Method and apparatus for launching virtual projectile, and device and storage medium

By displaying offset information of environmental factors in the virtual environment, the system helps interactive objects adjust their aiming position, solving the problem of low accuracy in virtual projectile throwing and improving hit rate and interactive experience.

WO2026031807A1PCT designated stage Publication Date: 2026-02-12TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
PCT/CN2025/103105
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-08-08
Filing Date
2025-06-24
Publication Date
2026-02-12

AI Technical Summary

Technical Problem

In a virtual environment, the accuracy of virtual projectiles is low, resulting in a low hit rate and reducing the interactive experience and human-computer interaction rate.

Method used

By displaying offset information under the influence of environmental factors (such as gravity and wind) in the virtual environment, it helps interactive objects adjust their aiming position to improve the hit rate of virtual projectiles, and provides offset information to guide the throwing operation.

Benefits of technology

It improves the accuracy of virtual projectiles, enhances the interactive experience and human-computer interaction rate, and increases the realism of throwing.

✦ Generated by Eureka AI based on patent content.

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Abstract

A method and apparatus for launching a virtual projectile, and a device and a storage medium, which belong to the technical field of computers. The method comprises: displaying an image of a virtual environment (201); displaying offset information of an aiming position in the image of the virtual environment, wherein the aiming position is a position to be hit by a virtual projectile, the offset information is used for prompting an offset of a landing position of the virtual projectile relative to the aiming position under the influence of environmental factors in the virtual environment, and the landing position is a predicted position where the virtual projectile lands after the virtual projectile is launched towards the aiming position (202); and in response to a launching operation targeting a target position, launching the virtual projectile towards the target position, wherein the target position is obtained by means of adjusting the aiming position on the basis of the offset information (203). The method, apparatus, device and storage medium are conducive to increasing the hit rate of virtual projectiles and improving the sense of reality in launching, thereby improving the interaction experience of interactive objects, and increasing the human-computer interaction rate.
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Description

Method, device and equipment for throwing virtual throwing object, and storage medium

[0001] The present application claims priority to the Chinese patent application No. 202411091294.3, filed on August 8, 2024, and entitled "Method, device and equipment for throwing virtual throwing object, and storage medium", the whole content of which is incorporated herein by reference. TECHNICAL FIELD

[0002] Embodiments of the present application relate to the technical field of computer, in particular to a method, device and equipment for throwing virtual throwing object, and storage medium. BACKGROUND

[0003] With the development of computer technology, more and more application programs can provide virtual environment. In some application programs, an interactive object can generate a throwing operation of a virtual throwing object (such as a virtual bullet, a virtual bomb, a virtual flash bomb, a virtual smoke bomb, etc.) in a virtual environment, and a computer device can throw the virtual throwing object according to the throwing operation. SUMMARY

[0004] Embodiments of the present application provide a method, device and equipment for throwing virtual throwing object, and storage medium. The method can be used to improve the hit rate of the virtual throwing object, thereby improving the interactive experience of the interactive object and the human-computer interaction rate. The technical solution is as follows:

[0005] In one aspect, the present application provides a method for throwing virtual throwing object, which is executed by a computer device, and the method comprises:

[0006] displaying a picture of a virtual environment;

[0007] displaying offset information of a aiming position in the picture of the virtual environment; the aiming position is a position to be hit by a virtual throwing object; the offset information is used to prompt the offset of a landing position of the virtual throwing object relative to the aiming position under the influence of environmental factors in the virtual environment; the landing position is a position where the virtual throwing object is predicted to land after the virtual throwing object is thrown to the aiming position;

[0008] throwing the virtual throwing object to a target position in response to a throwing operation on the target position, the target position being obtained by adjusting the aiming position according to the offset information.

[0009] In another aspect, a device for throwing virtual throwing object is provided, and the device comprises:

[0010] a first display module configured to display a picture of a virtual environment;

[0011] The second display module is configured to display offset information of a targeting position in a picture of the virtual environment; the targeting position is a position where a virtual projectile is to be launched; the offset information is used to prompt an offset condition of a landing position of the virtual projectile relative to the targeting position under an influence of an environmental factor in the virtual environment; the landing position is a position where the virtual projectile is predicted to land after the virtual projectile is launched to the targeting position;

[0012] The launching module is configured to launch the virtual projectile to a target position in response to a launching operation on the target position, the target position being obtained by adjusting the targeting position according to the offset information.

[0013] In another aspect, an embodiment of the present application provides a computer device, which comprises a processor and a memory, and the memory stores at least one computer program, the at least one computer program is loaded and executed by the processor, so that the computer device implements the virtual projectile launching method described above.

[0014] In another aspect, an embodiment of the present application provides a non-volatile computer readable storage medium, which stores at least one computer program, the at least one computer program is loaded and executed by a processor, so that the computer implements the virtual projectile launching method described above.

[0015] In another aspect, an embodiment of the present application provides a computer program product or a computer program, which comprises computer instructions, the computer instructions are loaded and executed by a processor, so that the computer implements the virtual projectile launching method described above.

[0016] The technical solution provided by the embodiments of the present application displays the offset information of the targeting position to prompt the interactive object, so that the interactive object knows how to adjust the targeting position for launching to make the virtual projectile land at the targeting position, thereby prompting the interactive object to trigger the launching operation after adjusting the targeting position to a target position that can improve the probability of the virtual projectile landing at the targeting position, so that the computer device launches the virtual projectile to the target position to improve the probability of the virtual projectile landing at the targeting position, the launching accuracy of the virtual projectile is high, which is conducive to improving the hit rate of the virtual projectile, and further improves the interactive experience of the interactive object and the human-computer interaction rate.

[0017] In addition, the offset information of the aiming information is determined on the basis of considering environmental factors in the virtual environment. Introducing environmental factors (for example, wind force and gravity) closer to the real environment in the virtual environment can bring the experience of throwing in the real environment to the interactive object, increase the throwing realism, and further improve the interactive experience and human-computer interaction rate of the interactive object. BRIEF DESCRIPTION OF DRAWINGS

[0018] FIG. 1 is a structural schematic diagram of a computer system provided by an embodiment of the present application;

[0019] FIG. 2 is a flowchart of a throwing method of a virtual throwing object provided by an embodiment of the present application;

[0020] FIG. 3 is a display schematic diagram of a wind force icon provided by an embodiment of the present application;

[0021] FIG. 4 is a display schematic diagram of a wind force icon in the related art;

[0022] FIG. 5 is a display schematic diagram of a throwing track provided by an embodiment of the present application;

[0023] FIG. 6 is a display schematic diagram of another throwing track provided by an embodiment of the present application;

[0024] FIG. 7 is a display schematic diagram of a transverse close-up scale line provided by an embodiment of the present application;

[0025] FIG. 8 is a display schematic diagram of another transverse close-up scale line provided by an embodiment of the present application;

[0026] FIG. 9 is a display schematic diagram of offset information provided by an embodiment of the present application;

[0027] FIG. 10 is a display schematic diagram of another offset information provided by an embodiment of the present application;

[0028] FIG. 11 is a display schematic diagram of another offset information provided by an embodiment of the present application;

[0029] FIG. 12 is a display schematic diagram of an auxiliary throwing interface provided by an embodiment of the present application;

[0030] FIG. 13 is a display schematic diagram of a throwing interface provided by an embodiment of the present application;

[0031] FIG. 14 is a display schematic diagram of another throwing interface provided by an embodiment of the present application;

[0032] FIG. 15 is a display schematic diagram of another auxiliary throwing interface provided by an embodiment of the present application;

[0033] FIG. 16 is a display schematic diagram of another throwing interface provided by an embodiment of the present application;

[0034] FIG. 17 is a display diagram of another throwing interface according to an embodiment of the present application;

[0035] FIG. 18 is a display diagram of another throwing interface according to an embodiment of the present application;

[0036] FIG. 19 is a flowchart of a whole process of throwing a virtual throwing object according to an embodiment of the present application;

[0037] FIG. 20 is a structural diagram of a throwing device of a virtual throwing object according to an embodiment of the present application;

[0038] FIG. 21 is a structural diagram of a server according to an embodiment of the present application;

[0039] FIG. 22 is a structural diagram of a terminal device according to an embodiment of the present application. DETAILED DESCRIPTION

[0040] To make the objectives, technical solutions and advantages of the present application clearer, the embodiments of the present application will be further described in detail below with reference to the drawings.

[0041] It should be noted that the terms "first", "second", and the like in the present application are used to distinguish similar objects, and do not necessarily indicate a specific order or a chronological sequence. It should be understood that the data used in this way can be interchanged under appropriate circumstances, so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present application. Rather, they are merely examples of devices and methods consistent with some aspects of the present application as detailed in the appended claims.

[0042] To further illustrate the technical solutions provided by the embodiments of the present application, the following will be described in detail with reference to the drawings and specific embodiments. Although the embodiments of the present application provide the method operation steps as described in the following embodiments or shown in the drawings, more or fewer operation steps can be included in the method based on conventional or non-creative labor. The execution order of the steps is not limited to the execution order provided by the embodiments of the present application in the logical sense. The method can be executed in sequence or in parallel when the actual processing process or the control device is executed according to the method order shown in the embodiments or the drawings.

[0043] Other features and advantages of the present application will be set forth in the following specification, and in part will become apparent from the specification, or can be learned by practice of the present application. The objectives and other advantages of the present application can be achieved and obtained by the structure specifically pointed out in the written specification, claims, and drawings.

[0044] FIG. 1 shows a structural schematic diagram of a computer system provided by an embodiment of the present application. The computer system includes a terminal device 101 and a server 102.

[0045] In a possible implementation manner, the terminal device 101 is any electronic product that can interact with an interactive object through one or more manners such as a keyboard, a touchpad, a touch screen, a remote controller, a handle, voice interaction, or a handwriting device, for example, a PC (Personal Computer), a mobile phone, a smart phone, a PDA (Personal Digital Assistant), a wearable device, a handheld portable game device, a PPC (Pocket PC), a tablet computer, a notebook computer, a desktop computer, a smart car machine, a smart television, a smart speaker, a smart watch, a vehicle terminal, and the like, but is not limited thereto.

[0046] The server 102 can be a standalone physical server, a server cluster or a distributed system composed of multiple physical servers, or a cloud server providing cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDNs (Content Delivery Networks), and basic cloud computing services such as big data and artificial intelligence platforms, and the like. The embodiments of the present application do not limit this. The server 102 is directly or indirectly communicatively connected with the terminal device 101 through a wired communication manner or a wireless communication manner, which is not limited by the present application. The server 102 has a data receiving function, a data processing function, and a data sending function. Of course, the server 102 can also have other functions, which are not limited by the embodiments of the present application.

[0047] The server 102 is configured to provide background services for a client installed on the terminal device 101. In a possible implementation manner, the server 102 undertakes main computing work, and the terminal device 101 undertakes secondary computing work. Alternatively, the server 102 undertakes secondary computing work, and the terminal device 101 undertakes main computing work. Alternatively, the terminal device 101 and the server 102 adopt a distributed computing architecture to perform collaborative computing.

[0048] The terminal device 101 can be used to refer to one of a plurality of terminal devices, and the embodiments of the present application are only used to illustrate the terminal device 101. It can be known by those skilled in the art that the number of the terminal device 101 can be more or less. For example, the terminal device 101 can be only one, or the terminal device 101 can be dozens or hundreds, or more, and the number and type of the terminal device 101 are not limited by the embodiments of the present application.

[0049] The virtual throwing object throwing method provided in the embodiments of the present application can be executed by the terminal device 101, can be executed by the server 102, and can also be executed by the terminal device 101 and the server 102 in interaction. The embodiments of the present application do not limit this. In some embodiments, the terminal device 101 can send the aiming position to the server 102, the server 102 processes the aiming position sent by the terminal device 101 by using the virtual throwing object throwing method provided in the embodiments of the present application, obtains the final target scale, and sends the target scale to the terminal device 101.

[0050] Exemplarily, taking at least one direction including a lateral direction and a longitudinal direction as an example, the target scale includes a first target scale in the lateral direction and a second target scale in the longitudinal direction. As shown in FIG. 1, the server 102 can generate the first target scale and the second target scale based on the following process: the server 102 determines a lateral acceleration generated by an environmental factor on the virtual throwing object; based on the lateral acceleration, a lateral offset speed of the virtual throwing object is determined; based on the lateral offset speed and a throwing duration of the virtual throwing object, a corresponding offset condition in the lateral direction is determined; based on the corresponding offset condition in the lateral direction and an offset condition represented by each scale in a scale line corresponding to the lateral direction, the first target scale is determined on the scale line corresponding to the lateral direction; a longitudinal acceleration generated by the environmental factor on the virtual throwing object is determined; based on the longitudinal acceleration, a longitudinal offset speed of the virtual throwing object is determined; based on the longitudinal offset speed and the throwing duration of the virtual throwing object, a corresponding offset condition in the longitudinal direction is determined; based on the corresponding offset condition in the longitudinal direction and an offset condition represented by each scale in a scale line corresponding to the longitudinal direction, the second target scale is determined on the scale line corresponding to the longitudinal direction. The terminal device 101 displays an offset mark corresponding to any direction on a straight line perpendicular to the scale line corresponding to any direction and passing through the target scale; displays offset information of the aiming position in a picture of the virtual environment; in response to a throwing operation on the target position, throws the virtual throwing object to the target position, and the target position is adjusted according to the offset information to obtain the aiming position.

