Interface display method and apparatus, device, and storage medium

By displaying ricochet effects when fired objects from virtual shooting props collide with virtual items, the problem of monotonous human-computer interaction is solved, and information transparency and user experience are improved.

WO2026026287A1PCT designated stage Publication Date: 2026-02-05TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
PCT/CN2025/101666
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-08-02
Filing Date
2025-06-18
Publication Date
2026-02-05

AI Technical Summary

Technical Problem

In existing technologies, when objects released by virtual shooting props hit virtual items in the virtual environment, the human-computer interaction is simplistic, lacking diversity and information transparency.

Method used

When the launched object collides with a virtual object and the bouncing condition is met, the bouncing behavior of the launched object on the virtual object is displayed, enriching the human-computer interaction and improving information transparency through the bouncing mechanism.

Benefits of technology

The ricochet mechanism enhances the diversity and transparency of human-computer interaction, improves the user's gaming experience, and brings the effect closer to realistic shooting.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application relates to the technical field of computers, and discloses an interface display method and apparatus, a device, and a storage medium. The method comprises: displaying a virtual environment, the virtual environment comprising a virtual shooting prop (310); in response to an operation on the virtual shooting prop, controlling the virtual shooting prop to release at least one projectile into the virtual environment (320); and when a first projectile among the at least one projectile collides with a virtual item in the virtual environment, and the virtual item satisfies a ricochet condition, displaying a ricochet effect of the first projectile generated on the virtual item, wherein the ricochet condition is a condition for generating the ricochet effect (330). The approach above enriches the forms of human-computer interaction.
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Description

Interface display methods, devices, equipment and storage media

[0001] This application claims priority to Chinese Patent Application No. 202411058154.6, filed on August 2, 2024, entitled "Interface Display Method, Apparatus, Device and Storage Medium", the entire contents of which are incorporated herein by reference. Technical Field

[0002] This application relates to the field of computer technology, and in particular to an interface display method, apparatus, device, and storage medium. Background Technology

[0003] In the game, players typically use virtual shooting tools to attack virtual characters from other factions in order to win.

[0004] In related technologies, if the projectile released by a virtual shooting prop does not hit a virtual character of another faction, but accidentally collides with a virtual object in the virtual environment, the animation of the projectile hitting the virtual object is usually displayed directly.

[0005] Among the aforementioned technologies, directly displaying the animation of the projected object hitting the virtual object results in a relatively simple form of human-computer interaction. Summary of the Invention

[0006] This application provides an interface display method, apparatus, device, and storage medium, which can enrich human-computer interaction methods and improve human-computer interaction efficiency. The technical solution provided by this application includes the following aspects.

[0007] According to one aspect of the embodiments of this application, an interface display method is provided, the method being executed by a terminal device, the method comprising the following steps.

[0008] Display a virtual environment, which includes virtual shooting props;

[0009] In response to an operation on the virtual shooting prop, control the virtual shooting prop to release at least one projectile into the virtual environment;

[0010] When the first ejected object in the at least one ejected object collides with a virtual object in the virtual environment, and the virtual object meets the ricochet condition, the first ejected object is displayed to ricochet on the virtual object, wherein the ricochet condition is the condition for the ricochet to occur.

[0011] According to one aspect of the embodiments of this application, an interface display device is provided, the device comprising the following modules.

[0012] The display module is used to display a virtual environment, which includes virtual shooting props;

[0013] A control module is configured to, in response to an operation on the virtual shooting prop, control the virtual shooting prop to release at least one projectile into the virtual environment;

[0014] A ricochet module is used to display that the first ejected object ricochets with a virtual object in the virtual environment when the first ejected object collides with a virtual object in the virtual environment and the virtual object meets the ricochet condition. The ricochet condition is the condition for generating the ricochet behavior.

[0015] According to one aspect of the embodiments of this application, a terminal device is provided, the terminal device including a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the above-described interface display method.

[0016] According to one aspect of the embodiments of this application, a computer-readable storage medium is provided, wherein a computer program is stored in the computer-readable storage medium, and the computer program is loaded and executed by a processor to implement the above-described interface display method.

[0017] According to one aspect of the embodiments of this application, a computer program product is provided, the computer program product including a computer program, the computer program being loaded and executed by a processor to implement the above-described interface display method.

[0018] The technical solutions provided in this application can bring the following beneficial effects.

[0019] A novel ricochet mechanism design is provided. When a virtual shooting prop releases at least one projectile into the virtual environment, and the first projectile collides with a virtual object in the virtual environment, and the virtual object meets the ricochet condition, the first projectile will ricochet onto the virtual object.

[0020] On the one hand, compared with the animation of the first shot object hitting the virtual object directly in the related technology, this application triggers the ricochet mechanism when the virtual object meets the ricochet condition, which can display the first shot object ricocheting on the virtual object. This not only enriches the human-computer interaction, but also indicates the collision between the first shot object and the virtual object through the ricochet behavior. Furthermore, the virtual object meets the ricochet condition, which improves the transparency of information and thus improves the efficiency of human-computer interaction.

[0021] On the other hand, since the first launched object can only bounce off a virtual object if at least one of the launched objects collides with a virtual object in the virtual environment and the virtual object meets the ricochet condition, the ricochet mechanism is unpredictable to some extent, bringing a sense of novelty and excitement to the user's gameplay. Furthermore, displaying the ricocheting of launched objects on virtual objects more closely resembles the shooting effects of real shooting props, which helps to improve the user's gaming experience. Attached Figure Description

[0022] Figure 1 is a schematic diagram of a computer system provided in an embodiment of this application;

[0023] Figure 2 is a schematic diagram of an interface display method provided in an embodiment of this application;

[0024] Figure 3 is a flowchart of an interface display method provided in an embodiment of this application;

[0025] Figure 4 is a flowchart of an interface display method provided in another embodiment of this application;

[0026] Figure 5 is a flowchart of an interface display method provided in another embodiment of this application;

[0027] Figure 6 is a schematic diagram of the functional relationship between scaling factor and incident angle under different materials according to an embodiment of this application;

[0028] Figure 7 is a schematic diagram of an ejected object provided in one embodiment of this application;

[0029] Figure 8 is a block diagram of a method for determining the occurrence of ricocheting behavior provided in an embodiment of this application;

[0030] Figure 9 is a block diagram of a method for determining the reflection angle provided in an embodiment of this application;

[0031] Figure 10 is a block diagram of an interface display device provided in an embodiment of this application;

[0032] Figure 11 is a structural block diagram of a terminal device provided in an embodiment of this application. Detailed Implementation

[0033] First, a brief introduction to the terms used in the embodiments of this application:

[0034] Virtual Environment: A virtual environment displayed (or provided) by an application when it runs on a terminal. This virtual environment can be a simulation of the real world, a semi-simulated / semi-fictional three-dimensional world, or a purely fictional three-dimensional world. The virtual environment can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual environment. Optionally, this virtual environment is also used for virtual environment battles between at least two virtual objects, and has virtual resources available to both virtual objects. Optionally, the virtual environment includes a symmetrical lower left and upper right corner area, with virtual objects belonging to two opposing factions each occupying one area, and the victory objective being the destruction of target buildings / outposts / bases / crystals deep within the opponent's area.

[0035] Virtual objects refer to at least one of the following: virtual characters, virtual vehicles, and virtual items controlled by a user account in the target application. This application does not limit the scope of the definition. Taking a game application as an example, a virtual object refers to a virtual character controlled by a user account in the game application. Virtual objects can be human figures, animals, cartoons, or other forms. This application does not limit the scope of the definition. Virtual objects can be displayed in three-dimensional or two-dimensional form. This application does not limit the scope of the definition. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual object is a three-dimensional model created based on animation skeletal technology. Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a portion of the space in the three-dimensional virtual environment. The activities of virtual objects include, but are not limited to, at least one of the following: adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing. Schematic, a virtual object is a virtual character, such as a simulated character or an anime character. In some implementations, virtual objects can also be implemented using 2.5D or 2D models. This application does not limit the scope of the definition. For example, depending on the method of controlling the virtual object, virtual objects can be divided into user-controlled virtual objects and server-controlled virtual objects. User-controlled virtual objects are active objects in the virtual environment controlled by the client. Server-controlled virtual objects are virtual objects controlled by automatic control algorithms or artificial intelligence programs on the client or server. Server-controlled virtual objects include active and inactive objects in the virtual environment. For example, an inactive object can respond to or influence the activities of an active object; for instance, an active object can destroy an inactive object, or an active object can enter an inactive state when it enters an inactive object. For example, the first virtual character in this application is a virtual object controlled by the client. For example, the second virtual character in this application can be a virtual object controlled by another client or server.

