Interaction method and apparatus based on virtual world, device, medium, and program product

By setting up a mobile terrain platform in the virtual world, the problem of players being unable to change the terrain of multiplayer battle scenes independently is solved, and a richer and more complex gameplay is achieved, which enhances players' interest.

WO2025060647A1PCT designated stage expired Publication Date: 2025-03-27TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
PCT/CN2024/106422
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-09-22
Filing Date
2024-07-19
Publication Date
2025-03-27

AI Technical Summary

Technical Problem

In the prior art, players cannot independently change the terrain during the battle in a multiplayer battle scene, resulting in a single gameplay.

Method used

By setting up a mobile terrain platform in the virtual world, players allow them to change the position of the terrain platform through mobile control operations, thereby automatically changing the terrain of the virtual world.

Benefits of technology

It realizes that players can independently change the terrain of multiplayer battle scenes during the battle, enriches the game mechanism, improves the complexity and playability of the game, and increases the interest of players.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

Provided are an interaction method and apparatus based on a virtual world, a device, a medium, and a program product, belonging to the field of human-computer interaction. The method comprises: displaying at least two terrain platforms located in a virtual world, the at least two terrain platforms being platforms for supporting at least two virtual characters, and at least one terrain platform of the at least two terrain platforms being a mobile platform (320); in response to a movement control operation on the mobile platform, controlling the mobile platform to move in the virtual world, so as to change the terrain formed by the at least two terrain platforms (340); and in response to a character control operation on a first virtual character, controlling the first virtual character to interact, on the terrain formed by the at least two terrain platforms, with another virtual character among the at least two virtual characters (360). According to the described solution, terrain transformation in the virtual world can be achieved, making gameplay more diverse.
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Description

Interactive method, device, equipment, medium and program product based on virtual world

[0001] This application claims priority to Chinese patent application No. 202311245978.X filed on September 22, 2023, entitled “Interactive methods, devices, equipment, media and program products based on a virtual world”, the entire contents of which are incorporated herein by reference. Technical Field

[0002] The present application relates to the field of human-computer interaction, and in particular to an interaction method, apparatus, device, medium and program product based on a virtual world. Background Art

[0003] In an online game based on a virtual world, multiple players can enter a copy at the same time to engage in multiplayer battles.

[0004] In related art, the terrain in a multiplayer battle scene does not change throughout the battle. Alternatively, players can only change the terrain by using virtual props, such as using virtual props to generate obstacles in the multiplayer battle scene, and then using these obstacles to change the terrain in the multiplayer battle scene.

[0005] However, in the related art, players cannot independently change the terrain in the multiplayer battle scene during the battle, which results in a relatively simple gameplay of the online game.

[0006] Summary of the Invention

[0007] This application provides a virtual world-based interactive method, device, equipment, medium, and program product. The technical solution is as follows:

[0008] According to one aspect of the present application, a virtual world-based interaction method is provided, the method being executed by a computer device, the method comprising:

[0009] Displaying at least two terrain platforms located in the virtual world, wherein the at least two terrain platforms are platforms for carrying at least two virtual characters, and at least one of the at least two terrain platforms is a mobile platform;

[0010] In response to a movement control operation on the mobile platform, controlling the mobile platform to move in the virtual world to change the terrain formed by the at least two terrain platforms;

[0011] In response to a character control operation on a first virtual character, the first virtual character is controlled to interact with other virtual characters of the at least two virtual characters on the terrain formed by the at least two terrain platforms.

[0012] According to another aspect of the present application, a virtual world-based interactive device is provided, the device comprising:

[0013] A display module is configured to display at least two terrain platforms located in the virtual world, wherein the at least two terrain platforms are platforms for carrying at least two virtual characters, and at least one of the at least two terrain platforms is a mobile platform;

[0014] a control module for controlling the mobile platform to move in the virtual world in response to a movement control operation on the mobile platform, so as to change the terrain formed by the at least two terrain platforms;

[0015] The control module is configured to control the first virtual character to interact with other virtual characters of the at least two virtual characters on the terrain formed by the at least two terrain platforms in response to a character control operation on the first virtual character.

[0016] According to another aspect of the present application, a computer device is provided, comprising: a processor and a memory, wherein the memory stores a computer program, and the computer program is loaded and executed by the processor to implement the above-mentioned virtual world-based interaction method.

[0017] According to another aspect of the present application, a computer-readable storage medium is provided, wherein the computer-readable storage medium stores a computer program, and the computer program is loaded and executed by a processor to implement the virtual world-based interaction method as described above.

[0018] According to another aspect of the present application, a computer program product is provided, comprising computer instructions stored in a computer-readable storage medium, wherein a processor retrieves the computer instructions from the computer-readable storage medium, so that the processor loads and executes the computer instructions to implement the virtual world-based interaction method as described above.

[0019] The beneficial effects of the technical solutions provided in the embodiments of the present application include at least:

[0020] The above scheme designs a dungeon gameplay method. By setting at least one terrain platform in the virtual world as a mobile platform, players can move the mobile platform through motion control operations, enabling players to independently change the position of the terrain platform in the virtual world, thereby achieving terrain transformation in the virtual world. Furthermore, players can independently change the terrain in multiplayer battle scenes during combat, fully utilizing the terrain transformations caused by the movement of the mobile platform in the virtual world to navigate the combat mechanics within the virtual world. This allows players to explore the fun of dungeon combat within a high degree of freedom, enriching the game mechanics, increasing the complexity and playability of the game, and helping to increase player interest in the game. BRIEF DESCRIPTION OF THE DRAWINGS

[0021] FIG1 shows a block diagram of a computer system provided by an exemplary embodiment;

[0022] FIG2 is a schematic diagram showing an interactive method based on a virtual world provided by an exemplary embodiment;

[0023] FIG3 shows a flow chart of a virtual world-based interaction method provided by an exemplary embodiment;

[0024] FIG4 shows a flow chart of a virtual world-based interaction method provided by an exemplary embodiment;

[0025] FIG5 is a schematic diagram showing an interactive method based on a virtual world provided by an exemplary embodiment;

[0026] FIG6 shows a schematic diagram of an interactive method based on a virtual world provided by an exemplary embodiment;

[0027] FIG7 shows a schematic diagram of an interactive method based on a virtual world provided by an exemplary embodiment;

[0028] FIG8 shows a schematic diagram of an interactive method based on a virtual world provided by an exemplary embodiment;

[0029] FIG9 is a schematic diagram showing an interactive method based on a virtual world provided by an exemplary embodiment;

[0030] FIG10 is a schematic diagram showing an interactive method based on a virtual world provided by an exemplary embodiment;

[0031] FIG11 is a schematic diagram showing an interactive method based on a virtual world provided by an exemplary embodiment;

[0032] FIG12 is a schematic diagram showing an interactive method based on a virtual world provided by an exemplary embodiment;

[0033] FIG13 is a schematic diagram showing an interactive method based on a virtual world provided by an exemplary embodiment;

[0034] FIG14 is a schematic diagram showing an interactive method based on a virtual world provided by an exemplary embodiment;

[0035] FIG15 is a schematic diagram showing an interactive method based on a virtual world provided by an exemplary embodiment;

[0036] FIG16 shows a flowchart of a virtual world-based interaction method provided by an exemplary embodiment;

[0037] FIG17 shows a block diagram of a virtual world-based interaction device provided by an exemplary embodiment;

[0038] FIG18 shows a structural block diagram of a computer device provided by an exemplary embodiment. DETAILED DESCRIPTION

[0039] In order to make the objectives, technical solutions and advantages of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.

[0040] Exemplary embodiments will be described in detail herein, with examples illustrated in the accompanying drawings. In the following description, when referring to the drawings, identical numerals in different figures represent identical or similar elements, unless otherwise indicated. The embodiments described in the following exemplary embodiments are not intended to represent all embodiments consistent with the present application. Rather, they are merely examples of apparatus and methods consistent with certain aspects of the present application, as detailed in the appended claims.

[0041] The terms used in this application are for the purpose of describing specific embodiments only and are not intended to limit this application. As used in this application and the appended claims, the singular forms "a," "an," "the," and "the" are intended to include the plural forms, unless the context clearly indicates otherwise. It should also be understood that the term "and / or" as used herein refers to and encompasses any and all possible combinations of one or more of the associated listed items.

[0042] It should be understood that although the terms first, second, etc. may be used in this application to describe various information, these information should not be limited to these terms. These terms are only used to distinguish information of the same type from each other. For example, without departing from the scope of this application, a first parameter may also be referred to as a second parameter, and similarly, a second parameter may also be referred to as a first parameter. Depending on the context, the word "if" as used herein may be interpreted as "at the time of" or "when" or "in response to determining".

[0043] It should be noted that before collecting relevant user data (such as: relevant information of the user account, permission information, permission acquisition operations, mobile control operations and role control operations, etc.) and during the process of collecting relevant user data, this application can display a prompt interface, pop-up window or output voice prompt information. The prompt interface, pop-up window or voice prompt information is used to remind the user that its relevant data is currently being collected, so that this application only starts to execute the relevant steps of obtaining user-related data after obtaining the user's confirmation operation on the prompt interface or pop-up window. Otherwise (that is, when the user's confirmation operation on the prompt interface or pop-up window is not obtained), the relevant steps of obtaining user-related data are terminated, that is, the user's relevant data is not obtained. In other words, all user data collected by this application are collected with the user's consent and authorization, and the collection, use and processing of relevant user data need to comply with the relevant laws, regulations and standards of relevant countries and regions.

[0044] First, a brief introduction to the terms involved in the embodiments of this application is given:

[0045] Virtual world: is a virtual world displayed (or provided) when an application is running on a terminal. The virtual world can be a simulation of the real world, a semi-simulated and semi-fictitious three-dimensional world, or a purely fictitious three-dimensional world. The virtual world can be any of a two-dimensional virtual world, a 2.5-dimensional virtual world, and a three-dimensional virtual world. Optionally, the virtual world is also used for virtual world battles between at least two virtual characters, and the virtual world has virtual resources that can be used by at least two virtual characters. Optionally, the virtual world includes symmetrical lower left and upper right corner areas, and the virtual characters belonging to the two hostile camps occupy one of the areas respectively.