[0051] Those skilled in the art shall understand that the terminal device 101 and the server 102 described above are only examples, and other existing or future terminal devices or servers, such as those applicable to the present application, shall also be included in the protection scope of the present application and are hereby included by reference.

[0052] In the related art, the interactive object directly generates a throwing operation at the aiming position, and the computer device directly throws the virtual throwing object to the aiming position based on the throwing operation.

[0053] Since there can be some factors in the virtual environment that affect the trajectory of the virtual projectile, after the virtual projectile is thrown to the aiming position, the landing position of the virtual projectile will deviate from the aiming position under the influence of these factors, resulting in low throwing accuracy of the virtual projectile, thereby reducing the hit rate of the virtual projectile, and reducing the interactive experience and human-computer interaction rate of the interactive object.

[0054] Based on the computer system shown in FIG. 1, the embodiment of the present application provides a virtual projectile throwing method. The method can be executed by the terminal device 101, or by the server 102, or by the terminal device 101 and the server 102 in interaction. The embodiment of the present application does not limit this. The embodiment of the present application takes the method executed by the computer device as an example for description. The computer device can be a terminal device or a server. As shown in FIG. 2, the virtual projectile throwing method provided by the embodiment of the present application can include the following steps 201 to 203.

[0055] In step 201, a picture of a virtual environment is displayed.

[0056] The virtual environment is a scene provided (or displayed) by an application program running on a computer device. The virtual environment refers to a scene created for virtual objects to act. The virtual environment can be a two-dimensional virtual environment, a 2.5-dimensional virtual environment, or a three-dimensional virtual environment. The virtual environment can be a simulated scene of the real world, or a semi-simulated and semi-fictional scene, or a purely fictional scene. In some embodiments, the virtual environment can also be referred to as a virtual scene.

[0057] Illustratively, the application program supporting the virtual environment includes but is not limited to: a VR (Virtual Reality) application program, an AR (Augmented Reality) application program, a three-dimensional map program, a game application program, a social application program, an interactive entertainment application program, etc. In some embodiments, the application program can also be referred to as a client. Illustratively, the game application program includes but is not limited to shooting games, such as first-person shooting games, third-person shooting games, and all games using attack props for remote attacks. Illustratively, the first-person shooting game is a shooting game in which the interactive object can view the virtual environment in the first-person perspective. The picture of the virtual environment in the first-person shooting game is a picture of observing the virtual environment in the first-person perspective of the virtual object controlled by the interactive object.

[0058] Illustratively, the way of displaying the picture of the virtual environment includes but is not limited to: based on the starting operation of the application program, the computer device displays the picture of the virtual environment in the display interface.

[0059] In an example embodiment, the picture of the virtual environment is a picture collected by observing the virtual environment from a perspective of a virtual object, the virtual object being an object that throws a virtual throwing object in the virtual environment. The perspective of the virtual object can refer to a first-person perspective of the virtual object, or a third-person perspective of the virtual object, etc., which are not limited in the embodiments of the present application.

[0060] In an example, the perspective of the virtual object is an angle when the virtual object is observed in the virtual environment by a camera model. The camera model automatically follows the virtual object in the virtual environment, i.e., when the position of the virtual object in the virtual environment changes, the position of the camera model in the virtual environment changes to follow the position of the virtual object in the virtual environment, and the camera model is always within a certain distance range of the virtual object in the virtual environment. In an example, during the automatic following process, the relative position of the camera model and the virtual object does not change.

[0061] In an example, in addition to the first-person perspective and the third-person perspective, other perspectives are also included, such as a top-down perspective. The top-down perspective is a perspective for observing the virtual environment from an angle of looking down from the sky.

[0062] In an example, the camera model does not actually display in the virtual environment, i.e., the camera model is not displayed in the displayed picture of the virtual environment.

[0063] In an example embodiment, in addition to displaying the virtual object that throws the virtual throwing object, other virtual objects and other elements can also be displayed in the picture of the virtual environment. In an example, the other virtual objects can refer to virtual objects controlled by other application programs, or virtual objects not controlled by any interactive object, etc. In an example, the other elements include, but are not limited to, mountains, plains, rivers, lakes, oceans, deserts, swamps, quicksand, sky, plants, buildings, vehicles, etc.

[0064] The virtual object is an object that throws a virtual throwing object in the virtual environment. The virtual object can be a virtual person, a virtual animal, an animation character, etc. The interactive object can control the virtual object by means of an external device or by clicking the touch screen. Each virtual object has its own shape and volume in the virtual environment, and occupies a part of the space in the virtual environment.

[0065] The virtual throwing object is a virtual item that can be thrown in the virtual environment when a certain target needs to be hit. The type of the virtual throwing object is not limited in the present application. In an example, the type of the virtual throwing object can include, but is not limited to, a virtual bullet, a virtual bomb, a virtual flash bomb, a virtual smoke bomb, etc.

[0066] In step 202, the offset information of the aiming position is displayed in the picture of the virtual environment; the aiming position is a position where the virtual projectile is aimed at; the offset information is used to prompt the offset of the landing position of the virtual projectile relative to the aiming position under the influence of the environmental factors in the virtual environment; the landing position is a position where the virtual projectile is predicted to land after being thrown at the aiming position.

[0067] The aiming position is any position in the virtual environment where the virtual projectile is aimed at, and the application does not limit the aiming position. Illustratively, the aiming position includes any position of a virtual object in the opposing team, where the opposing team is a team in the battle mode that is hostile to the camp where the virtual object controlled by the current computer device is located. Illustratively, the aiming position includes any position of a virtual explosive object in the virtual environment, such as a virtual fuel tank or a virtual gas tank in the virtual environment. Illustratively, the aiming position includes any position of an obstacle in the virtual environment, such as a virtual high-rise building, a virtual courtyard, or a virtual wind deflector in the virtual environment.

[0068] It should be noted that when the object to be aimed at is an object that constantly moves in the virtual environment, the aiming position will change with the movement of the moving object; when the object to be aimed at is a stationary object in the virtual environment, the aiming position is a fixed position where the stationary object is located.

[0069] The environmental factor is a factor in the virtual environment that affects the offset of the trajectory of the virtual projectile during the throwing process. The setting method of the environmental factor includes but is not limited to: setting according to human experience; or determining the environmental factor corresponding to the current virtual environment according to the corresponding relationship between the virtual environment and the environmental factor; or determining at least one environmental factor with the largest weight affecting the throwing trajectory according to the historical throwing data of the virtual projectile in the virtual environment, and determining a reference number of environmental factors from the at least one environmental factor as the final environmental factors in the virtual environment. The reference number can be any value, and the reference number is set according to experience or flexibly adjusted according to the application scenario, and the embodiments of the application do not limit this.

[0070] In the application, the environmental factor can prompt the interactive object through the display of the prompt information, so that the interactive object can clearly understand the parameters corresponding to each environmental factor affecting the motion trajectory of the virtual projectile.

[0071] As an optional implementation, the method further includes: displaying prompt information of the environmental factor in the picture of the virtual environment, and the display method of the prompt information includes at least one of an icon or a text.

[0072] The prompt information is used to prompt the interactive object with different parameter values corresponding to different environmental factors in the current virtual environment. The following will be described in detail in combination with the display mode of the prompt information and the different environmental factors.

[0073] The factor category of the environmental factor is not limited in the present application. As an optional embodiment, the environmental factor includes at least one of gravity or wind force.

[0074] The offset effect of the environmental factor on the throwing process of the virtual throwing object is determined by considering the gravity and / or the wind force, so that the finally determined offset information is more matched with the throwing process in the real physical world (i.e. the real world), which can bring the interactive object the experience of throwing in the real environment, increase the throwing reality, thereby improving the interactive experience of the interactive object and the human-computer interaction rate.

[0075] The gravity is the gravity in the current virtual environment, and the size of the gravity can be a fixed gravity corresponding to each virtual environment. Alternatively, the same virtual environment corresponds to different gravities at different time periods. The present application does not limit the size of the gravity in the virtual environment. The wind force is the size of the force shown by the wind blowing on any object in the virtual environment.

[0076] As an optional embodiment, the environmental factor includes the wind force, and the method further includes: displaying the prompt information of the wind force in the picture of the virtual environment, and the prompt information includes at least one of wind force direction prompt information or wind force value prompt information.

[0077] The wind force direction and / or the wind force value in the current virtual environment are exhibited to the interactive object through the prompt information in the picture of the virtual environment, which can enable the interactive object to intuitively and clearly understand the wind force related parameters, facilitate the interactive object to determine the final target position, and thereby improve the accuracy of the virtual throwing object throwing.

[0078] If the environmental factor includes the wind force, the prompt information of the wind force is used to prompt the interactive object with different parameter values corresponding to the wind force in the current virtual environment.

[0079] The wind force direction prompt information is used to prompt the interactive object with the direction of the wind in the current virtual environment, for example, the east wind is the wind blowing from the east to the west, and the southeast wind is the wind blowing from the southeast direction to the northwest direction. The wind force value prompt information is used to prompt the interactive object with the value of the wind force in the current virtual environment, for example, the wind speed in the current virtual environment.

[0080] Exemplarily, the setting mode of the wind force direction prompt information includes: taking the information indicating the wind force direction as the wind force direction prompt information. In this case, the wind force direction prompt information does not change with the change of the direction of the virtual object, for example, the wind force direction in the virtual environment is east, and the wind force direction prompt information is the information indicating that the wind force direction is east.

[0081] Exemplarily, the setting mode of the wind direction prompt information comprises: taking information indicating the direction of the wind direction relative to the orientation of the virtual object as the wind direction prompt information, that is, the wind direction prompt information changes with the change of the orientation of the virtual object. Exemplarily, the wind direction in the virtual environment is north, at this time the virtual object faces north, and the wind direction prompt information is used to indicate that the wind direction relative to the orientation of the virtual object is downwind; after the virtual object turns 180 degrees, the wind direction prompt information also changes with the turning of the orientation of the virtual object, that is, at this time the wind direction prompt information is used to prompt that the wind direction relative to the orientation of the virtual object is headwind, and the wind blows from the direction of the wind. More real restoration of the wind in the virtual environment improves the interactive experience of the interactive object, and further improves the human-computer interaction rate.

[0082] Exemplarily, the direction of the wind direction relative to the orientation of the virtual object can be represented by the included angle between the wind direction and the orientation of the virtual object, or by the turning direction and turning angle from the orientation of the virtual object to the wind direction.

[0083] For the display mode of the wind direction prompt information, as an optional implementation, the wind direction prompt information is represented by an icon. For the case that the wind direction prompt information is information indicating the wind direction, the pointing direction of the icon is the wind direction; for the case that the wind direction prompt information is information indicating the direction of the wind direction relative to the orientation of the virtual object, the pointing direction of the icon is the direction of the wind direction relative to the orientation of the virtual object, and the virtual object is the object throwing the virtual throwing object.

[0084] When the wind direction prompt information is represented by an icon, the direction of the wind in the current virtual environment can be more clearly and clearly displayed to the interactive object, the throwing reality is increased, the interactive experience is improved, and the human-computer interaction rate is further improved.

[0085] The introduction of the virtual object is described in the related description in step 201, which will not be repeated here.

[0086] The display style of the icon includes but is not limited to an icon with an arrow. In the case that the pointing direction of the icon is the wind direction, the pointing direction of the arrow is the wind direction; in the case that the pointing direction of the icon is the direction of the wind direction relative to the orientation of the virtual object, the pointing direction of the arrow is the direction of the wind direction relative to the orientation of the virtual object. Referring to FIG. 3, a wind icon provided by the present application is used to represent the wind direction prompt information, and the arrow 301 of the wind icon points to the direction of the wind direction.

[0087] As an optional implementation, when the prompt information is text information, the content of the prompt information includes at least one of the gravity acceleration or the wind force value in the current virtual environment. The display position of the text information includes but is not limited to a reference range of the aiming position, or a list preset in the virtual environment for displaying the prompt information. The display position of the text information is not limited in the application, and can be displayed according to a self-defined position, as long as the interactive object can obtain the text information. The reference range of the aiming position refers to a region in a certain range centered on the aiming position.

[0088] It should be noted that when the wind force value is displayed in the form of text information, the wind force value can be displayed below the icon of the wind direction prompt information. For example, referring to the number 302 marked in FIG. 3, the wind speed in the current virtual environment is 2.87 m / s (metre per second).

[0089] Although the related art also involves a wind icon for indicating the wind direction and the wind force value, in the wind icon, the display of the influence of the wind on the throwing trajectory is basically of a packaging nature, that is, it does not truly reflect the physical influence of the wind parameter, nor does it provide any way for the interactive object to measure the wind force value. Referring to FIG. 4, the display manner of the wind parameter is to display a wind scale 401 in the virtual sniper scope of the interactive object, and the wind scale 401 only displays whether the wind direction in the current virtual environment is left or right, and the wind intensity, but does not directly display the numerical value of the wind intensity, but roughly divides the wind intensity through the number of divisions on the wind scale 401. It should be noted that the correspondence between the number of divisions and the wind intensity can be set by self-definition, for example, the first division represents weak wind intensity, the second division represents weak wind intensity, and the third division represents strong wind intensity.

