Virtual world-based capture method and apparatus, device, medium, and product
By displaying the capture trajectory and probability of virtual pet characters in a virtual scene, the problem of low hit rate for players to capture virtual pet characters is solved, and the capture probability is increased.
Patent Information
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- TENCENT TECHNOLOGY (SHENZHEN) CO LTD
- Filing Date
- 2025-11-13
- Publication Date
- 2026-07-02
AI Technical Summary
In role-playing games, players have a low hit rate when capturing virtual pet characters, resulting in a lower capture probability.
By displaying the capture trajectory and capture probability of virtual pet characters in a virtual scene, players can predict the release route of virtual capture items and decide whether to capture them based on the capture probability.
It improves the hit rate of virtual pet characters, enhances the capture probability, and provides visual and quantifiable capture support.
Smart Images

Figure CN2025134622_02072026_PF_FP_ABST
Abstract
Description
Virtual world-based capture methods, devices, equipment, media, and products
[0001] This application claims priority to Chinese Patent Application No. 202411950513.9, filed on December 26, 2024, entitled "Method, Apparatus, Device, Medium and Product for Capturing Virtual Worlds", the entire contents of which are incorporated herein by reference. Technical Field
[0002] This disclosure relates to the field of human-computer interaction, and more specifically to capture based on the virtual world. Background Technology
[0003] Role-playing game (RPG) is a genre of games in which players control a main virtual character to explore or move around in a virtual world. Optionally, players control their main virtual character to capture (tam) pet virtual characters in the virtual world.
[0004] In related technologies, a capture mechanism is provided. When capturing virtual pet characters, players control a main virtual character to release virtual capture items towards the virtual pet characters in order to capture the encountered virtual pet characters.
[0005] However, if players have little understanding of the capture mechanism, they may be unable to capture the virtual pet character, resulting in a low hit rate and thus reducing the capture probability. Summary of the Invention
[0006] This application provides a method, apparatus, device, medium, and product for capturing virtual worlds, and the technical solution is as follows.
[0007] According to one aspect of this application, a virtual world-based capture method is provided, the method comprising:
[0008] Displays a virtual pet character;
[0009] Receive a pre-release operation for a virtual capture item, the virtual capture item being used to capture the pet virtual character, the pre-release operation being used to control the virtual capture item to be in a release preparation state;
[0010] In response to the pre-release operation for the virtual capture item, the capture trajectory and capture probability for the pet virtual character are displayed;
[0011] The capture trajectory is used to indicate the trajectory of releasing the virtual capture item to capture the virtual pet character, and the capture probability is used to indicate the probability that the virtual capture item will successfully capture the virtual pet character after being released along the capture trajectory.
[0012] According to one aspect of this application, a virtual world-based capture device is provided, the device comprising:
[0013] The display module is used to display the pet's virtual character;
[0014] A receiving module is used to receive a pre-release operation for a virtual capture prop, the virtual capture prop being used to capture the pet virtual character, and the pre-release operation being used to control the virtual capture prop to be in a release preparation state;
[0015] The display module is used to display the capture trajectory and capture probability of the pet virtual character in response to the pre-release operation of the virtual capture prop;
[0016] The capture trajectory is used to indicate the trajectory of releasing the virtual capture item to capture the virtual pet character, and the capture probability is used to indicate the probability that the virtual capture item will successfully capture the virtual pet character after being released along the capture trajectory.
[0017] According to another aspect of this application, a computer device is provided, comprising: a processor and a memory, wherein the memory stores at least one computer program, the at least one computer program being loaded and executed by the processor to implement the virtual world-based capture method as described above.
[0018] According to another aspect of this application, a computer storage medium is provided, wherein at least one computer program is stored in the computer-readable storage medium, and the at least one computer program is loaded and executed by a processor to implement the virtual world-based capture method as described above.
[0019] According to another aspect of this application, a computer program product is provided, comprising a computer program stored in a computer-readable storage medium; the computer program is read from and executed by a processor of a computer device from the computer-readable storage medium, causing the computer device to perform the virtual world-based capture method as described above.
[0020] The beneficial effects of the technical solutions provided in this application include at least the following:
[0021] Players can use virtual capture tools to capture wild virtual pet characters. The capture trajectory is displayed in the virtual scene, indicating the path the virtual capture tool will take when released. Players can predict the capture path based on the trajectory, which points to the target area of the virtual pet, such as its back. Players can control the virtual capture tool to capture the pet along the trajectory. Furthermore, the capture probability is displayed along with the capture trajectory, allowing players to determine whether to capture the pet based on the current trajectory, providing visual and quantifiable support. This method of displaying the capture trajectory significantly increases the hit rate and thus the capture probability. Attached Figure Description
[0022] Figure 1 is a schematic diagram of the architecture of a computer system provided in an embodiment of this application;
[0023] Figure 2 is a schematic diagram of a virtual world-based capture method provided in an embodiment of this application;
[0024] Figure 3 is a flowchart of a virtual world-based capture method provided in an embodiment of this application;
[0025] Figure 4 is a flowchart of a virtual world-based capture method provided in an embodiment of this application;
[0026] Figure 5 is a schematic diagram of a virtual world-based capture method provided in an embodiment of this application;
[0027] Figure 6 is a schematic diagram of a virtual world-based capture method provided in an embodiment of this application;
[0028] Figure 7 is a schematic diagram of a virtual world-based capture method provided in an embodiment of this application;
[0029] Figure 8 is a schematic diagram of a virtual world-based capture method provided in an embodiment of this application;
[0030] Figure 9 is a schematic diagram of a virtual world-based capture method provided in an embodiment of this application;
[0031] Figure 10 is a schematic diagram of a virtual world-based capture method provided in an embodiment of this application;
[0032] Figure 11 is an overall flowchart of a virtual world-based capture method provided in an embodiment of this application;
[0033] Figure 12 is a structural block diagram of a virtual world-based capture device provided in an embodiment of this application;
[0034] Figure 13 is a schematic diagram of the structure of a computer device provided in one embodiment of this application. Detailed Implementation
[0035] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.
[0036] Exemplary embodiments will now be described in detail, examples of which are illustrated in the accompanying drawings. When the following description relates to the drawings, unless otherwise indicated, the same numerals in different drawings denote the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this application as detailed in the appended claims.
[0037] The terminology used in this application is for the purpose of describing particular embodiments only and is not intended to be limiting of the application. The singular forms “a,” “the,” and “the” used in this application and the appended claims are also intended to include the plural forms unless the context clearly indicates otherwise. It should also be understood that the term “and / or” as used herein refers to and includes any and all possible combinations of one or more of the associated listed items.
[0038] It should be understood that although the terms first, second, etc., may be used in this application to describe various information, this information should not be limited to these terms. These terms are only used to distinguish information of the same type from one another. For example, without departing from the scope of this application, a first parameter may also be referred to as a second parameter, and similarly, a second parameter may also be referred to as a first parameter. Depending on the context, the word "if" as used herein may be interpreted as "when," "when," or "in response to determination."
[0039] It should be noted that this application may display prompt interfaces, pop-ups, or output voice prompts before and during the collection of user data. These prompt interfaces, pop-ups, or voice prompts are used to inform the user that their data is being collected. This ensures that the application only begins the steps for collecting user data after receiving confirmation from the user regarding the prompt interface or pop-up; otherwise (i.e., without user confirmation), the steps for collecting user data end, meaning no user data is collected. In other words, all user data collected in this application is collected with the user's consent and authorization, and the collection, use, and processing of related user data must comply with the relevant laws, regulations, and standards of the relevant countries and regions.
[0040] First, let me introduce the relevant terms used in this application:
[0041] Virtual world: A virtual environment displayed (or provided) by an application when it runs on a terminal. The virtual world is implemented based on a virtual environment. This virtual world can be a simulation of the real world, a semi-simulated / semi-fictional three-dimensional world, or a purely fictional three-dimensional world. The virtual environment can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual environment; this application does not limit it. The following embodiments illustrate this using a three-dimensional virtual environment.
