Method and apparatus for using virtual throwable item, device, and storage medium

By providing auxiliary controls during the virtual throwing preparation state, aiming direction can be quickly adjusted, solving the problem of inaccurate operation for novice players and improving human-computer interaction efficiency and aiming accuracy.

WO2025223079A1PCT designated stage Publication Date: 2025-10-30TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
PCT/CN2025/081526
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-04-26
Filing Date
2025-03-10
Publication Date
2025-10-30

AI Technical Summary

Technical Problem

Novice players often make mistakes when adjusting their view or moving their position when using virtual throwing items, resulting in low human-computer interaction efficiency and a tendency to mis-aim at other virtual objects, thus failing to utilize the items effectively.

Method used

This invention provides a method for using a virtual throwing prop. By releasing the pre-trigger operation of the control, the user enters a throwing preparation state and displays an auxiliary control, which allows for quick adjustment of the aiming direction. Subsequently, the user releases the control to trigger the throwing operation.

Benefits of technology

It improves the human-computer interaction efficiency for novice players, ensures that virtual throwing props accurately aim at the target object, and avoids the problems of multiple fine adjustments and misaiming at other objects.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application relates to the technical field of human-machine interaction, and discloses a method and an apparatus for using a virtual throwable item, a device, and a storage medium. The method comprises: displaying a first virtual object and a release control for a virtual throwable item, wherein the first virtual object carries the virtual throwable item; in response to a pre-trigger operation, wherein in the throw for the release control, displaying that the virtual throwable item is in a throw-preparation state, and displaying an auxiliary control for the virtual throwable item-preparation state, an aiming direction of the virtual throwable item is a first direction; in response to a first trigger operation for the auxiliary control, displaying the aiming direction of the virtual throwable item as changed to a second direction, wherein the second direction is a direction from the first virtual object toward a second virtual object in a virtual environment, and the second virtual object is a valid target for the virtual throwable item to act upon; and in response to a second trigger operation for the release control, displaying the virtual throwable item as thrown toward the second direction.
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Description

Methods of using virtual throwing props, devices, equipment and storage media

[0001] This application claims priority to Chinese Patent Application No. 202410522054.8, filed on April 26, 2024, entitled “Method, Apparatus, Device and Storage Medium for Using Virtual Throwing Props”, the entire contents of which are incorporated herein by reference. Technical Field

[0002] This application relates to the field of human-computer interaction technology, and in particular to a method, apparatus, device and storage medium for using a virtual throwing prop. Background Technology

[0003] Games and other applications provide virtual environments where virtual objects typically need to be controlled to perform activities such as walking, driving, climbing, picking up items, and fighting.

[0004] In related technologies, when using virtual throwing props, it is necessary to move the position of the virtual object holding the virtual throwing prop or adjust the view of the virtual object in order to adjust the aiming direction of the virtual throwing prop.

[0005] However, novice players may not be accurate in adjusting the view or moving position, requiring multiple fine-tunings, which leads to low human-computer interaction efficiency. At the same time, inaccurate operation may cause virtual throwing items to be misaimed at other virtual objects that cannot produce the effect of the virtual items. Summary of the Invention

[0006] This application provides a method, apparatus, device, and storage medium for using virtual throwing props, the technical solution of which is as follows:

[0007] According to one aspect of this application, a method for using a virtual throwing prop is provided, the method being executed by a computer device, the method comprising:

[0008] Display release controls for the first virtual object and the virtual throwing prop, wherein the first virtual object carries the virtual throwing prop;

[0009] In response to a pre-triggered operation on the release control, the virtual throwing prop is displayed as being in a throwing preparation state, and auxiliary controls for the virtual throwing prop are displayed; in the throwing preparation state, the aiming direction of the virtual throwing prop is a first direction;

[0010] In response to a first trigger operation on the auxiliary control, the aiming direction of the virtual throwing prop is changed to a second direction, the second direction being the direction from the first virtual object to a second virtual object in the virtual environment, the second virtual object being the effective target of the virtual throwing prop;

[0011] In response to a second trigger operation targeting the location of the release control, the virtual throwing prop is displayed to be thrown in the second direction.

[0012] According to another aspect of this application, a device for using a virtual throwing prop is provided, the device being deployed on a computer device, the device comprising:

[0013] The display module is used to display the release controls of the first virtual object and the virtual throwing prop, wherein the first virtual object carries the virtual throwing prop;

[0014] The display module is also configured to respond to a pre-triggered operation on the release control by displaying that the virtual throwing prop is in a throwing preparation state and displaying auxiliary controls of the virtual throwing prop; in the throwing preparation state, the aiming direction of the virtual throwing prop is a first direction;

[0015] The display module is also configured to respond to a first trigger operation on the auxiliary control by changing the aiming direction of the virtual throwing prop to a second direction, wherein the second direction is the direction from the first virtual object to a second virtual object in the virtual environment, and the second virtual object is the effective target of the virtual throwing prop;

[0016] The display module is also configured to, in response to a second trigger operation targeting the location of the release control, display the virtual throwing prop being thrown in the second direction.

[0017] According to another aspect of this application, a computer device is provided, the computer device including a processor and a memory, the memory storing a computer program, the at least one computer program being loaded and executed by the processor to implement the method of using virtual throwing props as described above.

[0018] According to another aspect of this application, a computer-readable storage medium is provided, wherein at least one computer program is stored therein, the at least one computer program being loaded and executed by a processor to implement the method of using the virtual throwing prop as described above.

[0019] According to another aspect of this application, a computer program product is provided, the computer program product comprising a computer program stored in a computer-readable storage medium, wherein a processor reads from the computer-readable storage medium and executes the computer program to implement the method of using the virtual throwing props as described above.

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

[0021] The system displays the release controls for a first virtual object and a virtual throwing tool within the virtual environment. The first virtual object carries the virtual throwing tool. When the virtual throwing tool is needed, a pre-trigger operation can be performed on the release control. In response to this pre-trigger operation, the virtual throwing tool is displayed as being in a throwing ready state. While the virtual throwing tool is in the throwing ready state, auxiliary controls are displayed, providing a functional entry point for quickly adjusting the aiming direction of the virtual throwing tool. Subsequently, if it is necessary to adjust the aiming direction of the virtual throwing tool to target a second virtual object, a first trigger operation can be performed on the auxiliary control alone. In response to this first trigger operation, the aiming direction of the virtual throwing tool is quickly adjusted to point towards a second direction relative to the second virtual object. No further operation is required. In response to the second trigger operation on the release control, a display is made indicating that the virtual throwing tool is being thrown in the second direction, thus applying the virtual throwing tool to the second virtual object. This application provides a functional entry point for quickly adjusting the aiming direction of virtual throwing props through auxiliary controls. On the one hand, it avoids the problem of low human-computer interaction efficiency caused by novice players' inaccurate operation of adjusting the view or moving position when adjusting the aiming direction by adjusting the view or moving position in related technologies, which requires multiple fine adjustments. On the other hand, it also avoids other virtual objects that cannot be produced by incorrect aiming of virtual throwing props. Attached Figure Description

[0022] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0023] Figure 1 is a schematic diagram of a computer system provided in an exemplary embodiment of this application;

[0024] Figure 2 is a schematic diagram of a method for using a throwing-type capture prop provided in an exemplary embodiment of this application;

[0025] Figure 3 is a flowchart example 1 of a method for using a virtual throwing prop provided in an exemplary embodiment of this application;

[0026] Figure 4 is a flowchart example two of the method of using a virtual throwing prop provided in an exemplary embodiment of this application;

[0027] Figure 5 is a schematic diagram of a candidate virtual object provided in an exemplary embodiment of this application;

[0028] Figure 6 is a flowchart example three of the method of using a virtual throwing prop provided in an exemplary embodiment of this application;

[0029] Figure 7 is a schematic diagram of a virtual environment provided in an exemplary embodiment of this application;

[0030] Figure 8 is a flowchart example four of a method for using a virtual throwing prop provided in an exemplary embodiment of this application;

[0031] Figure 9 is a schematic diagram of a virtual environment provided in an exemplary embodiment of this application;

[0032] Figure 10 is a schematic diagram of a candidate virtual object provided in an exemplary embodiment of this application;

[0033] Figure 11 is a flowchart example five of a method for using a virtual throwing prop provided in an exemplary embodiment of this application;

[0034] Figure 12 is a structural block diagram of a device for using a virtual throwing prop provided in an exemplary embodiment of this application;

[0035] Figure 13 is a structural block diagram of a terminal provided in an exemplary embodiment of this application.

[0036] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this application and, together with the description, serve to explain the principles of this application. Detailed Implementation

[0037] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.

[0038] Exemplary embodiments will now be described in detail, examples of which are illustrated in the accompanying drawings. When the following description relates to the drawings, unless otherwise indicated, the same numbers in different drawings denote the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this application as detailed in the appended claims.

[0039] The terminology used in this disclosure is for the purpose of describing particular embodiments only and is not intended to be limiting of the disclosure. The singular forms “a,” “the,” and “the” as used in this disclosure and the appended claims are also intended to include the plural forms unless the context clearly indicates otherwise. It should also be understood that the term “and / or” as used herein refers to and includes any and all possible combinations of one or more of the associated listed items.

[0040] 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, stored data, displayed data, 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 related data must comply with the relevant laws, regulations and standards of the relevant countries and regions. For example, the pre-triggered operations and triggered operations involved in this application were obtained under full authorization.