[0046] A virtual character is an object that can be moved in a virtual world. This movable object can be at least one of a virtual person, a virtual animal, and an animated character. Optionally, when the virtual world is a three-dimensional virtual world, the virtual character can be a three-dimensional virtual model. Each virtual character has its own shape and volume in the three-dimensional virtual world and occupies a portion of the space in the three-dimensional virtual world. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual character achieves different external appearances by wearing different skins. In some implementations, the virtual character can also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in this embodiment of the present application.

[0047] Response: Used to indicate the conditions or states on which the executed operations depend. When the dependent conditions or states are met, one or more operations executed can be in real time or with a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations executed can be executed.

[0048] Terrain Platform: This refers to the platform in the virtual world that supports avatars. Avatars can stand on the terrain platform. Each terrain platform has its own shape and volume in the 3D virtual world, occupying a portion of the space within the 3D virtual world.

[0049] For example, the terrain platform of this embodiment includes a mobile platform and a fixed platform. The fixed platform is a fixed terrain platform that cannot be moved. The mobile platform is a movable terrain platform that can be moved. In this embodiment, when the mobile platform is set to move, the virtual objects and virtual characters located on the mobile platform will move together, similar to an elevator or conveyor belt in real-life scenarios.

[0050] FIG1 shows a block diagram of a computer system 100 according to an exemplary embodiment of the present invention. The computer system 100 may be a system architecture for implementing a virtual world-based interaction method. The computer system 100 includes a first terminal 120 , a server 140 , and a second terminal 160 .

[0051] The first terminal 120 installs and runs an application that supports a virtual world. For example, the application can be any one of a battle royale shooting game, a virtual reality (VR) application, an augmented reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a first-person shooter (FPS), a third-person shooter (TPS), a multiplayer online battle arena (MOBA), and a simulation game (SLG).

[0052] The first terminal 120 is used by a first user. The first user uses the first terminal 120 to control a first virtual character in the virtual world. This control includes, but is not limited to, at least one of adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up objects, shooting, attacking, throwing objects, and constructing virtual structures. The first user can use the first terminal 120 to interact with non-player characters (NPCs) in the virtual world and control the movement of a mobile platform in the virtual world.

[0053] The first terminal 120 is connected to the server 140 via a wireless network or a wired network.

[0054] Server 140 may be a standalone physical server, a server cluster or distributed system consisting of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud computing services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. Server 140 may include at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center.

[0055] Exemplarily, server 140 includes a processor 144 and memory 142. Memory 142 further includes a receiving module 1421, a control module 1422, and a sending module 1423. Receiving module 1421 is configured to receive a request from a client, such as a request to view at least one of the number, location, and attributes of an enemy virtual character, or a request to verify whether the virtual character is located on a mobile platform. Control module 1422 is configured to control the rendering of the virtual world image. Sending module 1423 is configured to send a response to the client, such as at least one of the number, location, and attribute value of the enemy virtual character, or a verification result of whether the virtual character is located on a mobile platform. Server 140 is configured to provide background services for the applications of first terminal 120 and second terminal 160.

[0056] Optionally, the server 140 undertakes the main computing work, and the first terminal 120 and the second terminal 160 undertake the secondary computing work; or, the server 140 undertakes the secondary computing work, and the first terminal 120 and the second terminal 160 undertake the main computing work; or, a distributed computing architecture is used among the server 140, the first terminal 120 and the second terminal 160 for collaborative computing.

[0057] The second terminal 160 has an application installed and running that supports a virtual world. The application can be any one of a battle royale shooting game, a virtual reality application, an augmented reality application, a three-dimensional map application, a virtual reality game, an augmented reality game, a first-person shooter game, a third-person shooter game (or a multiplayer online tactical competitive game), and a strategy game.

[0058] Second terminal 160 is used by a second user to control a second virtual character in the virtual world. This control includes, but is not limited to, adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up objects, shooting, attacking, throwing objects, and constructing virtual structures. The second user can use second terminal 160 to interact with NPCs in the virtual world and control the movement of a mobile platform in the virtual world.

[0059] The virtual characters controlled by the first user through the first terminal 120 and the second user through the second terminal 160 are located at different positions in the same virtual world, that is, the first user and the second user are in the same battle.

[0060] Optionally, the applications installed on the first terminal 120 and the second terminal 160 are the same, or the applications installed on the two terminals are the same type of applications on different control system platforms. The embodiment of the present application does not limit the form of the applications installed on the first terminal 120 and the second terminal 160, including but not limited to App (Application, application), mini-programs, etc. installed in the first terminal 120 and the second terminal 160, and can also be in the form of web pages. The first terminal 120 can generally refer to one of multiple terminals, and the second terminal 160 can generally refer to one of multiple terminals. This embodiment only uses the first terminal 120 and the second terminal 160 as an example. The device types of the first terminal 120 and the second terminal 160 are the same or different, and the device types include: at least one of: a smartphone, a tablet computer, a wearable device, a PC (Personal Computer), an e-book reader, a digital player, a laptop computer, and a desktop computer. The following embodiment is illustrated by taking the terminal including a smartphone as an example.

[0061] Those skilled in the art will appreciate that the number of terminals may be greater or less. For example, there may be only one terminal (i.e., a user plays against an AI), or there may be eight terminals (a 1v1v1v1v1v1v1v1 game in which eight users compete in a round-robin fashion and are eliminated to ultimately determine a winner), or even more. The embodiments of the present application do not limit the number of terminals or device types.

[0062] The embodiment of the present application provides an interaction method based on a virtual world, which is performed by a computer device. Optionally, the computer device may be the first terminal 120 or the second terminal 160 shown in FIG1 . The first terminal 120 and the second terminal 160 are each installed and running an application that supports the virtual world.

[0063] FIG2 shows a schematic diagram of a virtual world-based interaction method provided by an exemplary embodiment of the present application. Taking the computer device as the first terminal 120 as an example, the steps are briefly described as follows:

[0064] 1. A computer device displays at least two terrain platforms in a virtual world. The at least two terrain platforms are platforms for carrying at least two virtual characters, and at least one of the at least two terrain platforms is a mobile platform.

[0065] As shown in the schematic diagram (1) and the top view (a) in FIG2 , nine terrain platforms are set within the boundary line 204 of the virtual world, namely terrain platform 11, terrain platform 12, terrain platform 13, terrain platform 14, terrain platform 15, terrain platform 16, terrain platform 17, terrain platform 18, and terrain platform 19. Terrain platforms 11, 13, 17, and 19 are mobile platforms, located at the four corners; terrain platforms 12, 14, 15, 16, and 18 are fixed platforms, located in a cross shape. In other embodiments, all of the nine terrain platforms can be mobile platforms. The first virtual character 10 is a virtual character controlled by the first user through the first terminal 120. The first virtual character 10 is located on the fixed platform 18. In this embodiment, the mobile platform can be moved in at least two directions: east, west, south, north, up, and down.

[0066] 2. In response to the permission acquisition operation, the computer device controls the first virtual character to obtain control permission for the mobile platform.

[0067] The control authority is the authority to control the movement of the mobile platform, specifically the authority to control the movement of the mobile platform in a certain direction. When the first virtual character 10 obtains the control authority of the mobile platform, the first user can control the movement of the mobile platform through the first virtual character 10.

[0068] 3. The computer device controls the mobile platform to move in the virtual world in response to the movement control operation on the mobile platform, so as to change the terrain formed by the at least two terrain platforms.

[0069] For example, the control authority is for controlling the westward movement of the mobile platform, and the movement control operation is to move the mobile platform one cell westward. As shown in the schematic diagram (2) and the top view (a) in FIG2 , the first terminal 120 controls the terrain platform 11, the terrain platform 13, the terrain platform 17, and the terrain platform 19 to move one cell westward, respectively. Terrain platform 11 moves to terrain platform 111, and terrain platform 17 moves to terrain platform 171. Terrain platform 13 and terrain platform 19 remain unchanged because they are blocked by the fixed platform.

[0070] 4. The computer device controls the first virtual character to interact with other virtual characters of the at least two virtual characters on the terrain formed by the at least two terrain platforms in response to the character control operation on the first virtual character.

[0071] The first terminal 120 further controls the first virtual character 10 to interact with the other virtual characters of the at least two virtual characters on the terrain formed by the at least two terrain platforms in response to the character control operation on the first virtual character 10. The interaction includes at least one of shooting, attacking, throwing, talking, and fighting.

[0072] In summary, the embodiment of the present application designs a copy gameplay of the game, which gives the player the control of the movement of the mobile platform in the virtual world, allowing the player to give full play to his or her autonomy and initiative. Through cooperation between multiple players and by utilizing the terrain changes caused by the movement of the mobile platform in the virtual world, the player can respond to the combat mechanism in the online game and explore the fun of copy combat in a space with a high degree of freedom. It is a copy gameplay that combines decryption and combat, thereby enriching the gameplay.

[0073] FIG3 shows a flowchart of a virtual world-based interaction method provided by an exemplary embodiment of the present application. The method is applied to a computer device, which may be the first terminal 120 or the second terminal 160 shown in FIG1 . The method includes steps 320 , 340 , and 360 .

[0074] Step 320 : Display at least two terrain platforms in the virtual world. The at least two terrain platforms are platforms for carrying at least two virtual characters, and at least one of the at least two terrain platforms is a mobile platform.

[0075] The virtual world is a three-dimensional virtual activity space provided by an application installed and running on a computer device during its operation, in which virtual characters can perform various activities.

[0076] A terrain platform refers to a platform in a virtual world that is used to carry virtual characters.

[0077] Optionally, the virtual world includes at least two terrain platforms, i.e., at least two terrain platforms are used to form the terrain of the virtual world. The at least two terrain platforms can be shaped like at least one of a rectangle, a square, a circle, or an irregular shape. The shapes and volumes of the different terrain platforms can be the same or different, and this embodiment does not impose any restrictions on this. Initially, the at least two terrain platforms in the virtual world are located on the same horizontal plane.

[0078] Mobile platforms are movable terrain platforms.