[0042] For example, a virtual environment includes the sky, land, and ocean. The land includes environmental elements such as plants and houses, and users can control their virtual characters to move within this environment. This virtual environment also includes virtual objects, which can be interactive, such as virtual beds, chairs, lamps, and bathtubs, allowing users to control their virtual characters to lie on the virtual bed or sit in the virtual chair. These virtual objects can also be non-interactive, such as virtual trees, virtual rocks, and virtual house structures (which may include roofs, floors, pillars, doors, and windows). This virtual environment can also simulate real-world conditions under different weather conditions, such as sunny days, rainy days, foggy days, or nighttime. The diverse scene elements enhance the diversity and realism of the virtual environment.
[0043] The main virtual character refers to the movable object that the player plays in the virtual world. The main virtual character can be a virtual person, virtual animal, anime character, etc., such as a person or animal displayed in a 3D virtual world. Optionally, the main virtual character is a 3D model created based on animation skeletal technology. Each main virtual character has its own shape and volume in the 3D virtual world and occupies a portion of the space in the 3D virtual world.
[0044] A virtual pet character refers to a controllable, movable object in a virtual world. Optionally, the virtual pet character may be controlled by artificial intelligence (AI), or by a state machine, or by other players. This application does not limit this. A virtual pet character can be a virtual creature, virtual animal, virtual monster, virtual sprite, virtual pet, etc., such as a movable object displayed in a three-dimensional virtual world in the form of an animal or other form. The virtual pet character can be subjected to at least one of the interactive operations of capturing, raising, and leveling up by the controlling virtual character. The virtual pet character can assist the controlling virtual character in at least one of the interactive operations of gathering, fighting, and changing land plots.
[0045] Figure 1 shows a structural block diagram of a computer system provided in an exemplary embodiment of this application. The computer system 100 includes: a first terminal 120, a server 140, a second terminal 160, and a third terminal 180.
[0046] The first terminal 120 is a client application that installs and runs applications supporting the virtual world. This application can be any one of the following: a 3D map application, a Virtual Reality (VR) application, an Augmented Reality (AR) application, an RPG application, a turn-based game application, or a turn-based RPG application. The first terminal 120 is the terminal used by the first user. The first user uses the first terminal 120 to control a first virtual character located in the virtual world to perform activities. The first virtual character acts as the main virtual character. These activities include, but are not limited to: adjusting body posture, walking, running, jumping, riding, driving, aiming, picking up, capturing pet virtual characters, controlling pet virtual characters, raising pet virtual characters, using pet virtual characters to pick fruits, using pet virtual characters to fight, using throwing items, and attacking other virtual characters. For example, the first virtual character is a first virtual persona, such as a realistic character object or an anime character object. For example, the first user controls the first virtual character's activities through UI controls on the virtual world screen, and the first user controls the first virtual character to throw pet virtual characters through UI controls on the virtual world screen.
[0047] The first terminal 120 is connected to the server 140 via a wireless network or a wired network.
[0048] Server 140 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. For example, server 140 includes a processor 144 and a memory 142. Memory 142 further includes a receiving module 1421, a control module 1422, and a sending module 1423. The receiving module 1421 receives requests from clients, such as requests to view the location of enemy virtual characters. The control module 1422 controls the rendering of the virtual world. The sending module 1423 sends responses to clients, such as sending the location of a third virtual character. Server 140 provides background services for applications supporting a three-dimensional virtual world. Optionally, server 140 undertakes the primary computing work, while the first terminal 120, the second terminal 160, and the third terminal 180 undertake secondary computing work; or, server 140 undertakes secondary computing work, while the first terminal 120, the second terminal 160, and the third terminal 180 undertake the primary computing work; or, server 140, the first terminal 120, the second terminal 160, and the third terminal 180 collaborate using a distributed computing architecture.
[0049] The second terminal 160 installs and runs a client application that supports the virtual world. The second terminal 160 is used by the second user, who uses it to control a second virtual character located in the virtual world; this second virtual character also acts as the master virtual character. The third terminal 180 installs and runs an application that supports the virtual world. The third terminal 180 is used by the third user, who uses it to control a third virtual character located in the virtual world.
[0050] Optionally, the first, second, and third virtual characters reside in the same virtual world. The first and second virtual characters may belong to different or the same faction, while the second and third virtual characters may belong to the same or different factions. This application does not impose any limitations in this regard.
[0051] Optionally, the applications installed on the first terminal 120, the second terminal 160, and the third terminal 180 are the same, or the applications installed on the three terminals are the same type of application on different operating system platforms (Android or iOS). The first terminal 120, the second terminal 160, and the third terminal 180 can all refer to one of multiple terminals; this embodiment only uses the first terminal 120, the second terminal 160, and the third terminal 180 as examples. The device types of the first terminal 120, the second terminal 160, and the third terminal 180 may be the same or different, and these device types include at least one of the following: smartphones, smartwatches, smart TVs, tablets, e-book readers, MP3 players, MP4 players, laptops, and desktop computers. The following embodiment uses smartphones as an example.
[0052] Those skilled in the art will understand that the number of terminals described above can be more or less. For example, there may be only one terminal, or there may be dozens or hundreds of terminals, or even more. This application does not limit the number of terminals or the type of device.
[0053] One related technology provides a capture mechanism. When capturing a virtual pet character, the player controls the main virtual character to move behind the virtual pet character or to another concealed area, then throws a virtual capture item at the virtual pet character to increase the capture probability. However, during the capture, the virtual pet character will face the main virtual character, and it may bounce away or dodge the virtual capture item. Therefore, if the player doesn't accurately time the virtual pet character's facing position, the hit rate is low, thus reducing the capture probability.
[0054] Therefore, to address the problems existing in related technologies, this application provides a virtual world-based capture method. This method can be executed by a terminal or a client on the terminal. Figure 2 shows a schematic diagram of a virtual world-based capture method provided in an exemplary embodiment of this application. The method is illustrated using an example of it being executed by a client of an application that supports virtual worlds.
[0055] For example, as shown in Figure 2(a), the client displays a virtual scene of the main virtual character 10 in the virtual world, which also includes a pet virtual character 20 to be captured. The pet virtual character 20 refers to an active object in the virtual world. Optionally, the pet virtual character 20 can be subjected to at least one interactive operation such as capture, raising, or upgrading by the main virtual character 10, but this is not limited thereto, and this application does not impose any limitations on this.
[0056] In some embodiments, the client receives a pre-release operation for a virtual capture item, and in response to the pre-release operation, displays a capture trajectory 50 for the pet virtual character 20 and the capture probability. The capture trajectory 50 is a line indicating the path of the virtual capture item to capture the pet virtual character 20. Optionally, the capture trajectory 50 starts from the pre-throwing direction of the main virtual character 10 and points to the attack area of the pet virtual character 20. Optionally, the capture probability is related to the landing point of the capture trajectory 50.
[0057] This application embodiment illustrates the pre-release operation of virtual capture items based on a control triggered on the client side. Optionally, a container control 30 and an auxiliary control 40 are displayed on the virtual scene screen. The container control 30 is used to release the virtual capture items owned by the main virtual character 10, which are used to capture the pet virtual character 20 in the virtual world. The auxiliary control 40 assists the container control 30 in releasing the virtual capture items owned by the main virtual character 10.
[0058] In some embodiments, in response to a drag operation on a virtual capture item in container control 30, the virtual capture item in container control 30 is dragged closer to the position of auxiliary control 40, and the capture trajectory 50 for the pet virtual character 20 and the capture probability for the pet virtual character 20 are displayed in the virtual scene screen. When capturing the pet virtual character 20, regardless of whether the pet virtual character 20's orientation changes, that is, regardless of whether the pet virtual character 20 is facing the main virtual character 10, the capture trajectory 50 always points to the attack area for the pet virtual character 20. The capture probability indicates the probability that the virtual capture item will successfully capture the pet virtual character 20 after being released along the capture trajectory 50. Players can determine whether to proceed with the next capture operation for the pet virtual character based on this capture probability.
