Virtual object interaction control method, device, medium, and computer program product
By displaying the interaction effect of virtual objects on the client, the complex problem of virtual object interaction data settlement in strategy games is solved, high-frequency interaction and smooth gaming experience are achieved, and server performance is fully utilized.
Patent Information
- Application Number
- PCT/CN2024/081801
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-12-08
- Filing Date
- 2024-03-15
- Publication Date
- 2025-06-12
AI Technical Summary
In strategy games, there are many virtual objects participating in the interaction, and the prior art is difficult to provide a simple and smooth data settlement solution, resulting in insufficient utilization of server performance and it is difficult for clients to support high-frequency virtual object interactions.
By determining the interaction value of the first virtual object and the second virtual object and displaying the corresponding interaction effect on the client, the server only calculates the interaction value based on its own calculation model, without considering the synchronization mechanism with the client or the current display state, the client can store the interaction value in real time or in real time to be displayed, supporting high-frequency object interaction.
It realizes a simpler and smoother virtual object interaction effect, makes full use of server performance, and the client can support high-frequency object interaction, which significantly improves the smoothness of the game and the expressiveness of strategy games.
Smart Images

Figure CN2024081801_12062025_PF_FP_ABST
Abstract
Description
Method, device, medium and computer program product for interactive control of virtual objects Technical Field
[0001] The present invention relates to the field of game design technology, and in particular to a method and device for interactive control of virtual objects, a computer-readable storage medium, and a computer program product. Background Art
[0002] The interaction data between virtual objects during gameplay is typically calculated on the server, with the results sent from the server to the client, which then displays the data. For example, during a battle between different characters, damage is calculated on the server and then sent to the client, which then displays the damage effect based on the calculations. However, in strategy games, where a large number of virtual objects are involved, a simpler and smoother data settlement solution is still needed at the numerical level to fully utilize server performance and enable the client to support the high frequency of virtual object interactions.
[0003] Summary of the Invention
[0004] The purpose of the present invention is to provide a method, device, computer-readable storage medium and computer program product for interactive control of virtual objects, which can fully utilize the performance of the server and the client can support high-frequency object interaction, thereby more simply and smoothly reflecting the effect of continuous interaction or exchange interaction between two virtual objects.
[0005] The present invention discloses a method for interactive control of a virtual object, which is used in an electronic device. The method comprises:
[0006] a determining step of determining a first virtual object and a second virtual object to interact with each other;
[0007] A receiving step of receiving a first interaction value of the first virtual object with the second virtual object, and a second interaction value of the second virtual object with the first virtual object;
[0008] A display step is performed, showing a corresponding first interaction effect on the second virtual object based on the first interaction value, and showing a corresponding second interaction effect on the first virtual object based on the second interaction value.
[0009] Optionally, the determining step further includes determining a first hit rate of the first virtual object and a second hit rate of the second virtual object, and wherein the displaying step further includes displaying a corresponding first interaction effect on the second virtual object based on the first hit rate and the first interaction value, and displaying a corresponding second interaction effect on the first virtual object based on the second hit rate and the second interaction value.
[0010] Optionally, the display step further includes displaying at least a portion of the corresponding first interaction effect on the second virtual object based on the first hit rate and the multiple first interaction values received before the first interaction cycle during the first interaction cycle, and displaying at least a portion of the corresponding second interaction effect on the first virtual object based on the second hit rate and the multiple second interaction values received before the second interaction cycle during the second interaction cycle.
[0011] Optionally, the first interaction cycle and the second interaction cycle both include a hittable period and an unhittable period, and wherein, during the hittable period of the first interaction cycle, at least a corresponding portion of the first interaction effect is displayed on the second virtual object based on the first hit rate and the multiple first interaction values received before the first interaction cycle, and within the hittable period of the second interaction cycle, at least a corresponding portion of the second interaction effect is displayed on the first virtual object based on the second hit rate and the multiple second interaction values received before the second interaction cycle, and wherein, during the unhittable periods of the first interaction cycle and the second interaction cycle, the first hit rate and the second hit rate are respectively adjusted to 0.
[0012] Optionally, after all corresponding first interaction effects are displayed on the second virtual object based on the first hit rate and the multiple first interaction values received before the first interaction cycle within the hittable period of the first interaction cycle, the first hit rate is adjusted to 0, and after all corresponding second interaction effects are displayed on the first virtual object based on the second hit rate and the multiple second interaction values received before the second interaction cycle within the hittable period of the second interaction cycle, the second hit rate is adjusted to 0.
[0013] Optionally, after all corresponding first interaction effects are displayed on the second virtual object based on the first hit rate and the multiple first interaction values received before the first interaction cycle within the hittable period of the first interaction cycle, when new one or more first interaction values are received again, the first hit rate is restored, and at least a portion of the corresponding first interaction effects are displayed on the second virtual object based on the first hit rate and the new one or more first interaction values; and after all corresponding second interaction effects are displayed on the first virtual object based on the second hit rate and the multiple second interaction values received before the second interaction cycle within the hittable period of the second interaction cycle, when new one or more second interaction values are received again, the second hit rate is restored, and at least a portion of the corresponding second interaction effects are displayed on the first virtual object based on the second hit rate and the new one or more second interaction values.