[0041] 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 one another. For example, a first parameter may also be referred to as a second parameter without departing from the scope of this disclosure, and similarly, a second parameter may also be referred to as a first parameter. Depending on the context, the word "if" as used herein may be interpreted as "when," "when," or "in response to determination."

[0042] Figure 1 shows a structural block diagram of a computer system provided in an exemplary embodiment of this application. The computer system 100 includes: a first terminal 110, a server 120, and a second terminal 130.

[0043] The first terminal 110 has a client 111 installed and running that supports a virtual environment. This client 111 can be a multiplayer online battle arena (MOBA) 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 be any of the following: battle royale shooting game, virtual reality (VR) application, augmented reality (AR) program, 3D mapping program, virtual reality game, augmented reality game, casual game, party game, first-person shooter (FPS) game, third-person shooter (TPS) game, multiplayer online battle arena (MOBA) game, or simulation game (SLG). In this embodiment, the client 111 is an FPS game as an example. The first terminal 110 is the terminal used by the first user 112. The first user 112 uses the first terminal 110 to control a first virtual object located in the virtual environment 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 the following: moving, jumping, teleporting, releasing skills, using items, adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing. Illustratively, the first virtual object can be a realistic or anime character.

[0044] The second terminal 130 has a client 131 installed and running that supports a virtual environment. This client 131 can be a multiplayer online battle arena (MOBA) 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. This client can be any of the following: battle royale shooting game, VR application, AR program, 3D map program, virtual reality game, augmented reality game, FPS, TPS, MOBA, or SLG. In this embodiment, a MOBA game is used as an example. The second terminal 130 is the terminal used by the second user 132. The second user 132 uses the second terminal 130 to control a second virtual object located in the virtual environment. This second virtual object can be referred to as the virtual object of the second user 132. Illustratively, the second virtual object can be a realistic or anime character.

[0045] Optionally, the first virtual object and the second virtual object reside in the same virtual environment. Optionally, the first virtual object and the second virtual object may belong to the same faction, the same team, the same organization, have a friend relationship, or have temporary communication permissions. Optionally, the first virtual object and the second virtual object may belong to different factions, different teams, different organizations, or have an adversarial relationship.

[0046] Optionally, the clients installed on the first terminal 110 and the second terminal 130 are the same, or the clients installed on the two terminals are the same type of client on different operating system platforms (Android or iOS). The first terminal 110 can refer to one of multiple terminals, and the second terminal 130 can refer to another of multiple terminals. This embodiment only uses the first terminal 110 and the second terminal 130 as examples. The device types of the first terminal 110 and the second terminal 130 may be the same or different, and these device types include at least one of the following: smartphones, tablets, e-book readers, MP3 players, MP4 players, laptops, and desktop computers.

[0047] Figure 1 shows only two terminals, but in different embodiments, multiple other terminals 140 can access the server 120. Optionally, one or more terminals 140 are terminals corresponding to developers, on which a development and editing platform supporting a virtual environment client is installed. Developers can edit and update the client on the terminal 140 and transmit the updated client installation package to the server 120 via wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.

[0048] The first terminal 110, the second terminal 130, and other terminals 140 are connected to the server 120 via a wireless network or a wired network.

[0049] Server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 120 is used to provide backend services for clients supporting a 3D virtual environment. Optionally, server 120 undertakes the main computing work, and the terminal undertakes the secondary computing work; or, server 120 undertakes the secondary computing work, and the terminal undertakes the main computing work; or, server 120 and the terminal use a distributed computing architecture for collaborative computing.

[0050] In an illustrative example, server 120 includes processor 122, user account database 123, battle service module 124, and user-facing input / output interface (I / O interface) 125. Processor 122 loads instructions stored in server 120 and processes data in user account database 123 and battle service module 124. User account database 123 stores data about user accounts used by first terminal 110, second terminal 130, and other terminals 140, such as user account avatars, nicknames, combat power indices, and the service area where the user account is located. Battle service module 124 provides multiple battle rooms for users to play, such as 1v1, 3v3, and 5v5 battles. User-facing I / O interface 125 establishes communication and exchanges data with first terminal 110 and / or second terminal 130 via wireless or wired network.

[0051] The methods provided in this application can be applied to at least one of the following scenarios, but are not limited to: virtual reality applications, 3D map programs, casual games, party games, first-person shooter (FPS) games, third-person shooter (TPS) games, multiplayer online battle arena (MOBA) games, multiplayer shooting survival games, etc. The following embodiments are examples of applications in games.

[0052] Figure 2 illustrates a schematic diagram of a method for using a throwing-type capture tool provided in an exemplary embodiment of this application.

[0053] The first interface 310 displays a first virtual object 402 and a release control 412 for a throwing-type capture tool; the throwing-type capture tool can be used to capture pet-type virtual objects in the virtual environment. For example, in response to the throwing-type capture tool taking effect, the ownership information of pet-type virtual objects within the effective range of the throwing-type capture tool changes to belong to the thrower of the throwing-type capture tool. The virtual environment also includes a pet-type virtual object 404, and the throwing-type capture tool, when applied to the pet-type virtual object 404, can produce a capture effect.

[0054] In response to a press-and-hold operation 422 on the release control 412 of the throwing-type capture tool, a first virtual object 402 is displayed raising its arm, ready to throw the throwing-type capture tool, and is in a throwing preparation state. An aiming crosshair 413 is also displayed, indicating the aiming direction of the throwing-type capture tool; in the first interface, the aiming direction of the throwing-type capture tool is the first direction. An auxiliary control 414 for the throwing-type capture tool is also displayed; before the terminal receives the press-and-hold operation 422 on the release control 412 of the throwing-type capture tool, the auxiliary control 414 is not displayed or is in an unavailable, inactive state.

[0055] In the second interface 320, the hold-down operation 422 on the release control 412 of the throwing-type capture tool is maintained, keeping the tool in the throwing preparation state. In response to the click operation 424 on the auxiliary control 414 of the throwing-type capture tool, the aiming direction of the throwing-type capture tool is changed from the first direction to the second direction, which points to the location of the pet-type virtual object 404, that is, the aiming crosshair 413 is aimed at the pet-type virtual object 404.

[0056] In the third interface 330, in response to the operation 425 of no longer holding down the release control 412 for the throwing-type capture item, a display shows the throwing-type capture item being thrown in the direction of the virtual pet 404 being targeted. The third interface 330 also displays the throwing trajectory 415 and the activation animation 416 of the throwing-type capture item.

[0057] In summary, displaying auxiliary controls when throwable capture tools are in the throwing preparation state provides a functional entry point for quickly adjusting the aiming direction of virtual throwable tools. In response to the first trigger operation on the auxiliary controls (e.g., click operation 424), the aiming direction of the throwable capture tool is quickly adjusted from the first direction to the second direction pointing towards the pet-type virtual object 404. On the one hand, this avoids the problem of low human-computer interaction efficiency caused by novice players needing to make multiple fine adjustments when adjusting the aiming direction by adjusting the view or moving the position, as is common in related technologies. On the other hand, it also avoids the problem of throwable capture tools incorrectly aiming at other virtual objects that cannot produce the effect of the virtual tool.

[0058] The following examples will illustrate how to use virtual throwing props.

[0059] Figure 3 illustrates a flowchart of a method for using a virtual throwing prop provided in an exemplary embodiment of this application. This method can be executed by a terminal. The method includes:

[0060] Step 510: Display the release controls for the first virtual object and the virtual throwing prop in the virtual environment;

[0061] The first virtual object carries a virtual throwing prop, which can be picked up by the first virtual object in the virtual environment or equipped before entering the virtual environment. In this application, the terminal that executes the method of using the virtual throwing prop is the control terminal of the first virtual object.

[0062] For example, in the case of a first-person game providing a virtual environment, since the virtual environment is viewed from the first-person perspective of the first virtual object, the displayed first virtual object typically only includes the hands and arms of the first virtual object. In the case of a third-person game providing a virtual environment, since the virtual environment and the first virtual object are viewed from a third-person perspective, the displayed first virtual object typically includes the upper body or even the entire body of the first virtual object. This application does not limit the display method of the first virtual object.

[0063] For example, the release control of the virtual throwing prop provides a functional entry point for using the virtual throwing prop in the virtual environment. The release control can be displayed opaquely or semi-transparently on the terminal. The virtual throwing prop can be used by triggering the release control.

[0064] Step 520: In response to the pre-triggered operation of the release control, display that the virtual throwing prop is in the throwing preparation state, and display the auxiliary control of the virtual throwing prop;

[0065] For example, the pre-trigger operation for releasing a control is usually implemented by holding down the release control, but other human-computer interaction methods are also possible; for example, the first click to release the control is a pre-trigger operation, and the click to release the control for more than a preset time (such as 2 seconds) is also a pre-trigger operation.

[0066] The pre-triggered operation is used to indicate the intention to use the virtual throwing prop. In response to the pre-triggered operation, the displayed throwing preparation state is the stage where the first virtual object holds the virtual throwing prop and is ready to throw it. For example, the virtual throwing prop is indicated to be in the throwing preparation state by changing at least one of the following: changing the posture of the first virtual object holding the virtual throwing prop, adding an auxiliary throwing line to the virtual throwing prop, or adding a prompt message indicating that the virtual throwing prop is ready to be thrown.

[0067] For example, in the throwing preparation state, the aiming direction of the virtual throwing prop is the first direction; the first direction is the direction in which the first virtual object faces when the terminal receives the pre-triggered operation, or the direction in which the camera model faces when observed through the camera model in the virtual environment.