[0090] For example, 402 in FIG. 4 represents that the wind in the current virtual environment is right and the wind intensity is weak. At this time, the interactive object can offset the crosshair to the left of the aiming position when aiming at the aiming position, and the offset amplitude is completely determined by the interactive experience of the interactive object.

[0091] The influence of the wind on the throwing trajectory of the virtual throwing object will be described below in conjunction with the accompanying drawings.

[0092] Referring to FIG. 5, it can be known from the icon that the wind direction in the current virtual environment is the northeast direction, and when the virtual throwing object is thrown in the -x direction, the virtual throwing object is affected by the wind in the northeast direction, and the final throwing trajectory 601 of the virtual throwing object will be offset in the z direction, as shown in FIG. 6.

[0093] The prompt information can also be a kind of offset information, that is, the interactive object learns different parameter values corresponding to different environmental factors, such as wind speed, wind direction, gravity acceleration, etc. through the prompt information. Based on the different parameter values, the interactive object derives the final target position of the virtual throwing object after the interactive object throws the virtual throwing object, and the position where the virtual throwing object lands. In other words, the offset information is prompted to the interactive object in the form of prompt information of environmental factors. Since the picture of the virtual environment provides sufficient and accurate parameter values corresponding to the environmental factors, the interactive object can improve the accuracy of determining the offset when deriving the offset between the position where the virtual throwing object lands and the aiming position, thereby improving the accuracy of the finally determined target position.

[0094] The offset information will be described in detail below.

[0095] The offset information is the offset of the position where the virtual throwing object lands relative to the aiming position when the virtual throwing object is thrown according to the aiming position under the influence of the environmental factors in the virtual environment.

[0096] As an optional implementation, the offset information includes offset sub-information corresponding to at least one direction; before displaying the offset information of the aiming position in the picture of the virtual environment, the method further includes: displaying a scale line corresponding to at least one direction in the picture of the virtual environment; and displaying the offset information of the aiming position in the picture of the virtual environment includes: displaying the offset sub-information corresponding to at least one direction based on the scale line corresponding to at least one direction.

[0097] Considering the offset sub-information corresponding to at least one direction comprehensively, the interactive object can more intuitively and clearly and comprehensively receive the offset information, and the interactive object has a clearer adjustment direction and adjustment amount when adjusting the aiming position, thereby improving the throwing accuracy of the interactive object, and improving the interactive experience and the human-computer interaction rate.

[0098] Since the offset direction of the virtual throwing object caused by the environmental factors is at least one, the offset information includes offset sub-information corresponding to at least one direction. Each offset sub-information is used to prompt the offset of the virtual throwing object caused by any direction. The application does not limit the relationship between any two directions in the at least one direction, and the relationship between any two directions in the at least one direction includes: any two directions are 30 degrees; or, any two directions are 90 degrees. Any two directions being 30 degrees can mean that the included angle between any two directions is 30 degrees, and any two directions being 90 degrees can mean that the included angle between any two directions is 90 degrees.

[0099] When the offset information includes offset sub-information corresponding to two perpendicular directions, i.e., the number of the at least one direction is two, and the included angle between the two directions is 90 degrees, the two directions are two perpendicular directions, and the offset sub-information corresponding to the two perpendicular directions is horizontal offset sub-information and vertical offset sub-information respectively. As an optional implementation, the horizontal offset sub-information is used to represent the horizontal lateral offset of the virtual throwing object after being thrown according to the aiming position under the influence of the environmental factors in the virtual environment; and the vertical offset sub-information is used to represent the vertical longitudinal offset of the virtual throwing object after being thrown according to the aiming position under the influence of the environmental factors in the virtual environment.

[0100] The scale line is used to assist the aiming of the aiming position before the interactive object throws the virtual throwing object. The number of the scale lines is the same as the number of the directions in which the offset is generated during the throwing of the virtual throwing object, i.e., one direction corresponds to one scale line. In some embodiments, the scale lines corresponding to each of the at least one direction intersect at the same position, which can be referred to as the intersection position of the scale lines corresponding to each direction.

[0101] Exemplarily, when the offset information includes offset sub-information corresponding to two perpendicular directions, i.e., horizontal offset sub-information and vertical offset sub-information, the scale line includes a horizontal scale line and a vertical scale line. The aiming of the aiming position is achieved by moving the intersection of the horizontal scale line and the vertical scale line to the aiming position. That is, the interactive object needs to hit where in the virtual environment, and the intersection of the horizontal scale line and the vertical scale line is moved to aim at where.

[0102] The horizontal scale line is a horizontal line with a scale of a unit of length, and is marked with a scale mark. The horizontal scale line includes a plurality of scales, and each scale represents a scale value. It should be noted that the present application does not limit the scale value represented by each scale on the horizontal scale line, for example, 1 meter or 10 meters. Each scale on the horizontal scale line can represent the same scale value or different scale values, which is not limited by the present application.

[0103] The vertical scale line is a vertical line with a scale of a unit of length, and is marked with a scale mark. The vertical scale line is perpendicular to the horizontal scale line. The vertical scale line includes a plurality of scales, and each scale represents a scale value. It should be noted that the present application does not limit the scale value represented by each scale on the vertical scale line, for example, 1 meter or 10 meters. Each scale on the vertical scale line can represent the same scale value or different scale values, which is not limited by the present application.

[0104] It should be noted that the scale represented by the scale on the transverse dense scale line can be the same as or different from the scale represented by the scale on the longitudinal dense scale line, and can be partially the same or partially different. The scale represented by the scale on the transverse dense scale line and the scale represented by the scale on the longitudinal dense scale line can be set according to a pre-defined setting. In addition, the transverse dense scale line is not limited to the transverse scale line parallel to the ground in the virtual environment, and the longitudinal dense scale line is not limited to the longitudinal scale line perpendicular to the ground in the virtual environment. The application does not limit the setting mode of the transverse dense scale line and the longitudinal dense scale line, as long as the transverse dense scale line and the longitudinal dense scale line are kept perpendicular.

[0105] The representation of the offset sub-information corresponding to any direction includes but is not limited to an icon or a text. Exemplarily, when the offset sub-information corresponding to any direction is an icon, the offset sub-information corresponding to any direction can be represented by an offset mark. When the representation of the offset sub-information corresponding to any direction is a text, the offset sub-information corresponding to any direction can be represented by a prompt information. The application does not limit the representation of the offset sub-information corresponding to any direction, as long as it can play a role of prompting the offset of the interactive object in any direction.

[0106] Based on the scale line corresponding to at least one direction, the offset sub-information corresponding to at least one direction is displayed, including: based on the transverse dense scale line, the transverse offset information is displayed; and based on the longitudinal dense scale line, the longitudinal offset information is displayed. The transverse dense scale line is the scale line corresponding to the transverse direction, and the longitudinal dense scale line is the scale line corresponding to the longitudinal direction. The transverse direction and the longitudinal direction are two directions perpendicular to each other. In some embodiments, the transverse direction is a direction parallel to the lower edge (or upper edge) of the display interface of the computer device, and the longitudinal direction is a direction perpendicular to the lower edge (or upper edge) of the display interface of the computer device. Exemplarily, the transverse direction can also be understood as a direction parallel to the ground of the virtual environment, and the longitudinal direction can also be understood as a direction perpendicular to the ground of the virtual environment. In other embodiments, the transverse direction and the longitudinal direction can also be other cases, as long as they are perpendicular to each other.

[0107] Based on the scale line corresponding to at least one direction, the offset sub-information corresponding to at least one direction is displayed, including: based on the transverse dense scale line, the transverse offset information is displayed; and based on the longitudinal dense scale line, the longitudinal offset information is displayed. The transverse dense scale line is the scale line corresponding to the transverse direction, and the longitudinal dense scale line is the scale line corresponding to the longitudinal direction. The transverse direction and the longitudinal direction are two directions perpendicular to each other. In some embodiments, the transverse direction is a direction parallel to the lower edge (or upper edge) of the display interface of the computer device, and the longitudinal direction is a direction perpendicular to the lower edge (or upper edge) of the display interface of the computer device. Exemplarily, the transverse direction can also be understood as a direction parallel to the ground of the virtual environment, and the longitudinal direction can also be understood as a direction perpendicular to the ground of the virtual environment. In other embodiments, the transverse direction and the longitudinal direction can also be other cases, as long as they are perpendicular to each other.

[0107] Based on the scale line corresponding to at least one direction, the offset sub-information corresponding to at least one direction is displayed, including: based on the transverse dense scale line, the transverse offset information is displayed; and based on the longitudinal dense scale line, the longitudinal offset information is displayed. The transverse dense scale line is the scale line corresponding to the transverse direction, and the longitudinal dense scale line is the scale line corresponding to the longitudinal direction. The transverse direction and the longitudinal direction are two directions perpendicular to each other. In some embodiments, the transverse direction is a direction parallel to the lower edge (or upper edge) of the display interface of the computer device, and the longitudinal direction is a direction perpendicular to the lower edge (or upper edge) of the display interface of the computer device. Exemplarily, the transverse direction can also be understood as a direction parallel to the ground of the virtual environment, and the longitudinal direction can also be understood as a direction perpendicular to the ground of the virtual environment. In other embodiments, the transverse direction and the longitudinal direction can also be other cases, as long as they are perpendicular to each other.

[0108] The target scale refers to a scale on a scale line corresponding to any direction, which is used to indicate a deviation condition corresponding to any direction. Exemplarily, the deviation condition corresponding to any direction includes a deviation amount corresponding to any direction, and the deviation condition represented by each scale in the scale line corresponding to any direction includes a deviation amount represented by each scale. In this case, the distance between the target scale and the starting scale of the scale line corresponding to any direction represents the deviation amount corresponding to any direction.

[0109] Exemplarily, displaying the deviation mark corresponding to any direction on the straight line perpendicular to the scale line corresponding to any direction and passing through the target scale can refer to displaying the deviation mark corresponding to any direction at any position on the straight line perpendicular to the scale line corresponding to any direction and passing through the target scale. For example, the deviation mark corresponding to any direction can be displayed at the target scale; for another example, the deviation mark corresponding to any direction can be displayed at a position on the straight line perpendicular to the scale line corresponding to any direction and passing through the target scale, and the distance between the target scale and the position is a first distance. The first distance can be set according to experience, or can be flexibly adjusted according to application scenarios, and the embodiments of the present application do not limit this.

[0110] Based on the scale line, the deviation mark is displayed, so that the deviation information is more intuitively presented to the interactive object, the interactive experience of the interactive object is improved, and the human-computer interaction rate is improved.

[0111] The display manner of the lateral deviation sub-information is described below by taking, as an example, any direction as a horizontal direction parallel to the lower edge of the display interface, and the lateral deviation sub-information in the horizontal direction being represented by a lateral deviation mark.

[0112] As an optional implementation, based on the lateral deviation condition corresponding to the horizontal direction and the deviation condition represented by each scale in the lateral fine scale line, a target scale in the lateral direction is determined on the lateral fine scale line; and a lateral deviation mark is displayed on a straight line perpendicular to the lateral fine scale line and passing through the target scale in the lateral direction.

[0113] The environmental factors that cause the landing position of the virtual throwing object to deviate from the aiming position in the horizontal direction include, but are not limited to, wind force, that is, the crosswind in the virtual environment causes the landing position of the virtual throwing object to deviate in the horizontal direction. The crosswind refers to the wind force having a component in the horizontal direction.

[0114] The deviation condition represented by each scale in the lateral fine scale line is the division value represented by the scale. The lateral fine scale line is introduced in the above detailed description, and will not be described herein again.

[0115] The manner of determining the target horizontal scale includes: starting from the intersection position of the horizontal scale line and the vertical scale line, sequentially adding the offset represented by each scale to determine the sum of the scales, and when the sum of the scales is equal to the horizontal offset included in the horizontal offset condition, the scale corresponding to the sum of the scales on the horizontal scale line is determined as the target horizontal scale.

[0116] It should be noted that the scale value represented by each scale in the horizontal scale line can be set by self-definition, which can be the same or different. Therefore, the target horizontal scale does not necessarily fall on a certain scale in the horizontal scale line, and the target horizontal scale can fall between any two adjacent scales in the horizontal scale line. The present application does not limit this, as long as the total distance from the intersection of the horizontal scale line and the vertical scale line to the target horizontal scale is the horizontal offset in the horizontal offset condition.

[0117] Exemplarily, referring to the horizontal scale line in FIG. 7, when it is determined that the horizontal offset condition is 100, the scales on the horizontal scale line are uniformly distributed, and the scale value between adjacent scales is 50, the target horizontal scale is the B scale.

[0118] As an optional implementation, the method further includes: in response to a trigger operation of the auxiliary throwing tool, measuring, by the auxiliary throwing tool, an environmental factor in the virtual environment and a throwing distance of the virtual throwing object; and determining, based on the environmental factor and the throwing distance of the virtual throwing object, the offset condition corresponding to at least one direction.