[0014] Optionally, after displaying a corresponding portion of the first interaction effect on the second virtual object based on the first hit rate and the multiple first interaction values received before the first interaction cycle within the hittable period of the first interaction cycle, the corresponding remaining portion of the first interaction effect continues to be displayed on the second virtual object based on the first hit rate within the hittable period of the next first interaction cycle, and after displaying a corresponding portion of the second interaction effect on the first virtual object based on the second hit rate and the multiple second interaction values received before the second interaction cycle within the hittable period of the second interaction cycle, the corresponding remaining portion of the second interaction effect continues to be displayed on the first virtual object based on the second hit rate within the hittable period of the next second interaction cycle.
[0015] The present invention discloses an interactive control system for virtual objects, the system comprising:
[0016] a determining unit, determining a first virtual object and a second virtual object to interact with each other;
[0017] a receiving unit, configured to receive a first interaction value of the first virtual object on the second virtual object, and a second interaction value of the second virtual object on the first virtual object;
[0018] A display unit displays a corresponding first interaction effect on the second virtual object based on the first interaction value, and displays a corresponding second interaction effect on the first virtual object based on the second interaction value.
[0019] Optionally, the determination unit further includes determining a first hit rate of the first virtual object and a second hit rate of the second virtual object, and wherein the display unit further includes displaying a corresponding first interaction effect on the second virtual object based on the first hit rate and the first interaction value, and displaying a corresponding second interaction effect on the first virtual object based on the second hit rate and the second interaction value.
[0020] Optionally, the display unit further includes displaying at least a portion of the corresponding first interaction effect on the second virtual object based on the first hit rate and multiple first interaction values received before the first interaction cycle during the first interaction cycle, and displaying at least a portion of the corresponding second interaction effect on the first virtual object based on the second hit rate and multiple second interaction values received before the second interaction cycle during the second interaction cycle.
[0021] Optionally, the first interaction cycle and the second interaction cycle both include a hittable period and an unhittable period, and wherein, during the hittable period of the first interaction cycle, at least a corresponding portion of the first interaction effect is displayed on the second virtual object based on the first hit rate and the multiple first interaction values received before the first interaction cycle, and within the hittable period of the second interaction cycle, at least a corresponding portion of the second interaction effect is displayed on the first virtual object based on the second hit rate and the multiple second interaction values received before the second interaction cycle, and wherein, during the unhittable periods of the first interaction cycle and the second interaction cycle, the first hit rate and the second hit rate are respectively adjusted to 0.
[0022] Optionally, after all corresponding first interaction effects are displayed on the second virtual object based on the first hit rate and the multiple first interaction values received before the first interaction cycle within the hittable period of the first interaction cycle, the first hit rate is adjusted to 0, and after all corresponding second interaction effects are displayed on the first virtual object based on the second hit rate and the multiple second interaction values received before the second interaction cycle within the hittable period of the second interaction cycle, the second hit rate is adjusted to 0.
[0023] Optionally, after all corresponding first interaction effects are displayed on the second virtual object based on the first hit rate and the multiple first interaction values received before the first interaction cycle within the hittable period of the first interaction cycle, when new one or more first interaction values are received again, the first hit rate is restored, and at least a portion of the corresponding first interaction effects are displayed on the second virtual object based on the first hit rate and the new one or more first interaction values; and after all corresponding second interaction effects are displayed on the first virtual object based on the second hit rate and the multiple second interaction values received before the second interaction cycle within the hittable period of the second interaction cycle, when new one or more second interaction values are received again, the second hit rate is restored, and at least a portion of the corresponding second interaction effects are displayed on the first virtual object based on the second hit rate and the new one or more second interaction values.
[0024] Optionally, after displaying a corresponding portion of the first interaction effect on the second virtual object based on the first hit rate and the multiple first interaction values received before the first interaction cycle within the hittable period of the first interaction cycle, the corresponding remaining portion of the first interaction effect continues to be displayed on the second virtual object based on the first hit rate within the hittable period of the next first interaction cycle, and after displaying a corresponding portion of the second interaction effect on the first virtual object based on the second hit rate and the multiple second interaction values received before the second interaction cycle within the hittable period of the second interaction cycle, the corresponding remaining portion of the second interaction effect continues to be displayed on the first virtual object based on the second hit rate within the hittable period of the next second interaction cycle.
[0025] The present invention discloses an electronic device, which comprises a processor and a memory storing computer-executable instructions. The processor is configured to execute the instructions to implement an interactive control method for a virtual object.
[0026] The present invention discloses a computer-readable storage medium on which computer-executable instructions are stored. The instructions are executed by a processor to implement an interactive control method for a virtual object.
[0027] The present invention discloses a computer program product, comprising computer executable instructions, wherein the instructions are executed by a processor to implement an interactive control method of a virtual object.
[0028] Compared with the prior art, the main differences and effects of the embodiments of the present invention are:
[0029] The server can calculate the first interaction value and the second interaction value based solely on its own computing model, without considering the synchronization mechanism with the client or the current display status of the client, thereby fully utilizing the server's performance. The client can also display the first interaction value and the second interaction value received from the server in real time, or the client can first store the first interaction value and the second interaction value received from the server for display in a corresponding interaction cycle in the future, thereby enabling the client to support high-frequency object interactions, thereby more simply and smoothly reflecting the effect of two fighter jets continuously attacking or exchanging attacks with each other at a fixed firing interval. BRIEF DESCRIPTION OF THE DRAWINGS
[0030] 1 is a flow chart of a method for interactive control of a virtual object according to an embodiment of the present invention;
[0031] 2 is another flow chart of a method for interactive control of a virtual object according to an embodiment of the present invention;
[0032] 3 is a structural diagram of an interactive control system for virtual objects according to an embodiment of the present invention;
[0033] 4 is another structural diagram of an interactive control system for virtual objects according to an embodiment of the present invention;
[0034] FIG5 is a block diagram of the hardware structure of an electronic device that implements the method for interactive control of a virtual object according to an embodiment of the present invention. DETAILED DESCRIPTION
[0035] To make the purpose and technical solutions of the embodiments of the present invention more clear, the technical solutions of the embodiments of the present invention will be clearly and completely described below in conjunction with the accompanying drawings of the embodiments of the present invention. Obviously, the described embodiments are part of the embodiments of the present invention, not all of the embodiments. Based on the described embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present invention.
