Interaction method and apparatus based on virtual items, and computer device and storage medium
Patent Information
- Application Number
- PCT/CN2025/087557
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-05-24
- Filing Date
- 2025-04-07
- Publication Date
- 2025-11-27
AI Technical Summary
In open-world action games, when the virtual health of all virtual objects in a virtual party reaches zero, the player can no longer see controllable objects, impacting the gaming experience.
When the virtual health of a virtual object drops to a preset threshold, it is replaced with an object whose virtual health is higher than the threshold, and a virtual recovery item is displayed in the associated area of the object icon, which the player can trigger to restore virtual health.
It simplifies the operation process, improves the efficiency of human-computer interaction, avoids pop-up windows from obscuring the virtual scene, and enhances the gaming experience.
Smart Images

Figure CN2025087557_27112025_PF_FP_ABST
Abstract
Description
Virtual prop-based interaction method and device, computer device, and storage medium
[0001] The present application claims priority to the Chinese Patent Application No. 202410654826.3, filed on May 24, 2024, and entitled "Virtual prop usage method, device, computer device, and storage medium", the entire content of which is incorporated herein by reference. TECHNICAL FIELD
[0002] The present application relates to the technical field of computers, and in particular to a virtual prop-based interaction method and device, computer device, and storage medium. BACKGROUND
[0003] In an open-world action game, a plurality of virtual objects can be configured in a certain virtual team of a same user account. A single virtual object in the virtual team is displayed in a virtual scene, and a player can control the virtual object. When the virtual life value of the virtual object is zero, the virtual object is no longer displayed, and another virtual object in the virtual team with a non-zero virtual life value is displayed in the virtual scene for the player to continue controlling. However, when the virtual life values of all virtual objects in the virtual team are zero, no virtual object that can be controlled is displayed for the player, which affects the player's game experience. Therefore, how to quickly restore the virtual life value to the virtual object is a problem to be solved. SUMMARY
[0004] Embodiments of the present application provide a virtual prop-based interaction method and device, computer device, and storage medium. The technical solution is as follows:
[0005] In one aspect, a virtual prop-based interaction method is provided, which is executed by a computer device, and the method includes:
[0006] displaying a virtual scene, the virtual scene including a three-dimensional model of a first virtual object, an object icon of the first virtual object, and an object icon of at least one second virtual object, the first virtual object and the second virtual object belonging to a same user account;
[0007] in response to a virtual life value of the first virtual object being reduced to a preset threshold, replacing the three-dimensional model of the first virtual object with a three-dimensional model of a target second virtual object in the at least one second virtual object, the virtual life value of the target second virtual object being greater than the preset threshold, and displaying a first virtual recovery prop in an associated region of the object icon of the first virtual object, the first virtual recovery prop being used to restore the virtual life value of a virtual object;
[0008] In response to a triggering operation on the first virtual recovery prop, display application of the first virtual recovery prop to restore the virtual life value of the first virtual object.
[0009] In another aspect, there is provided an apparatus for virtual prop-based interaction, the apparatus comprising:
[0010] a scene display module configured to display a virtual scene, the virtual scene comprising a three-dimensional model of a first virtual object, an object icon of the first virtual object, and an object icon of at least one second virtual object, the first virtual object and the second virtual object belonging to a same user account;
[0011] a prop display module configured to, in response to the virtual life value of the first virtual object decreasing to a preset threshold value, replace the three-dimensional model of the first virtual object with a target second virtual object of the at least one second virtual object, the virtual life value of the target second virtual object being greater than the preset threshold value, and display a first virtual recovery prop in an associated region of the object icon of the first virtual object, the first virtual recovery prop being used to restore the virtual life value of a virtual object;
[0012] a recovery module configured to, in response to a triggering operation on the first virtual recovery prop, display application of the first virtual recovery prop to restore the virtual life value of the first virtual object.
[0013] In some embodiments, the first virtual recovery prop is any one of the following: a virtual recovery prop of any one of a plurality of virtual recovery props that is in an available state; a virtual recovery prop of the plurality of virtual recovery props that is in an available state and has a highest priority of application; a virtual recovery prop of the plurality of virtual recovery props that is in an unavailable state and has a shortest remaining cooling time; a virtual recovery prop of the plurality of virtual recovery props that is in an unavailable state and has a non-zero remaining available quantity.
[0014] In some embodiments, the apparatus further comprises:
[0015] an information display module configured to, in a case where the first virtual recovery prop is in the unavailable state, in response to the triggering operation on the first virtual recovery prop, display first prompt information if the first virtual recovery prop has a zero remaining available quantity, the first prompt information being used to indicate that the first virtual recovery prop has a zero remaining available quantity, and display second prompt information if the first virtual recovery prop has a non-zero remaining available quantity, the second prompt information being used to indicate a remaining cooling time of the first virtual recovery prop.
[0016] In some embodiments, the recovery module further comprises:
[0017] The component display unit is configured to display, in response to a triggering operation on the first virtual recovery prop, a prop display component in the virtual scene, the prop display component including a plurality of areas, each area displaying a virtual recovery prop;
[0018] The recovery unit is configured to display, in response to a selection operation on any area of the plurality of areas, application of the virtual recovery prop in the area to recover the virtual life value of the first virtual object.
[0019] In some embodiments, the component display unit is further configured to display different kinds of virtual recovery props in the plurality of areas based on prop information of each virtual recovery prop, the prop information including at least one of a remaining available quantity, an application priority, and whether in an available state.
[0020] In some embodiments, the component display unit is further configured to display different kinds of virtual recovery props in the plurality of areas based on historical application information, the historical application information being used to indicate application behaviors of each virtual recovery prop in a historical time range.
[0021] In some embodiments, the recovery unit is further configured to display third prompt information in a case where the virtual recovery prop is in an unavailable state, the third prompt information being used to indicate a remaining cooling time of the virtual recovery prop.
[0022] In some embodiments, the recovery unit is further configured to display fourth prompt information in a case where the virtual recovery prop is in an unavailable state, the fourth prompt information being used to indicate that the virtual recovery prop will be applied after the remaining cooling time of the virtual recovery prop is zero.
[0023] In some embodiments, the component display unit is further configured to display, in a first form, virtual recovery props in an available state in the plurality of areas in an order from high to low of an application priority of each virtual recovery prop; and / or, display, in a second form, virtual recovery props with a non-zero remaining cooling time in the plurality of areas in an order from short to long of the remaining cooling time of each virtual recovery prop.
[0024] In some embodiments, the apparatus further includes:
[0025] The component display module is configured to display a prop storage component in the virtual scene, the prop storage component being configured to store at least one type of virtual props, the at least one type of virtual props including a plurality of virtual recovery props; in response to a triggering operation on the prop storage component, display the at least one type of virtual props; in response to dragging any virtual recovery prop in the at least one type of virtual props to an object icon of the first virtual object, display an application of the virtual recovery prop to recover a virtual life value of the first virtual object.
[0026] In some embodiments, the apparatus further includes:
[0027] The object display module is configured to, in response to a triggering operation on any virtual recovery prop in the at least one type of virtual props, display an object display component in the virtual scene, the object display component including a plurality of areas, each area displaying a virtual object with a virtual life value not greater than a preset threshold; in response to a selection operation on any area in the plurality of areas, display an application of the virtual recovery prop to recover a virtual life value of a virtual object in the area.
[0028] In another aspect, a computer device is provided, the computer device including a processor and a memory, the memory being configured to store at least one piece of computer program, the at least one piece of computer program being loaded and executed by the processor to implement the virtual prop-based interaction method in the embodiments of the present application.
[0029] In another aspect, a computer readable storage medium is provided, the computer readable storage medium storing at least one piece of computer program, the at least one piece of computer program being loaded and executed by a processor to implement the virtual prop-based interaction method in the embodiments of the present application.
[0030] In another aspect, a computer program product is provided, including a computer program, the computer program being executed by a processor to implement the virtual prop-based interaction method in the embodiments of the present application.
[0031] The application provides a virtual prop-based interaction method. When the virtual life value of a virtual object in a virtual scene falls below a preset threshold, a virtual recovery prop is displayed in an associated region of an object icon of the virtual object, so that a player can trigger the virtual recovery prop to recover the virtual life value of the virtual object. In a conventional manner, the player needs to trigger a specific component to open a pop-up page, and then manually select a virtual recovery prop in the pop-up page to recover the virtual life value of the virtual object. In the embodiment of the application, the player does not need to open the pop-up page and manually select, and the applicable virtual recovery prop is already displayed in the virtual scene, which can be directly triggered by the player. This greatly simplifies the operation process, reduces the cumbersome steps in the conventional manner, is more convenient and efficient, and has higher human-computer interaction efficiency. In addition, in the conventional manner, the pop-up page often covers a large area of the virtual scene picture, which will interfere with the player's vision and affect the player's game experience. The embodiment of the application avoids large-area shielding of the virtual scene picture, effectively improving the player's game experience. BRIEF DESCRIPTION OF DRAWINGS
[0032] In order to more clearly illustrate the technical solutions in the embodiments of the application, the drawings needed in the embodiment description will be briefly introduced. Obviously, the drawings in the following description are only some embodiments of the application, and other drawings can be obtained by those skilled in the art without creative effort.