[0079] Optionally, at least one of the at least two terrain platforms is a mobile platform. Initially, the mobile platform in the virtual world is located at a pre-set initial position. For example, the at least two terrain platforms in the virtual world include five fixed platforms and four mobile platforms. Initially, the five fixed platforms are arranged in a cross shape, and the four mobile platforms are located at the four corners of the fixed platforms.

[0080] For example, a computer device displays a virtual world entrance, and in response to a triggering operation on the virtual world entrance, the computer device displays at least two terrain platforms located in the virtual world. The triggering operation includes at least one of a click operation, a double-click operation, a long press operation, and a touch operation.

[0081] Step 340 : In response to the movement control operation on the mobile platform, control the mobile platform to move in the virtual world to change the terrain formed by the at least two terrain platforms.

[0082] The movement control operation refers to an operation of controlling the movement of the mobile platform, and specifically may be an operation of controlling the movement of the mobile platform in a certain direction.

[0083] Exemplarily, the computer device controls the mobile platform to move in the virtual world in response to a movement control operation on the mobile platform, so as to change the terrain formed by at least two terrain platforms.

[0084] Step 360 : In response to the character control operation on the first virtual character, control the first virtual character to interact with other virtual characters of the at least two virtual characters on the terrain formed by the at least two terrain platforms.

[0085] The character control operation refers to the control operation on the first virtual character.

[0086] Optionally, the character control operation includes at least one of moving, releasing skills, adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, and fighting.

[0087] The other virtual characters refer to virtual characters other than the first virtual character among the at least two virtual characters.

[0088] Optionally, the other virtual characters include at least one of a teammate virtual character, an enemy virtual character, and a non-player character. The interaction with the other virtual characters of the at least two virtual characters includes at least one of shooting, attacking, throwing, talking, and fighting.

[0089] In summary, the method provided in the embodiments of the present application designs a dungeon gameplay method. By setting at least one terrain platform in the virtual world as a mobile platform, players can move the mobile platform through mobile control operations, enabling players to independently change the position of the terrain platform in the virtual world, thereby achieving terrain transformation in the virtual world. Furthermore, players can independently change the terrain in multiplayer battle scenes during combat and fully utilize the terrain transformations caused by the movement of the mobile platform in the virtual world to cope with the combat mechanics in the virtual world. Within a high degree of freedom, players can explore the fun of dungeon combat, enrich the game mechanics, enhance the complexity and playability of the game, and help increase players' interest in the game.

[0090] In some embodiments, the first virtual character is set to have the control authority to control the mobile platform by default, so step 330 does not need to be performed and step 340 can be performed.

[0091] In some embodiments, step 330 is included before step 340. Step 330 is used to obtain the virtual character's control authority over the mobile platform. Step 340 can be executed only after the virtual character obtains the control authority over the mobile platform.

[0092] Step 330: In response to the permission acquisition operation, control the first virtual character to acquire the control permission of the mobile platform.

[0093] The permission acquisition operation refers to the operation of obtaining the control permission of the mobile platform. The control permission is the permission used to control the movement of the mobile platform, specifically the permission to control the movement of the mobile platform in a certain direction.

[0094] Exemplarily, in response to the permission acquisition operation, the computer device controls the first virtual character to acquire the control permission of the mobile platform.

[0095] Optionally, the computer device displays a permission acquisition button, and the permission acquisition operation includes triggering the permission acquisition button. The triggering operation includes at least one of a click operation, a double-click operation, a long press operation, and a touch operation. In response to the triggering operation of the permission acquisition button, the computer device controls the first virtual character to obtain control permission for the mobile platform.

[0096] Optionally, the virtual world includes non-player characters (NPCs), which are game characters not controlled by a player. The NPCs are used to indicate control authority over a mobile platform, and the permission acquisition operation includes an interaction between the first VP and the NPCs. The computer device, in response to the interaction between the first VP and the NPCs, controls the first VP to acquire control authority over the mobile platform. The interaction operation includes at least one of conversing with a player character, exchanging items with a NPC, and approaching a NPC.

[0097] Optionally, the virtual character is pre-configured to be able to control the mobile platform it is currently on. The permission acquisition operation includes a displacement operation of the first virtual character onto the mobile platform. In response to the displacement operation of the first virtual character onto the mobile platform, the computer device controls the first virtual character to obtain control permission for the mobile platform.

[0098] In some embodiments, after controlling the first virtual character to obtain control authority for the mobile platform, the computer device displays a Quick Time Events (QTE) button in the skill area to indicate the control authority obtained by the first virtual character.

[0099] In this embodiment, the control of the mobile platform in the virtual world is given to the player through the permission acquisition operation, so that the player can move the mobile platform through mobile control operations, and can give full play to the player's autonomy and initiative. Through the cooperation between multiple players and the use of terrain changes caused by the movement of the mobile platform, the combat mechanism in the online game is responded to, and the implementation conditions for the player's mobile control operations are provided, thereby improving the complexity and playability of the game.

[0100] In some embodiments, the movement control operation refers to an operation of controlling the mobile platform to move at least one cell in a first direction, and the control authority obtained by the first virtual character is a first control authority, which is an authority for controlling the mobile platform to move in the first direction.

[0101] Exemplarily, the above-mentioned step 330 can be optionally implemented as follows: in response to the first virtual character approaching the first non-player character, the computer device controls the first virtual character to obtain the first control authority indicated by the first non-player character, where the first control authority is the authority for controlling the mobile platform to move in a first direction.

[0102] Optionally, the first non-player character is one of at least two non-player characters in the virtual world, and the at least two non-player characters correspond one-to-one to the at least two directions.

[0103] Exemplarily, a computer device displays at least two non-player characters in a virtual world. A first non-player character is one of the at least two non-player characters in the virtual world, and the at least two non-player characters correspond to at least two directions. The first non-player character can be approached by a player according to a desired movement direction. Approaching means that the distance between the first non-player character and the non-player character is less than or equal to a distance threshold.

[0104] In this embodiment, multiple non-player characters are set up in the virtual world, allowing players to interact with a particular non-player character and obtain corresponding control permissions. This not only enhances the player's sense of game participation, but also gives the player the right to choose control permissions, allowing the player to independently choose to obtain the permission to control the mobile platform in a certain direction. This enhances playability, enriches game mechanics, and increases game complexity.

[0105] Mobile control for mobile platforms

[0106] FIG4 shows a flowchart of a virtual world-based interaction method provided by an exemplary embodiment of the present application. Step 340 performed by the computer device may be optionally implemented as step 342:

[0107] Step 342, in response to the movement control operation of controlling the mobile platform to move in a first direction, control the mobile platform to move at least one cell in the first direction in the virtual world, where a cell is a step unit of the mobile platform when moving; wherein the first direction is one of at least two directions, and the at least two directions include at least two of east, west, south, north, up, and down.

[0108] Optionally, the moving direction of the mobile platform is set to include at least two directions, and the at least two directions include at least two of east, west, south, north, up (also called floating or floating up), and down (also called sinking or sinking).

[0109] The first direction is one of the at least two directions.

[0110] Optionally, the first direction is indicated by the control authority obtained by the first virtual character. For example, if the control authority is the authority to control the mobile platform to move westward, the first direction is west.

[0111] A movement control operation refers to an operation that controls the mobile platform to move at least one cell in a first direction. For example, the movement control operation is used to control the mobile platform to move one cell in the first direction, or the movement control operation is used to control the mobile platform to move multiple cells in the first direction. Optionally, the number of cells moved by the movement control operation can be set by the player. For example, if the player sets the number of cells moved by the movement control operation to 1, the movement control operation is used to control the mobile platform to move one cell in the first direction. If the player sets the number of cells moved by the movement control operation to 2, the movement control operation is used to control the mobile platform to move two cells in the first direction. Optionally, the number of cells moved by the movement control operation can be a default value pre-set by a technician. For example, if the default value is 1, the movement control operation is used to control the mobile platform to move one cell in the first direction.

[0112] Optionally, in this embodiment, the mobile platform is configured to move at least one cell at a time. A cell is the unit of step length used by the mobile platform during movement. The size of a cell can be determined based on the three-dimensional size of the virtual world. For example, referring to the top view (a) of FIG. 2 , each square in the top view (a) represents a cell, and the mobile platform moves one cell at a time.

[0113] Exemplarily, in response to a movement control operation of controlling the movement of the mobile platform to move in the first direction, the computer device controls the mobile platform to move at least one cell in the first direction in the virtual world.

[0114] In this embodiment, the movement control operation is used to move the mobile platform in a first direction. In response to the movement control operation, the computer device controls the mobile platform to move at least one cell in the first direction within the virtual world. This movement control operation of moving at least one cell in a specific direction not only enables the player to control the movement of the mobile platform and achieve terrain transformation within the virtual world, but also simplifies the difficulty of movement control and reduces the computational effort of the computer device.

[0115] In some embodiments, the mobile platform includes at least two. Specifically, please continue to refer to Figure 4, step 342 can be further implemented as step 344:

[0116] Step 344: In response to the movement control operation of controlling the mobile platform to move in the first direction, the mobile platform that meets the movement condition among the at least two mobile platforms is controlled to move at least one cell in the first direction in the virtual world; wherein, the mobile platform that does not meet the movement condition among the at least two mobile platforms remains unchanged in the virtual world.

[0117] The movement condition refers to the condition that the mobile platform needs to meet in order to successfully move in the first direction this time.

[0118] Optionally, the movement condition is determined based on a desired movement position of the mobile platform. The desired movement position includes at least one of a movement end position and a movement intermediate position. The movement intermediate position is a position on the movement path of the mobile platform during movement. If the desired movement position is the movement end position, when the mobile platform is successfully moved to the desired movement position, the desired movement position may also be referred to as a post-movement position.

[0119] For example, assuming that mobile platform 1 is moved from starting position A to end position B, the expected moving position includes end position B. When mobile platform 1 is successfully moved to end position B, end position B is also called the post-movement position, and starting position A is also called the pre-movement position. Assuming that mobile platform 2 is moved from starting position A to end position B, the positions on the moving path are: starting position A, intermediate position D, intermediate position E, and end position B. The expected moving position includes intermediate position D, intermediate position E, and end position B. Only after mobile platform 2 is successfully moved to intermediate position D and intermediate position E in sequence can it finally successfully move to end position B.

