Virtual item display method and device, terminal, and storage medium

By combining the simulation of hand shake with virtual props and virtual objects, the problem of insufficient realism in virtual shooting prop shake was solved, improving the realism and control effect in the game.

WO2025232368A1PCT designated stage Publication Date: 2025-11-13TENCENT TECHNOLOGY (SHENZHEN) CO LTD
View PDF 6 Cites 0 Cited by

Patent Information

Application Number
PCT/CN2025/084654
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-05-08
Filing Date
2025-03-25
Publication Date
2025-11-13

Smart Images

  • Figure CN2025084654_13112025_PF_FP_ABST
    Figure CN2025084654_13112025_PF_FP_ABST
Patent Text Reader

Abstract

Embodiments of the present application relate to the technical field of human-computer interaction, and disclose a virtual item display method and device, a terminal, and a storage medium. The method comprises: displaying a virtual item in a battle interface, the virtual item being held by a virtual character (201); when the hand of the virtual character is in a first hand state, displaying the virtual item in a first shake state, the hand state of the virtual character being associated with at least one of an upper limb stamina value and a hand health value of the virtual character (202); and when the hand of the virtual character changes from the first hand state to a second hand state, displaying the virtual item in a second shake state, the shake intensity corresponding to the second shake state being higher than the shake intensity corresponding to the first shake state (203). By using the solution provided in the embodiments of the present application, the realism of shake of the virtual item can be improved when the virtual item is held by the virtual character.
Need to check novelty before this filing date? Find Prior Art

Description

Methods, devices, terminals and storage media for displaying virtual items

[0001] This application claims priority to Chinese Patent Application No. 202410566076.4, filed on May 8, 2024, entitled “Method, Apparatus, Terminal and Storage Medium for Displaying Virtual 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, device, terminal and storage medium for displaying virtual props. Background Technology

[0003] In shooting games, in order to complete the mission of attacking different targets, players often need to control a virtual object to hold a virtual shooting tool and perform aiming and shooting operations.

[0004] In related technologies, when a player controls a virtual shooting prop to enter the aiming state, the player can set the corresponding displacement jitter parameters for the virtual shooting prop and use these parameters to control the jitter of the virtual shooting prop, thereby improving the realism of aiming and shooting.

[0005] However, directly setting the displacement jitter parameter to control the jitter state of the virtual shooting prop results in a low degree of matching between the jitter of the virtual prop and the state of the virtual object, reducing the realism of the jitter of the virtual prop. Summary of the Invention

[0006] This application provides a method, apparatus, terminal, and storage medium for displaying virtual items. The technical solution is as follows:

[0007] On one hand, embodiments of this application provide a method for displaying virtual items, the method being executed by a terminal, the method comprising:

[0008] Virtual items are displayed in the game interface and are held by virtual objects.

[0009] When the virtual object's hand is in a first hand state, the virtual prop is displayed in a first shaking state. The hand state of the virtual object is related to at least one of the virtual object's upper limb strength value and hand health value.

[0010] When the virtual object's hand changes from the first hand state to the second hand state, the virtual prop is displayed in a second shaking state, where the shaking degree corresponding to the second shaking state is greater than the shaking degree corresponding to the first shaking state.

[0011] On the other hand, embodiments of this application provide a display device for virtual props, the device comprising:

[0012] The first display module is used to display virtual items in the game interface, wherein the virtual items are held by a virtual object;

[0013] The second display module is used to display the virtual prop in a first shaking state when the virtual object's hand is in a first hand state, wherein the virtual object's hand state is related to at least one of the virtual object's upper limb strength value and hand health value;

[0014] The third display module is used to display the virtual prop in a second shaking state when the virtual object's hand changes from the first hand state to the second hand state, wherein the shaking degree corresponding to the second shaking state is greater than the shaking degree corresponding to the first shaking state.

[0015] On the other hand, embodiments of this application provide a terminal, the terminal including a processor and a memory, the memory storing at least one program, the at least one program being loaded and executed by the processor to implement the virtual prop display method as described above.

[0016] On the other hand, embodiments of this application provide a computer-readable storage medium storing at least one program, which is loaded and executed by a processor to implement the virtual item display method as described above.

[0017] On the other hand, embodiments of this application provide a computer program product including computer instructions stored in a computer-readable storage medium. A terminal's processor reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the terminal to perform the virtual item display method described above.

[0018] In this embodiment, when a virtual object holds a virtual item, by combining the shaking state of the virtual item with the hand state of the virtual object, the shaking of the item in real-world scenarios can be simulated, improving the realism of game control. Specifically, when the virtual object's hand is in a first hand state, the virtual item in the first shaking state is displayed; when the virtual object's hand changes from the first hand state to a second hand state, the virtual item in the second shaking state is displayed. This allows the shaking state of the virtual item to change with the change in the virtual object's hand state, improving the realism of the shaking when the virtual item is held. Furthermore, the shaking display effect of the virtual item indirectly shows the player the hand state of the virtual object, helping the player to perform control operations on the virtual object in a timely manner, thereby optimizing the game control effect. Attached Figure Description

[0019] Figure 1 shows a structural block diagram of a computer system provided in an exemplary embodiment of this application;

[0020] Figure 2 shows a flowchart of a virtual prop display method provided in an exemplary embodiment of this application;

[0021] Figure 3 shows a schematic diagram of a virtual prop provided in an exemplary embodiment of this application changing from a first shaking state to a second shaking state;

[0022] Figure 4 illustrates a schematic diagram of the division of health values ​​for different parts of a virtual object provided in an exemplary embodiment of this application;

[0023] Figure 5 shows a flowchart of a method for displaying virtual props provided in another exemplary embodiment of this application;

[0024] Figure 6 shows an interface diagram of the hand tremor parameter setting bar provided in an exemplary embodiment of this application;

[0025] Figure 7 shows an interface for setting the scaling value of hand displacement during breathing, provided in an exemplary embodiment of this application.

[0026] Figure 8 shows a scaling value setting interface for hand rotation during breathing provided in an exemplary embodiment of this application;

[0027] Figure 9 shows a scaling value setting interface for camera displacement during breathing provided in an exemplary embodiment of this application;

[0028] Figure 10 shows an interface for setting the zoom value of camera rotation during breathing, provided in an exemplary embodiment of this application.

[0029] Figure 11 shows a scaling value setting interface during the aiming stabilization process provided in an exemplary embodiment of this application;

[0030] Figure 12 shows a schematic diagram of the shaking of a virtual prop when changing from a non-aiming state to an aiming state according to an exemplary embodiment of this application;

[0031] Figure 13 shows a flowchart of a method for displaying virtual props provided in another exemplary embodiment of this application;

[0032] Figure 14 shows a schematic diagram of the shaking of a virtual prop when it changes from a first breathing state to a second breathing state, according to an exemplary embodiment of this application.

[0033] Figure 15 shows a scaling value setting interface when entering a breath-holding state provided by an exemplary embodiment of this application;

[0034] Figure 16 shows a schematic diagram of the shaking of a virtual prop when the upper limb force value is less than the physical strength threshold provided in an exemplary embodiment of this application;

[0035] Figure 17 shows a hand offset setting interface provided by an exemplary embodiment of this application when the hand health value is less than the health threshold;

[0036] Figure 18 shows an interface for setting the degree of hand sinking when the hand health value is less than the health threshold, provided in an exemplary embodiment of this application.

[0037] Figure 19 shows a schematic diagram of the shaking of a virtual prop in a second shaking state provided in an exemplary embodiment of this application;

[0038] Figure 20 shows a flowchart of a method for displaying virtual props provided in another exemplary embodiment of this application;

[0039] Figure 21 shows a structural block diagram of a virtual prop display device provided in an exemplary embodiment of this application;

[0040] Figure 22 shows a structural block diagram of a terminal provided in an exemplary embodiment of this application. Detailed Implementation

[0041] 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.

[0042] 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 numerals 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.

[0043] The terminology used in this application is for the purpose of describing particular embodiments only and is not intended to be limiting of the application. The singular forms “a,” “the,” and “the” used in this application 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.

[0044] It should be understood that although the terms first, second, etc., may be used in this application to describe various information, this 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, without departing from the scope of this application, a first parameter may also be referred to as a second parameter, and similarly, a second parameter may also be referred to as a first parameter. Depending on the context, the word "if" as used herein may be interpreted as "when," "when," or "in response to determination."

[0045] Please refer to Figure 1, which shows a structural block diagram of a computer system provided in an exemplary embodiment of this application. The computer system 100 may include: a first terminal 110, a server 120, and a second terminal 130.

[0046] The first terminal 110 runs an application 111 that supports a virtual environment. This application 111 can be a multiplayer online battle arena (MOBA) game, a simulation game (SLG), a massively multiplayer online role-playing game (MMORPG), or a first-person shooter (FPS) game. In this embodiment, the application 111 is an example of a massively multiplayer online role-playing game. 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. The first virtual object can be referred to as the master virtual object controlled by the first user 112. The activities of the first virtual object include, but are not limited to, at least one of the following: adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, throwing, and releasing skills. In a symbolic sense, the first virtual object is the first virtual character, such as a lifelike character or an anime character.

[0047] The second terminal 130 runs an application 131 that supports a virtual environment. This application 131 can be a multiplayer online battle arena (MOBA) program. When the second terminal 130 runs the application 131, the user interface of the application 131 is displayed on the screen of the second terminal 130. This client can be any of the following: MOBA game, SLG game, MMORPG game, or FPS game. In this embodiment, the application 131 is an FPS game 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. The second virtual object can be referred to as the main virtual character controlled by the second user 132. Schematic, the second virtual object is a second virtual character, such as a lifelike character or an anime character.

[0048] Optionally, the first virtual object and the second virtual object reside in the same virtual world. 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.

[0049] Optionally, the applications installed on the first terminal 110 and the second terminal 130 are the same, or the applications installed on the two terminals are the same type of application on different operating system platforms (Android or iOS). The first terminal 110 can refer to one of a plurality of terminals, and the second terminal 130 can refer to another of a plurality of 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. The device types include at least one of the following: smartphones, tablets, e-book readers, Moving Picture Experts Group Audio Layer III (MP3) players, Moving Picture Experts Group Audio Layer IV (MP4) players, laptops, and desktop computers.

[0050] Figure 1 shows only two terminals, but in different embodiments, multiple other terminals can access the server 120. Optionally, one or more terminals may also be terminals corresponding to developers, on which a development and editing platform for applications supporting virtual environments is installed. Developers can edit and update applications on these terminals and transmit the updated application installation package to the server 120 via wired or wireless network. The first terminal 110 and the second terminal 130 can download the application installation package from the server 120 to update the application.