[0033] FIG. 1 is a schematic diagram of an implementation environment provided by an embodiment of the application;
[0034] FIG. 2 is a flowchart of a virtual prop-based interaction method provided by an embodiment of the application;
[0035] FIG. 3 is a flowchart of another virtual prop-based interaction method provided by an embodiment of the application;
[0036] FIG. 4 is a schematic diagram of displaying a first virtual recovery prop provided by an embodiment of the application;
[0037] FIG. 5 is a schematic diagram of displaying a prop display component provided by an embodiment of the application;
[0038] FIG. 6 is a schematic diagram of a prop display component provided by an embodiment of the application;
[0039] FIG. 7 is a schematic diagram of a sliding operation determination rule provided by an embodiment of the application;
[0040] FIG. 8 is a schematic diagram of a selection operation determination provided by an embodiment of the application;
[0041] FIG. 9 is a schematic diagram of selecting different regions provided by an embodiment of the application;
[0042] Fig. 10 is a flowchart of a process of applying a virtual recovery prop according to an embodiment of the present application;
[0043] Fig. 11 is a schematic view of a prop storage assembly according to an embodiment of the present application;
[0044] Fig. 12 is a flowchart of another process of applying a virtual recovery prop according to an embodiment of the present application;
[0045] Fig. 13 is a block diagram of an interactive device based on a virtual prop according to an embodiment of the present application;
[0046] Fig. 14 is a block diagram of another interactive device based on a virtual prop according to an embodiment of the present application;
[0047] Fig. 15 is a schematic view of a structure of a terminal according to an embodiment of the present application;
[0048] Fig. 16 is a schematic view of a structure of a server according to an embodiment of the present application. DETAILED DESCRIPTION
[0049] To make the objects, technical solutions and advantages of the present application clearer, the embodiments of the present application will be further described in detail below with reference to the drawings.
[0050] In the present application, the terms "first", "second", and the like are used to distinguish the same or similar items with substantially the same function and action, and it should be understood that there is no logical or time sequence dependency between "first", "second", and "nth", and the number and execution order are not limited.
[0051] In the present application, the term "at least one" means one or more, and the term "multiple" means two or more.
[0052] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data for analysis, stored data, displayed data, etc.), and signals involved in the present application are all authorized by the user or fully authorized by all parties, and the collection, use, and processing of related data need to comply with relevant national and regional laws, regulations, and standards. For example, the prop information and historical application information involved in the present application are obtained under full authorization.
[0053] The exemplary embodiments will be described in detail herein with reference to the attached drawings. In the following description, like reference numerals refer to like elements, unless indicated otherwise. The following description of exemplary embodiments is not representative of all embodiments consistent with the present application. Rather, it is merely an example of apparatus and methods consistent with some aspects of the present application as detailed in the appended claims.
[0054] Firstly, the terms involved in the embodiments of the present application are briefly introduced:
[0055] Virtual scene: a virtual world displayed (or provided) by an application when running on a terminal. The virtual world can be a simulated world of the real world, a semi-simulated and semi-fictional three-dimensional world, or a purely fictional three-dimensional world. The virtual world can be any one of a two-dimensional virtual world, a 2.5-dimensional virtual world, and a three-dimensional virtual world, and the embodiments of the present application do not limit the dimension of the virtual scene. For example, the virtual scene can include a sky, a land, an ocean, etc., the land can include desert, city, and other environmental elements, and a terminal user can control a virtual object to move in the virtual scene. Optionally, there are virtual resources in the virtual scene for the virtual object to use. Optionally, there are other virtual objects in the virtual world that can interact with the virtual object. The terminal can control the virtual object to freely explore in the virtual scene to obtain virtual resources or interact with other virtual objects. Optionally, the other virtual objects can be user roles controlled through operations on the client, can be artificial intelligence (AI) objects set in a virtual scene battle through training, or can be non-user roles (NPCs) set in a virtual scene interaction. Optionally, the other virtual objects can be virtual characters in a virtual scene for antagonistic interaction. Optionally, the number of virtual objects participating in interaction in the virtual scene can be pre-set or dynamically determined according to the number of clients joining the interaction.
[0056] Virtual object: a movable object in a virtual world. The movable object can be at least one of a virtual character, a virtual animal, and an animation character. Optionally, when the virtual world is a three-dimensional virtual world, the virtual object can be a three-dimensional model, each virtual object has its own shape and volume in the three-dimensional virtual world, and occupies a part of the space in the three-dimensional virtual world. Optionally, the virtual object is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual object realizes different external images by wearing different skins. In some implementations, the virtual object can also be implemented in a 2.5-dimensional or 2-dimensional model, and the embodiments of the present application do not limit this.
[0057] Open-world action RPG (Role-Playing Game) game: a type of electronic game that allows players to freely explore, adventure and complete tasks in a virtual scene in the game. This type of game usually combines the battle mechanism of action games with the story telling mechanism of role-playing games. Multiple virtual objects can usually be configured in a virtual team. The currently displayed virtual object is referred to as a standing object, and the remaining virtual objects are referred to as alternative objects. The player usually controls a single standing object to play the game, and when the virtual life value of the standing object is zero, the standing object is set as an alternative object, and another alternative object with a non-zero virtual life value is set as a currently displayed virtual object, i.e., a currently displayed standing object. Alternatively, in this type of game, the player obtains task information by dialoguing with a non-user character; or obtains rewards by battling with an artificial intelligence object; or obtains various types of items, such as virtual gems, virtual herbs, virtual ores, and virtual wood, by collecting, trading, battling, and completing tasks. Alternatively, the player uses various virtual resources to purchase equipment, improve skills, or make virtual props. Exemplarily, the virtual props can be virtual cameras, virtual fishing rods, virtual bags, virtual food, or virtual drinks, etc.
[0058] Then, a brief introduction is made to the traditional way of using virtual recovery props to recover virtual life values for virtual objects in open-world action RPG games:
[0059] In an open-world action RPG game, when the virtual life value of a standing object is zero, the three-dimensional model of the standing object currently displayed is automatically replaced by the three-dimensional model of another standing object with a non-zero life value until the virtual life values of all standing objects are zero. Optionally, when there is a virtual object with a zero virtual life value, the player can apply a virtual recovery prop to restore the virtual life value of the virtual object. Optionally, different virtual recovery props have different effects on the virtual life value of the virtual object (i.e., the increase in virtual life value), and the player can choose a suitable virtual recovery prop for a virtual object. Accordingly, after the player clicks on the object icon of the virtual object with a zero virtual life value in the object bar, a prop popup window page is popped up for the player to select the virtual recovery prop to be applied to the virtual object, and after the player confirms, the virtual recovery prop is applied to the virtual object. Optionally, there can be multiple virtual objects with zero virtual life values in the game, and the player can choose a suitable application object for a virtual prop. Accordingly, after the player clicks on the virtual recovery prop in the prop bar, an object popup window page is popped up for the player to select the application object of the virtual recovery prop, and after the player confirms, the virtual recovery prop is applied to the virtual object. Usually, when a virtual recovery prop is applied to a virtual object to restore its virtual life value, the object icon of the virtual object displayed on the terminal changes from the state of zero virtual life value to the state after the virtual life value is restored, and a special effect of restoring the virtual life value is played.
[0060] However, in the above conventional scheme, when the virtual life value of a virtual object is zero, there are the following problems in the process of applying a virtual recovery prop to restore the virtual life value of the virtual object by the player. First, when selecting a virtual recovery prop to be applied to a virtual object, or when selecting an application object of a virtual recovery prop, a specific component needs to be triggered to open a popup window page for selection, which is tedious and inefficient in human-computer interaction. Second, when the game is in a multiplayer online PVE (Player Versus Environment) mode, the game battle process does not pause during the above operation process of the player, and the popped-up popup window page will block the player's view. If the player's operation takes a long time and is in a state of being blocked for a long time, it will interfere with the player's judgment of the battle process, which will seriously affect the player's game experience. In addition, after the player applies a virtual recovery prop to a virtual object, the virtual recovery prop enters a cooling state, but the player cannot directly perceive the remaining cooling time of the virtual recovery prop in the virtual scene, and still needs to check the state of the virtual recovery prop by calling up the popup window page, which is tedious and inefficient in human-computer interaction.
[0061] FIG. 1 is a schematic diagram of an implementation environment according to an embodiment of the present application. Referring to FIG. 1, the implementation environment includes a terminal 101 and a server 102. The terminal 101 and the server 102 can be directly or indirectly connected through wired or wireless communication, which is not limited in the present application.
[0062] In some embodiments, the terminal 101 can be a smart phone, a tablet computer, a notebook computer, a desktop computer, a smart speaker, a smart watch, etc., but is not limited thereto. The terminal 101 can install and run a game program of an open-world action RPG game as described above. The terminal 101 is logged in a user account. The user account is used to log in the game program, create a virtual team, so that a player can control a virtual object in the virtual team to complete a game task in a virtual scene.
[0063] In some embodiments, the server 102 is a stand-alone physical server, or can be a server cluster or a distributed system composed of multiple physical servers, or can be a cloud server providing basic cloud computing services such as cloud service, cloud database, cloud computing, cloud function, cloud storage, network service, cloud communication, middleware service, domain name service, security service, CDN (Content Delivery Network), and big data and artificial intelligence platform. The server 102 is used to provide background services such as data processing for the game program. Optionally, the server 102 undertakes the main computing work, and the terminal 101 undertakes the secondary computing work; or the server 102 undertakes the secondary computing work, and the terminal 101 undertakes the main computing work; or the server 102 and the terminal 101 cooperatively compute in a distributed computing architecture. Optionally, the server 102 includes an access server, a data processing server, and a database. The access server is used to provide access services for the terminal 101. The data processing server is used to provide data processing services. The data processing server can be one or more. When the data processing server is more than one, there are at least two data processing servers for providing different services, and / or there are at least two data processing servers for providing the same service, such as providing the same kind of service in a load balancing manner, which is not limited in the embodiments of the present application.
[0064] It should be noted that the terminal 101 can generally refer to one of multiple terminals, and the terminal 101 is only used as an example in the embodiments. Those skilled in the art can know that the number of the terminals can be more or less. For example, the terminals can be only one, or can be dozens or hundreds, or more, and other terminals are included in the implementation environment in this case. The number and type of the terminals are not limited in the embodiments of the present application.
[0065] FIG. 2 is a flowchart of a virtual prop-based interaction method according to an embodiment of the present application. The method is executed by a computer device, which is taken as an example of a terminal. The method includes the following steps:
[0066] 201. The terminal displays a virtual scene, which includes a three-dimensional model of a first virtual object, an object icon of the first virtual object, and an object icon of at least one second virtual object. The first virtual object and the second virtual object belong to the same user account.