[0036] FIG1 is a flow chart of a method for interactive control of a virtual object according to an embodiment of the present invention. As shown in FIG1 , a first embodiment includes:
[0037] In the determining step S101 , a first virtual object and a second virtual object to interact with each other are determined.
[0038] Virtual objects can refer to controllable objects in a game program executed on a client, including virtual characters, virtual props, and the like. For example, in a war game, two fighter jets or two groups of fighter jets continuously attack each other at a fixed firing interval. The client can determine that these two fighter jets or two groups of fighter jets can be the first virtual object and the second virtual object that are to interact with each other. The two fighter jets or two groups of fighter jets are controlled by different clients or belong to different game factions. The first virtual object is controlled by the first client, and the second virtual object is controlled by the second client. It is understood that for more interactive virtual objects, multiple pairs of interacting virtual objects can be split into multiple pairs. The client can be a digital device such as a smartphone, tablet, laptop, or desktop computer that can run computer applications and support input and output operations.
[0039] Alternatively, the client may determine the first virtual object and the second virtual object to interact with based on a determination rule received in advance from the server, or based on a determination rule preset in a game program executed on the client. For example, the determination rule may be such that when two fighter jets controlled by the first client and the second client, respectively, enter a range, the two fighter jets are determined to be the first virtual object and the second virtual object, respectively.
[0040] In the receiving step S103 , a first interaction value of the first virtual object with the second virtual object and a second interaction value of the second virtual object with the first virtual object are received.
[0041] Continuing with the above example, the server can calculate the damage each fighter inflicts on the opposing fighter based on combat parameters such as the positions, attack values, and defense values of the two fighters. This damage value can be a first interaction value and a second interaction value, and the server can send this damage value to the client. In this embodiment, the first interaction value is the damage value inflicted by the fighter corresponding to the first virtual object on the fighter corresponding to the second virtual object, and the second interaction value is the damage value inflicted by the fighter corresponding to the second virtual object on the fighter corresponding to the first virtual object.
[0042] In the display step S105 , a corresponding first interaction effect is displayed on the second virtual object based on the first interaction value, and a corresponding second interaction effect is displayed on the first virtual object based on the second interaction value.
[0043] Continuing with the above example, after receiving the damage value from the server, the client can display the damage value on the damaged fighter. For example, when the first virtual object controlled by the first client attacks the second virtual object controlled by the second client, the first interaction value is displayed on the second virtual object, that is, the first damage value is displayed on the fighter controlled by the second client. Such a process of displaying the first damage value is to show the first interaction effect; conversely, when the second virtual object attacks the first virtual object, the process of displaying the second interaction value (that is, the second damage value) on the first virtual object is to show the second interaction effect. Implementing the display of the damage value on the fighter on the client is a conventional technical means mastered by those skilled in the art and will not be elaborated on.
[0044] Furthermore, when a first virtual object controlled by a first client attacks a second virtual object controlled by a second client, the first virtual object displays an attack effect. Conversely, when a second virtual object attacks the first virtual object, the second virtual object also displays an attack effect. The attack effect refers to the effect displayed by the attacking fighter, such as the special effect of a cannon firing. Displaying attack effects on fighters on the client is a conventional technique known to those skilled in the art and will not be elaborated upon.
[0045] Therefore, in the first embodiment, the server can calculate the first and second interaction values based solely on its own computational model and send them to the client in real time. Upon receiving the first and second interaction values, the client displays the first and second interaction effects in real time. This embodiment does not require synchronization with the client or the client's current display state, fully utilizing the server's performance. Furthermore, the client can display the first and second interaction values received from the server in real time, enabling the client to support high-frequency object interactions, thereby more simply and smoothly displaying the effect of two fighter jets continuously attacking each other at a fixed firing interval.
[0046] Optionally, the determination step S101 further includes determining a first hit rate of the first virtual object and a second hit rate of the second virtual object, and wherein the display step S105 further includes displaying a corresponding first interaction effect on the second virtual object based on the first hit rate and the first interaction value, and displaying a corresponding second interaction effect on the first virtual object based on the second hit rate and the second interaction value.
[0047] Continuing with the above example, the client can display the damage value on the fighter jet only when the fighter jet is hit. The first hit rate and the second hit rate can be preset in the server or client, and the numerical range can be set to 0% to 100%. When calculating the damage value, the first damage value is calculated according to the first hit rate. Here, the first hit rate is not simply multiplied by the initial first damage value, but a random calculation is performed according to the probability corresponding to the first hit rate to obtain the result of whether the attack hits. If it hits, the first interactive effect is displayed according to the initial first damage value as the first interactive value; if it does not hit, the first damage value is zero, and the first interactive effect is no longer displayed. In other embodiments of the present invention, the expected damage value can also be obtained by multiplying the first hit rate by the first damage value. The expected damage value is the actual damage value to the second virtual object.