[0051] The first terminal 110, the second terminal 130, and other terminals are connected to the server 120 via a wireless network or a wired network.

[0052] Server 120 includes at least one of the following: a single server, a server cluster consisting of multiple servers, a cloud computing platform, and a virtualization center. Server 120 is used to provide background services for applications that support a 3D virtual environment. Optionally, server 120 undertakes the primary computing task, and the terminal undertakes the secondary computing task; or, server 120 undertakes the secondary computing task, and the terminal undertakes the primary computing task; or, server 120 and the terminal use a distributed computing architecture for collaborative computing.

[0053] In an illustrative example, server 120 includes memory 121, processor 122, user account database 123, battle service module 124, and user-facing input / output interface (I / O interface) 125. The 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 user account data used by first terminal 110, second terminal 130, and other terminals, such as user account avatars, nicknames, combat power indices, and service regions. Battle service module 124 provides multiple battle rooms for users to engage in battles, such as 1v1, 3v3, 5v5, and 1v5 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 networks.

[0054] Based on the above introduction, the method for displaying virtual items provided in this application will be described. This method can be executed by the terminal or jointly by the server and the terminal.

[0055] Optionally, when the method is executed by the terminal, the terminal first displays a virtual item in the game interface. The virtual item is held by a virtual object, and the terminal detects the hand state of the virtual object in real time. When the virtual object's hand is in a first hand state, the virtual item in the first shaking state is displayed; when the virtual object's hand changes from the first hand state to the second hand state, the virtual item in the second shaking state is displayed.

[0056] Optionally, when the method is jointly executed by the terminal and the server, when the virtual object holds the virtual prop, the server detects the hand state of the virtual object in real time and sends the detection result to the terminal. Thus, when the terminal receives the detection result that the virtual object's hand is in a first hand state, the terminal displays the virtual prop in a first shaking state; when the terminal receives the detection result that the virtual object's hand changes from the first hand state to a second hand state, the terminal displays the virtual prop in a second shaking state.

[0057] Please refer to Figure 2, which shows a flowchart of a method for displaying virtual items provided in an exemplary embodiment of this application. This embodiment illustrates the method by way of execution by a terminal, and the method includes the following steps:

[0058] Step 201: Display virtual items in the game interface. The virtual items are held by virtual objects.

[0059] A virtual environment is a three-dimensional environment in which virtual objects reside during the operation of an application on a terminal. A virtual environment can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. For example, a virtual environment can include the sky, land, and ocean, with the land potentially including deserts, cities, and other environmental elements. Optionally, a virtual environment can simulate the physical environment of the real world, such as terrain, weather, lighting, and physical interactions, as well as real-world objects and people. Virtual environments use computational graphics techniques to create and render images, such as simulating the physical processes of light reflection, refraction, and scattering on object surfaces and converting them into images. Furthermore, virtual environments can include audio and interactive elements, such as interactive controls, flight simulators, and group behavior.

[0060] Virtual objects refer to movable objects controlled by a terminal in a virtual environment. Movable objects can be virtual characters, virtual animals, etc., such as characters and animals displayed in a 3D virtual environment. Optionally, virtual objects are 3D models created based on animation skeletal technology. Each virtual object has its own shape and volume in the 3D virtual environment and occupies a portion of the space within the 3D virtual environment.

[0061] Optionally, virtual items refer to virtual objects that can be used by virtual objects in a virtual environment and can affect the course of a game or have specific functions. Optionally, virtual items can be categorized into functional items, decorative items, social items, economic items, achievement items, etc., such as equipment virtual items, virtual consumables, tool virtual items, special effect items, social interaction items, and virtual coins.

[0062] Optionally, in this embodiment, the virtual props can be virtual shooting props, such as virtual bows and arrows or other props with shooting functions; they can also be virtual throwing props, such as virtual ammunition or other props that require throwing operations; or they can be other virtual props that need to be held and carried by a virtual object. Optionally, virtual objects in the virtual environment can pick up virtual props and use the picked-up virtual props to attack other virtual objects. Optionally, virtual objects in the virtual environment can also acquire and use virtual props by performing specific virtual tasks.

[0063] Optionally, in this embodiment of the application, the virtual environment is observed through a camera model, and the virtual environment screen displayed on the game interface is the screen obtained by observing the virtual environment through the camera model.

[0064] Optionally, the camera model automatically follows the virtual object in the virtual world. That is, when the position of the virtual object changes in the virtual world, the camera model changes its position accordingly, and the camera model always remains within a preset distance range of the virtual object. Optionally, during automatic following, the relative positions of the camera model and the virtual object do not change.

[0065] A camera model refers to a 3D model located around a virtual object in the virtual world. When using a first-person perspective, the camera model is located near or at the head of the virtual object. When using a third-person perspective, the camera model can be located behind the virtual object and bound to it, or it can be located at any position at a preset distance from the virtual object. The camera model allows observation of the virtual object from different angles. Optionally, when the third-person perspective is a first-person over-the-shoulder view, the camera model is located behind the virtual object (e.g., the head and shoulders of the virtual object). Optionally, in addition to first-person and third-person perspectives, other perspectives are also possible, such as a top-down perspective. When using a top-down perspective, the camera model can be located above the head of the virtual object; the top-down perspective is an aerial view of the virtual world. Optionally, the camera model is not actually displayed in the virtual world; that is, it is not displayed in the virtual world shown in the user interface.

[0066] In some embodiments, a third-person perspective is adopted, specifically a first-person over-the-shoulder perspective. The camera model is positioned at the head and shoulders of the virtual object. Thus, when the user controls the virtual object to use virtual items to attack other virtual objects, the terminal displays the virtual items in the game interface, which are held by the virtual object. Optionally, the terminal may display the complete virtual object in the game interface, or it may only display the virtual object's hands.

[0067] As illustrated in Figure 3, the terminal displays a virtual item 302 in the game interface, which is held by a virtual object 301.

[0068] Step 202: When the virtual object's hand is in the first hand state, display the virtual prop in the first shaking state. The virtual object's hand state is related to at least one of the virtual object's upper limb strength value and hand health value.

[0069] In some embodiments, considering that when holding an object in a real environment, the arm usually shakes with breathing, or the arm shakes due to insufficient strength caused by holding it for a long time, in order to improve the realism of the virtual object holding the virtual prop, the terminal can adjust the shaking state of the virtual prop according to the hand state of the virtual object. Thus, when the virtual prop is in a shaking state, the shooting trajectory of the virtual prop will also change, affecting the shooting accuracy of the virtual prop.

[0070] Optionally, the hand state of a virtual object can refer to the health status, functional performance, and presence of injury of the hand, or it can refer to the position, posture, and biomechanical characteristics of the hand during movement. Based on this, the hand state of a virtual object can be at least one of hand health status and hand strength status. Specifically, hand strength status can be related to the upper limb strength value of the virtual object, and hand health status can be related to the hand health value of the virtual object.

[0071] In some embodiments, considering that different parts of a virtual object suffer varying degrees of damage when attacked in a virtual environment, a health value can be assigned to each part of the virtual object to quantify its health. A higher health value indicates a healthier part. For example, if a virtual object's leg is hit by virtual ammunition, the leg's health value will be lower. Optionally, the terminal can display a health indicator of the virtual object on the interface to inform the player of the current health status of different parts of the virtual object.

[0072] As illustrated in Figure 4, the terminal can divide the virtual object 401 into parts such as head, chest, abdomen, right arm, left arm, left leg, and right leg. Based on the damage tolerance of different parts, the terminal sets the maximum health value of the virtual object 401's head to 35, the maximum health value of the virtual object 401's chest to 85, the maximum health value of the virtual object 401's abdomen to 70, the maximum health value of the virtual object 401's left and right arms to 60, and the maximum health value of the virtual object 401's left and right legs to 65. Thus, when a part of the virtual object 401 is attacked, the terminal correspondingly reduces the health value of that part.

[0073] Optionally, the virtual object can increase its health value by acquiring virtual supplies, which can be to increase the health value of a specific part or the overall health value; it can also increase its health value by increasing its game level, or other methods that can increase its health value. This application embodiment does not limit this.

[0074] In some embodiments, the terminal can increase the movement restrictions of virtual objects in the virtual environment and increase the difficulty of the game by setting stamina consumption. Optionally, considering the differences in muscle structure between the upper and lower limbs, which result in different stamina consumption values ​​for the upper and lower limbs in different movement states, the terminal can divide the stamina value of virtual objects into upper limb stamina value and lower limb stamina value to describe the stamina value of virtual objects in more detail.

[0075] Optionally, the amount of force consumed by the upper limbs and the lower limbs may differ under different exercise conditions. For example, when walking, the amount of force consumed by the lower limbs is greater than that consumed by the upper limbs, while when standing and holding an object, the amount of force consumed by the upper limbs is greater than that consumed by the lower limbs.

[0076] In this embodiment, when a virtual object holds a virtual item, the main energy consumed is the upper limb stamina of the virtual object. Optionally, the terminal can display a stamina progress bar of the virtual object in the game interface to indicate the current stamina value of the virtual object to the player.

[0077] In some embodiments, when a virtual object holds a virtual prop, the terminal first determines the current hand state of the virtual object based on at least one of the upper limb strength value or hand health value. Then, when the virtual object's hand is in a first hand state, the terminal displays the virtual prop in a first shaking state.

[0078] Regarding the method of determining the hand state of a virtual object, it can be done by comparing the upper limb strength value with an upper limb strength threshold, and / or the hand health value with a hand health threshold. For example, if the upper limb strength value is not less than the upper limb strength threshold, and / or the hand health value is not less than the hand health threshold, the virtual object's hand can be determined to be in a first hand state. For example, the upper limb strength threshold can be 60% of the maximum upper limb strength value, and the hand health threshold can be 60% of the maximum hand health value.

[0079] Optionally, the first hand state indicates that the virtual object has a high hand health value and / or a high upper limb strength value. Therefore, when the virtual object's hand is in the first hand state, the virtual prop's shaking degree is low. For example, the first shaking state can be a small-amplitude shaking that occurs with the virtual object's breathing frequency.

[0080] Optionally, in the first shaking state, the shaking parameters of the virtual prop can be determined based on the shaking parameters of the virtual object's hand. Furthermore, if the environmental screen in the game interface is based on the view of the virtual environment obtained by the camera model associated with the virtual object, the game interface will also change as the virtual object's body shakes.

[0081] As illustrated in Figure 3, when the hand of the virtual object 301 is in the first hand state, the terminal displays the virtual item 302 in the first shaking state in the game interface. At this time, the shaking amplitude of the virtual item 302 is relatively small.

[0082] Step 203: When the virtual object's hand changes from the first hand state to the second hand state, display the virtual prop in the second shaking state. The shaking degree corresponding to the second shaking state is greater than the shaking degree corresponding to the first shaking state.