[0119] Through the setting of the auxiliary throwing tool, the interactive object can conveniently and quickly trigger the measurement of the environmental factor and the throwing distance, thereby improving the convenience of determining the offset condition, improving the interactive experience of the interactive object, and further improving the human-computer interaction rate.

[0120] The auxiliary throwing tool is a tool provided by the application program for measuring the environmental factor in the virtual environment and the throwing distance of the virtual throwing object. The type of the auxiliary throwing tool can be set according to experience or flexibly adjusted according to needs. In some embodiments, the auxiliary throwing tool can include a telescope. Measuring the environmental factor in the virtual environment means detecting specific parameters of the environmental factor in the virtual environment. Exemplarily, when the environmental factor includes wind power, the auxiliary throwing tool includes but is not limited to a tool for detecting the direction and value of the wind power in the virtual environment, exemplarily, a wind gauge. When the aiming position is determined, the interactive object can obtain the throwing distance after triggering the auxiliary throwing tool.

[0121] The throwing distance of the virtual throwing object refers to a distance between a position where the virtual object throwing the virtual throwing object is located and the aiming position. The determination manner of the throwing distance includes, but is not limited to: in response to the triggering of the auxiliary throwing tool and the determination operation of the aiming position, the throwing distance is determined by ray detection through the background server. It should be noted that in the present application, the throwing distance of the aiming position is not limited, and for any position in the picture of the virtual environment, in response to the triggering of the auxiliary throwing tool and the determination operation of the aiming position, the background server can determine the throwing distance between the any position and the current virtual object through ray detection. The triggering operation of the auxiliary throwing tool includes, but is not limited to: the triggering operation of the auxiliary throwing control, which is a control displayed in the picture of the virtual environment and used to represent the auxiliary throwing tool; or the triggering operation of any key on the computer device, for example, when the auxiliary throwing tool is a telescope, the interactive object completes the triggering operation of the telescope by pressing the B key on the keyboard. The present application does not limit the triggering operation manner of the auxiliary throwing tool.

[0122] As an optional implementation, in response to the triggering operation of the auxiliary throwing tool, the environment factors in the virtual environment and the throwing distance of the virtual throwing object are measured by using the auxiliary throwing tool, which includes: in response to the triggering operation of the auxiliary throwing tool, the auxiliary throwing tool is displayed in the picture of the virtual environment; in response to the aiming of the aiming position by using the auxiliary throwing tool, the environment factors in the virtual environment and the throwing distance of the virtual throwing object are measured by using the auxiliary throwing tool.

[0123] By displaying the auxiliary throwing tool, the measurement function can be performed after aiming the aiming position by using the auxiliary throwing tool, which enriches the interactive process of the interactive object and improves the interactive experience and the human-computer interaction rate.

[0124] In some embodiments, the auxiliary throwing tool has an aiming point. For example, aiming the aiming position by using the auxiliary throwing tool can mean that the aiming point of the auxiliary throwing tool is located at the aiming position. For example, aiming the aiming position by using the auxiliary throwing tool can also mean that the confirmation operation is detected when the aiming point of the auxiliary throwing tool is located at the aiming position, and the confirmation operation can be a click operation or a triggering operation of a confirmation control, etc. For example, aiming the aiming position by using the auxiliary throwing tool can also mean that the aiming point of the auxiliary throwing tool is located at the aiming position for a time period greater than a time period threshold, and the time period threshold can be set according to experience or adjusted flexibly according to application scenarios.

[0125] In some embodiments, the interface displaying the auxiliary throwing tool in the picture of the virtual environment can be referred to as an auxiliary throwing interface. The auxiliary throwing interface is added so that the interactive object can aim at the position of the desired hit in the auxiliary throwing interface and measure the environmental factors and the throwing distance by the auxiliary throwing tool in the auxiliary throwing interface, so that the interactive object can more clearly and conveniently understand the current overall throwing environment through the auxiliary throwing interface, thereby improving the throwing efficiency of the interactive object, and thus improving the interactive experience and the human-computer interaction rate of the interactive object.

[0126] The auxiliary throwing interface is used to assist the interactive object in preliminarily determining and preliminarily aiming at the aiming position, and the content displayed on the auxiliary throwing interface includes but is not limited to the picture of the virtual environment and the auxiliary throwing tool. In some embodiments, the content displayed on the auxiliary throwing interface can also include at least one of the aiming position determined by the interactive object, the wind power parameter in the virtual environment, or the throwing distance. In some embodiments, the auxiliary throwing interface can also be referred to as an aiming interface.

[0127] As an optional implementation, the at least one direction includes a lateral direction, and determining the offset condition corresponding to the at least one direction based on the environmental factors and the throwing distance of the virtual throwing object includes: determining a lateral acceleration generated by the environmental factors on the virtual throwing object; determining a lateral offset speed of the virtual throwing object based on the lateral acceleration; and determining the offset condition corresponding to the lateral direction based on the lateral offset speed and a throwing duration of the virtual throwing object, the throwing duration being determined based on a throwing initial speed of the virtual throwing object and the throwing distance.

[0128] The final lateral offset condition is determined by the lateral acceleration and the throwing duration. Since the lateral acceleration and the throwing duration are quantitative, the finally determined lateral offset condition is more accurate, thereby improving the accuracy of the finally determined target position and improving the hit rate of the virtual throwing object.

[0129] The throwing initial speed is the initial speed of the virtual throwing object when it is thrown. The determination manner of the throwing initial speed includes but is not limited to: being configured according to human experience; or, as an optional implementation, the throwing initial speed is determined based on at least one of the attributes of the virtual throwing device or the attributes of the virtual throwing object; wherein the virtual throwing device is a device used for throwing the virtual throwing object.

[0130] The throwing initial speed is determined by considering the attributes of the virtual throwing device and / or the attributes of the virtual throwing object, so that the throwing initial speed is more accurate, thereby making the finally determined offset condition more accurate, thereby improving the accuracy of the finally determined target position, improving the hit rate of the virtual throwing object, and improving the interactive experience and the human-computer interaction rate of the interactive object.

[0131] The attribute of the virtual throwing device can include a type of the virtual throwing device and a model of the virtual throwing device, and the attributes of the virtual throwing devices can be different, including but not limited to different types of the virtual throwing devices or different models of the virtual throwing devices. The virtual throwing devices with different attributes have different initial throwing speeds when throwing the virtual throwing objects.

[0132] For example, the virtual throwing devices with different attributes have different recoil forces, and the greater the recoil force of the virtual throwing device, the greater the initial throwing speed. Alternatively, the virtual throwing devices with different attributes have different powers, and the greater the power of the virtual throwing device, the greater the initial throwing speed. The application does not limit the attributes of the virtual throwing device, and the initial throwing speed can be determined according to the attribute of the virtual throwing device selected by the interactive object.

[0133] The virtual throwing object is an object used at the aimed position to be hit, including but not limited to a virtual bullet, a virtual grenade, a virtual flash bomb, and a virtual smoke bomb. The attribute of the virtual throwing object can include a type of the virtual throwing object and a model of the virtual throwing object. That is, the virtual throwing objects with different attributes can represent different types of the virtual throwing objects or different models of the same type of the virtual throwing objects, for example, different models of the virtual bullets or different models of the virtual grenades. In some embodiments, the model can also be referred to as the specification.

[0134] It should be noted that the determination of the initial throwing speed based on the attribute of the virtual throwing device or the attribute of the virtual throwing object includes determining the current initial throwing speed corresponding to the attribute of the virtual throwing object determined by the current interactive object based on the preset correspondence between the attribute of the virtual throwing object and the initial throwing speed, or determining the current initial throwing speed corresponding to the attribute of the virtual throwing device determined by the current interactive object based on the preset correspondence between the attribute of the virtual throwing device and the initial throwing speed.

[0135] In addition, when the initial throwing speed of the virtual throwing object is determined based on the attribute of the virtual throwing device and the attribute of the virtual throwing object at the same time, the determination of the initial throwing speed includes but is not limited to taking an average of the current initial throwing speed determined based on the attribute of the virtual throwing device and the current initial throwing speed determined based on the attribute of the virtual throwing object, and taking the average as the final initial throwing speed, or determining the final initial throwing speed according to the preset weight proportion of the virtual throwing device and the weight proportion of the virtual throwing object and the current initial throwing speed determined based on the attribute of the virtual throwing device and the current initial throwing speed determined based on the attribute of the virtual throwing object. The application does not limit the determination of the initial throwing speed.

[0136] The throwing distance is described above and will not be repeated here.

[0137] The throw duration is the time that a virtual projectile takes to travel from the location of the virtual object to the aiming location. The throw duration can be determined accurately by the initial velocity of the virtual projectile and the throw distance.

[0138] For example, based on the initial velocity of the virtual projectile and the throw distance, the throw duration is determined according to the following formula (1).

[0139] In formula (1), v0 is the initial velocity of the virtual projectile; x h is the throw distance. It should be noted that the distance x h in the present application is a vector with a direction; t1 is the throw duration. The throw duration t1 can be determined by the quotient of the modulus of x h and the modulus of v0 |v0|.

[0140] For example, when the throw distance is 450 meters, if the initial velocity of the virtual projectile is 900 m / s (meters per second), the throw duration is 450 / 900 = 0.5 seconds.

[0141] The lateral acceleration of the virtual projectile generated by the environmental factors refers to the sum of the accelerations of the virtual projectile in the lateral direction generated by each environmental factor. The acceleration of the virtual projectile in the lateral direction generated by any environmental factor can refer to the component of the acceleration of the virtual projectile in the lateral direction generated by any environmental factor.

[0142] For example, when the environmental factors are gravity and wind, since gravity does not generate acceleration of the virtual projectile in the lateral direction, the determination of the lateral acceleration of the virtual projectile generated by the environmental factors includes: determining a first acceleration of the virtual projectile in the lateral direction under the influence of the wind, and taking the first acceleration as the lateral acceleration. It should be noted that the determination of the first acceleration includes: based on the corresponding relationship between the wind and the acceleration, determining a first component of the acceleration corresponding to the wind in the current virtual environment in the lateral direction, and taking the first component as the first acceleration. The direction of the acceleration corresponding to the wind is the direction of the wind, and the value of the acceleration corresponding to the wind is related to the value of the wind and / or the mass of the virtual projectile. For example, the value of the acceleration corresponding to the wind is the ratio of the value of the wind to the mass of the virtual projectile.

[0143] The way of determining the lateral offset speed of the virtual projectile based on the lateral acceleration includes but is not limited to: determining the lateral offset speed of the virtual projectile based on the integral of the lateral acceleration over the throw duration.

[0144] For example, based on the integral of the lateral acceleration over the throw duration, the lateral offset speed of the virtual projectile is determined according to the following formula (2). ​

[0145] In formula (2), is the lateral acceleration of the current virtual projectile; t1 is the throwing duration, and the calculation manner is described in formula (1) above; is the integral of the acceleration of the current virtual projectile over the throwing duration; is the lateral offset speed, and it is to be noted that the current lateral offset speed of the virtual projectile is a directional vector.

[0146] Based on the lateral offset speed and the throwing duration of the virtual projectile, the lateral offset condition is determined, including: determining the lateral offset condition based on the integral of the lateral offset speed over the throwing duration. The lateral offset condition refers to the offset condition in the lateral direction.

[0147] Exemplarily, the lateral offset condition is determined according to formula (3) below based on the integral of the lateral offset speed over the throwing duration.

[0148] In formula (3), is the integral of the lateral offset speed over the throwing duration; is the lateral offset condition, and it is to be noted that the lateral offset condition is a directional vector. In some embodiments, the lateral offset condition includes a lateral offset amount, which refers to the distance by which the landing position of the virtual projectile is offset from the aiming position in the lateral direction under the influence of environmental factors in the virtual environment.

[0149] It is to be noted that the above formula (2) and the above formula (3) can be combined to form the following formula (4), i.e., the lateral acceleration is integrated twice over the throwing duration to determine the final lateral offset condition.

[0150] In summary, first, the lateral offset speed of the virtual projectile under the action of the wind is determined based on the first integral of the lateral acceleration of the virtual projectile generated by the wind over the throwing duration; and then the final lateral offset condition is determined based on the second integral of the throwing duration by the lateral offset speed of the virtual projectile.

[0151] According to the transverse offset condition and the degree value represented by each scale line in the transverse density scale, the transverse target scale is determined, and the display manner of the transverse offset mark includes: displaying the transverse offset mark at the transverse target scale. For example, referring to FIG. 7, if the transverse target scale is B scale, the transverse offset mark can be displayed at the B scale; or displaying the transverse offset mark on a straight line perpendicular to the transverse density scale and passing through the transverse target scale. It should be noted that when the transverse offset mark is displayed on the straight line perpendicular to the transverse density scale and passing through the transverse target scale, the specific display position of the transverse offset mark is not limited in the present application, and the transverse offset mark can be displayed at a position on the straight line perpendicular to the transverse density scale and passing through the transverse target scale, which is a reference distance and / or a reference direction away from the transverse target scale.

[0152] For example, referring to FIG. 8, taking the transverse target scale as B scale, the transverse offset mark is displayed on a straight line 801 perpendicular to the B scale and perpendicular to the transverse density scale.

[0153] The display style of the transverse offset mark is not limited in the present application, and can be an arrow with a pointing direction.