[0068] For example, the first direction is the direction from the location of the first virtual object in the virtual environment to the location of interest, and the location of interest is located at a preset position (such as the center point) in the viewing screen of the virtual environment displayed on the terminal.

[0069] For example, the auxiliary control is displayed in response to a pre-triggered operation. Displaying the auxiliary control can indicate that it should not be displayed before the terminal receives the pre-triggered operation. However, it is not excluded that the auxiliary control may exist before the terminal receives the pre-triggered operation, but may be in an unavailable state.

[0070] Step 530: In response to the first trigger operation on the auxiliary control, change the aiming direction of the virtual throwing prop from the first direction to the second direction;

[0071] For example, the first trigger operation for the auxiliary control is usually a click operation, but other human-computer interaction methods are not excluded; such as long press, double click, etc. The auxiliary control provides a function entry point for quickly adjusting the aiming direction of the virtual throwing prop. This application embodiment does not limit the form of the auxiliary control, for example, it can be a gaze control (e.g., a gaze control with an eye icon). After triggering the above function entry point, the adjusted aiming direction is the second direction. The second direction is the direction from the first virtual object to the second virtual object in the virtual environment, and the second virtual object is the effective target of the virtual throwing prop.

[0072] Virtual throwable items have the ability to affect targets. The effect varies depending on the type of virtual throwable item; for example, a virtual attack item (such as a virtual grenade) reduces virtual health. Conversely, if a virtual object is a target (e.g., the aforementioned virtual object and the first virtual object are enemies), then the virtual object will suffer virtual health reduction if it is within the effective range of the virtual attack item. If a virtual object is not a target (e.g., the aforementioned virtual object and the first virtual object are teammates), then even if the virtual object is within the effective range of the virtual attack item, it will not cause virtual health reduction.

[0073] Step 540: In response to the second trigger operation on the release control, display the virtual throwing prop being thrown in the second direction.

[0074] For example, if the pre-trigger operation for the release control is implemented by holding down the release control, the second trigger operation is usually to release the press-and-hold operation of the release control (or to stop holding down the release control); however, other human-computer interaction methods are not excluded.

[0075] For example, after a virtual throwing prop is thrown in a second direction, the landing point of the virtual throwing prop in the virtual environment, or the effective position of the virtual throwing prop in the virtual environment, is the location of the second virtual object.

[0076] In summary, the method provided in this embodiment displays a release control for a first virtual object and a virtual throwing prop in a virtual environment, with the first virtual object carrying the virtual throwing prop. When the virtual throwing prop needs to be used, a pre-trigger operation can be performed on the release control, thereby responding to the pre-trigger operation on the release control and displaying the virtual throwing prop in a throwing ready state. When the virtual throwing prop is in the throwing ready state, an auxiliary control is displayed, providing a functional entry point for quickly adjusting the aiming direction of the virtual throwing prop. Subsequently, if it is necessary to adjust the aiming direction of the virtual throwing prop to aim at a second virtual object, a first trigger operation can be performed only on the auxiliary control. In response to the first trigger operation on the auxiliary control, the aiming direction of the virtual throwing prop is quickly adjusted to point towards a second direction of the second virtual object without any other operation. Therefore, in response to the second trigger operation on the release control, a display is made indicating that the virtual throwing prop is being thrown in the second direction, thus applying the virtual throwing prop to the second virtual object. This application provides a functional entry point for quickly adjusting the aiming direction of virtual throwing props through auxiliary controls. On the one hand, it avoids the problem of low human-computer interaction efficiency caused by novice players' inaccurate operation of adjusting the view or moving position when adjusting the aiming direction by adjusting the view or moving position in related technologies, which requires multiple fine adjustments. On the other hand, it also avoids other virtual objects that cannot be produced by incorrect aiming of virtual throwing props.

[0077] Next, we will introduce how the second virtual object is determined.

[0078] Figure 4 shows a flowchart of a method for using a virtual throwing prop provided in an exemplary embodiment of this application. This method can be executed by a terminal. That is, in the embodiment shown in Figure 3, step 530 can be implemented as step 532:

[0079] Step 532: In response to the first trigger operation on the auxiliary control, change the aiming direction of the virtual throwing prop from the first direction to the second direction pointing to the location of the second virtual object.

[0080] In this embodiment, the virtual environment includes at least two candidate virtual objects, each of which is an effective target of the virtual throwing prop; the second virtual object is a virtual object selected from the above at least two candidate virtual objects, and the second virtual object is a virtual object that is preferentially targeted in response to the first triggering operation.

[0081] For example, the second virtual object is selected from at least two candidate virtual objects and is the virtual object with the smallest distance offset value relative to the first direction. As described above, the first direction is the initial direction of the virtual throwing prop when it is in the throwing preparation state.

[0082] In response to the first trigger operation, the aiming direction of the virtual throwing prop is adjusted to the second direction. This adjustment is made with the aiming direction in the throwing preparation state as a reference, enabling rapid aiming at the candidate virtual object with the smallest distance offset from the first direction. On the one hand, this allows for rapid adjustment of the aiming direction, targeting the virtual object that can produce a prop effect. On the other hand, when the first virtual object enters the throwing preparation state, it has the intention to throw the virtual throwing prop in the original direction (such as the first direction). To ensure that the virtual throwing prop produces a prop effect, the auxiliary control provides a function entry for quickly adjusting the aiming direction. Rapid adjustment in the roughly aligned original direction can accurately aim at the second direction, ensuring that the virtual throwing prop produces a prop effect on the second virtual object after being thrown.

[0083] Next, the distance offset value in the first direction will be introduced. In one optional implementation, step 532 in this embodiment can be implemented as the following three sub-steps:

[0084] • In response to the first trigger action on the auxiliary control, construct the first ray in the virtual environment;

[0085] For example, the first ray constructed in the virtual environment is a ray that originates from the first virtual object and propagates along a first direction; this embodiment does not limit the first ray to be visible on the terminal.

[0086] • Calculate the distance between each of the at least two candidate virtual objects and the first ray, and obtain the distance offset values ​​corresponding to the at least two candidate virtual objects respectively;

[0087] The distance between the candidate virtual object and the first ray is the shortest distance from the candidate virtual object to the first ray, i.e., the distance offset value. In this embodiment, the distance offset value is the distance offset of the candidate virtual object relative to the first direction.

[0088] • Determine the second virtual object based on the distance offset values ​​corresponding to at least two candidate virtual objects, and change the aiming direction of the virtual throwing prop from the first direction to the second direction;

[0089] As described above, at least two distance offset values ​​correspond one-to-one with at least two candidate virtual objects, and the distance offset value corresponding to the determined second virtual object is the minimum value among the distance offset values ​​corresponding to the at least two candidate virtual objects.

[0090] The second virtual object is the candidate virtual object with the smallest distance offset relative to the first direction. When the first virtual object enters the throwing preparation state, it has the intention to throw a virtual throwing item in the first direction. Since the viewpoint and position adjustment of the virtual object may be inaccurate when entering the throwing preparation stage, the first direction may not be aligned with the virtual object in the virtual environment. In response to the first trigger operation, the aiming direction is adjusted to the second direction, realizing rapid aiming at the second virtual object. The second virtual object is the virtual object with the smallest distance offset relative to the first direction, and it is the virtual object with the strongest intention to throw a virtual throwing item at it when entering the throwing preparation stage. At the same time, adjusting the aiming direction to the position of the candidate virtual object with the smallest distance offset relative to the first direction avoids large-angle viewpoint rotation of the observation screen of the virtual environment displayed on the terminal, thus avoiding disruption of the immersive experience of the virtual environment.

[0091] In another optional implementation, when multiple virtual objects have the smallest distance offset values ​​relative to the first direction, the second virtual object is the virtual object that is closest to the first virtual object among the multiple virtual objects. Taking observation through a camera model in a virtual environment as an example, the virtual object that is closest to the first virtual object is determined as the second virtual object. This takes into account the imaging law of near objects appearing larger and far objects appearing smaller when the camera model observes the virtual environment. The virtual object that is closest to the first virtual object has a larger display size on the terminal and is visually salient. It is the virtual object that the terminal controller is most likely to throw virtual props at.

[0092] And / or, when multiple virtual objects have the smallest distance offset values ​​relative to the first direction, the second virtual object is the virtual object displayed on a different side of the terminal than the first virtual object. For example, if the application providing the virtual environment is a third-person game, the first virtual object's upper body or even full body is displayed in the third-person game, and the first virtual object is displayed on one side of the terminal. For instance, if the area of ​​the first virtual object on the first side of the terminal's longitudinal axis is larger than the area on the second side, the first virtual object is displayed on the first side of the terminal. Since the display of the first virtual object on the terminal obstructs one side of the screen, the observation information of candidate virtual objects in the virtual environment comes more from the other side of the terminal display. The second virtual object, being the virtual object displayed on a different side of the terminal than the first virtual object, takes into account the obstruction of the virtual environment's view by the first virtual object. Therefore, the second virtual object is determined as the virtual object on a different side of the terminal that the terminal's controller is most likely to throw virtual projectiles at.

[0093] In summary, the method provided in this embodiment displays auxiliary controls when the virtual throwing prop is in the throwing preparation state, providing a functional entry point for quickly adjusting the aiming direction of the virtual throwing prop; in response to the first trigger operation on the auxiliary controls, the aiming direction of the virtual throwing prop is quickly adjusted to point to the second direction of the second virtual object; the second direction points to the location of the second virtual object, which is selected from multiple candidate virtual objects and is the virtual object most likely to be thrown at. This avoids the problem of low human-computer interaction efficiency caused by novice players' inaccurate operation of adjusting the view or moving the position when adjusting the aiming direction by adjusting the view or moving the position in related technologies. It can quickly align the aiming direction with the location of the second virtual object.

