Game interaction method and apparatus, and device and computer-readable storage medium

By displaying the throwing curve of the virtual throwing object in a virtual scene and determining the curve attributes based on the remaining physical strength value of the virtual object, the problem of game interaction diversity and insufficient display effect in the prior art is solved, and the human-computer interaction rate is improved.

WO2025066433A1PCT designated stage expired Publication Date: 2025-04-03TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
PCT/CN2024/105554
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-09-26
Filing Date
2024-07-15
Publication Date
2025-04-03

AI Technical Summary

Technical Problem

Existing game interaction methods are difficult to improve the diversity and display effect of game interaction, resulting in a low human-computer interaction rate.

Method used

By displaying virtual objects and throw controls in a virtual scene, in response to the trigger operation of the throw control, the throw curve of the virtual throw object is displayed, and the attributes of the throw curve are determined based on the remaining physical strength value of the virtual object, such as transparency, throw deflection angle, throw height or throw distance.

Benefits of technology

It improves the diversity and display effect of game interactions, enhances the human-computer interaction rate, and allows players to more intuitively understand the remaining physical strength value and reasonably control the throwing frequency.

✦ Generated by Eureka AI based on patent content.

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Abstract

A game interaction method and apparatus, and a device and a computer-readable storage medium, which belong to the technical field of computers. The method comprises: displaying a virtual scene, wherein a virtual object and a throwing control are displayed in the virtual scene, the virtual object holds a virtual projectile, and the throwing control is used for throwing the virtual projectile (201); and in response to a trigger operation for the throwing control, displaying in the virtual scene a throwing curve of the virtual projectile, wherein at least one attribute of the throwing curve is determined on the basis of a remaining stamina value of the virtual object, and the at least one attribute comprises at least one of transparency, a throwing deflection angle, a throwing height or a throwing distance (202). By means of the method, apparatus, device and computer-readable storage medium, the diversity of game interactions and a display effect of a throwing curve are improved, thereby increasing the human-computer interaction rate and enabling the utilization rate of a virtual projectile to be more rational.
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Description

Game interaction method, device, equipment and computer-readable storage medium

[0001] This application claims priority to Chinese patent application number 202311257021.7, filed on September 26, 2023, entitled “Game Interaction Method, Device, Equipment and Computer-Readable Storage Medium,” the entire contents of which are incorporated herein by reference. Technical Field

[0002] The embodiments of the present application relate to the field of computer technology, and in particular to a game interaction method, apparatus, device, and computer-readable storage medium. Background Art

[0003] With the continuous development of computer technology, electronic games have become a common form of entertainment in people's daily lives. The diversity of game interactions and display effects have become important factors attracting players. Therefore, it is necessary to provide a game interaction method to improve the diversity and display effects of game interactions.

[0004] Summary of the Invention

[0005] The embodiments of the present application provide a game interaction method, apparatus, device, and computer-readable storage medium, which can improve the diversity and display effect of game interactions, thereby improving the human-computer interaction rate. The technical solution is as follows:

[0006] In one aspect, an embodiment of the present application provides a game interaction method, which is executed by a computer device and includes:

[0007] Displaying a virtual scene, wherein a virtual object and a throwing control are displayed in the virtual scene, the virtual object holds a virtual throwing object, and the throwing control is used to throw the virtual throwing object;

[0008] In response to a trigger operation on the throwing control, a throwing curve of the virtual throwing object is displayed in the virtual scene, and at least one attribute of the throwing curve is determined based on the remaining physical strength value of the virtual object, and the at least one attribute includes at least one of transparency, throwing deflection angle, throwing height or throwing distance.

[0009] On the other hand, an embodiment of the present application provides a game interaction device, the device comprising:

[0010] A display module is used to display a virtual scene, wherein a virtual object and a throwing control are displayed in the virtual scene, the virtual object holds a virtual throwing object, and the throwing control is used to throw the virtual throwing object;

[0011] The display module is also used to display the throwing curve of the virtual projectile in the virtual scene in response to a trigger operation on the throwing control, and at least one attribute of the throwing curve is determined based on the remaining physical strength value of the virtual object, and the at least one attribute includes at least one of transparency, throwing deflection angle, throwing height or throwing distance.

[0012] On the other hand, an embodiment of the present application provides a computer device, which includes a processor and a memory, wherein the memory stores at least one program code, and the at least one program code is loaded and executed by the processor to enable the computer device to implement any of the above-mentioned game interaction methods.

[0013] On the other hand, a non-volatile computer-readable storage medium is also provided, in which at least one program code is stored. The at least one program code is loaded and executed by a processor to enable a computer to implement any of the above-mentioned game interaction methods.

[0014] On the other hand, a computer program or computer program product is also provided, wherein the computer program or computer program product stores at least one computer instruction, and the at least one computer instruction is loaded and executed by a processor to enable the computer to implement any of the above-mentioned game interaction methods.

[0015] In the technical solution provided by the embodiment of the present application, when throwing a virtual projectile, the properties of the throwing curve of the virtual projectile are determined according to the remaining physical strength of the virtual object, and then the virtual projectile is displayed according to the properties of the throwing curve of the virtual projectile. The properties of the throwing curve of the virtual projectile are associated with the remaining physical strength of the virtual object, so that the throwing curve of the virtual projectile is more diversified and the display effect is better, which is conducive to improving the player's interactive experience and increasing the human-computer interaction rate. Moreover, the display method of the throwing curve allows the player to know the situation of throwing the virtual projectile under the current remaining physical strength value, and then enables the player to reasonably control the frequency of throwing the virtual projectile according to the current remaining physical strength value, so that the utilization rate of the virtual projectile is more reasonable. BRIEF DESCRIPTION OF THE DRAWINGS

[0016] FIG1 is a schematic diagram of an implementation environment of a game interaction method provided in an embodiment of the present application;

[0017] FIG2 is a flow chart of a game interaction method provided in an embodiment of the present application;

[0018] FIG3 is a schematic diagram showing a virtual scene according to an embodiment of the present application;

[0019] FIG4 is a schematic diagram of an image of a first function provided in an embodiment of the present application;

[0020] FIG5 is a schematic diagram showing a throwing curve of a virtual throwing object provided in an embodiment of the present application;

[0021] FIG6 is a schematic diagram of an image of a third function provided in an embodiment of the present application;

[0022] FIG7 is a schematic diagram of a process for determining a throwing deflection angle of a throwing direction of a virtual throwing object provided by an embodiment of the present application;

[0023] FIG8 is a schematic diagram of an image of a second function provided in an embodiment of the present application;

[0024] FIG9 is a schematic diagram showing a throwing curve of another virtual throwing object provided in an embodiment of the present application;

[0025] FIG10 is a flowchart of a game interaction method provided in an embodiment of the present application;

[0026] FIG11 is a schematic structural diagram of a game interaction device provided in an embodiment of the present application;

[0027] FIG12 is a schematic structural diagram of a terminal device provided in an embodiment of the present application;

[0028] FIG13 is a schematic diagram of the structure of a server provided in an embodiment of the present application. DETAILED DESCRIPTION

[0029] 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.

[0030] It should be noted that the terms "first," "second," and the like in this application are used to distinguish similar objects and are not necessarily used to describe a specific order or precedence. It should be understood that the terms used in this manner are interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present application. Instead, they are merely examples of apparatus and methods consistent with certain aspects of the present application, as detailed in the appended claims.

[0031] FIG1 is a schematic diagram of an implementation environment of a game interaction method provided in an embodiment of the present application. As shown in FIG1 , the implementation environment includes: a terminal device 101 and a server 102 .

[0032] Among them, a client capable of providing a virtual scene is installed and running in the terminal device 101, and the terminal device 101 can be used to execute the game interaction method provided in the embodiment of the present application.

[0033] A virtual scene is a setting created for virtual objects to engage in activities. It can be a 2D, 2.5D, or 3D virtual scene. It can be a simulation of the real world, a semi-simulation, semi-fictional scene, or a purely fictional scene.

[0034] A virtual object refers to an object that can be moved within a virtual scene. These virtual objects can be virtual people, virtual animals, animated characters, and so on. For example, people, animals, plants, oil drums, walls, rocks, and so on displayed within the virtual scene. Players can manipulate virtual objects using external components or by tapping the touchscreen display. Each virtual object has its own unique shape and volume within the virtual scene and occupies a portion of the space within the virtual scene. For example, when the virtual scene is three-dimensional, the virtual object is a three-dimensional model created using animation skeletal technology.

[0035] The embodiments of the present application do not limit the type of client that can provide a virtual scene. For example, the client that can provide a virtual scene refers to a gaming client. For example, third-person shooting (TPS) games, first-person shooting (FPS) games, multiplayer online battle arena (MOBA) games, multiplayer shooting survival games, massively multiplayer online role-playing games (MMO), action role-playing games (ARPG), etc.

[0036] Of course, in addition to game clients, clients that can provide virtual scenes can also be other types of clients, such as virtual reality (VR) clients, augmented reality (AR) clients, three-dimensional map programs, map simulation programs, social clients, interactive entertainment clients, etc.