[0059] For example, as shown in Figure 2(a), a container control 30 and an auxiliary control 40 are displayed. In response to a drag operation on a virtual capture item within the container control 30, as shown in Figure 2(b), a capture trajectory line 50 and a capture probability are displayed for the pet virtual character 20. The capture trajectory 50 points from the right hand of the main virtual character 10 to the area behind the pet virtual character 20. The capture trajectory 50 is used to indicate that the virtual capture item is released from the container control 30 and thrown into the area behind the pet virtual character 20. The capture probability is displayed as "60%", indicating that the probability of successfully capturing the pet virtual character 20 after the virtual capture item is released along the capture trajectory 50 is 60%.
[0060] In some embodiments, after triggering the display of the capture trajectory 50 and capture probability for the pet virtual character 20, a close control 60 is displayed around the auxiliary control 40. The close control 60 is used to close the auxiliary control 40. For example, when the capture probability is low, the player abandons the capture of the pet virtual character 20, and in response to the triggering operation of the close control 60, the display of the capture trajectory 50 and capture probability is canceled.
[0061] Optionally, players have two ways to capture pet virtual characters using virtual capture items.
[0062] (1) First method: Players can determine the capture trajectory of the virtual capture item based on the capture trajectory 50 and directly trigger the auxiliary control 40 to release the virtual capture item in the container control 30.
[0063] (2) The second method: Players can adjust the capture trajectory 50 to obtain the adjusted capture trajectory 70, set the adjusted capture trajectory 70 as the capture trajectory of the virtual capture item, and then trigger the auxiliary control 40 to release the virtual capture item in the container control 30.
[0064] In some embodiments, a capture trajectory line 50 for the pet virtual character 20 and the capture probability for the pet virtual character 20 are displayed in a virtual scene. In response to a trigger operation on the auxiliary control 40, a virtual capture tool in the container control 30 is displayed to capture the pet virtual character 20 along the capture trajectory 50.
[0065] In some embodiments, in response to an adjustment operation on the capture trajectory 50, the adjusted capture trajectory 70 and the adjusted capture probability are displayed. After the adjusted capture trajectory 70 is determined, in response to a trigger operation on the auxiliary control 40, the virtual capture tool in the container control 30 is displayed to capture the pet virtual character 20 along the adjusted capture trajectory 70. The adjusted capture probability indicates the probability that the virtual capture tool will successfully capture the pet virtual character 20 after being released along the adjusted capture trajectory 70.
[0066] The adjustment operations include fixed trajectory adjustment and custom trajectory adjustment. Fixed trajectory adjustment refers to pre-setting at least two capture trajectories and switching capture trajectory 50 to one of the pre-set trajectories. Custom trajectory adjustment refers to customizing the trajectory of capture trajectory 50. Optionally, custom trajectory adjustment is implemented based on manual adjustment and / or wheel adjustment. Manual adjustment instructs capture trajectory 50 to change its trajectory following finger movement; wheel adjustment instructs capture trajectory 50 to change its trajectory following wheel sliding. The wheel is displayed based on a long press operation on auxiliary control 40.
[0067] For example, taking the adjustment operation for the capture trajectory 50 as a custom trajectory adjustment operation, and illustrating the custom trajectory adjustment operation based on manual adjustment, as shown in Figure 2(b), the capture trajectory line 50 for the pet virtual character 20 and the capture probability are displayed. For example, the capture probability corresponding to the capture trajectory line 50 is 60%, indicating that the probability of successfully capturing the pet virtual character 20 after the virtual capture item is released along the capture trajectory 50 is 60%. Optionally, in response to the custom trajectory adjustment operation for the capture trajectory 50, the adjusted capture trajectory 70 and the adjusted capture probability are displayed, as shown in Figure 2(c). The trajectory direction of the adjusted capture trajectory 70 changes compared to the capture trajectory 50. The adjusted capture trajectory 70 points to the head area of the pet virtual character, and the adjusted capture probability is 70%, indicating that the probability of successfully capturing the pet virtual character 20 after the virtual capture item is released along the adjusted capture trajectory 70 is 70%.
[0068] Figure 3 is a flowchart of a virtual world-based capture method provided in an exemplary embodiment of this application. This method can be applied to the first terminal 120 and / or the second terminal 160 and / or the third terminal 180 shown in Figure 1, or to a virtual world-enabled client installed on the first terminal 120 and / or the second terminal 160 and / or the third terminal 180. The method includes at least the following steps 210, 220, and 230.
[0069] Step 210: Display the pet's virtual character.
[0070] As one possible implementation, it is possible to display not only virtual pet characters, but also a master virtual character located in the virtual world, in which the master virtual character possesses virtual capture items.
[0071] In some embodiments, the terminal device runs a client that supports the virtual world, and the client displays a virtual scene screen in which the main virtual character is located in the virtual world. The virtual scene screen also includes at least one pet virtual character in a wild state.
[0072] In this context, the main virtual character is the virtual character that plays the role of the attacker in the game. Optionally, the main virtual character can be a virtual character controlled by a player, or a virtual character controlled by AI, or a virtual character controlled by a computer program (on a terminal and / or a server). This application embodiment uses a virtual character controlled by a player as an example for illustration. Optionally, the player manipulates the main virtual character to play the game or interact with the virtual world.
[0073] In this context, a wild-state pet virtual character refers to an active object in the virtual world. "Wild" refers to a character or creature existing in the virtual world and moving freely according to its own behavioral patterns before being captured and tamed by a player. Optionally, a wild-state pet virtual character can be at least one of an NPC (Non-Player Character), an AI-controlled character, or a pet virtual character awaiting capture. Optionally, a pet virtual character can be displayed in any possible form. For example, the form of a pet virtual character is related to its level, environment (weather, time, terrain), and items used.
[0074] In some embodiments, the pet virtual character can be a pet virtual character to be captured. Optionally, the pet virtual character can be subjected to at least one of the interactive operations such as capturing, raising, and leveling up by the main virtual character, but is not limited thereto, and this application does not limit this. Optionally, the pet virtual character can assist the main virtual character in performing at least one of the interactive operations such as gathering, fighting, and changing land plots, but is not limited thereto, and this application does not limit this.
[0075] Optionally, the virtual pet character to be captured can be located anywhere possible in the virtual world. The location of the virtual pet character can be associated with its type, attributes, etc. For example, a grass-type virtual pet character is often found near grasslands, jungles, etc., in the virtual world. A water-type virtual pet character is often found near lakes, oceans, etc., in the virtual world. The location of the virtual pet character can also be randomly set.
[0076] In one possible implementation, the terminal device displays a virtual environment in a virtual world through a virtual scene display. Optionally, the virtual scene display is a view of the virtual environment from the perspective of the main virtual character. Perspective refers to the angle of observation when observing the virtual environment from a first-person or third-person perspective. Optionally, in the embodiments of this application, the perspective is the angle from which the main virtual character is observed in the virtual environment through a camera model. When using a first-person perspective, the camera model is located near or at the head of the main virtual character; when using a third-person perspective, the camera model can be located behind the main virtual character and bound to it, or it can be located at any position at a preset distance from the main virtual character. The main virtual character in the virtual environment can be observed from different angles through this camera model. Optionally, in addition to first-person and third-person perspectives, perspectives also include other perspectives, such as a top-down perspective; when using a top-down perspective, the camera model can be located above the head of the main virtual character. The top-down perspective is a perspective of observing the virtual environment from an aerial viewpoint. Optionally, the camera model will not be actually displayed in the game screen; that is, the camera model will not be displayed in the virtual environment displayed in the game interface.
[0077] In some embodiments, the main virtual character possesses virtual capture tools, which are used to capture pet virtual characters. Optionally, virtual capture tools are divided into different levels, and different levels of virtual capture tools have different capture abilities for pet virtual characters. There is a positive correlation between the level of the virtual capture tool and its capture ability; that is, the higher the level of the virtual capture tool, the stronger its capture ability for pet virtual characters.