[0094] Figure 5 illustrates a schematic diagram of candidate virtual objects provided in an exemplary embodiment of this application. The example shown in Figure 5 uses a first virtual object 602 and three candidate virtual objects (including a first candidate object 611, a second candidate object 612, and a third candidate object 613) as examples.

[0095] The first ray 622 is a ray that originates from the first virtual object 602 and points towards the aiming direction of the virtual throwing prop held by the first virtual object 602.

[0096] The distances between the first candidate object 611 and the third candidate object 613 and the first ray 622 are calculated one by one, resulting in three distance offset values ​​corresponding to the three candidate virtual objects. For example, the distance between a candidate virtual object and the first ray 622 is the shortest straight-line distance. For example, the distance offset between the first candidate object 611 and the first ray 622 is 7.6 meters, the distance offset between the second candidate object 612 and the first ray 622 is 8 meters, and the distance offset between the third candidate object 613 and the first ray 622 is 7.6 meters.

[0097] The distance offset values ​​between the first candidate object 611, the third candidate object 613, and the first ray 622 are both the minimum values ​​among the three candidate virtual objects, i.e., 7.6 meters. The virtual object closest to the first virtual object among the first candidate object 611 and the third candidate object 613 is the first candidate object 611. In response to the first trigger operation on the auxiliary control, the aiming direction of the virtual throwing prop is changed to the direction of the first candidate object 611; that is, in response to the first trigger operation on the auxiliary control, the aiming direction of the virtual throwing prop is locked to the first candidate object 611.

[0098] Figure 6 shows a flowchart of a method for using a virtual throwing prop provided in an exemplary embodiment of this application. This method can be executed by a terminal. Specifically, based on the embodiment shown in Figure 3, it further includes step 535, and step 540 can be implemented as step 542:

[0099] Step 535: In response to the direction switching operation for the virtual throwing item, switch the aiming direction of the virtual throwing item from the second direction to the fourth direction;

[0100] For example, a direction-switching operation for a virtual throwing item is received after a first trigger operation for an auxiliary control. The direction-switching operation is used to instruct the aiming direction of the virtual throwing item to be adjusted from the location of one virtual object to the location of another virtual object.

[0101] For example, the fourth direction that the adjusted virtual throwing prop aims at is the direction from the first virtual object to the third virtual object in the virtual environment; the third virtual object and the second virtual object are not the same virtual object, but are similar to each other, and are both effective targets of the virtual throwing prop, and the virtual throwing prop can produce prop effects on the third virtual object.

[0102] For example, the direction switching operation is usually a swipe operation, but other human-computer interaction methods are also possible, such as clicking, long pressing, double-tapping, etc. In one example, when switching the display aiming direction in response to the direction switching operation, it switches from a second direction to a third direction, and there may be a transition phase during the switching of the display aiming direction or the load; such as a transition animation or transition frame.

[0103] In one example, the direction switching operation is a swipe operation, which occurs when the swipe distance exceeds a preset distance (the preset distance can be a physical distance, such as 2 centimeters; or a pixel distance, such as 10 pixels (PX)). In this embodiment, if the swipe distance exceeds the preset distance, the aiming direction of the virtual throwing prop is switched to a third direction. In one example, the preset distance is 10PX. Even if the swipe distance is longer than the preset distance, such as 13PX or 15PX, the aiming direction will only be adjusted to a third direction; it will not be adjusted further, nor will it be adjusted to a direction where there is no virtual object.

[0104] It should be noted that the above-mentioned direction switching operation is different from the view rotation operation. In the view sliding operation, the rotation angle of the view and the distance of the sliding operation are positively correlated and correspond one-to-one. For example, for every 1 pixel increase in the sliding length of the sliding operation, the rotation angle of the view increases by 1°.

[0105] Figure 7 illustrates a schematic diagram of a virtual environment provided in an exemplary embodiment of this application. The fourth interface 340 is displayed in response to a direction switching operation of the virtual throwing prop after the aiming direction of the virtual throwing prop is displayed as the second direction.

[0106] Referring to Figure 2 above, let's take a virtual throwing prop as an example of a throwing-type capture prop. For instance, the direction switching operation for the virtual throwing prop is a right swipe operation 426. In response to the right swipe operation 426, the aiming direction of the throwing-type capture prop changes from a second direction aimed at the pet-type virtual object 404 to a fourth direction aimed at another pet-type virtual object 406. Because the direction switching operation is a right swipe operation 426, the other pet-type virtual object 406 is located to the right of the pet-type virtual object 404.

[0107] Step 542: In response to the second trigger operation on the release control, display the virtual throwing prop being thrown in the fourth direction;

[0108] For example, after a virtual throwing prop is thrown in a fourth direction, the landing point of the virtual throwing prop in the virtual environment, or the effective position of the virtual throwing prop in the virtual environment, is the location of the third virtual object.

[0109] In summary, the method provided in this embodiment offers a functional entry point for switching the virtual object being aimed at after triggering the auxiliary control, via a direction switching operation. Upon triggering the auxiliary control, in response to the direction switching operation, the aiming direction of the virtual throwing prop is switched from pointing at the second virtual object to the third virtual object, enabling rapid switching of the target virtual object. This avoids the cumbersome problem in related technologies where frequent adjustments to the observation view of the virtual environment and the tedious adjustment of the aiming direction are required when searching for another virtual object by rotating the viewpoint, thus improving the efficiency of human-computer interaction.

[0110] Next, the third virtual object in the embodiment shown in Figure 6 will be further described.

[0111] As described above, a third virtual object includes at least one of the following:

[0112] • The virtual object associated with the virtual task accepted or selected by the first virtual object;

[0113] The accepted or selected virtual task indicates the purpose of the virtual activity that the first virtual object should prioritize performing in the virtual environment. The first virtual object needs to interact with the virtual object associated with the virtual task (such as dialogue, combat, etc.) to complete the virtual task. In this embodiment, the first virtual object needs to throw a virtual projectile at the virtual object associated with the virtual task, and complete the virtual task by at least one of the following methods: causing virtual damage to the virtual object, providing virtual support, or capturing the virtual object.

[0114] Determining the location of the virtual object associated with the virtual task by pointing to the third direction improves the efficiency of the first virtual object in executing the virtual task and avoids missing the virtual object associated with the virtual task due to the large number of virtual objects in the virtual environment.

[0115] • A virtual object with a history of defeating the first virtual object;

[0116] Virtual objects that have defeated the first virtual object in the past pose a historical security risk to the first virtual object; the third virtual object is identified as a virtual object with a history of defeating the first virtual object, and the first virtual object is alerted to the third virtual object. When the virtual throwing prop is a virtual attack prop, virtual attacks are launched first against the virtual object with a history of defeating the first virtual object, effectively alerting the first virtual object to the presence of virtual objects in the environment that pose a security risk to the first virtual object.

[0117] • A virtual object that launches a virtual attack against the first virtual object;

[0118] The virtual object that launches a virtual attack against the first virtual object poses an immediate security risk to the first virtual object; the third virtual object is identified as the virtual object that launches the virtual attack, and the first virtual object is alerted to the third virtual object. If the virtual throwing prop is a virtual attack prop, the first virtual object is given priority to counterattack the virtual object that launches the virtual attack, interrupting the virtual attack launched by the virtual object and avoiding continuous virtual attacks from the virtual object. This effectively alerts the first virtual object to the presence of virtual objects in the environment that pose a security risk to the first virtual object.

[0119] • Virtual objects whose direction of movement is away from the throwing range of the virtual throwing prop;

[0120] The aforementioned virtual object is moving away from the throwing range of the virtual throwing object. In the next moment or a longer future moment, the movement of this virtual object will exceed the throwing range of the virtual throwing item, and the virtual throwing item will not have any effect on it. Prioritizing aiming the virtual throwing item at this virtual object can effectively indicate in the virtual environment that if the virtual throwing item is thrown with a delay, it will not have any effect on the virtual object due to the limitation of the throwing range.

[0121] In summary, the method provided in this embodiment adjusts the aiming direction of the virtual throwing prop to point to a third virtual object. The third virtual object is determined from candidate virtual objects based on the behavior of the virtual object at the current or historical moment in the virtual environment. It fully considers the priority purpose of the first virtual object in performing virtual activities and the security risks posed to the first virtual object by other virtual objects in the virtual environment. It is determined for the virtual environment in which the first virtual object is located, and the virtual object to which the aiming direction of the virtual throwing prop is pointed is determined based on the situation in the virtual environment.

[0122] Next, we will introduce the release controls for virtual throwing items.

[0123] Figure 8 shows a flowchart of a method for using a virtual throwing prop provided in an exemplary embodiment of this application. This method can be executed by a terminal. Specifically, based on the embodiment shown in Figure 6, step 520 can be implemented as step 522; step 535 can be implemented as step 535a:

[0124] Step 522: In response to the pre-triggered operation on the release control, display that the virtual throwing item is in the throwing preparation state, display that the aiming direction of the virtual throwing item is a third direction, and change the display of the release control to a wheel control;

[0125] For example, the wheel control provides a function entry point for changing the aiming direction of a virtual throwing item. In one example, the wheel control includes a wheel area and a joystick. Referring schematically to the second moment interface 620 in Figure 9, both the wheel area 13a and the joystick 13b are circular, and the display area of ​​the joystick 13b is smaller than that of the wheel area 13a. The aiming direction of the virtual throwing item is adjusted by dragging on the joystick. For example, the aiming direction of the virtual throwing item points to a preset position in the viewing screen of the virtual environment. Dragging on the joystick adjusts the aiming direction of the virtual throwing item by modifying the viewing angle of the virtual environment. Dragging on the joystick can also adjust the position of the aiming direction in the viewing screen while keeping the viewing angle of the virtual environment unchanged (e.g., moving the aiming direction from the center point of the viewing screen to another position in the direction of the dragging operation).