[0037] Server 102 is used to provide background services for a client installed on terminal device 101 that can provide a virtual scene. In one possible implementation, server 102 performs primary computing tasks, while terminal device 101 performs secondary computing tasks. Alternatively, server 102 performs secondary computing tasks, while terminal device 101 performs primary computing tasks. Alternatively, terminal device 101 and server 102 can collaborate on computing using a distributed computing architecture.

[0038] Optionally, the terminal device 101 may be any electronic device that can interact with a user through one or more methods such as a keyboard, a touchpad, a remote control, voice interaction, or a handwriting device. For example, a PC (Personal Computer), a mobile phone, a smart phone, a PDA (Personal Digital Assistant), a wearable device, a PPC (Pocket PC), a tablet computer, a smart car computer, a smart TV, a smart speaker, a smart watch, etc.

[0039] The server 102 is a single server, or a server cluster consisting of multiple servers, or any one of a cloud computing platform and a virtualization center, which is not limited in the embodiments of the present application. The server 102 is connected to the terminal device 101 via a wired network or a wireless network. The server 102 has a data receiving function, a data processing function, and a data sending function. Of course, the server 102 can also have other functions, which are not limited in the embodiments of the present application. In some embodiments, the server 102 can also be used to execute the game interaction method provided in the embodiments of the present application.

[0040] Those skilled in the art should understand that the above-mentioned terminal device 101 and server 102 are merely examples, and other existing or future terminal devices or servers, if applicable to the present application, should also be included in the scope of protection of the present application and are incorporated herein by reference.

[0041] The present application provides a game interaction method, which can be applied to the implementation environment shown in FIG1 above. Taking the flowchart of a game interaction method provided in the present application embodiment shown in FIG2 as an example, the method can be executed by a computer device, which can be the terminal device 101 in FIG1 or the server 102 in FIG1. ​​For example, the method can be executed by the terminal device 101 in FIG1 or implemented by the interaction between the terminal device 101 and the server 102. The present application embodiment only uses the terminal device 101 as the execution subject for illustration. As shown in FIG2, the method includes the following steps 201 to 202.

[0042] In step 201, a virtual scene is displayed. A virtual object and a throwing control are displayed in the virtual scene. The virtual object holds a virtual throwing object, and the throwing control is used to throw the virtual throwing object.

[0043] In the exemplary embodiments of the present application, a client capable of providing a virtual scene is installed and running on the terminal device. This client can be any type of client and is not limited in the embodiments of the present application. Exemplarily, the client is a gaming client. The gaming client involved in the embodiments of the present application is a frame-synchronized gaming client. In other words, the game interaction method provided in the embodiments of the present application can be applied to a frame-synchronized gaming client.

[0044] The display interface of the terminal device displays the relevant information of the client. The relevant information of the client can be the icon of the client, the name of the client, or other information that can uniquely represent the client. The embodiments of the present application do not limit this. When the target object wants to run the client, the target object selects the relevant information of the client, the terminal device receives the selection instruction for the relevant information of the client, and displays the homepage of the client. The homepage of the client displays a start control, which is used to start a game. The target object selects the start control, the terminal device receives the selection instruction for the start control, and displays a virtual scene. The virtual scene displays a virtual object and a throwing control. The virtual object holds a virtual throwing object, and the throwing control is used to throw the virtual throwing object. The virtual object is the object controlled by the target object, and the target object is the object using the terminal device, that is, the object logged in to the client. In some embodiments, the target object can also be referred to as a player, user, etc. Optionally, the virtual object holding a virtual throwing object can refer to the virtual object holding a virtual throwing object in its hand.

[0045] For example, the target object may select the relevant information of the client by clicking on the client, or by double-clicking the client, or by selecting the client by voice, or by other means, which are not limited in the embodiments of the present application. The method for the target object to select the start control is similar to the method for the target object to select the relevant information of the client, and will not be described in detail here.

[0046] The virtual throwing objects may be any props that can be thrown in a virtual scene. For example, the virtual throwing objects may be virtual fragmentation grenades, virtual offensive grenades, virtual Molotov cocktails, virtual tear gas grenades, virtual smoke grenades, virtual flash grenades, virtual stun grenades, virtual footstep generators, or virtual hand grenades.

[0047] For example, the virtual throwing objects held by the virtual object may refer to the throwing objects configured by the target object for the virtual object, or the throwing objects that the virtual object has by default, or the throwing objects picked up by the virtual object in the virtual scene, etc., and the embodiments of the present application are not limited to this.

[0048] The throwing control can be in the form of a triggerable icon, a triggerable button, etc., which is not limited in the embodiments of the present application. The display position of the throwing control in the virtual scene can be set based on experience or flexibly adjusted according to the implementation environment, which is not limited in the embodiments of the present application. For example, the throwing control can be displayed in the lower right corner area of ​​the virtual scene, or in the upper right corner area of ​​the virtual scene, etc.

[0049] FIG3 is a schematic diagram of a virtual scene provided in an embodiment of the present application. FIG3 shows a virtual object 301 and a throwing control 302. The virtual object 301 holds a virtual throwing object 303. Optionally, other controls may be displayed in the virtual scene, which are not limited in the present embodiment.

[0050] In step 202 , in response to a trigger operation on a throwing control, a throwing curve of a virtual throwing object is displayed in a virtual scene, and at least one attribute of the throwing curve is determined based on the remaining physical strength value of the virtual object.

[0051] The at least one attribute includes at least one of transparency, throwing deflection angle, throwing height and throwing distance.

[0052] In one possible implementation, when a target object intends to throw a virtual projectile, the target object triggers a throwing control. The terminal device receives the triggering operation for the throwing control and displays a throwing curve of the virtual projectile in the virtual scene. The triggering operation for the throwing control can be a long press operation on the throwing control, a single click operation on the throwing control, or a double click operation on the throwing control, etc., which is not limited in this embodiment of the present application.

[0053] When the triggering operation for the throw control is a long press operation on the throw control, the target object long presses the throw control when the target object selects the throw control for a duration greater than a duration threshold. The duration threshold is set based on experience or adjusted according to the implementation environment, and is not limited in this embodiment of the present application. For example, the duration threshold is 3 seconds.

[0054] Before displaying a throwing curve for a virtual projectile in a virtual scene, at least one attribute of the throwing curve for the virtual projectile must be determined. In one possible implementation, determining the at least one attribute of the throwing curve includes: determining a remaining physical strength value of a virtual object in response to a triggering operation on a throwing control; determining a target physical strength value ratio, where the target physical strength value ratio is the ratio of the remaining physical strength value of the virtual object to the original physical strength value of the virtual object; and determining the at least one attribute of the throwing curve based on the target physical strength value ratio.

[0055] The target physical strength value ratio is a value obtained by normalizing the remaining physical strength value using the original physical strength value. Determining at least one attribute of the throwing curve based on the target physical strength value ratio is conducive to improving the standardization of at least one attribute of the throwing curve, thereby improving the display effect of the throwing curve, improving the interactive experience of the target object, and thus improving the human-computer interaction rate.

[0056] The virtual object's original stamina value refers to the stamina value of the virtual object when it is not performing any stamina-consuming activities. The virtual object's remaining stamina value refers to the stamina value remaining after the virtual object performs some stamina-consuming activities based on the original stamina value. For example, the virtual object's original stamina value may be a default value, for example, the original stamina value may be 100.

[0057] Since throwing a virtual projectile consumes the virtual object's upper limb strength, the virtual object's remaining stamina value includes the virtual object's upper limb remaining stamina value, and the virtual object's original stamina value includes the virtual object's upper limb maximum stamina value. Determining the properties of the throwing curve based on the ratio of the upper limb remaining stamina value to the upper limb maximum stamina value helps improve the matching of the throwing curve's properties with the virtual object's upper limb strength value. Since throwing a virtual projectile consumes upper limb strength, improving the matching of the throwing curve's properties with the virtual object's upper limb strength value can further improve the reliability of the throwing curve's properties, thereby further improving the display quality of the throwing curve, further enhancing the target object's interactive experience, and further improving the human-computer interaction rate.

[0058] It should be noted that the above description of the remaining physical strength value and the original physical strength value is merely illustrative, and the embodiments of the present application are not limited thereto. In some embodiments, the remaining physical strength value of the virtual object includes the remaining physical strength value of the virtual object's upper limbs, and the original physical strength value of the virtual object includes the virtual object's overall maximum physical strength value. In other embodiments, the remaining physical strength value of the virtual object includes the virtual object's overall remaining physical strength value, and the original physical strength value of the virtual object includes the virtual object's overall maximum physical strength value.

[0059] The embodiment of the present application does not limit the method for determining the remaining physical strength value of the virtual object. Optionally, the process of determining the remaining physical strength value of the virtual object includes: generating a remaining physical strength value acquisition request, the remaining physical strength value acquisition request including the object identification of the virtual object; the terminal device sends the remaining physical strength value acquisition request to the server. The server receives the remaining physical strength value acquisition request, parses the remaining physical strength value acquisition request, and obtains the object identification of the virtual object. The server stores the correspondence between the object identification of each object and the remaining physical strength value of each object. The server determines the remaining physical strength value of the virtual object based on the object identification of the virtual object and the correspondence between the object identification of each object and the remaining physical strength value of each object. The server sends the remaining physical strength value of the virtual object to the terminal device, so that the terminal device obtains the remaining physical strength value of the virtual object.