[0036] User Interface (UI) controls: Any visible control or element on the user interface of an application, such as images, input boxes, text boxes, buttons, labels, etc. Some UI controls respond to user actions; for example, an attack control is used to control the release of projectiles from a virtual shooting prop. The user triggers the attack control to control the release of projectiles from the virtual shooting prop. The UI controls involved in this application embodiment include, but are not limited to, attack controls.

[0037] Please refer to Figure 1, which shows a schematic diagram of a computer system provided in one embodiment of this application. The computer system may include: a terminal device 10 and a server 20.

[0038] Terminal device 10 includes, but is not limited to, mobile phones, tablets, smart voice interaction devices, game consoles, wearable devices, multimedia playback devices, PCs (Personal Computers), in-vehicle terminals, smart home appliances, and other electronic devices. A client application for the target application can be installed on terminal device 10. Optionally, the target application can be an application that requires downloading and installation, or it can be an application that can be used instantly; this embodiment of the application does not limit this.

[0039] In this embodiment, the target application is an application that provides virtual props. Such a target application can be any of the following: a simulation program, a shooting game, a virtual reality (VR) application, an augmented reality (AR) application, a 3D mapping program, a virtual reality game, an augmented reality game, a first-person shooter (FPS) game, a multiplayer shooting survival game, a third-person shooter (TPS) game, a multiplayer online battle arena (MOBA) game, a strategy game (SLG), a social application, or an interactive entertainment application. In some embodiments, the target application provides virtual shooting props. In response to an operation on the virtual shooting props, the application controls the virtual shooting props to release at least one projectile into the virtual environment. If the first projectile among the at least one projectile collides with a virtual object in the virtual environment, and the virtual object meets the ricochet condition, the application displays that the first projectile ricochets onto the virtual object. The ricochet condition is the condition for the ricochet to occur. Furthermore, different applications offer different virtual shooting tools and ricochet conditions, and this embodiment does not limit this. In this embodiment, a game application is used as an example. Optionally, a client of the aforementioned target application is running on the terminal device 10.

[0040] The aforementioned virtual environment is a scene displayed (or provided) by the client of the target application (such as a game application) when it runs on a terminal device. This virtual environment refers to a created scene for virtual objects to perform activities (such as game competitions), such as virtual houses, virtual islands, and virtual maps. This virtual environment can be a simulation of the real world, a semi-simulated / semi-fictional environment, or a purely fictional environment. The virtual environment can be a two-dimensional virtual environment, a 2.5-dimensional virtual environment, or a three-dimensional virtual environment; this application does not limit this. The virtual environment includes a first virtual character and a second virtual character. Of course, the virtual environment can also include other virtual objects; this application does not limit this as well.

[0041] The aforementioned virtual objects refer to at least one of the following: virtual characters, virtual vehicles, and virtual items controlled by a user account in the target application; this application does not limit this. Taking a game application as an example, a virtual character refers to a game character controlled by a user account in the game application. A virtual character can be a human figure, an animal, a cartoon character, or other forms; this application does not limit this. Exemplarily, both the first and second virtual characters in this application are virtual characters controlled by the client. Exemplarily, the first virtual character in this application is a virtual character controlled by the client, while the second virtual character can also be a virtual character controlled by the server.

[0042] Server 20 is used to provide backend services for the client of the target application in terminal device 10. For example, server 20 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms, but it is not limited to these.

[0043] In some embodiments, terminal device 10 includes a first terminal device and a second terminal device. The first terminal device has a first client of the target application installed, and the second terminal device has a second client of the target application installed. A first user controls a first virtual character (also called a master virtual character) in the first client of the target application through a first user account, and a second user controls a second virtual character in the second client of the target application through a second user account. Of course, in this embodiment, the second virtual character can be a server-controlled virtual character (artificial intelligence virtual character) in addition to the user-controlled virtual character mentioned above. Optionally, the first virtual character and the second virtual character reside in the same virtual environment. Optionally, the first virtual character and the second virtual character can belong to the same faction, the same team, the same organization, have a friend relationship, or have temporary communication permissions; in this case, the second virtual character is considered a friendly virtual character of the first virtual character. Optionally, the first virtual character and the second virtual character can belong to different factions, different teams, different organizations, or have an adversarial relationship; in this case, the second virtual character is considered an enemy virtual character of the first virtual character. Optionally, the client installed on the first terminal device and the second terminal device is the same, or the clients installed on the two terminals are the same type of client on different operating system platforms (Android or iOS). The first terminal device can refer to one of a plurality of terminal devices, and the second terminal device can refer to another of a plurality of terminal devices. This embodiment only uses the first terminal device and the second terminal device as examples.

[0044] Terminal device 10 and server 20 can communicate with each other via a network. This network can be a wired network or a wireless network.

[0045] To address the issue of limited interaction methods caused by the lack of bouncing behavior in related technologies, the technical solution proposed in this application generates bouncing behavior when the bouncing conditions are met, thus enriching the forms of human-computer interaction.

[0046] Specifically, as shown in sub-figure (a) of Figure 2, in the virtual environment, the virtual shooting prop 200 is controlled to release projectiles. Taking a virtual object in the virtual environment, including a virtual barrel 210, as an example, when the projectile (not shown in the figure) collides with the collision point 220 of the virtual barrel 210, and the virtual barrel 210 meets the ricochet condition, the projectile is displayed as ricocheting on the virtual barrel 210. For example, the projectile that is bounced (or rebounded) by the virtual barrel 210 is displayed.

[0047] As shown in sub-figure (b) of Figure 2, in the virtual environment, the virtual shooting prop 230 is controlled to release projectiles. Taking virtual objects in the virtual environment, including virtual walls, as an example, when the projectile (not shown in the figure) collides with the collision point 240 of the virtual wall, and the virtual wall meets the ricochet condition, the projectile is displayed as ricocheting on the virtual wall. For example, the projectile that is bounced (or rebounded) by the virtual wall is displayed.

[0048] As shown in sub-figure (c) of Figure 2, the ejection angle of the ejected object after being bounced off is equal to the incident angle at which the ejected object collides with the virtual item 250. The incident angle is the angle between the direction of motion of the ejected object and the normal direction of the virtual item 250 at the point of collision, while the ejection angle is the angle between the direction of motion of the bounced ejected object and the normal direction of the virtual item 250 at the point of collision.

[0049] The technical solution provided in this application, compared to the animation of a fired object hitting a virtual object in related technologies, displays the ricocheting behavior of the fired object on the virtual object when the ricochet condition is met. Therefore, this application enriches the forms of human-computer interaction. Furthermore, by displaying the ricocheting behavior of the fired object on the virtual object, the shooting effect is closer to that of a real shooting prop, which helps to improve the user's gaming experience.

[0050] Please refer to Figure 3, which shows a flowchart of an interface display method provided in an embodiment of this application. The executing entity of each step of this method can be the terminal device 10 in the implementation environment shown in Figure 1, such as the client of the aforementioned target application. In the following method embodiments, for ease of description, the executing entity of each step will only be described as the "client". This method may include at least one of the following steps (310-330):

[0051] Step 310: Display the virtual environment, which includes virtual shooting props.

[0052] In this application embodiment, when displaying a virtual environment on a terminal device, there are at least three display methods. The first is a first-person perspective, where a virtual camera is installed above the head of the first virtual character, and the displayed virtual environment is the view obtained by this virtual camera. In this case, the first virtual character is not included in the displayed virtual environment. The second is a third-person perspective, where a virtual camera is installed behind the first virtual character, and the displayed virtual environment is the view obtained by this virtual camera. In this case, the displayed virtual environment may include part or all of the first virtual character. The orientation of both the first-person and third-person perspectives changes with the orientation of the first virtual character. The third is another perspective with a specific direction, where the orientation does not change. In this case, the virtual camera observes the entire virtual environment from a specific orientation, and the displayed virtual environment is the view obtained. In this case, the first virtual character may be displayed in the center of the virtual environment, in another position within the virtual environment, or not at all. This application does not limit this.

[0053] Of course, the virtual environment includes virtual shooting props. As a type of virtual prop, a virtual shooting prop has the function of releasing projectiles. The projectiles are virtual objects launched by the virtual shooting prop, or considered to belong to the virtual shooting prop, or virtual objects applied to the virtual shooting prop. This application does not limit the type of virtual shooting prop, which includes, but is not limited to, at least one of virtual catapults, virtual crossbows, and virtual slingshots; the projectiles include, but are not limited to, at least one of virtual stones, virtual arrows, and virtual marbles.