[0126] In one alternative implementation, this embodiment further includes at least one of the following two sub-steps:

[0127] • When the drag operation on the roulette control does not exceed the roulette control, the aiming direction of the virtual throwing prop is changed from the third direction to the first direction in the first viewing perspective of the first virtual object;

[0128] In this embodiment, the wheel control is overlaid in the first area, which provides a function entry point for changing the viewing angle of the first virtual object. The first area, also called the first hot zone, adjusts the viewing angle of the virtual environment in response to a sliding operation within it. Referring to the description of the viewing angle rotation operation above, the sliding operation in the first area and the rotation angle of the viewing angle are positively correlated and correspond one-to-one.

[0129] In this step, when the dragging operation of the roulette control does not extend beyond the roulette control, the dragging operation only has the intention of adjusting the aiming direction of the virtual throwing item. The dragging distance is small, and it is a fine adjustment of the aiming direction. It is performed when the player's offset from the third direction and the first direction is small.

[0130] The first viewing angle of the first virtual object is the current viewing angle. Keeping the first viewing angle unchanged, the aiming direction of the virtual throwing prop is changed from a third direction to a first direction by altering the position of the aiming direction in the viewing screen. The change direction of the first direction relative to the third direction is the same as the direction of the drag operation. For example, the drag operation is dragging the joystick of the wheel control to the right. The first direction, at its first position in the viewing screen, is located to the right of the third position of the third direction in the viewing screen. For example, "not exceeding the wheel control" indicates that the drag operation does not exceed the wheel control's area, representing a relatively short drag distance.

[0131] • When the drag operation on the roulette wheel control goes beyond the roulette wheel control, the viewing angle of the first virtual object is changed from the first viewing angle to the second viewing angle;

[0132] In this step, regarding the situation where the dragging operation of the wheel control extends beyond the wheel control itself, the dragging operation aims to adjust the viewing angle of the virtual environment. A large drag distance represents a significant adjustment to the aiming direction, which is performed when the player has a large offset between the third and first directions. If the adjusted aiming direction extends beyond the current viewing area or is located at the edge of the current viewing area, it is necessary to adjust the viewing angle to display the adjusted aiming direction in a visually significant way (e.g., in the center area of ​​the viewing area).

[0133] In one example, the third direction is centered in the view from the first observation perspective, and the first direction is centered in the view from the second observation perspective. Because the observation perspective has rotated, the aiming direction of the virtual throwing prop has also rotated. The first observation perspective turns in the same direction as the second observation perspective, which is the same direction as the drag operation. For example, the drag operation is dragging the joystick of the wheel control to the right; correspondingly, the camera model observing the virtual environment rotates from the first observation perspective to the second observation perspective.

[0134] By using whether the drag operation exceeds the wheel control as a basis, a technical solution is provided for different aiming simulation adjustment needs; in the case of only small-angle aiming direction adjustment needs, the viewing angle of observing the virtual environment remains unchanged to avoid disrupting the immersive experience of the virtual environment; in the case of large-angle aiming direction adjustment needs, the viewing angle of observing the virtual environment is rotated to facilitate changing the aiming direction and observing the surrounding environment of the aiming direction.

[0135] It should be noted that step 522 in this embodiment can be combined with steps 510, 530 and 540 in Figure 3 to form a new embodiment and be implemented separately. This application does not impose any restrictions on this.

[0136] Step 535a: In response to the third trigger operation on the sliding control, switch the aiming direction of the virtual throwing prop from the second direction to the fourth direction;

[0137] For example, the sliding control is obtained by updating the display of the released control in response to the first trigger operation for the auxiliary control. In this embodiment, steps 522 and 535a are executed sequentially, and the sliding control is changed from the wheel control in step 522 to a sliding control in response to the first trigger operation for the auxiliary control. For example, the sliding control is a control triggered by a sliding operation, and correspondingly, the third trigger operation is a sliding operation for the sliding control. Of course, step 535a can also be executed independently of 522.

[0138] In one example, a tooltip is also displayed around the slider control, indicating the sliding method (e.g., the direction of the sliding operation) for the third trigger operation. Referring illustratively to the fourth moment interface 640 in Figure 9, the tooltip 415b around the slider control 415a indicates whether the sliding direction for the third trigger operation on the slider control is a left or right swipe.

[0139] It should be noted that, when the pre-trigger operation for the release control involves holding down the release control, step 522 provides a response to the pre-trigger operation by changing the display of the release control to a wheel control. This allows adjustment of the aiming direction of the virtual throwing item by dragging the joystick of the wheel control while maintaining the hold-down operation for the pre-trigger operation. The sliding control provided in step 535a is displayed after triggering the auxiliary control, ensuring that the hold-down operation for the pre-trigger operation can continue after triggering the auxiliary control, allowing switching of the aiming direction between different virtual objects. As can be seen above, in steps 522 and 535a, the release control is switched to other control styles. Based on the pre-trigger operation of holding down the release control, the virtual throwing item remains in a throwing preparation state, allowing adjustment of the aiming direction of the virtual throwing item within this state.

[0140] Figure 9 shows a schematic diagram of a virtual environment provided by an exemplary embodiment of this application.

[0141] The first moment interface 610 is the interface displayed by the terminal at the first moment, similar to Figure 2. It is introduced using the virtual throwing prop as an example of a throwing-type capture prop.

[0142] In the first moment interface 610, the first virtual object 402 and the release control 412 of the throwing-type capture prop are displayed; the virtual environment also includes a pet-type virtual object 404, and the throwing-type capture prop can produce a capture prop effect when applied to the pet-type virtual object 404 (i.e. the second virtual object).

[0143] In response to the press-and-hold operation 422 (i.e. pre-trigger operation) of the release control 412 for the throwing-type capture tool received by the terminal at the first moment, the second moment interface 620 is displayed at the second moment.

[0144] In the second moment interface 620, the first virtual object 402 raises its arm, preparing to throw a throwing-type capture tool, and is in a throwing preparation state. An aiming crosshair 413 is also displayed, indicating the aiming direction of the throwing-type capture tool.

[0145] The auxiliary control 414 is displayed in the second moment interface 620. It can be seen that before the second moment, the auxiliary control 414 is not displayed. It is displayed in response to the press and hold operation 422 of the release control 412 of the throwing-type capture item.

[0146] In the second moment interface 620, the release control 412 for throwable capture items is changed to a wheel control. As described above, the wheel control, including the wheel area 13a and the joystick 13b, is circular, and the display area of ​​the joystick 13b is smaller than that of the wheel area 13a. The joystick 13b can be dragged and moved within the circular area shown in the wheel area 13a.

[0147] In the third moment interface 630, the terminal receives a click operation 424 (i.e., the first trigger operation) on the auxiliary control 414, and in response to the click operation, displays the fourth moment interface 640 in the fourth moment.

[0148] In the fourth moment interface 640, the aiming direction of the throwing capture tool is changed to the second direction, which points to the location of the pet virtual object 404, that is, the aiming crosshair 413 is aimed at the pet virtual object 404.

[0149] In the fourth moment interface 640, the wheel control displayed in the third moment is changed to a sliding control 415a. The prompt information 415b around the sliding control 415a indicates whether the sliding direction for the third trigger operation of the sliding control is left or right. For the third trigger operation of the sliding control, please refer to the direction switching operation in Figures 6 and 7 above, which will not be repeated here.

[0150] It should be noted that step 535a in this embodiment can be combined with steps 510, 520 and 540 in Figure 3 to form a new embodiment and be implemented independently. This application does not impose any restrictions on this.

[0151] In summary, the method provided in this embodiment, in response to a pre-trigger operation, changes the display of the release control to a wheel control; it allows adjustment of the aiming direction of the virtual throwing prop by dragging the joystick of the wheel control while maintaining the hold-down operation to achieve the pre-trigger operation. This ensures that after triggering the auxiliary control, the hold-down operation to achieve the pre-trigger operation can continue, allowing switching of the aiming direction between different virtual objects. It achieves maintaining a continuous hold-down operation in the throwing preparation state, adjusting the aiming direction of the virtual throwing prop by sliding during the hold-down operation; it avoids designing interactive actions requiring frequent tap operations, reduces human-computer interaction actions, and improves human-computer interaction efficiency.

[0152] In one alternative implementation, step 535a can be implemented as at least one of the following two sub-steps:

[0153] • In response to a first swipe operation on the sliding control, the aiming direction of the virtual throwing prop is switched from the second direction to the fourth direction where the third virtual object is located on the first side of the second virtual object;

[0154] • In response to a second sliding operation on the sliding control, the aiming direction of the virtual throwing prop is switched from the second direction to the fourth direction where the third virtual object is located on the second side of the second virtual object; wherein the sliding directions of the first sliding operation and the second sliding operation are opposite.