[0067] In the embodiments of the present application, the first virtual object and the second virtual object belong to the same virtual team created by the user account. The first virtual object is a three-dimensional model displayed in the virtual scene and a virtual object currently controllable by the player, and the second virtual object is a three-dimensional model not displayed in the virtual scene and a virtual object currently uncontrollable by the player. The player can control the three-dimensional model of the first virtual object to perform various activities. For example, the player controls the three-dimensional model of the first virtual object to have a conversation with a non-user character, to have a battle with an artificial intelligence object, or to collect virtual resources.
[0068] The object icon of the virtual object is used to distinguish different virtual objects. For example, the object icon of the virtual object is a virtual avatar of the virtual object. Alternatively, the object icon of the virtual object can also indicate the state of the virtual object. For example, the object icon of the virtual object indicates the level of the virtual object, the virtual life value of the virtual object, the virtual equipment carried by the virtual object, or the gain state of the virtual object, etc. For ease of description, the display area of the object icon of the virtual object is referred to as an object column. In addition to displaying the object icon of the first virtual object currently controlled by the player, the object icon of the second virtual object as an alternative object can also be displayed in the object column.
[0069] 202. The terminal replaces the three-dimensional model of the first virtual object with a three-dimensional model of a target second virtual object in the at least one second virtual object in response to the virtual life value of the first virtual object decreasing to a preset threshold value. The virtual life value of the target second virtual object is greater than the preset threshold value. The terminal displays a first virtual recovery prop in an associated area of the object icon of the first virtual object. The first virtual recovery prop is used to recover the virtual life value of the virtual object.
[0070] In the embodiments of the present application, the recovery mechanism of the first virtual prop to the virtual life value of the virtual object can have various implementation forms. Optionally, the virtual recovery prop is used to recover the full virtual life value of the virtual object, that is, to recover the virtual life value of the virtual object to the upper limit value of the life value of the virtual object; or to recover part of the virtual life value of the virtual object, which is not limited herein. For example, the first virtual recovery prop recovers the virtual life value of the virtual object to a pre-set fixed value; or the first virtual recovery prop increments the virtual life value of the virtual object by a fixed value; or the first virtual recovery prop recovers the virtual life value of the virtual object to a pre-set percentage of the upper limit value of the life value of the virtual object, such as 100% or 50%; or the first virtual recovery prop can recover the virtual life value of the virtual object to the value before the last virtual life value reduction. The virtual recovery prop can be in the form of a virtual life book, virtual medicine, virtual food or virtual equipment, and the embodiments of the present application do not limit this.
[0071] Optionally, the pre-set threshold value can be zero; or a pre-set fixed value, such as 10 virtual life values; or a virtual life value indicated by a specific percentage of the upper limit value of the life value of the virtual object, such as the upper limit value of the life value is 100 points, and the specific percentage is 1%, then the pre-set threshold value is 1 virtual life value.
[0072] When the virtual life value of the first virtual object decreases to the pre-set threshold value, the player is not convenient to continue to manipulate the first virtual object to perform various activities. The terminal replaces the three-dimensional model of the first virtual object with the three-dimensional model of the target second virtual object for the player to manipulate the three-dimensional model of the target second virtual object to continue to complete the game activities. Among them, the target second virtual object belongs to at least one second virtual object, and the virtual life value of the target second virtual object is greater than the pre-set threshold value, that is, the virtual life value of the target second virtual object is greater than the current virtual life value of the first virtual object. Compared with the player continuing to manipulate the first virtual object, the player manipulating the second virtual object is more conducive to completing the game activities. The terminal determines the first virtual recovery prop from a plurality of virtual recovery props, which is convenient for subsequent direct display in the virtual scene for the player to quickly apply the first virtual recovery prop, thereby improving the human-computer interaction efficiency and the game experience.
[0073] 203、The terminal displays the application of the first virtual recovery prop to recover the virtual life value of the first virtual object in response to the triggering operation of the first virtual recovery prop.
[0074] In the embodiments of the present application, the triggering operation can be a click operation, a double-click operation, a long-press operation or a drag operation, and the embodiments of the present application do not limit this.
[0075] When the player triggers the first virtual recovery prop, the terminal applies the first virtual recovery prop to restore the virtual life value of the first virtual object. This process can have various display forms. For example, the terminal displays a virtual life value display bar of the first virtual object changing from an empty state to a non-empty state; or the terminal displays a text prompt message to indicate the value of the virtual life value restored by the first virtual object through the first virtual recovery prop; or the terminal displays the object icon of the first virtual object changing color, such as changing from red to green; or the terminal displays a recovery special effect corresponding to the first virtual recovery prop. The display content of the terminal after the first virtual recovery prop is applied is not limited in the embodiments of the application, as long as the content can indicate that the virtual life value of the first virtual object has been restored.
[0076] The embodiments of the application provide an interactive method based on virtual props. In a virtual scene, when the virtual life value of a virtual object decreases to a preset threshold or below, a virtual recovery prop is displayed in an associated region of an object icon of the virtual object, so that a player can trigger the virtual recovery prop to restore the virtual life value of the virtual object. In a traditional way, the player needs to trigger a specific component to open a pop-up page, and then manually select a virtual recovery prop in the pop-up page to restore the virtual life value of the virtual object. In the embodiments of the application, the player does not need to open a pop-up page and manually select, and the applicable virtual recovery prop is already displayed in the virtual scene, so that the player can directly trigger the virtual recovery prop. This way greatly simplifies the operation process, reduces the cumbersome steps in the traditional way, is more convenient and efficient, and has higher human-computer interaction efficiency. In addition, in the traditional way, the pop-up page often covers a large area of the virtual scene picture, which will interfere with the player's vision and affect the player's game experience. The embodiments of the application avoid large-area shielding of the virtual scene picture, effectively improving the player's game experience.
[0077] FIG. 3 is a flowchart of another interactive method based on virtual props provided by the embodiments of the application, which is executed by a computer device, for example, a terminal. As shown in FIG. 3, the method includes the following steps:
[0078] 301. The terminal displays a virtual scene, which includes a three-dimensional model of a first virtual object, an object icon of the first virtual object, and object icons of at least one second virtual object. The first virtual object and the second virtual object belong to the same user account.
[0079] In the embodiments of the application, the principle and steps of the terminal displaying the virtual scene are the same as those in step 201, and will not be repeated here.
[0080] 302、the terminal replaces the three-dimensional model of the first virtual object with a three-dimensional model of a target second virtual object in the at least one second virtual object in response to the virtual life value of the first virtual object decreasing to the preset threshold, the virtual life value of the target second virtual object being greater than the preset threshold.
[0081] In the embodiments of the present application, the principle and step 202 of the terminal replacing the three-dimensional model of the virtual object are the same, and will not be described here again.
[0082] In some embodiments, the terminal can represent the virtual life value of the first virtual object decreasing to the preset threshold in various ways. For example, the terminal displays the object icon of the first virtual object changing color, such as becoming gray or red; for another example, the terminal displays the virtual life value display bar of the first virtual object changing.
[0083] In some embodiments, the preset appearance priority of the target second virtual object is lower than that of the first virtual object. The preset appearance priority indicates the replacement order of the plurality of virtual objects in the virtual team. For example, the positions 1, 2 and 3 in the object column respectively display the virtual objects 1, 2 and 3. Taking the preset appearance priority of the virtual objects at the positions 1, 2 and 3 decreasing in turn as an example, when the virtual life value of the virtual object 1 at the position 1 is zero, if the virtual life value of the virtual object 2 at the position 2 is not zero, the terminal replaces the three-dimensional model of the virtual object 1 in the virtual scene with the three-dimensional model of the virtual object 2; if the virtual life value of the virtual object 2 at the position 2 is also zero, the virtual life value of the virtual object 3 at the position 3 is not zero, the terminal replaces the three-dimensional model of the virtual object 1 in the virtual scene with the three-dimensional model of the virtual object 3, and so on.
[0084] 303、the terminal determines a first virtual recovery prop from a plurality of virtual recovery props, the first virtual recovery prop being used to recover the virtual life value of the virtual object.
[0085] In the embodiments of the present application, the plurality of virtual recovery props includes at least one of virtual recovery props in an available state and virtual recovery props in an unavailable state. The virtual recovery prop in the available state refers to a virtual recovery prop with a non-zero remaining available quantity (i.e., owned by the player) and a zero remaining cooling time (i.e., not in a cooling state). The virtual recovery prop in the unavailable state refers to a virtual recovery prop with a zero remaining available quantity, or a virtual recovery prop with a non-zero remaining cooling time, or a virtual recovery prop with a zero remaining available quantity and a non-zero remaining cooling time.
[0086] In some embodiments, the first virtual recovery prop can be any one of the following: any one of the plurality of virtual recovery props in an available state; a virtual recovery prop in an available state and having the highest application priority among the plurality of virtual recovery props; a virtual recovery prop in an unavailable state and having the shortest remaining cooling time among the plurality of virtual recovery props; a virtual recovery prop in an unavailable state and having a non-zero remaining available quantity among the plurality of virtual recovery props. The application priority can be a default priority of the game or a priority set by the player, and the embodiments of the present application do not limit the same.
[0087] For example, in the case where there are currently a plurality of virtual recovery props in an available state, the terminal can select any virtual recovery prop as the first virtual recovery prop, or select a virtual recovery prop having the highest application priority as the first virtual recovery prop. In the case where there is currently no virtual recovery prop in an available state, if the remaining available quantity of the virtual recovery prop is zero, the terminal selects a virtual recovery prop having the shortest cooling time as the first virtual recovery prop; if the remaining available quantity of the virtual recovery prop is non-zero, the terminal selects any virtual recovery prop currently owned by the player as the first virtual recovery prop, or selects a virtual recovery prop having the shortest cooling time as the first virtual recovery prop. In different cases, the terminal can select different virtual recovery props as the first virtual recovery prop, which facilitates providing the player with a virtual health recovery strategy more suitable for the current situation, improves the game strategy, and improves the game experience.