[0054] In some embodiments, the virtual shooting prop is a virtual prop held by a first virtual character. In some embodiments, the first virtual character must hold the virtual shooting prop in order to use it. In other embodiments, the virtual shooting prop can be used without the first virtual character holding it.

[0055] Step 320: In response to an operation on a virtual shooting prop, control the virtual shooting prop to release at least one projectile into the virtual environment.

[0056] In some embodiments, the projectile is a virtual object launched by a virtual shooting prop, or considered a virtual object belonging to or applied to the virtual shooting prop. For example, the projectile must be used in conjunction with a virtual shooting prop and cannot be used alone. For example, if the virtual shooting prop is a virtual catapult, the projectile is a virtual stone used on the virtual catapult. For example, if the virtual shooting prop is a virtual crossbow, the projectile is a virtual arrow used on the virtual crossbow. For example, if the virtual shooting prop is a virtual slingshot, the projectile is a virtual marble used on the virtual slingshot.

[0057] In some embodiments, an operation on a virtual shooting prop is considered an operation that controls the virtual shooting prop to release at least one projectile into the virtual environment. Exemplarily, an operation on a virtual shooting prop is considered an operation on an attack control. Exemplarily, the operation type for an attack control includes, but is not limited to, at least one of click, long press, double-click, gesture, and swipe operations.

[0058] In some embodiments, a single operation on a virtual shooting prop corresponds to controlling the virtual shooting prop to release N projectiles into the virtual environment, where N is a positive integer. Exemplarily, the number of projectiles released by the virtual shooting prop varies depending on the type of operation performed on it. Exemplarily, in response to a single operation on the virtual shooting prop, the virtual shooting prop releases one projectile. Exemplarily, in response to a single operation on the virtual shooting prop, the virtual shooting prop releases multiple projectiles. This application does not limit this to any particular method.

[0059] Step 330: If the first ejected object in at least one ejected object collides with a virtual object in the virtual environment and the virtual object satisfies the ricochet condition, the first ejected object is displayed as ricocheting on the virtual object. The ricochet condition is the condition for the ricocheting behavior.

[0060] In some embodiments, the first ejected object is any one of at least one ejected object. In some embodiments, a collision is considered to have occurred between the first ejected object and the virtual object in the virtual environment when the position of the first ejected object's model in the virtual environment overlaps with the position of the virtual object's model in the virtual environment. In some embodiments, a collision is considered to have occurred between the first ejected object and the virtual object in the virtual environment when the minimum bounding box of the first ejected object's model in the virtual environment overlaps with the minimum bounding box of the virtual object's model in the virtual environment.

[0061] Of course, this application does not limit the location where the first ejected object collides with the virtual item in the embodiments; this collision location is also called the collision point. In some embodiments, the collision point can be any location on the surface of the virtual item. That is, the first ejected object can collide with any location on the surface of the virtual item. As a virtual object in a virtual environment, the specific category of the virtual item is not limited in this application; it can be at least one of virtual land, virtual walls, and virtual tables.

[0062] In some embodiments, when the first ejected object collides with a virtual object, the angle between the direction of motion of the first ejected object and the normal direction of the virtual object at the point of collision is considered as the incident angle of the first ejected object. In some embodiments, when the first ejected object collides with a virtual object, if the trajectory of the first ejected object is not straight, the angle between the instantaneous velocity direction of the first ejected object at the moment of collision and the normal direction of the virtual object at the point of collision is considered as the incident angle of the first ejected object. In some embodiments, when the first ejected object collides with a virtual object, if the trajectory of the first ejected object is straight, the angle between the ejection direction of the first ejected object and the normal direction of the virtual object at the point of collision is considered as the incident angle of the first ejected object.

[0063] In some embodiments, a ricochet condition is a condition that triggers a ricochet effect. The ricochet effect can be an animation or special effect of a launched object bouncing, highlighting the object's bounce. For example, when a launched object triggers a ricochet, it bounces, and additional sparks or explosions are added to emphasize the bounce and enhance the atmosphere of the game. This application does not limit the specific content of the ricochet condition; it can be set by the player or pre-set by the developers. When the player sets the ricochet condition, a ricochet condition settings panel is displayed, where different ricochet conditions can be set in response to settings related to the ricochet condition.

[0064] When only the ricochet condition is set for virtual objects, if the first ejected object in at least one ejected object collides with a virtual object in the virtual environment and the virtual object meets the ricochet condition, the first ejected object will be displayed as ricocheting on the virtual object. Here, the ricochet condition is the condition for the ricocheting behavior.

[0065] When only the ricochet condition is set for the ejected object, if the first ejected object collides with a virtual object in the virtual environment and the ejected object meets the ricochet condition, the first ejected object will be displayed as ricocheting on the virtual object. The ricochet condition is the condition for the ricochet to occur.

[0066] When ricochet conditions are set for both the projected object and the virtual item, if the first projected object collides with a virtual item in the virtual environment and both the virtual item and the projected object meet the ricochet conditions, the first projected object will ricochet onto the virtual item. Here, the ricochet conditions are the conditions that produce the ricochet behavior.

[0067] Below, we will first explain the bouncing behavior of the first launched object on the virtual object.

[0068] In some embodiments, the bouncing of the first ejected object onto the virtual object is manifested as the first ejected object bouncing onto the virtual object. Exemplarily, bouncing can also be understood as a rebound; when the first ejected object collides with the virtual object at an incident angle, it is rebounded at the point of impact. Exemplarily, the angle between the direction of motion of the first ejected object after bouncing and the normal direction of the virtual object at the point of impact is considered the ejection angle of the first ejected object. Exemplarily, the angle between the instantaneous velocity direction of the first ejected object after bouncing and the normal direction of the virtual object at the point of impact is considered the ejection angle of the first ejected object.

[0069] In some embodiments, the exit angle is equal to the incident angle. In other embodiments, the exit angle is greater than the incident angle.

[0070] The following is a detailed explanation of the conditions for ricocheting.

[0071] In some embodiments, the ricochet conditions include at least one of the following: the material of the virtual item belongs to a set category of materials; the number of ricochets of the first fired object is less than a set number; the virtual environment belongs to a set category of virtual environments; and the virtual shooting prop belongs to a set category of virtual shooting props.

[0072] In some embodiments, the material of a virtual item belongs to a defined category. For example, the defined category is a bounceable material. For example, a bounceable material is a material that allows objects to bounce and launch. For example, the materials vary for different virtual items. Some categories of materials are bounceable, while others are not. In some embodiments, Table 1 below illustrates a variety of materials.

[0073] Table 1 Various Materials

[0074] As shown in Table 1, concrete, metal, soil, and wood are classified as bounceable materials, while the rest are classified as non-bouncable materials. That is, concrete, metal, soil, and wood belong to a defined category and are therefore bounceable materials, while glass, grass, gravel, silt, sand, and water are non-bouncable materials. For example, the material of a virtual item is obtained and compared with the defined categories of materials. If the item belongs to the defined category, it is considered that the first launched object is allowed to bounce.

[0075] In some embodiments, the number of times the first ejected object has bounced is less than a set number.

[0076] For example, the set number can also be understood as the maximum number of ricochets of the first launched object. For example, the first launched object bouncing on a virtual object is considered as one ricochet.

[0077] For example, the number of times to shoot out varies depending on the virtual shooting props, virtual environment, and virtual items. Of course, the number of times to shoot out is a pre-set number and can be set according to actual technical needs.

[0078] For example, the first ejected object in this application may be an ejected object that has ricocheted or an ejected object that has not ricocheted; this application does not limit the scope of the ejected object.

[0079] For example, the number of times the first ejected object has ricocheted is obtained and compared with a set number of times the first ejected object has ricocheted. If the number of times the first ejected object has ricocheted is less than the set number, it is considered that the first ejected object is allowed to ricochet.

[0080] In some embodiments, the virtual environment belongs to a defined category of virtual environment.

[0081] For example, the virtual environment categorized can also be understood as a virtual environment that allows ricocheting. In some embodiments, at least one virtual environment that allows ricocheting is pre-defined. For example, the virtual environment categorized includes, but is not limited to, at least one of a virtual desert, a virtual forest, and a virtual grassland. For example, the virtual environment where the virtual item is located is obtained and compared with the virtual environment categorized; if it belongs to the virtual environment categorized, it is considered that the first launched object is allowed to ricochet.

