embodiment of the present application, controlling the first virtual object to initiate an attack operation on the second virtual object may specifically include:

[0143] In response to a touch operation on a shooting control, controlling the first virtual object to enter a shooting ready state and displaying a crosshair trajectory, wherein the crosshair trajectory is a trajectory from a starting point of the trajectory where the shooting prop is located to a landing point of the trajectory for previewing the shooting path;

[0144] In response to a release operation on the shooting control, if the aiming line trajectory collides with a collision box of the second virtual object, it is determined that the second virtual object is hit by the first virtual object.

[0145] In one or more embodiments, a method for a first virtual object with first identity information to conduct a remote attack is introduced. As can be seen from the aforementioned embodiments, a virtual object (e.g., the first virtual object) with first identity information (e.g., a "guard" identity) can remotely attack a virtual object with any identity information.

[0146] Specifically, for ease of understanding, please refer to Figure 11, which is a schematic diagram of the first virtual object performing a long-range attack in an embodiment of the present application. As shown in Figure 11 (A), 1110 is used to indicate the first virtual object. 1120 is used to indicate the second virtual object. 1130 is used to indicate the shooting control. As shown in Figure 11 (B), when the player clicks the shooting control indicated by 1130, the first virtual object enters a shooting preparation state. At this time, the aiming action is played through animation fusion, and the pre-specified shooting prop model is loaded into the hand skeleton of the first virtual object. At the same time, the aiming line trajectory as indicated by 1140 is displayed. The aiming line trajectory is based on the basic model given by the artist and is dynamically generated by the program according to the parabola parameters. Based on the player's dragging trajectory for the shooting button, corresponding direction changes are made to realize the function of the first virtual object aiming in all directions.

[0147] When the first virtual object is in the shooting ready state, if the player releases the shooting control, a release operation on the shooting control is triggered. At this time, the first virtual object is controlled to initiate an attack operation towards the second virtual object. Then, the first virtual object immediately fires a shot, and the virtual bullet is fired along the aiming line trajectory indicated by 1140.

[0148] As shown in Figure 11 (C), the landing point of the aiming trajectory is the landing point of the virtual bullet. Reference numeral 1150 indicates a collision box attached to the virtual bullet itself for collision detection (i.e., a grid approximately similar to the virtual bullet). Reference numeral 1160 indicates a collision box attached to the second virtual object for collision detection (i.e., a capsule mesh located at the center of the second virtual object). If the collision box of the virtual bullet hits the collision box of the second virtual object, indicating that the aiming trajectory collides with the collision box of the second virtual object, the first virtual object's attack hits the second virtual object.

[0149] It should be noted that the above interface may also include shooting props, such as virtual guns, virtual darts, virtual explosives, etc. The shooting props may be props held by virtual objects or props placed in the virtual scene at the beginning of the game, which is not limited here.

[0150] In one possible design scheme, a virtual object with a first identity information (for example, a "guard" identity) holds a specific shooting prop. Based on this, if the player assigned with the first identity information believes that the other player belongs to the same camp as himself, he can also aim and use the shooting props when aiming to indicate his identity in order to establish a mutual trust relationship.

[0151] Furthermore, in an embodiment of the present application, a method for a first virtual object with first identity information to perform a remote attack is provided. Through this method, a virtual object with first identity information can perform a remote attack on another virtual object, and during the attack, a corresponding aiming line trajectory is displayed. This reduces the difficulty of aiming, helps speed up the game rhythm, and is better suited to the fragmented time of mobile devices.

[0152] Optionally, based on one or more embodiments corresponding to FIG. 3 above, another optional embodiment provided by the embodiment of the present application may further include, after the second virtual object is eliminated in the target game match:

[0153] If the identity information of the second virtual object is the target identity information, and the second virtual object is the last surviving virtual object in the second camp, the first game settlement result of the target game game is displayed, wherein the first game settlement result indicates that the first camp defeats the second camp.

[0154] In one or more embodiments, a method for accurately handling an attack by a first virtual object is described. As can be seen from the aforementioned embodiments, after the second virtual object is hit by the attack, it will be eliminated in the target game match. Based on this, if the identity information of the second virtual object is the target identity information (for example, the "killer" identity), it is also necessary to determine whether there are any surviving virtual objects in the second camp. If there are any surviving virtual objects in the second camp, the target game match will continue. Conversely, if there are no surviving virtual objects in the second camp, the target game match ends and enters the settlement phase. At this point, the first camp defeats the second camp.

[0155] Specifically, for ease of understanding, please refer to Figure 12, which is a schematic diagram showing the first game settlement result in an embodiment of the present application. As shown in Figure 12 (A), 1210 is used to indicate the first virtual object. 1220 is used to indicate the second virtual object. If the identity information of the second virtual object is the target identity information, and the second virtual object is the last surviving virtual object in the second camp, then after being hit and eliminated by the first virtual object, the current round of target game is ended. Thus, the interface shown in Figure 12 (B) is displayed. The figure shows the first game settlement result indicated by 1230, wherein the first game settlement result indicates that the first camp defeated the second camp. In addition, the settlement results such as the point reward indicated by 1240 can also be displayed. Assuming that the player controlling the first virtual character is "Player J", the player's point reward and other relevant information will also be highlighted in the settlement results such as the point reward.

[0156] Furthermore, the present embodiment provides a method for accurately handling attacks by a first virtual object. Through this method, if a virtual object belonging to the first camp hits a virtual object belonging to the second camp, the virtual object in the second camp can be directly eliminated, thereby protecting other players in the first camp. At the same time, when all virtual objects in the second camp are eliminated, the first camp has defeated the second camp. This enhances the immersive and intuitive gameplay.

[0157] Optionally, based on one or more embodiments corresponding to FIG. 3 above, another optional embodiment provided by the embodiment of the present application may further include, after the second virtual object is eliminated in the target game match:

[0158] If the identity information of the second virtual object is the first identity information or the second identity information, the number of currently surviving objects in the first camp is reduced.

[0159] In one or more embodiments, a method for handling virtual object attack errors is described. As can be seen from the aforementioned embodiments, if a second virtual object is hit by an attack, it will be eliminated from the target game match. Based on this, if the second virtual object's identity information is the first identity information (e.g., "guard" identity) or the second identity information (e.g., "doll" identity), the number of currently alive objects in the first camp will be reduced.

[0160] In one possible design, if the first virtual object hits another virtual object in the same faction, the first virtual object will also be eliminated. Based on this, it is also necessary to determine whether there are any living virtual objects in the first faction. If there are still living virtual objects in the first faction, the target game match will continue. Conversely, if there are no living virtual objects in the first faction, the target game match ends and enters the settlement phase. At this point, the second faction has defeated the first faction.

[0161] Specifically, for ease of understanding, please refer to Figure 13, which is a schematic diagram of updating the number of currently surviving objects in an embodiment of the present application. As shown in Figure 13 (A), 1310 is used to indicate the first virtual object. 1320 is used to indicate the second virtual object. If the identity information of the second virtual object is the first identity information or the second identity information, and there are 4 surviving virtual objects remaining in the first camp at this time, assuming that the first virtual object hits the second virtual object, then both the first virtual object and the second virtual object are eliminated.

[0162] As a result, the interface shown in Figure 13 (B) is displayed. 1330 indicates the current number of surviving objects in the first camp. "2 / 8" indicates that the first camp includes a total of 8 virtual objects, and the current number of surviving objects is 2. 1340 indicates the elimination prompt, that is, the nickname of the eliminated player is displayed. For example, if "Player J" controls the first virtual object and "Player E" controls the second virtual object, the elimination prompt will display "Player J is eliminated, Player E is eliminated."

[0163] Furthermore, an embodiment of the present application provides a method for handling virtual object attack errors. Through this method, if a virtual object belonging to the first camp mistakenly attacks a virtual object controlled by another player in the same camp, the virtual object that was hit will be eliminated, resulting in a decrease in the number of surviving objects in the same camp. Therefore, players need to distinguish the identities of their opponents, which increases the tension of the game and adds an element of strategy.

[0164] Optionally, based on one or more embodiments corresponding to FIG. 3 above, in another optional embodiment provided by the embodiment of the present application, the identity information of the first virtual object is the target identity information, and the identity information of the second virtual object is the first identity information or the second identity information;

[0165] Controlling the first virtual object to initiate a target interaction event to the second virtual object may specifically include:

[0166] Controlling the first virtual object to initiate an attack operation on the second virtual object;

[0167] If the target interaction event is successfully responded to, the interaction event result corresponding to the target interaction event is displayed, which may include:

[0168] When the second virtual object is hit by the first virtual object, it is determined that the target interaction event response is successful, and the second virtual object is eliminated in the target game match.

[0169] In one or more embodiments, a method for triggering an attack by a first virtual object with target identity information is described. As can be seen from the aforementioned embodiments, a virtual object (e.g., the first virtual object) with target identity information (e.g., a "killer" identity) has attack capabilities. Thus, the virtual object can initiate an attack against virtual objects in the first faction.

[0170] Specifically, for ease of understanding, please refer to Figure 14, which is another schematic diagram of the first virtual object initiating an attack operation on the second virtual object in an embodiment of the present application. As shown in Figure 14 (A), 1410 is used to indicate the first virtual object. 1420 is used to indicate the second virtual object. 1430 is used to indicate the throwing control. When the player clicks the throwing control indicated by 1430, that is, the first virtual object is triggered to initiate an attack operation on the second virtual object. When the second virtual object is hit by the first virtual object, the interface shown in Figure 14 (B) is displayed. At this time, the target interaction event (that is, the "remote attack event") responds successfully, and thus, the second virtual object indicated by 1420 is eliminated in the target game match.