[0120] In some embodiments, the mobile platform that meets the mobility conditions includes at least one of the following:

[0121] at least one mobile platform whose desired mobile position is not blocked by a virtual obstacle;

[0122] at least one mobile platform whose desired mobile location is not blocked by other terrain platforms;

[0123] at least one mobile platform whose desired moving position does not exceed the boundary line;

[0124] At least one mobile platform that is not currently moving.

[0125] In some embodiments, the virtual obstacle includes at least one of a fixed platform, a virtual building, and a virtual wall. For example, if the virtual obstacle is a fixed platform, since the position of the fixed platform in the virtual world is immutable, when a fixed platform is present at the desired movement location, the mobile platform cannot move to the desired movement location. Exemplarily, in response to a movement control operation to control the mobile platform to move in a first direction, the computer device controls the mobile platform of the at least two mobile platforms whose desired movement location is not blocked by the virtual obstacle to move at least one cell in the first direction in the virtual world, while the mobile platform whose desired movement location is blocked by the virtual obstacle remains unchanged in the virtual world.

[0126] In some embodiments, other terrain platforms refer to mobile platforms that cannot continue to move during this movement, or refer to fixed platforms that cannot move themselves. For example: the west side of mobile platform 1 is tangent to the boundary line, and the east side is adjacent to mobile platform 2. In the case that this movement is to move one cell to the west, mobile platform 1 cannot move westward. At this time, there is already a mobile platform 1 at the expected moving position of mobile platform 2. Mobile platform 2 cannot move westward due to the obstruction of mobile platform 1. Exemplarily, in response to a movement control operation to control the mobile platform to move in a first direction, the computer device controls at least two mobile platforms, the mobile platform whose expected moving position is not blocked by other terrain platforms, to move at least one cell in the first direction in the virtual world, and the mobile platform whose expected moving position is blocked by other terrain platforms remains unchanged in the virtual world.

[0127] In some embodiments, the boundary line refers to a pre-set boundary. That is, the mobile platform can only move within the range within the boundary line and cannot exceed the boundary line. When the desired movement position of the mobile platform exceeds the boundary line, the mobile platform cannot move to the desired movement position. Exemplarily, in response to a movement control operation to control the mobile platform to move in a first direction, the computer device controls the mobile platform of the at least two mobile platforms whose desired movement position does not exceed the boundary line to move at least one unit cell in the first direction in the virtual world, and the mobile platform whose desired movement position exceeds the boundary line remains unchanged in the virtual world.

[0128] In some embodiments, a configuration is provided in which movement control operations cannot be performed on a mobile platform while the mobile platform is in motion. For example, in response to a movement control operation to control movement of a mobile platform in a first direction, the computer device controls the non-moving mobile platform of the at least two mobile platforms to move at least one cell in the first direction in the virtual world, while the moving mobile platform maintains its moving state in the virtual world.

[0129] In this embodiment, the computer device only moves the mobile platforms that meet the movement conditions, and the mobile platforms that do not meet the movement conditions remain unchanged, which can effectively avoid the occurrence of model penetration and improve the accuracy of movement control of the mobile platforms.

[0130] For ease of understanding, the above embodiments are described below with reference to schematic diagrams:

[0131] FIG5 , FIG6 and FIG7 are schematic diagrams showing a virtual world-based interaction method provided by an exemplary embodiment of the present application.

[0132] Take the example of a first virtual character obtaining control authority over a mobile platform by approaching a non-player character. As shown in the schematic diagram (1) in FIG5 , the computer device displays the currently logged-in first virtual character 201 and the non-player character 202 in the virtual world, wherein the first virtual character 201 is displayed in a physical state and the non-player character 202 is displayed in a phantom state. A prompt message may be displayed above the non-player character 202, and the prompt message is used to instruct the first virtual character 201 to interact with the non-player character 202 to obtain control authority over the mobile platform. In response to the first virtual character 201 approaching the non-player character 202, the computer device controls the first virtual character 201 to obtain control authority over the mobile platform. As shown in the schematic diagram (2) in FIG5 , the computer device may also optionally prompt the first virtual character 201 in the form of a QTE button 203 in the player skill panel to indicate the control authority over the mobile platform obtained.

[0133] As shown in the schematic diagram (1) in FIG6 , the computer device displays at least two terrain platforms in the virtual world, wherein the at least two terrain platforms include a fixed platform and a mobile platform; wherein the fixed platforms are in a physical state, including: terrain platform 12, terrain platform 14, terrain platform 15, terrain platform 16, terrain platform 18, and the fixed platforms are arranged in a cross shape. The fixed platforms can serve as the main combat platforms during combat and as virtual obstacles when the mobile platforms move; the mobile platforms are displayed in a phantom state, including: terrain platform 11, terrain platform 13, terrain platform 17, terrain platform 19, and the mobile platforms are distributed at the four corners of the fixed platforms. Optionally, the computer device can first display the at least two terrain platforms in the virtual world, and then control the first virtual character 201 to obtain control authority for the mobile platforms. Alternatively, the computer device can also first control the first virtual character 201 to obtain control authority for the mobile platforms, and then display at least two terrain platforms slowly rising in the virtual world.

[0134] In some embodiments, the movement of the mobile platform complies with the following points: the movement control operation is used to control the mobile platform to move one unit grid in the first direction indicated by the movement control operation; the movement control operation only controls the movement of the mobile platform that meets the movement conditions. When the mobile platform is blocked by a virtual obstacle or other immovable terrain platform or reaches the boundary line, the movement conditions are not met and the mobile platform cannot move; when a mobile platform is in a moving state, the movement conditions are not met and the movement control operation cannot be performed on it.

[0135] As shown in the schematic diagram (1) in Figure 6, the initial positions of the fixed platform and the mobile platform in the virtual world displayed by the computer device. As shown in the schematic diagram (2) in Figure 6, in response to the movement control operation of moving the mobile platform westward, the computer device attempts to move all the mobile platforms one cell westward. Then, mobile platform 11 moves one cell westward to become mobile platform 111, and mobile platform 17 moves one cell westward to become mobile platform 171. Since mobile platform 13 and mobile platform 19 are blocked by the fixed platform, they do not move this time and their positions remain unchanged. As shown in the schematic diagram (3) in Figure 6, in response to the movement control operation of moving the mobile platform upward, the computer device attempts to move all the mobile platforms upward one cell. Then, mobile platform 111 moves one cell upward to become mobile platform 112, mobile platform 171 moves one cell upward to become mobile platform 172, mobile platform 13 moves one cell upward to become mobile platform 131, and mobile platform 19 moves one cell upward to become mobile platform 191. As shown in the schematic diagram (4) in FIG7 , in response to the movement control operation of moving the mobile platform westward, the computer device attempts to move all the mobile platforms one cell westward. Then, mobile platform 131 moves one cell westward to become mobile platform 132, and mobile platform 191 moves one cell westward to become mobile platform 192. Since mobile platform 112 and mobile platform 172 have reached the boundary line 204 in the last movement, they do not move this time and their positions remain unchanged. As shown in the schematic diagram (5) in FIG7 , in response to the movement control operation of moving the mobile platform downward, the computer device attempts to move all the mobile platforms one cell downward. Then, mobile platform 112 moves one cell downward to become mobile platform 113, and mobile platform 172 moves one cell downward to become mobile platform 173. Since mobile platform 132 and mobile platform 192 are blocked by the fixed platform, they do not move this time and their positions remain unchanged. At this point, the movement of the mobile platforms ends. Optionally, in response to the character control operation on the first virtual character 201, the computer device controls the first virtual character 201 to interact with other virtual characters on the terrain formed by at least two terrain platforms.

[0136] Mobile settings for mobile platforms

[0137] In some embodiments, when a mobile platform is set to move, all virtual characters, non-player characters, and virtual items on the mobile platform may be moved together.

[0138] For example, in response to the first virtual character being located on the mobile platform, the computer device displays the first virtual character moving along with the mobile platform.

[0139] In this embodiment, when the first virtual character is located on the mobile platform, the first virtual character can move along with the mobile platform, which enriches the player's movement gameplay and improves the fun and playability of the game.

[0140] In some embodiments, when a virtual character is on a mobile platform, the movement of the virtual character is considered to follow the movement of the mobile platform, rather than being considered autonomous movement of the virtual character. For example, if the virtual character is in an immobilized state, which means that it cannot use any movement skills, the virtual character can still follow the movement of the mobile platform.

[0141] For example, the first virtual character is in an immobilized state, which is a state where no skills can be used. In response to the first virtual character being on the mobile platform, the computer device displays the first virtual character in the immobilized state moving with the mobile platform.

[0142] In this embodiment, when the first virtual character is on the mobile platform, even if the first virtual character is in a fixed state, it can move with the mobile platform, which enriches the player's movement gameplay and improves the fun and playability of the game.

[0143] In some embodiments, the first virtual character has a gain-type skill, which refers to a skill that has a gain effect on the first virtual character's skill release; the gain-type skill includes at least one of a charging skill, a health-increasing skill, and a virtual item purchase skill. When the virtual character is not on a mobile platform and releases a gain-type skill, if the virtual character moves, the skill release will be interrupted. However, when the virtual character is on a mobile platform and releases a gain-type skill on the mobile platform, the virtual character can move with the mobile platform, and the skill release will not be interrupted. The above-mentioned gain-type skills can also be optionally replaced with at least one of an attack skill, a shooting skill, and a combat skill for attacking an enemy virtual character.

[0144] For example, in response to the first avatar being on the mobile platform and releasing a buff skill, the computer device displays a release animation of the buff skill that moves with the mobile platform. If the release animation does not stop, it indicates that the skill release has not been interrupted.

[0145] In this embodiment, when the first virtual character is on the mobile platform and releases skills, the first virtual character can move with the mobile platform and the skills will not be interrupted, which enriches the gameplay of player movement and player skill release and improves the fun and playability of the game.