[0088] In some embodiments, the terminal obtains prop information of all virtual recovery props, and then automatically selects the first virtual recovery prop based on the prop information of each virtual recovery prop. The prop information includes at least one of the remaining available quantity, the application priority, and whether in an available state. The remaining available quantity is used to indicate whether the player owns the virtual recovery prop. When the remaining available quantity of the virtual recovery prop is zero, it indicates that the virtual recovery prop is not currently owned; when the remaining available quantity of the virtual recovery prop is non-zero, it indicates that the virtual recovery prop is currently owned. The remaining cooling time reflects whether the virtual recovery prop is in a cooling state. When the remaining cooling time of the virtual recovery prop is zero, it indicates that the virtual recovery prop is not currently in a cooling state; when the remaining cooling time of the virtual recovery prop is non-zero, it indicates that the virtual recovery prop is currently in a cooling state.
[0089] In some embodiments, the terminal can read different state information for virtual recovery props in different states. For example, when the virtual recovery prop is in a cooling state, the terminal reads the remaining cooling time of the virtual recovery prop; when the virtual recovery prop is in an available state (i.e., owned and not in a cooling state), the terminal reads the recovery effect of the virtual recovery prop.
[0090] The prop information of the above props can be determined by the terminal or the server, and the embodiments of the present application do not limit this. Here, the terminal determines the prop information of the plurality of virtual recovery props as an example. Referring to Table 1 shown below, Table 1 is exemplary prop information of a plurality of virtual recovery props. Optionally, the terminal automatically determines the virtual recovery prop C in the available state and with the highest priority as the first virtual recovery prop.
[0091] Table 1 Prop information of a plurality of virtual recovery props
[0092] 304. The terminal displays the first virtual recovery prop in the associated region of the object icon of the first virtual object.
[0093] In the embodiments of the present application, the associated region of the object icon of the first virtual object can be the adjacent region of the object icon, such as the left side or the lower side of the object icon; or can be the floating layer associated with the object icon, such as a semi-transparent floating layer covering the object icon. The associated region can be set by the relevant technical personnel or the player, and the embodiments of the present application do not limit this. The form of the first virtual recovery prop can be a prop icon, a miniature model or a text prompt, and the embodiments of the present application do not limit this.
[0094] In order to facilitate the description of the display mode of the first virtual recovery prop in the virtual scene, referring to FIG. 4, FIG. 4 is a schematic diagram of displaying the first virtual recovery prop provided by the embodiments of the present application. For example, referring to FIG. 4(a), taking the virtual object 4 at position 4 in the object column as an example to illustrate the first virtual object. At this time, the three-dimensional model 401 of the second virtual object is displayed in the virtual scene, and the first virtual recovery prop 403 is displayed in the associated region of the object icon 402 of the first virtual object. In order to facilitate the description, the object icon 402 of the first virtual object is referred to as the first virtual object 402.
[0095] It should be noted that the terminal can have different response mechanisms after the player triggers the first virtual recovery prop operation. For example, after the player triggers the first virtual recovery prop operation, the terminal performs the following step 305; or after the player triggers the first virtual recovery prop operation, the terminal performs the following steps 306 to 307.
[0096] 305. The terminal displays the application of the first virtual recovery prop to restore the virtual life value of the first virtual object in response to the triggering operation of the first virtual recovery prop.
[0097] In the embodiments of the present application, the triggering operation can be a single-click operation, a double-click operation, or an operation of dragging the first virtual recovery prop to the object icon of the first virtual object, and the embodiments of the present application do not limit this, and the person skilled in the art or the player can configure or set it by himself.
[0098] To facilitate the description of the application effect of the first virtual recovery prop, referring to FIG. 4, which is a schematic diagram of displaying a first virtual recovery prop according to an embodiment of the present application, the preset threshold is taken as zero as an example for description. Referring to FIG. 4(b), after the first virtual recovery prop 403 is applied to the first virtual object 402, the terminal displays the virtual life value display bar of the first virtual object 402 in the virtual scene from the empty state 404 to the non-empty state 405. Optionally, the terminal can display the recovery special effect corresponding to the first virtual recovery prop 403 or change the color of the object icon of the first virtual object 402.
[0099] After the first virtual recovery prop is applied to the first virtual object, the first virtual recovery prop is switched from the available state to the cooling state. If there is another virtual object with a virtual life value of zero in the current virtual scene, the terminal updates the virtual recovery prop in the region associated with the object icon of the other virtual object. For example, the terminal re-determines the virtual recovery prop in the available state and with the highest priority at the current time, and displays it in the associated region of the object icon of the other virtual object.
[0100] For example, referring to FIG. 4, after the first virtual recovery prop 403 is applied to the first virtual object 402, the virtual recovery prop 406 is cancelled in the associated region of the object icon of another virtual object, and the virtual recovery prop 407 is displayed.
[0101] In some embodiments, the terminal displays different prompt information according to the remaining available quantity of the first virtual recovery prop. Correspondingly, in the case that the first virtual recovery prop is in the unavailable state, in response to the triggering operation on the first virtual recovery prop, if the remaining available quantity of the first virtual recovery prop is zero, the terminal displays the first prompt information, and the first prompt information is used to indicate that the remaining available quantity of the first virtual recovery prop is zero; if the remaining available quantity of the first virtual recovery prop is not zero, the terminal displays the second prompt information, and the second prompt information is used to indicate the remaining cooling time of the first virtual recovery prop. Through the above-mentioned manner, the player can more clearly understand the application situation of the current virtual recovery prop, and formulate appropriate game strategies, thereby improving the game experience of the player.
[0102] In some embodiments, when the remaining available quantities of the current multiple virtual recovery props are all zero (i.e., the player does not own the virtual recovery props), the virtual recovery props are not displayed in the associated region of the object icon of the first virtual object. At this time, the player cannot apply any virtual recovery prop to restore the virtual life value of the first virtual object. In response to the triggering operation of the player on the object icon of the first virtual object, a prompt information is popped up to prompt the player that the player currently does not own the virtual recovery props. For example, the terminal displays "no available virtual recovery prop at present".
[0103] In some embodiments, when the cooling time of the virtual recovery prop whose remaining available quantity is not zero is all zero (i.e., the player currently owns the virtual recovery props and all the virtual recovery props are in the cooling state), the virtual recovery props are not displayed in the associated region of the object icon of the first virtual object. When a virtual recovery prop changes from the cooling state to the available state after a period of time, the virtual recovery prop is displayed in the associated region of the object icon of the first virtual object, and the player can apply the virtual recovery prop to restore the virtual life value of the first virtual object. At the current time, in response to the triggering operation of the player on the object icon of the first virtual object, a prompt information is popped up to prompt the player that the virtual recovery prop can be applied after the cooling time ends. For example, the terminal displays "virtual recovery prop N can be applied after n seconds", and n seconds is the remaining cooling time of the virtual recovery prop with the shortest current cooling time.
[0104] 306、The terminal displays the prop display component in the virtual scene in response to the triggering operation on the first virtual recovery prop, and the prop display component includes multiple regions, and each region displays a virtual recovery prop.
[0105] In the embodiments of the present application, the triggering operation can be a click operation, a double-click operation, or a long-press operation, etc. The prop display component can display the virtual recovery props in the form of a roulette or a bar-shaped region, etc., which is not limited in the embodiments of the present application. In the above manner, the prop display component has a small area and does not block the picture of the virtual scene, nor affect the game battle process of the player. In the embodiments of the present application, the prop display component in the form of a roulette is taken as an example for description. In some embodiments, the response logic of the terminal after the triggering operation of the player on the object icon of the first virtual object is the same as the response logic of the player after the triggering operation on the first virtual recovery prop, i.e., the player can not only trigger the first virtual recovery prop to realize the restoration of the virtual life value, but also trigger the object icon of the first virtual object to realize the restoration of the virtual life value, which will not be described herein again.
[0106] In some embodiments, the manner of displaying different kinds of virtual recovery props in the multiple regions of the prop display component includes at least one of the following. Alternatively, the terminal displays different kinds of virtual recovery props in the multiple regions based on prop information of each virtual recovery prop, the prop information including at least one of a remaining available quantity, an application priority, and whether in an available state. Or, the terminal displays different kinds of virtual recovery props in the multiple regions based on historical application information. The historical application information is used to indicate application behaviors of each virtual recovery prop in a historical time range. For example, the historical application information indicates the number of applications of each virtual recovery prop in a historical week with the current time as a reference. In order to meet the operation habits and preferences of the player, the multiple virtual recovery props are displayed in the multiple regions from top to bottom in the order of the number of applications from more to less. That is, for any two adjacent regions in the multiple regions of the prop display component, the virtual recovery prop in the region on the upper side has a larger number of applications, and the virtual recovery prop in the region on the lower side has a smaller number of applications.
[0107] By the prop information or the historical application information of the virtual recovery prop, the corresponding virtual recovery prop can be displayed in the multiple regions of the prop display component, thereby facilitating the player to select the virtual recovery prop, and improving the human-computer interaction efficiency and the game experience of the player. The prop information can represent the current situation of each virtual recovery prop, and displaying each virtual recovery prop based on the prop information is beneficial to the player to more intuitively understand whether each virtual recovery prop is available. The historical application information can reflect the application demand or the application preference of each virtual recovery prop in a historical time range, and displaying the virtual recovery prop based on the historical application information can improve the individualization level of the display.
[0108] The above trigger operation is taken as a long press operation as an example for description. Referring to FIG. 5, which is a schematic diagram of displaying a prop display component according to an embodiment of the present application. When the player long presses the first virtual recovery prop 403 in FIG. 4, before the long press operation ends, the terminal displays the entire transparency of the object bar 501 to 40%, and displays the prop display component 502 around the first virtual object 402, the transparency of the prop display component 502 is displayed as 100%.
[0109] In some embodiments, the terminal displays the plurality of virtual recovery props in the plurality of areas according to a plurality of preset rules. Accordingly, the terminal displays the virtual recovery props in the available state in the plurality of areas in a first form according to an application priority of each virtual recovery prop from high to low; and / or, the terminal displays the virtual recovery props with a non-zero remaining cooling time in the plurality of areas in a second form according to a remaining cooling time of each virtual recovery prop from short to long. The first form and the second form can be distinguished by the area or prompted by the text, which is not limited in the embodiments of the present application. In the above manner, the virtual recovery props in different states are displayed in different forms and different arrangement orders, which can more clearly show the current state of the plurality of virtual recovery props, facilitate the player to quickly determine the virtual recovery prop to be applied, and does not require the player to check the state of different virtual recovery props, which improves the human-computer interaction efficiency and enhances the game experience of the player.