[0048] Optionally, when the first virtual object hits the second virtual object, a hit effect and a first interaction value are displayed on the second virtual object, and when the second virtual object hits the first virtual object, a hit effect and a second interaction value are displayed on the first virtual object.
[0049] Continuing with the above example, the client can not only display the damage value on the fighter when it is hit, but also play special effects (such as sparks and smoke). The playback judgment logic of the hit effect is consistent with the display logic of the first and second interaction values. The animation or visual effect resources of the hit effect are stored in the client. When a hit occurs, the relevant resources are retrieved from the client's storage and rendered for playback.
[0050] FIG2 is another flow chart of a method for interactive control of a virtual object according to an embodiment of the present invention. As shown in FIG2 , the second embodiment includes:
[0051] In the determining step S201 , a first virtual object and a second virtual object to interact with each other are determined.
[0052] Virtual objects can refer to controllable objects in a game program executed on a client, including virtual characters, virtual props, and the like. For example, in a war game, two or two groups of fighter jets exchange attacks at a fixed firing interval. The client can determine that the two fighter jets or two groups of fighter jets can be a first virtual object and a second virtual object that are to interact with each other. The first and second virtual objects will attack each other at fixed intervals. That is, in the first cycle, the first virtual object attacks the second virtual object, while the second virtual object does not attack the first virtual object. In the second cycle, the second virtual object attacks the first virtual object, while the first virtual object does not attack the second virtual object. In the third cycle, the first virtual object continues to attack the second virtual object, and this cycle repeats until one of the first or second virtual objects is defeated, or both move out of range and leave the battle. The two or two groups of fighter jets can be controlled by different clients or belong to different game factions. The first virtual object is controlled by the first client, and the second virtual object is controlled by the second client. It is understood that for more interactive virtual objects, they can be divided into multiple pairs of interacting virtual objects.
[0053] Alternatively, the client may determine the first virtual object and the second virtual object to interact with based on a determination rule received in advance from the server, or based on a determination rule preset in a game program executed on the client. For example, the determination rule may be such that when two fighter jets controlled by the first client and the second client, respectively, enter a range, the two fighter jets are determined to be the first virtual object and the second virtual object, respectively.
[0054] In the receiving step S203 , a first interaction value of the first virtual object with the second virtual object and a second interaction value of the second virtual object with the first virtual object are received.
[0055] Continuing with the above example, the server can calculate the damage each fighter inflicts on the opposing fighter based on combat parameters such as the positions, attack values, and defense values of the two fighters. This damage value can be a first interaction value and a second interaction value, and the server can send this damage value to the client. In this embodiment, the first interaction value is the damage value inflicted by the fighter corresponding to the first virtual object on the fighter corresponding to the second virtual object, and the second interaction value is the damage value inflicted by the fighter corresponding to the second virtual object on the fighter corresponding to the first virtual object.
[0056] In the display step S205, at least a portion of the corresponding first interaction effect is displayed on the second virtual object based on the multiple first interaction values received before the first interaction cycle during the first interaction cycle, and at least a portion of the corresponding second interaction effect is displayed on the first virtual object based on the multiple second interaction values received before the second interaction cycle during the second interaction cycle.
[0057] The difference between this embodiment and the first embodiment is that the client can store the damage value from the server regularly or irregularly, to be displayed in the corresponding interaction cycle in the future (which can also be understood as an attack cycle), that is, the interaction effect data displayed in this interaction cycle comes from the attack behavior in one or more previous interaction cycles, while the damage value calculation and interaction effect display in the same interaction cycle in the first embodiment are all performed in real time. This processing method is suitable for strategy games, and is particularly suitable for turn-based attack modes or other exchange attack modes. In the above example, for two fighters entering close combat or dogfighting (also known as "dogfighting"), they can only have the opportunity to attack if they get around the rear of the opponent's fighter. In other words, at the same time, only one fighter will attack another fighter, that is, the two fighters described in the above example exchange attacks with each other at a fixed firing interval. For example, after two fighter jets begin exchanging fire, from seconds 0 to 5, i.e., the first interaction period, the fighter jet controlled by the first client attacks the fighter jet controlled by the second client. From seconds 6 to 10, i.e., the second interaction period, the fighter jet controlled by the second client attacks the fighter jet controlled by the first client, and so on, with the two fighter jets taking turns attacking each other until one fighter is eliminated or moves out of range. This alternating attack mode can also be simply understood as a turn-based attack mode. It should be noted that the firing rate of a fighter jet's cannon in reality is very fast, capable of attacking multiple times within a second. To realistically display this attack effect in the game program, the attacking virtual object can attack multiple times within a single attack period, corresponding to multiple first interaction values or multiple second interaction values. In step S205, the first interaction effect or second interaction effect corresponding to multiple first interaction values or multiple second interaction values can be displayed within a single interaction period.
[0058] Continuing with the above example, the client can display the damage value on the damaged fighter during each fighter's attack cycle. This process of displaying the damage value is the display of the first and second interactive effects. Accordingly, the first interactive effect is displayed during the first interactive cycle, and the second interactive effect is displayed during the second interactive cycle. If there are multiple rounds of attacks, the interactive effects are displayed in turn.
[0059] Depending on the amount of damage values stored before an attack cycle, the duration of an attack cycle, the firing interval of each fighter, and the hit rate of each fighter described below, all damage values stored before the attack cycle may be displayed within an attack cycle, or only part of the damage values stored before the attack cycle may be displayed.