[0146] In some embodiments, when a virtual character releases a skill on a mobile platform, the range of the skill effect corresponding to that skill also moves with the mobile platform, and the skill release cannot be interrupted. This embodiment is also applicable to situations where an enemy virtual character releases an enemy skill on the mobile platform to attack the virtual character. The virtual character can control the position of the mobile platform through movement control operations to place the virtual character outside the attack range of the enemy skill released by the enemy virtual character.

[0147] For example, the other virtual characters may include an enemy virtual character, the enemy virtual character having an enemy skill, and the enemy virtual character is located on the mobile platform. In response to the enemy virtual character being located on the mobile platform and the enemy virtual character releasing the enemy skill, the computer device displays a release animation and an attack range of the enemy skill that moves with the mobile platform.

[0148] In this embodiment, when the enemy virtual character is on the mobile platform and releases the enemy's skills, the enemy virtual character can also move with the mobile platform and the skills will not be interrupted, which is beneficial for the player to use this method to defeat the enemy virtual character when fighting with the enemy virtual character, thereby enriching the game mechanism and improving the complexity and playability of the game.

[0149] In some embodiments, since the virtual character itself can be displaced (moved) through short-distance instantaneous displacement operations (or long-distance instantaneous teleportation operations), and the virtual character can also move with the mobile platform, in order to reduce the possibility of position errors in the computer device, when the virtual character is on the mobile platform, it is also possible to set up a setting to prohibit the virtual character from performing short-distance instantaneous displacement operations (or long-distance instantaneous teleportation operations) on the mobile platform, while operations such as crawling, walking, running, riding, and jumping are not affected. Through the above embodiments, the possibility of position errors in the computer device can be reduced.

[0150] In some embodiments, the mobile platform can autonomously move along a designated path. For example, the battle scene in which the first avatar appears can be moving. Alternatively, the mobile platform can move according to specific rules, independent of the control of the first avatar. For example, the first avatar can break the ground, causing the mobile platform to collapse, thereby changing the terrain to counter the combat mechanics.

[0151] As an example, FIG8 and FIG9 show schematic diagrams of an interactive method based on a virtual world provided by an exemplary embodiment of the present application.

[0152] As shown in the schematic diagram (1) of FIG8 , the first virtual character 205 is located on the mobile platform 17. When the mobile platform 17 moves, the first virtual character 205 can be moved together. As shown in the schematic diagram (2) of FIG8 , the mobile platform 17 moves one cell westward to become the mobile platform 174. In response to the first virtual character 205 being located on the mobile platform 17, the computer device will display the first virtual character 205 following the movement of the mobile platform 17.

[0153] As shown in the schematic diagram (1) of FIG9 , the enemy virtual character 206 is located on the mobile platform 13. The enemy virtual character 206 releases an enemy skill. At this time, the attack range of the enemy skill is range 207. Then, when the mobile platform 13 moves, the enemy virtual character 206 can be moved together. The attack range also moves with the mobile platform, and the skill release will not be interrupted. As shown in the schematic diagram (2) of FIG9 , the mobile platform 13 moves one cell eastward to become the mobile platform 133. In response to the enemy virtual character 206 being located on the mobile platform 13 and the enemy virtual character 206 releasing the enemy skill, the computer device displays the release animation and attack range of the enemy skill that follows the movement of the mobile platform 13. When the mobile platform 13 moves one cell eastward to become the mobile platform 133, the attack range of the enemy skill is range 208.

[0154] · Combat mechanism based on mobile settings of mobile platforms

[0155] In some embodiments, the other virtual characters include enemy virtual characters, which have enemy skills and are located on a mobile platform. Since the mobile platform has a moving direction, the player can control the virtual character to move in the opposite direction of the moving direction to avoid being attacked by the enemy virtual character. Step 360 can be optionally replaced by the following step 361:

[0156] Step 361: In response to the character control operation on the first virtual character, the first virtual character is controlled to move in a direction opposite to the moving direction corresponding to the moving platform, so as to keep the first virtual character away from the attack range of the enemy's skills.

[0157] Exemplarily, in response to the character control operation on the first virtual character, the computer device controls the first virtual character to move in a direction opposite to the movement direction corresponding to the mobile platform, so as to keep the first virtual character away from the attack range of the enemy's skills.

[0158] FIG10 is a schematic diagram of an interactive method based on a virtual world provided by an exemplary embodiment of the present application. As shown in FIG10 (a), the fixed platform includes terrain platform 12, terrain platform 14, terrain platform 15, terrain platform 16, and terrain platform 18, and the mobile platform includes terrain platform 11, terrain platform 13, terrain platform 17, and terrain platform 19. The enemy virtual character 50 is located on the mobile platform 13. At this time, the attack range of the enemy skills released by the enemy virtual character 50 is range 51. As shown in FIG10 (b), after the mobile platform 13 moves, it becomes the mobile platform 13A. The attack range of the enemy virtual character 50 and the enemy skills released by it moves with the movement of the mobile platform 13. At this time, the attack range of the enemy skills released by the enemy virtual character 50 is range 52.

[0159] The combat mechanism at this point is as follows: all virtual characters move in the direction opposite to the mobile platform's movement, leaving the attack range. The computer device, in response to the character control operation on the first virtual character, controls the first virtual character to move in the direction opposite to the corresponding movement direction of the mobile platform, thereby keeping the first virtual character out of the attack range of the enemy's skills.

[0160] In some embodiments, it is assumed that the first virtual character is currently on a fixed platform. The other virtual characters include teammate virtual characters. The first virtual character is hit by an enemy skill. The enemy skill is used to put the fixed platform where the first virtual character is currently located in a negative skill state, and the negative skill state spreads to the adjacent terrain platform. If the negative skill state has not completely spread to the adjacent terrain platform, the player can control the first virtual character to move away from the combat area where the teammate virtual character is located to avoid the teammate virtual character being affected by the negative skill state. The negative skill state refers to a platform state that has a negative effect on the skill release of the first virtual character on the fixed platform. Step 360 can be optionally replaced by the following step 362:

[0161] Step 362, in response to the character control operation on the first virtual character, control the first virtual character to move to the mobile platform, so that the first virtual character moves with the mobile platform and moves away from the battle area where the teammate virtual character is located.

[0162] Exemplarily, in response to a character control operation on the first virtual character, the computer device controls the first virtual character to move to the mobile platform so that the first virtual character moves with the mobile platform and away from the combat area where the teammate virtual character is located.

[0163] In some embodiments, assume that a first virtual character is currently located on a mobile platform. Other virtual characters include teammate virtual characters. The first virtual character is hit by an enemy skill, and the enemy skill causes the mobile platform currently located by the first virtual character to be in a negative skill state, and the negative skill state spreads to adjacent terrain platforms. If the negative skill state has not fully spread to the adjacent terrain platforms, the player can use movement control operations to control the mobile platform away from the combat area where the teammate virtual character is located to prevent the teammate virtual character from being affected by the negative skill state.

[0164] Exemplarily, in response to the first virtual character being located on the mobile platform and being hit by an enemy skill, the computer device displays the first virtual character moving with the mobile platform so that the first virtual character is away from the combat area where the teammate virtual character is located.

[0165] Figure 11 illustrates a schematic diagram of a virtual world-based interaction method provided by an exemplary embodiment of the present application. As shown in Figure 11 (a), the enemy virtual character designates virtual characters 61 and 62 to lower their ice swords. The ice swords transform mobile platform 17 and mobile platform 19, where virtual character 61 and 62 are located, into a frosted state, which then spreads to adjacent terrain platforms.

[0166] The combat mechanism at this point is as follows: the mobile platform of the avatar hit by an enemy skill is moved away from the combat zone where the teammate's avatar is located. As shown in Figure 11 (b), the computer device responds to the movement control operation, controlling mobile platform 17 to move to become mobile platform 17D and mobile platform 19 to move to become mobile platform 19A, moving mobile platforms 17 and 19 away from the main battlefield.

[0167] In some embodiments, the other virtual characters include enemy virtual characters, and the enemy virtual characters have enemy skills, and the enemy skills have skill vulnerability locations. The skill vulnerability location refers to a location where the enemy skills cannot be released. Optionally, the skill vulnerability location is also called a safe location. The skill vulnerability location can be determined by the player, or the computer device can also display prompt information for the skill vulnerability location. The player can control the first virtual character to move to the skill vulnerability location to avoid being attacked. Step 360 can be optionally replaced by the following step 363:

[0168] Step 363: In response to the character control operation on the first virtual character, control the first virtual character to move to the mobile platform, so that the first virtual character follows the mobile platform to move to the skill vulnerability position.

[0169] Exemplarily, in response to a character control operation on the first virtual character, the computer device controls the first virtual character to move onto the mobile platform, so that the first virtual character follows the mobile platform to move to a skill vulnerability position.

[0170] Figure 12 shows a schematic diagram of a virtual world-based interaction method provided by an exemplary embodiment of the present application. When an enemy avatar gradually slows down all avatars until they are immobilized, a skill vulnerability position (safe zone) appears. After a period of time, the enemy avatar unleashes an enemy skill, potentially severely injuring players who are not in the skill vulnerability position. The combat mechanism in this situation is as follows: before the avatars are completely immobilized, the avatars are moved to a mobile platform, which is then used to transport them to the skill vulnerability position, preventing them from being attacked by the enemy avatars.

[0171] As shown in the schematic diagram (a) of Figure 12, position 64 is the skill flaw position of the enemy skill of the enemy virtual character. The computer device responds to the character control operation of the first virtual character 63, and controls the first virtual character 63 to move to the mobile platform 17. As shown in the schematic diagram (b) of Figure 12, the first virtual character 63 follows the mobile platform 17 to move to the skill flaw position 64, that is, the mobile platform 17 becomes the mobile platform 17E after moving.

[0172] In some embodiments, the other virtual characters include at least two avatar characters corresponding to the enemy virtual character, and at least two avatar characters have a repel skill. The repel skill refers to the skill of moving the virtual character backward by at least one cell in the direction of the release of the repel skill. Therefore, when the repel skill is released, the first virtual character will retreat at least one cell when hit. In this embodiment, it is set that the first virtual character is located exactly in the center of the combat area after being repelled. Therefore, the first virtual character can be moved to a suitable position according to the position of the avatar character, so that the first virtual character is located exactly in the center of the combat area after being repelled. Step 360 can be optionally replaced by the following step 364:

[0173] Step 364, in response to the character control operation on the first virtual character, control the first virtual character to move to a first position, where the first position refers to a position where the first virtual character is repelled from the first position to the center of the combat area after at least two avatar characters release repulse skills respectively.