[0060] Before the terminal device determines the target physical strength value ratio of the remaining physical strength value of the virtual object and the original physical strength value of the virtual object, it is also necessary to obtain the original physical strength value of the virtual object. The process of the terminal device obtaining the original physical strength value of the virtual object is similar to the above-mentioned process of the terminal device obtaining the remaining physical strength value of the virtual object, and will not be repeated here.

[0061] Optionally, the process of determining the remaining physical strength of a virtual object may further include: the terminal device calculating the remaining physical strength of the virtual object in real time based on a pre-stored original physical strength value of the virtual object and the physical strength value consumed by the activity performed by the virtual object. The terminal device may store a correspondence between activities and physical strength values, and the terminal device can search for a corresponding physical strength value in the correspondence based on the activity performed by the virtual object. The corresponding physical strength value is the physical strength value consumed by the activity performed by the virtual object. Optionally, if the original physical strength value of the virtual object is pre-stored in the terminal device, the terminal device may directly retrieve the stored original physical strength value of the virtual object.

[0062] After the terminal device obtains the remaining physical strength value and the original physical strength value of the virtual object, the process of determining the target physical strength value ratio of the remaining physical strength value and the original physical strength value of the virtual object includes: taking the quotient between the remaining physical strength value and the original physical strength value of the virtual object as the target physical strength value ratio. For example, the remaining physical strength value of the virtual object refers to the remaining physical strength value of the virtual object's upper limbs, and the original physical strength value of the virtual object refers to the maximum physical strength value of the virtual object's upper limbs. If the remaining physical strength value of the virtual object's upper limbs is 30 and the maximum physical strength value of the virtual object's upper limbs is 100, then the physical strength value ratio is 30 / 100 = 0.3.

[0063] The method of determining at least one attribute of the throwing curve based on the target physical strength value ratio is related to the specific situation of at least one attribute of the throwing curve. Next, combined with the specific situation of at least one attribute of the throwing curve, the implementation method of determining at least one attribute of the throwing curve based on the target physical strength value ratio is introduced.

[0064] In one possible implementation, at least one attribute includes transparency. Determining the at least one attribute of the throwing curve based on the target physical strength ratio includes determining the transparency of a first curve segment of the throwing curve based on the target physical strength ratio. The transparency of the first curve segment is different from the transparency of a second curve segment. The ratio of the distance from any point in the first curve segment to the virtual object to the length of the throwing curve is greater than the distance ratio. The second curve segment is a curve segment of the throwing curve other than the first curve segment.

[0065] In other words, when at least one attribute includes transparency, before displaying the throwing curve of the virtual throwing object in the virtual scene, it is necessary to first determine the transparency of the throwing curve. The process of determining the transparency of the throwing curve includes: determining the remaining physical strength value of the virtual object in response to the trigger operation for the throwing control; determining the target physical strength value ratio of the remaining physical strength value of the virtual object and the original physical strength value of the virtual object; determining the first transparency according to the target physical strength value ratio, the transparency of the first curve segment of the throwing curve displayed in the virtual scene is the first transparency, and the transparency of the second curve segment is the second transparency, and the second transparency is different from the first transparency. Optionally, the first transparency can be higher than the second transparency, or the first transparency can be lower than the second transparency. The trigger operation for the throwing control can refer to a long press operation for the throwing control, or it can be other operations, and the embodiments of the present application are not limited to this.

[0066] When at least one attribute includes transparency, the transparency of the curve segment (first curve segment) in the throwing curve away from the virtual object is determined according to the target physical strength value ratio, which can improve the correlation between the transparency of the curve segment in the throwing curve away from the virtual object and the target physical strength value ratio, thereby improving the display effect of the throwing curve in terms of transparency, and then improving the interactive experience of the target object and the human-computer interaction rate.

[0067] In one possible implementation, the process of determining the transparency of the first curve segment (i.e., the first transparency) based on the target physical strength value ratio includes: obtaining the correspondence between transparency and physical strength value ratio; and determining the transparency of the first curve segment (i.e., the first transparency) based on the correspondence between the target physical strength value ratio, transparency, and physical strength value ratio.

[0068] By finding the correspondence between transparency and physical strength ratio, the transparency of the first curve segment can be determined more conveniently, thereby improving the efficiency of determining the transparency of the first curve segment, improving the efficiency of determining at least one attribute of the throwing curve, and further improving the display efficiency of the throwing curve.

[0069] In an exemplary embodiment, the process of obtaining the correspondence between transparency and physical strength value ratio includes: obtaining a first physical strength value ratio, the transparency corresponding to the first physical strength value ratio, the second physical strength value ratio, and the transparency corresponding to the second physical strength value ratio; constructing a first reference function, the first reference function is a linear function; according to the first physical strength value ratio, the transparency corresponding to the first physical strength value ratio, the second physical strength value ratio, and the transparency corresponding to the second physical strength value ratio, adjust the first reference function to obtain a first function, the first function is used to indicate the correspondence between transparency and physical strength value ratio.

[0070] By adjusting the first reference function according to two sets of physical strength value ratio-transparency data, the correspondence between transparency and physical strength value ratio is obtained. The calculation logic is relatively simple, which is conducive to improving the efficiency of obtaining the correspondence between transparency and physical strength value ratio, and then improving the efficiency of determining the transparency of the first curve segment, improving the efficiency of determining at least one attribute of the throwing curve, and improving the display efficiency of the throwing curve.

[0071] Exemplarily, the first reference function is adjusted according to the first physical strength value ratio, the transparency corresponding to the first physical strength value ratio, the second physical strength value ratio and the transparency corresponding to the second physical strength value ratio, and the process of obtaining the first function includes: substituting the first physical strength value ratio and the transparency corresponding to the first physical strength value ratio into the independent variable and dependent variable of the first reference function respectively to obtain a first calculation formula; substituting the second physical strength value ratio and the transparency corresponding to the second physical strength value ratio into the independent variable and dependent variable of the first reference function respectively to obtain a second calculation formula; solving the slope and intercept of the first reference function according to the first calculation formula and the second calculation formula; substituting the solved slope and intercept into the first reference function to obtain the first function.

[0072] Exemplarily, the first physical strength value ratio is 0, the transparency corresponding to the first physical strength value ratio is 1, the second physical strength value ratio is 0.5, the transparency corresponding to the second physical strength value ratio is 0, and the constructed first reference function is y=k1x+b1, wherein x is the independent variable of the first reference function, y is the dependent variable of the first reference function, k1 is the slope of the first reference function, and b1 is the intercept of the first reference function. Substituting (0, 1) and (0.5, 0) into the first reference function respectively, we get k1=-2, b1=1, and substituting k1=-2, b1=1 into the first reference function, and the first function is y=-2x+1. Figure 4 is a schematic diagram of an image of a first function provided in an embodiment of the present application.

[0073] Optionally, based on the correspondence between the target physical strength ratio, the transparency, and the physical strength ratio, determining the first transparency includes: substituting the target physical strength ratio into a first function to obtain the first transparency. For example, if the target physical strength ratio is 0.3, substituting 0.3 into the first function y=-2x+1 yields a first transparency of 0.4.

[0074] In an exemplary embodiment, the transparency of the second curve segment (i.e., the second transparency) can refer to a default transparency, or it can refer to a transparency determined based on the transparency of the first curve segment (i.e., the first transparency), as long as the second transparency is different from the first transparency.

[0075] Taking the example of determining the second transparency based on the first transparency, after determining the first transparency, the process of determining the second transparency based on the first transparency includes: setting a transparency lower than the first transparency as the second transparency. For example, setting the second transparency to 0. Alternatively, setting a transparency higher than the first transparency as the second transparency. For example, setting the second transparency to 0.5.

[0076] After determining the first transparency and the second transparency, a throwing curve of the virtual throwing object is generated based on the first transparency and the second transparency, and the throwing curve of the virtual throwing object is displayed in the virtual scene. The transparency of the first curve segment of the throwing curve is the first transparency, and the transparency of the second curve segment is the second transparency. If the ratio between the distance from any point in the first curve segment to the virtual object and the length of the throwing curve is greater than the distance ratio, the second curve segment is the curve segment in the throwing curve other than the first curve segment. The distance ratio is set based on experience or adjusted according to the implementation environment, and the embodiments of the present application are not limited to this. For example, the distance ratio is 70%. That is, the first 70% of the curve segments close to the virtual object in the throwing curve are the second curve segments, and the remaining curve segments are the first curve segments.

[0077] FIG5 is a schematic diagram showing a throwing curve of a virtual projectile provided in an embodiment of the present application. In FIG5 , 501 is the throwing curve of the virtual projectile, 502 is the first curve segment, and 503 is the second curve segment. The transparency of the first curve segment 502 is the first transparency, and the transparency of the second curve segment 503 is the second transparency.