[0171] It is understandable that the virtual object with target identity information throws a throwing prop to the target, and the virtual object that is hit will be eliminated. Wherein, the throwing interval time of the throwing prop can be set to 6 seconds, or other numerical values, which are not limited here. In a possible scheme design, no matter it is a virtual object with the first identity information (for example, "guard" identity) or a virtual object with target identity information (for example, "killer" identity), in the case of non-combat state, it is displayed as the appearance of a conventional character, therefore, identities cannot be recognized by appearance each other. But in combat state, the virtual object with target identity information (for example, "killer" identity) holds specific throwing props, based on this, the player can reasonably infer that the virtual object holding the throwing prop belongs to the "killer" in the second camp.

[0172] Secondly, this embodiment provides a method for a first virtual object with target identity information to trigger an attack. This method allows virtual objects to trigger attacks on other virtual objects, with the targeted virtual objects being eliminated. This allows players to engage in intense, real-time combat, pursuit and escape, and other confrontational forms, lowering the barrier to entry and accelerating the pace of play.

[0173] Optionally, based on one or more embodiments corresponding to FIG. 3 above, in another optional embodiment provided by the embodiment of the present application, controlling the first virtual object to initiate an attack operation on the second virtual object may specifically include:

[0174] In response to a touch operation on a throwing control, controlling the first virtual object to enter a throwing preparation state and displaying a line of sight trajectory, wherein the line of sight trajectory is a trajectory from a starting point of the trajectory where the throwing prop is located to a landing point of the trajectory for previewing the throwing path;

[0175] In response to a release operation on the throwing control, if the aiming line trajectory collides with a collision box of the second virtual object, it is determined that the second virtual object is hit by the first virtual object.

[0176] In one or more embodiments, a method for remotely attacking a first virtual object with target identity information is described. As can be seen from the aforementioned embodiments, a virtual object (e.g., a first virtual object) with target identity information (e.g., a "killer" identity) can remotely attack a virtual object with the first identity information or the second identity information.

[0177] Specifically, for ease of understanding, please refer to Figure 15, which is another schematic diagram of the first virtual object performing a long-range attack in an embodiment of the present application. As shown in Figure 15 (A), 1510 is used to indicate the first virtual object. 1520 is used to indicate the second virtual object. 1530 is used to indicate the throwing control. As shown in Figure 15 (B), when the player clicks the throwing control indicated by 1530, the first virtual object enters the throwing preparation state. At this time, the aiming action is played through animation fusion, and the pre-specified throwing prop model is loaded into the hand skeleton of the first virtual object. At the same time, the aiming line trajectory as indicated by 1540 is displayed. The aiming line trajectory is based on the basic model given by the artist and is dynamically generated by the program according to the parabola parameters. Based on the dragging trajectory of the throwing control by the player, corresponding direction changes are made to realize the function of the first virtual object aiming in all directions.

[0178] When the first virtual object is in the throwing preparation state, if the player releases the throwing control, a release operation on the throwing control is triggered. At this time, the first virtual object is controlled to initiate an attack operation towards the second virtual object. Then, the first virtual object immediately performs a throw, and the throwing prop is launched along the aiming line trajectory indicated by 1540.

[0179] As shown in Figure 15 (C), the landing point of the aiming line trajectory is the landing point of the throwing prop. Among them, 1550 is used to indicate a collision box attached to the throwing prop itself for collision detection (i.e., a grid approximately close to the throwing prop). At the same time, 1560 is used to indicate a collision box attached to the second virtual object for collision detection (i.e., a capsule network located at the center of the second virtual object). If the collision box of the throwing prop hits the collision box of the second virtual object, it means that the aiming line trajectory collides with the collision box of the second virtual object, and the first virtual object attack hits the second virtual object.

[0180] It should be noted that the above interface may also include throwing props, such as virtual sticks, virtual baseballs, virtual rocks, etc. These throwing props can be props held by virtual objects or placed in the virtual scene at the beginning of the game, without limitation. Furthermore, it is understood that throwing props and shooting props are different types.

[0181] Furthermore, in an embodiment of the present application, a method for a first virtual object with target identity information to perform a remote attack is provided. Through this method, a virtual object with target identity information can perform a remote attack on another virtual object, and during the attack, the corresponding aiming line trajectory is displayed. This reduces the difficulty of aiming, helps speed up the game rhythm, and is better suited to the fragmented time of mobile devices.

[0182] Optionally, based on one or more embodiments corresponding to FIG. 3 above, in another optional embodiment provided by the embodiment of the present application, controlling the first virtual object to initiate an attack operation on the second virtual object may specifically include:

[0183] In response to a selection operation on an attack control, controlling the first virtual object to swing an attack prop;

[0184] If the attack prop collides with the collision box of the second virtual object, it is determined that the second virtual object is hit by the first virtual object.

[0185] In one or more embodiments, a method for a first virtual object with target identity information to perform a melee attack is described. As can be seen from the aforementioned embodiments, a virtual object (e.g., the first virtual object) with target identity information (e.g., a "killer" identity) has an attack capability. Thus, the virtual object can initiate an attack against a virtual object in the first faction.

[0186] Specifically, for ease of understanding, please refer to Figure 16, which is a schematic diagram of the first virtual object performing a melee attack in an embodiment of the present application. As shown in Figure 16 (A), 1610 is used to indicate the first virtual object. 1620 is used to indicate the second virtual object. 1630 is used to indicate the attack control. When the player clicks the attack control indicated by 1630, that is, the selection operation for the attack control is triggered, whereby the first virtual object swings the attack prop at the second virtual object and initiates an attack operation. When the second virtual object is hit by the first virtual object, the interface shown in Figure 16 (B) is displayed. At this time, the target interaction event (i.e., the "melee attack event") responds successfully, whereby the second virtual object indicated by 1620 is eliminated in the target game match.

[0187] The attack prop itself has a collision box attached for collision detection (i.e., a mesh approximately sized around the attack prop). Simultaneously, the second virtual object also has a collision box attached for collision detection (i.e., a capsule mesh centered around the second virtual object). If the attack prop's collision box touches the second virtual object's collision box, indicating that the attack prop has hit the second virtual object, the first virtual object's attack has hit the second virtual object.

[0188] It is understandable that the virtual object with the target identity information swings an attack prop toward the target, and the virtual object that is hit will be eliminated. Wherein, the swing interval time of the attack prop can be set to 3 seconds, or other numerical values, which are not limited here. In a possible scheme design, whether it is a virtual object with the first identity information (for example, a "guard" identity) or a virtual object with the target identity information (for example, a "killer" identity), in the case of a non-combat state, all appear as a regular character, and therefore, identities cannot be recognized by appearance between each other. However, in a combat state, the virtual object with the target identity information (for example, a "killer" identity) holds a specific attack prop. Based on this, the player can reasonably infer that the virtual object holding the attack prop belongs to the "killer" in the second camp.

[0189] It should be noted that, assuming that a virtual object with a first identity (e.g., a "guard" identity) can also perform melee attacks, the attack props used by the virtual object with the first identity will be different from the attack props used by the virtual object with the target identity. For example, the attack props used by the virtual object with the first identity may be a virtual baton, a virtual stun gun, etc., while the attack props used by the virtual object with the target identity may be a virtual stick, a virtual frying pan, etc.

[0190] Again, in an embodiment of the present application, a method for a first virtual object with target identity information to perform a melee attack is provided. Through the above method, a virtual object with target identity information can perform a melee attack on other virtual objects without aiming, thereby achieving the purpose of rapid attack.

[0191] Optionally, based on one or more embodiments corresponding to FIG. 3 above, another optional embodiment provided by the embodiment of the present application may further include, after the second virtual object is eliminated in the target game match:

[0192] If the identity information of the second virtual object is the first identity information or the second identity information, and the second virtual object is the last surviving virtual object in the first camp, then the second game settlement result is displayed, wherein the second game settlement result indicates that the second camp defeated the first camp;

[0193] If the identity information of the second virtual object is the first identity information, and the first camp still includes at least one surviving virtual object, then the number of surviving objects in the first camp is reduced, and the shooting prop currently used by the second virtual object is displayed;

[0194] If the identity information of the second virtual object is the second identity information, and the first camp further includes at least one surviving virtual object, then the current number of surviving objects in the first camp is reduced.

[0195] In one or more embodiments, a method for accurately handling attacks by a first virtual object is introduced. As can be seen from the aforementioned embodiments, after the second virtual object is hit by an attack, it will be eliminated in the target game match. Based on this, if the identity information of the second virtual object is the first identity information (for example, the "guard" identity) or the second identity information (for example, the "doll" identity), it is also necessary to determine whether there are any surviving virtual objects in the first camp. If there are any surviving virtual objects in the first camp, the target game match will continue. On the contrary, if there are no surviving virtual objects in the first camp, the target game match ends and enters the settlement phase. At this point, the second camp defeats the first camp.

[0196] For example, if the second virtual object's identity information is the first identity information (for example, "Guard"), and there are still surviving virtual objects in the first camp, then after the first virtual object hits the second virtual object, the second virtual object is eliminated, and the updated number of surviving objects in the first camp is displayed (i.e., the current number of surviving objects decreases by 1). At the same time, the shooting prop held by the second virtual object will fall into the virtual scene.

[0197] For example, if the identity information of the second virtual object is the second identity information (for example, the "doll" identity), and there are still surviving virtual objects in the first camp, then after the first virtual object hits the second virtual object, the second virtual object is eliminated, and the updated number of current surviving objects in the first camp is displayed (that is, the current number of surviving objects is reduced by 1).

