Virtual prop control method and apparatus, device, storage medium and program product

By introducing multiple charging stages and settings of different gain effects into virtual props, the problem of single modulation space of virtual props is solved, and the enrichment of the virtual prop application mechanism and the improvement of user interaction effects is achieved.

WO2025152646A1PCT designated stage expired Publication Date: 2025-07-24TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
PCT/CN2024/137715
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-01-18
Filing Date
2024-12-09
Publication Date
2025-07-24

AI Technical Summary

Technical Problem

In the prior art, the modulation space of virtual props in the charging stage is single, resulting in limited application mechanism of virtual props, affecting the interaction effect between users and virtual scenes.

Method used

The shooting operation of multiple stages of charge is introduced, different gain effects are set through different charge stages, and all gain effects of each pre-charge stage are set for the virtual launcher after the last charge stage is completed, allowing users to select different types of gain effects by controlling the duration of the shooting charge operation.

Benefits of technology

The modular space of virtual props in the charging stage is expanded, the charging effect of virtual props is enriched, and the interaction effect between users and virtual scenes is improved.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application belongs to the technical field of virtual world. Disclosed are a virtual prop control method and apparatus, a device, a storage medium and a program product. The method comprises: displaying a scene interface of a virtual scene, the virtual scene comprising a first virtual object, and the first virtual object being equipped with a virtual shooting prop; receiving a shooting charging operation triggered for the virtual shooting prop, the shooting charging operation having at most N charging phases; in response to the shooting charging operation being converted into a shooting operation in a first operation phase, applying a buff effect corresponding to the first operation phase to a virtual projectile shot by the virtual shooting prop, the first operation phase being one of the N charging phases; and in response to the shooting charging operation being converted into a shooting operation in a second operation phase, applying a buff effect corresponding to each of the N charging phases to the virtual projectile, the second operation phase being after the N charging phases.
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Description

Virtual prop control method, device, equipment, storage medium and program product

[0001] This application claims priority to the Chinese patent application filed with the China Patent Office on January 18, 2024, with application number 2024100776567 and application name “Control method, device, equipment, storage medium and program product for virtual props”, the entire contents of which are incorporated by reference into this application. Technical Field

[0002] The present application relates to the field of game technology, and in particular to virtual prop control technology. Background Art

[0003] Game applications based on virtual scenes usually provide virtual props, and users can control virtual objects in the virtual scenes and use the virtual props to fight.

[0004] In related technologies, users can control virtual props to charge by long pressing a button, and then release the button to make the virtual object use the virtual props to perform a charged attack operation in the virtual scene, thereby achieving a stronger damage effect than ordinary attacks.

[0005] However, in the above solution, the modulation space of the virtual props in the charging stage is relatively simple, and can only produce a single charging effect, which is not conducive to expanding the application mechanism of the virtual props and affects the interaction effect between the user and the virtual scene. Summary of the Invention

[0006] This application provides a control method, device, equipment, storage medium, and program product for virtual props, which can expand the adjustment space of virtual props during the charging phase and enrich the charging effects of virtual props, thereby facilitating the expansion of the application mechanism of virtual props and enriching the interactive effects between users and virtual scenes. The technical solution is as follows:

[0007] According to one aspect of the present application, a method for controlling a virtual item is provided, the method being executed by a computer device and comprising:

[0008] Displaying a scene interface of a virtual scene, wherein the virtual scene includes a first virtual object, and the first virtual object is equipped with a virtual shooting prop;

[0009] receiving a shooting charging operation triggered on the virtual shooting prop, wherein the shooting charging operation has N charging stages, where N is an integer greater than or equal to 2;

[0010] In response to the shooting charging operation being converted into a shooting operation in a first operation stage, applying a gain effect corresponding to the first operation stage to a virtual projectile launched by the virtual shooting prop; the first operation stage is one of the N charging stages, and the N charging stages each correspond to a different gain effect;

[0011] In response to the shooting charging operation being converted into the shooting operation in a second operation phase, gain effects corresponding to the N charging phases are applied to the virtual missile; the second operation phase is located after the N charging phases.

[0012] According to another aspect of the present application, a device for controlling a virtual prop is provided, the device comprising:

[0013] An interface display module, configured to display a scene interface of a virtual scene, wherein the virtual scene includes a first virtual object equipped with a virtual shooting prop;

[0014] A receiving module, configured to receive a shooting charging operation triggered on the virtual shooting prop, wherein the shooting charging operation has N charging stages, where N is an integer greater than or equal to 2;

[0015] a first effect applying module, configured to apply a gain effect corresponding to the first operation stage to a virtual projectile launched by the virtual shooting prop in response to the shooting charging operation being converted into a shooting operation in a first operation stage; the first operation stage being one of the N charging stages, and the N charging stages each corresponding to a different gain effect;

[0016] A second effect applying module is configured to apply a gain effect corresponding to each of the N charging stages to the virtual missile in response to the shooting charging operation being converted into the shooting operation in a second operation stage; the second operation stage is located after the N charging stages.

[0017] According to another aspect of the present application, a computer device is provided, comprising a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set, or an instruction set, and the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by the processor to implement the virtual prop control method described above.

[0018] According to another aspect of the present application, a computer-readable storage medium is provided, wherein the computer-readable storage medium stores at least one instruction, at least one program, a code set, or an instruction set, and the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by a processor to implement the virtual prop control method as described above.

[0019] According to another aspect of the present application, a computer program product is provided, which includes computer instructions stored in a computer-readable storage medium. A processor reads and executes the computer instructions from the computer-readable storage medium to implement the virtual prop control method described above.

[0020] The beneficial effects of the technical solution provided by this application include at least:

[0021] By setting different gain effects for virtual projectiles in different charging stages, and setting all the gain effects of the previous charging stages for the virtual projectile after the last charging stage is over, the user is allowed to choose to use different types of gain effects by controlling the duration of the shooting charging operation, thereby expanding the operation method for the user to select different gain effects of the virtual projectile, that is, expanding the adjustment space of the virtual shooting props in the charging stage, enriching the charging effects of the virtual shooting props, and enriching the application mechanism of the virtual shooting props, thereby improving the interaction between the user and the virtual scene when controlling the virtual shooting props to shoot. BRIEF DESCRIPTION OF THE DRAWINGS

[0022] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.

[0023] FIG1 is a block diagram of a computer system provided by an exemplary embodiment of the present application;

[0024] FIG2 is a flow chart of a method for controlling a virtual prop provided by an exemplary embodiment of the present application;

[0025] FIG3 is a flow chart of a method for controlling a virtual prop provided by an exemplary embodiment of the present application;

[0026] FIG4 is a flow chart of a method for controlling a virtual prop provided by an exemplary embodiment of the present application;

[0027] FIG5 is an interface diagram of shooting prop selection according to an exemplary embodiment of the present application;

[0028] FIG6 is an interface diagram of a virtual bow in an uncharged state according to an exemplary embodiment of the present application;

[0029] FIG7 is an interface diagram of a virtual bow in the first power accumulation stage according to an exemplary embodiment of the present application;

[0030] FIG8 is an interface diagram of a virtual bow in a second charging stage according to an exemplary embodiment of the present application;

[0031] FIG9 is an interface diagram of a virtual bow in the third charging stage according to an exemplary embodiment of the present application;

[0032] FIG10 is an interface diagram of a virtual bow firing after going through the first two charging stages according to an exemplary embodiment of the present application;

[0033] FIG11 is a flow chart of a method for implementing multi-stage power storage according to an exemplary embodiment of the present application;

[0034] FIG12 is a schematic diagram of additional timing management based on keystroke logging according to an exemplary embodiment of the present application;

[0035] FIG13 is a schematic diagram of a prop damage amplification curve according to an exemplary embodiment of the present application;

[0036] FIG14 is a schematic diagram of damage amplification in a power accumulation mechanism according to an exemplary embodiment of the present application;

[0037] FIG15 is a schematic diagram of a bullet radius enlargement and flight speed improvement in a charging mechanism according to an exemplary embodiment of the present application;

[0038] FIG16 is a schematic diagram of a bullet radius magnification curve in a charging mechanism according to an exemplary embodiment of the present application;

[0039] FIG17 is a schematic diagram of a crash box according to an exemplary embodiment of the present application;

[0040] FIG18 is a schematic diagram of a bow and arrow charging and corresponding effects according to an exemplary embodiment of the present application;

[0041] FIG19 is a block diagram of a control device for a virtual prop provided by an exemplary embodiment of the present application;

[0042] FIG20 is a structural block diagram of a computer device provided by an exemplary embodiment of the present application.

[0043] The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the present application and, together with the description, serve to explain the principles of the present application. DETAILED DESCRIPTION

[0044] 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.

[0045] Exemplary embodiments will be described in detail herein, with examples illustrated in the accompanying drawings. In the following description, when referring to the drawings, identical numerals in different figures represent identical or similar elements, unless otherwise indicated. The embodiments described in the following exemplary embodiments are not intended to represent all embodiments consistent with the present application. Rather, they are merely examples of apparatus and methods consistent with certain aspects of the present application, as detailed in the appended claims.

[0046] The terms used in this disclosure are for the purpose of describing specific embodiments only and are not intended to limit the disclosure. As used in this disclosure and the appended claims, the singular forms "a," "an," "the," and "the" are intended to include the plural forms as well, unless the context clearly indicates otherwise. It should also be understood that the term "and / or" as used herein refers to and encompasses any and all possible combinations of one or more of the associated listed items.