[0174] Exemplarily, the computer device controls the first virtual character to move to a first position in response to a character control operation on the first virtual character, where the first position refers to a position where the first virtual character is repelled from the first position to the center of the combat area after at least two clone characters release knockback skills respectively.

[0175] Optionally, in a case where at least two avatar characters are respectively located on at least two mobile platforms, the computer device also displays at least two avatar characters moving along with the at least two mobile platforms in response to the at least two avatar characters being respectively located on the at least two mobile platforms, so that after the at least two avatar characters release the repulse skills at the moved positions, the first virtual character is repelled from the current position to the regional center of the combat area.

[0176] FIG13 shows a schematic diagram of an interactive method based on a virtual world provided by an exemplary embodiment of the present application. As shown in the schematic diagram (a) in FIG13 , the enemy virtual character includes two avatar positions, namely the first avatar character 66 and the second avatar character 67. The first avatar character 66 and the second avatar character 67 can respectively release repulse skills. In this embodiment, the first virtual character 65 is set to be exactly located at the center of the area 15 of the combat area after being repelled by the first avatar character 66 and the second avatar character 67 in sequence. As shown in the schematic diagram (b) in FIG13 , the computer device displays the first avatar character 66 following the mobile platform 19 and the second avatar character 67 following the mobile platform 13 in response to the first avatar character 66 being located on the mobile platform 19 and the second avatar character 67 being located on the mobile platform 13, so that the first avatar character 66 moves to the position of the mobile platform 19B and the second avatar character 67 moves to the position of the mobile platform 13B. The computer device also responds to the character control operation of the first virtual character 65, controls the first virtual character 65 to move to the location of the fixed platform 18, and after the first clone character 66 releases the repel skill, repels the first virtual character 65 from the location of the fixed platform 18 to the location of the fixed platform 16, and after the second clone character 67 releases the repel skill, repels the first virtual character 65 from the location of the fixed platform 16 to the location of the fixed platform 15, which is the regional center of the combat area.

[0177] In some embodiments, the other virtual characters include enemy virtual characters; there may be multiple enemy virtual characters, or one enemy virtual character may include multiple avatar characters. The player can then control each virtual character to move to the location of an enemy virtual character or an avatar character to attack the enemy virtual character. Step 360 may be optionally replaced by the following step 365:

[0178] Step 365 , in response to the character control operation on the first virtual character, control the first virtual character to move to the mobile platform, so that the first virtual character follows the mobile platform to the location of the enemy virtual character and interacts with the enemy virtual character.

[0179] Exemplarily, in response to a character control operation on the first virtual character, the computer device controls the first virtual character to move to the mobile platform, so that the first virtual character follows the mobile platform to the location of the enemy virtual character and interacts with the enemy virtual character.

[0180] Figure 14 shows a schematic diagram of a virtual world interaction method provided by an exemplary embodiment of the present application. The enemy virtual character summons avatar characters throughout the battle space and charges them. After a period of time, if any avatar characters remain, they will be immediately killed. The combat mechanism in this case is to disperse the virtual characters across various mobile platforms, move to the location of the avatar character, and kill it. To ensure killing efficiency, it is necessary to ensure that as many mobile platforms as possible can reach the location of the avatar character at the same time.

[0181] As shown in the schematic diagram (a) of Figure 14 , the enemy virtual characters include avatar characters 81, 82, 83, and 84. Friendly virtual characters include virtual characters 71, 72, 73, and 74. As shown in the schematic diagram (b) of Figure 14 , the computer device, in response to the character control operation, causes virtual character 71 to move to mobile platform 11, virtual character 72 to move to mobile platform 13, virtual character 73 to move to mobile platform 17, and virtual character 74 to move to mobile platform 19. Then the virtual character 71 follows the mobile platform 11 to move to the position of the avatar character 81 (mobile platform 11C) and kills it, the virtual character 72 follows the mobile platform 13 to move to the position of the avatar character 82 (mobile platform 13C) and kills it, the virtual character 73 follows the mobile platform 17 to move to the position of the avatar character 83 (mobile platform 17C) and kills it, and the virtual character 74 follows the mobile platform 19 to move to the position of the avatar character 84 (mobile platform 19C) and kills it.

[0182] In some embodiments, the aforementioned enemy virtual character can specifically be a "boss" character in the virtual world, or an enemy virtual character on a different team from the first virtual character. When multiple virtual characters engage in combat by piloting virtual objects with mobility capabilities, the virtual objects with mobility capabilities can also be considered mobile platforms. For example, a player can engage in aerial combat by piloting a virtual spaceship, or can use a hot air balloon, pumice stone, or the like to move to a desired location.

[0183] In the above embodiments, a variety of combat mechanisms based on the mobile settings of the mobile platform are provided, which enable players to give full play to their autonomy and initiative. Through cooperation between multiple players and by utilizing the terrain changes caused by the movement of the mobile platform in the virtual world, they can cope with the combat mechanisms in the online game, thereby enriching the game mechanism and improving the complexity and playability of the game.

[0184] Basic expression of mobile platforms

[0185] 1. Collision expression of mobile platforms

[0186] In some embodiments, the collision point of the mobile platform is set to the platform center of the mobile platform. When the virtual character is not on the mobile platform, the computer device uses world coordinates to move the virtual character and the mobile platform. When the virtual character is on the mobile platform, the computer device uses relative coordinates to move the virtual character on the corresponding mobile platform.

[0187] Optionally, in response to the first virtual character not being located on the mobile platform, the computer device controls the first virtual character to move in the virtual world according to the world coordinates of the first virtual character in a world coordinate system, where the world coordinate system is a coordinate system established based on the virtual world.

[0188] Optionally, in response to the first virtual character being located on the mobile platform, the computer device controls the first virtual character to move in the virtual world according to the relative coordinates of the first virtual character in the relative coordinate system, where the relative coordinate system is a coordinate system established based on the mobile platform where the first virtual character is currently located.

[0189] 2. Determination of virtual characters entering and exiting mobile platforms

[0190] In some embodiments, to dynamically determine whether a virtual character has entered (or is located on) a mobile platform, a geometric body enclosing the mobile platform is used as a determination area. Figure 15 shows a schematic diagram of a mobile platform provided by an exemplary embodiment of the present application. Geometric body 85 represents the mobile platform, and geometric body 86 represents the three-dimensional area corresponding to the mobile platform, i.e., the determination area.

[0191] In some embodiments, the terminal determines whether the virtual character has entered the three-dimensional area corresponding to the mobile platform in each frame. If the virtual character is not on the mobile platform, the terminal controls the movement of the mobile platform and the virtual character in the virtual world according to world coordinates, without server verification. The movement of the virtual character and the mobile platform is determined by the terminal. If the virtual character is on the mobile platform, the terminal sends a verification request to the server, and the server verifies the position of the virtual character based on the verification request. This effectively controls the computational complexity of both the terminal and the server, saving computing resources.

[0192] Exemplarily, in response to the first virtual character entering the three-dimensional area corresponding to the mobile platform, the computer device obtains the relative coordinates of the first virtual character in the relative coordinate system; sends a verification request to the server, the verification request carries the relative coordinates, and the server is used to verify the position of the first virtual character based on the relative coordinates; and controls the movement of the first virtual character in the virtual world based on the verification result returned by the server.

[0193] 3. Movement of relative coordinates

[0194] In some embodiments, the server updates the mobile platform collision interval at 500ms, that is, it updates twice in 1s, and the terminal needs to update every frame to accurately determine the position of the mobile platform and the virtual character. Generally, 1 second can include 24 frames. When the virtual character is on the mobile platform, since the server updates the virtual character's position slowly and the terminal updates the virtual character's position quickly, and the virtual character also moves with the mobile platform and runs, jumps, etc. on the mobile platform, when the server updates the data, if the terminal uses world coordinates to inform the server of the virtual character's position, the virtual character's position error may be large, and position dragging may be frequently triggered. When the terminal uses relative coordinates relative to the mobile platform to inform the server of the virtual character's position, the virtual character's position error may become very small. In this embodiment, the mobile platform-based combat mechanism also supports the terminal using relative coordinates to determine the virtual character's position.

[0195] Mobile implementation logic for mobile platforms

[0196] In some embodiments, the computer device may generate markers for all movable positions corresponding to the mobile platform in the virtual world. By marking the markers as occupied or unoccupied, it is possible to determine whether the mobile platform can move to the movable position.

[0197] Exemplarily, in response to the fact that the mark point corresponding to the expected moving position of the mobile platform is not in an occupied state, the computer device controls the mobile platform to move to the expected moving position; unmarks the mark point corresponding to the position of the mobile platform before movement as occupied, and marks the mark point corresponding to the expected moving position of the mobile platform as occupied.

[0198] In some embodiments, the mobile platform's mobile implementation logic mainly includes the following:

[0199] 1. Players form a team and enter the dungeon scene. After obtaining control over the mobile platform's movement in all directions, the mobile platform will be displayed in the dungeon scene.

[0200] 2. Generate marking points for the movable positions corresponding to all mobile platforms in the copy scene.

[0201] 3. Mark the mark point where the mobile platform's initial position is located as occupied.

[0202] 4. When the player releases the movement control operation, all mobile platforms will detect the expected movement position in the expected movement direction. If the mark point corresponding to the expected movement position is not in an occupied state, the occupation state of the mark point corresponding to the current position will be deleted, and the platform will move one unit square in the expected movement direction to the expected movement position.

[0203] 5. After the mobile platform finishes moving, the mark point corresponding to its current location is marked as occupied.

[0204] Steps 1, 2, and 3 are initialization steps and are executed only once after the instance is generated. Steps 4 and 5 are executed each time the movement control is released. To add a new movable position for the mobile platform, simply add and mark the corresponding marker point, which provides high scalability.