[0198] Specifically, for ease of understanding, please refer to Figure 17, which is a schematic diagram showing the second game settlement result in an embodiment of the present application. As shown in Figure 17 (A), 1710 is used to indicate the first virtual object. 1720 is used to indicate the second virtual object. If the identity information of the second virtual object is the first identity information or the second identity information, and the second virtual object is the last surviving virtual object in the first camp, then after being hit and eliminated by the first virtual object, the current round of the target game game ends. Thus, the interface shown in Figure 17 (B) is displayed. The figure shows the second game settlement result indicated by 1730, wherein the second game settlement result indicates that the second camp defeated the first camp. In addition, the settlement results such as the point reward indicated by 1740 can also be displayed. Assuming that the player controlling the first virtual character is "Player J", the player's point reward and other related information will also be highlighted in the settlement results such as the point reward.

[0199] Furthermore, an embodiment of the present application provides a method for accurately handling attacks by a first virtual object. Using this method, after the game begins, a virtual object with target identity information can search for virtual objects in the first camp within the virtual scene and win the game by attacking them. Players in the first camp, however, do not know which virtual objects have target identity information. Therefore, players who have access to the target identity information can exploit this information gap to attack virtual objects in the first camp, while also being wary of being attacked by virtual objects with the first identity information. This increases the fun of the gameplay and adds a richer strategic element to the game.

[0200] Optionally, based on one or more embodiments corresponding to FIG. 3 above, in another optional embodiment provided by the embodiment of the present application, the identity information of the first virtual object is the second identity information;

[0201] It may also include:

[0202] Displaying a shooting prop in a virtual scene of a target game application, where the shooting prop is dropped by a virtual object having the first identity information;

[0203] In response to a picking operation for the shooting prop, the first virtual object is controlled to pick up the shooting prop, and the identity information of the first virtual object is switched to the first identity information, wherein the picking up method of the shooting prop includes picking up and using or picking up and carrying.

[0204] In one or more embodiments, a method for changing the identity of a virtual object is described. As can be seen from the aforementioned embodiments, when a virtual object with a first identity (e.g., a "guard") is eliminated, the shooting prop it holds falls into the virtual scene. If a virtual object (e.g., a first virtual object) with a second identity (e.g., a "doll") picks up the shooting prop, the virtual object's identity changes to the first identity.

[0205] Specifically, for ease of understanding, please refer to Figure 18, which is a schematic diagram of the switching identity information of the first virtual object in an embodiment of the present application. As shown in Figure 18 (A), 1810 is used to indicate the first virtual object. 1820 is used to indicate the shooting props dropped in the virtual scene. 1830 is used for the prop prompt icon. That is, a prompt is given for the shooting props dropped in the virtual scene. When the collision box of the first virtual object collides with the collision box of the shooting prop, it indicates that the first virtual object is performing a picking operation on the shooting prop, thereby triggering the first virtual object to pick up the shooting prop.

[0206] Based on this, as shown in Figure 18 (B), after the first virtual object indicated by 1810 picks up the shooting prop, its corresponding identity information switches from the second identity information to the first identity information. 1840 is used to indicate a general prompt, which indicates that the first virtual object controlled by the player has switched its identity information. It should be noted that after picking up the virtual prop, the first virtual object can use it directly or carry it with them, without limitation here.

[0207] Secondly, an embodiment of this application provides a method for virtual objects to change their identity information. Using this method, if a virtual object holding a shooting prop is eliminated, the shooting prop dropped by that virtual object can be picked up by another virtual object in the same faction. Based on this, the virtual object that picks up the shooting prop updates its first identity information with its second identity information. This not only better maintains balance between factions but also increases the diversity and fun of gameplay.

[0208] Optionally, based on one or more embodiments corresponding to FIG. 3 above, in another optional embodiment provided by the embodiment of the present application, the identity information of the first virtual object is the target identity information, and the identity information of the second virtual object is the target identity information;

[0209] It may also include:

[0210] Display a target identity list, wherein the target identity list includes information of T virtual objects, and the identity information of each virtual object in the T virtual objects is target identity information, where T is an integer greater than 1;

[0211] or,

[0212] Displaying identity information of a second virtual object in a virtual scene of a target game application;

[0213] or,

[0214] In a virtual scene of a target game application, in a target game match, a second virtual object is highlighted relative to a virtual object whose identity information is not the target identity information.

[0215] In one or more embodiments, a method for displaying identity information of virtual objects in the second camp is introduced. As can be seen from the aforementioned embodiments, a virtual object with target identity information (e.g., "killer" identity) can (e.g., a first virtual object) know other virtual objects with target identity information (e.g., "killer" identity) during a game match. That is, virtual objects in the second camp can know each other's identity information, and based on this, they can also cooperate and communicate with each other in subsequent battles. Below, in conjunction with Figure 19, three methods for players in the second camp to know each other's identity information will be introduced. Please refer to Figure 19, which is a schematic diagram of the disclosure of identity information for the second camp in an embodiment of the present application.

[0216] Method 1:

[0217] As shown in Figure 19 (A), 1910 indicates the first virtual object. 1920 indicates a general prompt, which indicates that the first virtual object controlled by the player has target identity information. 1930 indicates a target identity list, which displays information about two virtual objects (e.g., the player's nickname or the virtual object's nickname). In this case, T equals 2. Based on this, the player controlling the first virtual object knows that in this round of the game, "Player J" and "Player G" both belong to the second camp.

[0218] It should be noted that the target identity list is only open to players in the second camp, and the target identity list will not be displayed to players in the first camp.

[0219] Method 2:

[0220] As shown in Figure 19 (B), 1910 indicates the first virtual object. 1940 indicates the second virtual object. 1950 indicates the identity information of the second virtual object, indicating that the second virtual object has the target identity information. Based on this, the player controlling the first virtual object can determine that "Player G" belongs to the second camp in this round of the game.

[0221] It should be noted that the identity information prompt is only available to players in the second camp. Players in the first camp will not be shown the identity information prompt. It is understood that in actual applications, different font colors are used to display identity information prompts. For example, "Player G" is displayed in red font.

[0222] Method 3:

[0223] As shown in Figure 19 (C), 1910 indicates the first virtual object. 1940 indicates the second virtual object. The second virtual object indicated by 1940 is highlighted. This indicates that the player controlling the first virtual object is in the second camp in this round of play.

[0224] It should be noted that the prominent display of virtual objects is only open to players in the second camp, and other virtual objects will not be prominently displayed to players in the first camp.

[0225] Secondly, this embodiment of the present application provides a method for displaying identity information for virtual objects within the second camp. Through this method, virtual objects within the second camp can know each other's identity information. This allows players within the second camp to collaborate, thereby enhancing the strategic nature of gameplay.

[0226] Optionally, based on one or more embodiments corresponding to FIG. 3 above, in another optional embodiment provided by the embodiment of the present application, the identity information of the first virtual object is target identity information;

[0227] It may also include:

[0228] In response to the trap deployment operation, playing a trap deployment animation of the first virtual object;

[0229] When the trap deployment animation is finished, a trap prop is placed in the virtual scene of the target game application, wherein the trap prop is used to be in an immobile state when the proximity distance between the virtual object in the first camp and the trap prop is less than or equal to the proximity distance threshold.

[0230] In one or more embodiments, a method for a first virtual object to deploy a trap is described. As can be seen from the aforementioned embodiments, a virtual object (e.g., a first virtual object) with target identity information (e.g., a "killer" identity) has the ability to deploy a trap. The deployed trap can entrap virtual objects in the first camp, rendering virtual objects with the first identity information (e.g., a "guard" identity) or the second identity information (e.g., a "doll" identity) immobile, requiring them to wait for rescue by other players in the same camp, or for the trap to automatically disarm.

[0231] Specifically, for ease of understanding, please refer to Figure 20, which is a schematic diagram of the first virtual object placing a trap prop in an embodiment of the present application. As shown in Figure 20 (A), 2010 is used to indicate the first virtual object. 2020 is used to indicate the trap control. When the player clicks the trap control indicated by 2020, the trap deployment animation of the first virtual object is played, and a deployment progress bar as indicated by 2030 is displayed. When the deployment progress bar is loaded, the trap deployment is completed. As a result, the interface shown in Figure 20 (B) is displayed, where 2040 is used to indicate the placed trap prop. When the proximity distance between the virtual object in the first camp and the trap is less than or equal to the proximity distance threshold, it is in an immobile state. It should be noted that the deployed trap can be invisible, and the trap is only visible to the player with the target identity information. In addition, the duration of the trap can be 40 seconds or other durations, which are not limited here.

[0232] It is understandable that it takes a while (e.g., 1 second) for the virtual object with the target identity information to deploy the trap. Based on this, the player can reasonably infer that the virtual object deploying the trap belongs to the "killer" in the second camp.

[0233] Secondly, in an embodiment of the present application, a method for a first virtual object to deploy a trap is provided. Through this method, a virtual object with target identity information has the ability to set a trap. Therefore, traps deployed by the player can enhance the fun of the game.

[0234] Optionally, based on one or more embodiments corresponding to FIG. 3 above, in another optional embodiment provided by the embodiment of the present application, the identity information of the first virtual object is the first identity information or the second identity information;

[0235] It may also include:

[0236] In a virtual scene of the target game application, display at least one virtual resource, wherein virtual resources belonging to the same resource type correspond to the same credit value and the same duration value;

[0237] controlling the first virtual object to pick up a target virtual resource, wherein the target virtual resource belongs to one of the at least one virtual resources;

[0238] According to the resource type to which the target virtual resource belongs, the accumulated point value of the first virtual object and the remaining time of the target game match are displayed.