[0110] In order to describe the display of the plurality of virtual recovery props in the plurality of display areas, referring to FIG. 6, which is a schematic diagram of a prop display component provided by an embodiment of the present application. Taking five areas in the prop display component as an example for description. When the number of types of virtual recovery props in the available state is greater than 5, the terminal preferentially displays the plurality of virtual recovery props in the available state in the prop display component, and sorts them according to the priority from high to low, and displays them in the plurality of areas in turn according to the order from top to bottom. Referring to FIG. 6(a), the priority of the plurality of virtual recovery props in the available state from 601 to 605 decreases in turn. When the number of types of virtual recovery props in the available state is less than 5, the terminal preferentially displays the virtual recovery props in the available state in the prop display component, and sorts them according to the priority from high to low, and displays them in the plurality of areas in turn according to the order from top to bottom; and then sorts the virtual recovery props with a non-zero remaining available number according to the remaining cooling time from short to long, and displays them in the remaining areas in turn according to the order from top to bottom (i.e., the virtual recovery props in the cooling state are used to supplement the remaining areas). Referring to FIG. 6(b), the remaining cooling time of the virtual recovery props from 606 to 607 increases in turn. When the number of types of virtual recovery props is less than 5, there will be a blank area in the prop display component. Referring to FIG. 6(c), 608 is a blank area. The first form is to display the prop icon of the complete virtual recovery prop, as shown in 601 to 605 in FIG. 6(a); the second form is to display the remaining cooling time in the prop icon of the virtual recovery prop, as shown in 606 to 607 in FIG. 6(b). Optionally, the remaining available number of the virtual recovery prop is displayed in the lower right corner of the prop icon.
[0111] In some embodiments, the player adjusts the application priority of the virtual recovery props by dragging the virtual recovery props in the prop display component to different areas, and displays the virtual recovery props based on the updated application priority when the prop display component is displayed next time. The application priority of the virtual recovery props in different areas is different. For example, for any two adjacent areas in the multiple display areas of the prop display component, the application priority of the virtual recovery props in the area on the upper side is higher, and the application priority of the virtual recovery props in the area on the lower side is lower.
[0112] 307、The terminal displays the virtual recovery props in the area to recover the virtual life value of the first virtual object in response to the selection operation on any area in the multiple areas.
[0113] In the embodiments of the present application, the selection operation can be a click operation, a double-click operation or a sliding operation to the area. For example, when the player long-presses the first virtual recovery prop, the terminal displays the prop display component. If the player cancels the press state, the terminal displays that the prop display component disappears; if the player keeps the press state, the prop display component always exists, and the player can continue to perform the sliding operation in the multiple areas to select different areas.
[0114] To facilitate the description of the judgment rule of the sliding operation, refer to FIG. 7, which is a schematic diagram of a sliding operation judgment rule provided by the embodiments of the present application. Before the player keeps the press state until the key is released, the terminal can identify the relative displacement of the key relative to the position when the key is pressed, refer to N in FIG. 7. The terminal can also identify the included angle of the key relative to the position when the key is pressed. Optionally, refer to FIG. 7(a), the terminal identifies the included angle of the key relative to the position when the key is pressed in the positive direction of the Y axis and sets it as M; refer to FIG. 7(b), the terminal identifies the included angle of the key relative to the position when the key is pressed in the positive direction of the X axis and sets it as M. The key can be controlled by a mouse or a finger, and the embodiments of the present application do not limit this.
[0115] For ease of description of the determination rule of the selection operation, refer to FIG. 8, which is a schematic diagram of selection operation determination provided in an embodiment of the present application. Take the included angle M as an example, which is the included angle of the key relative to the position in the positive direction of the X axis when pressed. The person skilled in the art can pre-configure the critical value of the relative displacement N as A, the critical values of the included angle M as B, C, D, E, F, and G, and the determination rule of the selection operation is shown in FIG. 8. For example, refer to FIG. 8(a), when N<=A, or when N>A and M<=B, or when N>A and M>G, the terminal determines that the player currently selects the cancel area. Refer to FIG. 8(b), when N>A and B<M<=C, the terminal determines that the player currently selects the area 1. Refer to FIG. 8(c), when N>A and C<M<=D, the terminal determines that the player currently selects the area 2. Refer to FIG. 8(d), when N>A and D<M<=E, the terminal determines that the player currently selects the area 3. Refer to FIG. 8(e), when N>A and E<M<=F, the terminal determines that the player currently selects the area 4. Refer to FIG. 8(f), when N>A and F<M<=G, the terminal determines that the player currently selects the area 5.
[0116] In some embodiments, when the player stops the sliding operation, the terminal determines the currently selected area according to the determination rule of the sliding operation and the determination rule of the selection operation. In the case that the currently selected area is a virtual recovery prop in the available state, the terminal displays the application of the virtual recovery prop in the area to restore the virtual life value of the first virtual object. By displaying the prop display component in the virtual scene, multiple virtual recovery props can be displayed at the same time, so that the player can select a virtual recovery prop from the multiple virtual recovery props. In this way, there is no need to display a pop-up window interface and then select, which not only reduces the operation steps, but also does not block the picture of the virtual scene in a large area, and does not affect the real-time game progress of the player, which improves the human-computer interaction efficiency and the game experience of the player.
[0117] In some embodiments, for the virtual recovery prop in the selected area, in the case that the virtual recovery prop is in the unavailable state, the terminal displays third prompt information, which is used to indicate the remaining cooling time of the virtual recovery prop; in the case that the virtual recovery prop is in the unavailable state, the terminal displays fourth prompt information, which is used to indicate that the virtual recovery prop will be applied after the remaining cooling time of the virtual recovery prop is zero. For example, the fourth prompt information is "apply the virtual recovery prop after the cooling is completed". Through the above manner, when the player triggers the virtual recovery prop in the unavailable state in the virtual prop component, the corresponding prompt information is displayed, which facilitates the player to more clearly understand the remaining cooling time of the virtual recovery prop and to make appropriate game strategies, without the need to check the information of each virtual recovery prop and without the need for complicated operation steps, which improves the human-computer interaction efficiency and enhances the game experience of the player.
[0118] When the player selects different types of areas, the terminal provides different feedbacks. For the convenience of description of different feedbacks provided by the terminal, refer to FIG. 9, which is a schematic diagram of selecting different areas according to an embodiment of the present application. Optionally, when the player selects the cancel area 901, the terminal highlights the cancel area 901, refer to FIG. 9(a). If the player releases the key, the terminal displays that the prop display component disappears, and the object column is displayed as the state before the prop display component is called out, refer to FIG. 4(a). When the player selects the area 902 in which the virtual recovery prop in an available state is displayed, the terminal highlights the area 902, and displays the recovery effect (i.e. the raised virtual life value) of applying the virtual recovery prop in the area 902 to the first virtual object in the cancel area 901, refer to FIG. 9(b). If the player releases the key, the terminal displays that the virtual life value of the first virtual object is recovered by applying the first virtual recovery prop, refer to FIG. 4(b). When the player selects the area 903 in which the virtual recovery prop in a cooling state is displayed, the terminal highlights the area 903, and displays the prompt information “cooling” in the cancel area 901, refer to FIG. 9(c). If the player releases the key, the terminal displays that the prop display component disappears, and the object column is displayed as the state before the prop display component is called out, refer to FIG. 4(a). Meanwhile, the terminal displays the prompt information in the virtual scene, which is used to indicate the remaining cooling time of the virtual recovery prop in the area 903, for example, the terminal displays “the virtual recovery prop can be applied after n seconds”, and n seconds is the remaining cooling time. When the player selects the blank area 904, the terminal highlights the blank area 904, and displays the prompt information “none” in the cancel area 901, refer to FIG. 9(d). If the player releases the key, the terminal displays that the prop display component disappears, and the object column is displayed as the state before the prop display component is called out, refer to FIG. 4(a).
[0119] For the convenience of description of the process that the player operates in the object column to recover the virtual life value of the virtual object, refer to FIG. 10, which is a flowchart of applying the virtual recovery prop according to an embodiment of the present application. Take the preset threshold value of zero as an example for description.
[0120] Firstly, the player completes the game task in the virtual scene. The terminal performs step 1001 to determine whether there is a virtual object with zero virtual life value. In the case that there is no virtual object with zero virtual life value, the terminal does not respond to the recovery logic of the virtual life value. In the case that there is a virtual object with zero virtual life value, the terminal displays the object icon of the virtual object in the object column as the state of zero virtual life value (for example, the object icon is grayed out, and the virtual life value display bar is empty). The terminal performs step 1002 to determine whether there is a virtual recovery prop in an available state.
[0121] In the absence of a virtual recovery prop in an available state, the terminal does not display a virtual recovery prop in the associated area of the object icon of the virtual object in the object column. When the player clicks the object icon of the virtual object, the terminal performs step 1003 to determine whether the virtual recovery prop is owned (whether the remaining available number of the virtual recovery prop is zero). In the absence of the virtual recovery prop, the terminal displays the prompt information as "no available virtual recovery prop at present". In the presence of the virtual recovery prop, the terminal displays the prompt information as "the virtual recovery prop is applicable after n seconds", where n seconds is the remaining cooling time of the virtual recovery prop with the shortest current cooling time.