[0078] In some embodiments, the methods of obtaining virtual capture items include, but are not limited to, at least one of the following:
[0079] • Obtain rewards by completing designated tasks based on the main virtual character;
[0080] • Obtain fragments based on the main virtual character;
[0081] • Unlocked based on the main virtual character reaching a preset level;
[0082] • Based on the main virtual character picking up and acquiring items in the virtual world;
[0083] • Obtained through virtual character gifts from teammates;
[0084] • Obtained through purchases in the store based on the main virtual character;
[0085] • Based on the interaction between the main virtual character and the pet virtual character;
[0086] • Obtained by defeating pet virtual characters using the main virtual character;
[0087] • Crafting is based on acquiring raw materials using the main virtual character;
[0088] • Create and acquire virtual characters based on captured pets.
[0089] The above is merely an illustrative description of how to obtain virtual capture items and does not constitute a limitation on how to obtain virtual capture items.
[0090] Step 220: Receive a pre-release operation for the virtual capture item. The pre-release operation is used to control the virtual capture item to be in a release preparation state.
[0091] The pre-release operation refers to a preparatory operation performed before the actual release (use) of the virtual capture item. The pre-release operation does not involve directly using the virtual capture item, but rather prepares for the release action to be performed, ensuring that the virtual capture item can be activated or used at the appropriate time. Optionally, by performing the pre-release operation, the virtual capture item is triggered into a release preparation state.
[0092] The "Release Preparation State" refers to the virtual capture item being ready to be released (used). In other words, the virtual capture item is ready to be officially released (used), but the actual capture process has not yet begun. Upon entering the Release Preparation State, players can see capture-related information (such as capture trajectory and capture probability) and make further decisions. For example, players can observe the capture trajectory of the virtual pet character and the probability of successful capture to decide whether to perform the final release operation to complete the capture.
[0093] In some embodiments, the pre-release operation for virtual capture props can be implemented through virtual controls displayed on a touch screen, through corresponding physical buttons on a motion controller, or through corresponding keys on a keyboard.
[0094] For example, the pre-release operation for virtual capture props is implemented based on virtual controls on a touchscreen. For instance, a preset virtual control is displayed on the touchscreen, and the pre-release operation for the virtual capture prop is performed by touching the preset virtual control. For example, the pre-release operation for virtual capture props is implemented based on corresponding physical buttons on a motion controller. For instance, the pre-release operation for virtual capture props is performed by moving the joystick on the motion controller and clicking the OK button. For example, the pre-release operation for virtual capture props is implemented based on corresponding keys on a keyboard. For instance, the pre-release operation for virtual capture props is performed by pressing pre-associated number keys on the keyboard. This application does not limit the scope of this implementation.
[0095] In some embodiments, a selection operation can be performed on the virtual capture item before the pre-release operation. For example, a container control is displayed on the client side. This container control is used to release virtual capture items owned by the main virtual character. The player activates the selection mode by long-pressing (or continuously touching) the container control. The game interface displays multiple candidate virtual capture items of different levels, from which a preset level of virtual capture item can be selected. For instance, the player can browse different levels of virtual capture items among the multiple available candidate items by swiping, and then select the virtual capture item to perform the pre-release operation by swiping.
[0096] Step 230: In response to the pre-release operation for the virtual capture item, display the capture trajectory and capture probability for the pet virtual character.
[0097] In some embodiments, in response to a pre-release operation for a virtual capture item, the client determines whether there is a virtual pet character to be captured within a preset area. The preset area is defined by the center of the current virtual scene (e.g., the location of the main virtual character). Optionally, the preset area can be at least one of a circular area, a fan-shaped area, or other shaped area, and the specific size of the preset area varies depending on the game settings.
[0098] If a virtual pet character exists within a preset area, the client determines the number of virtual pet characters present within that area. For example, the preset area is a circular area with a radius of R centered on the main virtual character. If R is 10 meters, the preset area is a circular area with a radius of 10 meters defined by the main virtual character. In response to the pre-release operation for virtual capture items, the client determines whether there are virtual pet characters within a 10-meter radius centered on the main virtual character, and the number of such virtual pet characters.
[0099] Optionally, if there is a virtual pet character to be captured within a preset area, the capture trajectory and capture probability for that virtual pet character are displayed in the virtual scene. Optionally, if there are at least two candidate virtual pet characters within the preset area, a virtual pet character is selected from the at least two candidate virtual pet characters, and the capture trajectory and capture probability for the selected virtual pet character are displayed in the virtual scene. The capture trajectory indicates the path taken by the virtual capture tool to capture the virtual pet character. The capture probability indicates the probability that the virtual capture tool will successfully capture the virtual pet character after being released along the capture trajectory.
[0100] In some embodiments, when at least two candidate virtual pet characters exist within a preset area, in response to a pre-release operation for a virtual capture item, the distances between the at least two candidate virtual pet characters and the main virtual character are determined, resulting in distance offset values for the at least two candidate virtual pet characters. Based on these distance offset values, a virtual pet character is determined from the at least two candidate virtual pet characters, and the capture trajectory and capture probability for the virtual pet character are displayed. The distance offset value corresponding to the virtual pet character is the minimum of the at least two distance offset values. The distance offset value indicates the distance between the current position of the candidate virtual pet character and the current position of the main virtual character.
[0101] For example, within a 10-meter radius of the main virtual character, there are three candidate pet virtual characters: candidate pet virtual character A, candidate pet virtual character B, and candidate pet virtual character C. The distance offset between candidate pet virtual character A and the main virtual character is 9 meters, the distance offset between candidate pet virtual character B and the main virtual character is 7 meters, and the distance offset between candidate pet virtual character C and the main virtual character is 5 meters. Comparing the three distance offset values (9 meters > 7 meters > 5 meters), candidate pet virtual character C is determined to be the pet virtual character. The capture trajectory and capture probability for candidate pet virtual character C are displayed in the virtual scene.
[0102] In this embodiment, by calculating the distance offset between the candidate pet virtual character and the main virtual character, the closest pet virtual character can be accurately selected for capture. This intelligent selection method allows players to operate in the optimal way, increasing the probability of successful capture.
[0103] In some embodiments, the capture trajectory is used to indicate the path of the virtual capture item used to capture the virtual pet character. The capture trajectory shows the movement path of the virtual capture item, allowing players to predict the capture route after the virtual capture item is released.
[0104] In some embodiments, the capture probability indicates the likelihood of successfully capturing a virtual pet character after the virtual capture item is released along the capture trajectory. Optionally, the capture probability is displayed as a probability value or a probability range. When the capture probability is displayed as a probability value, it indicates the specific probability of successfully capturing a virtual pet character after the virtual capture item is released along the capture trajectory. For example, a capture probability displayed as 60% indicates that the specific probability of successfully capturing a virtual pet character after the virtual capture item is released along the capture trajectory is 60%. When the capture probability is displayed as a probability range, it indicates the range of probabilities of successfully capturing a virtual pet character after the virtual capture item is released along the capture trajectory. For example, a capture probability displayed as "[60%, 80%]" indicates that the minimum probability of successfully capturing a virtual pet character after the virtual capture item is released along the capture trajectory is 60%, and the maximum probability is 80%.
[0105] In some embodiments, the capture probability is related to at least one of the following factors:
[0106] • Capture the trajectory direction of the track;
[0107] • Capture the landing point of the trajectory;
[0108] • The level of the pet's virtual character;
[0109] • Types of virtual pet characters;
[0110] • The status of the virtual pet character;
[0111] • The level of the virtual capture item;
[0112] • Types of virtual capture items.
[0113] In some embodiments, the capture probability is related to the trajectory of the capture path. The trajectory refers to the movement path of the virtual capture item, that is, the route the virtual capture item takes from the release point (starting point) to the target point (landing point). Optionally, different trajectories of the capture path correspond to different capture probabilities. For example, if the trajectory of the capture path matches the movement direction of the virtual pet character, the capture probability is higher; if the trajectory of the capture path deviates from the virtual pet character, the capture probability will decrease.