[0155] Figure 10 illustrates a schematic diagram of candidate virtual objects provided in an exemplary embodiment of this application. The example shown in Figure 10 uses a first virtual object 602 and four candidate virtual objects (including a fourth candidate object 614, a fifth candidate object 615, a sixth candidate object 616, and a seventh candidate object 617) as examples.

[0156] The second ray 624 originates from the first virtual object 602 and points towards the fifth candidate object 615. The second ray 624 corresponds to the modified second direction in response to the first trigger operation on the auxiliary control. Referring to the description of step 530 above, the fifth candidate object 615 is also referred to as the second virtual object.

[0157] Calculate the distances between the three candidate virtual objects (excluding the fifth candidate object 615) and the second ray 624 to obtain three distance offset values ​​corresponding to the three candidate virtual objects.

[0158] Taking the first sliding operation as sliding to the left as an example, the aiming direction of the virtual throwing prop is switched to the direction of the fourth candidate object 614 to the left of the fifth candidate object 615;

[0159] Taking the first sliding operation as sliding to the right as an example, the aiming direction of the virtual throwing prop is switched to the direction of a candidate object to the right of the fifth candidate object 615; since the distance between the sixth candidate object 616 and the second ray 624 is less than the distance between the seventh candidate object 617 and the second ray 624, the aiming direction of the virtual throwing prop is switched to the direction of the sixth candidate object 616 to the right of the fifth candidate object 615.

[0160] In one example, the virtual throwing item is a throwing attack item; correspondingly:

[0161] • Displays the release controls for the first virtual object and throwable attack items;

[0162] The first virtual object carries throwable attack items, such as virtual grenades and virtual Molotov cocktails; the release control for throwable attack items provides a functional entry point for using throwable attack items in the virtual environment.

[0163] • In response to a pre-triggered operation on the release control, display that the throwable attack item is in the throwing preparation state, and display the auxiliary control for the throwable attack item;

[0164] In the throwing preparation state, the aiming direction of the throwing attack item is the first direction; the first direction is the direction that the first virtual object faces when the terminal receives the pre-triggered operation.

[0165] • In response to the first trigger operation on the auxiliary control, the aiming direction of the throwable attack item is changed to the second direction where the second virtual object, which is in an adversarial relationship with the first virtual object, is located;

[0166] The second direction is from the first virtual object to the second virtual object in the virtual environment. The second virtual object is the effective target of the throwing attack item; that is, there is a hostile relationship between the second virtual object and the first virtual object.

[0167] In this embodiment, after a throwable attack item is thrown, it will cause virtual damage within its effective range, reducing the virtual health of hostile virtual objects within the range, but not reducing the virtual health of friendly virtual objects. The second virtual object is an enemy virtual object to which the throwable attack item can cause a health reduction effect. Furthermore, the second virtual object is determined from at least two candidate virtual objects, both of which are hostile to the first virtual object.

[0168] Optionally, in response to a direction switching operation for a throwable attack item, the aiming direction of the throwable attack item is switched to display as a fourth direction;

[0169] The fourth direction is the direction from the first virtual object to the third virtual object in the virtual environment. Similar to the second virtual object, the third virtual object and the first virtual object are in an adversarial relationship.

[0170] • In response to a second trigger action targeting the location of the release control, a throwable attack item is displayed to be thrown in a fourth direction.

[0171] In another example, the virtual throwing item is a throwing-type support item; correspondingly:

[0172] • Displays the release controls for the first virtual object and throwing support items;

[0173] The first virtual object carries throwable support items, such as virtual medical kits with regional effects; the release control for throwable support items provides a functional entry point for using throwable support items in the virtual environment.

[0174] • In response to a pre-triggered operation on the release control, display that the throwing support item is in the throwing preparation state, and display the auxiliary control for the throwing support item;

[0175] In the throwing preparation state, the aiming direction of the throwing support item is the first direction; the first direction is the direction that the first virtual object faces when the terminal receives the pre-triggered operation.

[0176] • In response to the first trigger operation on the auxiliary control, the aiming direction of the throwable support item is changed to the second direction where the second virtual object, which has a teammate relationship with the first virtual object, is located;

[0177] The second direction is from the first virtual object to the second virtual object in the virtual environment. The second virtual object is the effective target of the throwing support item; that is, there is a teammate relationship between the second virtual object and the first virtual object.

[0178] In this embodiment, after a throwable support item is thrown, it increases the virtual health of friendly virtual objects within its effective range, but does not increase the virtual health of enemy virtual objects. The second virtual object is a friendly virtual object to which the throwable support item can generate a health increase effect. Furthermore, the second virtual object is determined from at least two candidate virtual objects, both of which have a teammate relationship with the first virtual object.

[0179] Optionally, in response to a direction switching operation for a throwable support item, the aiming direction of the throwable support item is switched to the fourth direction;

[0180] The fourth direction is the direction from the first virtual object to the third virtual object in the virtual environment. Similar to the second virtual object, the third virtual object and the first virtual object have a teammate relationship.

[0181] • In response to a second trigger action targeting the location of the release control, a throwable support item is displayed and thrown in a fourth direction.

[0182] In yet another example, the virtual throwing prop is a throwing-type capture prop; correspondingly:

[0183] • Displays the release controls for the first virtual object and the throwing-type capture tool;

[0184] The first virtual object carries a throwing-type capture tool, which has the ability to capture pet-like virtual objects in the virtual environment, such as a virtual capture ball; the release control of the throwing-type capture tool provides a functional entry point for using the throwing-type capture tool in the virtual environment.

[0185] • In response to a pre-triggered operation on the release control, display that the throwable capture item is in the throwing preparation state, and display the auxiliary controls for the throwable capture item;

[0186] In the throwing preparation state, the aiming direction of the throwing capture tool is the first direction; the first direction is the direction that the first virtual object faces when the terminal receives the pre-triggered operation.

[0187] • In response to the first trigger operation on the auxiliary control, the aiming direction of the throwing-type capture tool is changed to the second direction of the second virtual object belonging to the pet type virtual object;

[0188] The second direction is from the first virtual object to the second virtual object in the virtual environment. The second virtual object is the effective target of the throwing-type capture prop; that is, the second virtual object is a pet-type virtual object in the virtual environment.

[0189] In this embodiment, after a throwable capture tool is thrown, it will capture the targeted pet-type virtual object and will not affect other types of virtual objects. Pet-type virtual objects are typically non-player characters (NPCs), but player characters are not excluded. For example, capturing a pet-type virtual object is used to instruct the ownership information of the pet-type virtual object to be changed to belong to a first virtual object; furthermore, the first virtual object has the authority to instruct its belonging pet-type virtual object to move according to the first virtual object.

[0190] Optionally, in response to a direction switching operation for a throwable capture tool, the aiming direction of the throwable capture tool is switched to the fourth direction;

[0191] The fourth direction is the direction from the first virtual object to the third virtual object in the virtual environment. The third virtual object is similar to the second virtual object; it is a pet-type virtual object in the virtual environment.

[0192] • In response to a second trigger action targeting the location of the release control, a throwable capture item is displayed to be thrown in a fourth direction.

[0193] Figure 11 illustrates a flowchart of a method for using a virtual throwing prop provided in an exemplary embodiment of this application. The method includes:

[0194] Step 702: In response to the operation of pressing and holding the release control of the virtual capture ball, display that the virtual capture ball is in the throwing preparation state, switch the release control to the display of the wheel control, and activate the display of the auxiliary gaze control;

[0195] A virtual capture ball is a throwable capture tool (i.e., a virtual throwable tool) that is used to capture virtual pet-like objects (also known as virtual pets) in a virtual environment. For example, in response to the virtual capture ball taking effect, the ownership information of virtual pet-like objects within the effective range of the virtual capture ball changes to belong to the thrower of the virtual capture ball.

[0196] For example, by showing the first virtual object holding the virtual capture ball raising its arm in preparation to throw the virtual capture ball, the virtual capture ball is shown to be in a throwing ready state.

[0197] For an introduction to the roulette wheel control and auxiliary controls, please refer to the various examples above.

[0198] Step 704: In response to a drag operation on the joystick on the roulette control, adjust the aiming direction of the virtual capture ball;

[0199] For example, the virtual capture ball's aiming direction points to a preset position in the viewing screen of the virtual environment. Dragging on the joystick adjusts the virtual capture ball's aiming direction by modifying the viewing angle of the virtual environment, making the aiming direction the first direction. For any matters not covered in this embodiment, please refer to step 522 above.

[0200] Step 706: Obtain the click operation on the auxiliary gaze control and switch the display of the wheel control as a slider control;

[0201] In response to a click operation on the auxiliary gaze control (i.e., the first trigger operation), the gaze mode provided by the auxiliary control is entered. In the gaze mode, the aiming direction of the virtual capture ball is automatically pointed to a virtual pet in the virtual environment.

[0202] For an introduction to the sliding control, please refer to step 535a above; it will not be repeated here.

[0203] Step 708: In response to a click operation on the auxiliary gaze control, calculate at least two distance offset values ​​of at least two candidate virtual pets in the virtual environment relative to the first ray;

[0204] For example, at least two candidate virtual pets correspond one-to-one with at least two calculated distance offset values. The first ray constructed in the virtual environment is a ray that originates from the first virtual object and propagates along a first direction; this embodiment does not limit the first ray to be visible on the terminal. For an introduction to the first ray and the distance offset values, please refer to Figure 4 above.

[0205] Step 710: Based on at least two distance offset values, determine the first candidate pet from at least two candidate virtual pets;

[0206] The first candidate pet is one of at least two candidate virtual pets in step 708. Similarly, the method for determining the first candidate pet is the same as Figure 4 above. The determined first candidate pet is the second virtual object.