[0205] FIG16 shows a flowchart of a virtual world-based interaction method provided by an exemplary embodiment of the present application. For example, there are four mobile platforms, namely mobile platform 1, mobile platform 2, mobile platform 3, and mobile platform 4. The mobile implementation logic of the mobile platforms is briefly described as follows:

[0206] 1. The player enters the dungeon scene;

[0207] 2. Generate skill interaction points based on the locations of non-player characters in the dungeon scene;

[0208] 3. The player approaches the first non-player character to obtain control authority indicated by the first non-player character for moving the mobile platform at least one cell in a first direction; in this embodiment, the first direction is set to east;

[0209] 4. After obtaining control of the mobile platform's movement to the east, west, south, north, up, and down, a slowly rising mobile platform will appear in the dungeon scene.

[0210] 5. Generate markers based on the movable positions corresponding to all mobile platforms;

[0211] 6. Mark the point where the mobile platform's initial position is located as occupied;

[0212] 7. In response to the player releasing the move control operation for moving the mobile platform at least one cell eastward, for mobile platform 1, steps 8-1, 9-1, 10-1, 11-1, and 12-1 are sequentially executed, and for mobile platform 4, steps 8-4, 9-4, 10-4, 11-4, and 12-4 are sequentially executed, wherein the steps executed for each mobile platform differ only in number;

[0213] Taking mobile platform 1 as an example, 8-1. Determine that the current moving platform is mobile platform 1;

[0214] 9-1. Conduct testing to the east;

[0215] 10-1. Check that the mark point corresponding to the desired moving position (if the movement is one cell at a time, the desired moving position is a position adjacent to the current position) is not occupied;

[0216] 11-1. If the mark point corresponding to the desired moving position is not in an occupied state, delete the occupied state of the mark point corresponding to the current position;

[0217] 12-1. Move at least one unit to the east;

[0218] 13. Mark the mark point corresponding to the current position of the mobile platform as occupied;

[0219] At this point, the move ends.

[0220] FIG17 shows a block diagram of a virtual world-based interactive device 900 provided by an exemplary embodiment of the present application. The virtual world-based interactive device 900 includes:

[0221] A display module 910 is configured to display at least two terrain platforms located in the virtual world, wherein the at least two terrain platforms are platforms for carrying at least two virtual characters, and at least one of the at least two terrain platforms is a mobile platform;

[0222] a control module 920 for controlling the mobile platform to move in the virtual world in response to a movement control operation on the mobile platform, so as to change the terrain formed by the at least two terrain platforms;

[0223] The control module 920 is configured to control the first virtual character to interact with other virtual characters of the at least two virtual characters on the terrain formed by the at least two terrain platforms in response to a character control operation on the first virtual character.

[0224] In some embodiments, the control module 920 is configured to, in response to a movement control operation for controlling the mobile platform to move in a first direction, control the mobile platform to move at least one cell in the first direction in the virtual world, where the cell is a step length unit of the mobile platform during movement;

[0225] The first direction is one of at least two directions, and the at least two directions include at least two of east, west, south, north, up, and down.

[0226] In some embodiments, there are at least two mobile platforms;

[0227] The control module 920 is configured to control a mobile platform that meets the movement condition among at least two mobile platforms to move at least one cell in the first direction in the virtual world in response to a movement control operation to control the mobile platform to move in the first direction;

[0228] Among them, the mobile platform that does not meet the movement condition among the at least two mobile platforms remains unchanged in the virtual world.

[0229] In some embodiments, the mobile platform that meets the mobility conditions includes at least one of the following:

[0230] at least one mobile platform whose desired mobile position is not blocked by a virtual obstacle;

[0231] at least one mobile platform whose desired mobile position is not blocked by other terrain platforms;

[0232] at least one mobile platform where the expected moving position does not exceed the boundary line;

[0233] At least one mobile platform that is not currently moving.

[0234] In some embodiments, the display module 910 is configured to display the first virtual character moving along with the mobile platform in response to the first virtual character being located on the mobile platform.

[0235] In some embodiments, the first virtual character is in a fixed state, where the fixed state refers to a state where any skills cannot be used;

[0236] The display module 910 is configured to display the first virtual character in the fixed state moving along with the mobile platform in response to the first virtual character being located on the mobile platform.

[0237] In some embodiments, the first virtual character has a gain-type skill;

[0238] The display module 910 is configured to display a release animation of the gain-type skill that moves with the mobile platform in response to the first virtual character being located on the mobile platform and the first virtual character releasing the gain-type skill.

[0239] In some embodiments, the other virtual characters include enemy virtual characters, the enemy virtual characters have enemy skills, and the enemy virtual characters are located on the mobile platform;

[0240] The display module 910 is configured to display a release animation and an attack range of the enemy skill that moves with the mobile platform in response to the enemy virtual character being located on the mobile platform and the enemy virtual character releasing the enemy skill.

[0241] In some embodiments, the other virtual characters include enemy virtual characters, the enemy virtual characters have enemy skills, and the enemy virtual characters are located on the mobile platform;

[0242] The control module 920 is configured to control the first virtual character to move in a direction opposite to the movement direction of the mobile platform in response to a character control operation on the first virtual character, so as to keep the first virtual character away from the attack range of the enemy skill.

[0243] In some embodiments, the other virtual characters include teammate virtual characters, the first virtual character is hit by an enemy skill, the enemy skill is used to put the fixed platform currently located by the first virtual character into a negative skill state, and the negative skill state spreads to adjacent terrain platforms;

[0244] The control module 920 is used to control the first virtual character to move to the mobile platform in response to the character control operation of the first virtual character, so that the first virtual character moves with the mobile platform and away from the combat area where the teammate virtual character is located.

[0245] In some embodiments, the other virtual characters include enemy virtual characters, the enemy virtual characters have enemy skills, and the enemy skills have skill vulnerability positions;

[0246] The control module 920 is configured to control the first virtual character to move to the mobile platform in response to a character control operation on the first virtual character, so that the first virtual character follows the mobile platform to move to the skill vulnerability position.

[0247] In some embodiments, the other virtual characters include at least two avatar characters corresponding to the enemy virtual character, and the at least two avatar characters have a repelling skill;

[0248] The control module 920 is used to control the first virtual character to move to a first position in response to a character control operation on the first virtual character. The first position refers to the position where the first virtual character is repelled from the first position to the center of the combat area after the at least two clone characters release the repulse skills respectively.

[0249] In some embodiments, the other virtual characters include enemy virtual characters;

[0250] The control module 920 is used to control the first virtual character to move to the mobile platform in response to the character control operation on the first virtual character, so that the first virtual character follows the mobile platform to the location of the enemy virtual character and interacts with the enemy virtual character.

[0251] In some embodiments, the control module 920 is configured to control the first virtual character to obtain control authority of the mobile platform in response to a permission acquisition operation.

[0252] In some embodiments, the control module 920 is configured to control the first virtual character to obtain a first control permission indicated by the first non-player character in response to the first virtual character approaching the first non-player character, where the first control permission is permission to control the mobile platform to move in the first direction;

[0253] The first non-player character is one of at least two non-player characters in the virtual world, and the at least two non-player characters correspond to the at least two directions in a one-to-one manner.

[0254] In some embodiments, the control module 920 is configured to:

[0255] In response to a mark point corresponding to the desired moving position of the mobile platform being unoccupied, controlling the mobile platform to move to the desired moving position;

[0256] The mark point corresponding to the position of the mobile platform before movement is unmarked as occupied, and the mark point corresponding to the expected movement position of the mobile platform is marked as occupied.

[0257] In some embodiments, the control module 920 is configured to:

[0258] In response to the first virtual character not being located on the mobile platform, controlling the first virtual character to move in the virtual world according to the world coordinates of the first virtual character in a world coordinate system, the world coordinate system being a coordinate system established based on the virtual world;

[0259] In response to the first virtual character being located on the mobile platform, the first virtual character is controlled to move in the virtual world according to the relative coordinates of the first virtual character in a relative coordinate system, where the relative coordinate system is a coordinate system established based on the mobile platform where the first virtual character is currently located.

[0260] In some embodiments, the control module 920 is configured to:

[0261] In response to the first virtual character entering the three-dimensional area corresponding to the mobile platform, obtaining the relative coordinates of the first virtual character in the relative coordinate system;

[0262] Sending a verification request to a server, the verification request carrying the relative coordinates, and the server being configured to verify the position of the first virtual character based on the relative coordinates;

[0263] Based on the verification result returned by the server, the first virtual character is controlled to move in the virtual world.

[0264] It should be noted that the specific limitations of the one or more embodiments of the virtual world-based interaction device 900 provided above can be found in the above-mentioned limitations of the virtual world-based interaction method and will not be further elaborated here. Each module of the above-mentioned device can be implemented in whole or in part through software, hardware, or a combination thereof. Each module can be embedded in or independent of a computer device's processor in hardware form, or can be stored in a computer device's memory in software form, so that the processor can call and execute the corresponding operations of each module.

[0265] FIG18 shows a structural block diagram of a computer device 1000 provided by an exemplary embodiment of the present application.

[0266] The computer device 1000 may be a portable mobile terminal, also referred to in this embodiment as a mobile terminal. Examples include a smartphone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), or an MP4 player (Moving Picture Experts Group Audio Layer IV). The computer device 1000 may also be referred to as a user device, a portable terminal, or other similar terminology.

[0267] Typically, the computer device 1000 includes a processor 1001 and a memory 1002 .

[0268] The processor 1001 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1001 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), or PLA (Programmable Logic Array). The processor 1001 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1001 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1001 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.

[0269] The memory 1002 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 1002 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1002 is used to store at least one instruction, which is executed by the processor 1001 to implement the virtual world-based interaction method provided in the embodiments of the present application.

[0270] In some embodiments, the computer device 1000 may further include a peripheral device interface 1003 and at least one peripheral device. Specifically, the peripheral device includes at least one of a radio frequency circuit 1004 , a touch screen display 1005 , a camera 1006 , an audio circuit 1007 , and a power supply 1008 .

[0271] Those skilled in the art will understand that the structure shown in FIG. 18 does not constitute a limitation on the computer device 1000 , and may include more or fewer components than shown, or combine certain components, or adopt a different component arrangement.