[0154] The display manner of the longitudinal offset sub-information will be described below taking the longitudinal offset information as an example.

[0155] As an optional implementation, the longitudinal offset sub-information is displayed based on the longitudinal density scale, including: determining a longitudinal target scale on the longitudinal density scale based on the longitudinal offset condition of the virtual projectile and the offset condition represented by each scale in the longitudinal density scale; and displaying a longitudinal offset mark on a straight line perpendicular to the longitudinal density scale and passing through the longitudinal target scale.

[0156] The environmental factors causing the landing position of the virtual projectile to be offset relative to the aiming position in the longitudinal direction include but are not limited to wind, i.e., the wind in the virtual environment can cause the landing position of the virtual projectile to be offset in the longitudinal direction. The wind in the longitudinal direction refers to the wind having a component in the longitudinal direction. For example, the environmental factors causing the landing position of the virtual projectile to be offset relative to the aiming position in the longitudinal direction also include gravity, i.e., the gravity in the virtual environment can cause the landing position of the virtual projectile to be offset in the longitudinal direction.

[0157] The offset condition represented by each scale in the longitudinal density scale is the degree value of the scale. The longitudinal density scale is described in detail above, and will not be described here.

[0158] The manner of determining the longitudinal target scale includes: starting from the intersection position of the transverse fine scale line and the longitudinal fine scale line, sequentially adding the scale values of each scale to determine the sum of the scale values, and when the sum of the scale values is equal to the longitudinal offset amount contained in the longitudinal offset condition, determining the scale corresponding to the sum of the scale values on the longitudinal fine scale line as the longitudinal target scale.

[0159] It should be noted that the offset condition value represented by each scale in the longitudinal fine scale line can be set by the user, and can be the same or different. Therefore, the longitudinal target scale does not necessarily fall on a certain scale in the longitudinal fine scale line, and the longitudinal target scale can fall between any two adjacent scales in the longitudinal fine scale line. The present application does not limit this, as long as the total scale value from the intersection of the transverse fine scale line and the longitudinal fine scale line to the longitudinal target scale is the longitudinal offset amount in the longitudinal offset condition.

[0160] As an optional implementation, the at least one direction includes a longitudinal direction, and the determining of the offset condition corresponding to the at least one direction based on the environmental factors and the throwing distance of the virtual throwing object includes: determining a longitudinal acceleration generated by the environmental factors on the virtual throwing object; determining a longitudinal offset speed of the virtual throwing object based on the longitudinal acceleration; and determining the offset condition corresponding to the longitudinal direction based on the longitudinal offset speed and a throwing duration of the virtual throwing object, the throwing duration being determined based on an initial throwing speed of the virtual throwing object and the throwing distance.

[0161] The final longitudinal offset condition is determined by the longitudinal acceleration and the throwing duration. Since the longitudinal acceleration and the throwing duration are quantitative, the finally determined longitudinal offset condition is more accurate, and the accuracy of the finally determined target position is improved, and the hit rate of the virtual throwing object is improved.

[0162] The throwing duration is described above in the formula (1) of the transverse offset amount, and will not be described again here.

[0163] The longitudinal acceleration generated by the environmental factors on the virtual throwing object refers to the sum of the accelerations generated by each environmental factor on the virtual throwing object in the longitudinal direction. The acceleration generated by any environmental factor on the virtual throwing object in the longitudinal direction can refer to the component of the acceleration generated by any environmental factor on the virtual throwing object in the longitudinal direction.

[0164] Exemplarily, when there is one factor (gravity) in the environmental factors that affects the movement trajectory of the virtual throwing object in the longitudinal direction, the longitudinal acceleration generated by the environmental factors on the virtual throwing object is determined, including determining the gravity acceleration generated by the virtual throwing object under the influence of gravity, and taking the gravity acceleration as the longitudinal acceleration. It should be noted that the determination method of the longitudinal acceleration includes: determining the gravity acceleration corresponding to the current virtual environment based on the correspondence between the virtual environment and the gravity acceleration; or determining the gravity corresponding to the current virtual environment based on the correspondence between the virtual environment and the gravity, and determining the gravity acceleration by the ratio of the gravity and the mass of the virtual throwing object. The determination method of the gravity acceleration is not limited in the present application.

[0165] When there is only one gravity in the environmental factors that affects the movement trajectory of the virtual throwing object in the longitudinal direction, the longitudinal offset speed of the virtual throwing object is determined based on the longitudinal acceleration, including: determining the longitudinal offset speed of the virtual throwing object based on the integral of the gravity acceleration over the throwing duration. Exemplarily, the longitudinal offset speed of the virtual throwing object is determined according to the following formula (5) based on the integral of the gravity acceleration over the throwing duration.

[0166] In formula (5), is the gravity acceleration in the current virtual environment; t1 is the throwing duration, and the calculation method of t1 is described in the above formula (1); is the integral of the gravity acceleration of the current virtual throwing object over the throwing duration; is the longitudinal offset speed, and it should be noted that the current longitudinal offset speed of the virtual throwing object is a directional vector.

[0167] The longitudinal offset condition is determined based on the longitudinal offset speed and the throwing duration of the virtual throwing object, including: determining the longitudinal offset condition based on the integral of the longitudinal offset speed over the throwing duration. The longitudinal offset condition refers to the offset condition in the longitudinal direction.

[0168] Exemplarily, the longitudinal offset condition is determined according to the following formula (6) based on the integral of the longitudinal offset speed over the throwing duration.

[0169] In formula (6), is the integral of the longitudinal speed over the throwing duration; is the longitudinal offset condition, and it should be noted that the longitudinal offset condition is a directional vector. In some embodiments, the longitudinal offset distance refers to the distance between the landing position of the virtual throwing object in the virtual environment and the aiming position in the longitudinal direction under the influence of the environmental factors.

[0170] Exemplarily, when there are two factors (a first factor and a second factor) in the environmental factors that affect the movement trajectory of the virtual thrown object in the longitudinal direction, determining the longitudinal acceleration generated by the environmental factors on the virtual thrown object comprises: determining a first longitudinal acceleration generated by the first factor on the virtual thrown object, and a second longitudinal acceleration generated by the second factor on the virtual thrown object. Based on the longitudinal acceleration, determining the longitudinal deviation speed of the virtual thrown object comprises: determining the longitudinal deviation speed based on the first longitudinal acceleration and the second longitudinal acceleration.

[0171] It should be noted that when the environmental factors include wind force and gravity, and the wind force direction has a longitudinal direction in addition to the crosswind direction (i.e., the direction of the crosswind parallel to the horizontal plane in the virtual environment), the wind force in the longitudinal direction and the gravity together generate a force in the longitudinal direction on the virtual thrown object. In this case, the longitudinal deviation is related to both the wind force in the longitudinal direction and the gravity.

[0172] Exemplarily, the first factor includes wind force, the second factor includes gravity, the first longitudinal acceleration includes wind force longitudinal acceleration, and the second longitudinal acceleration includes gravity acceleration. When the wind force direction has a longitudinal direction, determining the first longitudinal acceleration generated by the first factor on the virtual thrown object and the second longitudinal acceleration generated by the second factor on the virtual thrown object comprises: determining the wind force longitudinal acceleration generated by the wind force in the longitudinal direction on the virtual thrown object and the gravity acceleration. Based on the first longitudinal acceleration and the second longitudinal acceleration to determine the longitudinal deviation speed comprises: determining the longitudinal deviation speed based on the wind force longitudinal acceleration and the gravity acceleration. It should be noted that the determination of the wind force longitudinal acceleration includes but is not limited to: determining the corresponding longitudinal acceleration of the wind force in the current virtual environment according to the corresponding relationship between the wind force and the longitudinal acceleration.

[0173] In some embodiments, the wind force direction having a longitudinal direction means that the wind force direction has a component in the longitudinal direction. The wind force in the longitudinal direction means the component of the wind force in the longitudinal direction. In some embodiments, the wind force longitudinal acceleration means the component of the acceleration corresponding to the wind force in the longitudinal direction. The direction of the acceleration corresponding to the wind force is the direction of the wind force, and the value of the acceleration corresponding to the wind force is related to the value of the wind force and / or the mass of the virtual thrown object, for example, the value of the acceleration corresponding to the wind force is the ratio of the value of the wind force to the mass of the virtual thrown object.

[0174] In summary, in addition to the above-mentioned prompt information form, the deviation information can also be displayed in the form of a deviation marker based on the scale line, and in addition, the deviation information can also be displayed in the form of prompt information and in the form of a deviation marker at the same time.

[0175] Referring to FIG. 9, the offset information for the current aiming position A is that the lateral offset information is displayed as three grids to the left on the lateral dense position scale line 901 by the lateral offset mark 904, and the longitudinal offset information is displayed as one grid to the down on the longitudinal dense position scale line 902 by the longitudinal offset mark 903.

[0176] As an optional implementation, the offset information includes a position mark for marking the landing position, and the offset information of the aiming position is displayed in the picture of the virtual environment, including: displaying the position mark in the picture of the virtual environment.

[0177] Displaying the position mark for marking the landing position of the virtual throwing object in the picture of the virtual environment can more clearly and intuitively prompt the interaction object about the offset situation, so that the interaction object can more accurately adjust the aiming position, improve the hit rate of the virtual throwing object, and thus improve the interaction experience of the interaction object and the human-computer interaction rate.

[0178] The offset between the landing position marked by the position mark and the aiming position is the offset information, and the display style of the position mark includes but is not limited to the center point of the crosshair, and the center point B of the crosshair in FIG. 9 described above is an example of the position mark of the landing position of the virtual throwing object.

[0179] As an optional implementation, before displaying the position mark in the picture of the virtual environment, the method further includes: displaying at least two circular contours in the picture of the virtual environment, the centers of the at least two circular contours coincide at the aiming position, and the radii of the at least two circular contours are different. The offset situation includes the offset direction and the offset distance of the landing position of the virtual throwing object relative to the aiming position under the influence of environmental factors in the virtual environment, and displaying the position mark in the picture of the virtual environment includes: determining a target circular contour in the at least two circular contours based on the offset distance and the radii of the at least two circular contours; and displaying the position mark based on the target circular contour and the offset direction.

[0180] Displaying the position mark on the basis of the circular contours facilitates the interaction object to more clearly understand the offset situation of the landing position of the virtual throwing object based on the aiming position when the virtual throwing object is thrown, and thus the interaction object can more intuitively receive the offset information and improve the accuracy of throwing, thereby improving the interaction experience and the human-computer interaction rate.

[0181] The at least two circular contours constitute at least two concentric circles with the aiming position as the center, and the annular regions between adjacent two circular contours can be the same or different, which is not limited in the present application and can be determined according to the self-defined radius of each circular contour.

[0182] Exemplarily, referring to FIG. 10, three circular contours constitute three concentric circles with 1001 (sighting position) as the center.

[0183] The offset distance is used to indicate the straight-line distance between the landing position and the sighting position. The offset direction is used to indicate which direction of the sighting position the landing position is located in. According to the offset distance, the offset direction and the sighting position, a landing position can be uniquely determined.

[0184] The representation of the offset direction is not limited in the embodiments of the present application. For example, the offset direction can be represented by the included angle between the first connecting line and the horizontal line, the first connecting line being the connecting line between the landing position and the sighting position. For another example, the offset direction can also be represented by the angle needed to rotate the reference line to coincide with the first connecting line, the reference line can be any straight line passing through the sighting position, for example, the reference line can be a straight line passing through the sighting position and parallel to the ground, or a straight line passing through the sighting position and perpendicular to the ground, etc. For another example, the offset direction can also be represented by the direction (for example, southeast direction, north direction, etc.) relative to the sighting position.

[0185] The target circular contour is the circular contour on which the display position mark is based, among the at least two circular contours, determined based on the offset distance. Exemplarily, based on the offset distance and the radii of the at least two circular contours, the manner of determining the target circular contour among the at least two circular contours comprises: if the offset distance is the same as the radius of any one of the at least two circular contours, taking the any one as the target circular contour. If the offset distance is greater than the radius of the first circular contour and less than the radius of the second circular contour, taking the first circular contour and the second circular contour as the target circular contour. Wherein, the first circular contour and the second circular contour are two adjacent circular contours among the at least two circular contours.

[0186] According to the above manner of determining the target circular contour, the number of the target circular contour can be one or two. In the case that the number of the target circular contour is different, the manner of displaying the position mark based on the target circular contour and the offset direction is also different. The following will be described in different cases.

[0187] When the number of the target circular contour is one, as an optional implementation manner, the manner of displaying the position mark based on the target circular contour and the offset direction is: displaying the position mark at the first position of the target circular contour, wherein the direction of the first position offsetting relative to the center of the target circular contour is the same as the offset direction. The representation of the direction of the first position offsetting relative to the center of the target circular contour is the same as the representation of the offset direction, so as to facilitate comparison.

[0188] When the number of target circular contours is one, the position mark can be directly displayed on the contour line of the target circular contour according to the offset direction. Referring to the three circular contours with different radii centered at the aiming position 1001 in FIG. 10, the position mark B corresponding to the landing position is displayed on the contour line of the target circular contour 1002.