[0239] In one or more embodiments, a method for a virtual object to pick up virtual resources in a virtual scene is described. As can be seen from the aforementioned embodiments, a virtual object (e.g., a first virtual object) having a first identity (e.g., a "guard" identity) or a second identity (e.g., a "doll" identity) can pick up virtual resources in a virtual scene of a target game application.

[0240] Specifically, for ease of understanding, please refer to Figure 21, which is a schematic diagram of picking up virtual resources in an embodiment of the present application. As shown in Figure 21 (A), 2110 is used to indicate the first virtual object. 2120 is used to indicate the virtual resource. Based on this, the player can control the first virtual object to approach and pick up the virtual resource, whereby the virtual resource is the target virtual resource. As shown in Figure 21 (B), 2130 is used to indicate a collision box for collision detection attached to the target virtual resource itself (i.e., a grid approximately close to the target virtual resource). 2140 is used to indicate a collision box for collision detection attached to the first virtual object (i.e., a capsule network located at the center of the first virtual object).

[0241] When the collision box of the first virtual object collides with the collision box of the target virtual resource, that is, it indicates controlling the first virtual object to pick up the target virtual resource, thereby triggering the first virtual object to pick up the target virtual resource. Thus, an interface as shown in Figure (C) in Figure 21 is displayed, wherein 2150 is used for the remaining duration of the target game match, for example, the remaining duration is 3 minutes and 37 seconds. 2160 is used to indicate the accumulated points value of the first virtual object, for example, 3 points. It should be noted that the virtual scene of the target game application includes at least one virtual resource, each virtual resource has a corresponding resource type, and virtual resources belonging to the same resource type correspond to the same points value and the same duration value.

[0242] Secondly, this embodiment of the present application provides a method for virtual objects to collect points in a virtual scene. Using this method, players in the first camp can search and collect virtual resources while dodging attacks. This increases their individual points, which in turn increases various rewards at the end of the game. It also reduces game time, further facilitating victory for their own camp. This process significantly enriches the gameplay of players in the first camp, avoiding the monotony of simply dodging attacks.

[0243] Optionally, based on one or more embodiments corresponding to FIG. 3 above, another optional embodiment provided by the embodiment of the present application may include displaying the accumulated points value of the first virtual object and the remaining time of the target game match according to the resource type to which the target virtual resource belongs, which may specifically include:

[0244] If the resource type of the target virtual resource is the first resource type, the accumulated point value of the first virtual object and the remaining duration of the target game match are displayed, wherein the virtual resource belonging to the first resource type corresponds to the first point value and the same first duration value, the accumulated point value of the first virtual object is obtained by adding the first point value, and the remaining duration of the target game match is obtained by deducting the first duration value;

[0245] If the resource type of the target virtual resource is the second resource type, the accumulated point value of the first virtual object and the remaining duration of the target game are displayed, wherein the virtual resource belonging to the second resource type corresponds to the second point value and the same second duration value, the second point value is greater than the first point value, the second duration value is greater than the first duration value, the accumulated point value of the first virtual object is obtained after adding the second point value, and the remaining duration of the target game is obtained after deducting the second duration value.

[0246] In one or more embodiments, a method of rewarding virtual resources based on their type is introduced. As can be seen from the above embodiments, each virtual resource has a corresponding resource type, and virtual resources of different resource types correspond to different integral values ​​and duration values.

[0247] Specifically, for easier understanding, please refer to FIG. 22 , which is a schematic diagram illustrating providing corresponding rewards based on resource types in an embodiment of the present application. As shown in FIG. 22 (A), 2210 indicates a first virtual object. 2220 indicates a virtual resource belonging to the first resource type. 2230 indicates a virtual resource belonging to the second resource type.

[0248] For example, in one scenario, assuming a player controls a first virtual object to approach and pick up a virtual resource indicated by 2220, the virtual resource is the target virtual resource. Based on this, as shown in FIG22(B), 2240 is used to indicate a collision box attached to the target virtual resource itself for collision detection (i.e., a grid approximately adjacent to the target virtual resource). 2250 is used to indicate a collision box attached to the first virtual object for collision detection (i.e., a capsule network centered on the first virtual object). When the collision box of the first virtual object collides with the collision box of the target virtual resource indicated by 2240, it indicates that the first virtual object is controlled to pick up the target virtual resource, thereby triggering the first virtual object to pick up the target virtual resource of the first resource type. Assuming that the first point value corresponding to the virtual resource of the first resource type is 1 point and the first duration value is 1 second, the remaining duration of the target game match is displayed as indicated by 2260, and the accumulated point value of the first virtual object is indicated by 2270. That is, when the virtual object of the first camp picks up a virtual resource corresponding to the first resource type, 1 point value is added to itself, and the remaining time of the target game is reduced by 1 second.

[0249] For example, in another scenario, assuming the player controls the first virtual object to approach and pick up the virtual resource indicated by 2230, then the virtual resource is the target virtual resource. Based on this, as shown in Figure 22 (C), 2280 is used to indicate a collision box attached to the target virtual resource itself for collision detection (i.e., a grid approximately adjacent to the target virtual resource). 2250 is used to indicate a collision box attached to the first virtual object for collision detection (i.e., a capsule network located at the center of the first virtual object). When the collision box of the first virtual object collides with the collision box of the target virtual resource indicated by 2280, it indicates that the first virtual object is controlled to pick up the target virtual resource, thereby triggering the first virtual object to pick up the target virtual resource of the second resource type. Assuming that the second point value corresponding to the virtual resource of the second resource type is 5 points and the second duration value is 5 seconds, the remaining duration of the target game match is displayed as indicated by Figure 2260, and the accumulated point value of the first virtual object is indicated by 2270. That is, when the virtual object of the first camp picks up a virtual resource corresponding to the second resource type, 5 points are added to the virtual object, and the remaining time of the target game is reduced by 5 seconds.

[0250] It should be noted that in actual applications, different first integral values, second integral values, first duration values, and second duration values ​​can be set. However, it is necessary to ensure that the second integral value is greater than the first integral value and the second duration value is greater than the first duration value to distinguish the differences in gain effects brought about by different resource types.

[0251] Furthermore, in an embodiment of the present application, a method for assigning rewards based on virtual resource type is provided. This method divides virtual resources into multiple different types, and different types of virtual resources can bring different game benefits. This can enhance the richness and fun of gameplay and increase the immersion of the game.

[0252] Optionally, based on one or more embodiments corresponding to FIG. 3 above, another optional embodiment provided by the embodiment of the present application may further include:

[0253] Periodically detecting the number of virtual resources in the virtual scene of the target game application;

[0254] If the number of virtual resources is less than the number threshold, then the updated K virtual resources are displayed in the virtual scene of the target game application, where K is an integer greater than or equal to 1.

[0255] In one or more embodiments, a method for periodically updating virtual resources is described. As can be seen from the aforementioned embodiments, players belonging to the first camp can control virtual objects to pick up virtual resources. In one possible design, players belonging to the second camp do not receive points after picking up virtual resources, nor does it reduce the remaining time of the target game match. After being picked up, the virtual resources disappear, and the location of the virtual resources is randomly refreshed periodically (e.g., every 20 seconds).

[0256] Specifically, for ease of understanding, please refer to Figure 23, which is a schematic diagram of updating virtual resources in a virtual scene in an embodiment of the present application. As shown in Figure 23 (A), 2310 is used to indicate a first virtual object. 2320 is used to indicate a virtual resource belonging to a first resource type. 2330 is used to indicate a virtual resource belonging to a second resource type. Assuming that the player controls the first virtual object to pick up the virtual resource indicated by 2320 and the virtual resource indicated by 2330, the interface shown in Figure 23 (B) is displayed, indicating that the number of virtual resources in the virtual scene is less than the quantity threshold.

[0257] Assume that the virtual scene of the target game application includes a total of 20 virtual resources, that is, the quantity threshold is 20. And, assume that the number of virtual resources is detected every 20 seconds. If it is determined that the number of virtual resources is less than the quantity threshold, the position of the virtual resources is randomly refreshed in the virtual scene, and the number of virtual resources is replenished to the quantity threshold. As shown in Figure (C) in Figure 23, assuming that only 2 virtual resources are picked up within a cycle (for example, 20 seconds), then 2 new virtual resources can be added to the virtual scene, thereby displaying the updated K virtual resources (at this time, K=2). Among them, 2340 is used to indicate an updated virtual resource. 2350 is used to indicate another updated virtual resource.

[0258] Furthermore, in the embodiments of the present application, a method for periodically updating virtual resources is provided. This method can periodically update the number of virtual resources in the virtual scene, giving players more opportunities to collect virtual resources and increase individual and team gains. This helps speed up the game pace and enhance the fun of the gameplay.

[0259] Optionally, based on one or more embodiments corresponding to FIG. 3 above, another optional embodiment provided in the embodiment of the present application may further include:

[0260] In a case where the identity information of the first virtual object is the first identity information, when the first virtual object enters a shooting ready state, a sighting line trajectory for the shooting prop is displayed, wherein the sighting line trajectory for the shooting prop is a trajectory extending from a starting position of the trajectory where the shooting prop is located to a landing position of the trajectory for previewing a shooting path;

[0261] In a case where the identity information of the first virtual object is target identity information, when the first virtual object enters a throwing preparation state, a sight line trajectory for the throwing prop is displayed, wherein the sight line trajectory for the throwing prop is a trajectory from a starting position of the trajectory where the throwing prop is located to a landing position of the trajectory for previewing the throwing path;

[0262] Among them, shooting props and throwing props have different appearances.