[0083] In some embodiments, considering that in a real environment, when holding an object with an arm, the object usually shakes significantly due to prolonged holding or lack of support, in order to simulate this phenomenon, the terminal can display the virtual prop in the second shaking state when it detects that the virtual object's hand changes from the first hand state to the second hand state. The degree of shaking corresponding to the second shaking state is greater than the degree of shaking corresponding to the first shaking state.

[0084] The degree of shaking in the second shaking state is greater than that in the first shaking state. This can be achieved by either a greater shaking frequency in the second shaking state than in the first shaking state, or a greater shaking amplitude in the second shaking state than in the first shaking state. For example, the shaking frequency in the first shaking state is 10 times per minute, and the shaking frequency in the second shaking state is 20 times per minute. Another example is that the shaking amplitude in the first shaking state is 1-2 millimeters per shake, and the shaking amplitude in the second shaking state is 5-6 millimeters per shake.

[0085] The jitter amplitude can be understood as the range of jitter amplitude. That is, when the jitter amplitude range is 1 to 2 millimeters, the jitter amplitude of each virtual prop is less than 2 millimeters; when the jitter amplitude range is 5 to 6 millimeters, the jitter amplitude of each virtual prop is less than 6 millimeters.

[0086] Optionally, if the virtual object's upper limb strength value is less than the upper limb strength threshold, and / or its hand health value is less than the hand health threshold, then the virtual object's hand can be determined to be in a second hand state. Compared to the first hand state, the second hand state represents a lower hand health value and / or a lower upper limb strength value for the virtual object. Therefore, when the virtual object's hand changes from the first hand state to the second hand state, the virtual prop experiences a higher degree of shaking. For example, the second shaking state could be a large-scale shaking caused by the virtual object's arm weakness, or a large-scale shaking caused by the virtual object being attacked.

[0087] As illustrated in Figure 3, when the hand of the virtual object 301 changes from the first hand state to the second hand state, the terminal displays the virtual item 302 in the second shaking state in the game interface. At this time, the shaking amplitude of the virtual item 302 is relatively large.

[0088] In summary, in this embodiment, when a virtual object holds a virtual item, by combining the shaking state of the virtual item with the hand state of the virtual object, the shaking of the item in real-world scenarios can be simulated, improving the realism of game control. Specifically, when the virtual object's hand is in a first hand state, the virtual item in the first shaking state is displayed; when the virtual object's hand changes from the first hand state to a second hand state, the virtual item in the second shaking state is displayed. This allows the shaking state of the virtual item to change with the change in the virtual object's hand state, improving the realism of the shaking when the virtual item is held. Furthermore, the shaking display effect of the virtual item indirectly shows the player the hand state of the virtual object, helping the player to perform timely control operations on the virtual object, thereby optimizing the game control effect.

[0089] In some embodiments, when a virtual object holds a virtual prop to perform a shooting operation, in order to improve the accuracy of shooting, it is necessary to aim before shooting. When changing from an unaimed state to an aiming state, phenomena such as arm contraction and muscle tension usually occur. Therefore, in order to further improve the realism of the shaking when the virtual prop is held, the terminal can also simulate the shaking state of the virtual prop based on the above phenomena.

[0090] Please refer to Figure 5, which shows a flowchart of a method for displaying virtual items provided in another exemplary embodiment of this application. This embodiment illustrates the method by way of execution by a terminal, and the method includes the following steps:

[0091] Step 501: When the virtual object's hand is in a first hand state and the virtual object is in a first breathing state, display the virtual prop in a first shaking state. The breathing state of the virtual object is related to at least one of the virtual object's action posture and the virtual prop's aiming state.

[0092] In some embodiments, to improve the realism of virtual objects' activities in a virtual environment, the terminal can simulate the normal breathing rate of a human body and set the breathing state of the virtual objects. Optionally, the breathing state of the virtual objects can be set to be related to at least one of the virtual object's action posture and the aiming state of virtual props.

[0093] The action posture of a virtual object refers to its static or dynamic posture during movement. Optionally, the action posture of a virtual object can include standing, walking, running, jumping, crawling, etc., and the breathing state of the virtual object is different in different action postures. For example, the breathing state of a virtual object when walking is different from that when running; the breathing frequency when walking is lower than that when running.

[0094] The aiming state of a virtual item refers to the specific state a virtual object is in when holding the virtual item and aiming at a target. For example, the breathing state of a virtual object when controlling a virtual item in a non-aiming state is different from that when controlling a virtual item in an aiming state. When a virtual item is in an aiming state, the virtual object usually holds its breath to reduce the impact on aiming accuracy.

[0095] Optionally, the first breathing state can be the breathing state when the virtual object is standing, and the breathing frequency can be set to 16 times per minute.

[0096] In one possible implementation, the terminal detects the hand state and breathing state of the virtual object in real time. When the virtual object's hand is in a first hand state and the virtual object is in a first breathing state, the virtual item in the first shaking state is displayed in the game interface.

[0097] By combining the hand and breathing states of virtual objects, the shaking of virtual props is displayed, increasing the realism of the shaking display. This allows players to indirectly observe the hand state, posture, and aiming state of virtual objects from the shaking display effect, thus optimizing the player's gaming experience.

[0098] Regarding the method of determining the breathing state of a virtual object, in one possible implementation, the terminal determines the breathing state of the virtual object based on the virtual object's action posture, wherein different action postures correspond to different breathing states, and the degree of shaking of the virtual prop is different in different breathing states.

[0099] For example, when a virtual object performs different actions and postures such as standing, squatting, or lying down, the virtual object's breathing state is different, resulting in different degrees of shaking of the virtual object's breathing, which in turn causes different degrees of shaking of the virtual prop.

[0100] For example, when a virtual object performs different actions such as walking, running, or sprinting, its breathing state is different, resulting in different degrees of shaking of the virtual object's breathing, which in turn causes different degrees of shaking of the virtual prop.

[0101] Optionally, a corresponding breathing frequency can be set for different action postures, thereby responding to the player's posture control operations on the virtual object. The terminal determines the breathing frequency corresponding to the current action posture based on the virtual object's action posture, thus determining the breathing state of the virtual object. For example, the breathing frequency corresponding to the standing posture can be 16 times per minute, and the breathing frequency corresponding to the running posture can be 28 times per minute.

[0102] By combining the breathing state of virtual objects with their action postures, it is possible to realistically simulate different breathing patterns under different action postures, thereby improving the accuracy of determining the breathing state and thus enhancing the realism of the shaking display of virtual props.

[0103] In some embodiments, in order to control the virtual prop to be in a first shaking state, when the virtual object's hand is in a first hand state and the virtual object is in a first breathing state, the terminal can first determine the shaking amplitude and shaking frequency of the virtual prop in the horizontal and vertical directions, and then display the virtual prop in the first shaking state according to the shaking amplitude, shaking frequency and a first scaling factor.

[0104] The first scaling factor is used to adjust the amplitude and frequency of the virtual prop's jitter. Optionally, the first scaling factor can also be called the non-aim down sights scale.

[0105] Optionally, when the virtual object performs different actions and postures, different scaling factors can be set for different actions and postures, thereby producing different shaking effects under different actions and postures.

[0106] Regarding the horizontal jitter amplitude and frequency of virtual props, in one possible implementation, the terminal can set a horizontal jitter frequency and a maximum horizontal jitter amplitude, and randomly select a value within a range less than the maximum horizontal jitter amplitude based on the horizontal jitter frequency to obtain the horizontal jitter amplitude in the current period.

[0107] Regarding the vertical jitter amplitude and frequency of virtual props, in one possible implementation, the terminal can set a vertical jitter frequency and a vertical jitter amplitude range, and randomly select a value within the vertical jitter amplitude range based on the vertical jitter frequency to obtain the vertical jitter amplitude in the current period.

[0108] Optionally, considering that the virtual prop is held by the hand of the virtual object, the shaking amplitude and shaking frequency of the virtual prop in the horizontal and vertical directions can be determined based on the hand displacement parameters of the virtual object.

[0109] As illustrated in Figure 6, the terminal can determine the shaking amplitude and frequency of the virtual prop in the horizontal and vertical directions based on the shaking frequency (Frequency Scale) and shaking amplitude (Amplitude) in the horizontal direction (Breath Y) and the shaking period (Period) and shaking amplitude range (Amplitude Range) in the vertical direction (Breath Z) set by the developer in the hand shaking parameter settings. In Figure 6, the shaking frequency in the horizontal direction is scaled to 0.25, the maximum shaking amplitude of left and right swings is 150 mm, the shaking frequency in the vertical direction is once every 3.2 seconds (corresponding to the virtual object breathing once every 3.2 seconds), and the shaking amplitude range is between 25 mm and 60 mm downwards.

[0110] In one possible implementation, the terminal can first use a first scaling factor to multiply by the horizontal jitter frequency, the maximum horizontal jitter amplitude, the vertical jitter frequency, and the vertical jitter amplitude range respectively to obtain the horizontal jitter frequency, the maximum horizontal jitter amplitude, the vertical jitter frequency, and the vertical jitter amplitude range of the current cycle. Then, based on the horizontal jitter frequency of the current cycle, a value is randomly selected within the maximum horizontal jitter amplitude range to obtain the horizontal jitter amplitude in the horizontal direction of the current cycle. And based on the vertical jitter frequency of the current cycle, a value is randomly selected within the vertical jitter amplitude range to obtain the vertical jitter amplitude in the vertical direction of the current cycle.

[0111] Optionally, in order to more accurately control the shaking state of the virtual prop, the terminal can determine the hand displacement shaking and hand rotation shaking respectively based on the first scaling factor corresponding to the hand displacement of the virtual object and the first scaling factor corresponding to the hand rotation, that is, determine the displacement shaking and rotation shaking of the virtual prop.

[0112] Schematic, Figure 7 shows the Breath Hand Translation Modifier interface provided in an exemplary embodiment of this application, and Figure 8 shows the Breath Hand Rotation Modifier interface provided in an exemplary embodiment of this application. Each scaling value setting interface includes scaling factors for non-ADS (Non-Aiming Scale), aiming, standing, crouching, prone, silent walking, running, and sprinting states. Furthermore, the terminal obtains the corresponding scaling factor from the scaling value setting bar based on the virtual object's current action posture and aiming posture, and adjusts the shaking amplitude and frequency according to the scaling factor to obtain the shaking amplitude of the current cycle, determine the virtual object's breathing state, and then control the virtual prop to enter the shaking state.

[0113] Optionally, if the environment in the game interface is based on the view of the virtual environment obtained by the camera model associated with the virtual object, the camera model will also shake accordingly as the virtual object shakes with its breathing, thus causing the game interface to change.