[0189] When the number of target circular contours is two, as an optional embodiment, the position mark is displayed at a reference position in the circular ring region formed by the two target circular contours, based on the target circular contours and the offset direction. The distance between the reference position and the center of the circular ring region is the same as the offset distance, and the offset direction of the reference position relative to the center of the circular ring region is the same as the offset direction.

[0190] When the number of target circular contours is two, the position mark is displayed in the circular ring region formed by the two target circular contours according to the offset distance and the offset direction. For example, referring to FIG. 11, the position mark B is in the circular ring region formed by the first target circular contour 1101 and the second target circular contour 1102.

[0191] It should be noted that the above-mentioned manner of displaying the position mark based on at least two circular contours is only an exemplary description, and the embodiments of the present application are not limited thereto. In some embodiments, the position mark can also be displayed based on at least two other shape contours (such as square contours, rectangular contours, elliptical contours, etc.). The principle of displaying the position mark based on at least two other shape contours is similar to that of displaying the position mark based on at least two circular contours, which will not be described here.

[0192] It should be further noted that the content included in the offset information and the display manner of the offset information described above are only exemplary examples, and the embodiments of the present application are not limited thereto. In some embodiments, the offset information can also include offset sub-information corresponding to at least one direction and a position mark for marking the landing position. In this case, the display manner of the offset information includes displaying the offset sub-information corresponding to at least one direction and the position mark in the screen of the virtual environment.

[0193] The offset information includes both the offset sub-information corresponding to at least one direction and the position mark, that is, the offset sub-information corresponding to at least one direction is displayed to the interactive object, and the position mark of the landing position is also directly displayed. This can enable the interactive object to have a clearer understanding of the influence of the environmental factors in the current virtual environment on the throwing process of the virtual throwing object, and enable the interactive object to more clearly know how to adjust the aiming position, thereby improving the interactive experience of the interactive object and improving the human-computer interaction rate.

[0194] Exemplarily, when the offset information comprises offset sub-information corresponding to at least one direction and a position marker, the display manner of the offset information can be to display the longitudinal offset marker 903, the transverse offset marker 904 and the position marker B simultaneously in the picture of the virtual environment based on the scale lines in FIG. 9. The display manner of the offset information can also be to display the longitudinal offset marker 903 and the transverse offset marker 904 in the picture of the virtual environment based on the scale lines in FIG. 9, and to display the position marker based on the at least two circular contours in FIG. 10.

[0195] It should be noted that, in addition to prompting the offset of the landing position of the virtual throwing object relative to the aiming position, the offset information in the present application can also be used to display the offset information of a positioning position in the picture of the virtual environment, the positioning position being any position in the virtual environment. The offset information of the positioning position is used to prompt the offset of the first landing position of the virtual throwing object relative to any aiming position under the influence of environmental factors in the virtual environment, the first landing position of the virtual throwing object being the position where the virtual throwing object lands after being thrown towards the positioning position.

[0196] The determination manner of the positioning position includes but is not limited to: the interactive object randomly positioning the intersection of the transverse offset scale line and the longitudinal offset scale line to any position in the virtual environment, and the position is determined as the positioning position. That is, the offset information can be displayed for the positioning position in the virtual environment. At this time, the offset information of the positioning position can be used to determine the offset in the transverse direction and the longitudinal direction of the virtual throwing object when the virtual throwing object is thrown towards the aiming position under the influence of the current environmental factors. When the virtual throwing object is thrown towards the aiming position subsequently, the interactive object can accurately estimate the offset of the landing position of the virtual throwing object relative to the aiming position when the virtual throwing object is thrown towards the aiming position under the influence of the current environmental factors. In other words, if the interactive object obtains the offset information of the virtual throwing object under the influence of the current environmental factors through the positioning position first, and then aims at the aiming position, even if the offset information of the aiming position is not displayed or is not continuously displayed in the virtual environment, the interactive object can accurately estimate the offset information of the aiming position.

[0197] In step 203, in response to the throwing operation towards the target position, the virtual throwing object is thrown towards the target position, the target position being obtained by adjusting the aiming position based on the offset information.

[0198] The target position is the aimed position after the aimed position is adjusted according to the offset information when the virtual throwing object needs to hit the aimed position. After the virtual throwing object is thrown to the target position, the position where the virtual throwing object lands can be the aimed position or a position with a certain distance from the aimed position. That is, after the target position is determined by the interactive object based on the offset information, the virtual throwing object is not necessarily thrown accurately to the aimed position, but the distance between the position where the virtual throwing object lands and the aimed position can be greatly reduced, the throwing accuracy of the virtual throwing object is improved, and the interactive experience of the interactive object is improved, and the human-computer interaction rate is improved. Here, the interactive experience and interactive skills of the interactive object are also needed to determine the interactive ranking and interactive ability in the interactive process.

[0199] It should be noted that the accuracy of the final throwing operation to the target position is related to the display timing of the offset information. The display timing of the offset information after the offset information is determined is described in detail below, that is, the closer the time of displaying the offset information to the time of throwing the virtual throwing object, the higher the accuracy of determining the target position.

[0200] As an optional implementation, the method further includes: in response to a triggering operation of the throwing tool, displaying a throwing interface that does not include the offset information, and the content displayed on the throwing interface includes: a picture of the virtual environment and a throwing trajectory of the virtual throwing object thrown to the target position.

[0201] It should be noted that the throwing interface can be another display interface independent of the above-mentioned auxiliary throwing interface, that is, the interactive object first determines the offset information through the auxiliary throwing interface, and then throws the virtual throwing object through the throwing interface.

[0202] If the auxiliary throwing interface and the throwing interface are two display interfaces, the display of the auxiliary throwing interface and the throwing interface includes the following two cases. It should be noted that when the auxiliary throwing interface and the throwing interface are two independent display interfaces, and the offset information is displayed by the way of the scale line, the position coordinates of the intersection between the scale lines corresponding to at least one direction in the auxiliary throwing interface are the same as the position coordinates of the intersection between the scale lines corresponding to at least one direction in the throwing interface, in other words, the positions represented by each scale in the scale line in the two interfaces are synchronous and completely the same.

[0203] Case one: first determine the offset information of any position through the auxiliary throwing interface; then determine the aimed position through the throwing interface, and determine the aiming offset information of the aimed position based on the offset information, finally adjust the aimed position to the target position through the throwing interface according to the aiming offset information, and display the picture of throwing the virtual throwing object to the target position on the throwing interface in response to the throwing operation of the target position.

[0204] Case two: first determine the aiming position and the offset information of the aiming position through the auxiliary throwing interface, then determine the target position through the throwing interface, and display the picture of throwing the virtual throwing object to the target position on the throwing interface.

[0205] It should be noted that, regardless of the above case one or case two, if the scale line includes a transverse dense scale line in the transverse direction and a longitudinal dense scale line in the longitudinal direction, there is a common premise that the intersection of the transverse dense scale line and the longitudinal dense scale line in the auxiliary throwing interface is at the same position coordinate as the intersection of the transverse dense scale line and the longitudinal dense scale line in the throwing interface. In other words, the scales in the transverse dense scale line and the longitudinal dense scale line represent the same position in the two interfaces. Thus, after the interactive object obtains the offset information of the aiming position on the auxiliary throwing interface, if the offset information is no longer displayed on the throwing interface, the interactive object can also determine the offset of the aiming position on the throwing interface according to the perception of the offset information, so as to accurately estimate the target position and throw the virtual throwing object to the target position.

[0206] It should be noted that the throwing interface can be the same display interface as the above auxiliary throwing interface, that is, the interactive object first determines the offset information through the display interface, and then throws the virtual throwing object through the display interface.

[0207] Therefore, the display timing of the offset information includes but is not limited to, when the auxiliary throwing interface and the throwing interface are two independent display interfaces, the offset information is only displayed on the auxiliary throwing interface; or, the offset information is continuously displayed on the auxiliary throwing interface and the throwing interface. When the auxiliary throwing interface and the throwing interface are the same display interface, the offset information is only displayed when aiming at the aiming position, and the offset information is hidden when the throwing operation of throwing the virtual throwing object is triggered; or, the offset information is continuously displayed when aiming at the aiming position and triggering the throwing operation of throwing the virtual throwing object.

[0208] It should be noted that the display timing of the wind direction prompt information includes displaying at any time in the whole process of throwing the virtual throwing object; or continuously displaying at all times in the whole process of throwing the virtual throwing object. For example, the wind direction prompt information is continuously displayed on the auxiliary throwing interface; or, the wind direction prompt information is continuously displayed on the throwing interface; or, the wind direction prompt information is continuously displayed on the auxiliary throwing interface and the throwing interface; or, the wind direction prompt information is displayed on the auxiliary throwing interface at an interval reference time; or, the wind direction prompt information is displayed on the throwing interface at an interval reference time. The display timing of the wind direction prompt information is not limited in the present application.

[0209] Exemplarily, in response to the trigger operation of the auxiliary throwing tool, the auxiliary throwing interface is displayed in the picture of the virtual environment, the display interface of FIG. 12 is the auxiliary throwing interface, the icon 1201 displays that the current wind direction is southeast and the wind speed is 5.96 m / s, and the wind speed of 5.96 m / s is also displayed around the horizontal dense scale line and the throwing distance between the virtual object and the current aiming position is 277 m (metre, meter) which is displayed around the vertical dense scale line at 1202. Based on the current aiming position A, the horizontal offset information is displayed as offsetting three grids to the right and the vertical offset information is displayed as offsetting one grid downward. The attribute value representation box 1203 in FIG. 12 represents that there is an interactive object nearby which needs to be hit, and the attribute value of the interactive object at this time is full grid.

[0210] In response to the trigger operation of the throwing tool, the throwing interface is displayed in the picture of the virtual environment, the display interface 1301 of FIG. 13 is the throwing interface, and at this time the throwing interface does not display offset information, but the interactive object determines the target position B on the throwing interface by means of the offset information in the auxiliary throwing interface, that is, after throwing the virtual throwing object to the target position B, the virtual throwing object will fall at the intersection position of the arrow 1302 and the arrow 1303, that is, the position of the current enemy 1304. It should be noted that in order to facilitate the description, the arrow 1302 and the arrow 1303 are added to the throwing interface, and in actual application, the arrow 1302 and the arrow 1303 are not added to the throwing interface. In response to the throwing operation to the target position, after throwing the virtual throwing object to the target position, referring to FIG. 14, the horizontal dense scale line and the vertical dense scale line are offset relative to the positions of the horizontal dense scale line and the vertical dense scale line in FIG. 13 due to the force generated by the throwing. In addition, the enemy 1401 is hit, the attribute value in the attribute value representation box 1402 is decreased, and the black part in the attribute value representation box 1402 represents the remaining attribute value after the decrease, and the white part represents the decreased attribute value.

[0211] Exemplarily, in response to the trigger operation of the auxiliary throwing tool, the auxiliary throwing interface is displayed in the picture of the virtual environment, the display interface of FIG. 15 is the auxiliary throwing interface, the wind force icon 1501 displays that the current wind direction is southeast and the wind speed is 8.13 m / s, and the wind speed of 8.13 m / s is also displayed around the horizontal dense scale line, and the throwing distance between the virtual object and the current aiming position is 297 m which is displayed around the vertical dense scale line at 1502. Based on the current aiming position A, the horizontal offset information is displayed as offsetting two grids to the right and the vertical offset information is displayed as offsetting one grid downward.

[0212] In response to the trigger operation of the throwing tool, a throwing interface is displayed in the picture of the virtual environment, see display interface 1601 of FIG. 16 for the throwing interface. At this time, the offset information is not displayed on the throwing interface, but the interactive object determines the target position B on the throwing interface with the aid of the offset information in the auxiliary throwing interface, that is, after throwing the virtual throwing object to the target position B, the virtual throwing object will fall roughly at the position of the gas tank 1602. In response to the throwing operation for the target position, after throwing the virtual throwing object to the target position, see FIG. 17, the virtual throwing object 1701 is thrown to the target position B. See FIG. 18, since there is an offset between the landing position of the virtual throwing object and the target position B, the gas tank 1801 is hit and explodes.

[0213] In addition, the offset information can be continuously displayed when displayed on the auxiliary throwing interface, or can be hidden and not displayed when the aiming position changes, that is, when the aiming position changes, the offset information is updated to the offset information corresponding to the latest aiming position, and the offset information of the previous aiming position is hidden and not displayed.

[0214] For this kind of situation, as an optional implementation, after displaying the offset information of the aiming position of the virtual throwing object in the picture of the virtual environment, the method further comprises: in response to the marking operation of the aiming position, marking the offset information displayed in the picture of the virtual environment in the reference area of the aiming position.

[0215] The aiming position is marked, so that the interactive object can mark multiple target positions to be hit in the virtual environment at the same time, avoiding the interactive object forgetting the offset information related to the previously aimed aiming position after switching the aiming position, thereby improving the accuracy of finally determining the target position.

[0216] In order to avoid that after updating the aiming position in the aiming process, the offset information corresponding to the previous aiming position is hidden and cannot be displayed, the offset information of the aiming position can be marked in the reference area of the aiming position by marking the aiming position.