[0082] In some embodiments, virtual shooting props belong to a defined category of virtual shooting props.

[0083] For example, the virtual shooting props with defined categories can also be understood as virtual shooting props that allow ricochets. In some embodiments, at least one virtual shooting prop that allows ricochets is pre-defined. For example, the virtual shooting props with defined categories include, but are not limited to, at least one of a virtual catapult, a virtual crossbow, and a virtual slingshot. For example, the category of the virtual shooting prop is obtained and compared with the virtual shooting props with defined categories; if the virtual shooting prop belongs to the defined category, it is considered that the first launched object is allowed to ricochet.

[0084] In some embodiments, if a third ejected object in at least one ejected object does not collide with a virtual item in the virtual environment, the third ejected object and the virtual item do not collide, and the third ejected object does not bounce on the virtual item.

[0085] In some embodiments, if a third ejected object in at least one ejected object collides with a virtual object in the virtual environment, but the virtual object does not meet the bounce condition, the third ejected object collides with the virtual object, but the third ejected object does not bounce on the virtual object, and a collision screen of the third ejected object and the virtual object is displayed, or a screen of the third ejected object hitting the virtual object but not bouncing is displayed.

[0086] The technical solution provided in this application, compared to the animation of a projected object hitting a virtual object directly in related technologies, displays the projected object bouncing on the virtual object when the bouncing condition is met. Therefore, this application enriches the forms of human-computer interaction.

[0087] Furthermore, by displaying the ricocheting of projectiles onto virtual objects, the shooting effect is more closely resembled that of real shooting props, which helps to improve the user's gaming experience.

[0088] Please refer to Figure 4, which shows a flowchart of an interface display method provided in another embodiment of this application. The executing entity of this method can be the terminal device 10 described above, such as the client of the target application mentioned in the above embodiments, where the executing entity of each step is the client of the target application. In the following method embodiments, for ease of description, the executing entity of each step will only be described as the "client". The method may include at least one of the following steps (410-450):

[0089] Step 410: Display the virtual environment, which includes virtual shooting props.

[0090] Step 420: In response to an operation on a virtual shooting prop, control the virtual shooting prop to release at least one projectile into the virtual environment.

[0091] Step 430: If the first ejected object in at least one ejected object collides with a virtual object in the virtual environment and the virtual object satisfies the ricochet condition, the ricochet probability is determined based on the first ejected object and the virtual object. The ricochet probability is used to characterize the probability that the first ejected object will produce a ricochet behavior on the virtual object.

[0092] In some embodiments, even if the first of at least one projectile collides with a virtual object in the virtual environment, and the virtual object meets the ricochet condition, ricochet is not guaranteed. The probability of ricochet needs to be determined based on at least one of the incident angle, the material type of the specific virtual object, the type of the projectile, and the type of the virtual shooting prop, in order to determine whether ricochet occurs.

[0093] In some embodiments, the ricochet probability, also known as the ricochet rate, is a value that measures the probability of an object being bounced off under specific conditions. This attribute affects whether an object will ricochet when it hits a virtual object and what its behavior will be after ricocheting.

[0094] In some embodiments, the ricochet probability is further influenced by the attribute values ​​of the first virtual character. For example, if the attack value inflicted by the first virtual character on the second virtual character within a threshold time is greater than or equal to a first attack value threshold, the ricochet probability is increased. Conversely, if the attack value received by the first virtual character from the second virtual character within a threshold time is greater than or equal to a second attack value threshold, the ricochet probability is decreased. In this way, the ricochet probability is combined with the attribute values ​​of the virtual character, increasing the ricochet probability when the first virtual character's output is high (e.g., in a state of continuous attack and hits), and decreasing the probability when the first virtual character is under continuous attack. This approach embodies the competitive mindset of "the more you fight, the stronger you become," which is beneficial for improving the user's gaming experience and enriching the forms of human-computer interaction.

[0095] Specifically, determining the probability of a ricochet includes at least one of the following steps 431 to 434 (not shown in the figure).

[0096] Step 431: Determine the base value of the ricochet probability based on the material of the virtual item. Different base values ​​correspond to different materials of virtual items.

[0097] For example, different base values ​​for bounce probability are pre-set for virtual items of different materials. These base values ​​can be inversely correlated with the roughness of the virtual item's material. For example, based on the virtual item's material, the smoother the material, the larger the base value; the rougher the material, the smaller the base value. For example, the base value is a value between 0 and 1.

[0098] For example, a mapping table between the material of a virtual item and its base bounce probability is pre-configured. After the material of the virtual item is determined, the base bounce probability corresponding to that virtual item is determined from this mapping table.

[0099] For example, the base value of the bounce probability of metal > the base value of the bounce probability of concrete > the base value of the bounce probability of wood > the base value of the bounce probability of soil.

[0100] Step 432: Based on the incident angle of the collision between the first ejected object and the virtual object, and the material of the virtual object, determine the scaling factor of the ricochet probability.

[0101] For example, scaling factors for ricochet probability are pre-configured for different incident angles and the materials of virtual items. For example, the scaling factors for incident angle and ricochet probability satisfy different functional relationships for different virtual item materials. As shown in subplot (a) of Figure 6, this is the functional relationship between the incident angle and the scaling factors for ricochet probability of metal and concrete. For example, the base value of the scaling factor for ricochet probability of metal and concrete is 0.5, and the scaling factor increases with the increase of the incident angle until it reaches 1. As shown in subplot (b) of Figure 6, this is the functional relationship between the incident angle and the scaling factors for ricochet probability of wood and soil. For example, the base value of the scaling factor for ricochet probability of wood and soil is 0.25, and the scaling factor increases with the increase of the incident angle until it reaches 1.

[0102] For example, first determine the material of the virtual item. After determining the material, find the functional relationship between the incident angle and the scaling factor for that material. Further, obtain the incident angle and substitute it into the functional relationship to obtain the scaling factor.

[0103] For example, the scaling factor is a coefficient used to scale the probability of ricochet. For example, the scaling factor is a value greater than 0 and less than or equal to 1. For example, the larger the angle of incidence, the larger the scaling factor.

[0104] Step 433: Determine the bonus coefficient for the ricochet probability based on the type of the first ejected object. Different types of ejected objects correspond to different bonus coefficients.

[0105] In some embodiments, the bonus coefficient for the ricochet probability is determined based on the type of virtual shooting prop to which the first projectile belongs, with different bonus coefficients corresponding to different types of projectiles.

[0106] For example, different ricochet probability bonuses are pre-set for different virtual shooting props. The bonus factor is a coefficient used to increase the ricochet probability. For example, the bonus factor is a value between 0 and 1.

[0107] For example, a mapping table between virtual shooting items and ricochet probability bonuses is pre-configured. After determining the category of the virtual shooting item, the ricochet probability bonuses are determined from this mapping table.

[0108] In some embodiments, as shown in Table 2 below, the correspondence between the category of the virtual shooting prop to which the first projectile belongs, the bonus coefficient, and the maximum number of ricochets is illustrated.

[0109] Table 2 shows the correspondence between the category, bonus coefficient, and maximum number of ricochets of the virtual shooting item to which the first fired object belongs.

[0110] As shown in Table 2, for different types of virtual shooting props, the types of objects they release are different, the bonus coefficients are different, and the maximum number of ricochets (or the set number of times, the maximum number of ricochets) are also different.

[0111] Step 434: Determine the ricochet probability based on the base value of the ricochet probability, the scaling factor of the ricochet probability, and the additive factor of the ricochet probability.

[0112] For example, the ricochet probability is determined by multiplying the base value of the ricochet probability, the scaling factor of the ricochet probability, and the additive factor of the ricochet probability. That is, ricochet probability = base value of ricochet probability * scaling factor of ricochet probability * additive factor of ricochet probability.

[0113] For example, the product of the base value of the ricochet probability and the scaling factor of the ricochet probability is determined as the ricochet probability. That is, ricochet probability = base value of ricochet probability * scaling factor of ricochet probability.

[0114] For example, the product of the base value of the ricochet probability and the bonus coefficient of the ricochet probability is determined as the ricochet probability. That is, ricochet probability = base value of ricochet probability * bonus coefficient of ricochet probability.

[0115] Step 440: Generate a random factor based on the ricochet probability.