[0263] In one or more embodiments, a method for identifying the identity information of a virtual object is described. As can be seen from the aforementioned embodiments, virtual objects with different identity information appear as regular characters when not in combat (i.e., without holding props), and therefore, cannot be identified by their appearance. When virtual objects with different identity information are in combat (i.e., holding props), the virtual object's identity information can be determined based on the appearance of the props held.

[0264] Exemplarily, if the first virtual object has first identity information (for example, a "guard" identity), then when the first virtual object enters a shooting preparation state, the shooting props it holds and the aiming line trajectory for the shooting props will be displayed. Since shooting props are props used for long-range attacks, the first virtual object needs to go through an aiming process before attacking. During the aiming process, the first virtual object holds a shooting prop, which enables other players to recognize that the first virtual object has the first identity information by identifying the shooting props. Accordingly, when the first virtual object confirms that the other player also belongs to the first camp, it can aim, but does not attack, so that the other player can recognize that it has the first identity information.

[0265] For example, if the first virtual object has target identity information (for example, a "killer" identity), then when the first virtual object enters a shooting preparation state, the throwing props it holds and the aiming line trajectory for the throwing props will be displayed. Since the throwing props are props used for long-range attacks, the first virtual object needs to go through the aiming process before attacking. During the aiming process, the first virtual object holds the throwing props, which enables other players to recognize that the first virtual object has target identity information by identifying the shooting props. For the first virtual object with target identity information, the risk of its identity being exposed can be reduced by reducing the aiming time.

[0266] It should be emphasized that in the present application, shooting props and throwing props have different appearances, based on which players can effectively distinguish what kind of identity information the virtual object holding the corresponding props has.

[0267] Secondly, embodiments of this application provide a method for identifying the identity of virtual objects. Through this method, the process of aiming at a virtual object can be used to derive identity recognition functionality. Based on this, players with first-level identity information can identify themselves through aiming, fostering a trusting relationship between players. This enhances the diversity and richness of gameplay.

[0268] Optionally, based on one or more embodiments corresponding to FIG. 3 above, in another optional embodiment provided by the embodiment of the present application, the virtual scene of the target game application corresponds to a scene map, and the scene map includes M preset initial point positions, where M is an integer greater than or equal to 3;

[0269] After responding to the start operation of the target game match, the following steps may also be included:

[0270] The randomly assigned birth point position of the first virtual object is displayed, wherein the birth point position is used to indicate the starting position of the first virtual object in the virtual scene of the target game application, and the birth point position is one of M preset initial point positions.

[0271] In one or more embodiments, a method for assigning the initial position of a virtual object is described. As can be seen from the aforementioned embodiments, one or more scene maps can be constructed based on the virtual scene of the target game application. Each scene map can include at least one flat layer of scene maps. The following description uses a scene map composed of two flat layers as an example.

[0272] Specifically, please refer to Figure 24, which is a schematic diagram of a scene map constructed based on a virtual scene in an embodiment of the present application. For example, Figure 24 (A) illustrates the first-floor plan map, and Figure 24 (B) illustrates the second-floor plan map. The two-floor plan maps together constitute the scene map of the virtual scene, and the two-floor plan maps can be connected by stairs. Among them, 2410 is used to indicate the passage area. 2420 is used to indicate the room area. 2430 is used to indicate an inaccessible area. 2440 is used to indicate the preset initial point position, wherein the first-floor plan map shows 14 preset initial point positions, and the second-floor plan map shows 15 preset initial point positions, that is, 29 preset initial point positions are included in the scene map (at this time, M=29).

[0273] After the target game match begins, the spawn point of the virtual object is set using a preset initial point location. The number of preset initial points for each game match is greater than or equal to the number of player spawn points, while ensuring uniform distribution within the virtual scene. Each player, following the matching order, randomly selects one of the M preset initial points as their spawn point. For example, a spawn point is randomly assigned to the first virtual object controlled by the player; this spawn point indicates the first virtual object's starting position within the virtual scene of the target game application.

[0274] It should be noted that in actual applications, the birth point position needs to be randomized to eliminate duplication, that is, in a game match, no two virtual objects will appear at the same birth point position at the same time.

[0275] Secondly, in the embodiment of the present application, a method for assigning the initial position of a virtual object is provided. Through the above method, different virtual objects will be randomly placed in different positions in the virtual scene, thereby increasing the randomness and fun of the game, making it easy for players to feel fresh and thus improving the playability of the game.

[0276] Optionally, based on one or more embodiments corresponding to FIG. 3 above, another optional embodiment provided by the embodiment of the present application may further include:

[0277] In response to a voice output operation, a voice message is sent to terminals corresponding to P virtual objects, wherein a scene distance between each of the P virtual objects and the first virtual object is less than or equal to a scene distance threshold, where the scene distance represents a distance in a virtual scene of a target game application, and P is an integer greater than or equal to 1;

[0278] It may also include:

[0279] In response to a voice input operation, a voice message sent from a terminal corresponding to Q virtual objects is played, wherein the scene distance between each of the Q virtual objects and the first virtual object is less than or equal to a scene distance threshold, and Q is an integer greater than or equal to 1.

[0280] In one or more embodiments, a method for supporting player voice interaction is introduced. As can be seen from the aforementioned embodiments, players can access various game functions through a user interface. The user interface refers to a display that presents the virtual environment to the user, such as virtual props and virtual objects. Optionally, the user interface also includes operational controls, such as buttons, sliders, and icons, for user operation.

[0281] Specifically, for ease of understanding, please refer to Figure 25, which is a schematic diagram of the user operation interface in an embodiment of the present application. As shown in the figure, relevant introduction will be given below in conjunction with the diagram.

[0282] 2501 is used to indicate the player's points, that is, to display the player's current personal points.

[0283] 2502 is used to indicate the current number of surviving objects in the first camp, that is, to display the sum of the number of virtual objects with the first identity information and the number of virtual objects with the second identity information that are currently surviving in the first camp.

[0284] 2503 is used to indicate an information button. By clicking the information button, the player information panel can be opened, and the player information panel displays information such as the avatar, nickname, and life status of each player in the current game.

[0285] 2504 is used to indicate the nickname of the eliminated player. Exemplarily, this prompt can be displayed for 3 seconds and then disappears.

[0286] 2505 is used to indicate the prompt text, that is, to display the game goal of the player in this round of the game, wherein different prompt texts will be displayed for players with different identity information.

[0287] 2506 is used to indicate the prop prompt icon, that is, to prompt the shooting props dropped in the virtual scene.

[0288] 2507 is used to indicate the joystick. That is, the player moves in various directions by operating the joystick.

[0289] 2508 is used to indicate a rescue progress bar. That is, when the virtual object with the first identity information or the second identity information is rescued, the rescue progress bar is displayed.

[0290] 2509 is used to indicate the function area. The function area includes 6 function buttons, which are rules introduction, report, chat, sound switch, microphone switch and exit game from left to right.

[0291] For example, when a player turns on the microphone, a voice message can be sent to other players via the terminal used by the player. Assuming the player is currently controlling a first virtual object, other virtual objects whose scene distance from the first virtual object is less than or equal to a scene distance threshold are determined based on the virtual scene of the target game application. Assuming there are P virtual objects whose scene distance from the first virtual object is less than or equal to the scene distance threshold, the voice message is sent to the P terminals controlling each of the P virtual objects.

[0292] For example, when a player turns on the sound switch, they can receive voice messages from other players through their terminal. Assuming the player is currently controlling a first virtual object, based on the virtual scene of the target game application, other virtual objects are identified whose scene distance from the first virtual object is less than or equal to a scene distance threshold. Assuming a total of Q virtual objects have a scene distance from the first virtual object that is less than or equal to the scene distance threshold, voice messages from the Q terminals controlling these Q virtual objects can be received.

[0293] 2510 is used to indicate the countdown of the remaining time of the game.

[0294] 2511 is used to indicate general prompts, that is, to provide various game information prompts and instructions.

[0295] 2512 is used to indicate the emoticon wheel. That is, the player sends various emoticons in the game through the emoticon wheel.

[0296] 2513 is used to indicate skill controls. The corresponding skill controls are displayed based on the different identity information. If the first identity information is present, the shooting controls are displayed by default. When approaching to rescue other players, the rescue controls are displayed. If the second identity information is present, the controls are not displayed by default. When approaching to rescue other players, the rescue controls are displayed. If the target identity information is present, the throwing controls, attack controls, and trap controls are displayed by default.

[0297] If it is a doll identity, there is no button in the normal state. When it is close to a player who can rescue it, the rescue button will be displayed; if it is a guard identity, the shooting button will be displayed by default. When it is close to a player who can rescue it, the rescue button will be displayed; if it is a killer identity, the swing, throw and trap buttons will be displayed by default.

[0298] 2514 is used to indicate network and power status.

[0299] 2515 is used to indicate a jump control, that is, when the jump button is clicked, the virtual object can jump once.

[0300] Secondly, embodiments of this application provide a method for supporting player voice interaction. Through this method, if virtual objects are relatively close together in the virtual scene of the target game application, players controlling these virtual objects can communicate with each other through voice. This improves communication convenience. Furthermore, limiting voice communication to players of nearby virtual objects can better simulate real-world communication and enhance the realism of the game.