[0060] Therefore, in the second embodiment, the server can calculate the first interaction value and the second interaction value based solely on its own calculation model, and periodically send the first interaction value and the second interaction value to the client according to the synchronization mechanism with the client. The client then displays the first interaction effect and the second interaction effect corresponding to the received first interaction value and the second interaction value according to the interaction cycle. This separation of damage value calculation and combat effect display fully utilizes the server's performance. The client can also store the first interaction value and the second interaction value received from the server for display in the corresponding interaction cycle in the future, allowing the client to support high-frequency object interaction, thereby more simply and smoothly displaying the effect of two fighters exchanging attacks at a fixed firing interval.
[0061] Optionally, the determination step S201 further includes determining a first hit rate of the first virtual object and a second hit rate of the second virtual object, and wherein the display step S205 further includes displaying at least a portion of the corresponding first interaction effect on the second virtual object based on the first hit rate and the multiple first interaction values received before the first interaction cycle within the first interaction cycle, and displaying at least a portion of the corresponding second interaction effect on the first virtual object based on the second hit rate and the multiple second interaction values received before the second interaction cycle within the second interaction cycle.
[0062] Continuing with the example above, the client could display the damage value on the fighter only when it is hit.
[0063] Optionally, when the first virtual object hits the second virtual object, a hit effect and a first interaction value are displayed on the second virtual object, and when the second virtual object hits the first virtual object, a hit effect and a second interaction value are displayed on the first virtual object.
[0064] Continuing with the above example, the client can not only display the damage value on the fighter when it is hit, but also play special effects (such as sparks and smoke). The playback judgment logic of the hit effect is consistent with the display logic of the first and second interaction values. The animation or visual effect resources of the hit effect are stored in the client. When a hit occurs, the relevant resources are retrieved from the client's storage and rendered for playback.
[0065] Optionally, the first interaction cycle and the second interaction cycle both include a hittable period and an unhittable period, and wherein, during the hittable period of the first interaction cycle, at least a corresponding portion of the first interaction effect is displayed on the second virtual object based on the first hit rate and the multiple first interaction values received before the first interaction cycle, and during the hittable period of the second interaction cycle, at least a corresponding portion of the second interaction effect is displayed on the first virtual object based on the second hit rate and the multiple second interaction values received before the second interaction cycle, and wherein, during the unhittable periods of the first interaction cycle and the second interaction cycle, the first hit rate and the second hit rate are respectively adjusted to 0.
[0066] Continuing with the above example, to further simulate real-world scenarios, an attack cycle consists of four time points: when the enemy fighter enters the firing angle, when it enters the hit range, when it leaves the hit range, and when it leaves the firing angle. The period between when the enemy fighter enters the firing angle and when it enters the hit range is a non-hit period; the period between when the enemy fighter enters the hit range and when it leaves the hit range is a hit period; and the period between when the enemy fighter leaves the hit range and when it leaves the firing angle is a non-hit period. During the hit period, the attacking fighter can attack with a normal hit rate, while during the non-hit period, the attacking fighter will not hit the enemy fighter, allowing the client to display a more realistic dogfight scene.
[0067] Optionally, after all corresponding first interaction effects are displayed on the second virtual object based on the first hit rate and multiple first interaction values received before the first interaction cycle within the hittable period of the first interaction cycle, the first hit rate is adjusted to 0, and after all corresponding second interaction effects are displayed on the first virtual object based on the second hit rate and multiple second interaction values received before the second interaction cycle within the hittable period of the second interaction cycle, the second hit rate is adjusted to 0.
[0068] Continuing with the above example, depending on the number of damage values stored before an attack cycle, the duration of an attack cycle, the firing interval of each fighter, and the hit rate of each fighter, if all the damage values stored before an attack cycle can be displayed within an attack cycle, and no new damage value or values have been received, then for the rest of the attack cycle, the hit rate of the attacking fighter is adjusted to 0, so that the effect of the fighter's continuous attack can still be displayed within the attack cycle, but the fighter being attacked is prevented from receiving additional damage, and waits for the new damage value or values.
[0069] Optionally, after all corresponding first interaction effects are displayed on the second virtual object based on the first hit rate and multiple first interaction values received before the first interaction cycle within the hittable period of the first interaction cycle, when new one or more first interaction values are received again, the first hit rate is restored, and at least a portion of the corresponding first interaction effects are displayed on the second virtual object based on the first hit rate and the new one or more first interaction values; and after all corresponding second interaction effects are displayed on the first virtual object based on the second hit rate and multiple second interaction values received before the second interaction cycle within the hittable period of the second interaction cycle, at least a portion of the corresponding second interaction effect is displayed on the first virtual object based on the second hit rate and the new one or more second interaction values.
[0070] Continuing with the above example, depending on the number of damage values stored before an attack cycle, the duration of an attack cycle, the firing interval of each fighter, and the hit rate of each fighter, if all the damage values stored before an attack cycle can be displayed within an attack cycle, and one or more new damage values are received, then during the rest of the attack cycle, by displaying at least a portion of the damage values in advance, the effect of the fighter's continuous attack can still be displayed within the attack cycle, and it is ensured that the fighter being attacked receives the correct damage.