[0047] It should be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data used for analysis, storage, and display, etc.) involved in this application are all information and data 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 attack operations and other object behaviors involved in this application were obtained with full authorization.

[0048] It should be understood that although the terms first, second, etc. may be used in this disclosure to describe various information, such information should not be limited to these terms. These terms are only used to distinguish information of the same type from each other. For example, a first parameter may also be referred to as a second parameter, and similarly, a second parameter may also be referred to as a first parameter without departing from the scope of this disclosure. Depending on the context, the word "if" as used herein may be interpreted as "at the time of" or "when" or "in response to determining".

[0049] To facilitate understanding, several terms involved in this application are explained below.

[0050] 1) Virtual scene

[0051] A virtual scene is a virtual scene displayed (or provided) when an application is running on a terminal. The virtual scene can be a simulated environment scene of the real world, a semi-simulated and semi-fictitious environment scene, or a purely fictitious environment scene. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene. The following embodiment uses a three-dimensional virtual scene as an example for illustration, but is not limited to this. Optionally, the virtual scene can also be used to support a virtual scene battle between at least two virtual characters. Optionally, the virtual scene can also be used to support the use of virtual props for battle between at least two virtual characters. Optionally, the virtual scene can also be used to support the use of virtual props for battle between at least two virtual characters within a target area, and the target area will continue to shrink in the virtual scene as time goes by.

[0052] Virtual scenes are typically generated by applications running on a computer device, such as a terminal, and displayed through the terminal's hardware (e.g., a screen). The terminal can be a mobile device like a smartphone, tablet, or e-book reader; or a personal computer like a laptop or stationary computer.

[0053] 2) Virtual Objects

[0054] A virtual object refers to an object that can move within a virtual scene. This object can be at least one of a virtual person, a virtual character, a virtual animal, or a virtual vehicle. Optionally, when the virtual scene is a three-dimensional scene, the virtual object is a three-dimensional model created using animation skeletal technology. Each virtual object has its own shape, volume, and orientation within the three-dimensional virtual scene, and occupies a portion of the space within the three-dimensional virtual scene.

[0055] 3) Shooting Games

[0056] Shooting games include but are not limited to first-person shooter games, third-person shooter games, and other games that use virtual props to attack.

[0057] In a shooting game, at least two virtual objects can engage in a single-game battle mode in a virtual environment. For example, a virtual object can survive in the virtual environment by avoiding damage initiated by other virtual objects and dangers in the virtual environment (such as poison gas circles, swamps, etc.). When the life value of the virtual object in the virtual environment is zero, the life of the virtual object in the virtual environment ends, and the virtual object that survives the last in the virtual environment is the winner. Optionally, the battle starts at the moment when the first client joins the battle and ends at the moment when the last client exits the battle. Each client can control one or more virtual objects in the virtual environment. Optionally, the competitive mode of the battle can include a single-player battle mode, a two-player team battle mode, or a multi-player group battle mode. The embodiment of the present application does not limit the battle mode.

[0058] 4) Charge

[0059] A state in which a virtual item enters an attack. Some virtual items require the player to hold down the corresponding control button for a period of time before they can attack. During this period, the item is in a charging state. For example, if a virtual item is a shooting item, some require the player to hold down the fire button for a period of time before they can fire. During this period, the item is in a charging state.

[0060] 5) Mobile

[0061] Mobile terminal: generally refers to but is not limited to game clients running on handheld portable gaming devices such as mobile phones.

[0062] 6) UI (User Interface)

[0063] The user interface is the medium through which users interact with computer programs, devices, or operating systems. UI design involves aspects such as layout, color, icons, fonts, etc. to ensure that users can easily understand and operate the software or device.

[0064] FIG1 shows a block diagram of a computer system according to an exemplary embodiment of the present application. The computer system 100 includes a first terminal 110 , a server 120 , and a second terminal 130 .

[0065] The first terminal 110 has a client 111 installed and running that supports a virtual scene. The client 111 can be a multiplayer online battle program. When the first terminal runs the client 111, the user interface of the client 111 is displayed on the screen of the first terminal 110. The client 111 can include, but is not limited to, any of a simulation program, a virtual reality (VR) application, an augmented reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a multiplayer online battle arena game (MOBA), and a simulation game (SLG). In this embodiment, the client 111 is an SLG game. The first terminal 110 is used by the first user 112. The first user 112 uses the first terminal 110 to control a first virtual object in the virtual scene to perform activities. The first virtual object can be referred to as the virtual object of the first user 112. The activities of the first virtual object include, but are not limited to, at least one of: moving, jumping, teleporting, performing skills, using props, adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing. For example, the first virtual object can be a simulated human character or an animated character.

[0066] The second terminal 130 has a client 131 installed and running that supports a virtual scene. This client 131 can be a multiplayer online battle program. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. The client can include, but is not limited to, any of a simulation program, a battle royale shooter game, a VR application, an AR program, a 3D map program, a virtual reality game, an augmented reality game, an FPS, a TPS, a MOBA, or a SLG. In this embodiment, the client 131 is an SLG game. The second terminal 130 is used by a second user 132. The second user 132 uses the second terminal 130 to control a second virtual object in the virtual scene to perform activities. The second virtual object can be referred to as the virtual object of the second user 132. For example, the second virtual object can be a simulated human character or an anime character.

[0067] Optionally, the first virtual object and the second virtual object are in the same virtual scene. Optionally, the first virtual object and the second virtual object may belong to the same faction, the same team, or the same organization, and the first user 112 and the second user 132 may have a friendship relationship or temporary communication permissions. Optionally, the first virtual object and the second virtual object may belong to different factions, different teams, or different organizations, and may have a hostile relationship.

[0068] Optionally, the client installed on the first terminal 110 and the second terminal 130 is the same, or the client installed on the two terminals is the same client on different operating system platforms (Android or iOS). The first terminal 110 can generally refer to one of multiple terminals, and the second terminal 130 can generally refer to another of the multiple terminals. This embodiment only uses the first terminal 110 and the second terminal 130 as an example. The first terminal 110 and the second terminal 130 can be the same or different device types, including at least one of a smartphone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer.

[0069] FIG1 shows only two terminals, but in different embodiments, multiple other terminals 140 may be present that can access the server 120 via a wireless or wired network. Optionally, one or more terminals 140 may be developer terminals, and a development and editing platform for a client supporting a virtual scene may be installed on the terminal 140. The developer may edit and update the client on the terminal 140 and transmit the updated client installation package to the server 120 via a wired or wireless network. The first terminal 110 and the second terminal 130 may then download the installation package from the server 120 to update the client.

[0070] The first terminal 110 , the second terminal 130 , and the other terminals 140 are connected to the server 120 via a wireless network or a wired network.

[0071] Server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 120 provides backend services for clients supporting virtual scenarios. Optionally, server 120 performs primary computing tasks, while terminals perform secondary computing tasks; alternatively, server 120 performs secondary computing tasks, while terminals perform primary computing tasks; alternatively, server 120 and terminals utilize a distributed computing architecture for collaborative computing.

[0072] In an illustrative example, the server 120 includes a processor 122, a user account database 123, a battle service module 124, and a user-facing input / output interface (I / O interface) 125. The processor 122 is configured to load instructions stored in the server 120 and process data in the user account database 123 and the battle service module 124. The user account database 123 is configured to store data of user accounts logged into the first terminal 110, the second terminal 130, and other terminals 140, such as user account avatars, user account nicknames, user account combat power indexes, and the service areas where the user accounts are located. The battle service module 124 is configured to provide multiple battle rooms for users to engage in battles, such as 1v1 battles, 3v3 battles, and 5v5 battles. The user-facing I / O interface 125 is configured to establish communication and exchange data with the first terminal 110 and / or the second terminal 130 via a wireless or wired network.

[0073] The methods provided in the subsequent embodiments of this application can be applied to, but are not limited to, at least one of the following scenarios: virtual reality applications, three-dimensional map programs, simulation programs, multiplayer online tactical competitive games (MOBA), strategy games (SLG), and multiplayer gunfight survival games, etc. The following embodiments are illustrated by using applications in games as examples.

[0074] FIG2 shows a flowchart of a method for controlling a virtual item according to an exemplary embodiment of the present application. The method can be executed by a computer device, which can be the first terminal 110 or the second terminal 130 in the system shown in FIG1 , or the server 120 in the system shown in FIG1 , or the computer device can include the first terminal 110 or the second terminal 130 and the server 120 in the system shown in FIG1 . The method includes:

[0075] Step 210: Displaying a scene interface of a virtual scene, wherein the virtual scene includes a first virtual object equipped with a virtual shooting prop.

[0076] In some embodiments, the computer device may display the first virtual object and at least one other virtual object in a scene interface of the virtual scene.

[0077] Exemplarily, the first virtual object is a virtual object controlled by a user account logged into the client, and the virtual scene is used to provide an environment for virtual tactical competition between different virtual objects.

[0078] Exemplarily, the first virtual object and other virtual objects belong to different virtual camps; the virtual camps to which the other virtual objects belong and the virtual camp to which the first virtual object belongs may be in a hostile relationship or in a mutually neutral relationship, and this application is not limited thereto. In one implementation, the two camps are in a hostile relationship, and the other virtual objects can proactively launch a virtual attack on the first virtual object. In another implementation, the two camps are in a neutral relationship, and the other virtual objects will not proactively launch a virtual attack on the first virtual object. However, if attacked by the first virtual object, the other virtual objects will launch a virtual attack on the first virtual object.