[0301] The virtual object interaction device in the present application is described in detail below. The virtual object interaction device can be configured in the aforementioned computer device. Please refer to Figure 26, which is a schematic diagram of an embodiment of the virtual object interaction device in the present application. The virtual object interaction device 30 is applied to a target game application including multiple virtual objects. The multiple virtual objects are divided into at least a first camp and a second camp. The first camp includes at least one virtual object with first identity information and at least one virtual object with second identity information. The identity information of each virtual object in the first camp is non-public. The second camp includes at least one virtual object with target identity information. The virtual object interaction device 30 includes:

[0302] A display module 2610 is configured to display identity information randomly assigned to a first virtual object in response to a start operation of a target game match, wherein the identity information is the first identity information, the second identity information, or the target identity information, and the first virtual object is one of the plurality of virtual objects;

[0303] A control module 2620 is configured to control the first virtual object to initiate a target interaction event to a second virtual object, wherein the second virtual object is another virtual object among the plurality of virtual objects excluding the first virtual object;

[0304] The display module 2610 is further configured to display an interaction event result corresponding to the target interaction event when the target interaction event response is successful, wherein the interaction event result is associated with the identity information of the first virtual object and the identity information of the second virtual object.

[0305] Optionally, based on the embodiment corresponding to FIG. 26 , in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application, the identity information of the first virtual object is the first identity information or the second identity information, and the identity information of the second virtual object is the first identity information or the second identity information;

[0306] The control module 2620 is specifically configured to control the first virtual object to initiate a rescue operation for the second virtual object when the second virtual object is in an immobile state, and to display a first progress bar, wherein the first progress bar is configured to indicate a progress of resolving the immobile state of the second virtual object;

[0307] The display module 2610 is specifically configured to determine that a target interaction event response is successful when the first progress bar is loaded, and to display the second virtual object that has been released from the immobile state.

[0308] Optionally, based on the embodiment corresponding to FIG. 26 , in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application, the virtual object interaction device further includes a processing module 2630 ;

[0309] The processing module 2630 is configured to reset the loading progress of the first progress bar after the first progress bar is displayed and if the first progress bar is not completely loaded, if the first virtual object is controlled to end the rescue operation initiated for the second virtual object.

[0310] Optionally, based on the embodiment corresponding to FIG. 26 , in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application,

[0311] The processing module 2630 is configured to, after the first progress bar is displayed, if the loading of the first progress bar is not completed, control the first virtual object to end the rescue operation initiated for the second virtual object, and then pause the loading progress of the first progress bar;

[0312] The display module 2610 is further configured to control the first virtual object to initiate a rescue operation on the second virtual object again, and display a first progress bar for continuing the loading process.

[0313] Optionally, based on the embodiment corresponding to FIG. 26 , in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application, the identity information of the first virtual object is the first identity information or the second identity information;

[0314] The display module 2610 is further configured to display a second progress bar when the first virtual object is in an immobile state, wherein the second progress bar is configured to indicate a progress of releasing the immobile state of the first virtual object;

[0315] The display module 2610 is further configured to display the first virtual object that has been released from the immovable state when the loading of the second progress bar is completed.

[0316] Optionally, based on the embodiment corresponding to FIG. 26 , in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application, the identity information of the second virtual object is the first identity information or the second identity information;

[0317] The display module 2610 is further configured to display a third progress bar after displaying the second progress bar, in response to a rescue operation initiated by the second virtual object for the first virtual object, wherein the third progress bar is configured to indicate the progress of releasing the first virtual object from the immobile state, and the time required for the third progress bar to load is less than the time required for the second progress bar to load.

[0318] Optionally, based on the embodiment corresponding to FIG. 26 , in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application, the identity information of the first virtual object is the first identity information, and the identity information of the second virtual object is the first identity information, the second identity information, or the target identity information;

[0319] The control module 2620 is specifically configured to control the first virtual object to initiate an attack operation on the second virtual object;

[0320] The display module 2610 is specifically configured to determine that a target interaction event response is successful when the second virtual object is hit by the first virtual object, and eliminate the second virtual object in the target game match.

[0321] Optionally, based on the embodiment corresponding to FIG. 26 , in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application,

[0322] The control module 2620 is specifically configured to control the first virtual object to enter a shooting ready state and display a crosshair trajectory in response to a touch operation on a shooting control, wherein the crosshair trajectory is a trajectory extending from a starting point of the trajectory where the shooting prop is located to a landing point of the trajectory for previewing the shooting path;

[0323] In response to a release operation on the shooting control, if the aiming line trajectory collides with a collision box of the second virtual object, it is determined that the second virtual object is hit by the first virtual object.

[0324] Optionally, based on the embodiment corresponding to FIG. 26 , in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application,

[0325] Display module 2610 is also used to display the first game settlement result of the target game after the second virtual object is eliminated in the target game, if the identity information of the second virtual object is the target identity information, and the second virtual object is the last surviving virtual object in the second camp, wherein the first game settlement result indicates that the first camp defeats the second camp.

[0326] Optionally, based on the embodiment corresponding to FIG. 26 , in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application,

[0327] The processing module 2630 is further configured to reduce the number of currently surviving objects in the first camp if the identity information of the second virtual object is the first identity information or the second identity information after the second virtual object is eliminated in the target game match.

[0328] Optionally, based on the embodiment corresponding to FIG. 26 , in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application, the identity information of the first virtual object is the target identity information, and the identity information of the second virtual object is the first identity information or the second identity information;

[0329] The control module 2620 is specifically configured to control the first virtual object to initiate an attack operation on the second virtual object;

[0330] The display module 2610 is specifically configured to determine that a target interaction event response is successful when the second virtual object is hit by the first virtual object, and eliminate the second virtual object in the target game match.

[0331] Optionally, based on the embodiment corresponding to FIG. 26 , in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application,

[0332] Control module 2620 is specifically configured to, in response to a touch operation on a throwing control, control the first virtual object to enter a throwing preparation state and display a crosshair trajectory, wherein the crosshair trajectory is a trajectory extending from a starting point of the trajectory where the throwing prop is located to a landing point for previewing the throwing path;

[0333] In response to a release operation on the throwing control, if the aiming line trajectory collides with a collision box of the second virtual object, it is determined that the second virtual object is hit by the first virtual object.

[0334] Optionally, based on the embodiment corresponding to FIG. 26 , in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application,

[0335] The control module 2620 is specifically configured to control the first virtual object to swing an attack prop in response to a selection operation on an attack control;

[0336] If the attack prop collides with the collision box of the second virtual object, it is determined that the second virtual object is hit by the first virtual object.

[0337] Optionally, based on the embodiment corresponding to FIG. 26 , in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application,

[0338] Display module 2610 is further configured to, after the second virtual object is eliminated in the target game match, display a second match settlement result if the identity information of the second virtual object is the first identity information or the second identity information, and the second virtual object is the last surviving virtual object in the first camp, wherein the second match settlement result indicates that the second camp defeated the first camp;

[0339] Display module 2610 is further configured to, after the second virtual object is eliminated in the target game match, reduce the number of currently surviving objects in the first camp and display the drop of the shooting prop currently used by the second virtual object if the identity information of the second virtual object is the first identity information and the first camp still has at least one surviving virtual object;

[0340] Display module 2610 is also used to reduce the current number of surviving objects in the first camp after the second virtual object is eliminated in the target game match, if the identity information of the second virtual object is the second identity information and the first camp still includes at least one surviving virtual object.

[0341] Optionally, based on the embodiment corresponding to FIG. 26 , in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application, the identity information of the first virtual object is the second identity information;

[0342] The display module 2610 is further configured to display a shooting prop in a virtual scene of the target game application, where the shooting prop is dropped by the virtual object having the first identity information;

[0343] The control module 2620 is further configured to control the first virtual object to pick up the shooting props and switch the identity information of the first virtual object to the first identity information in response to a picking operation for the shooting props, wherein the picking methods of the shooting props include picking up and using or picking up and carrying.

[0344] Optionally, based on the embodiment corresponding to FIG. 26 , in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application, the identity information of the first virtual object is the target identity information, and the identity information of the second virtual object is the target identity information;

[0345] The display module 2610 is further configured to display a target identity list, wherein the target identity list includes information of T virtual objects, and the identity information of each virtual object in the T virtual objects is target identity information, where T is an integer greater than 1;

[0346] or,

[0347] The display module 2610 is further configured to display the identity information of the second virtual object in the virtual scene of the target game application;

[0348] or,

[0349] The display module 2610 is further configured to highlight a second virtual object in a target game match in a virtual scene of a target game application relative to a virtual object whose identity information is not the target identity information.

[0350] Optionally, based on the embodiment corresponding to FIG. 26 , in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application, the identity information of the first virtual object is the target identity information;

[0351] The processing module 2630 is further configured to play a trap deployment animation of the first virtual object in response to the trap deployment operation;

[0352] The processing module 2630 is further configured to place a trap prop in the virtual scene of the target game application when the trap deployment animation is finished playing, wherein the trap prop is configured to be in an immobile state when the proximity distance between the virtual object in the first camp and the trap prop is less than or equal to a proximity distance threshold.

[0353] Optionally, based on the embodiment corresponding to FIG. 26 , in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application, the identity information of the first virtual object is the first identity information or the second identity information;

[0354] The display module 2610 is further configured to display at least one virtual resource in the virtual scene of the target game application, wherein virtual resources of the same resource type correspond to the same credit value and the same duration value;

[0355] The control module 2620 is further configured to control the first virtual object to pick up a target virtual resource, wherein the target virtual resource is one of the at least one virtual resource;

[0356] The display module 2610 is further configured to display the accumulated points value of the first virtual object and the remaining time of the target game match according to the resource type to which the target virtual resource belongs.

[0357] Optionally, based on the embodiment corresponding to FIG. 26 , in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application,

[0358] Display module 2610 is specifically configured to display, if the resource type of the target virtual resource is a first resource type, a cumulative point value of the first virtual object and a remaining duration of the target game match, wherein the virtual resource of the first resource type corresponds to a first point value and a first duration value, the cumulative point value of the first virtual object is obtained by adding the first point value, and the remaining duration of the target game match is obtained by deducting the first duration value;

[0359] If the resource type of the target virtual resource is the second resource type, the accumulated point value of the first virtual object and the remaining duration of the target game are displayed, wherein the virtual resource belonging to the second resource type corresponds to the second point value and the same second duration value, the second point value is greater than the first point value, the second duration value is greater than the first duration value, the accumulated point value of the first virtual object is obtained after adding the second point value, and the remaining duration of the target game is obtained after deducting the second duration value.