[0114] In some embodiments, the capture probability is related to the landing point of the capture trajectory. The landing point of the capture trajectory refers to the specific location where the virtual capture item is expected to land on the pet character. The landing point of the capture trajectory can also be used to indicate the landing point of the virtual capture item, that is, to indicate the attack area targeting the pet character. Optionally, the landing point of the capture trajectory is related to the pet character's current movement state, current position, and the flight speed of the virtual capture item. For example, the capture probability is higher if the landing point of the capture trajectory is in the area behind the pet character.
[0115] In some embodiments, the capture probability is related to the level of the pet virtual character. The level of the pet virtual character indicates the difficulty of capturing it. Optionally, the capture probability is negatively correlated with the level of the pet virtual character; the higher the level, the more difficult it is to capture, and the lower the capture probability.
[0116] In some embodiments, the capture probability is related to the type of pet virtual character. The type of pet virtual character indicates the kind or category of the pet virtual character. For example, pet virtual characters are divided into common pets, rare pets, and legendary pets. Different types of pet virtual characters have different capture probabilities. For example, the capture probability is higher for common pets and lower for legendary pets.
[0117] In some embodiments, the capture probability is related to the pet virtual character's state. The pet virtual character's state indicates its current emotional state, physical state, or physiological state. Different states of the pet virtual character correspond to different capture probabilities. For example, if the pet virtual character is in an injured state, the capture probability is higher. Similarly, if the pet virtual character is in a volatile emotional state, the capture probability is lower. And if the pet virtual character is in a high-energy physical state, the capture probability is also lower.
[0118] In some embodiments, the capture probability is related to the level of the virtual capture item. The level of the virtual capture item indicates its capture capability. Optionally, the level of the virtual capture item is positively correlated with the capture probability; the higher the level of the virtual capture item, the higher the capture probability for the pet virtual character.
[0119] In some embodiments, the capture probability is related to the type of virtual capture item. The type of virtual capture item indicates how the virtual capture item captures the pet character. Different types of virtual capture items have different capture probabilities for different pet characters. For example, when the virtual capture item is a capture ball, the capture probability for ground-based pet characters is higher. As another example, when the virtual capture item is a capture net, the capture probability for flying pet characters is higher.
[0120] By linking capture probability to multiple factors (such as capture trajectory, pet characteristics, and virtual items), this design greatly enriches the strategic aspects of capturing virtual pet characters. This multi-dimensional design enhances the game's playability, increasing its challenge and fun. Furthermore, users will think more carefully when performing release operations, thus reducing the frequency of release operations and lowering server load.
[0121] It should be noted that the above are merely illustrative examples of factors related to the capture probability, and this application does not limit the specific factors related to the capture probability.
[0122] In some embodiments, in response to the capture probability of the pet virtual character being lower than a probability threshold, a capture prompt message is displayed around the pet virtual character.
[0123] The capture prompt message is used to instruct the user to reduce the status values of the virtual pet character in order to increase the capture probability of the virtual pet character. Optionally, the capture prompt message can be displayed as a text prompt or an icon prompt. Optionally, the status values of the virtual pet character include, but are not limited to, at least one of the following: health, stamina, defense, and attack.
[0124] For example, with a probability threshold of 50%, when the capture probability for a pet virtual character is 45%, a capture prompt message is displayed above the pet virtual character. The capture prompt message is displayed as "Reducing the pet's HP can increase the capture probability", or "Using XX item can increase the capture probability", or the capture prompt message is displayed as an icon of XX item, which is used to prompt the player to use the item to reduce the status value of the pet virtual character.
[0125] In summary, in this embodiment, players can capture virtual pet characters in a wild state using virtual capture tools. By displaying a capture trajectory for the virtual pet character in the virtual scene, the player can predict the capture path after the tool is released, as the trajectory points to the target area of the virtual pet character, such as its back. The player can then control the virtual capture tool to capture the pet character along the trajectory. Furthermore, the capture probability is displayed along with the trajectory, allowing the player to determine whether to capture the pet character based on the current trajectory, thus providing visual and quantifiable support. This method of displaying the capture trajectory significantly increases the capture probability of the virtual pet character, thereby improving human-computer interaction efficiency.
[0126] The following section explains the trajectory direction of the captured path.
[0127] In some embodiments, in response to a pre-release operation of a virtual capture item, the capture trajectory and capture probability for the virtual pet character are displayed in the virtual scene. The capture trajectory originates from the pre-throwing direction of the main virtual character and ends at the attack area of the virtual pet character.
[0128] Figure 4 is a flowchart of capturing a virtual pet character according to an exemplary embodiment of this application. Step 230 above can be replaced by step 231.
[0129] Step 231: In response to the pre-release operation for the virtual capture item, display the trajectory of the capture path and the capture probability for the pet virtual character.
[0130] In some embodiments, in response to a pre-release operation for a virtual capture tool, the trajectory of the capture path is displayed. The pre-release operation for the virtual capture tool can be implemented via virtual controls displayed on a touchscreen, via corresponding physical buttons on a motion controller, or via corresponding keys on a keyboard. This application does not limit the scope of the implementation.
[0131] The capture trajectory starts from the pre-throw direction of the main virtual character and lands in the attack area of the pet virtual character. The pre-throw direction refers to the direction the player controls the main virtual character in preparation to throw the virtual capture item. The pet virtual character's attack area refers to the hit range of the pet virtual character. If the virtual capture item lands within this area (the pet virtual character's attack area), it will have an effect on the pet virtual character.
[0132] In some embodiments, the attack area targeting the pet virtual character can be a static area or a dynamic area, depending on the pet virtual character's movement state. For example, the pet virtual character may be stationary at a certain moment, and the attack area is relatively fixed; in this case, the attack area targeting the pet virtual character is a static area. For example, when the pet virtual character is moving, the range and position of the attack area will change accordingly; in this case, the attack area targeting the pet virtual character is a dynamic area.
[0133] In one possible implementation, in response to a pre-release operation for the virtual capture item, the trajectory of the capture path is displayed to point towards the pet's bonus attack area; that is, the trajectory of the capture path lands in the pet's bonus attack area. The bonus attack area refers to the region where the virtual capture item can gain additional attack power or attack effect bonuses. Optionally, the bonus attack area is associated with a specific part of the pet's body. The bonus attack area is generally a weak point in the pet's defense. For example, the bonus attack area could be the pet's back or head.
[0134] In some embodiments, the trajectory refers to the movement path (or capture path) of the virtual capture item, that is, the route the virtual capture item takes from the release point (starting point) to the target point (landing point). The trajectory starts from the pre-throwing direction of the main virtual character and lands in the attack area of the pet virtual character. The capture trajectory displays the movement path of the virtual capture item, allowing players to predict the capture route after the virtual capture item is released.
[0135] Optionally, the display format of the capture trajectory includes any of the following:
[0136] (1) Straight-line trajectory: The capture trajectory can be represented as a straight-line trajectory, pointing from the facing direction of the main virtual character or the pre-throwing direction to the attack area of the pet virtual character, indicating the trajectory of the virtual capture item on a straight path. Optionally, the straight-line trajectory is suitable for capture when the distance between the main virtual character and the pet virtual character is short.
[0137] (2) Parabolic trajectory: The capture trajectory can be represented as a parabolic trajectory. Under certain throwing distance and gravity influence, it is recommended that the throwing trajectory line may present a parabolic trajectory to accurately simulate the flight trajectory of the virtual capture prop. Optionally, the parabolic trajectory is suitable for throwing when the distance between the main virtual character and the pet virtual character is relatively long.
[0138] (3) Bounce-Zigzag Trajectory: The capture trajectory can be represented as a bounce-zigzag trajectory. A bounce-zigzag trajectory is the phenomenon where the trajectory of a virtual capture item bounces or turns back when it comes into contact with the ground or other obstacles. The bounce-zigzag trajectory allows players to visually observe the interaction between the virtual capture item and the ground or obstacles. Optionally, the bounce-zigzag trajectory is suitable for throwing when there are obstacles between the main virtual character and the pet virtual character.