[0207] Step 712: Switch the aiming direction of the virtual capture ball to the direction of the first candidate pet;

[0208] It should be noted that in some examples, in response to a click on the auxiliary gaze control, the aiming direction of the virtual capture ball is switched to the direction of the first candidate pet (i.e., the second direction). Based on this, the viewing view of the virtual environment is a top-down perspective, displaying a top view of the first virtual object and the first candidate pet, to avoid mutual occlusion between the first virtual object and the first candidate pet, or mutual occlusion between at least two candidate virtual pets in the virtual environment as described above.

[0209] Step 714: Obtain the right swipe operation on the sliding control;

[0210] As described above, the roulette control is switched to a sliding control; the right swipe operation of the sliding control is used to indicate the change of the virtual pet being aimed at. At this time, the right swipe operation can be used to switch the direction of the virtual throwing item.

[0211] Step 716: In response to a right swipe operation on the sliding control, determine the second candidate pet located to the right of the first candidate pet among at least two candidate virtual pets;

[0212] The second candidate pet to the right of the first candidate pet is determined based on the position of the aforementioned candidate pets in the virtual environment. In this case, the second candidate pet can be a third virtual object.

[0213] Step 718: Switch the aiming direction of the virtual capture ball to the direction of the second candidate pet;

[0214] Similar to step 712 above, after switching to the direction aligned with the second candidate pet (i.e., the fourth direction), maintain a top-down view of the virtual environment. This is to avoid the first virtual object and the first candidate pet occluding each other, or at least two candidate virtual pets in the virtual environment described above occluding each other.

[0215] Step 720: In response to the release operation at the location of the release control, display a virtual capture ball being thrown in the direction aimed at the second candidate pet;

[0216] The release operation (i.e., the second trigger operation) at the location of the release control will trigger the use of the virtual capture ball, which will be thrown in the direction aimed at the second candidate pet.

[0217] It should be noted that the first step group includes steps 702, 704, 706, 712, 714, 718, and 720; the second step group includes steps 708, 710, and 716. In one example, the steps in the first step group are executed by the terminal, and the steps in the second step group are executed by the server. In another example, the terminal includes a display unit (such as a screen) and a processing unit (such as a central processing unit or other processor with data processing capabilities); the steps in the first step group are executed by the terminal's display unit, and the steps in the second step group are executed by the terminal's processing unit.

[0218] Those skilled in the art will understand that the above embodiments can be implemented independently, or the above embodiments can be freely combined to create new embodiments to implement the method of using the virtual throwing prop of this application.

[0219] Figure 12 shows a structural block diagram of a device for using a virtual throwing prop provided in an exemplary embodiment of this application. The device includes:

[0220] Display module 810 is used to display a first virtual object in the virtual environment and a release control for the virtual throwing prop, wherein the first virtual object carries the virtual throwing prop;

[0221] The display module 810 is also configured to respond to a pre-triggered operation on the release control by displaying that the virtual throwing prop is in a throwing preparation state and displaying auxiliary controls of the virtual throwing prop; in the throwing preparation state, the aiming direction of the virtual throwing prop is a first direction;

[0222] The display module 810 is also configured to respond to a first trigger operation on the auxiliary control by changing the aiming direction of the virtual throwing prop from the first direction to a second direction, wherein the second direction is the direction from the first virtual object to a second virtual object in the virtual environment, and the second virtual object is the effective target of the virtual throwing prop.

[0223] The display module 810 is also configured to display, in response to a second trigger operation on the release control, that the virtual throwing prop is thrown in the second direction.

[0224] In an optional implementation of this embodiment, the virtual environment includes at least two candidate virtual objects, and each of the at least two candidate virtual objects is an effective target of the virtual throwing prop;

[0225] The display module 810 is also used for:

[0226] In response to the first trigger operation on the auxiliary control, the aiming direction of the virtual throwing prop is changed from the first direction to the second direction in which the second virtual object is located;

[0227] The second virtual object is the virtual object with the smallest distance offset value relative to the first direction among the at least two candidate virtual objects.

[0228] In an optional implementation of this embodiment, the display module 810 is further configured to:

[0229] In response to the first triggering operation for the auxiliary control, a first ray is constructed in the virtual environment, the first ray being a ray that originates from the first virtual object and propagates along the first direction;

[0230] Calculate the distance between each of the at least two candidate virtual objects and the first ray to obtain the distance offset value corresponding to each of the at least two candidate virtual objects;

[0231] The second virtual object is determined based on the distance offset values ​​corresponding to the at least two candidate virtual objects, and the aiming direction of the virtual throwing prop is changed from the first direction to the second direction. The distance offset value corresponding to the second virtual object is the minimum value among the distance offset values ​​corresponding to the at least two candidate virtual objects.

[0232] In an optional implementation of this embodiment, if multiple virtual objects have the smallest distance offset values ​​relative to the first direction, the second virtual object is the virtual object closest to the first virtual object among the multiple virtual objects, and / or the second virtual object is a virtual object displayed on a different side of the terminal than the first virtual object.

[0233] In an optional implementation of this embodiment, the display module 810 is further configured to:

[0234] In response to the pre-triggered operation on the release control, the virtual throwing prop is displayed as being in the throwing preparation state, and the aiming direction of the virtual throwing prop is displayed as a third direction. The release control is then changed to a wheel control, which provides a function entry point for changing the aiming direction of the virtual throwing prop.

[0235] In an optional implementation of this embodiment, the wheel control is overlaid in a first area, the first area being used to provide a function entry point for changing the viewing perspective of the first virtual object; the device further includes at least one of the following:

[0236] When the drag operation on the roulette control does not exceed the roulette control, in the first viewing perspective of the first virtual object, the aiming direction of the virtual throwing prop is changed from the third direction to the first direction. The first direction is the same as the direction of the drag operation relative to the change direction of the third direction.

[0237] When the drag operation on the wheel control goes beyond the wheel control, the viewing angle of the first virtual object is changed from the first viewing angle to the second viewing angle, and the first viewing angle turns in the same direction as the drag operation.

[0238] In an optional implementation of this embodiment, when the virtual throwing prop is a throwing attack prop, there is an adversarial relationship between the second virtual object and the first virtual object;

[0239] When the virtual throwing prop is a throwing support prop, there is a teammate relationship between the second virtual object and the first virtual object;

[0240] When the virtual throwing prop is a throwing-type capture prop, the second virtual object is a pet-type virtual object in the virtual environment.

[0241] In an optional implementation of this embodiment, the apparatus further includes:

[0242] After the aiming direction of the virtual throwing prop is changed from the first direction to the second direction in response to the first trigger operation for the auxiliary control, the aiming direction of the virtual throwing prop is switched from the second direction to the fourth direction in response to the direction switching operation for the virtual throwing prop, wherein the fourth direction is the direction from the first virtual object to the third virtual object in the virtual environment;

[0243] The response to a second trigger operation on the release control, displaying the throwing of the virtual throwing item in the second direction, includes:

[0244] In response to the second trigger operation on the release control, the virtual throwing prop is displayed to be thrown to the third party.

[0245] In an optional implementation of this embodiment, the step of switching the aiming direction of the virtual throwing prop from the second direction to the fourth direction in response to a direction switching operation for the virtual throwing prop includes:

[0246] In response to a third trigger operation on the sliding control, the aiming direction of the virtual throwing prop is switched from the second direction to the fourth direction;

[0247] The sliding control is obtained by updating the display of the release control in response to a first trigger operation on the auxiliary control.

[0248] In an optional implementation of this embodiment, switching the aiming direction of the virtual throwing prop from the second direction to the fourth direction in response to a third trigger operation on the sliding control includes at least one of the following:

[0249] In response to a first sliding operation on the sliding control, the aiming direction of the virtual throwing prop is switched from the second direction to the fourth direction where the third virtual object is located on the first side of the second virtual object;

[0250] In response to a second sliding operation on the sliding control, the aiming direction of the virtual throwing prop is switched from the second direction to the fourth direction where the third virtual object is located on the second side of the second virtual object;

[0251] The sliding directions of the first sliding operation and the second sliding operation are opposite.

[0252] In an optional implementation of this embodiment, the third virtual object includes at least one of the following:

[0253] The first virtual object accepts or selects the virtual object associated with the virtual task;

[0254] A virtual object with a history of defeating the first virtual object;

[0255] The virtual object that launches a virtual attack against the first virtual object;

[0256] The virtual object moves in a direction that moves away from the throwing range of the virtual throwing prop.

[0257] It should be noted that the device provided in the above embodiments is only illustrated by the division of the above functional modules when implementing its functions. In actual applications, the above 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.

[0258] Regarding the apparatus in the above embodiments, the specific manner in which each module performs its operation has been described in detail in the embodiments of the relevant method; the technical effects achieved by each module performing its operation are the same as the technical effects in the embodiments of the relevant method, and will not be elaborated here.

[0259] This application also provides a computer device, which includes a processor and a memory, wherein the memory stores a computer program; the processor is used to execute the computer program in the memory to implement the method of using the virtual throwing prop provided in the above method embodiments.

[0260] Figure 13 shows a structural block diagram of a terminal provided in an exemplary embodiment of this application. The terminal 1900 may be a smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), MP4 player (Moving Picture Experts Group Audio Layer IV), laptop computer, or desktop computer. The terminal 1900 may also be referred to as a user device, portable terminal, laptop terminal, desktop terminal, or other names.