[0114] In one possible implementation, in order to display the virtual environment more accurately based on the shaking state of the camera model, the terminal can determine the displacement and rotation shaking of the camera model by setting the scaling coefficients corresponding to the camera displacement and camera rotation based on the frequency and amplitude of hand shaking, and then display the corresponding game interface according to the displacement and rotation shaking of the camera model.

[0115] Schematic, Figure 9 shows the Breath Camera Translation Modifier interface provided in an exemplary embodiment of this application, and Figure 10 shows the Breath Camera Rotation Modifier interface provided in an exemplary embodiment of this application. Each scaling value setting interface includes scaling factors for non-ADS (Non-Aiming Scale), aiming Scale, Standing Pose Scale, Crouching Pose Scale, Prone Pose Scale, Silent Walk Scale, Running Scale, and Sprint Scale. Furthermore, the terminal obtains the corresponding scaling factor from the scaling value setting bar based on the virtual object's current action posture and aiming posture, and adjusts the jitter amplitude and frequency according to the scaling factor. Then, based on the adjusted jitter amplitude and frequency, it controls the camera model's jitter and displays the game interface based on the environment observed by the camera model.

[0116] By setting the horizontal and vertical displacement parameters of the virtual object's hand, as well as the shake scaling factor for the virtual object in different poses, the shake display effect of virtual props can be optimized and enriched, increasing the realism of the shake. Furthermore, by setting corresponding scaling factors for the camera model, the virtual environment displayed in the game interface can also shake synchronously, further increasing the realism of the shake display and optimizing the player's gaming experience.

[0117] Step 502: When the virtual object's hand is in the first hand state, the virtual object is in the first breathing state, and the virtual prop changes from the non-aiming state to the aiming state, the virtual prop in the third shaking state is displayed within the first duration. The shaking degree corresponding to the third shaking state is less than the shaking degree corresponding to the first shaking state.

[0118] Considering that when changing from a non-aiming state to an aiming state, the arm usually contracts and the muscles tighten, and the hand tremor is relatively small at this time, in some embodiments, when the virtual object's hand is in a first hand state, the virtual object is in a first breathing state, and the virtual prop changes from a non-aiming state to an aiming state, the terminal displays the virtual prop in a third shaking state within a first duration, wherein the shaking degree corresponding to the third shaking state is less than the shaking degree corresponding to the first shaking state.

[0119] The degree of shaking corresponding to the third shaking state is less than the degree of shaking corresponding to the first shaking state. This can be achieved by at least one of the following: the shaking frequency corresponding to the third shaking state is less than the shaking frequency corresponding to the first shaking state, or the shaking amplitude corresponding to the third shaking state is less than the shaking amplitude corresponding to the first shaking state.

[0120] Optionally, the game interface displays an aiming control, which players can trigger to switch the aiming state of virtual items. In one possible implementation, upon receiving a player's trigger operation on the aiming control, the terminal controls the virtual item to switch from a non-aiming state to an aiming state.

[0121] The first duration is the transition time (Ads Steady Duration) during which the virtual object's muscles go from tense to relaxed when the virtual prop changes from an aiming state to an aiming state. During the first duration, the virtual prop is in the aiming state, so the virtual object's arm contracts and its muscles are tense, resulting in less shaking of the virtual prop.

[0122] Optionally, the initial duration can be a fixed value preset by the developers, such as 3 seconds. Optionally, the initial duration can also be related to other game parameters in the virtual match. For example, the initial duration can be related to the object attributes of the virtual object (such as the virtual object's stamina, health, etc.), with a higher stamina value resulting in a longer initial duration; it can also be related to the item attributes of the virtual item (such as the virtual item's type, size, weight, etc.), with a heavier item resulting in a shorter initial duration.

[0123] In some embodiments, to control the virtual prop to be in the third jitter state, when the virtual prop changes from an unaimed state to an aiming state, the terminal can first determine the jitter amplitude and frequency of the virtual prop in the horizontal and vertical directions, and then display the virtual prop in the third jitter state based on the jitter amplitude, jitter frequency, and a third scaling factor. The third scaling factor is different from the first scaling factor. Optionally, the third scaling factor can also be referred to as the scaling factor during the aiming stabilization process.

[0124] In one possible implementation, the terminal multiplies the horizontal jitter frequency, maximum horizontal jitter amplitude, vertical jitter frequency, and vertical jitter amplitude range by a third scaling factor to obtain the horizontal jitter frequency, maximum horizontal jitter amplitude, vertical jitter frequency, and vertical jitter amplitude range for the current cycle. Then, based on the horizontal jitter frequency of the current cycle, a value is randomly selected within the maximum horizontal jitter amplitude range to obtain the horizontal jitter amplitude in the horizontal direction of the current cycle. And based on the vertical jitter frequency of the current cycle, a value is randomly selected within the vertical jitter amplitude range to obtain the vertical jitter amplitude in the vertical direction of the current cycle.

[0125] Schematic, Figure 11 illustrates a scaling value setting interface during the aiming stabilization process provided in an exemplary embodiment of this application. It includes a scaling factor (Ads Steady Scale) during the aiming stabilization process in a first hand state, a scaling factor (Ads Steady Tremble Scale) during the aiming stabilization process in a second hand state, and a transition duration from tension to relaxation (Ads Steady Duration). When the virtual prop changes from a non-aiming state to an aiming state, the terminal first obtains the scaling factor (Ads Steady Scale) during the aiming stabilization process from this interface, and adjusts the shaking frequency and amplitude of the virtual prop in the horizontal and vertical directions using this scaling factor. Figure 11 shows an example where the scaling factor is 0.3, and the transition duration from tension to relaxation of the virtual object's muscles is 3 seconds.

[0126] It should be noted that when adjusting the jitter frequency and amplitude based on the scaling factor during the aiming stabilization process, the terminal can also simultaneously adjust the jitter frequency and amplitude according to the scaling factor corresponding to the virtual object's posture. Therefore, the final jitter frequency and amplitude are the values ​​obtained by superimposing multiple scaling factors. For example, if the virtual object's posture is standing, the scaling factor for the standing posture can be superimposed with the scaling factor during the aiming stabilization process to determine the jitter parameters of the virtual object. Similarly, if the virtual object's posture is running, the scaling factor for the running posture can be superimposed with the scaling factor during the aiming stabilization process to determine the jitter parameters of the virtual object.

[0127] Regarding the method of superimposing scaling factors, in one possible implementation, corresponding coefficient weights can be set for multiple scaling factors, thereby performing coefficient superposition processing based on multiple scaling factors and their corresponding coefficient weights. The coefficient weight of the scaling factor corresponding to the action posture can be greater than the coefficient weight of the scaling factor during the aiming stabilization process.

[0128] As illustrated in Figure 12, when the virtual object 1201's hand is in the first hand state, the virtual object 1201 is in the first breathing state, and the virtual prop 1202 is in the non-aiming state, the terminal displays the virtual prop 1202 in the first shaking state. When the virtual prop 1202 changes from the non-aiming state to the aiming state, the terminal displays the virtual prop 1202 in the third shaking state. Taking the target object 1203 that the virtual prop 1202 is aiming at as a reference, it can be seen that the shaking amplitude of the virtual prop 1202 is relatively small at this time.

[0129] Step 503: After the first duration is reached, the virtual prop in the fourth shaking state is displayed. The shaking degree corresponding to the fourth shaking state is greater than the shaking degree corresponding to the third shaking state.

[0130] Considering that after entering the aiming state for a period of time, the arm muscles will gradually relax compared to when entering the aiming state, resulting in an increase in the amplitude of hand shaking, the terminal displays the virtual prop in the fourth shaking state after the first duration is reached, and the shaking degree corresponding to the fourth shaking state is greater than the shaking degree corresponding to the third shaking state.

[0131] The degree of shaking corresponding to the fourth shaking state is greater than the degree of shaking corresponding to the third shaking state. This can be achieved by at least one of the following: the shaking frequency corresponding to the fourth shaking state is greater than the shaking frequency corresponding to the third shaking state, or the shaking amplitude corresponding to the fourth shaking state is greater than the shaking amplitude corresponding to the third shaking state.

[0132] In some embodiments, when the first duration is reached, the terminal can first determine the shaking amplitude and shaking frequency of the virtual prop in the horizontal and vertical directions, and then display the virtual prop in the fourth shaking state according to the shaking amplitude, shaking frequency and second scaling factor.

[0133] The second scaling factor is used to adjust the amplitude and frequency of the virtual prop's jitter. This second scaling factor differs from the first scaling factor. Optionally, the second scaling factor can also be referred to as the scaling factor during the aiming and relaxation process.

[0134] In one possible implementation, the terminal multiplies the horizontal jitter frequency, maximum horizontal jitter amplitude, vertical jitter frequency, and vertical jitter amplitude range by the second scaling factor to obtain the horizontal jitter frequency, maximum horizontal jitter amplitude, vertical jitter frequency, and vertical jitter amplitude range for the current cycle. Then, based on the horizontal jitter frequency of the current cycle, a value is randomly selected within the maximum horizontal jitter amplitude range to obtain the horizontal jitter amplitude in the horizontal direction of the current cycle. And based on the vertical jitter frequency of the current cycle, a value is randomly selected within the vertical jitter amplitude range to obtain the vertical jitter amplitude in the vertical direction of the current cycle.

[0135] By dividing the time after a virtual prop enters aiming mode into a first duration, the virtual prop is in a third jitter state during the first duration and a fourth jitter state after the first duration is reached. This allows for a realistic simulation of the grip state from muscle tension to relaxation after entering aiming mode, increasing the realism of the virtual prop's jitter display. Furthermore, by setting scaling factors during aiming stabilization and during aiming relaxation, the accuracy of virtual prop jitter control can be improved.

[0136] As illustrated in Figures 7 and 8, when the virtual object's muscles gradually relax after the first duration is reached, the terminal can obtain the scaling factor (ADS Scale) in the aiming state from the scaling value setting interface for hand displacement during breathing and the scaling value setting interface for hand rotation. Based on this scaling factor, the horizontal and vertical jitter amplitude and jitter frequency can be adjusted.

[0137] As illustrated in Figure 12, after the first duration is reached and the muscles of the virtual object gradually relax, the terminal displays the virtual prop 1202 in the fourth shaking state. Taking the target object 1203 aimed at by the virtual prop 1202 as a reference, it can be seen that the shaking amplitude of the virtual prop 1202 increases at this time.

[0138] In the above embodiments, by determining the shaking state of the virtual prop based on the hand state, breathing state, and aiming state of the virtual object, the simulation of the muscles of the virtual object from tension to relaxation is realized during the process of the virtual prop changing from a non-aiming state to an aiming state. This makes the shaking degree of the virtual prop show a trend of first decreasing and then increasing, thus improving the realism of the shaking when the virtual prop is held and changes from a non-aiming state to an aiming state.