[0079] The controlling user corresponding to the first virtual object can control the first virtual object to launch a virtual attack on other virtual objects.

[0080] Exemplarily, the attack operation on other virtual objects may be implemented by at least one of the following methods: clicking, long pressing, sliding, and rotating; for example, clicking / long pressing the touch screen or button, sliding the touch screen or handle, and rotating the terminal or handle.

[0081] Exemplary methods for the first virtual object to conduct a virtual attack include, but are not limited to, at least one of: using a virtual shooting prop to launch a virtual projectile, throwing a virtual throwing prop, swinging a virtual tool, and performing a virtual skill. This embodiment does not impose any restrictions on the specific implementation of the first virtual object conducting a virtual attack on another virtual object.

[0082] Correspondingly, the manipulation users corresponding to other virtual objects can also control other virtual objects to launch a virtual attack on the first virtual object.

[0083] In an embodiment of the present application, when the first virtual object is equipped with a virtual shooting prop, the first virtual object may perform a virtual attack by using the virtual shooting prop to launch a virtual projectile to attack other virtual objects.

[0084] In some embodiments, the virtual shooting props are designated equipment and trigger-release virtual shooting props. In the virtual scene, the first virtual object can have one or more virtual shooting props by default, and the user can choose to equip the first virtual object with one or more virtual shooting props.

[0085] Step 220: Receive a shooting charging operation triggered for the virtual shooting prop, where the shooting charging operation has N charging stages; N is an integer greater than or equal to 2.

[0086] In the embodiment of the present application, the virtual shooting prop is a virtual prop that requires charging before launching a shot. Therefore, when using the virtual shooting prop, it is necessary to first trigger the shooting charging operation for the virtual shooting prop. The shooting charging operation can also be understood as the use operation of the virtual shooting prop. That is, the user triggers the use operation for the virtual shooting prop, which is equivalent to triggering the shooting charging operation for the virtual shooting prop, causing the virtual shooting prop to enter the charging state; for example, the user can trigger the shooting charging operation for the virtual shooting prop by pressing the use control corresponding to the virtual shooting prop in the interface.

[0087] Among them, the whole process of the above-mentioned shooting charging operation can have N charging stages. The shooting charging operation can provide different shooting gain effects for the virtual shooting props when it reaches different charging stages, and the specific charging stage of the shooting charging operation can be determined by the duration of the shooting charging operation.

[0088] For example, the above-mentioned N charging stages are arranged in chronological order. In the process of the user performing the above-mentioned shooting charging operation, as the duration of the shooting charging operation continues to increase, the shooting charging operation successively passes through one or more of the above-mentioned N charging stages until the shooting charging operation is converted into a shooting operation; for example, when the user performs the shooting charging operation, within the first second, the shooting charging operation is in the first charging stage of the N charging stages. When the duration of the shooting charging operation reaches the second second, the shooting charging operation is in the second charging stage of the N charging stages, and so on; if the shooting charging operation is converted into a shooting operation within the second second, the shooting charging operation ends, and even if there is a subsequent third charging stage, the shooting charging operation will not go through the third charging stage again.

[0089] Step 230a: In response to the shooting charging operation being converted into a shooting operation within the first operation stage, a gain effect corresponding to the first operation stage is applied to the virtual projectile launched by the virtual shooting prop; the first operation stage is one of N charging stages, and the N charging stages each correspond to a different gain effect.

[0090] Among them, the whole process of the above-mentioned shooting charging operation has at least two charging stages, the duration of each charging stage can be consistent or inconsistent, and each charging stage in the process of the above-mentioned shooting charging operation corresponds to one or more gain effects, among which different charging stages correspond to different gain effects.

[0091] Converting a charging operation to a shooting operation means stopping the charging operation and controlling the virtual shooting prop to initiate shooting. In this embodiment of the present application, converting a charging operation to a shooting operation may also be referred to as releasing the charging operation. For example, if a user performs a charging operation by pressing a control corresponding to a virtual shooting prop, the user can convert the charging operation to a shooting operation by stopping pressing the control corresponding to the virtual shooting prop, that is, by releasing the pressing operation of the control corresponding to the virtual shooting prop, the charging operation is converted to a shooting operation.

[0092] In the embodiment of the present application, the application program of the virtual scene can apply the gain effect corresponding to the charging stage at which the above-mentioned shooting charging operation is converted into the shooting operation to the virtual projectile launched by the virtual shooting prop; in other words, when the shooting charging operation is converted into the shooting operation at different charging stages among the N charging stages, the gain effect applied to the virtual projectile launched by the virtual shooting prop is different.

[0093] For example, assuming that the N charging stages include charging stage 1 (corresponding to the 1st second) and charging stage 2 (corresponding to the 2nd second), the gain effect corresponding to charging stage 1 is increased damage, and the gain effect corresponding to charging stage 2 is a knockback effect; if the shooting charging operation is converted into a shooting operation within the 1st second, the application of the virtual scene will apply an increased damage effect to the virtual missile; if the shooting charging operation is converted into a shooting operation within the 2nd second, the application of the virtual scene will apply a knockback effect to the virtual missile (the increased damage effect may not be applied at this time).

[0094] Step 230b: In response to the shooting charging operation being converted into a shooting operation in the second operation phase, applying gain effects corresponding to each of the N charging phases to the virtual missile; the second operation phase is located after the N charging phases.

[0095] Among them, the second operation stage is the operation stage after all N charging stages are completed. That is to say, if the duration of the above-mentioned shooting charging operation is long enough to fully experience all the above-mentioned N charging stages, it will be converted into a shooting operation after the above-mentioned N charging stages. At this time, the virtual missile will be given all the gain effects corresponding to the above-mentioned N charging stages.

[0096] Exemplarily, the shooting charging operation includes charging stage A and charging stage B, and the charging stage A and charging stage B each correspond to different gain effects, wherein the gain effect corresponding to charging stage A is that the health of the hit object is reduced by 50%, and the gain effect corresponding to charging stage B is that the virtual missile emits a sound effect during the shooting process. The duration of charging stage A is 1 second, and the duration of charging stage B is 3 seconds. Charging stage B is after charging stage A. Assuming that the operation duration of the entire shooting charging operation is 5 seconds, at this time, the shooting charging operation is in the second operation stage, that is, after charging stage B. At this time, the virtual shooting prop releases the virtual missile, and the virtual missile is accompanied by the gain effects corresponding to charging stages A and B. The virtual missile emits a sound effect during the shooting process, and after the virtual missile hits the target object, the health of the target object is reduced by 50%.

[0097] In an embodiment of the present application, by setting different gain effects for virtual projectiles in different charging stages, and setting all the gain effects of the previous charging stages for the virtual projectiles after the last charging stage is completed, the user is allowed to choose to use different types of gain effects by controlling the duration of the shooting charging operation, thereby expanding the operation mode for the user to select different gain effects of the virtual projectile, that is, expanding the adjustment space of the virtual shooting props in the charging stage, enriching the charging effects of the virtual shooting props, and enriching the application mechanism of the virtual shooting props, thereby improving the interaction effect between the user and the virtual scene when controlling the virtual shooting props to shoot.

[0098] Based on Figure 2, please refer to Figure 3, which shows a flow chart of a method for controlling a virtual prop provided by an exemplary embodiment of the present application. As shown in Figure 3, the solution shown in Figure 2 may further include the following step 230c.

[0099] Step 230c: In response to the shooting charging operation being in the sixth operation stage and receiving a stage end operation executed in parallel with the shooting charging operation, skip the sixth operation stage of the shooting charging operation and enter the seventh operation stage of the shooting charging operation; the sixth operation stage is any one of the N charging stages, and the seventh operation stage is the next stage after the sixth operation stage in the N charging stages and the second operation stage.

[0100] Among them, the above-mentioned stage end operation indicates the end of the current operation stage. After completing the stage end operation, the shooting charging operation enters the next stage of the current operation stage.

[0101] Among them, the above-mentioned stage end operation is executed in parallel with the shooting charging operation, which may mean that during the execution of the shooting charging operation, the stage end operation is additionally executed without interrupting the shooting charging operation.

[0102] In a possible implementation, the above-mentioned stage ending operation may be other operations independent of the shooting charging operation.

[0103] For example, when the user long presses the usage control corresponding to the virtual shooting prop in the scene interface with one hand to perform the shooting charging operation, the user can use the other hand to click the target control or blank area in the scene interface to trigger the stage end operation, or the user can also complete the stage end operation by pressing the physical button of the device.

[0104] In another possible implementation, the above-mentioned stage-ending operation may be integrated with the shooting charging operation, or in other words, the above-mentioned stage-ending operation may be a part of the shooting charging operation.

[0105] For example, taking the example of a user long pressing the control corresponding to the virtual shooting prop in the scene interface with one hand to perform the shooting charging operation, the user can lift the finger, quickly double-click the screen, and continue to long press during the long press process. At this time, the above-mentioned operation of lifting the finger and quickly double-clicking the screen can be used as the stage end operation. At the same time, the operation of lifting the finger and quickly double-clicking the screen and then continuing to long press will not interrupt the current shooting charging operation.