[0360] Optionally, based on the embodiment corresponding to FIG. 26 , in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application,

[0361] The processing module 2630 is further configured to periodically detect the number of virtual resources in the virtual scene of the target game application;

[0362] The display module 2610 is further configured to display K updated virtual resources in the virtual scene of the target game application if the number of virtual resources is less than a quantity threshold, where K is an integer greater than or equal to 1.

[0363] Optionally, based on the embodiment corresponding to FIG. 26 , in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application,

[0364] The display module 2610 is further configured to display a sightline trajectory for the shooting prop when the first virtual object enters a shooting ready state, if the identity information of the first virtual object is the first identity information, wherein the sightline trajectory for the shooting prop is a trajectory extending from a starting point of the trajectory where the shooting prop is located to a landing point of the trajectory for previewing the shooting path;

[0365] The display module 2610 is further configured to display a line of sight trajectory for a throwing item when the first virtual object enters a throwing preparation state, if the identity information of the first virtual object is target identity information, wherein the line of sight trajectory for the throwing item is a trajectory extending from a starting point of the trajectory where the throwing item is located to a landing point of the trajectory for previewing the throwing path;

[0366] Among them, shooting props and throwing props have different appearances.

[0367] Optionally, based on the embodiment corresponding to FIG. 26 , in another embodiment of the virtual object interaction device 30 provided in an embodiment of the present application, the virtual scene of the target game application corresponds to a scene map, and the scene map includes M preset initial point positions, where M is an integer greater than or equal to 3;

[0368] The display module 2610 is also used to display the randomly assigned birth point position of the first virtual object in response to the start operation of the target game match, wherein the birth point position is used to indicate the starting position of the first virtual object in the virtual scene of the target game application, and the birth point position is one of M preset initial point positions.

[0369] Optionally, based on the embodiment corresponding to FIG. 26 , in another embodiment of the virtual object interaction device 30 provided in the embodiment of the present application,

[0370] The processing module 2630 is further configured to send a voice message to terminals corresponding to the P virtual objects in response to the voice output operation, wherein a scene distance between each of the P virtual objects and the first virtual object is less than or equal to a scene distance threshold, where the scene distance represents a distance in the virtual scene of the target game application, and P is an integer greater than or equal to 1;

[0371] The processing module 2630 is also used to play the voice message sent from the terminal corresponding to the Q virtual objects in response to the voice input operation, wherein the scene distance between each of the Q virtual objects and the first virtual object is less than or equal to the scene distance threshold, and Q is an integer greater than or equal to 1.

[0372] The present application also provides a computer device, which can be a terminal or a server. The following description will be made using a terminal as an example. As shown in FIG27 , for ease of explanation, only the parts related to the present application are shown. For specific technical details not disclosed, please refer to the method section of the present application embodiment. In the present application embodiment, the terminal is described as a mobile phone as an example:

[0373] FIG27 is a block diagram showing a partial structure of a mobile phone related to a terminal provided in an embodiment of the present application. Referring to FIG27 , the mobile phone includes components such as a radio frequency (RF) circuit 2710, a memory 2720, an input unit 2730, a display unit 2740, a sensor 2750, an audio circuit 2760, a wireless fidelity (WiFi) module 2770, a processor 2780, and a power supply 2790. Those skilled in the art will appreciate that the mobile phone structure shown in FIG27 does not limit the mobile phone and may include more or fewer components than shown, or combine certain components, or arrange the components differently.

[0374] The following is a detailed introduction to the various components of the mobile phone in conjunction with Figure 27:

[0375] The RF circuit 2710 may be used for receiving and sending signals during information transmission or calls. In particular, after receiving downlink information from the base station, it is sent to the processor 2780 for processing. In addition, uplink data is sent to the base station.

[0376] The memory 2720 may be used to store software programs and modules. The processor 2780 executes various functional applications and data processing of the mobile phone by running the software programs and modules stored in the memory 2720 .

[0377] The input unit 2730 may be configured to receive input digital or character information, and generate key signal input related to user settings and function control of the mobile phone.

[0378] The display unit 2740 may be configured to display information input by the user or information provided to the user, as well as various menus of the mobile phone. The display unit 2740 may include a display panel 2741.

[0379] The mobile phone may also include at least one sensor 2750, such as a light sensor, a motion sensor, and other sensors.

[0380] The audio circuit 2760, the speaker 2761, and the microphone 2762 can provide an audio interface between the user and the mobile phone.

[0381] Processor 2780 is the control center of the mobile phone. It uses various interfaces and lines to connect various parts of the entire mobile phone. It executes various functions of the mobile phone and processes data by running or executing software programs and / or modules stored in memory 2720, and calling data stored in memory 2720.

[0382] Although not shown, the mobile phone may also include a camera, a Bluetooth module, etc., which will not be described in detail here.

[0383] The steps executed by the terminal in the above embodiment may be based on the terminal structure shown in FIG27 .

[0384] A computer-readable storage medium is also provided in an embodiment of the present application, on which a computer program is stored. When the computer program is executed by a processor, the steps of the methods described in the above embodiments are implemented.

[0385] A computer program product is also provided in an embodiment of the present application, including a computer program. When the computer program is executed by a processor, the steps of the methods described in the above embodiments are implemented.

[0386] It is understandable that in the specific implementation of this application, when player information, game data and other related data are involved, when the above embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of relevant data must comply with relevant laws, regulations and standards of relevant countries and regions.

[0387] Those skilled in the art will clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.

[0388] In the several embodiments provided in this application, it should be understood that the disclosed systems, 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 an indirect coupling or communication connection through some interfaces, devices or units, which can be electrical, mechanical or other forms.

[0389] 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.

[0390] In addition, the functional units in the various embodiments of the present application may be integrated into a single processing unit, or 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 software functional units.

[0391] If the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application is essentially or the part that contributes to the prior art or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions for enabling a computer device (which can be a server or terminal device, etc.) to execute all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: various media that can store computer programs, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0392] As described above, the above embodiments are only used to illustrate the technical solutions of the present application, rather than to limit them. Although the present application has been described in detail with reference to the above embodiments, those skilled in the art should understand that they can still modify the technical solutions described in the above embodiments, or make equivalent replacements for some of the technical features therein. However, these modifications or replacements do not deviate the essence of the corresponding technical solutions from the spirit and scope of the technical solutions of the embodiments of the present application.

Claims

1. A virtual object interaction method, the interaction method is applied to a target game application including a plurality of virtual objects, the interaction method is executed by a computer device on which the target game application is deployed, the plurality of virtual objects are divided into at least a first camp and a second camp, the first camp includes at least one virtual object having a first identity information and at least one virtual object having a second identity information, and the identity information of each virtual object in the first camp is in a non-public state, the second camp includes at least one virtual object having a target identity information, the interaction method comprises: In response to a start operation of a target game match, displaying identity information randomly assigned to a first virtual object, wherein the identity information is the first identity information, the second identity information, or the target identity information, and the first virtual object is one of the plurality of virtual objects; Controlling the first virtual object to initiate a target interaction event to a second virtual object, wherein the second virtual object is another virtual object among the multiple virtual objects except the first virtual object; When the target interaction event is responded to successfully, an interaction event result corresponding to the target interaction event is displayed, wherein the interaction event result is associated with the identity information of the first virtual object and the identity information of the second virtual object.

2. The interaction method according to claim 1, wherein the identity information of the first virtual object is the first identity information or the second identity information, and the identity information of the second virtual object is the first identity information or the second identity information; The controlling the first virtual object to initiate a target interaction event to the second virtual object includes: When the second virtual object is in an immobile state, controlling the first virtual object to initiate a rescue operation for the second virtual object and displaying a first progress bar, wherein the first progress bar is used to indicate the progress of releasing the immobile state of the second virtual object; When the target interaction event response is successful, displaying the interaction event result corresponding to the target interaction event includes: When the first progress bar is loaded, it is determined that the target interaction event is responded to successfully, and the second virtual object is displayed after the immovable state is released.

3. The interactive method according to claim 2, after displaying the first progress bar, the method further comprises: In the case that the loading of the first progress bar is not completed, if the first virtual object is controlled to end the rescue operation initiated for the second virtual object, the loading progress of the first progress bar is reset.

4. The interactive method according to claim 2, after displaying the first progress bar, the method further comprises: In the case where the loading of the first progress bar is not completed, if the first virtual object is controlled to end the rescue operation initiated for the second virtual object, the loading progress of the first progress bar is paused; The first virtual object is controlled to initiate a rescue operation for the second virtual object again, and the first progress bar is displayed to continue loading the progress.

5. The interaction method according to claim 1, wherein the identity information of the first virtual object is the first identity information or the second identity information; The method further comprises: When the first virtual object is in an immovable state, displaying a second progress bar, wherein the second progress bar is used to indicate the progress of releasing the immovable state of the first virtual object; When the second progress bar is loaded completely, the first virtual object is displayed after the immovable state is released.

6. The interaction method according to claim 5, wherein the identity information of the second virtual object is the first identity information or the second identity information; After displaying the second progress bar, the method further includes: If in response to a rescue operation initiated by the second virtual object for the first virtual object, a third progress bar is displayed, wherein the third progress bar is used to indicate the progress of releasing the immobile state of the first virtual object, and the time required for the third progress bar to load is less than the time required for the second progress bar to load.