[0139] In some embodiments, when the virtual prop is in the aiming state, in order to improve the accuracy of shooting, a breath-holding phenomenon usually occurs during the aiming of the target object. Therefore, in order to further improve the realism of the shaking when the virtual prop is held, the terminal can also simulate the shaking state of the virtual prop when the breath-holding phenomenon occurs.

[0140] Please refer to Figure 13, which shows a flowchart of a method for displaying virtual items provided in another exemplary embodiment of this application. This embodiment illustrates the method by way of execution by a terminal, and the method includes the following steps:

[0141] Step 1301: When the virtual prop is in the aiming state and the virtual object changes from the first breathing state to the second breathing state, the virtual prop in the fifth shaking state is displayed. The breathing frequency corresponding to the second breathing state is lower than the breathing frequency corresponding to the first breathing state, and the shaking degree corresponding to the fifth shaking state is less than the shaking degree corresponding to the fourth shaking state.

[0142] Optionally, a breath-holding control is displayed in the game interface. Players can switch the breathing state of the virtual object during aiming by triggering the breath-holding control. In one possible implementation, when the virtual item is in the aiming state, in response to the player's triggering of the breath-holding control, the terminal controls the virtual object to switch from a first breathing state to a second breathing state.

[0143] Considering that the breathing amplitude is small when the virtual object is in a breath-holding state, the hand tremor amplitude is also small. Therefore, in some embodiments, when the virtual prop is in an aiming state and the virtual object changes from the first breathing state to the second breathing state, the terminal displays the virtual prop in the fifth shaking state, wherein the shaking degree corresponding to the fifth shaking state is less than the shaking degree corresponding to the fourth shaking state.

[0144] Optionally, the breathing rate corresponding to the second breathing state is lower than that corresponding to the first breathing state. The lower the breathing rate of the virtual object, the smaller the amplitude of hand tremors. For example, the breathing rate of the first breathing state is 16 times per minute, and the breathing rate of the second breathing state is 10 times per minute. The first breathing state can be the breathing state of a normal human body in a standing position, and the second breathing state can be the breathing state of a normal human body in a breath-holding position.

[0145] Optionally, the breathing sound effect corresponding to the second breathing state can also be lower than that corresponding to the first breathing state, thereby increasing the realism of the virtual object's breathing from an auditory perspective.

[0146] The degree of shaking corresponding to the fifth shaking state is less than the degree of shaking corresponding to the fourth shaking state. This can be achieved by at least one of the following: the shaking frequency corresponding to the fifth shaking state is less than the shaking frequency corresponding to the fourth shaking state, or the shaking amplitude corresponding to the fifth shaking state is less than the shaking amplitude corresponding to the fourth shaking state.

[0147] As illustrated in Figure 14, when the virtual prop 1401 is in the aiming state and the virtual object is in the first breathing state, using the target object 1402 that the virtual prop 1401 is aiming at as a reference, it can be seen that the shaking amplitude of the virtual prop 1401 is relatively large. When the virtual object changes from the first breathing state to the second breathing state, using the target object 1402 that the virtual prop 1401 is aiming at as a reference, it can be seen that the shaking amplitude of the virtual prop 1401 is smaller.

[0148] Step 1302: Based on the duration of the virtual object being in the second breathing state, reduce the upper limb strength value of the virtual object. The upper limb strength value is negatively correlated with the duration.

[0149] Considering that energy is required to overcome the normal breathing process in a breath-holding state, in order to improve the realism of the virtual object's activities, in some embodiments, the terminal reduces the upper limb force value of the virtual object based on the duration of the virtual object's second breathing state.

[0150] Among them, the upper limb strength value is negatively correlated with the duration of the virtual object's second breathing state; the longer the duration, the more the upper limb strength is consumed, and the lower the upper limb strength value becomes. That is, the duration of the virtual object's second breathing state is positively correlated with the amount of upper limb strength consumed; the longer the duration, the greater the amount of upper limb strength consumed.

[0151] Optionally, the specific relationship between the duration of the virtual object's second breathing state and the upper limb strength consumption can be a pre-set fixed ratio. For example, if the virtual object remains in the second breathing state for 1 second, its upper limb strength consumption is 1%. Optionally, the upper limb strength consumption can be related not only to the duration of the virtual object's second breathing state but also to the virtual object's posture. For example, if the virtual object remains standing, its upper limb strength consumption is 1% for every second of its second breathing state; if the virtual object remains running, its upper limb strength consumption is 2% for every second of its second breathing state.

[0152] By combining the breathing state of virtual objects and adjusting the display of virtual props in different shaking states, the realism of the shaking display of virtual props can be increased. Furthermore, by reducing the upper limb strength value of virtual objects based on the duration of the virtual object's second breathing state, a realistic simulation of the physical exertion when in a state of breath-holding for a long time can be achieved, further increasing the realism of the shaking display.

[0153] In one possible implementation, when a virtual object is holding a virtual prop, the terminal can determine the upper limb strength consumption of the virtual object per unit time based on the aiming state of the virtual prop. The upper limb strength consumption corresponding to the aiming state is greater than that corresponding to the non-aiming state, that is, the upper limb strength value decreases faster in the aiming state and decreases slower in the non-aiming state.

[0154] For example, when the virtual prop is in the aiming state, the upper limb strength consumption of the virtual object is 2% per second; when the virtual prop is in the non-aiming state, the upper limb strength consumption of the virtual object is 1% per second.

[0155] Optionally, the terminal can display a stamina progress bar for the virtual object in the game interface to indicate the player's current stamina value. The progress of the stamina progress bar is positively correlated with the virtual object's stamina value. In one possible implementation, when the virtual item is not in an aiming state, the terminal updates the displayed stamina progress bar based on a first speed; when the virtual item is in an aiming state, the terminal updates the displayed stamina progress bar based on a second speed, where the second speed is greater than the first speed.

[0156] That is, when the virtual object is holding the virtual prop, the upper body strength consumption is minimal when the virtual object is in the first breathing state and the virtual prop is in the non-aiming state; the upper body strength consumption is maximum when the virtual object is in the second breathing state and the virtual prop is in the aiming state.

[0157] As illustrated in Figure 14, when the virtual prop 1401 is controlled to enter the aiming state, the terminal can display the progress bar 1404 corresponding to the upper limb strength value and the progress bar 1403 corresponding to the lower limb strength value on the interface. When the virtual object is in the first breathing state, the upper limb strength value of the virtual object is consumed at a slower rate, while when the virtual object is in the second breathing state, the upper limb strength value of the virtual object is consumed at a faster rate.

[0158] In some embodiments, considering that hand grip strength may vary under different physical conditions, the terminal can also divide the virtual object into multiple different physical strength ranges based on the maximum upper limb strength value of the virtual object, so that the shaking state of the virtual prop will be different when the upper limb strength value is in different physical strength ranges.

[0159] By linking the aiming state of virtual props with the stamina consumption of the virtual object's upper body, the system simulates the stamina consumption involved in aiming in real-world scenarios, increasing the realism of holding and aiming. Furthermore, by updating the stamina progress bar, the system effectively and intuitively displays the stamina consumption of the virtual object to the player, optimizing the player's gaming experience.

[0160] Step 1303: When the upper limb strength of the virtual object is less than the physical strength threshold, control the virtual object to enter the third breathing state and the virtual object's hand to enter the third hand state. The breathing frequency corresponding to the third breathing state is greater than the breathing frequency corresponding to the first breathing state.

[0161] Considering that in a real environment, after holding one's breath for a period of time, one will experience heavy breathing and may even experience exhaustion, at which point the virtual object will shake significantly. Therefore, in order to simulate the exhaustion and heavy breathing that occur after holding one's breath, in some embodiments, when the upper limb strength of the virtual object is less than the physical strength threshold, the terminal controls the virtual object to enter a third breathing state and controls the virtual object's hand to enter a third hand state.

[0162] Optionally, the stamina threshold can be a fixed value preset by the developers, such as 0. Optionally, the stamina threshold can also be related to other game parameters in the virtual game. For example, the stamina threshold can be related to the object attributes of the virtual object (such as the virtual object's attack value, health value, etc.). The higher the virtual object's health value, the lower the stamina threshold.

[0163] The breathing frequency corresponding to the third breathing state is higher than that corresponding to the first breathing state. The third breathing state can be a deep, labored breathing state at the end of breath-holding; for example, the breathing frequency in the third breathing state can be set to 25 breaths per minute. Optionally, the breathing sound effect corresponding to the third breathing state can also be higher than that corresponding to the first breathing state, thereby increasing the auditory realism of the virtual object's breathing.

[0164] Optionally, the third hand state can be a state of hand weakness, in which the virtual object's hand strength is small and cannot maintain the initial grip height of the virtual prop.

[0165] Schematic, Figure 15 illustrates a scaling value setting interface for entering a holding breath state provided in an exemplary embodiment of this application. When the virtual object changes from a first breathing state to a second breathing state, the terminal can obtain the holding breath scale from the scaling value setting interface, and adjust the shaking frequency and amplitude of the virtual prop in the horizontal and vertical directions according to the scaling scale. Furthermore, when the upper limb strength value of the virtual object is less than the physical strength threshold, the terminal obtains the exhausted scale from the scaling value setting interface, and adjusts the shaking frequency and amplitude of the virtual prop in the horizontal and vertical directions according to the scaling scale.

[0166] Furthermore, to simulate the process of heavy breathing when the limb strength of the virtual object is insufficient, the scaling value setting interface also includes scaling coefficient curves for hand tremor amplitude, camera tremor amplitude, and frequency of hand and camera tremors during heavy breathing. This allows the terminal to adjust the shaking frequency and amplitude of the virtual prop in the horizontal and vertical directions based on the scaling coefficients at different times in the scaling coefficient curves.

[0167] Step 1304: Display the virtual prop in the sixth shaking state during the second duration. The shaking degree corresponding to the sixth shaking state is greater than that corresponding to the fourth shaking state.

[0168] In some embodiments, when the virtual object enters the third breathing state and the virtual object's hand enters the third hand state, the terminal displays the virtual prop in the sixth shaking state for a second duration, wherein the shaking degree corresponding to the sixth shaking state is greater than the shaking degree corresponding to the fourth shaking state.

[0169] The degree of shaking corresponding to the sixth shaking state is greater than the degree of shaking corresponding to the fourth shaking state. This can be achieved by at least one of the following: the shaking frequency corresponding to the sixth shaking state is greater than the shaking frequency corresponding to the fourth shaking state, or the shaking amplitude corresponding to the sixth shaking state is greater than the shaking amplitude corresponding to the fourth shaking state.