[0078] Optionally, an upper limb strength bar of the virtual object can also be displayed in the virtual scene. The upper limb strength bar of the virtual object is used to indicate the remaining upper limb strength value of the virtual object and the maximum upper limb strength value of the virtual object. The remaining upper limb strength value of the virtual object and the maximum upper limb strength value of the virtual object are displayed differently in the upper limb strength bar of the virtual object.

[0079] By displaying the upper limb strength bar of the virtual object and displaying the upper limb remaining strength value and the upper limb maximum strength value of the virtual object in different display modes in the upper limb strength bar, the target object can intuitively distinguish the upper limb remaining strength value and the upper limb maximum strength value of the virtual object, thereby improving the visual effect of the target object, thereby improving the interactive experience of the target object and improving the human-computer interaction rate.

[0080] For example, as shown in FIG5 , 504 is an upper limb strength bar of the virtual object, 505 is used to indicate the maximum upper limb strength value of the virtual object, and 506 is used to indicate the remaining upper limb strength value of the virtual object.

[0081] Optionally, a lower limb strength bar of the virtual object can also be displayed in the virtual scene. The lower limb strength bar of the virtual object is used to indicate the remaining physical strength value of the virtual object's lower limbs and the maximum physical strength value of the virtual object's lower limbs. The remaining physical strength value of the virtual object's lower limbs and the maximum physical strength value of the virtual object's lower limbs are displayed differently in the lower limb strength bar of the virtual object.

[0082] By displaying the virtual object's lower limb strength bar and displaying the virtual object's lower limb remaining strength value and lower limb maximum strength value in different display modes in the lower limb strength bar, the target object can intuitively distinguish the virtual object's lower limb remaining strength value and lower limb maximum strength value, thereby improving the target object's visual effect, thereby improving the target object's interactive experience and improving the human-computer interaction rate.

[0083] For example, as shown in FIG5 , 507 is a lower limb strength bar of the virtual object, 508 is used to indicate the maximum physical strength value of the virtual object's lower limbs, and 509 is used to indicate the remaining physical strength value of the virtual object's lower limbs.

[0084] In one possible implementation, at least one attribute includes a throwing deflection angle, and the process of determining at least one attribute of the throwing curve based on the target physical strength value ratio includes: determining the throwing deflection angle of the throwing curve based on the target physical strength value ratio, and the throwing deflection angle is used to indicate the deflection angle of the throwing direction when the virtual object throws the virtual projectile under the target physical strength value ratio.

[0085] In other words, when at least one attribute includes a throwing deflection angle, before displaying the throwing curve of the virtual projectile in the virtual scene, it is necessary to first determine the throwing deflection angle of the throwing curve, and the process of determining the throwing deflection angle includes: in response to a trigger operation for the throwing control, determining the remaining physical strength value of the virtual object, and determining the target physical strength value ratio between the remaining physical strength value of the virtual object and the target physical strength value of the virtual object; according to the target physical strength value ratio, determining the target angle, the target angle is used to indicate the deflection angle of the throwing direction when the virtual object throws the virtual projectile under the target physical strength value ratio; the throwing deflection angle of the throwing curve of the virtual projectile displayed in the virtual scene is the target angle.

[0086] When at least one attribute includes a throwing deflection angle, the throwing deflection angle of the throwing curve is determined according to the target physical strength value ratio, which can improve the correlation between the throwing deflection angle of the throwing curve and the target physical strength value ratio, thereby improving the display effect of the throwing curve in terms of the throwing deflection angle, and then improving the interactive experience of the target object and improving the human-computer interaction rate.

[0087] As the virtual object's remaining stamina decreases, the accuracy of throwing the virtual projectile decreases, that is, the virtual projectile may deflect when thrown. For example, the throwing deflection angle is negatively correlated with the virtual object's remaining stamina. That is, the lower the virtual object's remaining stamina, the larger the throwing deflection angle, resulting in a greater deflection when throwing the virtual projectile.

[0088] The embodiment of the present application does not limit the method for determining the throwing deflection angle (i.e., target angle) of the throwing curve based on the target physical strength value ratio. Optionally, the process of determining the throwing deflection angle (i.e., target angle) of the throwing curve based on the target physical strength value ratio includes: obtaining a corresponding relationship between the deflection angle and the physical strength value ratio; and determining the throwing deflection angle (i.e., target angle) of the throwing curve based on the corresponding relationship between the target physical strength value ratio, the deflection angle, and the physical strength value ratio.

[0089] By finding the correspondence between the deflection angle and the physical strength value ratio, the throwing deflection angle of the throwing curve can be determined more conveniently, thereby improving the efficiency of determining the throwing deflection angle of the throwing curve, improving the efficiency of determining at least one attribute of the throwing curve, and further improving the display efficiency of the throwing curve.

[0090] Exemplarily, the process of obtaining the correspondence between the deflection angle and the physical strength value ratio includes: obtaining the first physical strength value ratio, the throwing deflection angle corresponding to the first physical strength value ratio, the second physical strength value ratio, and the throwing deflection angle corresponding to the second physical strength value ratio; constructing a third reference function, which is a linear function; adjusting the third reference function according to the first physical strength value ratio, the throwing deflection angle corresponding to the first physical strength value ratio, the second physical strength value ratio, and the throwing deflection angle corresponding to the second physical strength value ratio to obtain a third function, which is used to indicate the correspondence between the deflection angle and the physical strength value ratio.

[0091] By adjusting the third reference function according to the two sets of physical strength value ratio-throwing deflection angle data, the correspondence between the deflection angle and the physical strength value ratio is obtained. The calculation logic is relatively simple, which is conducive to improving the efficiency of obtaining the correspondence between the deflection angle and the physical strength value ratio, thereby improving the efficiency of determining the throwing deflection angle of the throwing curve, improving the efficiency of determining at least one attribute of the throwing curve, and improving the display efficiency of the throwing curve.

[0092] Exemplarily, the third reference function is adjusted according to the first physical strength value ratio, the throwing deflection angle corresponding to the first physical strength value ratio, the second physical strength value ratio and the throwing deflection angle corresponding to the second physical strength value ratio, and the process of obtaining the third function includes: substituting the first physical strength value ratio and the throwing deflection angle corresponding to the first physical strength value ratio into the independent variable and dependent variable of the third reference function respectively to obtain a third calculation formula; substituting the second physical strength value ratio and the throwing deflection angle corresponding to the second physical strength value ratio into the independent variable and dependent variable of the third reference function respectively to obtain a fourth calculation formula; solving the slope and intercept of the third reference function according to the third calculation formula and the fourth calculation formula; substituting the solved slope and intercept into the third reference function to obtain the third function.

[0093] Exemplarily, the first physical strength value ratio is 0, the throwing deflection angle corresponding to the first physical strength value ratio is 4, the second physical strength value ratio is 0.5, the throwing deflection angle corresponding to the second physical strength value ratio is 0, and the constructed third reference function is y=k3x+b3, wherein x is the independent variable of the third reference function, y is the dependent variable of the third reference function, k3 is the slope of the third reference function, and b3 is the intercept of the third reference function. Substituting (0, 4) and (0.5, 0) into the third reference function respectively, we get k3=-8, b3=4, and substituting k3=-8, b3=4 into the third reference function, and the third function is y=-8x+4. Figure 6 is a schematic diagram of an image of a third function provided in an embodiment of the present application.

[0094] Optionally, based on the correspondence between the target physical strength value ratio, the deflection angle, and the physical strength value ratio, the process of determining the target angle includes: substituting the target physical strength value ratio into a third function to obtain a target angle. Optionally, substituting the target physical strength value ratio into the third function to obtain a reference angle, and using the reference angle as the target angle, or using any angle less than the reference angle as the target angle, wherein the value of the target angle is a positive integer. For example, if the target physical strength value ratio is 0.3, substituting 0.3 into the third function y=-8x+4 yields a reference angle of 1.6. Optionally, 1.6 can be used as the target angle. Alternatively, an angle less than 1.6 can be used as the target angle, for example, 1 can be used as the target angle.

[0095] FIG7 is a schematic diagram of the process for determining the throwing deflection angle of a virtual projectile's throwing direction, as provided in an embodiment of the present application. In FIG7 , the dashed line with an arrow represents the direction vector of the virtual projectile's throwing direction, and Angle 1 represents the reference angle. Based on the reference angle and the virtual projectile's throwing direction, a cone is obtained. Starting from the vertex of the cone within the threshold, the angle between any direction vector within the cone and the direction vector of the virtual projectile's throwing direction represents the throwing deflection angle of the virtual projectile's throwing direction.

[0096] In one possible implementation, at least one attribute includes a throwing height. The process of determining at least one attribute of the throwing curve based on the target physical strength value ratio includes: determining the gravitational acceleration corresponding to the virtual throwing object based on the target physical strength value ratio; and determining the throwing height of the throwing curve based on the gravitational acceleration corresponding to the virtual throwing object.