[0071] Optionally, after displaying a corresponding portion of the first interaction effect on the second virtual object based on the first hit rate and the multiple first interaction values received before the first interaction cycle within the hittable period of the first interaction cycle, the corresponding remaining portion of the first interaction effect continues to be displayed on the second virtual object based on the first hit rate within the hittable period of the next first interaction cycle; and after displaying a corresponding portion of the second interaction effect on the first virtual object based on the second hit rate and the multiple second interaction values received before the second interaction cycle within the hittable period of the second interaction cycle, the corresponding remaining portion of the second interaction effect continues to be displayed on the first virtual object based on the second hit rate within the hittable period of the next second interaction cycle.
[0072] Continuing with the above example, depending on the number of damage values stored before an attack cycle, the duration of an attack cycle, the firing interval of each fighter, and the hit rate of each fighter, if only a portion of the damage values stored before an attack cycle can be displayed within an attack cycle, then the remaining damage values that have not been displayed can be displayed first in the next attack cycle, and then one or more newly received damage values before the next attack cycle can be displayed.
[0073] It is understandable that the firing interval may also be adjusted to ensure that all damage values stored before an attack cycle are displayed within an attack cycle.
[0074] FIG3 is a block diagram of an interactive control system for virtual objects according to an embodiment of the present invention. As shown in FIG3 , the third embodiment includes:
[0075] The determining unit 301 determines a first virtual object and a second virtual object that are to interact with each other.
[0076] The receiving unit 303 receives a first interaction value of the first virtual object on the second virtual object, and a second interaction value of the second virtual object on the first virtual object.
[0077] The display unit 305 displays a corresponding first interaction effect on the second virtual object based on the first interaction value, and displays a corresponding second interaction effect on the first virtual object based on the second interaction value.
[0078] Optionally, the determination unit 301 further includes determining a first hit rate of the first virtual object and a second hit rate of the second virtual object, and wherein the display unit 305 further includes displaying a corresponding first interaction effect on the second virtual object based on the first hit rate and the first interaction value, and displaying a corresponding second interaction effect on the first virtual object based on the second hit rate and the second interaction value.
[0079] Optionally, when the first virtual object hits the second virtual object, a hit effect and a first interaction value are displayed on the second virtual object, and when the second virtual object hits the first virtual object, a hit effect and a second interaction value are displayed on the first virtual object.
[0080] The first embodiment is a method implementation corresponding to this embodiment, and this embodiment can be implemented in conjunction with the first embodiment. The relevant technical details mentioned in the first embodiment are still valid in this embodiment and are not repeated here to reduce repetition. Accordingly, the relevant technical details mentioned in this embodiment can also be applied to the first embodiment.
[0081] FIG4 is another structural diagram of an interactive control system for virtual objects according to an embodiment of the present invention. As shown in FIG4 , the fourth embodiment includes:
[0082] The determining unit 401 determines a first virtual object and a second virtual object that are to interact with each other.
[0083] The receiving unit 403 receives a first interaction value of the first virtual object on the second virtual object, and a second interaction value of the second virtual object on the first virtual object.
[0084] The display unit 405 displays at least a portion of the first interaction effect corresponding to the first interaction value on the second virtual object based on the multiple first interaction values received before the first interaction cycle during the first interaction cycle, and displays at least a portion of the second interaction effect corresponding to the first virtual object based on the multiple second interaction values received before the second interaction cycle during the second interaction cycle.
[0085] Optionally, the determination unit 401 further includes determining a first hit rate of the first virtual object and a second hit rate of the second virtual object, and wherein the display unit 405 further includes displaying at least a portion of the corresponding first interaction effect on the second virtual object based on the first hit rate and the multiple first interaction values received before the first interaction cycle within the first interaction cycle, and displaying at least a portion of the corresponding second interaction effect on the first virtual object based on the second hit rate and the multiple second interaction values received before the second interaction cycle within the second interaction cycle.
[0086] Optionally, when the first virtual object hits the second virtual object, a hit effect and a first interaction value are displayed on the second virtual object, and when the second virtual object hits the first virtual object, a hit effect and a second interaction value are displayed on the first virtual object.
[0087] Optionally, the first interaction cycle and the second interaction cycle both include a hittable period and an unhittable period, and wherein, during the hittable period of the first interaction cycle, at least a corresponding portion of the first interaction effect is displayed on the second virtual object based on the first hit rate and the multiple first interaction values received before the first interaction cycle, and during the hittable period of the second interaction cycle, at least a corresponding portion of the second interaction effect is displayed on the first virtual object based on the second hit rate and the multiple second interaction values received before the second interaction cycle, and wherein, during the unhittable periods of the first interaction cycle and the second interaction cycle, the first hit rate and the second hit rate are respectively adjusted to 0.
[0088] Optionally, after all corresponding first interaction effects are displayed on the second virtual object based on the first hit rate and multiple first interaction values received before the first interaction cycle within the hittable period of the first interaction cycle, the first hit rate is adjusted to 0, and after all corresponding second interaction effects are displayed on the first virtual object based on the second hit rate and multiple second interaction values received before the second interaction cycle within the hittable period of the second interaction cycle, the second hit rate is adjusted to 0.
[0089] Optionally, after all corresponding first interaction effects are displayed on the second virtual object based on the first hit rate and multiple first interaction values received before the first interaction cycle within the hittable period of the first interaction cycle, when new one or more first interaction values are received again, the first hit rate is restored, and at least a portion of the corresponding first interaction effects are displayed on the second virtual object based on the first hit rate and the new one or more first interaction values; and after all corresponding second interaction effects are displayed on the first virtual object based on the second hit rate and multiple second interaction values received before the second interaction cycle within the hittable period of the second interaction cycle, when new one or more second interaction values are received again, the second hit rate is restored, and at least a portion of the corresponding second interaction effects are displayed on the first virtual object based on the second hit rate and the new one or more second interaction values.