[0139] (4) Color-coded trajectory: The capture trajectory can be represented as a color-coded trajectory, with different colors indicating the probability of the virtual capture item hitting the target along the trajectory. For example, green indicates the best trajectory, and red indicates a higher-risk trajectory. Optionally, the probability of hitting the target can be represented as a percentage. Green indicates a 100% probability of hitting the target, meaning that the virtual capture item has a 100% chance of hitting the virtual pet character along the green trajectory; yellow indicates a 75% probability of hitting the target, meaning that the virtual capture item has a 75% chance of hitting the virtual pet character along the yellow trajectory; and red indicates a 50% probability of hitting the target, meaning that the virtual capture item has a 50% chance of hitting the virtual pet character along the red trajectory.
[0140] It should be noted that the above is only an exemplary description of the capture trajectory, and this application does not limit the form of the capture trajectory.
[0141] In some embodiments, the capture probability for the pet virtual character is displayed at a periphery of the capture trajectory or a periphery of the pet virtual character. The periphery can be any position around the capture trajectory or the pet virtual character. For example, the periphery can be the upper right, lower right, upper left, or lower left of the capture trajectory. This application does not limit the specific location of the periphery.
[0142] In some embodiments, the capture probability is related to the landing point of the capture trajectory. The landing point of the capture trajectory also indicates the landing point of the virtual capture item. Optionally, the landing point of the capture trajectory falls within the attack area of the pet virtual character. The above-mentioned capture probability being related to the landing point of the capture trajectory can also be understood as the capture probability being related to the attack area of the pet virtual character. For example, if the landing point of the capture trajectory is the back area of the pet virtual character, the capture probability for the pet virtual character is 60%. As another example, if the landing point of the capture trajectory is the head area of the pet virtual character, the capture probability for the pet virtual character is 80%.
[0143] For example, as shown in Figure 5, the virtual scene screen 300 displays a main virtual character 301 and a pet virtual character 302 located in the virtual world. In response to a pre-release operation for a virtual capture item, such as a trigger operation for a container control 303, a capture trajectory 304 is displayed in the virtual scene screen 300. The capture trajectory 304 starts from the pre-throwing direction of the main virtual character 301 and lands in the attack area of the pet virtual character 302. For example, the capture trajectory 304 starts from the right hand of the main virtual character 301 and lands in the area behind the pet virtual character 302. A capture probability 305 is displayed around the pet virtual character 302. For example, the capture probability 305 is displayed as 60%, indicating that the probability of successfully capturing the pet virtual character 302 after the virtual capture item is released along the capture trajectory 304 is 60%.
[0144] In this embodiment, when the player performs a pre-release operation, the trajectory and probability of the capture path are displayed in the virtual scene. The capture probability is closely related to the landing point of the capture path. The trajectory of the capture path starts from the pre-throwing direction of the main virtual character and extends towards the attack area of the pet virtual character. By displaying the trajectory and probability of the capture path, a real-time feedback mechanism is provided to the player, helping them make more accurate judgments when capturing, thereby increasing the probability of capturing the pet virtual character.
[0145] In some embodiments, the landing point of the capture trajectory is related to the relative position of the pet virtual character. This can also be understood as the relative position of the capture trajectory's landing point and the pet virtual character affecting the capture probability of the pet virtual character. Relative position refers to the positional relationship between the pet virtual character and the landing point of the capture trajectory.
[0146] Optionally, the relative position of the capture trajectory's landing point to the pet's virtual character includes at least one of the following:
[0147] • The capture trajectory lands in front of the pet's virtual character;
[0148] • The capture trajectory lands at the side of the pet's virtual character;
[0149] • The capture trajectory lands behind the pet's virtual character.
[0150] In some embodiments, the capture trajectory lands in front of the virtual pet character, that is, in front of the virtual pet character. For example, if the virtual pet character is facing the player (such as the main virtual character), the capture trajectory will land in front of the virtual pet character, that is, between the virtual pet character and the player. The trajectory of the capture trajectory points in the direction the virtual pet character is facing. The area in front of the virtual pet character is usually a position where the virtual pet character has strong defense, and the capture probability is low in this case.
[0151] In some embodiments, the capture trajectory lands at the side of the pet virtual character, that is, the capture trajectory lands at the side of the pet virtual character, including the left or right side of the pet virtual character. In this case, the trajectory of the capture trajectory points to the side of the pet virtual character. The side of the pet virtual character is usually a position where the pet virtual character's defense is weak, and the capture probability is higher at this time.
[0152] In some embodiments, the capture trajectory lands behind the pet virtual character, that is, the capture trajectory lands behind the pet virtual character. In this case, the trajectory of the capture trajectory points behind the pet virtual character. The position behind the pet virtual character is usually the weakest position in the pet virtual character's defense, and the capture probability is higher at this time.
[0153] In this embodiment, the landing point of the capture trajectory is related to the relative position of the virtual pet character. By designing different relative positions, players can choose the most suitable throwing time based on the relative position, thereby increasing the capture probability. This setting increases the strategic depth of the game, requiring players to make decisions not just by simply "throwing" virtual capture items, but also during dynamic battles or captures. Furthermore, users will incorporate more thought into their decisions, thus reducing the frequency of release operations and consequently reducing server load.
[0154] The following explains the relevant content regarding the adjustment operation of the capture trajectory.
[0155] In some embodiments, in response to an adjustment operation on the capture trajectory, the adjusted capture trajectory and the adjusted capture probability are displayed. The adjusted capture probability indicates the probability that a virtual capture item will successfully capture a virtual pet character after being released along the adjusted capture trajectory.
[0156] Among them, the adjustment operation refers to the operation of adjusting the capture trajectory, and the capture trajectory obtained based on the adjustment operation is the adjusted capture trajectory.
[0157] Therefore, by adjusting the capture trajectory, not only is the flexibility of releasing virtual capture items improved and the probability of capturing virtual pet characters increased, but the strategic depth of capturing virtual pet characters is also enriched, increasing the game's challenge and fun. Furthermore, users will also think more carefully when performing the release operation, thereby reducing the frequency of release operations and lowering server load.
[0158] As one possible implementation, the adjustment operations for the capture trajectory include fixed trajectory adjustment operations and custom trajectory adjustment operations. Fixed trajectory adjustment operations refer to selecting and switching between at least two pre-defined capture trajectory directions. Custom trajectory adjustment operations refer to customizing the trajectory direction of the capture trajectory.
[0159] The two adjustment operations are described below.
[0160] (1) Adjustment operation for fixed trajectory.
[0161] In some embodiments, in response to a switching operation on the capture trajectory, the capture trajectory is switched to be displayed as a capture trajectory in fixed trajectory mode, and the capture probability corresponding to the capture trajectory in fixed trajectory mode is displayed. The fixed trajectory mode is implemented by pre-setting the capture path of the capture trajectory.
[0162] Optionally, the fixed trajectory mode is a pattern that follows the trajectory of at least two pre-set capture trajectories. Each capture trajectory in the fixed trajectory mode has a fixed trajectory, providing players with a stable and predictable capture path.
[0163] In some embodiments, the trajectory of the capture trajectory in the fixed trajectory mode includes at least one of the following: a straight trajectory, a curved trajectory, a spiral trajectory, or other trajectory directions. Optionally, in response to a switching operation on the capture trajectory, the capture trajectory is switched to display as any one of the capture trajectories in the fixed trajectory mode, and the trajectory direction of the switched capture trajectory is displayed.
[0164] In some embodiments, in response to a switching operation on the capture trajectory, the capture probability corresponding to the capture trajectory in the fixed trajectory mode is displayed. Optionally, the capture probability changes with the switching operation on the capture trajectory; that is, different capture trajectories in the fixed trajectory mode have different capture probabilities.
[0165] For example, the fixed trajectory mode includes three capture trajectories: capture trajectory A, capture trajectory B, and capture trajectory C, each with a different trajectory direction. For instance, capture trajectory A corresponds to a straight line, capture trajectory B corresponds to a curved line, and capture trajectory C corresponds to a spiral line. Optionally, the capture probability differs for each capture trajectory; that is, different trajectory directions correspond to different capture probabilities. For example, the capture probability is 50% for the straight line trajectory (capture trajectory A), 60% for the curved line trajectory (capture trajectory B), and 70% for the spiral line trajectory (capture trajectory C).