[0097] In other words, when at least one attribute includes a throwing height, before displaying the throwing curve of the virtual projectile in the virtual scene, it is necessary to first determine the throwing height of the throwing curve. The process of determining the throwing height includes: determining the remaining physical strength value of the virtual object in response to a trigger operation on the throwing control; determining the target physical strength value ratio between the remaining physical strength value of the virtual object and the target physical strength value of the virtual object; determining the gravitational acceleration corresponding to the virtual projectile based on the target physical strength value ratio; determining the target height based on the gravitational acceleration corresponding to the virtual projectile; the throwing height of the throwing curve of the virtual projectile displayed in the virtual scene is the target height.

[0098] When at least one attribute includes throwing height, the throwing height of the throwing curve is determined according to the target physical strength value ratio, which can improve the correlation between the throwing height of the throwing curve and the target physical strength value ratio, thereby improving the display effect of the throwing curve in terms of throwing height, and then improving the interactive experience of the target object and improving the human-computer interaction rate.

[0099] Throwing height refers to the distance between the highest point of a virtual projectile and the ground, such as the vertical distance between the highest point of a virtual projectile and the ground. As the virtual object's remaining physical strength decreases, the throwing height of the virtual projectile also decreases. As the virtual object's remaining physical strength gradually recovers, the throwing height of the virtual projectile also increases. For example, the throwing height is positively correlated with the virtual object's remaining physical strength, that is, the less the virtual object's remaining physical strength is, the lower the throwing height.

[0100] The process of determining the ratio of the remaining physical strength value and the target physical strength value of the virtual object has been described above and will not be repeated here. The embodiment of the present application does not limit the process of determining the gravitational acceleration corresponding to the virtual throwing object based on the target physical strength value ratio. Optionally, obtain the correspondence between the standard gravitational acceleration ratio and the physical strength value ratio; determine the standard gravitational acceleration ratio corresponding to the target physical strength value ratio based on the target physical strength value ratio, the standard gravitational acceleration ratio and the physical strength value ratio; determine the gravitational acceleration corresponding to the virtual throwing object based on the standard gravitational acceleration ratio and the standard gravitational acceleration. Wherein, the standard gravitational acceleration (g) is 9.8m / s 2 (m / s 2 ).

[0101] By finding the correspondence between the multiplier of the standard gravitational acceleration and the physical strength value ratio, it is possible to more conveniently determine the multiplier of the standard gravitational acceleration corresponding to the target physical strength value ratio, thereby improving the efficiency of determining the gravitational acceleration corresponding to the virtual throwing object, improving the efficiency of determining the throwing height of the throwing curve, and improving the efficiency of determining at least one attribute of the throwing curve, thereby improving the display efficiency of the throwing curve.

[0102] Exemplarily, the process of obtaining the correspondence between the magnification of the standard gravitational acceleration and the physical strength value ratio includes: obtaining the first physical strength value ratio, the magnification of the standard gravitational acceleration corresponding to the first physical strength value ratio, the second physical strength value ratio, and the magnification of the standard gravitational acceleration corresponding to the second physical strength value ratio; constructing a second reference function, which is a linear function; adjusting the second reference function according to the first physical strength value ratio, the magnification of the standard gravitational acceleration corresponding to the first physical strength value ratio, the second physical strength value ratio, and the magnification of the standard gravitational acceleration corresponding to the second physical strength value ratio to obtain a second function, which is used to indicate the correspondence between the magnification of the standard gravitational acceleration and the physical strength value ratio.

[0103] By adjusting the second reference function according to the two sets of physical strength value ratio-standard gravitational acceleration multiplier data, the correspondence between the multiplier of the standard gravitational acceleration and the physical strength value ratio is obtained. The calculation logic is relatively simple, which is conducive to improving the efficiency of obtaining the correspondence between the multiplier of the standard gravitational acceleration and the physical strength value ratio, thereby improving the efficiency of determining the throwing height of the throwing curve, improving the efficiency of determining at least one attribute of the throwing curve, and improving the display efficiency of the throwing curve.

[0104] Exemplarily, the second reference function is adjusted according to the first physical strength value ratio, the multiplier of the standard gravitational acceleration corresponding to the first physical strength value ratio, the second physical strength value ratio, and the multiplier of the standard gravitational acceleration corresponding to the second physical strength value ratio to obtain the second function. The process includes: substituting the first physical strength value ratio and the multiplier of the standard gravitational acceleration corresponding to the first physical strength value ratio into the independent variable and dependent variable of the second reference function respectively to obtain the fifth calculation formula; substituting the second physical strength value ratio and the multiplier of the standard gravitational acceleration corresponding to the second physical strength value ratio into the independent variable and dependent variable of the second reference function respectively to obtain the sixth calculation formula; solving the slope and intercept of the second reference function according to the fifth calculation formula and the sixth calculation formula; substituting the solved slope and intercept into the second reference function to obtain the second function.

[0105] Exemplarily, the first physical strength value ratio is 0, the magnification of the standard acceleration of gravity corresponding to the first physical strength value ratio is 2, the second physical strength value ratio is 0.5, the magnification of the standard acceleration of gravity corresponding to the second physical strength value ratio is 1, and the constructed second reference function is y=k2x+b2, wherein x is the independent variable of the second reference function, y is the dependent variable of the second reference function, k2 is the slope of the second reference function, and b2 is the intercept of the second reference function. Substituting (0, 2) and (0.5, 1) into the second reference function respectively, we get k2=-2, b2=2, and substituting k2=-2, b2=2 into the second reference function to obtain the second function y=-2x+2. Figure 8 is a schematic diagram of an image of a second function provided in an embodiment of the present application.

[0106] Optionally, based on the correspondence between the target physical strength ratio, the standard acceleration of gravity multiplier, and the physical strength ratio, determining the standard acceleration of gravity multiplier corresponding to the target physical strength ratio includes: substituting the target physical strength ratio into a second function to obtain the standard acceleration of gravity multiplier corresponding to the target physical strength ratio. For example, if the target physical strength ratio is 0.3, substituting 0.3 into the second function y=-2x+2 yields a standard acceleration of gravity multiplier corresponding to the target physical strength ratio of 1.4.

[0107] After obtaining the multiplier of the standard gravitational acceleration corresponding to the target physical strength value ratio, the process of determining the gravitational acceleration corresponding to the virtual throwing object based on the multiplier of the standard gravitational acceleration corresponding to the target physical strength value ratio and the standard gravitational acceleration includes: taking the product of the multiplier of the standard gravitational acceleration corresponding to the target physical strength value ratio and the standard gravitational acceleration as the gravitational acceleration corresponding to the virtual throwing object.

[0108] For example, the standard gravitational acceleration corresponding to the target physical strength value ratio is 1.4, and the gravitational acceleration corresponding to the virtual throwing object is 1.4×9.8=13.72m / s 2 .

[0109] In one possible implementation, the process of determining the throwing height (i.e., target height) of the throwing curve based on the gravitational acceleration corresponding to the virtual throwing object includes: determining the throwing time based on the gravitational acceleration corresponding to the virtual throwing object and the vertical initial velocity of the virtual throwing object; determining the throwing height (i.e., target height) of the throwing curve based on the gravitational acceleration corresponding to the virtual throwing object and the throwing time.

[0110] The throwing height is determined based on the throwing time and gravitational acceleration, where the throwing time is determined based on the vertical initial velocity. This ensures that the throwing height matches the actual physical falling situation, improves the reliability of the throwing height, and thus improves the display effect of the throwing curve, thereby improving the interactive experience of the target object and increasing the human-computer interaction rate.

[0111] The vertical initial velocity of the virtual projectile refers to the component of the initial velocity of the virtual projectile in the vertical direction. For example, the vertical initial velocity of the virtual projectile is set based on experience or adjusted according to the implementation environment, which is not limited in this embodiment of the present application. For example, the vertical initial velocity of the virtual projectile is 10 meters per second.

[0112] Exemplarily, the throwing time is determined based on the gravitational acceleration corresponding to the virtual projectile and the initial vertical velocity of the virtual projectile by calculating a first ratio of the initial vertical velocity of the virtual projectile to the gravitational acceleration corresponding to the virtual projectile, and determining the throwing time based on the first ratio. For example, the throwing time is determined based on the gravitational acceleration corresponding to the virtual projectile and the initial vertical velocity of the virtual projectile according to the following formula (1).

[0113] In the above formula (1), t is the throwing time, G is the gravitational acceleration corresponding to the virtual throwing object, and v1 is the vertical initial velocity of the virtual throwing object.

[0114] For example, the method for determining the throwing height (i.e., the target height) of the throwing curve based on the gravitational acceleration and the throwing time corresponding to the virtual throwing object is as follows: calculating the square of the throwing time; multiplying the square of the throwing time by the gravitational acceleration corresponding to the virtual throwing object to obtain a first product; and determining the throwing height (i.e., the target height) of the throwing curve based on the first product. For example, the target height is determined according to the following formula (2) based on the gravitational acceleration and the throwing time corresponding to the virtual throwing object.