[0090] The second embodiment is a method implementation corresponding to this embodiment, and this embodiment can be implemented in conjunction with the second embodiment. The relevant technical details mentioned in the second embodiment are still valid in this embodiment and are not repeated here to reduce repetition. Accordingly, the relevant technical details mentioned in this embodiment can also be applied to the second embodiment.
[0091] FIG5 is a block diagram of the hardware structure of an electronic device that implements the method for interactive control of a virtual object according to an embodiment of the present invention.
[0092] As shown in Figure 5, the electronic device 500 may include one or more processors 502, a system motherboard 508 connected to at least one of the processors 502, a system memory 504 connected to the system motherboard 508, a non-volatile memory (NVM) 506 connected to the system motherboard 508, and a network interface 510 connected to the system motherboard 508.
[0093] The processor 502 may include one or more single-core or multi-core processors. The processor 502 may include any combination of general-purpose processors and special-purpose processors (e.g., graphics processors, application processors, baseband processors, etc.). In an embodiment of the present invention, the processor 502 may be configured to execute one or more embodiments according to the various embodiments shown in Figures 1 and 2.
[0094] In some embodiments, system board 508 may include any suitable interface controller to provide any suitable interface to at least one of processors 502 and / or any suitable device or component in communication with system board 508 .
[0095] In some embodiments, the system board 508 may include one or more memory controllers to provide an interface to the system memory 504. The system memory 504 may be used to load and store data and / or instructions. In some embodiments, the system memory 504 of the electronic device 500 may include any suitable volatile memory, such as a suitable dynamic random access memory (DRAM).
[0096] NVM 506 may include one or more tangible, non-transitory computer-readable media for storing data and / or instructions. In some embodiments, NVM 506 may include any suitable non-volatile memory such as flash memory and / or any suitable non-volatile storage device, such as at least one of an HDD (Hard Disk Drive), a CD (Compact Disc) drive, and a DVD (Digital Versatile Disc) drive.
[0097] NVM 506 may include a portion of storage resources installed on a device of electronic device 500, or it may be accessible to the device but not necessarily part of the device. For example, NVM 506 may be accessed over a network via network interface 510.
[0098] In particular, system memory 504 and NVM 506 may respectively include a temporary copy and a permanent copy of instructions 520. Instructions 520 may include instructions that, when executed by at least one of processors 502, cause electronic device 500 to implement the methods illustrated in Figures 1 and 2. In some embodiments, instructions 520, hardware, firmware, and / or software components thereof may additionally or alternatively be located in system board 508, network interface 510, and / or processor 502.
[0099] The network interface 510 may include a transceiver for providing a radio interface for the electronic device 500, thereby communicating with any other suitable devices (e.g., a front-end module, an antenna, etc.) via one or more networks. In some embodiments, the network interface 510 may be integrated with other components of the electronic device 500. For example, the network interface 510 may be integrated with at least one of the processor 502, the system memory 504, the NVM 506, and a firmware device (not shown) having instructions. When at least one of the processors 502 executes the instructions, the electronic device 500 implements one or more of the various embodiments shown in Figures 1 and 2.
[0100] The network interface 510 may further include any suitable hardware and / or firmware to provide a multiple-input multiple-output radio interface. For example, the network interface 510 may be a network adapter, a wireless network adapter, a telephone modem, and / or a wireless modem.
[0101] In one embodiment, at least one of the processors 502 may be packaged together with one or more controllers for the system board 508 to form a system-in-package (SiP). In one embodiment, at least one of the processors 502 may be integrated on the same die with one or more controllers for the system board 508 to form a system-on-chip (SoC).
[0102] Electronic device 500 may further include an input / output (I / O) device 512 connected to system board 508. I / O device 512 may include a user interface to enable a user to interact with electronic device 500; peripheral component interfaces may also be designed to enable peripheral components to interact with electronic device 500. In some embodiments, electronic device 500 may further include a sensor for determining at least one of environmental conditions and location information related to electronic device 500.
[0103] In some embodiments, I / O devices 512 may include, but are not limited to, a display (e.g., a liquid crystal display, a touch screen display, etc.), speakers, a microphone, one or more cameras (e.g., a still image camera and / or a video camera), a flashlight (e.g., an LED flash), and a keyboard.
[0104] In some embodiments, the peripheral component interface may include, but is not limited to, a non-volatile memory port, an audio jack, and a power interface.
[0105] In some embodiments, the sensors may include, but are not limited to, a gyroscope sensor, an accelerometer, a proximity sensor, an ambient light sensor, and a positioning unit. The positioning unit may also be part of or interact with the network interface 510 to communicate with components of a positioning network (e.g., a Global Positioning System (GPS) satellite).
[0106] It should be understood that the structure illustrated in the embodiment of the present invention does not constitute a specific limitation on the electronic device 500. In other embodiments of the present application, the electronic device 500 may include more or fewer components than shown, or may combine or separate certain components, or arrange the components differently. The components shown in the figure may be implemented in hardware, software, or a combination of software and hardware.