[0261] Typically, terminal 1900 includes a processor 1901 and a memory 1902. Processor 1901 may include one or more processing cores, such as a quad-core processor or an octa-core processor. Processor 1901 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1901 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1901 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 1901 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.

[0262] The memory 1902 may include one or more computer-readable storage media, which may be non-transitory. The memory 1902 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1902 is used to store at least one instruction, which is executed by the processor 1901 to implement the method of using the virtual throwing prop provided in the method embodiments of this application.

[0263] In some embodiments, the terminal 1900 may also optionally include a peripheral device interface 1903 and at least one peripheral device. The processor 1901, memory 1902, and peripheral device interface 1903 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 1903 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of the following: a radio frequency circuit 1904, a touch display screen 1905, a camera assembly 1906, an audio circuit 1907, and a power supply 1908.

[0264] In some embodiments, the terminal 1900 further includes one or more sensors 1909. The one or more sensors 1909 include, but are not limited to: an accelerometer 1910, a gyroscope 1911, a pressure sensor 1912, an optical sensor 1913, and a proximity sensor 1914.

[0265] Those skilled in the art will understand that the above structure does not constitute a limitation on the terminal 1900, and may include more or fewer components than illustrated, or combine certain components, or employ different component arrangements.

[0266] In an exemplary embodiment, a chip is also provided, the chip including programmable logic circuitry and / or program instructions, which, when the chip is run on a computer device, are used to implement the method of using the virtual throwing props described above.

[0267] In an exemplary embodiment, a computer program product is also provided, comprising a computer program stored in a computer-readable storage medium. A processor of a computer device reads the computer program from the computer-readable storage medium and executes the computer program to implement the method of using the virtual throwing prop provided in the above-described method embodiments.

[0268] In an exemplary embodiment, a computer-readable storage medium is also provided, which stores a computer program that is loaded and executed by a processor to implement the method of using the virtual throwing props provided in the above-described method embodiments.

[0269] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.

[0270] Those skilled in the art will recognize that the functions described in the embodiments of this application in one or more of the above examples 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 code on a computer-readable medium. Computer-readable media include computer storage media and communication media, wherein communication media include any medium that facilitates the transfer of a computer program from one place to another. Storage media can be any available medium that can be accessed by a general-purpose or special-purpose computer.

[0271] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.

Claims

1. A method for using a virtual throwing prop, the method being executed by a computer device, the method comprising: Displays the release controls for a first virtual object and the virtual throwing prop in the virtual environment, wherein the first virtual object carries the virtual throwing prop; In response to a pre-triggered operation on the release control, the virtual throwing prop is displayed as being in a throwing preparation state, and auxiliary controls for the virtual throwing prop are displayed. In the throwing preparation state, the aiming direction of the virtual throwing prop is the first direction; In response to a first trigger operation on the auxiliary control, the aiming direction of the virtual throwing prop is changed from the first direction to a second direction, the second direction being the direction from the first virtual object to a second virtual object in the virtual environment, the second virtual object being the effective target of the virtual throwing prop; In response to a second trigger operation on the release control, the virtual throwing prop is displayed to be thrown in the second direction.

2. The method according to claim 1, wherein the virtual environment includes at least two candidate virtual objects, and each of the at least two candidate virtual objects is an effective target of the virtual throwing prop; The step of changing the aiming direction of the virtual throwing prop from the first direction to the second direction in response to a first trigger operation on the auxiliary control includes: In response to the first trigger operation on the auxiliary control, the aiming direction of the virtual throwing prop is changed from the first direction to the second direction in which the second virtual object is located; The second virtual object is the virtual object with the smallest distance offset value relative to the first direction among the at least two candidate virtual objects.

3. The method according to claim 2, wherein changing the aiming direction of the virtual throwing prop from the first direction to the second direction pointing to the location of the second virtual object in response to the first triggering operation on the auxiliary control comprises: In response to the first triggering operation for the auxiliary control, a first ray is constructed in the virtual environment, the first ray being a ray that originates from the first virtual object and propagates along the first direction; Calculate the distance between each of the at least two candidate virtual objects and the first ray to obtain the distance offset value corresponding to each of the at least two candidate virtual objects; The second virtual object is determined based on the distance offset values ​​corresponding to the at least two candidate virtual objects, and the aiming direction of the virtual throwing prop is changed from the first direction to the second direction. The distance offset value corresponding to the second virtual object is the minimum value among the distance offset values ​​corresponding to the at least two candidate virtual objects.

4. The method according to claim 2 or 3, wherein when there are multiple virtual objects whose distance offset values ​​relative to the first direction are all minimal, the second virtual object is the virtual object among the multiple virtual objects that is closest to the first virtual object, and / or, the second virtual object is a virtual object displayed on a different side of the terminal than the first virtual object.

5. The method according to any one of claims 1 to 4, wherein displaying the virtual throwing prop in a throwing preparation state in response to a pre-triggered operation on the release control comprises: In response to the pre-triggered operation on the release control, the virtual throwing prop is displayed as being in the throwing preparation state, and the aiming direction of the virtual throwing prop is displayed as a third direction. The release control is then changed to a wheel control, which provides a function entry point for changing the aiming direction of the virtual throwing prop.

6. The method according to claim 5, wherein the wheel control is overlaid and displayed in a first area, the first area being used to provide a function entry point for changing the viewing angle of the first virtual object; the method further includes at least one of the following: When the drag operation on the roulette control does not exceed the roulette control, in the first viewing perspective of the first virtual object, the aiming direction of the virtual throwing prop is changed from the third direction to the first direction. The first direction is the same as the direction of the drag operation relative to the change direction of the third direction. When the drag operation on the wheel control goes beyond the wheel control, the viewing angle of the first virtual object is changed from the first viewing angle to the second viewing angle, and the first viewing angle turns in the same direction as the drag operation.

7. The method according to any one of claims 1 to 6, When the virtual throwing prop is a throwing attack prop, there is an adversarial relationship between the second virtual object and the first virtual object; When the virtual throwing prop is a throwing support prop, there is a teammate relationship between the second virtual object and the first virtual object; When the virtual throwing prop is a throwing-type capture prop, the second virtual object is a pet-type virtual object in the virtual environment.

8. The method according to any one of claims 1 to 7, after changing the aiming direction of the virtual throwing prop from the first direction to the second direction in response to a first triggering operation on the auxiliary control, the method further comprises: In response to a direction switching operation for a virtual throwing prop, the aiming direction of the virtual throwing prop is switched from the second direction to a fourth direction, the fourth direction being the direction from the first virtual object to a third virtual object in the virtual environment; The response to a second trigger operation on the release control, displaying the throwing of the virtual throwing item in the second direction, includes: In response to the second trigger operation on the release control, the virtual throwing prop is displayed to be thrown to the third party.

9. The method according to claim 8, wherein switching the aiming direction of the virtual throwing prop from the second direction to the fourth direction in response to a direction switching operation for the virtual throwing prop comprises: In response to a third trigger operation on the sliding control, the aiming direction of the virtual throwing prop is switched from the second direction to the fourth direction; The sliding control is obtained by updating the display of the release control in response to a first trigger operation on the auxiliary control.

10. The method of claim 9, wherein switching the aiming direction of the virtual throwing prop from the second direction to the fourth direction in response to a third trigger operation on the sliding control comprises at least one of the following: In response to a first sliding operation on the sliding control, the aiming direction of the virtual throwing prop is switched from the second direction to the fourth direction where the third virtual object is located on the first side of the second virtual object; In response to a second sliding operation on the sliding control, the aiming direction of the virtual throwing prop is switched from the second direction to the fourth direction where the third virtual object is located on the second side of the second virtual object; in, The sliding directions of the first sliding operation and the second sliding operation are opposite.

11. The method according to any one of claims 8-10, wherein the third virtual object comprises at least one of the following: The first virtual object accepts or selects the virtual object associated with the virtual task; A virtual object with a history of defeating the first virtual object; The virtual object that launches a virtual attack against the first virtual object; The virtual object moves away from the throwing range of the virtual throwing prop.

12. A device for using a virtual throwing prop, the device being deployed on a computer device, the device comprising: The display module is used to display a first virtual object in the virtual environment and a release control for the virtual throwing prop, wherein the first virtual object carries the virtual throwing prop; The display module is also configured to respond to a pre-triggered operation on the release control by displaying that the virtual throwing prop is in a throwing preparation state and displaying auxiliary controls of the virtual throwing prop; in the throwing preparation state, the aiming direction of the virtual throwing prop is a first direction; The display module is also configured to respond to a first trigger operation on the auxiliary control by changing the aiming direction of the virtual throwing prop from the first direction to a second direction, wherein the second direction is the direction from the first virtual object to a second virtual object in the virtual environment, and the second virtual object is the effective target of the virtual throwing prop; The display module is also configured to, in response to a second trigger operation on the release control, display the virtual throwing prop being thrown in the second direction.

13. A computer device, the computer device comprising: A processor and a memory, wherein the memory stores at least one computer program; The processor is configured to execute the at least one segment of computer program in the memory to implement the method of using the virtual throwing prop as described in any one of claims 1 to 11.

14. A computer-readable storage medium storing an executable computer program, the computer program being loaded and executed by a processor to implement the method of using the virtual throwing prop as described in any one of claims 1 to 11.

15. A computer program product comprising a computer program stored in a computer-readable storage medium, wherein a processor reads from the computer-readable storage medium and executes the computer program to implement the method of using the virtual throwing prop as described in any one of claims 1 to 11.

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