[0122] In the presence of a virtual recovery prop in an available state, the terminal displays the virtual recovery prop with the highest priority in an available state in the associated area of the object icon of the virtual object in the object column. The terminal performs step 1004 to determine whether the player performs a long press operation. In the case where the player performs a click operation, the terminal displays the application of the virtual prop to the virtual object to recover the virtual life value, and switches the virtual recovery prop from the available state to the cooling state. In the case where the player performs a long press operation, the terminal performs step 1005 to determine whether the player releases the key in the area where the virtual recovery prop in an available state is displayed. If not, the terminal performs step 1006 to determine whether the player releases the key in the blank area or the cancel area. In the case where the player releases the key in the blank area or the cancel area, the terminal displays the disappearance of the prop display component, and displays the object column in the state before the prop display component is called out. In the case where the player releases the key in the area where the virtual recovery prop in a cooling state is displayed, the terminal displays the disappearance of the prop display component, displays the object column in the state before the prop display component is called out, and displays the prompt information as "the virtual recovery prop is applicable after n seconds", where n seconds is the remaining cooling time of the virtual recovery prop. If yes, the terminal displays the recovery effect (the virtual life value after recovery) of the application of the virtual recovery prop to the virtual object before the player releases the key, and displays the recovery of the virtual life value of the virtual object by the virtual prop after the player releases the key, and switches the virtual recovery prop from the available state to the cooling state. When the virtual recovery prop is applied, the terminal performs step 1007 to determine whether there is another virtual object with a virtual life value of zero. In the presence of another virtual object, the terminal automatically displays the virtual recovery prop in an available state and with the highest priority in the associated area of the object icon of the other virtual object.
[0123] In some embodiments, the terminal displays the prop storage component in the virtual scene for the player to select a virtual recovery prop therefrom and restore the virtual life value of the virtual object. The prop storage component is used to store at least one type of virtual prop, and the at least one type of virtual prop includes a plurality of virtual recovery props. Accordingly, in response to a triggering operation on the prop storage component, the terminal displays the at least one type of virtual prop; and in response to dragging any virtual recovery prop in the at least one type of virtual prop to the object icon of the first virtual object, the terminal displays the application of the virtual recovery prop to restore the virtual life value of the first virtual object. The triggering operation can be a click operation, a double-click operation, a long-press operation, or a drag operation, etc., which is not limited in the embodiments of the present application. Through the above manner, the virtual recovery prop can be applied quickly through a simple operation on the prop storage component, and the prop storage component is always displayed in the virtual scene, which facilitates the player to apply each virtual recovery prop at any time, and enhances the game experience of the player.
[0124] To facilitate the description of the prop storage component, refer to FIG. 11, which is a schematic diagram of a prop storage component according to an embodiment of the present application. As shown in FIG. 11(a), the terminal displays the prop storage component 1101 in the virtual scene, and displays the component icon as a virtual prop in any prop storage component by default. The plurality of virtual props in the prop storage component can be configured by the player, such as a virtual camera, virtual potion, or virtual food, etc. The component icon can be displayed as the virtual prop in the first position, or as the virtual recovery prop with the highest priority in the available state, etc., which is not limited in the embodiments of the present application. When the player clicks the expansion button 1102, the terminal displays the expanded prop storage component 1101, and simultaneously displays the plurality of virtual props configured by the player, as shown in FIG. 11(b). The expansion button 1102 becomes the folding button 1103. When the player clicks the folding button 1103, the terminal displays the folded prop storage component 1101, as shown in FIG. 11(a).
[0125] Optionally, in the case that there is a virtual object with zero virtual life value and there is a virtual recovery item in the available state in the virtual items displayed in the item storage component, the player can press and hold any virtual recovery item to the object icon of the first virtual object, as shown in FIG. 11(c). Correspondingly, when the player keeps pressing and holding and releases the key outside the object column or the object icon of the virtual object with non-zero virtual life value, the terminal displays the virtual recovery item back to the original position of the item storage component in response to the cancel application operation. When the player keeps pressing and holding and drags to the object icon of the virtual object with zero virtual life value, the terminal displays a preview prompt of the recovery effect (i.e., the raised virtual life value). At this time, when the player releases the key, the terminal displays the application of the virtual recovery item to the virtual object to restore the virtual life value in response to the item application operation. Optionally, in the case that there is a virtual object with zero virtual life value but there is no virtual recovery item in the available state in the virtual items displayed in the item storage component (i.e., the player does not configure a virtual recovery item, or all the virtual recovery items configured by the player are in the cooling state), the item storage component does not respond to the press and hold operation. Optionally, in the case that there is no virtual object with zero virtual life value, the item storage component does not respond to the press and hold operation.
[0126] In some embodiments, the player can expand the object display component by long pressing a virtual recovery item in the item storage component. Correspondingly, in response to the triggering operation on any virtual recovery item in at least one type of virtual item, the terminal displays the object display component in the virtual scene, and the object display component includes multiple areas, each of which displays a virtual object with a virtual life value not greater than a preset threshold. In response to the selection operation on any area in the multiple areas, the virtual recovery item is applied to restore the virtual life value of the virtual object in the area. The object display component can be in the form of a bar or a wheel, which is not limited in the embodiments of the present application. The determination operation on the object display component is the same as the determination operation on the item display component, which is not described herein. Optionally, all virtual objects in the object column can be displayed in the object expansion component. For ease of description, as shown in FIG. 11(d), the object icons and virtual life value display bars of multiple virtual objects are displayed in the object expansion component 1104, which facilitates the player to select the application object for a virtual recovery item. Through the above-mentioned manner, multiple virtual objects with a virtual life value not greater than a preset threshold can be displayed in the virtual scene at the same time, so that the player can directly select a virtual object from the multiple virtual objects without the need to call out a pop-up window interface and then select, the operation steps are less, and the picture of the virtual scene is not covered in a large area, which does not affect the real-time game battle process of the player, improves the human-computer interaction efficiency and the game experience of the player.
[0127] To facilitate the process of the player restoring the virtual life value of the virtual object through the prop storage component, referring to FIG. 12, which is a flowchart of another application of the virtual recovery prop provided by the embodiment of the present application. Taking the preset threshold value of zero as an example for illustration.
[0128] Firstly, the player completes a game task in a virtual scene. The terminal executes step 1201 to determine whether there is a virtual object with zero virtual life value. In the case where there is no virtual object with zero virtual life value, the terminal does not respond to the recovery logic of the virtual life value. In the case where there is a virtual object with zero virtual life value, the terminal executes step 1202 to determine whether the player has configured a virtual recovery prop in the prop storage component. In the case where no configuration is made, the terminal does not respond to the recovery logic of the virtual life value. In the case where the configuration has been made, the terminal executes step 1203 to determine whether the virtual recovery prop in the prop storage component is in an available state. In the case where it is not in the available state, the terminal does not respond to the recovery logic of the virtual life value. In the case where it is in the available state, when the player long-presses the virtual recovery prop and drags it, the terminal executes step 1204 to determine whether the player releases the key at the object icon of the virtual object with zero virtual life value. If not, the terminal displays that the virtual recovery prop quickly returns to the original position of the prop storage component in response to the canceling application operation. If yes, the terminal displays the application of the virtual prop to the virtual object to restore the virtual life value, and switches the virtual recovery prop from the available state to the cooling state. Then, the terminal executes step 1205 to determine whether there is another virtual object with zero virtual life value. In the case where there is, the terminal automatically displays the virtual recovery prop currently in the available state and with the highest priority in the associated region of the object icon of the other virtual object.
[0129] The embodiment of the present application provides an interactive method based on a virtual prop, in response to the triggering operation of the player on the first virtual recovery prop, a prop display component is displayed in the virtual scene, which facilitates the player to select and apply the virtual recovery prop by himself. In the traditional way, the player needs to select the virtual recovery prop in the pop-up window page to restore the virtual life value of the virtual object, and the pop-up window page often covers a large area of the virtual scene picture, which will seriously interfere with the player's vision and affect the player's game experience. In the embodiment of the present application, the prop display component only covers a small range of pictures around the first virtual object, and will not cause a large area of occlusion to the picture of the whole virtual scene, which effectively guarantees the game experience of the player. Moreover, the virtual recovery prop is displayed in each region of the prop display component for the player to select and apply the virtual recovery prop, which improves the information display efficiency and the human-computer interaction efficiency.
[0130] Fig. 13 is a block diagram of an interaction device based on virtual props according to an embodiment of the present application. The device is used to execute the steps of the method of interaction based on virtual props described above. Referring to Fig. 13, the interaction device based on virtual props includes a scene display module 1301, a prop display module 1302, and a recovery module 1303.
[0131] The scene display module 1301 is configured to display a virtual scene, the virtual scene including a three-dimensional model of a first virtual object, an object icon of the first virtual object, and an object icon of at least one second virtual object, the first virtual object and the second virtual object belonging to the same user account.
[0132] The prop display module 1302 is configured to, in response to the virtual life value of the first virtual object decreasing to a preset threshold, replace the three-dimensional model of the first virtual object with a three-dimensional model of a target second virtual object in the at least one second virtual object, the virtual life value of the target second virtual object being greater than the preset threshold, and display a first virtual recovery prop in an associated region of the object icon of the first virtual object, the first virtual recovery prop being used to recover the virtual life value of the virtual object.
[0133] The recovery module 1303 is configured to, in response to a triggering operation on the first virtual recovery prop, display an application of the first virtual recovery prop to recover the virtual life value of the first virtual object.
[0134] In some embodiments, the first virtual recovery prop is any one of the following: any one of a plurality of virtual recovery props in an available state; a virtual recovery prop in an available state and having the highest priority of application; a virtual recovery prop in an unavailable state and having the shortest remaining cooling time; and a virtual recovery prop in an unavailable state and having a non-zero remaining available quantity.
[0135] In some embodiments, Fig. 14 is a block diagram of another interaction device based on virtual props according to an embodiment of the present application. Referring to Fig. 14, the device further includes:
[0136] The information display module 1401 is configured to, in the case that the first virtual recovery prop is in an unavailable state, in response to a triggering operation on the first virtual recovery prop, display a first prompt information if the first virtual recovery prop has a zero remaining available quantity, the first prompt information being used to indicate that the first virtual recovery prop has a zero remaining available quantity, and display a second prompt information if the first virtual recovery prop has a non-zero remaining available quantity, the second prompt information being used to indicate a remaining cooling time of the first virtual recovery prop.
[0137] In some embodiments, the recovery module 1303 further includes:
[0138] The component display unit 13031 is configured to display, in the virtual scene, a prop display component in response to the triggering operation on the first virtual recovery prop, the prop display component including a plurality of areas, and each area displays a virtual recovery prop.