[0116] For example, the random factor can be considered as different values, such as at least one of a second value, a third value, and a fourth value. In some embodiments, if the second value indicates that the first launched object ricochets on the virtual item, then the second value, as the generated random factor, has a generation probability equal to the ricochet probability. In some embodiments, values ​​other than the second value indicate that the first launched object does not ricochet on the virtual item.

[0117] Step 450: If the random factor indicates that the first fired object bounces on the virtual item, display the bouncing behavior of the first fired object on the virtual item.

[0118] For example, when the random factor is a second value, it is considered that the random factor indicates that the first launched object produces a bouncing behavior on the virtual item, and the first launched object produces a bouncing behavior on the virtual item is displayed.

[0119] For example, if the random factor is any value other than the second value, it is considered that the random factor does not indicate that the first shot object will bounce on the virtual item, or indicates that the first shot object will not bounce on the virtual item, and therefore the bouncing behavior of the first shot object on the virtual item will not be displayed.

[0120] The technical solution provided in this application's embodiments determines the probability of a ricocheting event based on its ricochet probability. Therefore, the ricocheting event displayed in this application conforms to a probability distribution, which helps improve the accuracy of ricochets. Furthermore, the ricochet probability is affected by the base value of the ricochet probability, the scaling factor of the ricochet probability, and the additive factor of the ricochet probability. The base value of the ricochet probability is related to the material of the virtual item, the scaling factor is related to the incident angle and the material of the virtual item, and the additive factor is related to the type of the projectile. The determination of the ricochet probability in this application integrates multiple factors, and the final determined ricochet probability best reflects the game situation and is relatively reasonable.

[0121] Please refer to Figure 5, which shows a flowchart of an interface display method provided in another embodiment of this application. The executing entity of this method can be the terminal device 10 described above, such as the client of the target application mentioned in the above embodiments, where the executing entity of each step is the client of the target application. In the following method embodiments, for ease of description, the executing entity of each step will only be described as the "client". The method may include at least one of the following steps (510-540):

[0122] Step 510: Display the virtual environment, which includes virtual shooting props.

[0123] Step 520: In response to an operation on a virtual shooting prop, control the virtual shooting prop to release at least one projectile into the virtual environment.

[0124] Step 530: If the first ejected object in at least one ejected object collides with a virtual object in the virtual environment and the virtual object meets the ricochet condition, the first ejected object is displayed as ricocheting on the virtual object. The ricochet condition is the condition for the ricocheting behavior.

[0125] Step 540: If the first fired object bounces on the virtual object, determine that the number of bounces of the first fired object is increased by a first value.

[0126] In some embodiments, the first value is fixed. For example, the first value is 1. That is, the number of ricochets increases by 1 each time the first ejected object ricochets.

[0127] In some embodiments, the number of bounces of the first launched object is less than or equal to a set number. After the first launched object has bounced on a virtual item, it is allowed to collide with other virtual items in the virtual environment again.

[0128] In some embodiments, if the number of ricochets of the first launched object is equal to a set number, the first launched object is considered to no longer exhibit ricochet behavior. In some embodiments, if the number of ricochets of the first launched object is less than or equal to a set number, the first launched object that has exhibited ricochet behavior on a virtual item is allowed to collide with other virtual items in the virtual environment again.

[0129] For example, if the first launched object, after ricocheting onto a virtual object, collides again with other virtual objects in the virtual environment, step 530 above is repeated. After the first ricochet, the ricochet probability of the launched object is recalculated based on the material of the virtual object hit again. If it hits a non-ricochet material at this time, the ricochet mechanism stops. If it hits a ricochet material consecutively and triggers ricochets, the launched object will stop triggering the ricochet mechanism after the maximum number of ricochets.

[0130] In some embodiments, the first value is not fixed; for example, the first value is related to the material of the virtual item. For example, the first value needs to be determined based on the material of the virtual item. For example, different first values ​​are pre-set for different materials of virtual items. Considering that the energy consumption of bouncing the first launched object should be different for virtual items of different materials, the first value is dynamically changed based on the material of the virtual item. For example, the first value corresponding to a smooth material is less than the first value corresponding to a rough material. That is, the first launched object can bounce 6 times on a smooth material virtual item, but only 3 times on a rough material virtual item. For example, bouncing once on a rough material virtual item is equivalent to bouncing twice on a smooth material virtual item.

[0131] The technical solution provided in this application improves the flexibility and diversity of the bouncing method by dynamically adjusting the first value, which is beneficial to improving the efficiency of human-computer interaction.

[0132] The following explains how the set number of times will change.

[0133] In some embodiments, the virtual environment also includes a first virtual character holding a virtual shooting prop and a second virtual character belonging to a different faction from the first virtual character.

[0134] In some embodiments, if a set condition is met between the first virtual character and the second virtual character, the set number of times is increased.

[0135] For example, the number of times set in this application (maximum number of bounces, maximum number of bounces) can be fixed or can change dynamically depending on the situation of the game.

[0136] In some embodiments, the set conditions include at least one of the following: the distance between the first virtual character and the second virtual character is less than or equal to a first threshold; the number of second virtual characters within a radius of the first virtual character as the center and the first set distance as the radius is greater than or equal to a second threshold; the difference between the attribute values ​​of the first virtual character and the attribute values ​​of the second virtual character is greater than or equal to a third threshold. The first threshold, the second threshold, and the third threshold are set according to actual technical needs.

[0137] For example, this application provides several conditions that can increase the number of times a setting can be made.

[0138] For example, if the distance between the first virtual character and the second virtual character is less than or equal to a first threshold, the set number of attempts is increased. For example, the increased number of attempts is negatively correlated with the distance between the first and second virtual characters; that is, the smaller the distance between the first and second virtual characters, the larger the increased number of attempts. This indicates that the second virtual character is closer to the first virtual character (the enemy is closer). In this case, to protect the first virtual character, the number of attempts is increased to improve the hit rate against the second virtual character.

[0139] For example, if the number of second virtual characters within a radius of a first virtual character (centered on the first virtual character) is greater than or equal to a second threshold, the set number of attempts is increased. For example, the increased number of attempts is positively correlated with the number of second virtual characters; that is, the more second virtual characters near the first virtual character, the greater the increased number of attempts. This indicates that there are many second virtual characters (many enemy forces) near the first virtual character. In this case, to protect the first virtual character, the number of attempts is increased to improve the hit rate against at least one second virtual character.

[0140] For example, if the difference between the attribute values ​​of the first virtual character and the attribute values ​​of the second virtual character is greater than or equal to a third threshold, the set number of attempts is increased. For example, the increased number of attempts is positively correlated with the difference; that is, the larger the difference, the larger the increased number of attempts. This indicates a significant gap between the first and second virtual characters (e.g., the first virtual character is at a disadvantage, while the second virtual character is at an advantage). This is also for the protection of the first virtual character. To improve the user experience, the increased number of attempts increases the hit rate against at least one second virtual character, thus minimizing one-sided matches. This is beneficial for both novice and experienced players, improving the skill level of experienced players and enhancing the match experience for novice players.

[0141] The following section describes how to set the ricochet points and place virtual items.

[0142] In some embodiments, based on a first virtual character and a second virtual character, a ricochet point is displayed. The ricochet point is the point at which the second virtual character will be hit after the second projectile in at least one projectile ricochets at the point where the ricochet point is located.

[0143] For example, the location of the set bounce point is determined based on the real-time positions of the first and second virtual characters. For example, the location of the set bounce point is determined based on the real-time positions and movement trends of the first and second virtual characters. For example, when the first virtual character controls a virtual shooting tool to release a projectile towards the set bounce point, if a ricochet occurs at the set bounce point, it will hit the moving second virtual character.

[0144] For example, the terminal device or server may provide multiple preset bounce points based on the real-time locations of the first and second virtual characters. For example, these preset bounce points may be highlighted in the virtual environment.

[0145] Of course, considering that the set bounce point may or may not have virtual items that meet the bounce conditions, the following treatments will be made for the presence or absence of such items.

[0146] In some embodiments, if a virtual object that satisfies the ricochet condition exists at the set ricochet point, in response to an operation on the virtual shooting prop, the virtual shooting prop is controlled to release at least one projectile object into the virtual environment toward the set ricochet point.

[0147] For example, if a virtual object that meets the ricochet condition exists at the set ricochet point, the second virtual character can be hit by directly controlling the virtual shooting prop to release at least one projectile into the virtual environment toward the set ricochet point.