[0166] In this embodiment, the fixed trajectory adjustment operation is suitable for scenarios requiring simple and quick adjustment of the capture trajectory. Players can choose different trajectory modes to adapt to the current capture needs. The fixed trajectory adjustment operation is suitable for novice players or tasks with high speed requirements. Furthermore, different trajectory types under the fixed trajectory mode correspond to different capture probabilities; selecting the appropriate trajectory type can improve capture efficiency and success rate.
[0167] (2) Adjustment operation for custom trajectory.
[0168] Optionally, custom trajectory adjustment operations may be performed, including but not limited to at least one of the following: adjustment of the direction of the capture trajectory, adjustment of the position of the capture trajectory, adjustment of the length of the capture trajectory, and adjustment of the height of the capture trajectory.
[0169] In some embodiments, in response to a direction adjustment operation on the capture trajectory, the capture trajectory after the direction adjustment is displayed, and the capture probability corresponding to the capture trajectory after the direction adjustment is displayed.
[0170] The direction adjustment operation is used to change the direction of the capture trajectory to adapt to changes in the movement direction of the virtual pet character. Optionally, the direction of the capture trajectory can be changed by rotation or by inputting an angle. The capture trajectory after direction adjustment can have different orientations, and the capture probability will be updated in real time based on the adjusted capture trajectory.
[0171] For example, the original capture trajectory is a straight line trajectory A in the horizontal direction, and the capture probability of the capture trajectory under the straight line trajectory A is 45%. By rotating the straight line trajectory A, the straight line trajectory A is adjusted to an inclined straight line trajectory B with an angle of 30° to the horizontal direction, and the capture probability of the capture trajectory under the inclined straight line trajectory B is 50%.
[0172] In some embodiments, in response to a position adjustment operation on the capture trajectory, the capture trajectory after the position adjustment is displayed, and the capture probability corresponding to the capture trajectory after the position adjustment is displayed.
[0173] The position adjustment operation is used to change the location of the capture trajectory in space to adapt to changes in the location of the pet virtual character. Optionally, the position of the capture trajectory can be changed through a movement operation, that is, by a translation operation. The adjusted capture trajectory will be displayed in the new spatial location, and the capture probability will be adjusted according to the degree of matching between the capture trajectory and the pet virtual character. The capture probability will be updated in real time based on the adjusted capture trajectory.
[0174] For example, the capture trajectory points from the pre-throwing direction of the main virtual character to the attack area of the pet virtual character. The starting point (release point) of the capture trajectory has coordinates (X1, Y1, Z1) in space, and the landing point (target point) has coordinates (X2, Y2, Z2) in space. Optionally, the position of the capture trajectory in space can be changed by a movement operation. After the position is adjusted, the starting point (release point) of the capture trajectory has coordinates (X3, Y3, Z3) in space, and the landing point (target point) has coordinates (X4, Y4, Z4) in space.
[0175] In some embodiments, in response to an operation that adjusts the length of the capture trajectory, the capture trajectory after the length adjustment is displayed, as well as the capture probability corresponding to the capture trajectory after the length adjustment is displayed.
[0176] The length adjustment operation is used to change the total length of the capture trajectory to accommodate changes in the distance between the main virtual character and the pet virtual character. Optionally, the length of the capture trajectory can be adjusted by stretching or shortening the start and end points, or by inputting a length parameter. The area covered by the adjusted capture trajectory will change, and the capture probability will be updated in real time based on the adjusted capture trajectory.
[0177] For example, the original capture trajectory length is 5 meters, and the capture probability of the capture trajectory with a trajectory length of 5 meters is 55%. By stretching the trajectory length of the capture trajectory, the trajectory length of the capture trajectory is adjusted from the original 5 meters to 6 meters, and the capture probability of the capture trajectory with a trajectory length of 6 meters is 60%.
[0178] In some embodiments, in response to a height adjustment operation on the capture trajectory, the capture trajectory after height adjustment is displayed, as well as the capture probability corresponding to the capture trajectory after height adjustment is displayed.
[0179] The height adjustment function is used to change the height of the capture trajectory to accommodate changes in the vertical displacement of the virtual pet character. Optionally, the height of the capture trajectory can be changed by dragging the control points or by entering a height value. The capture trajectory after height adjustment may traverse different vertical levels, and the capture probability will be updated in real time based on the adjusted capture trajectory.
[0180] For example, the original trajectory height of the capture trajectory is 1 meter, and the capture probability of the capture trajectory with a trajectory height of 1 meter is 50%. By dragging the control point of the capture trajectory, the trajectory height of the capture trajectory is adjusted from the original 1 meter to 1.5 meters, and the capture probability of the capture trajectory with a trajectory length of 1.5 meters is 60%.
[0181] In this embodiment, the custom trajectory adjustment operation provides greater flexibility, allowing players to freely design and adjust the capture trajectory according to specific needs. Players can simultaneously adjust multiple combinations of direction, position, length, and height of the capture trajectory. After each adjustment, the client will update and display the adjusted capture trajectory in real time, while dynamically displaying the corresponding capture probability based on the match between the trajectory adjustment and the pet's virtual character. This flexible trajectory adjustment and probability feedback mechanism provides players with greater control and precision. Moreover, users will also incorporate more thought when performing release operations, thereby reducing the frequency of release operations and thus reducing server load.
[0182] The following section explains the two methods for custom trajectory adjustment.
[0183] Optionally, custom trajectory adjustment is implemented based on manual adjustment and / or wheel adjustment. Manual adjustment is used to indicate that the capture trajectory changes direction following the finger movement. Wheel adjustment is used to indicate that the capture trajectory changes direction following the wheel's sliding direction.
[0184] Method 1: Manual Adjustment
[0185] In some embodiments, custom trajectory adjustment is implemented based on manual adjustment. Optionally, in response to manual adjustment of the capture trajectory, at least one of manually adjusting the direction of the capture trajectory, manually adjusting the position of the capture trajectory, manually adjusting the length of the capture trajectory, and manually adjusting the height of the capture trajectory is included.
[0186] In some embodiments, players manually adjust the capture trajectory in the virtual scene via a touchscreen. The finger movement direction refers to the direction the player moves on the touchscreen using a device or finger (hereinafter, we will use the finger as an example). The finger movement direction can be determined by collecting the contact position between the finger and the touchscreen. The finger's movement direction and speed affect the adjustment of the capture trajectory, and the trajectory changes in real time according to the finger's movement direction. Manual adjustment allows players to precisely control the trajectory of the capture trajectory. Optionally, in response to manual adjustment of the capture trajectory, the system displays whether the capture trajectory changes direction (including at least one of direction, position, length, and height) following the finger movement direction, and displays the capture probability corresponding to the manually adjusted capture trajectory.
[0187] For example, referring to Figure 6, in the virtual scene screen 400, a main virtual character 401 and a pet virtual character 402 located in the virtual world are displayed. In response to the pre-release operation for the virtual capture item, as shown in Figure 6(a), a capture trajectory 403 is displayed in the virtual scene screen 400. The capture trajectory 403 starts from the right hand of the main virtual character 401 and ends at the area behind the pet virtual character 402. A capture probability 404 is displayed around the pet virtual character 402. For example, the capture probability 404 is displayed as 60%, which means that the probability of successfully capturing the pet virtual character 402 after the virtual capture item is released along the capture trajectory 403 is 60%. In response to the custom trajectory adjustment operation (manual adjustment) for capture trajectory 403, the trajectory of capture trajectory 403 changes with the direction of finger movement, as shown in Figure 6(b). The adjusted (manually adjusted) capture trajectory 405 and the adjusted capture probability 406 are displayed. The trajectory of the adjusted capture trajectory 405 changes, and the adjusted capture trajectory 405 points to the head area of the pet virtual character. The adjusted capture probability 406 is 70%, which means that the probability of successfully capturing the pet virtual character 402 after the virtual capture item is released along the adjusted capture trajectory 405 is 70%.