[0170] Optionally, the second duration is the duration of the virtual object's hand weakness and / or heavy breathing after breath-holding ends. Optionally, the second duration can be a fixed value preset by the developers, such as 5 seconds. Optionally, the second duration can also be related to other game parameters in the virtual match. For example, the second duration can be related to the virtual object's attributes (such as the virtual object's stamina, health, etc.), with higher stamina resulting in a shorter second duration; it can also be related to the virtual item's attributes (such as the virtual item's type, size, weight, etc.), with heavier items resulting in a longer second duration. Optionally, the second duration can also be related to the virtual object's upper body stamina recovery progress, with faster upper body stamina recovery resulting in a shorter second duration.

[0171] As illustrated in Figure 16, when the virtual prop 1601 is in the aiming state and the virtual object enters the second breathing state, the terminal displays the virtual prop 1601 in the fifth shaking state. Using the target object 1602 that the virtual prop 1601 is aiming at as a reference, it can be seen that the shaking amplitude of the virtual prop 1601 is relatively small at this time. Furthermore, when the progress bar 1603 corresponding to the upper limb strength value of the virtual object becomes 0, that is, when the upper limb strength value is 0, the terminal controls the virtual object to enter the third breathing state and displays the virtual prop 1601 in the sixth shaking state. Using the target object 1602 that the virtual prop 1601 is aiming at as a reference, it can be seen that the shaking amplitude of the virtual prop 1601 is significantly increased at this time.

[0172] Step 1305: When the second duration is reached, control the virtual object to return from the third breathing state to the first breathing state, and the virtual object's hand to return from the third hand state to the first hand state.

[0173] Considering that after breath-holding ends, one can gradually return to a normal breathing state by panting, in order to simulate the process of gradual recovery, in some embodiments, when the second duration is reached, the terminal controls the virtual object to return from the third breathing state to the first breathing state, and restores the virtual object's hand from the third hand state to the first hand state.

[0174] Step 1306: Display the virtual props in the first shaking state.

[0175] In one possible implementation, when the virtual object returns from the third breathing state to the first breathing state, and the virtual object's hand returns from the third hand state to the first hand state, the terminal can display the virtual prop in the first shaking state on the screen.

[0176] By reducing the upper limb strength of the virtual object during aiming, and controlling the virtual object to enter a state of hand weakness and increase the virtual object's breathing rate when the upper limb strength is less than the physical strength threshold, and controlling the virtual object to return to normal after a second duration, a realistic simulation of the process from holding one's breath to weakness and then returning to normal in a real scene can be achieved, thus improving the realism of the virtual object holding the virtual prop.

[0177] In the above embodiments, when the virtual prop enters the aiming state, the shaking state of the virtual prop is determined according to the breathing state of the virtual object. This realizes the simulation of the virtual object's breathing process from holding its breath to a decrease in upper limb strength and then to exhaustion and heavy breathing during the process of the virtual object changing from the first breathing state to the second breathing state, then from the second breathing state to the third breathing state, and then returning to the first breathing state. This makes the shaking degree of the virtual prop show a trend of first decreasing, then increasing and then decreasing again, which improves the realism of the virtual prop shaking with the breathing state of the object when it is held.

[0178] In some embodiments, considering that the grip strength when the hand is injured is significantly less than the grip strength when the hand is healthy, and that the degree of shaking when the hand is injured is also significantly greater than the degree of shaking when the hand is healthy, in order to simulate this phenomenon, the terminal can adjust the hand state of the virtual object according to the hand health value of the virtual object, thereby changing the shaking state of the virtual prop.

[0179] Optionally, the terminal can set health values ​​for different parts of the virtual object. The higher the health value, the better the health of that part. For example, if the virtual object's hand is hit by a virtual bullet, the health value of the virtual object's hand will decrease.

[0180] Optionally, the hand health value may be related to the number of times the hand is attacked, the intensity of the attack, or the amount of blood loss from the hand, etc., and this embodiment of the application does not limit this. Optionally, the virtual object may also improve the hand health value by using virtual medicines, etc.

[0181] In one possible implementation, when the health value of the virtual object's hand is less than a health threshold, the terminal controls the virtual object's hand to change from a first hand state to a second hand state, and displays the virtual prop in the second shaking state within a third time period based on the virtual object's hand offset.

[0182] Optionally, the third duration is the duration during which the virtual object's hand health value is less than the health threshold. That is, when the virtual object's hand health value is less than the health threshold, the virtual object's hand is in the second hand state, and the virtual prop is in the second shaking state; when the virtual object's hand health value is greater than or equal to the health threshold, the virtual object's hand returns from the second hand state to the first hand state, and the virtual prop returns from the second shaking state to the first shaking state.

[0183] Optionally, the health threshold can be a fixed value preset by the developer, such as 50% of the maximum hand health value. Optionally, the health threshold can be related to the virtual object's health value; the higher the virtual object's health value, the lower the health threshold.

[0184] Optionally, the hand offset is the maximum downward displacement of the held object when the hand is in the second hand position. The terminal can determine the hand offset in the second hand position based on the scaling factor and the vertical shaking amplitude of the virtual prop. For example, if the scaling factor is greater than 1, the hand offset is equal to the scaling factor multiplied by the maximum shaking amplitude.

[0185] Schematic, Figure 17 illustrates a hand offset setting interface provided in an exemplary embodiment of this application when the hand health value is less than the health threshold. The interface includes displacement offsets (Amplitude) in the X-axis (Tremble Noise X), Y-axis (Tremble Noise Y), and Z-axis (Tremble Noise Z) directions, as well as the corresponding jitter frequency. When the virtual object's hand health value is less than the health threshold, the terminal can obtain the displacement offsets of the virtual object's hand in the X, Y, and Z axes, as well as the corresponding jitter frequency, from this interface. Based on these displacement offsets and jitter frequency, the terminal can control the virtual prop to enter a second jitter state.

[0186] Schematic, Figure 18 illustrates an interface for setting the hand sinking amplitude when the hand health value is less than the health threshold, provided in an exemplary embodiment of this application. This includes the time interval for random hand sinking (Fracture Spasm Interval range), exemplified by 2.8 to 6 seconds in Figure 18, and the amplitude range for random hand sinking (Fracture Spasmintensity range), exemplified by 1200 to 2500 millimeters in Figure 18. Furthermore, Figure 18 also shows a motion rhythm curve (Fracture Spasm Scale) for gradually raising the virtual prop after random hand sinking. This allows the terminal to adjust the vertical shaking amplitude of the virtual prop based on the scaling coefficient corresponding to each moment in the motion rhythm curve.

[0187] By setting a health threshold, when the hand health value of the virtual object is less than the health threshold, the shaking degree of the virtual prop is increased, which can simulate the hand holding situation in real scenes and increase the realism of the shaking of the virtual prop.

[0188] Optionally, the terminal can display health indicators for virtual objects in the game interface to indicate the current health status of different parts of the virtual object. These health indicators include the corresponding part identifier and health value for each part of the virtual object. As illustrated in Figure 4, the terminal sets different maximum health values ​​for different parts based on their damage tolerance.

[0189] In one possible implementation, when the virtual object's hand is attacked, the terminal updates the hand health value in the health identifier. For example, the terminal can determine the decrease in the hand health value based on the attack value, and then update the hand health value in the health identifier. It should be noted that when the virtual object's hand is attacked, the terminal only updates the hand health value; that is, there is no necessary correlation between the health values ​​of different body parts.

[0190] Furthermore, when a virtual object is holding a virtual item, in order to promptly remind the player to restore the virtual object's hand health value, the terminal can update the hand icon in the health display when the virtual object's hand health value is lower than the health threshold. The updated hand icon will have a different display effect than the original. For example, the color and animation effects may differ.

[0191] As illustrated in Figure 19, when the virtual object holds the virtual item 1901, the terminal displays the virtual object's health indicator 1903 on the game interface. The maximum health value of the virtual object's hand is 60. When the virtual object's hand is in the first hand state, the terminal controls the virtual item 1901 to aim at the target object 1902. When the virtual object's hand health value drops to 0, the terminal controls the virtual item 1901 to sink based on the downward offset of the virtual object's hand. Using the target object 1902 aimed at by the virtual item 1901 as a reference, it can be seen that the virtual item 1901 sinks by a certain amount. Then, the terminal controls the virtual item 1901 to gradually rise based on the set action rhythm curve. Using the target object 1902 aimed at by the virtual item 1901 as a reference, it can be seen that the virtual item 1901 rises.

[0192] By displaying the health indicators corresponding to virtual objects and updating the hand's health value and indicator when the hand is attacked, the game can effectively remind players of the health status of various parts of the virtual object during the game, assisting players in participating in the game and optimizing the player's game experience.

[0193] Optionally, in addition to the virtual object's hand health value, the shaking state of the virtual prop is also affected by the virtual object's breathing state and upper limb strength value. If the virtual object's hand health value is less than the health threshold, even if the virtual object enters a second breathing state, it may not be able to reduce the shaking degree of the virtual prop; however, if the virtual object's upper limb strength value is less than the physical strength threshold, the shaking degree of the virtual prop can be increased.

[0194] In one possible implementation, when the virtual object's hand is in a second hand state and the virtual object changes from a first breathing state to a second breathing state, the terminal displays a virtual prop in a second shaking state, wherein the breathing frequency corresponding to the second breathing state is lower than the breathing frequency corresponding to the first breathing state. That is, when the virtual object's hand health value is less than a health threshold, adjusting the breathing state cannot change the degree of shaking of the virtual prop.

[0195] In one possible implementation, when the virtual object's hand is in a second hand state and the virtual object's upper limb strength value is less than a physical strength threshold, the terminal displays a virtual prop in a seventh shaking state, wherein the shaking degree corresponding to the seventh shaking state is greater than the shaking degree corresponding to the second shaking state. That is, when the virtual object's hand health value is less than a health threshold, the consumption of upper limb strength will exacerbate the shaking degree of the virtual prop.

[0196] The degree of shaking corresponding to the seventh shaking state is greater than the degree of shaking corresponding to the second shaking state. This can be achieved by at least one of the following: the shaking frequency corresponding to the seventh shaking state is greater than the shaking frequency corresponding to the second shaking state, or the shaking amplitude corresponding to the seventh shaking state is greater than the shaking amplitude corresponding to the second shaking state.

[0197] Optionally, if the virtual object's hand health value is less than the health threshold and the virtual object's upper limb strength value is less than the physical strength threshold, the virtual object can increase its hand health value through virtual supply medicine to reduce the shaking degree of the virtual prop; or, the virtual object can increase its upper limb strength value through virtual energy medicine to reduce the shaking degree of the virtual prop.