[0106] In a possible implementation, after executing the above-mentioned stage end operation and entering the seventh operation stage of the shooting charging operation, the gain effect of the sixth operation stage is not applied to the virtual projectile.

[0107] In a possible implementation, after executing the above-mentioned stage end operation and entering the seventh operation stage of the shooting charging operation, the gain effect of the sixth operation stage can also be applied to the virtual projectile.

[0108] In an embodiment of the present application, the user can skip the current charging stage through a stage end operation other than the shooting charging operation and directly enter the next charging stage, quickly select the charging stage he wants, and obtain the gain effect corresponding to the charging stage, thereby effectively improving the user's selection efficiency of the gain effect, expanding the user's operation method for selecting different gain effects of virtual projectiles, and improving the user's interaction effect with the virtual scene when controlling the virtual shooting props to shoot.

[0109] In some embodiments, in response to the duration of the shooting charging operation in the sixth operation stage reaching a duration threshold and receiving a stage end operation, the sixth operation stage of the shooting charging operation is skipped and the seventh operation stage of the shooting charging operation is entered.

[0110] The duration threshold is smaller than the maximum duration of the sixth operation phase.

[0111] When the user performs the stage-ending operation, an erroneous operation may occur. For example, the user performs the stage-ending operation twice in a short period of time, but the second stage-ending operation is an erroneous operation. Regarding the above problem, in an embodiment of the present application, after the shooting charging operation enters the sixth operation stage, the sixth operation stage may not be skipped within the initial time threshold. When the shooting charging operation is in the sixth operation stage and the duration in the sixth operation stage exceeds the above time threshold, the user is allowed to actively skip the sixth operation stage.

[0112] Exemplarily, assuming that the maximum duration of the sixth operation stage is 2 seconds and the duration threshold is 1 second, when the user performs the above-mentioned shooting charging operation, the duration of the shooting charging operation in the sixth operation stage reaches 1.5 seconds, and the user triggers the stage end operation. At this time, the above-mentioned shooting charging operation enters the seventh operation stage, and the virtual missile is given the gain effect corresponding to the seventh operation stage; optionally, when the user performs the above-mentioned shooting charging operation, the duration of the shooting charging operation in the sixth operation stage does not reach 1 second (for example, 0.5 seconds). At this time, the application corresponding to the virtual scene can suspend receiving the stage end operation, or, even if the stage end operation is received, it will not respond to the stage end operation (that is, the sixth operation stage will not be skipped).

[0113] In an embodiment of the present application, the shooting charging operation can skip the current charging stage only after the duration of the shooting charging operation in the current charging stage reaches the duration threshold. The duration threshold is limited to avoid the user's mistaken skipping of the current charging stage due to misoperation, thereby ensuring the accuracy of the user's operation, thereby improving the interaction efficiency between the user and the virtual scene, and ensuring the user experience. On the other hand, by combining the duration condition and the stage end operation, the operation method of the user selecting different gain effects of the virtual projectile is expanded, thereby improving the user's interaction effect with the virtual scene when controlling the virtual shooting props to shoot.

[0114] Based on the embodiments shown in Figures 2 or 3, please refer to Figure 4, which shows a flow chart of a virtual item control method provided by an exemplary embodiment of the present application. As shown in Figure 4, step 230a can be implemented as step 230a1, and step 230b can be implemented as step 230b1. Steps 224 and 228 are also included before steps 230a1 and 230b1.

[0115] Step 224: before the shooting charging operation is converted into a shooting operation, in response to each time the duration of the shooting charging operation reaches a timing node, a status query request is sent to the scene server of the virtual scene, where the status query request includes the duration.

[0116] In the embodiment of the present application, the N charging stages and the second operation stage respectively include multiple timing nodes.

[0117] The time lengths indicated by each of the above timing nodes may be the same or different. Each timing node may correspond to the start, middle, or end of a charging phase / second operation phase. The above timing nodes may be represented by the duration of a single charging phase / second operation phase, or by the duration of a shooting charging operation. When the duration of the shooting charging operation reaches a timing node, the computer device may send a status query request to the scene server of the virtual scene.

[0118] Optionally, the above status query request includes the duration of the shooting charging operation.

[0119] Step 228: Receive a status query response returned by the scene server, where the status query response includes the charging status corresponding to the eighth operation stage of the shooting charging operation; the eighth operation stage is one of the N charging stages and the second operation stage.

[0120] The charging state is determined by the scene server of the virtual scene according to the duration included in the state query request and notified to the computer device.

[0121] For example, the scene server receives the above-mentioned status query request, extracts the duration in the status query request, and determines which of the N charging stages and the second operation stage the shooting charging operation is currently in based on the maximum duration corresponding to each of the N charging stages and the above-mentioned duration.

[0122] For example, assuming there are two charging stages, namely charging stage 1 and charging stage 2, where the maximum duration of charging stage 1 is 2s, and the maximum duration of charging stage 2 is 3s. If the duration contained in the status query request is 1s, the scene server can determine that the shooting charging operation is currently in charging stage 1, and the status query response returned at this time contains the charging status corresponding to charging stage 1; if the duration contained in the status query request is 3s, the scene server can determine that the shooting charging operation is currently in charging stage 2, and the status query response returned at this time contains the charging status corresponding to charging stage 2; if the duration contained in the status query request is 6s, the scene server can determine that the shooting charging operation is currently after charging stage 2 (that is, the second operation stage), and the status query response returned at this time contains the charging status corresponding to the second operation stage.

[0123] The above charging state can be used to indicate the current operation stage of the shooting charging operation, which is one of the N charging stages and the second operation stage.

[0124] That is to say, the above-mentioned charging state is status information indicating which of the N charging stages the shooting charging operation is currently in, or the above-mentioned charging state is status information indicating that the shooting charging operation is currently in after N charging stages (i.e., the second operation stage).

[0125] In one possible implementation, if the user is supported to skip the current charging stage through a stage end operation, before the shooting charging operation is converted into a shooting operation, in response to receiving the stage end operation, a stage skip notification is sent to the scene server of the virtual scene, and the stage skip notification also includes the duration of the shooting charging operation; when the scene server receives the stage skip notification, it can determine the sixth operation stage that the user wants to skip based on the duration in the stage skip notification, and update the maximum duration of the sixth operation stage to the duration of the shooting charging operation in the sixth operation stage. In this way, when the user skips one or more charging stages through a stage end operation, when the subsequent scene server receives a status query request, it can accurately determine which operation stage the shooting charging operation is in based on the duration contained in the status query request.

[0126] For example, suppose there are three charging stages, namely charging stage 1, charging stage 2 and charging stage 3, and the default maximum duration of the three charging stages without skipping is 2 seconds.

[0127] Case 1: When the duration of the shooting charging operation reaches 2 seconds, a timing stage is reached. At this time, the computer device sends a status query request to the scene server, which contains the duration of 2 seconds. The scene server determines that the shooting charging operation has passed the charging stage 1 and entered the charging stage 2 based on the duration. The returned status query response contains the charging status corresponding to the charging stage 2; when the duration of the shooting charging operation reaches 3 seconds, the user performs the stage end operation. At this time, the computer device skips the charging stage 2 and enters the charging stage 3, and sends a stage skip notification to the scene server, which contains the duration of 3 seconds. The scene server receives the stage skip notification When the shooting charging operation lasts for 1 second, it is determined based on the duration (3s) that the shooting charging operation skips the charging stage 2, and the maximum duration of the charging stage 2 is adjusted to 1 second. Subsequently, when the duration of the shooting charging operation reaches 5 seconds, another timing stage is reached. At this time, the computer device sends a status query request to the scene server, which includes a duration of 5 seconds. The scene server determines that the shooting charging operation has passed the charging stage 3 and entered the second operation stage after the charging stage 3 based on the duration and the maximum duration of the charging stage 2 adjusted before (1 second). At this time, the returned status query response includes the charging status corresponding to the second operation stage.

[0128] Case 2: When the duration of the shooting charging operation reaches 2 seconds, a timing stage is reached. At this time, the computer device sends a status query request to the scene server, which includes a duration of 2 seconds. The scene server determines that the shooting charging operation has passed charging stage 1 and entered charging stage 2 based on the duration. The returned status query response includes the charging status corresponding to charging stage 2; afterward, the user does not perform the stage end operation. Accordingly, the computer device will not send a stage skip notification, and the scene server will not modify the maximum duration of each charging stage; subsequently, when the duration of the shooting charging operation reaches 5 seconds, another timing stage is reached. At this time, the computer device sends a status query request to the scene server, which includes a duration of 5 seconds. The scene server determines that the shooting charging operation is currently in charging stage 3 based on the duration and the maximum duration of each charging stage that has not been adjusted, and has not entered the second operation stage after charging stage 3. At this time, the returned status query response includes the charging status corresponding to charging stage 3.

[0129] For example, the charging status corresponding to the above-mentioned eighth operation stage can also be used to indicate the operation duration of the current shooting charging operation, the specific time point in the eighth operation stage, or to indicate whether the current shooting charging operation starts to charge in the eighth operation stage.

[0130] Step 230a1: In response to the shooting charging operation being converted to the shooting operation, and the charging state in the most recently received state query response being the charging state corresponding to the first operation stage, applying a gain effect corresponding to the first operation stage to the virtual missile.

[0131] The most recently received status query response is the status query response received closest to the time when the shooting charging operation is converted to the shooting operation, and the most recently received status query response is received before the shooting charging operation is converted to the shooting operation.