[0115] In the above formula (2), h is the target height, G is the gravitational acceleration corresponding to the virtual throwing object, and t is the throwing time.

[0116] In one possible implementation, at least one attribute includes a throwing distance. The process of determining at least one attribute of a throwing curve based on a target physical strength value ratio includes: determining a gravitational acceleration corresponding to a virtual throwing object based on the target physical strength value ratio; and determining a throwing distance of the throwing curve based on the gravitational acceleration corresponding to the virtual throwing object.

[0117] In other words, when at least one attribute includes throwing distance, before displaying the throwing curve of the virtual projectile in the virtual scene, it is also necessary to determine the throwing distance of the throwing curve of the virtual projectile. The throwing distance determination process includes: determining the remaining physical strength value of the virtual object in response to the trigger operation of the throwing control; determining the target physical strength value ratio of the remaining physical strength value of the virtual object and the target physical strength value of the virtual object; determining the gravitational acceleration corresponding to the virtual projectile based on the target physical strength value ratio; determining the target distance based on the gravitational acceleration corresponding to the virtual projectile, and the throwing distance of the throwing curve displayed in the virtual scene is the target distance.

[0118] When at least one attribute includes throwing distance, the throwing distance of the throwing curve is determined according to the target physical strength value ratio, which can improve the correlation between the throwing distance of the throwing curve and the target physical strength value ratio, thereby improving the display effect of the throwing curve in terms of throwing distance, and then improving the interactive experience of the target object and improving the human-computer interaction rate.

[0119] The throwing distance refers to the distance between the landing point of the virtual projectile and the virtual object, such as the horizontal distance between the landing point of the virtual projectile and the virtual object. As the remaining physical strength of the virtual object decreases, the throwing distance of the virtual projectile will also decrease. When the remaining physical strength of the virtual object gradually recovers, the throwing distance of the virtual projectile will also increase. For example, the throwing distance is positively correlated with the remaining physical strength of the virtual object, that is, the less the remaining physical strength of the virtual object, the shorter the throwing distance.

[0120] Exemplarily, the process of determining the throwing distance (i.e., target distance) of the throwing curve based on the gravitational acceleration corresponding to the virtual throwing object includes: determining the throwing time based on the gravitational acceleration corresponding to the virtual throwing object and the vertical initial velocity of the virtual throwing object; determining the throwing distance (i.e., target distance) of the throwing curve based on the throwing time and the horizontal initial velocity of the virtual throwing object. The horizontal initial velocity of the virtual throwing object refers to the component of the initial velocity of the virtual throwing object in the horizontal direction. The horizontal initial velocity of the virtual throwing object is set based on experience or adjusted according to the implementation environment, and the embodiments of the present application do not limit this. Exemplarily, the horizontal initial velocity of the virtual throwing object is 5 meters per second.

[0121] The process of determining the throwing time according to the gravitational acceleration corresponding to the virtual throwing object and the vertical initial velocity of the virtual throwing object has been described above and will not be repeated here.

[0122] The throwing distance is determined based on the throwing time and the horizontal initial velocity, where the throwing time is determined based on the vertical initial velocity. This ensures that the throwing distance matches the actual physical falling conditions, improves the reliability of the throwing distance, and thus improves the display effect of the throwing curve, thereby enhancing the interactive experience of the target object and increasing the human-computer interaction rate.

[0123] For example, the throwing distance (i.e., target distance) of the throwing curve is determined based on the throwing time and the horizontal initial velocity of the virtual projectile by multiplying the throwing time by the horizontal initial velocity of the virtual projectile to obtain a second product; and the throwing distance (i.e., target distance) of the throwing curve is determined based on the second product. For example, the target distance is determined based on the throwing time and the horizontal initial velocity of the virtual projectile according to the following formula (3). s = v2t Formula (3)

[0124] In the above formula (3), s is the target distance, v2 is the horizontal initial velocity of the virtual projectile, and t is the throwing time.

[0125] In one possible implementation, when the target physical strength ratio is below a ratio threshold, at least one attribute of the throwing curve is determined based on the target physical strength ratio. In other words, the above-described operation of determining at least one attribute of the throwing curve based on the target physical strength ratio is performed when the target physical strength ratio is below the ratio threshold. The ratio threshold is set based on experience or adjusted according to the implementation environment, and is not limited in this embodiment of the present application. Exemplarily, the ratio threshold is 0.5.

[0126] Only when the target physical strength value ratio is relatively low, at least one attribute of the throwing curve is determined based on the target physical strength value ratio. This can reduce the amount of calculation required to determine at least one attribute of the throwing curve based on the target physical strength value ratio, improve the efficiency of determining at least one attribute of the throwing curve based on the target physical strength value ratio, and thus improve the efficiency of displaying the throwing curve.

[0127] Exemplarily, in the case where at least one attribute includes transparency, when the target physical strength value ratio is lower than the ratio threshold, the transparency of the first curve segment of the throwing curve is determined according to the target physical strength value ratio.

[0128] Exemplarily, for a case where at least one attribute includes a throwing deflection angle, when the target physical strength value ratio is lower than a ratio threshold, the throwing deflection angle of the throwing curve is determined according to the target physical strength value ratio.

[0129] Exemplarily, for a case where at least one attribute includes a throwing height, when the target physical strength value ratio is lower than the ratio threshold, the gravitational acceleration corresponding to the virtual throwing object is determined based on the target physical strength value ratio; and the throwing height of the throwing curve is determined based on the gravitational acceleration corresponding to the virtual throwing object.

[0130] Exemplarily, for a case where at least one attribute includes throwing distance, when the target physical value ratio is lower than the ratio threshold, the gravitational acceleration corresponding to the virtual throwing object is determined based on the target physical value ratio; and the throwing distance of the throwing curve is determined based on the gravitational acceleration corresponding to the virtual throwing object.

[0131] In another possible implementation, when the target stamina value ratio is not less than the ratio threshold, at least one default attribute is used as the at least one attribute of the throwing curve. The at least one default attribute can be set based on experience or adjusted according to the implementation environment, and this embodiment of the application is not limited to this.

[0132] In one possible implementation, after a throwing curve of a virtual projectile is displayed in a virtual scene, in response to the termination of a triggering operation, the virtual projectile is thrown according to the throwing curve. After the virtual projectile is thrown according to the throwing curve, the target object can see the virtual projectile moving along the throwing curve in the display interface. Because the throwing curve is associated with the remaining physical strength of the virtual object, the throwing curve is highly reliable, thereby improving the visual effect of the virtual projectile moving along the throwing curve, enhancing the target object's interactive experience, and thereby increasing the human-computer interaction rate.

[0133] For example, taking at least one attribute including throwing height, throwing distance and throwing deflection angle as an example, when throwing a virtual projectile, the throwing height of the virtual projectile is the target height, the throwing distance between the landing point of the virtual projectile and the virtual object is the target distance, and the throwing deflection angle of the virtual projectile is the target angle. The target height, target distance and target angle are all determined based on the remaining physical strength value of the virtual object, which have been described in the above process and will not be repeated here.

[0134] Optionally, based on the ratio of the virtual object's remaining stamina value to its target stamina value being no less than a ratio threshold, a throwing curve of the virtual projectile is displayed in the virtual scene, with the transparency of the throwing curve being a second transparency. FIG. 9 is a schematic diagram showing another throwing curve of a virtual projectile provided in an embodiment of the present application. Reference numeral 901 in FIG. 9 represents the throwing curve of the virtual projectile.

[0135] In the above method, when throwing a virtual projectile, the properties of the throwing curve of the virtual projectile are determined according to the remaining physical strength value of the virtual object, and then the virtual projectile is displayed according to the properties of the throwing curve of the virtual projectile. When the remaining physical strength value of the virtual object is different, the properties of the throwing curve of the virtual projectile are different. Associating the properties of the throwing curve of the virtual projectile with the remaining physical strength value of the virtual object makes the throwing curve of the virtual projectile more diversified and the display effect better, which is conducive to improving the player's interactive experience and increasing the human-computer interaction rate. Moreover, the display method of the throwing curve allows the player to know the situation of throwing the virtual projectile under the current remaining physical strength value, and then enables the player to reasonably control the frequency of throwing the virtual projectile according to the current remaining physical strength value, making the utilization rate of the virtual projectile more reasonable.

[0136] FIG10 is a flow chart of a game interaction method provided by an embodiment of the present application. The method includes:

[0137] The player long-presses a throwing control; in response to the long-press operation, a determination is made as to whether the player's stamina ratio is below a ratio threshold. If the player's stamina ratio is not below the ratio threshold, no action is taken. If the player's stamina ratio is below the ratio threshold, a first transparency is determined based on the player's stamina ratio; a target angle is determined based on the player's stamina ratio; a gravitational acceleration is determined based on the player's stamina ratio; and a target height and target distance are determined based on the gravitational acceleration. A throwing curve for a virtual projectile is displayed based on the first transparency, the target angle, the target height, and the target distance. The first curve segment of the throwing curve has a transparency of the first transparency, the second curve segment has a transparency of the second transparency, which is lower than the first transparency. The throwing height of the throwing curve is the target height, the throwing distance of the throwing curve is the target distance, and the throwing deflection angle of the throwing curve is the target angle. If the ratio of the distance from any point in the first curve segment to the virtual object to the length of the throwing curve is greater than the distance ratio, the second curve segment is the curve segment of the throwing curve other than the first curve segment. It should be noted that the player's physical strength ratio in this embodiment is the target physical strength ratio in the above embodiment.