[0198] It should be noted that the virtual prop shakes the most when the virtual object's hand health value is less than the health threshold and the virtual object's upper limb strength value is less than the physical strength threshold. Conversely, the shaking of the virtual prop will decrease if either the hand health value or the upper limb strength value is increased.

[0199] By linking the hand state of a virtual object with its breathing state and upper limb strength, different shaking states of virtual props can be determined, increasing the diversity and complexity of the shaking states of virtual props. This increases the difficulty of controlling virtual objects to hold virtual props and optimizes the game effect.

[0200] In the above embodiments, the shaking state of the virtual prop is determined based on the hand state of the virtual object. This realizes the simulation of the virtual object's hand randomly sinking and gradually rising during the process of the virtual object's hand changing from the first hand state to the second hand state. This makes the shaking degree of the virtual prop show a trend of first sinking and then rising, improving the realism of the shaking when the virtual object's hand changes from the first hand state to the second hand state when the virtual prop is held.

[0201] Please refer to Figure 20, which shows a flowchart of a method for displaying virtual props provided in another exemplary embodiment of this application.

[0202] Step 2001: Display a virtual item in the game interface, which is held by a virtual object.

[0203] In some embodiments, a third-person perspective is adopted, which is a first-person over-the-shoulder perspective. The camera model is located at the head and shoulders of the virtual object, so that when the user controls the virtual object to use virtual props to attack other virtual objects, the terminal displays the virtual object holding the virtual props in the virtual scene screen game interface.

[0204] Step 2002: When the virtual object's hand is in the first hand state, display the virtual prop in the first shaking state.

[0205] The terminal determines the hand status of the virtual object based on the hand health value. When the virtual object's hand status is in the first hand status, the terminal displays the virtual prop in the first shaking state. At this time, the virtual prop shakes with the virtual object's breathing.

[0206] Step 2003: Is the virtual item in aiming mode?

[0207] Furthermore, during the process of the virtual object holding the virtual prop, the terminal judges the aiming state of the virtual prop. If the virtual prop is in the aiming state, proceed to step 2004; if the virtual prop is in the non-aiming state, proceed to step 2010.

[0208] Step 2004: When the virtual item changes from an unaimed state to an aiming state, display the virtual item in the third shaking state.

[0209] When a virtual prop changes from an unaimed state to an aiming state, the terminal simulates the phenomenon of the virtual object's arm contracting and muscles tensing, controls the shaking amplitude and frequency of the virtual prop to decrease, and displays the virtual prop in the third shaking state.

[0210] Step 2005: Is the virtual object in a second breathing state?

[0211] Furthermore, when the virtual prop is in the aiming state, the terminal judges the breathing state of the virtual object. If the virtual object is in the first breathing state, proceed to step 2008; if the virtual object is in the second breathing state (breath-holding state), proceed to step 2006.

[0212] Step 2006: When the virtual object changes from the first breathing state to the second breathing state, display the virtual prop in the fifth shaking state.

[0213] When a virtual object enters a breath-holding state, the terminal simulates the breath-holding process, controls the shaking amplitude and frequency of the virtual prop to decrease, and displays the virtual prop in the fifth shaking state.

[0214] Step 2007: Based on the duration of the virtual object's second breathing state, reduce the upper limb strength value of the virtual object.

[0215] Meanwhile, when the virtual object enters a breath-holding state, the terminal simulates the physical exertion process during breath-holding and gradually reduces the upper limb strength value of the virtual object based on the duration of the virtual object's second breathing state.

[0216] Step 2008: Is the upper limb strength value less than the physical strength threshold?

[0217] Furthermore, the terminal determines whether the upper limb strength value of the virtual object is less than the physical strength threshold. If the upper limb strength value is less than the physical strength threshold, for example, if the upper limb strength value is zero, proceed to step 2009.

[0218] Step 2009: Display the virtual props in the sixth shaking state.

[0219] When the upper limb strength value is less than the physical strength threshold, the terminal simulates the process of heavy breathing and exhaustion after holding one's breath, controls the shaking amplitude and shaking frequency of the virtual prop to increase, and displays the virtual prop in the sixth shaking state.

[0220] Step 2010: Has the hand changed to the second hand state?

[0221] Furthermore, the terminal determines whether the virtual object's hand has changed to a second hand state based on the virtual object's hand health value. If the virtual object's hand has changed to a second hand state, the process proceeds to step 2011; if the virtual object's hand is still in the first hand state, the process returns to step 2002.

[0222] Step 2011: Display the virtual prop in the second shaking state.

[0223] When the virtual object's hand health value is 0, the terminal simulates the process of reduced grip strength when the hand is injured, controls the virtual prop to sink randomly by a certain amplitude, and controls the virtual object to gradually raise the virtual prop, thereby displaying the virtual prop in the second shaking state.

[0224] Please refer to Figure 21, which shows a structural block diagram of a virtual prop display device provided in an exemplary embodiment of this application. The device includes:

[0225] The first display module 2101 is used to display virtual items in the game interface, wherein the virtual items are held by a virtual object;

[0226] The second display module 2102 is used to display the virtual prop in a first shaking state when the virtual object's hand is in a first hand state, wherein the virtual object's hand state is related to at least one of the virtual object's upper limb strength value and hand health value;

[0227] The third display module 2103 is used to display the virtual prop in a second shaking state when the hand of the virtual object changes from the first hand state to the second hand state, wherein the shaking degree corresponding to the second shaking state is greater than the shaking degree corresponding to the first shaking state.

[0228] Optionally, the second display module 2102 is used for:

[0229] When the virtual object's hand is in the first hand state and the virtual object is in the first breathing state, the virtual prop in the first shaking state is displayed. The breathing state of the virtual object is related to at least one of the virtual object's action posture and the aiming state of the virtual prop.

[0230] Optionally, the second display module 2102 is further configured to:

[0231] When the virtual object's hand is in the first hand state and the virtual object is in the first breathing state, determine the shaking amplitude and shaking frequency of the virtual prop in the horizontal and vertical directions;

[0232] Based on the jitter amplitude, the jitter frequency, and the first scaling factor, the virtual prop in the first jitter state is displayed, and the first scaling factor is used to adjust the jitter amplitude and the jitter frequency of the virtual prop.

[0233] Optionally, the device further includes:

[0234] The fourth display module is used to display the virtual prop in a third shaking state for a first duration when the virtual object's hand is in the first hand state, the virtual object is in the first breathing state, and the virtual prop changes from a non-aiming state to an aiming state. The shaking degree corresponding to the third shaking state is less than the shaking degree corresponding to the first shaking state.

[0235] The fifth display module is used to display the virtual prop in the fourth shaking state when the first duration is reached, wherein the shaking degree corresponding to the fourth shaking state is greater than the shaking degree corresponding to the third shaking state.

[0236] Optionally, the fifth display module is further configured to:

[0237] If the first duration is reached, determine the shaking amplitude and shaking frequency of the virtual prop in the horizontal and vertical directions;

[0238] Based on the jitter amplitude, the jitter frequency, and the second scaling factor, the virtual prop in the fourth jitter state is displayed. The second scaling factor is used to adjust the jitter amplitude and the jitter frequency of the virtual prop. The second scaling factor is different from the first scaling factor.

[0239] Optionally, the device further includes:

[0240] The sixth display module is used to display the virtual prop in the fifth shaking state when the virtual prop is in the aiming state and the virtual object changes from the first breathing state to the second breathing state. The breathing frequency corresponding to the second breathing state is lower than the breathing frequency corresponding to the first breathing state, and the shaking degree corresponding to the fifth shaking state is less than the shaking degree corresponding to the fourth shaking state.

[0241] The stamina reduction module is used to reduce the upper limb stamina of the virtual object based on the duration of the virtual object being in the second breathing state, wherein the upper limb stamina is negatively correlated with the duration.

[0242] Optionally, the device further includes:

[0243] The first control module is used to control the virtual object to enter a third breathing state and the virtual object's hand to enter a third hand state when the upper limb strength value of the virtual object is less than the physical strength threshold. The breathing frequency corresponding to the third breathing state is greater than the breathing frequency corresponding to the first breathing state.

[0244] The seventh display module is used to display the virtual prop in the sixth shaking state during the second duration, wherein the shaking degree corresponding to the sixth shaking state is greater than the shaking degree corresponding to the fourth shaking state.

[0245] The second control module is used to control the virtual object to return from the third breathing state to the first breathing state and the virtual object's hand to return from the third hand state to the first hand state when the second duration is reached.

[0246] The eighth display module is used to display the virtual prop in the first shaking state.

[0247] Optionally, the third display module 2103 is used for:

[0248] When the health value of the virtual object's hand is less than a health threshold, the virtual object's hand is controlled to change from the first hand state to the second hand state;

[0249] Based on the hand offset of the virtual object, the virtual prop in the second shaking state is displayed within a third time period.

[0250] Optionally, the device further includes:

[0251] The ninth display module is used to display the virtual prop in the second shaking state when the virtual object's hand is in the second hand state and the virtual object changes from the first breathing state to the second breathing state, wherein the breathing frequency corresponding to the second breathing state is lower than the breathing frequency corresponding to the first breathing state.

[0252] The tenth display module is used to display the virtual prop in the seventh shaking state when the virtual object's hand is in the second hand state and the upper limb strength value of the virtual object is less than the physical strength threshold. The shaking degree corresponding to the seventh shaking state is greater than the shaking degree corresponding to the second shaking state.

[0253] Optionally, the device further includes:

[0254] The identification display module is used to display the health identifier corresponding to the virtual object. The health identifier includes the part identifier corresponding to different parts of the virtual object and the health value.

[0255] A health value update module is used to update the hand health value in the health identifier when the hand of the virtual object is attacked.

[0256] The identifier update module is used to update the display of the hand identifier in the health identifier when the hand health value of the virtual object is less than the health threshold. The display effect of the updated hand identifier is different from the display effect of the hand identifier before the update.

[0257] Optionally, the device further includes:

[0258] The state determination module is used to determine the breathing state of the virtual object based on the action posture of the virtual object. Different action postures correspond to different breathing states, and the degree of shaking of the virtual prop is different in different breathing states.

[0259] Optionally, the device further includes:

[0260] The consumption determination module is used to determine the upper limb strength consumption of the virtual object based on the aiming state of the virtual prop, wherein the upper limb strength consumption corresponding to the aiming state is greater than the upper limb strength consumption corresponding to the non-aiming state.

[0261] Optionally, the device further includes:

[0262] The first progress bar update module is used to update and display the stamina value progress bar corresponding to the virtual object based on a first speed when the virtual prop is in the non-aiming state.

[0263] The second progress bar update module is used to update and display the stamina value progress bar corresponding to the virtual object based on a second speed when the virtual prop is in the aiming state, wherein the second speed is greater than the first speed.