[0132] In an embodiment of the present application, when the computer device detects that a shooting charging operation is converted into a shooting operation, the computer device may not directly use the charging stage of the shooting charging operation detected locally to apply a gain effect to the virtual projectile, but instead use the charging stage corresponding to the charging state in the state query response most recently fed back by the scene server to apply a corresponding gain effect to the virtual projectile. In this way, the gain effect of a certain charging stage applied to the virtual projectile can be synchronized on both the computer device and the scene server.

[0133] Step 230b1: In response to the shooting charging operation being converted to the shooting operation, and the charging state in the most recently received state query response is the charging state corresponding to the second operation stage, applying gain effects corresponding to each of the N charging stages to the virtual missile.

[0134] In an embodiment of the present application, when the computer device detects that the shooting charging operation is converted into a shooting operation, the computer device may not directly use the second operation stage of the locally detected shooting charging operation to apply a gain effect to the virtual missile, but instead determine the operation stage corresponding to the charging state in the state query response most recently fed back by the scene server. If the operation stage corresponding to the charging state in the state query response most recently fed back by the scene server is the second operation stage, then the gain effects corresponding to all N charging stages are applied to the virtual missile. In this way, the gain effects of all charging stages can be applied to the virtual missile synchronously at both the computer device and the scene server.

[0135] In an embodiment of the present application, when a charging shooting operation is converted into a shooting operation, the computer device determines the gain effect applied to the virtual projectile when the charging shooting operation is converted into a shooting operation based on the gain effect corresponding to the charging state in the most recently received state query response, thereby ensuring that the gain effect applied to the virtual projectile is synchronized at both the computer device and the scene server, avoiding the problem of inconsistent gain effects applied to the virtual projectile at both the computer device and the scene server, improving the accuracy of the gain effect applied to the virtual projectile, and thereby improving the user's interaction with the virtual scene when controlling the virtual shooting prop to shoot.

[0136] In some embodiments, the gain effect corresponding to each of the N charging stages includes at least one of the following:

[0137] The value of attribute changes caused by virtual projectiles has been increased;

[0138] The spread of virtual missiles has been reduced;

[0139] The collision range of virtual projectiles has been increased;

[0140] The flight speed of virtual projectiles has been increased;

[0141] The trajectory of the virtual missile changes.

[0142] The above attributes may be any one or more attributes such as health, magic value, force value, speed value, strength value, etc. The embodiment of the present application does not limit the types of the above attributes.

[0143] The divergence range refers to the maximum range within which a virtual projectile fired by a virtual shooting prop deviates from the crosshairs of the virtual shooting prop at a specified distance. For example, the divergence range may be a circle formed with the crosshairs of the virtual projectile as the center and a radius of a specified length, or a range covered by other shapes.

[0144] The collision range refers to the damage range caused by the virtual missile in the virtual scene. For example, the collision range may be a space centered on the center of mass of the virtual missile and extending outward a certain distance according to the shape of the virtual missile.

[0145] The flight speed may be the initial speed of the virtual missile after being released, or the flight speed may include the initial speed of the missile after being released and the acceleration of the virtual missile after being launched.

[0146] The change in trajectory may be that the virtual projectile can change direction and move along a trajectory of a predetermined curve or a curve calculated in real time.

[0147] Among them, each of the above-mentioned N charging stages corresponds to one or more types of the above-mentioned gain effect types. Optionally, the types of gain effects corresponding to different charging stages may not be completely the same or completely different.

[0148] In an embodiment of the present application, the gain effect corresponding to each charging stage can be one or more of multiple different types of gain effects, which expands the types of gain effects applied to virtual projectiles. On the other hand, the user can control the duration of the shooting charging operation to obtain a gain effect that can meet specific needs, so as to better meet the target requirements in the virtual scene, and effectively improve the user's interaction with the virtual scene when controlling the virtual shooting props to shoot.

[0149] In some embodiments, in response to the increase in the attribute change value caused by the gain effect including the virtual missile, the attribute change value is positively correlated with the duration of the shooting charging operation in the charging stage corresponding to the gain effect.

[0150] Among them, in a charging stage, the longer the duration of the above-mentioned shooting charging operation is, the greater the corresponding attribute change value of the virtual projectile.

[0151] For example, assuming the benefit of the first charging phase is causing additional damage, the aforementioned attribute change value is the damage value. The longer the charging operation lasts in the first charging phase, the greater the damage value, and the higher the additional damage caused by the benefit. For example, if the charging operation lasts for 0.5 seconds in the first charging phase, it is converted to a shooting operation, and the benefit applied to the virtual projectile is causing 20% ​​additional damage. If the charging operation lasts for 1 second in the first charging phase, it is converted to a shooting operation, and the benefit applied to the virtual projectile is causing 40% additional damage.

[0152] In the embodiment of the present application, the user is allowed to control the duration of the shooting charging operation to control the attribute change value of the virtual projectile, so as to meet the user's demand for control accuracy in the virtual shooting scene. This expands the method for the user to control the size of the virtual projectile attribute value by duration. On the other hand, it also expands the operation method for the user to select different gain effects of the virtual projectile, which can effectively improve the interaction effect between the user and the virtual scene.

[0153] In some embodiments, in response to the buff effect including a reduction in the divergence range of the virtual missile, the divergence range is inversely correlated with the duration of the shooting charging operation in the charging phase corresponding to the buff effect.

[0154] Among them, the longer the above-mentioned shooting charging operation lasts in the charging stage corresponding to the gain effect, the smaller the divergence range of the virtual missile is, and the higher the shooting accuracy of the virtual launching prop is.

[0155] In an embodiment of the present application, the user can control the divergence range of the virtual projectile by controlling the duration of the shooting charging operation, thereby effectively controlling the shooting accuracy of the virtual shooting props, expanding the method for the user to control the shooting accuracy of the virtual shooting props by duration. On the other hand, it also expands the operation method for the user to select different gain effects of the virtual projectile to meet the user's target requirements in the virtual shooting scene, which can effectively improve the interaction effect between the user and the virtual scene.

[0156] In some embodiments, in response to the buff effect including an increase in the collision range of the virtual missile, the collision range is positively correlated with the duration of the shooting charging operation in the charging phase corresponding to the buff effect.

[0157] The collision range is used to detect whether a collision occurs between the virtual missile and the targeted target object after the virtual missile is launched.

[0158] The collision range may have different shapes, and may be any one of a spherical collision range, a box-shaped collision range, and a grid collision range.

[0159] Among them, the longer the above-mentioned shooting charging operation lasts in the charging stage corresponding to the gain effect, the larger the collision range of the virtual projectile, and the easier it is to collide with the aimed target object and cause damage to the target object.

[0160] In an embodiment of the present application, the larger the collision range of the virtual projectile, the easier it is for the virtual shooting prop to hit the target object, providing users with a way to assist in virtual shooting, allowing users to control the hit rate of virtual shooting by controlling the duration of the shooting charging operation, expanding the user's operation method for selecting different gain effects of virtual projectiles, and can effectively improve the interaction effect between users and virtual scenes.

[0161] In some embodiments, in response to the buff effect including an increase in the flight speed of the virtual missile, the flight speed is positively correlated with the duration of the shooting charging operation in the charging phase corresponding to the buff effect.

[0162] Among them, the longer the above-mentioned shooting charging operation lasts in the charging stage corresponding to the gain effect, the faster the flight speed of the virtual missile is, and the higher the damage intensity that can be caused.

[0163] In the embodiment of the present application, the faster the flying speed of the virtual projectile, the faster the shooting speed of the virtual shooting prop, which expands the method for the user to determine the shooting speed of the virtual shooting prop by controlling the duration of the shooting charging operation. On the other hand, it also expands the operation method for the user to select different gain effects of the virtual projectile to meet the user's target requirements in the virtual shooting scene, thereby effectively improving the interaction effect between the user and the virtual scene.

[0164] To sum up, in the above-mentioned multiple application embodiments, the effect intensity corresponding to different gain effects is determined in combination with the duration of the shooting charging operation, which expands the method of determining the gain effect and can effectively improve the user's interaction effect with the virtual scene when controlling the virtual shooting props to shoot.

[0165] In one possible implementation, in response to the shooting charging operation proceeding to the third operation stage, the first special effect corresponding to the third operation stage is applied to the virtual shooting prop; the third operation stage is any one of the N charging stages and the second operation stage.

[0166] The special effects of the virtual shooting props corresponding to each of the N charging stages and the second operation stage may be different special effects.

[0167] The first special effect may be a visual effect or vibration effect presented by the virtual shooting prop in the virtual scene; optionally, when the third operation stage is the second operation stage, the visual effect or vibration effect corresponding to the virtual shooting prop may be a superposition of the visual effects or vibration effects of each of the N charging stages, or may be a further enhancement of the visual effect or vibration effect of the last charging stage. The visual effect or vibration effect of the virtual shooting prop may not only prompt the user of the current operation stage of the shooting charging operation, but also, through the visual effect or vibration effect, prompt the user of the duration of the shooting charging operation in the current operation stage. For example, if the first special effect includes a visual effect and the visual effect is an animation, the playback process of the animation may prompt the user that the shooting charging operation is currently in a certain charging stage or the second operation stage, and the progress of the animation playback may also prompt the user of the duration of the shooting charging operation in the current stage.