[0148] In some embodiments, if there is no virtual object that meets the ricochet condition at the set ricochet point, a placement screen is displayed to place a virtual object that meets the ricochet condition at the set ricochet point; in response to an operation on a virtual shooting prop, the virtual shooting prop is controlled to release at least one projectile object toward the set ricochet point in the virtual environment.

[0149] For example, if a virtual item that meets the ricochet conditions is not present at a designated ricochet point, and if a virtual item was previously present at that point but did not meet the ricochet conditions, then the virtual item is replaced with one that meets the ricochet conditions. Alternatively, if a virtual item that meets the ricochet conditions is not present at a designated ricochet point, and if no virtual item was previously present at that point, then a virtual item that meets the ricochet conditions can be placed directly.

[0150] For example, a replacement screen is displayed at a set ricochet point, in which a virtual object that does not ricochet is replaced with a virtual object that meets the ricochet condition; in response to an operation on a virtual shooting prop, the virtual shooting prop is controlled to release at least one projectile object into the virtual environment toward the set ricochet point.

[0151] For example, a placement screen is displayed where a virtual object that meets the ricochet condition is placed at a set ricochet point; in response to an operation on a virtual shooting prop, the virtual shooting prop is controlled to release at least one projectile object into the virtual environment toward the set ricochet point.

[0152] The technical solution provided in this application reduces the difficulty of operation by providing a set ricochet point, which is beneficial to improving the user's shooting experience and enriching the human-computer interaction.

[0153] The following describes how to display probability prompts.

[0154] In some embodiments, a probability prompt is displayed, which is used to indicate the hit probability corresponding to the shooting angle. The shooting angle refers to the angle at which the virtual shooting prop releases at least one projectile into the virtual environment. The hit probability corresponding to the shooting angle is the probability of hitting the second virtual character after releasing at least one projectile at the shooting angle, either with or without ricocheting.

[0155] For example, a probability prompt message is displayed during the aiming process, before the virtual shooting prop releases the fired object.

[0156] For example, the hit probability is calculated by the terminal device or server based on the shooting angle, the real-time positions of the first virtual character and the second virtual character.

[0157] For example, the hit probability corresponding to the shooting angle is the probability of hitting the second virtual character after releasing at least one projectile at the shooting angle, resulting in a ricochet. For example, the hit probability corresponding to the shooting angle is the probability of hitting the second virtual character after releasing at least one projectile at the shooting angle, resulting in one ricochet. For example, the hit probability corresponding to the shooting angle is the probability of hitting the second virtual character after releasing at least one projectile at the shooting angle, resulting in multiple ricochets. For example, the hit probability corresponding to the shooting angle is the probability of directly hitting the second virtual character after releasing at least one projectile at the shooting angle without a ricochet.

[0158] The technical solution provided in this application embodiment instructs the user to calibrate the shooting angle by displaying probability prompt information, thereby improving the hit rate against the second virtual character.

[0159] The following describes how to display ricochet warning messages.

[0160] In some embodiments, if the first ejected object bounces on a virtual item, a bounce warning message is displayed to indicate that the first ejected object has bounced.

[0161] For example, when the first launched object bounces on a virtual object, a bounce warning message is displayed. For example, the bounce warning message is used to indicate that the first launched object has bounced, and the bounce warning message is at least one of text warning, image warning, and animated warning.

[0162] For example, when the first launched object ricochets off a virtual object, an explosion animation is displayed at the point of impact; this explosion animation is a type of animated prompt. For example, when the first launched object ricochets off a virtual object, the text "Bricochet Occurred~" is displayed; this text "Bricochet Occurred~" is a text prompt. For example, this text prompt can appear as a scrolling bullet screen.

[0163] The technical solution provided in this application improves the user's perception of ricochets by displaying ricochet warning information. This, in turn, facilitates timely adjustment of the firing angle, thereby increasing the chance of hitting the second virtual character.

[0164] The following explains how to trigger the bouncing sound effect.

[0165] In some embodiments, a ricochet sound effect is triggered or not triggered depending on the firing mode of the virtual shooting prop and the ricochet status of at least one fired object. The firing mode of the virtual shooting prop is determined by the operation on the virtual shooting prop, and the ricochet status includes whether or not a ricochet occurs.

[0166] For example, different bouncing sound effects can be set for at least one of virtual objects of different materials, different types of projectiles, and different types of virtual shooting props. For example, different bouncing sound effects include, but are not limited to, differences in pitch and timbre.

[0167] For example, in response to an operation on a virtual shooting prop, the virtual shooting prop is controlled to enter different shooting modes. The shooting mode entered by the virtual prop differs depending on the type of operation performed. Operation types include, but are not limited to, at least one of click, long press, double click, gesture, and swipe operations.

[0168] For example, a ricochet sound effect is triggered when the launched object bounces. For example, no ricochet sound effect is triggered when the launched object does not bounce.

[0169] In some embodiments, when it is determined that the virtual shooting prop is in a first shooting mode based on the operation of the virtual shooting prop, if at least one of the fired objects, except for the last fired object, produces a ricocheting behavior, a ricocheting sound effect is randomly triggered.

[0170] For example, the first shooting mode is also called the automatic firing mode. In this mode, if an object fired before the last fired object ricochets, a ricochet sound effect is randomly triggered according to a preset probability. That is, the ricochet sound effect is not triggered every time a ricochet occurs, reducing the probability of triggering the ricochet sound effect and preventing users from being affected by redundant sound effects and losing their real perception of the game.

[0171] In some embodiments, when the operation on the virtual shooting prop is a long press operation on the shooting control, the virtual shooting prop is determined to be in a first shooting mode.

[0172] For example, the shooting control can also be called a firing control. In some embodiments, when the operation on the virtual shooting prop is a long press operation on the firing control, it is determined that the virtual shooting prop is in a first shooting mode. That is, in response to a long press operation on the firing control, it is determined that the virtual shooting prop is in a first shooting mode. For example, the operation interval of the long press operation is greater than the interval of the virtual shooting prop releasing the fired object.

[0173] For example, in response to a re-triggering operation of the firing control, it is considered that the first firing mode has been exited. For example, in response to a re-triggering operation of the firing control, it is considered that the first firing mode has been exited.

[0174] For example, as shown in Figure 7, n represents the number of projectiles, and n is an integer. For example, if the last projectile 700 bounces, the bouncing sound effect will be triggered when the trigger is released again.

[0175] In some embodiments, if the virtual shooting prop is determined to be in the second shooting mode based on the operation of the virtual shooting prop, and if at least one of the fired objects, except for the last fired object, exhibits a ricocheting behavior, the ricocheting sound effect is not triggered.

[0176] In some embodiments, when the virtual shooting prop is in a first shooting mode or a second shooting mode, if the last of at least one of the fired objects ricochets, a ricochet sound effect is triggered; if the last of at least one fired object does not ricochet, no ricochet sound effect is triggered. The first shooting mode is an automatic firing mode, and the second shooting mode is a continuous firing mode.

[0177] In some embodiments, when the operation on the virtual shooting prop is a continuous press operation on the shooting control, the virtual shooting prop is determined to be in a second shooting mode. For example, a continuous press operation can also be understood as multiple press operations.

[0178] For example, the second firing mode is also called the continuous firing mode. In this mode, if an object fired before the last fired object ricochets, the ricochet sound effect will not be triggered. That is, the ricochet sound effect will not be triggered every time a ricochet occurs, avoiding the possibility of triggering the ricochet sound effect and preventing the user from being affected by redundant sound effects and losing the real perception of the game.

[0179] For example, the shooting control can also be referred to as the firing control. In some embodiments, when the operation on the virtual shooting prop is a continuous press operation on the firing control, it is determined that the virtual shooting prop is in a second shooting mode. That is, in response to a continuous press operation on the firing control, it is determined that the virtual shooting prop is in a second shooting mode.

[0180] For example, as shown in Figure 7, n represents the number of projectiles, and n is an integer. For example, if the last projectile 700 produces a ricochet effect, and this corresponds to the last output projectile released during the last trigger operation in the continuous press operation of the fire control, then the ricochet sound effect is triggered when the last trigger operation is released.

[0181] For example, regardless of the shooting mode of the virtual shooting prop, the last shot of at least one shot indicates the end of the shooting phase, and triggering the ricochet sound effect at this time will not affect the user's perception of the game.