[0264] In summary, in this embodiment, when a virtual object holds a virtual item, by combining the shaking state of the virtual item with the hand state of the virtual object, the shaking of the item in real-world scenarios can be simulated, improving the realism of game control. Specifically, when the virtual object's hand is in a first hand state, the virtual item in the first shaking state is displayed; when the virtual object's hand changes from the first hand state to a second hand state, the virtual item in the second shaking state is displayed. This allows the shaking state of the virtual item to change with the change in the virtual object's hand state, improving the realism of the shaking when the virtual item is held. Furthermore, the shaking display effect of the virtual item indirectly shows the player the hand state of the virtual object, helping the player to perform timely control operations on the virtual object, thereby optimizing the game control effect.

[0265] It should be noted that the apparatus provided in the above embodiments is only an example of the division of the above functional modules. In practical applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the apparatus can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments belong to the same concept, and their implementation process can be found in the method embodiments, which will not be repeated here.

[0266] Please refer to Figure 22, which shows a structural block diagram of a terminal 2200 provided in an exemplary embodiment of this application. The terminal 2200 may be a portable mobile terminal, such as a smartphone, tablet computer, Moving Picture Experts Group Audio Layer III (MP3) player, or Moving Picture Experts Group Audio Layer IV (MP4) player. The terminal 2200 may also be referred to as a user device, portable terminal, or other names.

[0267] Typically, terminal 2200 includes a processor 2201 and a memory 2202.

[0268] Processor 2201 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 2201 may be implemented using at least one hardware form selected from Digital Signal Processing (DSP), Field-Programmable Gate Array (FPGA), and Programmable Logic Array (PLA). Processor 2201 may also include a main processor and a coprocessor. The main processor, also known as a Central Processing Unit (CPU), 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 2201 may integrate a Graphics Processing Unit (GPU), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 2201 may also include an Artificial Intelligence (AI) processor, which is used to handle computational operations related to machine learning.

[0269] The memory 2202 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 2202 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 2202 is used to store at least one instruction, which is executed by the processor 2201 to implement the virtual item display method provided in this application embodiment.

[0270] In some embodiments, the terminal 2200 may also optionally include: a peripheral device interface 2203 and at least one peripheral device.

[0271] Peripheral device interface 2203 can be used to connect at least one input / output (I / O) related peripheral device to processor 2201 and memory 2202. In some embodiments, processor 2201, memory 2202 and peripheral device interface 2203 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 2201, memory 2202 and peripheral device interface 2203 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.

[0272] Those skilled in the art will understand that the structure shown in FIG22 does not constitute a limitation on terminal 2200, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.

[0273] This application also provides a computer-readable storage medium storing at least one program, which is loaded and executed by a processor to implement the virtual prop display method described in the above embodiments.

[0274] According to one aspect of this application, a computer program product is provided, comprising computer instructions stored in a computer-readable storage medium. A terminal's processor reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the terminal to perform the virtual item display method provided in various alternative implementations of the above aspect.

[0275] 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 storage medium or transmitted as one or more instructions or code on a computer-readable storage medium. Computer-readable storage media include computer storage media and communication media, wherein communication media include any medium that facilitates the transmission of a computer program from one place to another. Storage media can be any available medium accessible to a general-purpose or special-purpose computer.

[0276] 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 displaying virtual items, the method being executed by a terminal, the method comprising: Virtual items are displayed in the game interface and are held by virtual objects. When the virtual object's hand is in a first hand state, the virtual prop is displayed in a first shaking state. The hand state of the virtual object is related to at least one of the virtual object's upper limb strength value and hand health value. When the virtual object's hand changes from the first hand state to the second hand state, the virtual prop is displayed in a second shaking state, where the shaking degree corresponding to the second shaking state is greater than the shaking degree corresponding to the first shaking state.

2. The method according to claim 1, wherein, The step of displaying the virtual prop in a first shaking state when the virtual object's hand is in a first hand state includes: When the virtual object's hand is in the first hand state and the virtual object is in the first breathing state, the virtual prop in the first shaking state is displayed. The breathing state of the virtual object is related to at least one of the virtual object's action posture and the aiming state of the virtual prop.

3. The method according to claim 2, wherein, The step of displaying the virtual prop in the first shaking state when the virtual object's hand is in the first hand state and the virtual object is in the first breathing state includes: When the virtual object's hand is in the first hand state and the virtual object is in the first breathing state, determine the shaking amplitude and shaking frequency of the virtual prop in the horizontal and vertical directions; Based on the jitter amplitude, the jitter frequency, and the first scaling factor, the virtual prop in the first jitter state is displayed, and the first scaling factor is used to adjust the jitter amplitude and the jitter frequency of the virtual prop.

4. The method according to claim 2, wherein, The method further includes: When the virtual object's hand is in the first hand state, the virtual object is in the first breathing state, and the virtual prop changes from a non-aiming state to an aiming state, the virtual prop is displayed in a third shaking state for a first duration, and the shaking degree corresponding to the third shaking state is less than the shaking degree corresponding to the first shaking state. If the first duration is reached, the virtual item is displayed in the fourth shaking state, and the shaking degree corresponding to the fourth shaking state is greater than the shaking degree corresponding to the third shaking state.

5. The method according to claim 4, wherein, The step of displaying the virtual prop in the fourth shaking state when the first duration is reached includes: If the first duration is reached, determine the shaking amplitude and shaking frequency of the virtual prop in the horizontal and vertical directions; Based on the jitter amplitude, the jitter frequency, and the second scaling factor, the virtual prop in the fourth jitter state is displayed. The second scaling factor is used to adjust the jitter amplitude and the jitter frequency of the virtual prop. The second scaling factor is different from the first scaling factor.

6. The method according to claim 4, wherein, The method further includes: When the virtual prop is in the aiming state and the virtual object changes from the first breathing state to the second breathing state, the virtual prop is displayed in the fifth shaking state. The breathing frequency corresponding to the second breathing state is lower than the breathing frequency corresponding to the first breathing state, and the shaking degree corresponding to the fifth shaking state is less than the shaking degree corresponding to the fourth shaking state. Based on the duration of the virtual object being in the second breathing state, the upper limb strength value of the virtual object is reduced, and the upper limb strength value is negatively correlated with the duration.

7. The method according to claim 6, wherein, The method further includes: When the upper limb strength value of the virtual object is less than the physical strength threshold, the virtual object is controlled to enter a third breathing state, and the hands of the virtual object are controlled to enter a third hand state. The breathing frequency corresponding to the third breathing state is greater than the breathing frequency corresponding to the first breathing state. The virtual prop is displayed in the sixth shaking state during the second duration, and the shaking degree corresponding to the sixth shaking state is greater than the shaking degree corresponding to the fourth shaking state. If the second duration is reached, the virtual object is controlled to return from the third breathing state to the first breathing state, and the virtual object's hand is controlled to return from the third hand state to the first hand state; Display the virtual prop in the first shaking state.

8. The method according to any one of claims 1 to 7, wherein, The step of displaying the virtual prop in a second shaking state when the virtual object's hand changes from a first hand state to a second hand state includes: When the health value of the virtual object's hand is less than a health threshold, the virtual object's hand is controlled to change from the first hand state to the second hand state; Based on the hand offset of the virtual object, the virtual prop in the second shaking state is displayed within a third time period.

9. The method according to claim 8, wherein, The method further includes: When the virtual object's hand is in the second hand state and the virtual object changes from the first breathing state to the second breathing state, the virtual prop in the second shaking state is displayed, and the breathing frequency corresponding to the second breathing state is lower than the breathing frequency corresponding to the first breathing state. When the virtual object's hand is in the second hand state and the upper limb strength value of the virtual object is less than the physical strength threshold, the virtual prop is displayed in the seventh shaking state, and the shaking degree corresponding to the seventh shaking state is greater than the shaking degree corresponding to the second shaking state.

10. The method according to claim 8, wherein, The method further includes: Display the health identifier corresponding to the virtual object, the health identifier including the part identifier corresponding to different parts of the virtual object and the health value; If the virtual object's hand is attacked, update the hand health value in the health identifier; If the hand health value of the virtual object is less than the health threshold, the hand icon in the health icon is updated and displayed. The display effect of the updated hand icon is different from the display effect of the hand icon before the update.

11. The method according to any one of claims 1 to 10, wherein, The method further includes: Based on the virtual object's posture, the virtual object's breathing state is determined. Different postures correspond to different breathing states, and the degree of shaking of the virtual prop varies under different breathing states.

12. The method according to any one of claims 1 to 11, wherein, The method further includes: Based on the aiming state of the virtual prop, the upper limb strength consumption of the virtual object is determined, wherein the upper limb strength consumption corresponding to the aiming state is greater than the upper limb strength consumption corresponding to the non-aiming state.

13. The method according to claim 12, wherein, The method further includes: When the virtual item is in the non-aiming state, the progress bar of the stamina value corresponding to the virtual object is updated and displayed based on the first speed. When the virtual prop is in the aiming state, the stamina progress bar corresponding to the virtual object is updated and displayed based on a second speed, where the second speed is greater than the first speed.

14. A display device for virtual props, the device comprising: The first display module is used to display virtual items in the game interface, wherein the virtual items are held by a virtual object; The second display module is used to display the virtual prop in a first shaking state when the virtual object's hand is in a first hand state, wherein the virtual object's hand state is related to at least one of the virtual object's upper limb strength value and hand health value; The third display module is used to display the virtual prop in a second shaking state when the virtual object's hand changes from the first hand state to the second hand state, wherein the shaking degree corresponding to the second shaking state is greater than the shaking degree corresponding to the first shaking state.

15. A terminal comprising a processor and a memory, the memory storing at least one program, the at least one program being loaded and executed by the processor to implement the method for displaying virtual props as claimed in any one of claims 1 to 14.

16. A computer-readable storage medium storing at least one program, the at least one program being loaded and executed by a processor to implement the method for displaying virtual props as described in any one of claims 1 to 14.

17. A computer program product comprising computer instructions stored in a computer-readable storage medium; a processor of a terminal reading the computer instructions from the computer-readable storage medium, the processor executing the computer instructions to cause the terminal to perform a method for displaying virtual props as described in any one of claims 1 to 14.

Citation Information

Patent Citations

  • Virtual prop control method, device and equipment and computer readable storage medium

    CN112156472A

  • Interaction method and device based on virtual object, equipment, medium and program product

    CN114288659A

  • Virtual object control method and device, terminal and storage medium

    CN117547822A

  • Virtual item use method and device, head-mounted display equipment and readable storage medium

    CN117861196A

  • Controlling a virtual objectbased on strength values

    US20230016383A1