[0168] Exemplarily, when the virtual shooting prop is a virtual bow, the first special effect may be a special light effect animation or vibration effect emitted by the virtual bow; wherein, the light effect animation or vibration effect emitted by the virtual bow may be different in different operation stages.

[0169] In an embodiment of the present application, the computer device determines the special effects corresponding to the virtual shooting props according to the operation stage of the shooting charging operation, thereby prompting the user of the operation stage of the shooting charging operation through the special effects corresponding to the virtual shooting props, thereby making it easier for the user to identify the current operation stage and improving the user's interaction with the virtual scene when controlling the virtual shooting props to shoot.

[0170] In one possible implementation, in response to the shooting charging operation proceeding to the fourth operation stage, the second special effect corresponding to the fourth operation stage is applied to the virtual missile; the fourth operation stage is any one of the N charging stages and the second operation stage.

[0171] Among them, the above-mentioned second special effect can be a UI display effect of the virtual missile, such as the visual effects or vibration effects presented by the virtual missile in the virtual scene. The computer device can display different UI display effects of the virtual missile according to the current operation stage of the shooting and charging operation. The UI display effect can be any one or more special effects of the virtual missile's color, shape, brightness, light effect animation or vibration effect.

[0172] Exemplarily, the shooting charging operation is in the second operation stage, and the second operation stage includes the charging stage A2 and the charging stage B2. The UI display effect corresponding to the charging stage A2 is that the virtual missile displays red light, and the UI display effect corresponding to the charging stage B2 is that the virtual missile displays high brightness. When the user controls the shooting charging operation from the start time of the second operation stage to the end time of the second operation stage, the user can first see the virtual missile display red light in the charging stage A2. When entering the charging stage B2, the brightness of the virtual missile becomes higher. After the charging stage B2, the virtual missile displays red light and the brightness becomes higher.

[0173] Among them, the visual effects or vibration effects of the above-mentioned virtual projectiles can not only remind the user of the current operation stage of the shooting charging operation, but also can remind the user of the duration of the shooting charging operation in the current operation stage through visual effects or vibration effects. For example, taking the second special effect including visual effects, and the visual effect is an animation as an example, the animation playback process can remind the user that the shooting charging operation is currently in a certain charging stage or the second operation stage, and the progress of the animation playback can also remind the user of the duration of the shooting charging operation in the current stage.

[0174] In an embodiment of the present application, the computer device determines the UI display special effects corresponding to the virtual missile according to the operation stage of the shooting charging operation, thereby prompting the user of the operation stage of the shooting charging operation through the special effects corresponding to the virtual missile, thereby making it easier for the user to identify the current operation stage and improving the user's interaction with the virtual scene when controlling the virtual shooting props to shoot.

[0175] In one possible implementation, in response to the shooting charging operation proceeding to the fifth operation stage, the crosshairs of the virtual shooting props are displayed in the scene interface according to the crosshairs effect corresponding to the fifth operation stage; the fifth operation stage is any one of the N charging stages and the second operation stage.

[0176] Among them, the computer device can display the crosshairs of the virtual shooting props used by the current virtual object in the scene interface according to the crosshairs effect corresponding to the fifth operation stage.

[0177] The crosshair may be displayed in any form of a cross, a circle, or a dot. The shape of the crosshair may be different in different operation stages of the N charging stages and the second operation stage.

[0178] Among them, the above-mentioned crosshair effect can not only remind the user of the current operation stage of the shooting charging operation, but also can remind the user of the duration of the shooting charging operation in the current operation stage through the crosshair effect. For example, taking the crosshair effect as a gradually shrinking box as an example, the crosshair in the form of a box can remind the user of the current operation stage of the shooting charging operation, and the progress of the box shrinking can also remind the user of the duration of the shooting charging operation in the current operation stage.

[0179] In an embodiment of the present application, the computer device determines the crosshair effect corresponding to the virtual shooting prop according to the operation stage of the shooting charging operation, thereby prompting the user of the operation stage of the shooting charging operation through the crosshair effect of the virtual shooting prop, thereby making it easier for the user to identify the current operation stage and improving the user's interaction with the virtual scene when controlling the virtual shooting prop to shoot.

[0180] Based on the solutions shown in Figures 2 to 4 above, illustratively, taking the above virtual scene belonging to a shooting game as an example, the application methods of the solutions shown in the above embodiments of the present application are introduced below.

[0181] 1. In-game assembly: Select and assemble virtual shooting props with multiple charging functions.

[0182] Please refer to FIG5 , which shows an interface diagram of shooting prop selection involved in an exemplary embodiment of the present application.

[0183] As shown in FIG. 5 , a player can select a virtual shooting prop with multiple charging functions in area 502 in scene 501 .

[0184] 2. Accumulation performance.

[0185] Please refer to FIG6 , which shows an interface diagram of a virtual bow in an uncharged state according to an exemplary embodiment of the present application.

[0186] Please refer to FIG7 , which shows an interface diagram of a virtual bow in the first charging stage according to an exemplary embodiment of the present application.

[0187] A. First charging stage: Press and hold the fire button for 0 to 0.5 seconds.

[0188] When the player holds down the fire button for 0 to 0.5 seconds, it is considered the first charging phase. During this phase, the virtual bow will undergo the following changes. If the player releases the fire button at this time, the following effects will be obtained:

[0189] UI: The horizontal bar at the crosshair position will gradually narrow, informing the player that the shooting props are more accurate.

[0190] Special effects: Special effect A appears on the bow, and special effect B appears on the arrow.

[0191] Prop mechanism: The divergence range of the virtual bow is reduced, the accuracy is improved, and the damage of the virtual bow gradually increases with the extension of the long press time within 0 to 0.5 seconds.

[0192] Please refer to FIG8 , which shows an interface diagram of a war bow in the second charging stage according to an exemplary embodiment of the present application.

[0193] B. Second charging stage: Press and hold the fire button for 0.5 to 1 second.

[0194] When the player holds down the fire button for 0.5 to 1 second, it is considered the second charging phase. During this phase, the virtual bow will undergo the following changes. If the player releases the fire button at this time, the following effects will be obtained:

[0195] UI: A rotating circle animation appears at the crosshair position, informing the player that the shooting prop's hit range has increased.

[0196] Special effects: Special effect C1 appears on the bow, and special effect C2 appears at the arrow position.

[0197] Item Mechanism: The hit detection range of items is increased.

[0198] Please refer to FIG9 , which shows an interface diagram of a virtual bow in the third charging stage according to an exemplary embodiment of the present application.

[0199] Please refer to FIG10 , which shows an interface diagram of a virtual bow firing after going through the first two charging stages according to an exemplary embodiment of the present application.

[0200] The player holds down the fire button. The stage when the player finally releases the fire button after 1 second is considered as the three charging stages (i.e. the second operation stage above). The player obtains the following effects when releasing the fire button at this time:

[0201] UI: The crosshair is now fixed to a horizontal bar-circle display, indicating that all charging effects have been completed.

[0202] Special effects: Special effect D appears on the bow, and backward light effect E appears at the arrow position.

[0203] Item mechanism: Items retain all the buff effects from all previous charging stages, including increased damage, increased accuracy, and increased hit detection range.

[0204] Among them, the above-mentioned first power storage stage and the second power storage stage correspond to the N power storage stages in the scheme shown in Figures 2 to 4 above, and the above-mentioned third power storage stage corresponds to the second operation stage in the scheme shown in Figures 2 to 4 above.

[0205] The technical implementation of this solution is as follows:

[0206] 1. Two solutions for multi-stage charging.

[0207] Plan A: Just do the performance, split the charging performance into multiple small segments to achieve differences in performance.

[0208] Make the charging performance longer, for example, make a full 3-second charging performance, consisting of three one-second short charging performances A, B, and C. The player long-presses the button, and the client's performance will play in the order of A, B, and C. At this time, the charging conditions are judged when the player releases the button.

[0209] This approach can achieve performance differences during the charging process, playing animations / special effects / UI performances in sequence, etc., giving players an illusion of differentiation.

[0210] Solution B: Actively query / change the status during the charging process, synchronize the status of the server and the client to achieve true segmentation.

[0211] The common definition of the charging phase is to start from Button Down and end when Button Up is detected, and only record when the player presses and releases the button. However, in fact, the conditions for creating the player's button pressing process can be increased for continuous recording, whether it is querying and sending status in the server tick (without interrupting the client performance), or doing a local timing on the client (using frame synchronization for real-time changes, not state synchronization), or using some ready-made time-based blueprint tools, such as using TL Timing Manager, to query the player's status at fixed time nodes, or even fixed nodes to achieve new effects.

[0212] Then the charging process is transformed from buttondown to buttonup to buttondown - timing node 1 - timing node 2 - timing node N - buttonup. As long as the player does not lift the button, the charging stages and duration can be freely divided into as many segments as desired during the entire process of holding the button.

[0213] At the same time, because the process is relatively complete, when the player presses the button, a state change is made, and it is matched with the packet transmitted by the previous timing node, so the state that should be in the current charging stage can be directly obtained, which will be more flexible in terms of mechanism.

[0214] 2. How to implement multi-stage charging.

[0215] Please refer to FIG11 , which shows a flow chart of a method for implementing multi-stage power storage according to an exemplary embodiment of the present application.