[0139] The recovery unit 13032 is configured to display, in response to a selection operation on any area of the plurality of areas, application of the virtual recovery prop in the area to recover the virtual life value of the first virtual object.
[0140] In some embodiments, the component display unit 13031 is further configured to display, in the plurality of areas, different kinds of virtual recovery props based on prop information of each virtual recovery prop, the prop information including at least one of a remaining available quantity, an application priority, and whether in an available state.
[0141] In some embodiments, the component display unit 13031 is further configured to display, in the plurality of areas, different kinds of virtual recovery props based on historical application information, the historical application information being used to indicate application behaviors of each virtual recovery prop in a historical time range.
[0142] In some embodiments, the recovery unit 13032 is further configured to display, in a case where the virtual recovery prop is in an unavailable state, third prompt information, the third prompt information being used to indicate a remaining cooling time of the virtual recovery prop.
[0143] In some embodiments, the recovery unit 13032 is further configured to display, in a case where the virtual recovery prop is in an unavailable state, fourth prompt information, the fourth prompt information being used to indicate that the virtual recovery prop will be applied after the remaining cooling time of the virtual recovery prop is zero.
[0144] In some embodiments, the component display unit 13031 is further configured to display, in the plurality of areas, in a first form, the virtual recovery props in the available state in an order from high to low according to the application priority of each virtual recovery prop; and / or display, in a second form, the virtual recovery props with a non-zero remaining cooling time in an order from short to long according to the remaining cooling time of each virtual recovery prop.
[0145] In some embodiments, the apparatus further includes:
[0146] The component display module 1402 is configured to display, in the virtual scene, a prop storage component, the prop storage component being used to store at least one kind of virtual props, the at least one kind of virtual props including a plurality of virtual recovery props; display, in response to a triggering operation on the prop storage component, the at least one kind of virtual props; and display, in response to dragging any virtual recovery prop in the at least one kind of virtual props to an object icon of the first virtual object, application of the virtual recovery prop to recover the virtual life value of the first virtual object.
[0147] In some embodiments, the apparatus further comprises:
[0148] The object display module 1403 is configured to, in response to a triggering operation on any virtual recovery prop in the at least one type of virtual prop, display an object display component in the virtual scene, the object display component comprising a plurality of areas, each area displaying a virtual object with a virtual life value not greater than a preset threshold; and in response to a selection operation on any area in the plurality of areas, display an application of the virtual recovery prop to recover the virtual life value of the virtual object in the area.
[0149] The virtual prop-based interaction apparatus provided in the present application displays a virtual recovery prop in an associated area of an object icon of a virtual object in a virtual scene when the virtual life value of the virtual object is reduced to a preset threshold or below, so that a player can trigger the virtual recovery prop to recover the virtual life value of the virtual object. In the traditional way, the player needs to trigger a specific component to open a pop-up page, and then manually select a virtual recovery prop in the pop-up page to recover the virtual life value of the virtual object. In the embodiments of the present application, the player does not need to open a pop-up page and manually select, and the applicable virtual recovery prop is already displayed in the virtual scene, which can be directly triggered by the player. This greatly simplifies the operation process, reduces the cumbersome steps in the traditional way, is more convenient and efficient, and has higher human-computer interaction efficiency. In addition, in the traditional way, the pop-up page often covers a large area of the virtual scene picture, which will interfere with the player's vision and affect the player's game experience. The embodiments of the present application avoid large-area occlusion of the virtual scene picture, effectively improving the player's game experience.
[0150] It should be noted that the virtual prop-based interaction apparatus provided in the above embodiments is running an application, and only the division of the above functional modules is exemplified, and in actual application, the above functions can be completed by different functional modules according to needs, that is, the internal structure of the terminal is divided into different functional modules to complete all or part of the above described functions. In addition, the virtual prop-based interaction apparatus and the virtual prop-based interaction method provided in the above embodiments belong to the same concept, and the specific implementation process is shown in the method embodiments, which will not be repeated here.
[0151] FIG. 15 is a structural schematic diagram of a terminal according to an embodiment of the present application. The terminal 1500 can be a portable mobile terminal, such as a smartphone, a tablet computer, an MP3 player, an MP4 player, a notebook computer, or a desktop computer. The terminal 1500 can also be referred to as a user equipment, a portable terminal, a laptop terminal, a desktop terminal, or other names.
[0152] Generally, the terminal 1500 includes a processor 1501 and a memory 1502.
[0153] The processor 1501 can include one or more processing cores, such as a 4-core processor, an 8-core processor, or the like. The processor 1501 can be implemented in at least one of a hardware form of a DSP (Digital Signal Processing), an FPGA (Field-Programmable Gate Array), a PLA (Programmable Logic Array). The processor 1501 can also include a main processor and a coprocessor. The main processor is a processor for processing data in an awake state, also referred to as a CPU (Central Processing Unit). The coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 1501 can be integrated with a GPU (Graphics Processing Unit) for rendering and drawing content to be displayed on a display screen. In some embodiments, the processor 1501 can further include an AI (Artificial Intelligence) processor for processing machine learning-related computing operations.
[0154] The memory 1502 can include one or more computer-readable storage media, which can be non-transitory. The memory 1502 can also include a high-speed random access memory, and a non-volatile memory such as one or more disk storage devices, flash storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1502 is used to store at least one computer program for being executed by the processor 1501 to implement a virtual prop-based interaction method provided by a method embodiment of the present application.
[0155] In some embodiments, terminal 1500 can also optionally include a peripheral device interface 1503 and at least one peripheral device. The processor 1501, the memory 1502 and the peripheral device interface 1503 can be connected through a bus or a signal line. Each peripheral device can be connected to the peripheral device interface 1503 through a bus, a signal line or a circuit board. Specifically, the peripheral devices include at least one of a radio frequency circuit 1504, a display screen 1505, a camera assembly 1506, an audio circuit 1507 and a power supply 1508.
[0156] The peripheral device interface 1503 can be used to connect at least one peripheral device related to I / O (Input / Output) to the processor 1501 and the memory 1502. In some embodiments, the processor 1501, the memory 1502 and the peripheral device interface 1503 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1501, the memory 1502 and the peripheral device interface 1503 can be implemented on a separate chip or circuit board, and the present embodiments are not limited in this regard.
[0157] The radio frequency circuit 1504 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1504 communicates with a communication network and other communication devices through electromagnetic signals. The radio frequency circuit 1504 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. In some embodiments, the radio frequency circuit 1504 includes an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, and the like. The radio frequency circuit 1504 can communicate with other terminals through at least one wireless communication protocol. The wireless communication protocol includes but is not limited to the World Wide Web, a metropolitan area network, an intranet, various generations of mobile communication networks (2G, 3G, 4G and 5G), a wireless local area network and / or a WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 1504 can also include NFC (Near Field Communication) related circuitry, which is not limited in the present application.
[0158] The display screen 1505 is configured to display a UI (User Interface). The UI can include graphics, text, icons, video, and any combination thereof. When the display screen 1505 is a touch display screen, the display screen 1505 is further configured to capture touch signals on or above the surface of the display screen 1505. The touch signals can be input to the processor 1501 as control signals for processing. In this case, the display screen 1505 can also be configured to provide virtual buttons and / or virtual keyboard, also known as soft buttons and / or soft keyboard. In some embodiments, the display screen 1505 can be one, disposed on the front panel of the terminal 1500; in other embodiments, the display screen 1505 can be at least two, respectively disposed on different surfaces of the terminal 1500 or in a folding design; in other embodiments, the display screen 1505 can be a flexible display screen, disposed on a curved surface or a folding surface of the terminal 1500. Even, the display screen 1505 can also be disposed in an irregular shape, i.e., a special-shaped screen. The display screen 1505 can be made of LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode), etc.
[0159] The camera assembly 1506 is configured to capture images or videos. In some embodiments, the camera assembly 1506 includes a front camera and a rear camera. Typically, the front camera is disposed on the front panel of the terminal, and the rear camera is disposed on the back of the terminal. In some embodiments, the rear camera is at least two, which is any one of a main camera, a depth-of-field camera, a wide-angle camera, and a telephoto camera, to realize the background blur function of the main camera and the depth-of-field camera, the panoramic shooting and VR (Virtual Reality) shooting function of the main camera and the wide-angle camera, or other fusion shooting functions. In some embodiments, the camera assembly 1506 can further include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. The dual-color temperature flash refers to the combination of a warm light flash and a cold light flash, which can be used for light compensation under different color temperatures.
[0160] The audio circuit 1507 can include a microphone and a speaker. The microphone is used to collect sound waves of the user and the environment, and convert the sound waves into an electrical signal input to the processor 1501 for processing, or input to the radio frequency circuit 1504 to realize voice communication. For the purpose of stereo sound collection or noise reduction, the microphone can be multiple, respectively arranged at different parts of the terminal 1500. The microphone can also be an array microphone or an omnidirectional collection type microphone. The speaker is used to convert the electrical signal from the processor 1501 or the radio frequency circuit 1504 into sound waves. The speaker can be a conventional diaphragm speaker, or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, not only can the electrical signal be converted into a sound wave that humans can hear, but also can be converted into a sound wave that humans cannot hear for ranging purposes. In some embodiments, the audio circuit 1507 can also include a headphone jack.
[0161] The power supply 1508 is used to supply power to each component in the terminal 1500. The power supply 1508 can be alternating current, direct current, disposable battery or rechargeable battery. When the power supply 1508 includes a rechargeable battery, the rechargeable battery can support wired charging or wireless charging. The rechargeable battery can also be used to support fast charging technology.
[0162] In some embodiments, the terminal 1500 further includes one or more sensors 1509. The one or more sensors 1509 include but are not limited to: an acceleration sensor 1510, a gyroscope sensor 1511, a pressure sensor 1512, an optical sensor 1513, and a proximity sensor 1514.
[0163] The acceleration sensor 1510 can detect the acceleration magnitude in three coordinate axes of the coordinate system established by the terminal 1500. For example, the acceleration sensor 1510 can be used to detect the components of the gravitational acceleration in three coordinate axes. The processor 1501 can control the display screen 1505 to display the user interface in a landscape view or a portrait view according to the gravitational acceleration signal collected by the acceleration sensor 1510. The acceleration sensor 1510 can also be used for game or user motion data collection.