[0138] FIG11 is a schematic diagram showing the structure of a game interaction device provided in an embodiment of the present application. As shown in FIG11 , the device includes:

[0139] The display module 1101 is used to display a virtual scene, in which a virtual object and a throwing control are displayed. The virtual object holds a virtual throwing object, and the throwing control is used to throw the virtual throwing object.

[0140] The display module 1101 is also used to display a throwing curve of a virtual throwing object in a virtual scene in response to a trigger operation on a throwing control. At least one attribute of the throwing curve is determined based on the remaining physical strength value of the virtual object, and at least one attribute includes at least one of transparency, throwing deflection angle, throwing height or throwing distance.

[0141] In a possible implementation, the apparatus further includes:

[0142] Determination module 1102 is used to determine the remaining physical strength value of the virtual object in response to a trigger operation on the throwing control; determine a target physical strength value ratio, which is the ratio of the remaining physical strength value of the virtual object to the original physical strength value of the virtual object; and determine at least one attribute of the throwing curve based on the target physical strength value ratio.

[0143] In one possible implementation, the at least one attribute includes transparency;

[0144] Determination module 1102 is used to determine the transparency of the first curve segment of the throwing curve based on the target physical strength value ratio; wherein the transparency of the first curve segment is different from the transparency of the second curve segment, the ratio of the distance from any point included in the first curve segment to the virtual object to the length of the throwing curve is greater than the distance ratio, and the second curve segment is the curve segment in the throwing curve other than the first curve segment.

[0145] In one possible implementation, the determination module 1102 is used to obtain the correspondence between transparency and physical strength value ratio; and determine the transparency of the first curve segment of the throwing curve according to the correspondence between the target physical strength value ratio, transparency and physical strength value ratio.

[0146] In one possible implementation, the determination module 1102 is used to obtain a first physical strength value ratio, the transparency corresponding to the first physical strength value ratio, the second physical strength value ratio, and the transparency corresponding to the second physical strength value ratio; construct a first reference function, which is a linear function; adjust the first reference function according to the first physical strength value ratio, the transparency corresponding to the first physical strength value ratio, the second physical strength value ratio, and the transparency corresponding to the second physical strength value ratio to obtain a first function, which is used to indicate the correspondence between transparency and physical strength value ratio.

[0147] In one possible implementation, the at least one attribute includes a pitch deflection angle;

[0148] The determination module 1102 is used to determine the throwing deflection angle of the throwing curve according to the target physical value ratio. The throwing deflection angle is used to indicate the deflection angle of the throwing direction when the virtual object throws the virtual projectile under the target physical value ratio.

[0149] In one possible implementation, the determination module 1102 is used to obtain the correspondence between the deflection angle and the physical strength value ratio; and determine the throwing deflection angle of the throwing curve according to the correspondence between the target physical strength value ratio, the deflection angle and the physical strength value ratio.

[0150] In one possible implementation, the at least one attribute includes a throwing height;

[0151] The determination module 1102 is used to determine the gravity acceleration corresponding to the virtual throwing object according to the target physical strength value ratio; and determine the throwing height of the throwing curve according to the gravity acceleration corresponding to the virtual throwing object.

[0152] In one possible implementation, the determination module 1102 is used to obtain the correspondence between the standard gravity acceleration magnification and the physical strength value ratio; determine the standard gravity acceleration magnification corresponding to the target physical strength value ratio according to the correspondence between the target physical strength value ratio, the standard gravity acceleration magnification and the physical strength value ratio; determine the gravity acceleration corresponding to the virtual throwing object according to the standard gravity acceleration magnification and the standard gravity acceleration corresponding to the target physical strength value ratio.

[0153] In one possible implementation, the determination module 1102 is configured to determine a throwing time based on the gravitational acceleration corresponding to the virtual throwing object and the vertical initial velocity of the virtual throwing object; and determine a throwing height of the throwing curve based on the gravitational acceleration corresponding to the virtual throwing object and the throwing time.

[0154] In one possible implementation, the at least one attribute further includes a throwing distance;

[0155] The determination module 1102 is used to determine the gravity acceleration corresponding to the virtual throwing object according to the target physical strength value ratio; and determine the throwing distance of the throwing curve according to the gravity acceleration corresponding to the virtual throwing object.

[0156] In one possible implementation, the determination module 1102 is configured to determine a throwing time based on the gravitational acceleration corresponding to the virtual throwing object and the vertical initial velocity of the virtual throwing object; and determine a throwing distance of the throwing curve based on the throwing time and the horizontal initial velocity of the virtual throwing object.

[0157] In a possible implementation, the remaining physical strength value of the virtual object includes the remaining physical strength value of the upper limbs of the virtual object, and the original physical strength value of the virtual object includes the maximum physical strength value of the upper limbs of the virtual object.

[0158] In one possible implementation, a virtual object's upper limb strength bar is also displayed in the virtual scene. The virtual object's upper limb strength bar is used to indicate the virtual object's upper limb remaining strength value and the virtual object's upper limb maximum strength value. The virtual object's upper limb remaining strength value and the virtual object's upper limb maximum strength value are displayed differently in the virtual object's upper limb strength bar.

[0159] In a possible implementation, the determination module 1102 is configured to determine at least one attribute of the throwing curve according to the target physical strength value ratio when the target physical strength value ratio is lower than a ratio threshold.

[0160] In a possible implementation, the apparatus further includes:

[0161] The throwing module 1103 is configured to throw the virtual throwing object according to the throwing curve in response to the completion of the triggering operation.

[0162] In the above-mentioned device, when throwing a virtual projectile, the properties of the throwing curve of the virtual projectile are determined according to the remaining physical strength value of the virtual object, and then the virtual projectile is displayed according to the properties of the throwing curve of the virtual projectile. When the remaining physical strength value of the virtual object is different, the properties of the throwing curve of the virtual projectile are different. Associating the properties of the throwing curve of the virtual projectile with the remaining physical strength value of the virtual object makes the throwing curve of the virtual projectile more diversified and the display effect better, which is conducive to improving the player's interactive experience and increasing the human-computer interaction rate. Moreover, the display method of the throwing curve allows the player to know the situation of throwing the virtual projectile under the current remaining physical strength value, and then enables the player to reasonably control the frequency of throwing the virtual projectile according to the current remaining physical strength value, making the utilization rate of the virtual projectile more reasonable.

[0163] It should be understood that the above-mentioned device is merely an example of the division of the above-mentioned functional modules when implementing its functions. In actual applications, the above-mentioned functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the device and method embodiments provided in the above embodiments are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.

[0164] FIG12 shows a block diagram of a terminal device 1200 provided in accordance with an exemplary embodiment of the present application. The terminal device 1200 may be any electronic device capable of human-computer interaction with a user via one or more methods, such as a keyboard, touchpad, remote control, voice interaction, or handwriting device. Examples include a PC (Personal Computer), mobile phone, smartphone, PDA (Personal Digital Assistant), wearable device, Pocket PC (PPC), tablet computer, smart car computer, smart TV, smart speaker, smart watch, and the like.

[0165] Typically, the terminal device 1200 includes a processor 1201 and a memory 1202 .

[0166] The processor 1201 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1201 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 1201 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 1201 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 1201 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.

[0167] The memory 1202 may include one or more computer-readable storage media, which may be non-transitory. The memory 1202 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 1202 is used to store at least one instruction, which is used to be executed by the processor 1201 to implement the game interaction method provided in the method embodiment of the present application.

[0168] In some embodiments, the terminal device 1200 may optionally further include: a display screen 1205 .

[0169] The display screen 1205 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 1205 is a touch screen display, the display screen 1205 also has the ability to collect touch signals on the surface or above the surface of the display screen 1205. The touch signal can be input as a control signal to the processor 1201 for processing. In this case, the display screen 1205 can also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, there can be one display screen 1205, which is set on the front panel of the terminal device 1200; in other embodiments, there can be at least two display screens 1205, which are respectively set on different surfaces of the terminal device 1200 or in a folding design; in other embodiments, the display screen 1205 can be a flexible display screen, which is set on the curved surface or folding surface of the terminal device 1200. Even more, the display screen 1205 can be set to a non-rectangular irregular shape, that is, a special-shaped screen. The display screen 1205 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).

[0170] Those skilled in the art will understand that the structure shown in FIG12 does not constitute a limitation on the terminal device 1200 , and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.