[0217] The reference area of the aiming position refers to an area near the aiming position. The reference area of the aiming position can be set according to experience or flexibly adjusted according to an application scenario, and embodiments of the present application do not limit this. Illustratively, the reference area of the aiming position can refer to an area with the aiming position as the center, for example, the reference area of the aiming position can be a circular area with the aiming position as the center and with a first radius as the radius, and for another example, the reference area of the aiming position can be a rectangular area with the aiming position as the center and with a first length and a first width as the length and the width. The first radius, the first length, and the first width can be set according to experience. Illustratively, the reference area of the aiming position can also be a sector area with the aiming position as the center, and the like. Illustratively, marking the offset information of the aiming position in the reference area of the aiming position refers to marking the offset information of the aiming position at any position in the reference area of the aiming position.

[0218] The marking operation includes but is not limited to a triggering operation on a marking control. The marking control is a control that can be triggered by the interactive object and is used to determine the aiming position. The marking control can be a button at any position on the display interface, for example, the interactive object can display the marking pointer by clicking the corresponding marking control on the display interface, and drag the marking pointer to the aiming position; or any key on the touchpad of the computer device, for example, the interactive object marks the aiming position by pressing the middle mouse button.

[0219] As an optional implementation, after displaying the offset information of the aiming position in the picture of the virtual environment, the method further includes: in response to satisfying an offset information updating condition, displaying updated offset information in the picture of the virtual environment; wherein satisfying the offset information updating condition includes at least one of the following: the virtual object changes the aiming position, the virtual object is an object that throws a virtual throwing object; an environmental factor changes; a position of a targeted object corresponding to the aiming position in the virtual environment changes; a position of the virtual object in the virtual environment changes; an attribute of a virtual throwing device changes, the virtual throwing device is a device used for throwing a virtual throwing object. That is, if the offset information updating condition is satisfied, the interactive object needs to trigger the auxiliary throwing interface again to determine the target position based on the updated offset information.

[0220] When the offset information updating condition is satisfied, the offset information is updated in real time, so that the interactive object can obtain the updated offset information in time, thereby ensuring the accuracy of the finally determined target position, and further improving the interactive experience of the interactive object and the human-computer interaction rate.

[0221] When the virtual object changes the aiming position, it is necessary to display the offset information of the changed aiming position in the picture illustrating the virtual environment, and the offset information of the changed aiming position is the updated offset information. When the environmental factor changes, it is necessary to display the updated offset information to prompt the changed offset condition under the influence of the environmental factor in the virtual environment. When the position of the aimed object corresponding to the aiming position changes in the virtual environment, the aiming position needs to change with the change of the position of the aimed object, and after the aiming position changes, it is necessary to display the offset information of the changed aiming position, and the offset information of the changed aiming position is the updated offset information. When the position of the virtual object changes in the virtual environment, even if the virtual object keeps the aiming action unchanged, the aiming position will change with the change of the position of the virtual object, and after the aiming position changes, it is necessary to display the offset information of the changed aiming position, and the offset information of the changed aiming position is the updated offset information. When the attribute of the virtual throwing device changes, the landing position of the virtual throwing object will change, so that the offset condition of the landing position of the virtual throwing object relative to the aiming position changes, and then it is necessary to display the updated offset information to prompt the changed offset condition.

[0222] Exemplarily, the virtual object changing the aiming position includes that the virtual object changes the aiming direction, or the virtual object changes the aiming coordinates. The environmental factor changing includes that the gravity acceleration changes, or the wind direction changes, or the wind value changes. The position of the aimed object corresponding to the aiming position changes in the virtual environment, including that when the aimed object is a moving object, the aiming position changes with the change of the position of the aimed object. The attribute of the virtual throwing device changes, including that the type or level of the virtual throwing device used by the interactive object changes.

[0223] In addition, it needs to be explained that the system will detect the collision of the virtual throwing object in the throwing process. If the interactive object correctly aims at the target position, but in the throwing process of the virtual throwing object, the virtual throwing object hits other obstacles, the virtual throwing object will hit the other obstacles.

[0224] The embodiments of the present application display the offset information of the aiming position to prompt the interactive object, so that the interactive object knows how to adjust the aiming position for throwing to make the virtual throwing object land at the aiming position, thereby prompting the interactive object to trigger the throwing operation after adjusting the aiming position to the target position that can improve the probability of the virtual throwing object landing at the aiming position, so that the computer device throws the virtual throwing object to the target position to improve the probability of the virtual throwing object landing at the aiming position, the throwing accuracy of the virtual throwing object is higher, which is beneficial to improve the hit rate of the virtual throwing object, and further improve the interactive experience of the interactive object and the human-computer interaction rate.

[0225] In addition, the offset information of the aiming information is determined on the basis of considering the environmental factors in the virtual environment. The environmental factors (such as wind force and gravity) that are more consistent with the real environment are introduced in the virtual environment, which can bring the experience of throwing in the real environment to the interactive object, increase the throwing reality, and further improve the interactive experience of the interactive object and the human-computer interaction rate.

[0226] Referring to FIG. 19, the overall flow of a virtual throwing object throwing method is introduced below.

[0227] Step 1, in response to a triggering operation of the auxiliary throwing tool, an auxiliary throwing interface is displayed in the picture of the virtual environment.

[0228] Step 2, in response to aiming at the aiming position by using the auxiliary throwing tool, the environmental factors in the virtual environment and the throwing distance of the virtual throwing object are measured by using the auxiliary throwing tool; based on the environmental factors and the throwing distance of the virtual throwing object, the offset situation corresponding to at least one direction is determined; and based on the offset situation corresponding to at least one direction, the offset information is displayed in the picture of the virtual environment.

[0229] It should be noted that the aiming position is the position where the virtual throwing object is to be hit; the offset information is used to prompt the offset situation of the landing position of the virtual throwing object relative to the aiming position under the influence of the environmental factors in the virtual environment; and the landing position is the position where the virtual throwing object is predicted to land after throwing the virtual throwing object to the aiming position.

[0230] Step 3, in response to the marking operation of the aiming position, the offset information displayed in the picture of the virtual environment is marked in the reference area of the aiming position.

[0231] Step 4, the target position is aimed at by using the throwing tool according to the offset information.

[0232] It should be noted that the target position is obtained by adjusting the aiming position according to the offset information.

[0233] Step 5, judging whether the aiming position is changed, if the aiming position is changed, returning to execute step 1, if the aiming position is not changed, executing step 6.

[0234] Step 6, throwing the virtual throwing object to the target position in response to the throwing operation for the target position.

[0235] Step 7, judging whether the aiming position is hit, if the aiming position is hit, executing step 8, if the aiming position is not hit, returning to execute step 4.

[0236] Step 8, ending.

[0237] Referring to FIG. 20, an embodiment of the present application provides a throwing device of a virtual throwing object, the device comprising:

[0238] A first display module 2001 is configured to display a picture of a virtual environment.

[0239] A second display module 2002 is configured to display offset information of an aiming position in the picture of the virtual environment; the aiming position is a position to be hit by the virtual throwing object; the offset information is used to prompt an offset condition of a landing position of the virtual throwing object relative to the aiming position under an influence of an environmental factor in the virtual environment; the landing position is a position where the virtual throwing object is predicted to land after the virtual throwing object is thrown to the aiming position.

[0240] A throwing module 2003 is configured to throw the virtual throwing object to a target position in response to a throwing operation for the target position, the target position being obtained by adjusting the aiming position according to the offset information.

[0241] In a possible implementation, the offset information comprises offset sub-information corresponding to at least one direction; the second display module 2002 is configured to display a scale line corresponding to the at least one direction in the picture of the virtual environment; and the offset sub-information corresponding to the at least one direction is displayed based on the scale line corresponding to the at least one direction.

[0242] In a possible implementation, the offset sub-information corresponding to any direction is represented by an offset mark corresponding to any direction; the second display module 2002 is configured to determine a target scale on a scale line corresponding to any direction based on an offset condition corresponding to any direction and an offset condition represented by each scale on the scale line corresponding to any direction; and the offset mark corresponding to any direction is displayed on a straight line perpendicular to the scale line corresponding to any direction and passing through the target scale.

[0243] In a possible implementation, the second display module 2002 is further configured to, in response to a triggering operation of the auxiliary throwing tool, measure, by using the auxiliary throwing tool, an environmental factor in the virtual environment and a throwing distance of the virtual throwing object; and determine, based on the environmental factor and the throwing distance of the virtual throwing object, the offset condition corresponding to the at least one direction.

[0244] In a possible implementation, the second display module 2002 is configured to, in response to a triggering operation of the auxiliary throwing tool, display, in a picture of the virtual environment, the auxiliary throwing tool; and in response to aiming, by using the auxiliary throwing tool, at the aiming position, measure, by using the auxiliary throwing tool, an environmental factor in the virtual environment and a throwing distance of the virtual throwing object.

[0245] In a possible implementation, the at least one direction includes a lateral direction, and the second display module 2002 is configured to determine a lateral acceleration generated by the environmental factor on the virtual throwing object; determine, based on the lateral acceleration, a lateral offset speed of the virtual throwing object; and determine, based on the lateral offset speed and a throwing duration of the virtual throwing object, the offset condition corresponding to the lateral direction, the throwing duration being determined based on a throwing initial speed of the virtual throwing object and the throwing distance.

[0246] In a possible implementation, the at least one direction includes a longitudinal direction, and the second display module 2002 is configured to determine a longitudinal acceleration generated by the environmental factor on the virtual throwing object; determine, based on the longitudinal acceleration, a longitudinal offset speed of the virtual throwing object; and determine, based on the longitudinal offset speed and a throwing duration of the virtual throwing object, the offset condition corresponding to the longitudinal direction, the throwing duration being determined based on a throwing initial speed of the virtual throwing object and the throwing distance.

[0247] In a possible implementation, the throwing initial speed is determined based on at least one of an attribute of a virtual throwing device or an attribute of the virtual throwing object, the virtual throwing device being a device used for throwing the virtual throwing object.

[0248] In a possible implementation, the offset information includes a position marker used for marking the landing position, and the second display module 2002 is configured to display, in the picture of the virtual environment, the position marker.

[0249] In a possible implementation, the second display module 2002 is further configured to display, in the picture of the virtual environment, at least two circular contours, centers of the at least two circular contours coinciding at the aiming position, and radii of the at least two circular contours being different.

[0250] The offset condition includes an offset direction and an offset distance of a landing position of the virtual throwing object relative to the aiming position under an influence of an environmental factor in the virtual environment, the second display module 2002 is configured to determine a target circular contour from the at least two circular contours based on the offset distance and radii of the at least two circular contours; and display the position marker based on the target circular contour and the offset direction.

[0251] In a possible implementation, the second display module 2002 is configured to, if the offset distance is the same as a radius of any circular contour from the at least two circular contours, take the any circular contour as the target circular contour.

[0252] In a possible implementation, the second display module 2002 is configured to, if the offset distance is greater than a radius of a first circular contour and less than a radius of a second circular contour, take the first circular contour and the second circular contour as the target circular contour, where the first circular contour and the second circular contour are two adjacent circular contours from the at least two circular contours.

[0253] In a possible implementation, the number of the target circular contours is one, and the second display module 2002 is configured to display the position marker at a first position of the target circular contour, where a direction in which the first position is offset relative to a center of the target circular contour is the same as the offset direction.

[0254] In a possible implementation, the number of the target circular contours is two, and the second display module 2002 is configured to display the position marker at a reference position in a circular ring region formed by the two target circular contours, where a distance between the reference position and a center of the circular ring region is the same as the offset distance, and a direction in which the reference position is offset relative to the center of the circular ring region is the same as the offset direction.

[0255] In a possible implementation, the environmental factor includes at least one of gravity or wind force.

[0256] In a possible implementation, the environmental factor includes wind force, and the second display module 2002 is further configured to display, in the picture of the virtual environment, prompt information of the wind force, where the prompt information includes at least one of wind force direction prompt information or wind force value prompt information.

[0257] In a possible implementation, the wind force direction prompt information is represented by an icon, a pointing direction of the icon is a direction of the wind force direction relative to an orientation of a virtual object, and the virtual object is an object that throws the virtual throwing object.

[0258] In a possible implementation, the second display module 2002 is further configured to, in response to a marking operation of the aiming position, mark, in a reference region of the aiming position, the offset information displayed in the picture of the virtual environment.

[0259] In a possible implementation, the second display module 2002 is further configured to display the updated offset information in the picture of the virtual environment in response to a condition for updating offset information being met; and the condition for updating offset information includes at least one of the following: the virtual object changes a targeting position, the virtual object is an object that throws a virtual throwing object; an environmental factor changes; a position of a targeted object corresponding to the targeting position changes in the virtual environment; a position of the virtual object changes in the virtual environment; and an attribute of a virtual throwing device changes, the virtual throwing device being a device used for throwing the virtual throwing object.

[0260] It should be understood that the apparatus provided by the above embodiments is only taken as an example in terms of the division of the functional modules, and in actual applications, the above functions can be completed by different functional modules according to requirements, that is, the internal structure of the apparatus is divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided by the above embodiments belong to the same concept, and the specific implementation process is described in the method embodiments, which will not be repeated here.