[0272] In an exemplary embodiment, the present application provides a chip, which includes a programmable logic circuit and / or program instructions. When the chip runs on a computer device, it is used to implement the virtual world-based interaction method provided by the above method embodiment.

[0273] The present application provides a computer-readable storage medium storing a computer program, which is loaded and executed by a processor to implement the virtual world-based interaction method provided by the above method embodiment.

[0274] The present application provides a computer program product or computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the processor of the computer device to load and execute the computer instructions to implement the virtual world-based interaction method provided by the above-mentioned method embodiment.

[0275] The serial numbers of the above embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.

[0276] Those skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware, or may be accomplished by a program to instruct the relevant hardware, and the program may be stored in a computer-readable storage medium, which may be a read-only memory, a disk, or an optical disk, etc.

[0277] Those skilled in the art will appreciate that in one or more of the above examples, the functions described in the embodiments of the present application can be implemented using hardware, software, firmware, or any combination thereof. When implemented using software, these functions can be stored in a computer-readable medium or transmitted as one or more instructions or codes on a computer-readable medium. Computer-readable media include computer storage media and communication media, wherein communication media include any media that facilitates the transmission of computer programs from one place to another. The storage medium can be any available medium that can be accessed by a general-purpose or special-purpose computer.

[0278] The above description is merely an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the present application shall be included in the scope of protection of the present application.

Claims

1. A virtual world-based interactive method, the method being executed by a computer device, the method comprising: Displaying at least two terrain platforms located in the virtual world, wherein the at least two terrain platforms are platforms for carrying at least two virtual characters, and at least one of the at least two terrain platforms is a mobile platform; In response to a movement control operation on the mobile platform, controlling the mobile platform to move in the virtual world to change the terrain formed by the at least two terrain platforms; In response to a character control operation on the first virtual character, the first virtual character is controlled to interact with other virtual characters of the at least two virtual characters on the terrain formed by the at least two terrain platforms.

2. The method according to claim 1, wherein: In response to the movement control operation on the mobile platform, controlling the mobile platform to move in the virtual world includes: In response to a movement control operation of controlling the mobile platform to move in a first direction, controlling the mobile platform to move in the first direction in the virtual world by at least one cell, wherein the cell is a step length unit of the mobile platform when moving; The first direction is one of at least two directions, and the at least two directions include at least two of east, west, south, north, up, and down.

3. The method according to claim 2, wherein: There are at least two mobile platforms; In response to the movement control operation of controlling the mobile platform to move in a first direction, controlling the mobile platform to move at least one cell in the first direction in the virtual world comprises: In response to a movement control operation of controlling the mobile platform to move in the first direction, controlling a mobile platform that meets the movement condition among at least two mobile platforms to move in the first direction in the virtual world by at least one cell; Among them, the mobile platform that does not meet the movement condition among the at least two mobile platforms remains unchanged in the virtual world.

4. The method according to claim 3, wherein: The mobile platform that meets the mobile conditions includes at least one of the following: at least one mobile platform whose desired moving position is not blocked by a virtual obstacle; at least one mobile platform whose desired mobile position is not blocked by other terrain platforms; at least one mobile platform where the expected moving position does not exceed the boundary line; At least one mobile platform that is not currently moving.

5. The method according to any one of claims 1 to 4, wherein: The method further comprises: In response to the first virtual character being located on the mobile platform, the first virtual character is displayed to follow the movement of the mobile platform.

6. The method according to claim 5, wherein: The first virtual character is in a fixed state, and the fixed state refers to a state in which no skills can be used; In response to the first virtual character being located on the mobile platform, displaying the first virtual character following the movement of the mobile platform comprises: In response to the first virtual character being located on the mobile platform, the first virtual character in the fixed state is displayed to move along with the mobile platform.

7. The method according to any one of claims 1 to 6, wherein: The first virtual character has a gain-type skill; The method further comprises: In response to the first virtual character being located on the mobile platform and the first virtual character releasing the gain-type skill, a release animation of the gain-type skill that follows the movement of the mobile platform is displayed.

8. The method according to any one of claims 1 to 7, wherein: The other virtual characters include enemy virtual characters, the enemy virtual characters have enemy skills, and the enemy virtual characters are located on the mobile platform; The method further comprises: In response to the enemy virtual character being located on the mobile platform and the enemy virtual character releasing the enemy skill, a release animation and an attack range of the enemy skill that follow the movement of the mobile platform are displayed.

9. The method according to any one of claims 1 to 8, wherein: The other virtual characters include enemy virtual characters, the enemy virtual characters have enemy skills, and the enemy virtual characters are located on the mobile platform; In response to the character control operation on the first virtual character, controlling the first virtual character to interact with other virtual characters of the at least two virtual characters on the terrain formed by the at least two terrain platforms includes: In response to the character control operation on the first virtual character, the first virtual character is controlled to move in a direction opposite to the moving direction corresponding to the moving platform, so that the first virtual character is away from the attack range of the enemy's skill.

10. The method according to any one of claims 1 to 9, wherein: The other virtual characters include teammate virtual characters, the first virtual character is hit by an enemy skill, the enemy skill is used to put the fixed platform where the first virtual character is currently located in a negative skill state, and the negative skill state spreads to adjacent terrain platforms; In response to the character control operation on the first virtual character, controlling the first virtual character to interact with other virtual characters of the at least two virtual characters on the terrain formed by the at least two terrain platforms includes: In response to the character control operation on the first virtual character, the first virtual character is controlled to move to the mobile platform so that the first virtual character moves with the mobile platform and away from the battle area where the teammate virtual character is located.

11. The method according to any one of claims 1 to 10, wherein: The other virtual characters include enemy virtual characters, the enemy virtual characters have enemy skills, and the enemy skills have skill flaw positions; In response to the character control operation on the first virtual character, controlling the first virtual character to interact with other virtual characters of the at least two virtual characters on the terrain formed by the at least two terrain platforms includes: In response to a character control operation on the first virtual character, the first virtual character is controlled to move onto the mobile platform, so that the first virtual character follows the mobile platform to move to the skill flaw position.

12. The method according to any one of claims 1 to 11, wherein: The other virtual characters include at least two avatar characters corresponding to the enemy virtual character, and the at least two avatar characters have a repelling skill; In response to the character control operation on the first virtual character, controlling the first virtual character to interact with other virtual characters of the at least two virtual characters on the terrain formed by the at least two terrain platforms includes: In response to a character control operation on the first virtual character, the first virtual character is controlled to move to a first position, wherein the first position refers to a position where the first virtual character is repelled from the first position to the center of a combat area after the at least two avatar characters release the repulse skills respectively.

13. The method according to any one of claims 1 to 12, wherein: The other virtual characters include enemy virtual characters; In response to the character control operation on the first virtual character, controlling the first virtual character to interact with other virtual characters of the at least two virtual characters on the terrain formed by the at least two terrain platforms includes: In response to the character control operation on the first virtual character, the first virtual character is controlled to move onto the mobile platform, so that the first virtual character follows the mobile platform to move to the location of the enemy virtual character and interacts with the enemy virtual character.

14. The method according to any one of claims 1 to 13, wherein: Before the mobile platform is controlled to move in the virtual world in response to the movement control operation on the mobile platform to change the terrain formed by the at least two terrain platforms, the method further includes: In response to the permission acquisition operation, the first virtual character is controlled to acquire the control permission of the mobile platform.

15. The method according to claim 14, wherein: In response to the permission acquisition operation, controlling the first virtual character to acquire the control permission of the mobile platform includes: In response to the first virtual character approaching a first non-player character, the first virtual character is controlled to obtain a first control authority indicated by the first non-player character, where the first control authority is an authority for controlling the mobile platform to move in the first direction.

16. The method according to any one of claims 1 to 15, wherein: In response to the movement control operation on the mobile platform, controlling the mobile platform to move in the virtual world includes: In response to the mark point corresponding to the expected moving position of the mobile platform being not in an occupied state, controlling the mobile platform to move to the expected moving position; The mark point corresponding to the position of the mobile platform before movement is unmarked as occupied, and the mark point corresponding to the expected movement position of the mobile platform is marked as occupied.

17. The method according to any one of claims 1 to 16, wherein: The method further comprises: In response to the first virtual character not being located on the mobile platform, controlling the first virtual character to move in the virtual world according to the world coordinates of the first virtual character in a world coordinate system, wherein the world coordinate system is a coordinate system established based on the virtual world; In response to the first virtual character being located on the mobile platform, the first virtual character is controlled to move in the virtual world according to the relative coordinates of the first virtual character in a relative coordinate system, wherein the relative coordinate system is a coordinate system established based on the mobile platform where the first virtual character is currently located.

18. The method according to claim 17, wherein: The method further comprises: In response to the first virtual character entering the three-dimensional area corresponding to the mobile platform, acquiring the relative coordinates of the first virtual character in the relative coordinate system; Sending a verification request to a server, the verification request carrying the relative coordinates, and the server being configured to verify the position of the first virtual character based on the relative coordinates; Based on the verification result returned by the server, the first virtual character is controlled to move in the virtual world.

19. An interactive device based on a virtual world, the device comprising: A display module, used for displaying at least two terrain platforms located in the virtual world, wherein the at least two terrain platforms are platforms for carrying at least two virtual characters, and at least one of the at least two terrain platforms is a mobile platform; A control module, configured to control the mobile platform to move in the virtual world in response to a movement control operation on the mobile platform, so as to change the terrain formed by the at least two terrain platforms; The control module is used to control the first virtual character to interact with other virtual characters of the at least two virtual characters on the terrain formed by the at least two terrain platforms in response to a character control operation on the first virtual character.

20. A computer device, comprising: A processor and a memory, wherein the memory stores a computer program, and the computer program is loaded and executed by the processor to implement the virtual world-based interaction method according to any one of claims 1 to 18.

21. A computer-readable storage medium storing a computer program, wherein the computer program is loaded and executed by a processor to implement the virtual world-based interaction method according to any one of claims 1 to 18.

22. A computer program product, comprising computer instructions, wherein the computer instructions are stored in a computer-readable storage medium, and a processor obtains the computer instructions from the computer-readable storage medium, so that the processor loads and executes the computer instructions to implement the virtual world-based interaction method as described in any one of claims 1 to 18.

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