[0171] FIG13 is a schematic diagram of the structure of the server provided in an embodiment of the present application. The server 1300 may have relatively large differences due to different configurations or performances, and may include one or more processors (Central Processing Units, CPU) 1301 and one or more memories 1302, wherein the one or more memories 1302 store at least one program code, and the at least one program code is loaded and executed by the one or more processors 1301 to implement the game interaction methods provided in the above-mentioned various method embodiments. Of course, the server 1300 may also have components such as a wired or wireless network interface, a keyboard, and an input and output interface for input and output. The server 1300 may also include other components for implementing device functions, which will not be described in detail here.

[0172] In an exemplary embodiment, a computer-readable storage medium is further provided, in which at least one program code is stored. The at least one program code is loaded and executed by a processor to enable a computer to implement any of the above-mentioned game interaction methods.

[0173] Optionally, the computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc (CD-ROM), a magnetic tape, a floppy disk, an optical data storage device, or the like.

[0174] In an exemplary embodiment, a computer program or a computer program product is also provided. The computer program or the computer program product stores at least one computer instruction, and the at least one computer instruction is loaded and executed by a processor to enable the computer to implement any of the above-mentioned game interaction methods.

[0175] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, storage, display, etc.), and signals involved in this application are all authorized by the user or fully authorized by all parties, and the collection, use, and processing of relevant data must comply with the relevant laws, regulations, and standards of the relevant countries and regions. For example, the virtual scenes and some information involved in this application were obtained with full authorization.

[0176] It should be understood that the term "plurality" used herein refers to two or more. "And / or" describes a relationship between associated objects, indicating that three possible relationships exist. For example, "A and / or B" can mean: A exists alone, A and B exist simultaneously, or B exists alone. The character " / " generally indicates an "or" relationship between the associated objects.

[0177] The above description is merely an exemplary embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the principles of the present application shall be included in the scope of protection of the present application.

Claims

1. A game interaction method, wherein: The method is performed by a computer device, and the method comprises: Displaying a virtual scene, wherein a virtual object and a throwing control are displayed in the virtual scene, the virtual object holds a virtual throwing object, and the throwing control is used to throw the virtual throwing object; In response to a trigger operation on the throwing control, a throwing curve of the virtual throwing object is displayed in the virtual scene, and at least one attribute of the throwing curve is determined based on the remaining physical strength value of the virtual object, and the at least one attribute includes at least one of transparency, throwing deflection angle, throwing height or throwing distance.

2. The method according to claim 1, wherein: The method further comprises: In response to a trigger operation on the throwing control, determining a remaining physical strength value of the virtual object; Determine a target physical strength value ratio, where the target physical strength value ratio is a ratio of the remaining physical strength value of the virtual object to the original physical strength value of the virtual object; At least one attribute of the throwing curve is determined based on the target physical strength value ratio.

3. The method according to claim 2, wherein: The at least one attribute includes the transparency; the at least one attribute of the throwing curve is determined according to the target physical strength value ratio, including: Determining the transparency of the first curve segment of the throwing curve according to the target physical strength value ratio; The transparency of the first curve segment is different from that of the second curve segment, the ratio of the distance from any point included in the first curve segment to the virtual object to the length of the throwing curve is greater than the distance ratio, and the second curve segment is the curve segment in the throwing curve other than the first curve segment.

4. The method according to claim 3, wherein: Determining the transparency of the first curve segment of the throwing curve according to the target physical strength value ratio includes: Obtain the corresponding relationship between transparency and physical strength ratio; The transparency of the first curve segment of the throwing curve is determined according to the corresponding relationship between the target physical strength value ratio, the transparency and the physical strength value ratio.

5. The method according to claim 4, wherein: The obtaining of the corresponding relationship between the transparency and the physical strength ratio includes: Obtaining a first physical strength value ratio, a transparency corresponding to the first physical strength value ratio, a second physical strength value ratio, and a transparency corresponding to the second physical strength value ratio; Constructing a first reference function, wherein the first reference function is a linear function of one variable; According to the first physical strength value ratio, the transparency corresponding to the first physical strength value ratio, the second physical strength value ratio and the transparency corresponding to the second physical strength value ratio, the first reference function is adjusted to obtain a first function, wherein the first function is used to indicate the corresponding relationship between the transparency and the physical strength value ratio.

6. The method according to any one of claims 2 to 5, wherein: The at least one attribute includes the pitch deflection angle; Determining at least one attribute of the throwing curve according to the target physical strength value ratio includes: The throwing deflection angle of the throwing curve is determined according to the target physical strength value ratio, and the throwing deflection angle is used to indicate the deflection angle of the throwing direction when the virtual object throws the virtual throwing object under the target physical strength value ratio.

7. The method according to claim 6, wherein: Determining the throwing deflection angle of the throwing curve according to the target physical strength value ratio includes: Obtain the corresponding relationship between the deflection angle and the physical strength value ratio; The throwing deflection angle of the throwing curve is determined according to the corresponding relationship between the target physical strength value ratio, the deflection angle and the physical strength value ratio.

8. The method according to any one of claims 2 to 7, wherein: The at least one attribute includes throw height; Determining at least one attribute of the throwing curve according to the target physical strength value ratio includes: Determining the gravitational acceleration corresponding to the virtual throwing object according to the target physical strength value ratio; The throwing height of the throwing curve is determined according to the gravity acceleration corresponding to the virtual throwing object.

9. The method according to claim 8, wherein: Determining the gravity acceleration corresponding to the virtual thrown object according to the target physical strength value ratio includes: Obtain the corresponding relationship between the multiplier of the standard gravitational acceleration and the physical strength value ratio; Determine the standard gravitational acceleration ratio corresponding to the target physical strength value ratio according to the corresponding relationship between the target physical strength value ratio, the standard gravitational acceleration ratio and the physical strength value ratio; The gravitational acceleration corresponding to the virtual throwing object is determined according to the multiple of the standard gravitational acceleration corresponding to the target physical strength value ratio and the standard gravitational acceleration.

10. The method according to claim 8 or 9, wherein: Determining the throwing height of the throwing curve according to the gravity acceleration corresponding to the virtual throwing object includes: Determining a throwing time according to the gravitational acceleration corresponding to the virtual throwing object and the vertical initial velocity of the virtual throwing object; The throwing height of the throwing curve is determined according to the gravity acceleration corresponding to the virtual throwing object and the throwing time.

11. The method according to any one of claims 2 to 10, wherein: The at least one attribute includes a throwing distance; and the at least one attribute of the throwing curve is determined according to the target physical strength value ratio, including: Determining the gravitational acceleration corresponding to the virtual throwing object according to the target physical strength value ratio; The throwing distance of the throwing curve is determined according to the gravity acceleration corresponding to the virtual throwing object.

12. The method according to claim 11, wherein: Determining the throwing distance of the throwing curve according to the gravity acceleration corresponding to the virtual throwing object includes: Determining a throwing time according to the gravitational acceleration corresponding to the virtual throwing object and the vertical initial velocity of the virtual throwing object; The throwing distance of the throwing curve is determined according to the throwing time and the horizontal initial velocity of the virtual throwing object.

13. The method according to any one of claims 2 to 12, wherein: The remaining physical strength value of the virtual object includes the remaining physical strength value of the upper limbs of the virtual object, and the original physical strength value of the virtual object includes the maximum physical strength value of the upper limbs of the virtual object.

14. The method according to claim 13, wherein: The virtual scene also displays an upper limb strength bar of the virtual object, which is used to indicate the remaining upper limb strength value of the virtual object and the maximum upper limb strength value of the virtual object. The remaining upper limb strength value of the virtual object and the maximum upper limb strength value of the virtual object are displayed differently in the upper limb strength bar of the virtual object.

15. The method according to any one of claims 2 to 14, wherein: Determining at least one attribute of the throwing curve according to the target physical strength value ratio includes: When the target physical strength value ratio is lower than a ratio threshold, at least one attribute of the throwing curve is determined according to the target physical strength value ratio.

16. The method according to any one of claims 1 to 15, wherein: The method further comprises: In response to the trigger operation being completed, the virtual throwing object is thrown according to the throwing curve.

17. A game interaction device, wherein: The device comprises: A display module, used for displaying a virtual scene, wherein a virtual object and a throwing control are displayed in the virtual scene, wherein the virtual object holds a virtual throwing object, and the throwing control is used for throwing the virtual throwing object; The display module is also used to display the throwing curve of the virtual throwing object in the virtual scene in response to a trigger operation on the throwing control, and at least one attribute of the throwing curve is determined based on the remaining physical strength value of the virtual object, and the at least one attribute includes at least one of transparency, throwing deflection angle, throwing height or throwing distance.

18. A computer device, wherein: The computer device includes a processor and a memory, wherein at least one program code is stored in the memory, and the at least one program code is loaded and executed by the processor so that the computer device implements the game interaction method as described in any one of claims 1 to 16.

19. A non-volatile computer-readable storage medium, wherein: The non-volatile computer-readable storage medium stores at least one program code, and the at least one program code is loaded and executed by a processor so that the computer implements the game interaction method as described in any one of claims 1 to 16.

20. A computer program product, wherein: The computer program product stores at least one computer instruction, and the at least one computer instruction is loaded and executed by a processor so that a computer implements the game interaction method as described in any one of claims 1 to 16.

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