[0261] In an example embodiment, a computer device is also provided, which includes a processor and a memory having at least one computer program stored therein. The at least one computer program is loaded and executed by the one or more processors, so that the computer device implements any of the above virtual throwing object throwing methods. The computer device can be a server or a terminal device. Next, the structures of the server and the terminal device are introduced respectively.

[0262] FIG. 21 is a structural schematic diagram of a server provided in an embodiment of the present application. The server can be quite different in configuration or performance, and can include one or more processors (Central Processing Units, CPUs) 2101 and one or more memories 2102, where the one or more memories 2102 have at least one computer program stored therein, and the at least one computer program is loaded and executed by the one or more processors 2101, so that the server implements the virtual throwing object throwing method provided in each of the above method embodiments. Of course, the server can also have a wired or wireless network interface, a keyboard, an input and output interface, and other components for realizing the functions of the device, and will not be described here.

[0263] FIG. 22 is a structural schematic diagram of a terminal device provided in an embodiment of the present application. The terminal device can be a PC, a mobile phone, a smart phone, a PDA, a wearable device, a PPC, a tablet computer, a smart car machine, a smart television, a smart sound box, a smart voice interaction device, a smart home appliance, a vehicle-mounted terminal device, a VR device, an AR device. The terminal device can also be referred to as a user equipment, a portable terminal device, a laptop terminal device, a desktop terminal device, and other names.

[0264] Generally, the terminal device includes a processor 2201 and a memory 2202.

[0265] The processor 2201 can include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2201 can be implemented in at least one of a hardware form of a DSP (Digital Signal Processing), an FPGA (Field-Programmable Gate Array), a PLA (Programmable Logic Array). The processor 2201 can also include a main processor and a coprocessor. The main processor is a processor for processing data in a wake-up state, also known as a CPU (Central Processing Unit). The coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 2201 can be integrated with a GPU (Graphics Processing Unit) for rendering and drawing the content required to be displayed by the display screen. In some embodiments, the processor 2201 can also include an AI (Artificial Intelligence) processor for processing machine learning-related computing operations.

[0266] The memory 2202 can include one or more computer-readable storage media, which can be non-transitory. The memory 2202 can also include a high-speed random access memory and a non-volatile memory such as one or more disk storage devices, flash storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 2202 is used to store at least one instruction for being executed by the processor 2201 to enable the terminal device to implement the virtual throwing object throwing method provided by the method embodiment of the present application.

[0267] In some embodiments, the terminal device can also optionally include a display screen 2205.

[0268] The display screen 2205 is configured to display a UI (User Interface). The UI can include graphics, text, icons, video, and any combination thereof. When the display screen 2205 is a touch display screen, the display screen 2205 is further configured to capture touch signals on or above the surface of the display screen 2205. The touch signals can be input to the processor 2201 as control signals for processing. In this case, the display screen 2205 can also be configured to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, the display screen 2205 can be one, disposed on the front panel of the terminal device; in other embodiments, the display screen 2205 can be at least two, respectively disposed on different surfaces of the terminal device or in a folding design; in other embodiments, the display screen 2205 can be a flexible display screen, disposed on a curved surface or a folding surface of the terminal device. Even, the display screen 2205 can also be disposed in an irregular shape other than a rectangle, i.e., a special-shaped screen. The display screen 2205 can be made of materials such as LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode), etc. In some embodiments, the display screen 2205 is configured to display the picture of the virtual environment, the offset information of the aiming position, etc.

[0269] Those skilled in the art can understand that the structure shown in FIG. 22 does not constitute a limitation on the terminal device, and can include more or fewer components than those shown, or combine certain components, or adopt a different component arrangement.

[0270] In an example embodiment, a non-volatile computer-readable storage medium is also provided, which stores at least one computer program. The at least one computer program is loaded and executed by a processor of a computer device, so that the computer implements any of the above-mentioned virtual throwing object throwing methods.

[0271] In a possible implementation manner, the non-volatile computer-readable storage medium can be a Read-Only Memory (ROM), a Random Access Memory (RAM), a Compact Disc Read-Only Memory (CD-ROM), a magnetic tape, a floppy disk, and an optical data storage device, etc.

[0272] In an example embodiment, a computer program product or computer program is also provided, which includes computer instructions loaded and executed by a processor, so that the computer implements any of the above-mentioned virtual throwing object throwing methods.

[0273] It should be noted that the information (including but not limited to user equipment information, user personal information, etc.), data (including but not limited to data for analysis, stored data, displayed data, etc.) and signals involved in the present application are all authorized by the user or fully authorized by all parties, and the collection, use and processing of related data need to comply with relevant laws, regulations and standards of relevant countries and regions. For example, the multiple reference regions involved in the present application are obtained under full authorization.

[0274] It should be understood that "multiple" referred to herein means two or more. "And / or" describes the association relationship of the associated objects, which means that there can be three relationships, for example, A and / or B can mean that A exists alone, A and B exist together, and B exists alone. The character " / " generally represents that the associated objects before and after it are in an "or" relationship.

[0275] The above only describes exemplary embodiments of the present application and does not limit the present application. Any modification, equivalent replacement, improvement, etc. made within the principles of the present application shall be included in the protection scope of the present application.

Claims

A method of throwing a virtual projectile, wherein The method is executed by a computer device, and the method comprises: displaying a picture of a virtual environment; displaying offset information of a targeting position in the picture of the virtual environment; the targeting position is a position where a virtual projectile is to be aimed at; the offset information is used to prompt an offset condition of a landing position of the virtual projectile relative to the targeting position under an influence of an environmental factor in the virtual environment; the landing position is a position where the virtual projectile is predicted to land after the virtual projectile is thrown to the targeting position; in response to a throwing operation for a target position, throwing the virtual projectile to the target position, the target position being obtained by adjusting the targeting position according to the offset information. The method of claim 1, wherein, The offset information comprises offset sub-information corresponding to at least one direction; the method further comprises: displaying a scale line corresponding to the at least one direction in the picture of the virtual environment; The displaying of the offset information of the targeting position in the picture of the virtual environment comprises: based on the scale line corresponding to the at least one direction, displaying the offset sub-information corresponding to the at least one direction. The method of claim 2, wherein, The offset sub-information corresponding to any direction is represented by an offset mark corresponding to the any direction; the displaying of the offset sub-information corresponding to the at least one direction based on the scale line corresponding to the at least one direction comprises: determining a target scale on the scale line corresponding to the any direction based on an offset condition corresponding to the any direction and an offset condition represented by each scale in the scale line corresponding to the any direction; the offset condition corresponding to the any direction is an offset condition of the landing position of the virtual projectile relative to the targeting position in the any direction under the influence of the environmental factor; displaying the offset mark corresponding to the any direction on a straight line perpendicular to the scale line corresponding to the any direction and passing through the target scale. The method of claim 3, wherein, The method further comprises: in response to a triggering operation of an auxiliary throwing tool, measuring an environmental factor in the virtual environment and a throwing distance of the virtual projectile by using the auxiliary throwing tool; based on the environmental factor and the throwing distance of the virtual projectile, determining the offset condition corresponding to the at least one direction. The method of claim 4, wherein, The measuring of the environmental factor in the virtual environment and the throwing distance of the virtual projectile by using the auxiliary throwing tool in response to the triggering operation of the auxiliary throwing tool comprises: in response to the triggering operation of the auxiliary throwing tool, displaying the auxiliary throwing tool in the picture of the virtual environment; in response to the targeting of the targeting position by using the auxiliary throwing tool, measuring the environmental factor in the virtual environment and the throwing distance of the virtual projectile by using the auxiliary throwing tool. The method according to claim 4 or 5, wherein The at least one direction comprises a lateral direction; the determining of the offset condition corresponding to the at least one direction based on the environmental factor and the throwing distance of the virtual projectile comprises: determining a lateral acceleration generated by the environmental factor on the virtual projectile; based on the lateral acceleration, determining a lateral offset speed of the virtual projectile; determine, based on the lateral offset speed and a flight duration of the virtual projectile, a deviation condition corresponding to the lateral direction, the flight duration being determined based on an initial flight speed of the virtual projectile and the flight distance. The method according to any one of claims 4 to 6, wherein The at least one direction includes a longitudinal direction, and the determining, based on the environmental factor and the flight distance of the virtual projectile, a deviation condition corresponding to the at least one direction includes: determining a longitudinal acceleration of the virtual projectile caused by the environmental factor; determining a longitudinal offset speed of the virtual projectile based on the longitudinal acceleration; determining, based on the longitudinal offset speed and a flight duration of the virtual projectile, a deviation condition corresponding to the longitudinal direction, the flight duration being determined based on an initial flight speed of the virtual projectile and the flight distance. The method according to claim 6 or 7, wherein The initial flight speed is determined based on at least one of an attribute of a virtual projectile device or an attribute of the virtual projectile, wherein the virtual projectile device is a device used for launching the virtual projectile. The method according to any one of claims 1 to 8, wherein The deviation information includes a position marker used for marking the landing position, and the displaying, in the picture of the virtual environment, the deviation information of the aiming position includes: displaying, in the picture of the virtual environment, the position marker. The method of claim 9, wherein, The method further includes: displaying, in the picture of the virtual environment, at least two circular contours, centers of the at least two circular contours coinciding at the aiming position, and radii of the at least two circular contours being different; The deviation condition includes a deviation direction and a deviation distance of a landing position of the virtual projectile relative to the aiming position under an influence of an environmental factor in the virtual environment, and the displaying, in the picture of the virtual environment, the position marker includes: determining a target circular contour from the at least two circular contours based on the deviation distance and the radii of the at least two circular contours; displaying the position marker based on the target circular contour and the deviation direction. The method of claim 10, wherein, The determining the target circular contour from the at least two circular contours based on the deviation distance and the radii of the at least two circular contours includes: if the deviation distance is the same as a radius of any one of the at least two circular contours, taking the any one as the target circular contour. The method according to claim 10 or 11, wherein The determining the target circular contour from the at least two circular contours based on the deviation distance and the radii of the at least two circular contours includes: if the deviation distance is greater than a radius of a first circular contour and less than a radius of a second circular contour, taking the first circular contour and the second circular contour as the target circular contour, wherein the first circular contour and the second circular contour are two adjacent circular contours from the at least two circular contours. The method according to any one of claims 10 to 12, wherein The number of the target circular contour is one, and the displaying the position marker based on the target circular contour and the deviation direction includes: displaying the position marker at a first position of the target circular contour, wherein a direction of the first position offset relative to a center of the target circular contour is the same as the deviation direction. The method according to any one of claims 10 to 13, wherein The number of the target circular contours is two, and the position marker is displayed based on the target circular contour and the offset direction, including: The position marker is displayed at a reference position in a circular ring region formed by the two target circular contours, wherein a distance between the reference position and a center of the circular ring region is the same as the offset distance, and a direction in which the reference position is offset relative to the center of the circular ring region is the same as the offset direction. The method according to any one of claims 1 to 14, wherein The environmental factor includes at least one of gravity or wind force. The method of claim 15, wherein, The environmental factor includes wind force, and the method further includes: Displaying prompt information of the wind force in the picture of the virtual environment, the prompt information including at least one of wind force direction prompt information or wind force numerical value prompt information. The method of claim 16, wherein, The wind force direction prompt information is represented by an icon, a pointing direction of the icon being a direction of the wind force direction relative to an orientation of a virtual object, the virtual object being an object that throws the virtual throwing object. The method according to any one of claims 1 to 17, wherein The method further includes: In response to a marking operation of the aiming position, marking the offset information displayed in the picture of the virtual environment in a reference region of the aiming position. The method according to any one of claims 1 to 18, wherein The method further includes: In response to satisfying an offset information updating condition, displaying updated offset information in the picture of the virtual environment; The satisfying of the offset information updating condition includes at least one of: The virtual object changes the aiming position, the virtual object being an object that throws the virtual throwing object; The environmental factor changes; A position of a targeted object corresponding to the aiming position changes in the virtual environment; A position of the virtual object changes in the virtual environment; An attribute of a virtual throwing device changes, the virtual throwing device being a device used for throwing the virtual throwing object. A virtual projectile throwing device, wherein, The device includes: A first display module configured to display a picture of a virtual environment; A second display module configured to display offset information of an aiming position in the picture of the virtual environment, the aiming position being a position where a virtual throwing object is to be thrown, the offset information being used to prompt an offset condition of a landing position of the virtual throwing object relative to the aiming position under an influence of an environmental factor in the virtual environment, the landing position being a position where the virtual throwing object is predicted to land after the virtual throwing object is thrown to the aiming position; A throwing module configured to throw the virtual throwing object to a target position in response to a throwing operation on the target position, the target position being obtained by adjusting the aiming position according to the offset information. A computer device, wherein, The computer device includes a processor and a memory, and the memory stores at least one computer program, the at least one computer program is loaded and executed by the processor, so that the computer device implements the virtual throwing object throwing method according to any one of claims 1 to 19. A non-transitory computer readable storage medium, wherein, The non-volatile computer readable storage medium stores at least one computer program, and the at least one computer program is loaded and executed by the processor, so that the computer implements the virtual throwing object throwing method according to any one of claims 1 to 19. A computer program product, wherein, The computer program product comprises computer instructions which are loaded and executed by a processor to cause a computer to implement the method of throwing a virtual projectile as claimed in any one of claims 1 to 19.

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