7. The interaction method according to claim 1, wherein the identity information of the first virtual object is the first identity information, and the identity information of the second virtual object is the first identity information, the second identity information or the target identity information; The controlling the first virtual object to initiate a target interaction event to the second virtual object includes: Controlling the first virtual object to initiate an attack operation on the second virtual object; When the target interaction event response is successful, displaying the interaction event result corresponding to the target interaction event includes: In the case where the second virtual object is hit by the first virtual object, it is determined that the target interaction event response is successful, and the second virtual object is eliminated in the target game match.

8. The interaction method according to claim 7, wherein the step of controlling the first virtual object to attack the second virtual object comprises: In response to a touch operation on a shooting control, the first virtual object is controlled to enter a shooting ready state, and a sighting line trajectory is displayed, wherein the sighting line trajectory is a trajectory for previewing a shooting path from a trajectory starting point position where the shooting prop is located to a trajectory landing point position; In response to a release operation on the shooting control, if the aiming line trajectory collides with a collision box of the second virtual object, it is determined that the second virtual object is hit by the first virtual object.

9. The interaction method according to claim 7, after the second virtual object is eliminated in the target game match, the method further comprises: If the identity information of the second virtual object is the target identity information, and the second virtual object is the last surviving virtual object in the second camp, the first game settlement result of the target game game is displayed, wherein the first game settlement result indicates that the first camp defeats the second camp.

10. The interaction method according to claim 7, after the second virtual object is eliminated in the target game match, the method further comprises: If the identity information of the second virtual object is the first identity information or the second identity information, the number of current surviving objects in the first camp is reduced.

11. The interaction method according to claim 1, wherein the identity information of the first virtual object is the target identity information, and the identity information of the second virtual object is the first identity information or the second identity information; The controlling the first virtual object to initiate a target interaction event to the second virtual object includes: Controlling the first virtual object to initiate an attack operation on the second virtual object; When the target interaction event response is successful, displaying the interaction event result corresponding to the target interaction event includes: In the case where the second virtual object is hit by the first virtual object, it is determined that the target interaction event response is successful, and the second virtual object is eliminated in the target game match.

12. The interaction method according to claim 11, wherein controlling the first virtual object to initiate an attack operation on the second virtual object comprises: In response to a touch operation on a throwing control, the first virtual object is controlled to enter a throwing preparation state, and a sighting line trajectory is displayed, wherein the sighting line trajectory is a trajectory for previewing a throwing path, which is sent from a trajectory starting point position where a throwing prop is located to a trajectory landing point position; In response to a release operation on the throwing control, if the aiming line trajectory collides with a collision box of the second virtual object, it is determined that the second virtual object is hit by the first virtual object.

13. The interaction method according to claim 11, wherein controlling the first virtual object to initiate an attack operation on the second virtual object comprises: In response to a selection operation on an attack control, controlling the first virtual object to swing an attack prop; If the attack prop collides with the collision box of the second virtual object, it is determined that the second virtual object is hit by the first virtual object.

14. The interaction method according to claim 11, after the second virtual object is eliminated in the target game match, the method further comprises: If the identity information of the second virtual object is the first identity information or the second identity information, and the second virtual object is the last surviving virtual object in the first camp, displaying a second game settlement result, wherein the second game settlement result indicates that the second camp defeats the first camp; If the identity information of the second virtual object is the first identity information, and the first camp also includes at least one surviving virtual object, then the number of current surviving objects in the first camp is reduced, and the shooting prop currently used by the second virtual object is displayed; If the identity information of the second virtual object is the second identity information, and the first camp also includes at least one surviving virtual object, then the current number of surviving objects in the first camp is reduced.

15. The interaction method according to claim 1, wherein the identity information of the first virtual object is the second identity information; The method further comprises: In the virtual scene of the target game application, a shooting prop is displayed, where the shooting prop is dropped by the virtual object having the first identity information; In response to a picking operation for the shooting prop, the first virtual object is controlled to pick up the shooting prop, and the identity information of the first virtual object is switched to the first identity information, wherein the picking method of the shooting prop includes picking up and using or picking up and carrying.

16. The interaction method according to claim 1, wherein the identity information of the first virtual object is the target identity information, and the identity information of the second virtual object is the target identity information; The method further comprises: Displaying a target identity list, wherein the target identity list includes information of T virtual objects, the identity information of each virtual object in the T virtual objects is the target identity information, and T is an integer greater than 1; or, In the virtual scene of the target game application, displaying the identity information of the second virtual object; or, In the virtual scene of the target game application, in the target game match, the second virtual object is highlighted relative to a virtual object whose identity information is not the target identity information.

17. The interaction method according to claim 1, wherein the identity information of the first virtual object is the target identity information; The method further comprises: In response to the trap deployment operation, playing a trap deployment animation of the first virtual object; When the trap deployment animation is finished, a trap prop is placed in the virtual scene of the target game application, wherein the trap prop is used to be in an immobile state when the proximity distance between the virtual object in the first camp and the trap prop is less than or equal to a proximity distance threshold.

18. The interaction method according to claim 1, wherein the identity information of the first virtual object is the first identity information or the second identity information; The method further comprises: In the virtual scene of the target game application, display at least one virtual resource, wherein virtual resources belonging to the same resource type correspond to the same integral value and the same duration value; Controlling the first virtual object to pick up a target virtual resource, wherein the target virtual resource belongs to one of the at least one virtual resource; According to the resource type to which the target virtual resource belongs, the accumulated score value of the first virtual object and the remaining time of the target game match are displayed.

19. The interactive method according to claim 18, wherein displaying the accumulated score of the first virtual object and the remaining time of the target game match according to the resource type to which the target virtual resource belongs comprises: If the resource type of the target virtual resource is the first resource type, the accumulated score value of the first virtual object and the remaining duration of the target game match are displayed, wherein the virtual resource belonging to the first resource type corresponds to the first score value and the same first duration value, the accumulated score value of the first virtual object is obtained by adding the first score value, and the remaining duration of the target game match is obtained by deducting the first duration value; If the resource type of the target virtual resource is the second resource type, the accumulated point value of the first virtual object and the remaining duration of the target game are displayed, wherein the virtual resources belonging to the second resource type correspond to a second point value and the same second duration value, the second point value is greater than the first point value, the second duration value is greater than the first duration value, the accumulated point value of the first virtual object is obtained after adding the second point value, and the remaining duration of the target game is obtained after deducting the second duration value.

20. The interactive method according to claim 1, further comprising: In a case where the identity information of the first virtual object is the first identity information, when the first virtual object enters a shooting preparation state, a sighting line trajectory for a shooting prop is displayed, wherein the sighting line trajectory for the shooting prop is a trajectory for previewing a shooting path from a trajectory starting position where the shooting prop is located to a trajectory landing position; In the case where the identity information of the first virtual object is the target identity information, when the first virtual object enters a throwing preparation state, a sighting line trajectory for a throwing item is displayed, wherein the sighting line trajectory for the throwing item is a trajectory for previewing a throwing path, which is sent from a starting point of the trajectory where the throwing item is located to a landing point of the trajectory; The shooting prop and the throwing prop have different appearances.

21. The interactive method according to claim 1, wherein the virtual scene of the target game application corresponds to a scene map, and the scene map includes M preset initial point positions, where M is an integer greater than or equal to 3; After the start operation in response to the target game match, the method further includes: A randomly assigned birth point position for the first virtual object is displayed, wherein the birth point position is used to indicate a starting position of the first virtual object in a virtual scene of the target game application, and the birth point position is one of the M preset initial point positions.

22. The interactive method according to any one of claims 1 to 21, further comprising: In response to a voice output operation, a voice message is sent to terminals corresponding to P virtual objects, wherein a scene distance between each of the P virtual objects and the first virtual object is less than or equal to a scene distance threshold, the scene distance represents a distance in a virtual scene of the target game application, and P is an integer greater than or equal to 1; The method further comprises: In response to a voice input operation, a voice message sent from a terminal corresponding to Q virtual objects is played, wherein a scene distance between each of the Q virtual objects and the first virtual object is less than or equal to the scene distance threshold, and Q is an integer greater than or equal to 1.

23. A virtual object interaction device, the virtual object interaction device is applied to a target game application including a plurality of virtual objects, the plurality of virtual objects are divided into at least a first camp and a second camp, the first camp includes at least one virtual object having a first identity information and at least one virtual object having a second identity information, and the identity information of each virtual object in the first camp is in a non-public state, the second camp includes at least one virtual object having a target identity information, the virtual object interaction device comprising: A display module, configured to display identity information randomly assigned to a first virtual object in response to a start operation of a target game match, wherein the identity information is the first identity information, the second identity information, or the target identity information, and the first virtual object belongs to one of the multiple virtual objects; A control module, configured to control the first virtual object to initiate a target interaction event to a second virtual object, wherein the second virtual object is another virtual object among the multiple virtual objects except the first virtual object; The display module is further configured to display an interaction event result corresponding to the target interaction event when the target interaction event response is successful, wherein the interaction event result is associated with the identity information of the first virtual object and the identity information of the second virtual object.

24. A computer device comprising a memory and a processor, wherein the memory stores a computer program, and the processor implements the steps of the interactive method according to any one of claims 1 to 22 when executing the computer program.

25. A computer-readable storage medium having a computer program stored thereon, wherein the computer program, when executed by a processor, implements the steps of the interactive method according to any one of claims 1 to 22.

26. A computer program product comprising a computer program, which, when executed on a computer, causes the computer to execute the steps of the interactive method according to any one of claims 1 to 22.