[0164] The gyroscope sensor 1511 can detect the body direction and rotation angle of the terminal 1500, and the gyroscope sensor 1511 can collect 3D actions of the user on the terminal 1500 in cooperation with the acceleration sensor 1510. The processor 1501 can realize the following functions according to the data collected by the gyroscope sensor 1511: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization when shooting, game control, and inertial navigation.
[0165] The pressure sensor 1512 can be disposed at the side frame of the terminal 1500 and / or the lower layer of the display screen 1505. When the pressure sensor 1512 is disposed at the side frame of the terminal 1500, the holding signal of the user to the terminal 1500 can be detected, and the left-hand or right-hand recognition or the shortcut operation can be performed by the processor 1501 according to the holding signal collected by the pressure sensor 1512. When the pressure sensor 1512 is disposed at the lower layer of the display screen 1505, the operable control on the UI interface can be controlled by the processor 1501 according to the pressure operation of the user to the display screen 1505. The operable control includes at least one of the button control, the scroll bar control, the icon control and the menu control.
[0166] The optical sensor 1513 is used to collect the ambient light intensity. In one embodiment, the processor 1501 can control the display brightness of the display screen 1505 according to the ambient light intensity collected by the optical sensor 1513. Alternatively, the display brightness of the display screen 1505 can be increased when the ambient light intensity is high, and the display brightness of the display screen 1505 can be decreased when the ambient light intensity is low. In another embodiment, the processor 1501 can also dynamically adjust the shooting parameter of the camera assembly 1509 according to the ambient light intensity collected by the optical sensor 1513.
[0167] The proximity sensor 1514, also called the distance sensor, is disposed at the front panel of the terminal 1500. The proximity sensor 1514 is used to collect the distance between the user and the front of the terminal 1500. In one embodiment, the display screen 1505 can be switched from the bright screen state to the off-screen state by the processor 1501 when the proximity sensor 1514 detects that the distance between the user and the front of the terminal 1500 gradually decreases, and the display screen 1505 can be switched from the off-screen state to the bright screen state by the processor 1501 when the proximity sensor 1514 detects that the distance between the user and the front of the terminal 1500 gradually increases.
[0168] Those skilled in the art can understand that the structure shown in FIG. 15 does not constitute a limitation on the terminal 1500, and can include more or fewer components than those shown, or combine certain components, or adopt different component arrangements.
[0169] FIG. 16 is a structural schematic diagram of a server provided in an embodiment of the present application. The server 1600 can have great differences in configuration and performance, and can include one or more processors (Central Processing Units, CPUs) 1601 and one or more memories 1602. The memory 1602 stores at least one computer program, which is loaded and executed by the processor 1601 to implement the virtual prop-based interaction method provided by each method embodiment described above. Of course, the server can also have a wired or wireless network interface, a keyboard, an input and output interface, and other components for implementing device functions, and the like, so as to perform input and output. The server can also include other components for implementing device functions, which are not described here.
[0170] The embodiments of the present application also provide a computer readable storage medium, which stores at least one computer program. The at least one computer program is loaded and executed by a processor to implement the virtual prop-based interaction method in the above embodiments. For example, the computer readable storage medium can be a Read-Only Memory (ROM), a Random Access Memory (RAM), a Compact Disc Read-Only Memory (CD-ROM), a magnetic tape, a floppy disk, an optical data storage device, and the like.
[0171] The embodiments of the present application also provide a computer program product, which includes a computer program. The computer program is executed by a processor to implement the virtual prop-based interaction method in the embodiments of the present application.
[0172] Those skilled in the art can understand that all or part of the steps of the above-mentioned embodiments can be completed by hardware, or by a program instructing relevant hardware to complete, and the program can be stored in a computer readable storage medium, such as a Read-Only Memory, a magnetic disk or an optical disk.
[0173] The above are only optional embodiments of the present application, and are not used to limit the present application. Any modification, equivalent replacement, improvement, and the like made within the spirit and principle of the present application shall be included in the protection scope of the present application.
Claims
1. A virtual prop-based interaction method performed by a computer device, the method comprising: displaying a virtual scene, the virtual scene comprising a three-dimensional model of a first virtual object, an object icon of the first virtual object, and an object icon of at least one second virtual object, the first virtual object and the second virtual object belonging to a same user account; in response to a virtual life value of the first virtual object decreasing to a preset threshold, replacing the three-dimensional model of the first virtual object with a three-dimensional model of a target second virtual object of the at least one second virtual object, the target second virtual object having a virtual life value greater than the preset threshold, and displaying a first virtual recovery prop in an associated region of the object icon of the first virtual object, the first virtual recovery prop being used to recover a virtual life value of a virtual object; in response to a triggering operation on the first virtual recovery prop, displaying an application of the first virtual recovery prop to recover the virtual life value of the first virtual object.
2. The method of claim 1, wherein, The first virtual recovery prop is any one of: any virtual recovery prop of a plurality of virtual recovery props in an available state; a virtual recovery prop of the plurality of virtual recovery props in the available state and having a highest application priority; a virtual recovery prop of the plurality of virtual recovery props in an unavailable state and having a shortest remaining cooling time; a virtual recovery prop of the plurality of virtual recovery props in the unavailable state and having a non-zero remaining available quantity.
3. The method of claim 2, wherein, The method further comprises: in a case where the first virtual recovery prop is in the unavailable state, in response to the triggering operation on the first virtual recovery prop, if the first virtual recovery prop has a zero remaining available quantity, displaying a first prompt information indicating that the first virtual recovery prop has a zero remaining available quantity, and if the first virtual recovery prop has a non-zero remaining available quantity, displaying a second prompt information indicating a remaining cooling time of the first virtual recovery prop.
4. The method of claim 1, wherein, The displaying, in response to the triggering operation on the first virtual recovery prop, of the application of the first virtual recovery prop to recover the virtual life value of the first virtual object, comprises: in response to the triggering operation on the first virtual recovery prop, displaying a prop display component in the virtual scene, the prop display component comprising a plurality of regions, each region displaying a virtual recovery prop; in response to a selection operation on any region of the plurality of regions, displaying an application of the virtual recovery prop in the region to recover the virtual life value of the first virtual object.
5. The method of claim 4, wherein, The manner of displaying different kinds of virtual recovery props in the plurality of regions comprises: based on prop information of each virtual recovery prop, displaying different kinds of virtual recovery props in the plurality of regions, the prop information comprising at least one of a remaining available quantity, an application priority, and whether in an available state.
6. The method of claim 4, wherein, The manner of displaying different kinds of virtual recovery props in the plurality of regions comprises: Display different kinds of virtual recovery props in the multiple regions based on historical application information, the historical application information being used to indicate application behaviors of each virtual recovery prop in a historical time range.
7. The method of claim 4, wherein, The method further includes: In a case where the virtual recovery prop is in an unavailable state, display third prompt information, the third prompt information being used to indicate a remaining cooling time of the virtual recovery prop.
8. The method of claim 4, wherein, The method further includes: In a case where the virtual recovery prop is in an unavailable state, display fourth prompt information, the fourth prompt information being used to indicate that the virtual recovery prop will be applied after the remaining cooling time of the virtual recovery prop is zero.
9. The method of claim 4, wherein, The method further includes: Display, in a first form, virtual recovery props in an available state in the multiple regions in an order from high to low of application priorities of each virtual recovery prop; and / or, Display, in a second form, virtual recovery props with a remaining cooling time not being zero in the multiple regions in an order from short to long of the remaining cooling time of each virtual recovery prop.
10. The method of claim 1, wherein, The method further includes: Display a prop storage component in the virtual scene, the prop storage component being used to store at least one kind of virtual props, the at least one kind of virtual props including multiple virtual recovery props; In response to a triggering operation on the prop storage component, display the at least one kind of virtual props; In response to dragging any virtual recovery prop in the at least one kind of virtual props to an object icon of the first virtual object, display an application of the virtual recovery prop to recover virtual life values of the first virtual object.
11. The method of claim 10, wherein, The method further includes: In response to a triggering operation on any virtual recovery prop in the at least one kind of virtual props, display an object display component in the virtual scene, the object display component including multiple regions, each region displaying a virtual object with a virtual life value not greater than a preset threshold; In response to a selection operation on any region in the multiple regions, display an application of the virtual recovery prop to recover virtual life values of virtual objects in the region.
12. An interactive device based on virtual props, the device comprising: a scene display module configured to display a virtual scene, the virtual scene including a three-dimensional model of a first virtual object, an object icon of the first virtual object, and object icons of at least one second virtual object, the first virtual object and the second virtual objects belonging to a same user account; a prop display module configured to, in response to virtual life values of the first virtual object being reduced to a preset threshold, replace the three-dimensional model of the first virtual object with a three-dimensional model of a target second virtual object in the at least one second virtual object, the target second virtual object having a virtual life value greater than the preset threshold, and display a first virtual recovery prop in an associated region of the object icon of the first virtual object, the first virtual recovery prop being used to recover virtual life values of virtual objects; a recovery module configured to, in response to a triggering operation on the first virtual recovery prop, display an application of the first virtual recovery prop to recover virtual life values of the first virtual object.
13. A computer device comprising a processor and a memory, the memory being configured to store at least one piece of computer program, the at least one piece of computer program being loaded by the processor and implementing the virtual prop based interaction method according to any one of claims 1 to 11.
14. A computer readable storage medium configured to store at least one piece of computer program, the at least one piece of computer program being configured to implement the virtual prop based interaction method according to any one of claims 1 to 11.
15. A computer program product comprising a computer program, the computer program being configured to implement the virtual prop based interaction method according to any one of claims 1 to 11 when executed by a processor.
Citation Information
Patent Citations
Virtual object control method and device, equipment and storage medium
CN112717402A
Information processing method and device in game
CN112915528A
Using method and device of life value recovery prop, equipment and storage medium
CN113680058A
Interaction control method and apparatus, computer device, and storage medium
WO2023077994A1