[0107] Program code can be applied to input instructions to perform the functions described herein and generate output information. The output information can be applied to one or more output devices in a known manner. For the purposes of this application, a system for processing instructions including processor 502 includes any system having a processor such as a digital signal processor (DSP), a microcontroller, an application specific integrated circuit (ASIC), or a microprocessor.
[0108] The program code can be implemented using a high-level programming language or an object-oriented programming language to communicate with the processing system. Where necessary, the program code can also be implemented using assembly language or machine language. In fact, the mechanism described in the present invention is not limited to the scope of any particular programming language. In either case, the language can be a compiled language or an interpreted language.
[0109] One or more aspects of at least one embodiment may be implemented by instructions stored on a computer-readable storage medium. When the instructions are read and executed by a processor, the electronic device can implement the method of the embodiment described in the present invention.
[0110] The present invention also provides a computer-readable storage medium having computer-executable instructions stored thereon, which are executed by a processor to implement the above-described method for interactive control of virtual objects.
[0111] The present invention also provides a computer program product, which includes computer-executable instructions. The instructions are executed by a processor to implement the above-described method for interactive control of a virtual object.
[0112] While the present invention has been shown and described with reference to certain preferred embodiments thereof, it will be understood by those skilled in the art that various changes in form and details may be made therein without departing from the spirit and scope of the invention.
Claims
1. A method for interactive control of a virtual object, used in an electronic device, characterized in that: The method comprises: A determining step of determining a first virtual object and a second virtual object to interact with each other; A receiving step, receiving a first interaction value of the first virtual object to the second virtual object, and a second interaction value of the second virtual object to the first virtual object; A display step is performed to display a corresponding first interaction effect on the second virtual object based on the first interaction value, and to display a corresponding second interaction effect on the first virtual object based on the second interaction value.
2. The method according to claim 1, characterized in that The determining step further includes determining a first hit rate of the first virtual object and a second hit rate of the second virtual object, and wherein the displaying step further includes displaying a corresponding first interaction effect on the second virtual object based on the first hit rate and the first interaction value, and displaying a corresponding second interaction effect on the first virtual object based on the second hit rate and the second interaction value.
3. The method according to claim 2, characterized in that The display step further includes displaying at least a portion of the corresponding first interaction effect on the second virtual object based on the first hit rate and a plurality of first interaction values received before the first interaction cycle in a first interaction cycle, and displaying at least a portion of the corresponding second interaction effect on the first virtual object based on the second hit rate and a plurality of second interaction values received before the second interaction cycle in a second interaction cycle.
4. The method according to claim 3, characterized in that The first interaction cycle and the second interaction cycle both include a hittable period and an unhittable period, and wherein, during the hittable period of the first interaction cycle, at least a corresponding portion of the first interaction effect is displayed on the second virtual object based on the first hit rate and the multiple first interaction values received before the first interaction cycle, and during the hittable period of the second interaction cycle, at least a corresponding portion of the second interaction effect is displayed on the first virtual object based on the second hit rate and the multiple second interaction values received before the second interaction cycle, and wherein, during the unhittable periods of the first interaction cycle and the second interaction cycle, the first hit rate and the second hit rate are respectively adjusted to 0.
5. The method according to claim 4, characterized in that After all corresponding first interaction effects are displayed on the second virtual object within the hittable period of the first interaction cycle based on the first hit rate and the multiple first interaction values received before the first interaction cycle, the first hit rate is adjusted to 0, and after all corresponding second interaction effects are displayed on the first virtual object within the hittable period of the second interaction cycle based on the second hit rate and the multiple second interaction values received before the second interaction cycle, the second hit rate is adjusted to 0.
6. The method according to claim 5, characterized in that After all corresponding first interaction effects are displayed on the second virtual object based on the first hit rate and the multiple first interaction values received before the first interaction cycle within the hittable period of the first interaction cycle, when one or more new first interaction values are received again, the first hit rate is restored, and at least a portion of the corresponding first interaction effects are displayed on the second virtual object based on the first hit rate and the new one or more first interaction values; and after all corresponding second interaction effects are displayed on the first virtual object based on the second hit rate and the multiple second interaction values received before the second interaction cycle within the hittable period of the second interaction cycle, when one or more new second interaction values are received again, the second hit rate is restored, and at least a portion of the corresponding second interaction effects are displayed on the first virtual object based on the second hit rate and the new one or more second interaction values.
7. The method according to claim 4, characterized in that After displaying a corresponding portion of the first interaction effect on the second virtual object based on the first hit rate and the multiple first interaction values received before the first interaction cycle within the hittable period of the first interaction cycle, continue to display the corresponding remaining portion of the first interaction effect on the second virtual object based on the first hit rate within the hittable period of the next first interaction cycle, and after displaying a corresponding portion of the second interaction effect on the first virtual object based on the second hit rate and the multiple second interaction values received before the second interaction cycle within the hittable period of the second interaction cycle, continue to display the corresponding remaining portion of the second interaction effect on the first virtual object based on the second hit rate within the hittable period of the next second interaction cycle.
8. An electronic device, characterized in that: The electronic device comprises a processor and a memory storing computer executable instructions, wherein the processor is configured to execute the instructions to implement the method for interactive control of a virtual object according to any one of claims 1 to 7.
9. A computer-readable storage medium having computer-executable instructions stored thereon, characterized in that: The instructions are executed by a processor to implement the interactive control method of a virtual object according to any one of claims 1 to 7.
10. A computer program product comprising computer executable instructions, characterized in that: The instructions are executed by a processor to implement the interactive control method of a virtual object according to any one of claims 1 to 7.
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