[0216] Plan A: Recording during charging

[0217] A. Common charging state practices:

[0218] Record the time the player presses the fire button and assign it the Button Down state. As long as the virtual shooting prop is still mounted with the Button Down state, it is considered to be in the charging state. When the player releases the fire button and the Button Up state is recorded, determine whether the Button Down time is sufficient and whether the charging condition is met:

[0219] 1) If the conditions are met, firing or mounting other effects is allowed;

[0220] 2) If the conditions are not met, the firing will be canceled or the mount will not be possible.

[0221] Please refer to FIG. 12 , which shows a schematic diagram of timing management added on the basis of keystroke recording according to an exemplary embodiment of the present application.

[0222] In addition to simply recording Button Down / Up based on whether a button is pressed, the solution shown in the embodiment of the present application can also record the status after pressing Button Down based on time and ticks. Even if the player is always in the Button Down state, the player's charging status will still be queried / changed at the specified time node.

[0223] As shown in Figure 12, at the designated nodes of 0 seconds, 1 second, and 2 seconds, the character's charging status is queried and changed, and the performance of the prop mechanism, special effects, UI, and sound effects are changed. This allows the player to hold down the fire button without firing, and the performance of the prop will be significantly different.

[0224] When the player lifts the fire button, make another judgment when Button Up to obtain the accurate charging stage and effect.

[0225] 3. The implementation principle of the prop mechanism changes during the charging process.

[0226] 1) Increased item damage

[0227] Please refer to FIG13 , which shows a schematic diagram of a prop damage amplification curve involved in an exemplary embodiment of the present application.

[0228] Please refer to FIG14 , which shows a schematic diagram of damage amplification in a power accumulation mechanism according to an exemplary embodiment of the present application.

[0229] On the basis of the conventional fixed damage, a curve showing the damage changing with time is added. The horizontal axis is the pressing time of the fire button in a single charging stage. When the player holds down the fire button, the damage increases with the extension of the pressing time. At the same time, since the changes in the charging process are recorded in real time, the second / third stage charging does not continuously affect the damage of the props.

[0230] 2) The hit range and flight speed of props are improved

[0231] Please refer to FIG15 , which shows a schematic diagram of amplifying the bullet radius and increasing the flying speed in a charging mechanism according to an exemplary embodiment of the present application.

[0232] Please refer to FIG16 , which shows a schematic diagram of a bullet radius magnification curve in a charging mechanism according to an exemplary embodiment of the present application.

[0233] Please refer to FIG. 17 , which shows a schematic diagram of a crash box according to an exemplary embodiment of the present application.

[0234] The effect of expanding the hit range is achieved by adjusting the bullet radius. Under normal conditions, the bullet will be fired in the form of a volumeless line. However, during the charging process, after entering the second charging stage, the radius of the bullet line will continue to increase. Even if the player's crosshairs are not aimed at the target, as long as the bullet radius overlaps with the enemy target's collision box, it can cause damage. As shown in the figure below, as long as the crosshairs circle and the enemy target's collision box come into contact, damage can be caused.

[0235] Please refer to FIG18 , which shows a schematic diagram of a bow and arrow charging and corresponding effects involved in an exemplary embodiment of the present application.

[0236] In an embodiment of the present application, while the player interaction process (press and release) remains unchanged, more recording opportunities and tag processing are added to the charging stage. Multiple charging stages can be divided according to time / status, and players can obtain different mechanism effects when charging to different stages. At the same time, the interactive prompts are improved to ensure that the player interaction remains unchanged and different effects are provided based on the pressing time. For the player, the operation is still to press and hold the fire button to charge and release it to fire. However, by dividing the charging stage, different effects are provided according to time and status. Players can choose appropriate charging time according to different scenarios to obtain the most effective prop effect in the current scenario. Players can achieve different prop mechanisms by adjusting the charging stage, thereby enhancing the diversity and expressiveness of props. At the same time, by using the combination of recording buttons + timing management, only key time nodes are controlled, which does not depend on the specific charging mechanism and can be reused on a variety of virtual shooting props without the need for separate development.

[0237] Please refer to Figure 19, which shows a block diagram of a virtual prop control device provided by an exemplary embodiment of the present application. The device is controlled by a computer device and includes:

[0238] An interface display module 1901 is configured to display a scene interface of a virtual scene, wherein the virtual scene includes a first virtual object equipped with a virtual shooting prop;

[0239] A receiving module 1902 is configured to receive a shooting charging operation triggered on the virtual shooting prop, wherein the shooting charging operation has at most N charging stages, where N is an integer greater than or equal to 2;

[0240] The first effect applying module 1903 is configured to apply a gain effect corresponding to the first operation stage to the virtual projectile launched by the virtual shooting prop in response to the shooting charging operation being converted into a shooting operation in the first operation stage; the first operation stage is one of N charging stages, and each of the N charging stages has a different corresponding gain effect;

[0241] The second effect applying module 1904 is used to apply the gain effects corresponding to the N charging stages to the virtual missile in response to the shooting charging operation being converted into a shooting operation in the second operation stage; the second operation stage is located after the N charging stages.

[0242] In some embodiments, the gain effect corresponding to each charging time period includes at least one of the following:

[0243] The value of attribute changes caused by virtual projectiles has been increased;

[0244] The spread of virtual missiles has been reduced;

[0245] The collision range of virtual projectiles has been increased;

[0246] The flight speed of virtual projectiles has been increased;

[0247] The trajectory of the virtual missile changes.

[0248] In some embodiments, in response to the increase in the attribute change value caused by the gain effect including the virtual missile, the attribute change value is positively correlated with the duration of the shooting charging operation in the charging stage corresponding to the gain effect.

[0249] In some embodiments, in response to the buff effect including a reduction in the divergence range of the virtual missile, the divergence range is inversely correlated with the duration of the shooting charging operation in the charging phase corresponding to the buff effect.

[0250] In some embodiments, in response to the buff effect including an increase in the collision range of the virtual missile, the collision range is positively correlated with the duration of the shooting charging operation in the charging phase corresponding to the buff effect.

[0251] In some embodiments, in response to the buff effect including an increase in the flight speed of the virtual missile, the flight speed is positively correlated with the duration of the shooting charging operation in the charging phase corresponding to the buff effect.

[0252] In some embodiments, the apparatus further comprises:

[0253] The first special effect applying module is used to apply the first special effect corresponding to the third operation stage to the virtual shooting prop in response to the shooting charging operation proceeding to the third operation stage; the third operation stage is any one of the N charging stages and the second operation stage.

[0254] In some embodiments, the apparatus further comprises:

[0255] The second special effect applying module is used to apply the second special effect corresponding to the fourth operation stage to the virtual missile in response to the shooting charging operation proceeding to the fourth operation stage; the fourth operation stage is any one of the N charging stages and the second operation stage.

[0256] In some embodiments, the apparatus further comprises:

[0257] The crosshair display module is used to respond to the shooting charging operation entering the fifth operation stage, and display the crosshair of the virtual shooting prop in the scene interface according to the crosshair effect corresponding to the fifth operation stage; the fifth operation stage is any one of the N charging stages and the second operation stage.

[0258] In some embodiments, the apparatus further comprises:

[0259] The skipping module is used to skip the sixth operation stage of the shooting charging operation and enter the seventh operation stage of the shooting charging operation in response to the shooting charging operation being in the sixth operation stage and receiving a stage end operation executed in parallel with the shooting charging operation; the sixth operation stage is any one of the N charging stages, and the seventh operation stage is the next stage after the sixth operation stage in the N charging stages and the second operation stage.

[0260] In some embodiments, the skip module is used to skip the sixth operation stage of the shooting charging operation and enter the seventh operation stage of the shooting charging operation in response to the duration of the shooting charging operation in the sixth operation stage reaching a duration threshold and receiving a stage end operation.

[0261] In some embodiments, the N charging phases and the second operation phase each include multiple timing nodes, and the apparatus further includes:

[0262] a request sending module, configured to send a status query request to a scene server of the virtual scene in response to each time the duration of the shooting charging operation reaches a timing node before the shooting charging operation is converted into the shooting operation, wherein the status query request includes the duration;

[0263] a response receiving module, configured to receive a status query response returned by the scene server, wherein the status query response includes a charging status corresponding to an eighth operation stage of the shooting charging operation; the eighth operation stage is one of the N charging stages and the second operation stage;

[0264] The first effect applying module 1903 is configured to apply a gain effect corresponding to the first time period to the virtual projectile in response to the shooting charging operation being converted to the shooting operation, and the charging state in the most recently received state query response being the charging state corresponding to the first operation stage;

[0265] The second effect applying module 1904 is used to apply a gain effect corresponding to at least two charging time periods to the virtual missile in response to the shooting charging operation being converted to the shooting operation, and the charging state in the most recently received status query response is the charging state corresponding to the second operation stage.

[0266] In an embodiment of the present application, by setting different gain effects for virtual projectiles in different charging stages, and setting all the gain effects of the previous charging stages for the virtual projectiles after the last charging stage is completed, the user is allowed to choose to use different types of gain effects by controlling the duration of the shooting charging operation, thereby expanding the operation mode for the user to select different gain effects of the virtual projectile, that is, expanding the adjustment space of the virtual shooting props in the charging stage, enriching the charging effects of the virtual shooting props, and enriching the application mechanism of the virtual shooting props, thereby improving the interaction effect between the user and the virtual scene when controlling the virtual shooting props to shoot.