[0182] Please refer to Figure 8, which shows a block diagram of a method for determining the bouncing behavior according to an embodiment of this application. First, the material of the virtual item needs to be determined. When hitting a bouncable material, it is also necessary to determine whether the current number of bounces exceeds the maximum number of bounces. If so, it means no bounce. Hitting a non-bouncable material also means no bounce. Further, when the current number of bounces is not greater than the maximum number of bounces, a random factor is simulated based on the bounce probability to determine whether a bounce is possible. If it indicates that a bounce is possible, then a bounce occurs; otherwise, no bounce occurs. It should be noted that in this application, "bounce" and "bouncing" can be considered to have the same meaning and are not further distinguished.

[0183] Please refer to Figure 9, which shows a block diagram of a method for determining the reflection angle according to an embodiment of this application. The angle between the current incident vector and the normal vector of the surface at the collision point is calculated and considered as the incident angle. A reflection operation is performed on the incident angle to determine the exit angle. The exit angle should be the same as the incident angle, thereby determining the exit vector.

[0184] The technical solution provided in this application takes into account that the ricochet sound effect is a notification sound, and if this sound is triggered every time the weapon is fired, it can easily interfere with the player's audiovisual feedback. Therefore, it is necessary to minimize the probability that the player hears the ricochet sound effect. Thus, for virtual shooting items in the second shooting mode (continuous firing mode), due to the high rate of fire and the small number of projectiles fired per shot, the number of times the ricochet sound effect is played is minimized, decoupling it from the ricochet sound effect playback logic of virtual shooting items in the first shooting mode (automatic firing mode).

[0185] The technical solution provided in this application proposes a novel design for a ricochet mechanism and its associated experience. This solution allows different projectiles to trigger the ricochet mechanism when they hit different ricochetable materials. Simultaneously, corresponding special effects and sound effects enhance the player's experience, creating a more realistic battlefield atmosphere and deepening the sense of tension and immersive gameplay. The unpredictable ricochet mechanism can significantly impact the battle experience and provide players with additional novelty and excitement. Furthermore, the detailed sound design effectively enhances the environmental atmosphere and deepens the game's realistic style.

[0186] The following are embodiments of the apparatus described in this application, which can be used to execute the embodiments of the method described in this application. For details not disclosed in the apparatus embodiments of this application, please refer to the embodiments of the method described in this application.

[0187] Please refer to Figure 10, which shows a block diagram of an interface display device provided in an embodiment of this application. This device has the function of implementing the method example described above; the function can be implemented by hardware or by hardware executing corresponding software. This device can be the terminal device described above, or it can be installed within a terminal device. As shown in Figure 10, the device 1000 may include: a display module 1010, a control module 1020, and a bounce module 1030.

[0188] Display module 1010 is used to display a virtual environment, which includes virtual shooting props.

[0189] The control module 1020 is configured to control the virtual shooting prop to release at least one projectile into the virtual environment in response to an operation on the virtual shooting prop.

[0190] The ricochet module 1030 is used to display the first ejected object ricocheting on the virtual object when the first ejected object collides with a virtual object in the virtual environment and the virtual object meets the ricochet condition, wherein the ricochet condition is the condition for generating the ricochet.

[0191] In some embodiments, the ricochet conditions include at least one of the following: the material of the virtual item belongs to a set category of materials; the number of ricochets of the first fired object is less than a set number; the virtual environment belongs to a set category of virtual environments; and the virtual shooting prop belongs to a set category of virtual shooting props.

[0192] In some embodiments, the ricochet module 1030 is further configured to determine a ricochet probability based on the first ejected object and the virtual item, the ricochet probability being used to characterize the probability that the first ejected object produces the ricochet behavior on the virtual item; generate a random factor based on the ricochet probability; and, if the random factor indicates that the first ejected object produces the ricochet behavior on the virtual item, perform the step of displaying the first ejected object producing the ricochet behavior on the virtual item.

[0193] In some embodiments, the ricochet module 1030 is further configured to: determine a base value for the ricochet probability based on the material of the virtual item, with different base values ​​corresponding to different materials of the virtual item; determine a scaling factor for the ricochet probability based on the incident angle at which the first ejected object and the virtual item collide and the material of the virtual item; determine an additive factor for the ricochet probability based on the type of the first ejected object, with different additive factors corresponding to different types of ejected objects; and determine the ricochet probability based on the base value of the ricochet probability, the scaling factor of the ricochet probability, and the additive factor of the ricochet probability.

[0194] In some embodiments, the ricochet module 1030 is further configured to determine that the number of ricochets of the first launched object increases by a first value when the first launched object produces the ricochet behavior on the virtual item; wherein the number of ricochets of the first launched object is less than or equal to a set number, and the first launched object after producing the ricochet behavior on the virtual item is allowed to collide with other virtual items in the virtual environment again.

[0195] In some embodiments, the virtual environment may also include a first virtual character holding the virtual shooting prop and a second virtual character belonging to a different faction than the first virtual character.

[0196] In some embodiments, the ricochet module 1030 is further configured to increase the set number of times when a set condition is met between the first virtual character and the second virtual character; wherein the set condition includes at least one of the following: the distance between the first virtual character and the second virtual character is less than or equal to a first threshold; the number of the second virtual characters within a radius of the first virtual character as the center and the first set distance as the radius is greater than or equal to a second threshold; the difference between the attribute value of the first virtual character and the attribute value of the second virtual character is greater than or equal to a third threshold.

[0197] In some embodiments, the ricochet module 1030 is further configured to display a set ricochet point based on the first virtual character and the second virtual character, wherein the set ricochet point is a point where the second of the at least one projectiles will hit the second virtual character after ricocheting at the set ricochet point; if a virtual item satisfying the ricochet condition exists at the set ricochet point, in response to an operation on the virtual shooting prop, control the virtual shooting prop to release at least one projectile towards the set ricochet point in the virtual environment; if no virtual item satisfying the ricochet condition exists at the set ricochet point, display a placement screen showing the placement of a virtual item satisfying the ricochet condition at the set ricochet point; and in response to an operation on the virtual shooting prop, control the virtual shooting prop to release at least one projectile towards the set ricochet point in the virtual environment.

[0198] In some embodiments, the display module 1010 is further configured to display probability prompt information, which is used to prompt the hit probability corresponding to the shooting angle. The shooting angle refers to the angle at which the virtual shooting prop releases the at least one projectile into the virtual environment. The hit probability corresponding to the shooting angle is the probability that the second virtual character is hit after the at least one projectile is released at the shooting angle and either the ricochet occurs or the ricochet does not occur.

[0199] In some embodiments, the display module 1010 is further configured to display ricochet warning information when the first ejected object produces the ricochet behavior on the virtual item, the ricochet warning information being used to indicate that the first ejected object produces the ricochet behavior.

[0200] In some embodiments, the ricochet module 1030 is further configured to trigger or not trigger a ricochet sound effect based on the firing mode of the virtual shooting prop and the ricochet status of the at least one fired object. The firing mode of the virtual shooting prop is determined by the operation on the virtual shooting prop, and the ricochet status includes producing a ricochet or not producing a ricochet.

[0201] In some embodiments, the ricochet module 1030 is further configured to: when the virtual shooting prop is determined to be in a first shooting mode based on the operation on the virtual shooting prop; if any of the at least one fired objects other than the last fired object produces the ricochet behavior, then randomly trigger the ricochet sound effect; when the virtual shooting prop is determined to be in a second shooting mode based on the operation on the virtual shooting prop; if any of the at least one fired objects other than the last fired object produces the ricochet behavior, then not trigger the ricochet sound effect; when the virtual shooting prop is in the first shooting mode or the second shooting mode; if the last fired object among the at least one fired objects produces the ricochet behavior, then trigger the ricochet sound effect; if the last fired object among the at least one fired objects does not produce the ricochet behavior, then not trigger the ricochet sound effect.

[0202] In some embodiments, the control module 1020 is further configured to determine that the virtual shooting prop is in the first shooting mode when the operation on the virtual shooting prop is a long press operation on the shooting control; and to determine that the virtual shooting prop is in the second shooting mode when the operation on the virtual shooting prop is a continuous press operation on the shooting control.

[0203] It should be noted that the apparatus provided in the above embodiments is only illustrated by the division of the above functional modules when implementing its functions. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the content structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.

[0204] Please refer to Figure 11, which shows a structural block diagram of a terminal device 1100 provided in one embodiment of this application. The terminal device 1100 may be the terminal device 10 in the implementation environment shown in Figure 1, used to implement the interface display method provided in the above embodiments. Specifically:

[0205] Typically, terminal device 1100 includes a processor 1101 and a memory 1102.

[0206] Processor 1101 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1101 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1101 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1101 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 1101 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.