[0267] It should be noted that the device provided in the above embodiment only uses the division of the above-mentioned functional modules as an example to implement its functions. In actual applications, the above-mentioned functions can be assigned to different functional modules according to actual needs, that is, the content structure of the device can be divided into different functional modules to complete all or part of the functions described above.

[0268] Regarding the device in the above embodiment, the specific manner in which each module performs operations has been described in detail in the embodiment of the method; the technical effects achieved by each module performing operations are the same as the technical effects in the embodiment of the method, and will not be elaborated here.

[0269] FIG20 shows a block diagram of a computer device 2000 according to an exemplary embodiment of the present application. The computer device 2000 may be a portable mobile terminal, such as a smartphone or tablet computer. The computer device 2000 may also be referred to as a user device, a portable terminal, or other similar names.

[0270] Typically, the computer device 2000 includes a processor 2001 and a memory 2002 .

[0271] The processor 2001 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2001 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 2001 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 2001 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 2001 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.

[0272] The memory 2002 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 2002 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 2002 is used to store at least one instruction, which is used to be executed by the processor 2001 to implement the virtual object control method provided in the embodiments of the present application.

[0273] In some embodiments, the computer device 2000 may further include a peripheral device interface 2003 and at least one peripheral device. Specifically, the peripheral device includes at least one of a radio frequency circuit 2004 , a touch screen display 2005 , a camera 2006 , an audio circuit 2007 , and a power supply 2008 .

[0274] In some embodiments, the computer device 2000 further includes one or more sensors 2009 , including but not limited to: an acceleration sensor 2010 , a gyroscope sensor 2011 , a pressure sensor 2012 , an optical sensor 2013 , and a proximity sensor 2014 .

[0275] Those skilled in the art will appreciate that the structure shown above does not limit the computer device 2000 , and may include more or fewer components than shown, or combine certain components, or adopt a different component arrangement.

[0276] In an exemplary embodiment, a chip is further provided. The chip includes a programmable logic circuit and / or program instructions. When the chip is run on a computer device, it is used to implement the above-mentioned virtual prop control method.

[0277] In an exemplary embodiment, a computer program product is also provided. The computer program product includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions to implement the virtual item control methods provided in the above-described method embodiments.

[0278] In an exemplary embodiment, a computer-readable storage medium is further provided, in which a computer program is stored. The computer program is loaded and executed by a processor to implement the virtual prop control method provided by each of the above method embodiments.

[0279] Those skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware, or by a program to instruct the relevant hardware, and the program may be stored in a computer-readable storage medium, which may be a read-only memory, a disk, or an optical disk, etc.

[0280] Those skilled in the art will appreciate that in one or more of the above examples, the functions described in the embodiments of the present application can be implemented using hardware, software, firmware, or any combination thereof. When implemented using software, these functions can be stored in a computer-readable medium or transmitted as one or more instructions or codes on a computer-readable medium. Computer-readable media include computer storage media and communication media, wherein communication media include any media that facilitates the transmission of computer programs from one place to another. The storage medium can be any available medium that can be accessed by a general-purpose or special-purpose computer.

[0281] The above description is merely an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the present application shall be included in the scope of protection of the present application.

Claims

1. A control method for virtual props, which is executed by a computer device. The method includes: Displaying a scene interface of a virtual scene, where the virtual scene includes a first virtual object, and the first virtual object is equipped with a virtual shooting prop; Receiving a shooting charging operation triggered for the virtual shooting prop, where the shooting charging operation has N charging stages, and N is an integer greater than or equal to 2; In response to the shooting charging operation being converted into a shooting operation in a first operation stage, applying a gain effect corresponding to the first operation stage to the virtual projectile emitted by the virtual shooting prop; the first operation stage is one of the N charging stages, and the gain effects corresponding to the N charging stages are different from each other; In response to the shooting charging operation being converted into the shooting operation in a second operation stage, applying the gain effects corresponding to the respective N charging stages to the virtual projectile; the second operation stage is after the N charging stages.

2. The method according to claim 1, where the gain effect corresponding to each charging stage includes at least one of the following: An increase in the attribute change value caused by the virtual projectile; A reduction in the divergence range of the virtual projectile; An increase in the collision range of the virtual projectile; An increase in the flying speed of the virtual projectile; A change in the trajectory of the virtual projectile.

3. The method according to claim 2, in response to the gain effect including an increase in the attribute change value caused by the virtual projectile, the attribute change value is positively correlated with the duration of the shooting charging operation within the charging stage corresponding to the gain effect.

4. The method according to claim 2 or 3, in response to the gain effect including a reduction in the divergence range of the virtual projectile, the divergence range is inversely correlated with the duration of the shooting charging operation within the charging stage corresponding to the gain effect.

5. The method according to any one of claims 2 to 4, in response to the gain effect including an increase in the collision range of the virtual projectile, the collision range is positively correlated with the duration of the shooting charging operation within the charging stage corresponding to the gain effect.

6. The method according to any one of claims 2 to 5, in response to the gain effect including an increase in the flying speed of the virtual projectile, the flying speed is positively correlated with the duration of the shooting charging operation within the charging stage corresponding to the gain effect.

7. The method according to any one of claims 1 to 6, the method further includes: In response to the shooting charging operation proceeding to a third operation stage, applying a first special effect corresponding to the third operation stage to the virtual shooting prop; The third operation stage is any one of the N charging stages and the second operation stage.

8. The method according to any one of claims 1 to 7, the method further includes: In response to the shooting charging operation proceeding to a fourth operation stage, applying a second special effect corresponding to the fourth operation stage to the virtual projectile; The fourth operation stage is any one of the N charging stages and the second operation stage.

9. The method according to any one of claims 1 to 8, further comprising: In response to the shooting charging operation reaching the fifth operation stage, displaying the sight of the virtual shooting prop in the scene interface according to the sight effect corresponding to the fifth operation stage; the fifth operation stage is any one of the N charging stages and the second operation stage.

10. The method according to any one of claims 1 to 9, further comprising: In response to the shooting charging operation being in the sixth operation stage and receiving a stage end operation executed in parallel with the shooting charging operation, skipping the sixth operation stage of the shooting charging operation and entering the seventh operation stage of the shooting charging operation; The sixth operation stage is any one of the N charging stages, and the seventh operation stage is the next stage after the sixth operation stage among the N charging stages and the second operation stage.

11. The method according to claim 10, where in response to the shooting charging operation being in the sixth operation stage and receiving a stage end operation executed in parallel with the shooting charging operation, skipping the sixth operation stage of the shooting charging operation and entering the seventh operation stage of the shooting charging operation, includes: In response to the duration of the shooting charging operation in the sixth operation stage reaching a duration threshold and receiving the stage end operation, skipping the sixth operation stage of the shooting charging operation and entering the seventh operation stage of the shooting charging operation.

12. The method according to any one of claims 1 to 11, where among the N charging stages and the second operation stage, each includes multiple timing nodes, and the method further comprises: Before the shooting charging operation is converted into the shooting operation, in response to the elapsed duration of the shooting charging operation reaching each of the timing nodes, sending a status query request to the scene server of the virtual scene, where the status query request includes the elapsed duration; Receiving a status query response returned by the scene server, where the status query response includes the charging state corresponding to the eighth operation stage in which the shooting charging operation is located; The eighth operation stage is one of the N charging stages and the second operation stage; The step of applying the gain effect corresponding to the first operation stage to the virtual projectile emitted by the virtual shooting prop in response to the shooting charging operation being converted into the shooting operation in the first operation stage, includes: In response to the shooting charging operation being converted into the shooting operation and the charging state in the most recently received status query response being the charging state corresponding to the first operation stage, applying the gain effect corresponding to the first operation stage to the virtual projectile; The step of applying the gain effects corresponding to each of the N charging stages to the virtual projectile in response to the shooting charging operation being converted into the shooting operation in the second operation stage, includes: In response to the shooting charging operation being converted into the shooting operation, and the charging state in the most recently received status query response being the charging state corresponding to the second operation stage, apply the gain effects corresponding to each of the N charging stages to the virtual projectile.

13. A control device for a virtual item, the device comprising: An interface display module for displaying a scene interface of a virtual scene, the virtual scene including a first virtual object equipped with a virtual shooting item; A receiving module for receiving a shooting charging operation triggered for the virtual shooting item, the shooting charging operation having N charging stages, where N is an integer greater than or equal to 2; A first effect application module for applying the gain effect corresponding to the first operation stage to the virtual projectile launched by the virtual shooting item in response to the shooting charging operation being converted into a shooting operation within the first operation stage; the first operation stage is one of the N charging stages, and the gain effects corresponding to each of the N charging stages are different; A second effect application module for applying the gain effects corresponding to each of the N charging stages to the virtual projectile in response to the shooting charging operation being converted into the shooting operation within the second operation stage; the second operation stage is after the N charging stages.

14. A computer device, the computer device comprising a processor and a memory, the memory storing at least one computer instruction, and the at least one computer instruction being loaded and executed by the processor to implement the control method for a virtual item according to any one of claims 1 to 12.

15. A computer-readable storage medium storing at least one computer instruction, the computer instruction being loaded and executed by a processor to implement the control method for a virtual item according to any one of claims 1 to 12.

16. A computer program product comprising computer instructions stored in a computer-readable storage medium; the computer instructions are read and executed by a processor of a computer device to implement the control method for a virtual item according to any one of claims 1 to 12.

Citation Information

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