[0207] The memory 1102 may include one or more computer-readable storage media, which may be non-transitory. The memory 1102 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1102 are used to store a computer program configured to be executed by one or more processors to implement the above-described interface display method.

[0208] In some embodiments, the terminal device 1100 may also optionally include a peripheral device interface 1103 and at least one peripheral device. The processor 1101, memory 1102, and peripheral device interface 1103 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 1103 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of a radio frequency circuit 1104, a display screen 1105, an audio circuit 1107, and a power supply 1108.

[0209] Those skilled in the art will understand that the structure shown in FIG11 does not constitute a limitation on the terminal device 1100, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.

[0210] In an exemplary embodiment, a computer-readable storage medium is also provided, wherein a computer program is stored in the storage medium, and the computer program, when executed by a processor, implements the above-described interface display method. Optionally, the computer-readable storage medium may include: ROM (Read-Only Memory), RAM (Random Access Memory), SSD (Solid State Drives), or optical disc, etc. The random access memory may include ReRAM (Resistance Random Access Memory) and DRAM (Dynamic Random Access Memory).

[0211] In an exemplary embodiment, a computer program product is also provided, the computer program product including a computer program stored in a computer-readable storage medium. A processor of a terminal device reads the computer program from the computer-readable storage medium, and the processor executes the computer program, causing the terminal device to perform the aforementioned interface display method.

[0212] It should be noted that the collection and processing of relevant data (including virtual shooting props, virtual items, etc.) in this application should strictly comply with the requirements of relevant national laws and regulations, obtain the informed consent or separate consent of the personal information subject, and carry out subsequent data use and processing within the scope of laws and regulations and the authorization of the personal information subject.

[0213] It should be understood that "multiple" as used herein refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects are in an "or" relationship. Furthermore, the step numbers described herein are merely illustrative of one possible execution order. In some other embodiments, the steps may not be executed in numerical order, such as two steps with different numbers being executed simultaneously, or two steps with different numbers being executed in the reverse order of the illustration. This application does not limit this.

[0214] The above description is merely an exemplary embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.

Claims

1. A method for displaying an interface, the method being executed by a terminal device, the method comprising: Display a virtual environment, which includes virtual shooting props; In response to an operation on the virtual shooting prop, control the virtual shooting prop to release at least one projectile into the virtual environment; When the first ejected object in the at least one ejected object collides with a virtual object in the virtual environment, and the virtual object meets the ricochet condition, the first ejected object is displayed to ricochet on the virtual object, wherein the ricochet condition is the condition for the ricochet to occur.

2. The method according to claim 1, wherein, The ricochet condition includes at least one of the following: The material of the virtual item belongs to a defined category; The number of ricochets of the first ejected object is less than the set number; The virtual environment belongs to a defined category; The virtual shooting props belong to a specific category of virtual shooting props.

3. The method according to claim 1 or 2, wherein, The method further includes: Based on the first ejected object and the virtual item, a ricochet probability is determined, wherein the ricochet probability is used to characterize the probability that the first ejected object produces the ricochet behavior on the virtual item; A random factor is generated based on the ricochet probability; When the random factor indicates that the first launched object produces the ricochet behavior on the virtual item, the step of displaying the first launched object producing the ricochet behavior on the virtual item is performed.

4. The method according to claim 3, wherein, The step of determining the ricochet probability based on the first launched object and the virtual item includes: Based on the material of the virtual item, a base value for the ricochet probability is determined, with different base values ​​corresponding to virtual items of different materials; Based on the incident angle of the collision between the first ejected object and the virtual item, and the material of the virtual item, the scaling factor of the ricochet probability is determined; The bonus coefficient for the ricochet probability is determined based on the type of the first ejected object; different types of ejected objects correspond to different bonus coefficients. The ricochet probability is determined based on the base value of the ricochet probability, the scaling factor of the ricochet probability, and the additive factor of the ricochet probability.

5. The method according to any one of claims 1 to 4, wherein, The method further includes: If the first launched object ricochets on the virtual item, the number of ricochets of the first launched object is increased by a first value. Wherein, the number of ricochets of the first launched object is less than or equal to a set number, and the first launched object that has generated the ricochet behavior on the virtual item is allowed to collide with other virtual items in the virtual environment again.

6. The method according to claim 5, wherein, The virtual environment also includes a first virtual character holding the virtual shooting prop and a second virtual character belonging to a different faction than the first virtual character. The method further includes: If the set conditions are met between the first virtual character and the second virtual character, the set number of times is increased; The set conditions include at least one of the following: the distance between the first virtual character and the second virtual character is less than or equal to a first threshold; the number of the second virtual characters within a radius of the first virtual character as the center and the first set distance as the radius is greater than or equal to a second threshold; the difference between the attribute values ​​of the first virtual character and the attribute values ​​of the second virtual character is greater than or equal to a third threshold.

7. The method according to claim 6, wherein, The method further includes: Based on the first virtual character and the second virtual character, a set ricochet point is displayed. The set ricochet point is the point where the second projectile among the at least one projectile will hit the second virtual character after the projectile ricochets at the set ricochet point. If a virtual object that satisfies the ricochet condition exists at the set ricochet point, in response to an operation on the virtual shooting prop, the virtual shooting prop is controlled to release at least one projectile object into the virtual environment toward the set ricochet point. If no virtual item that meets the ricochet condition exists at the set ricochet point, a placement screen is displayed where a virtual item that meets the ricochet condition is placed at the set ricochet point; in response to an operation on the virtual shooting prop, the virtual shooting prop is controlled to release at least one projectile into the virtual environment toward the set ricochet point.

8. The method according to any one of claims 5 to 7, wherein, The method further includes: The probability prompt information is used to indicate the hit probability corresponding to the shooting angle. The shooting angle refers to the angle at which the virtual shooting prop releases the at least one projectile into the virtual environment. The hit probability corresponding to the shooting angle is the probability that the second virtual character is hit after the at least one projectile is released at the shooting angle and either the ricochet occurs or the ricochet does not occur.

9. The method according to any one of claims 1 to 8, wherein, The method further includes: When the first launched object produces the ricochet behavior on the virtual item, a ricochet warning message is displayed, which is used to indicate that the first launched object produced the ricochet behavior.

10. The method according to any one of claims 1 to 9, wherein, The method further includes: The ricochet sound effect is triggered or not triggered depending on the firing mode of the virtual shooting prop and the ricochet status of the at least one fired object. The firing mode of the virtual shooting prop is determined by the operation on the virtual shooting prop, and the ricochet status includes whether or not a ricochet occurs.

11. The method according to claim 10, wherein, The step of triggering or not triggering a ricochet sound effect based on the firing mode of the virtual shooting prop and the ricochet status of at least one fired object includes: If, based on the operation performed on the virtual shooting prop, it is determined that the virtual shooting prop is in the first shooting mode, and if any of the at least one fired object other than the last fired object produces the ricochet behavior, then the ricochet sound effect is randomly triggered. If the virtual shooting prop is determined to be in the second shooting mode based on the operation on the virtual shooting prop, and if any of the at least one shot object other than the last shot object produces the ricochet behavior, the ricochet sound effect will not be triggered. When the virtual shooting prop is in the first shooting mode or the second shooting mode, if the last of the at least one shot-out object produces the ricochet behavior, the ricochet sound effect is triggered; if the last of the at least one shot-out object does not produce the ricochet behavior, the ricochet sound effect is not triggered.

12. The method according to claim 10 or 11, wherein, The method further includes: When the operation on the virtual shooting prop is a long press operation on the shooting control, it is determined that the virtual shooting prop is in the first shooting mode; When the operation on the virtual shooting prop is a continuous pressing operation on the shooting control, it is determined that the virtual shooting prop is in the second shooting mode.

13. An interface display device, the device comprising: The display module is used to display a virtual environment, which includes virtual shooting props; A control module is configured to, in response to an operation on the virtual shooting prop, control the virtual shooting prop to release at least one projectile into the virtual environment; A ricochet module is used to display that the first ejected object ricochets with a virtual object in the virtual environment when the first ejected object collides with a virtual object in the virtual environment and the virtual object meets the ricochet condition. The ricochet condition is the condition for generating the ricochet behavior.

14. A terminal device comprising a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the interface display method as described in any one of claims 1 to 12.

15. A computer-readable storage medium storing a computer program, the computer program being loaded and executed by a processor to implement the interface display method as described in any one of claims 1 to 12.

16. A computer program product comprising a computer program loaded and executed by a processor to implement the interface display method as described in any one of claims 1 to 12.

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