[0188] Method 2: Rotary Adjustment Method
[0189] In some embodiments, custom trajectory adjustment is implemented based on a wheel adjustment method. Players adjust the capture trajectory in the virtual scene using a wheel, and the trajectory changes in real time according to the direction of the wheel's movement. Optionally, in response to the wheel adjustment of the capture trajectory, the system displays the change in trajectory direction following the wheel's movement, and also displays the capture probability corresponding to the adjusted capture trajectory.
[0190] In some embodiments, taking the pre-release operation for virtual capture items as an example, which is implemented through virtual controls displayed on a touchscreen, the wheel is triggered by a long press operation on the virtual control (e.g., an auxiliary control), and can be adjusted by fingers (fingers will be used as an example in the following description); taking the pre-release operation for virtual capture items as an example, which is implemented through corresponding physical buttons on a motion controller, the wheel is triggered by pressing the physical buttons on the motion controller, and can be adjusted by a physical joystick; taking the pre-release operation for virtual capture items as an example, which is implemented through corresponding keys on a keyboard, the wheel is triggered by pressing pre-associated number keys, and can be adjusted by a mouse connected to the keyboard. This application does not limit the triggering and adjustment methods of the wheel.
[0191] In one possible implementation, the adjustment of the wheel for the capture trajectory includes adjusting at least one of the direction, position, length, and height of the capture trajectory. Optionally, in response to a first sliding operation of the wheel, a wheel adjustment for the direction of the capture trajectory is triggered; in response to a second sliding operation of the wheel, a wheel adjustment for the position of the capture trajectory is triggered; in response to a third sliding operation of the wheel, a wheel adjustment for the length of the capture trajectory is triggered; and in response to a fourth sliding operation of the wheel, a wheel adjustment for the height of the capture trajectory is triggered. The first, second, third, and fourth sliding operations are sliding operations in different directions.
[0192] For example, in response to a leftward swipe on the wheel, an adjustment is triggered to the direction of the capture trajectory; in response to a rightward swipe on the wheel, an adjustment is triggered to the position of the capture trajectory; in response to an upward swipe on the wheel, an adjustment is triggered to the length of the capture trajectory; and in response to a downward swipe on the wheel, an adjustment is triggered to the height of the capture trajectory. This application does not limit the scope of the adjustment.
[0193] In one possible implementation, after triggering a wheel adjustment for the capture trajectory, specific adjustments are entered into the corresponding mode. For example, after triggering a wheel adjustment for the direction of the capture trajectory, specific adjustments are entered into the direction adjustment mode. As another example, after triggering a wheel adjustment for the position of the capture trajectory, specific adjustments are entered into the position adjustment mode.
[0194] The following explanation uses the direction adjustment mode as an example. Optionally, in direction adjustment mode, the landing point of the capture trajectory is related to the sliding direction of the wheel. Optionally, in response to a sliding operation on the wheel, the direction of the capture trajectory is changed, and the landing point of the capture trajectory in the virtual scene is displayed. For example, in response to a leftward sliding operation on the wheel, the landing point of the capture trajectory is displayed to the left of the pet virtual character; in response to a rightward sliding operation on the wheel, the landing point of the capture trajectory is displayed to the right of the pet virtual character; in response to an upward sliding operation on the wheel, the landing point of the capture trajectory is displayed in front of the pet virtual character; and in response to a downward sliding operation on the wheel, the landing point of the capture trajectory is displayed behind the pet virtual character.
[0195] For example, referring to Figure 7, in the virtual scene screen 500, a main virtual character 501 and a pet virtual character 502 located in the virtual world are displayed. In response to a pre-release operation for a virtual capture item, as shown in Figure 7(a), a capture trajectory 503 is displayed in the virtual scene screen 500. The capture trajectory 503 starts from the right hand of the main virtual character 501 and lands in front of the pet virtual character 502, with a capture probability 504 of 50%. In response to a downward swipe operation on the wheel 505 (e.g., the wheel 505 is triggered by a long press operation on the auxiliary control), as shown in Figure 7(b), an adjusted capture trajectory 506 is displayed. The landing point of the adjusted capture trajectory 506 is behind the pet virtual character, and the adjusted capture probability 507 is displayed as 60%.
[0196] In some embodiments, the capture trajectory is adjusted using a combination of manual adjustment and rotary adjustment. For example, the approximate direction of the capture trajectory is first determined quickly using rotary adjustment, and then the position, length, and height of the capture trajectory are finely adjusted using manual adjustment. This application does not limit this approach.
[0197] In this embodiment, custom trajectory adjustment can be achieved through two main methods: manual adjustment and wheel adjustment. Manual adjustment allows for rapid response to user adjustment needs and is suitable for scenarios requiring high precision and operational flexibility. Wheel adjustment is suitable for large-scale directional adjustments and can complete a rough trajectory orientation in a short time, increasing the speed and probability of catching virtual pet characters.
[0198] In one possible implementation, in response to the movement of the virtual pet character, a trajectory updated to follow the movement of the virtual pet character is displayed. The trajectory refers to the movement path (or capture path) of the virtual capture item, that is, the route the virtual capture item takes from its release point (starting point) to its target point (landing point). The trajectory starts from the pre-throwing direction of the main virtual character and lands in the attack area targeted at the virtual pet character. The movement-updated trajectory refers to the trajectory that is updated to follow the movement of the virtual pet character. Optionally, in response to the movement of the virtual pet character in the virtual world, the capture trajectory displayed on the virtual scene screen can automatically update its trajectory to follow the movement of the virtual pet character.
[0199] For example, referring to Figure 8, in the virtual scene screen 600, a main virtual character 601 and a pet virtual character 602 located in the virtual world are displayed. A capture trajectory 603 for the pet virtual character 602 is displayed, and the landing point of the capture trajectory 603 is located behind the pet virtual character 602, as shown in Figure 8(a). The landing point of the capture trajectory 603 is the area behind the pet virtual character 602. In response to the movement operation of the pet virtual character 602, the displayed capture trajectory 603 will be updated to follow the movement of the pet virtual character 602, resulting in a movement update trajectory. For example, if the pet virtual character 602 moves to the left in the virtual world, the displayed capture trajectory 603 will follow the pet virtual character to the left. The trajectory of the capture trajectory 603 changes with the movement of the pet virtual character 602. During the process of the capture trajectory 603 following the pet virtual character to the left, the position and length of the capture trajectory 603 may change, but the landing point of the capture trajectory 603 is always located behind the pet virtual character. As shown in Figure 8(b), the automatically adjusted capture trajectory 604 is displayed. The automatically adjusted capture trajectory 604 is the capture trajectory after the capture trajectory 603 moves to the left following the pet virtual character 602. Compared with the capture trajectory 603, the length and position of the automatically adjusted capture trajectory 604 have changed.
[0200] In this embodiment, when the virtual pet character moves, the capture trajectory changes dynamically with the movement of the virtual pet character. The real-time updated capture trajectory allows players to see the pet's movement path more clearly, providing a clear reference for subsequent captures, thereby increasing the probability of capturing the virtual pet character.
[0201] In some embodiments, in response to a pre-release operation of a virtual capture tool, the capture trajectory and capture probability for the pet virtual character are displayed. In response to a release operation of the virtual capture tool, the virtual capture tool is displayed to automatically capture the pet virtual character along the capture trajectory.
[0202] For example, referring to Figure 9, in the virtual scene screen 700, a main virtual character 701 and a pet virtual character 702 located in the virtual world are displayed. In response to a pre-release operation for a virtual capture tool, for example, a trigger operation for a container control 703, a capture trajectory 704 for the pet virtual character 702 is displayed, with the landing point of the capture trajectory 704 located behind the pet virtual character 702. In response to a release operation for a virtual capture tool, for example, a secondary trigger operation for a container control 703, the virtual capture tool automatically captures the pet virtual character 702 along the capture trajectory 704.
[0203] In this embodiment, when the virtual capture item is released, it can automatically capture along the capture trajectory, increasing the probability of successful capture while reducing the complexity of player operation.
[0204] The following section explains the content related to the display of capture trajectory and capture probability based on virtual control triggering.
[0205] In some embodiments, in response to a pre-release operation for a virtual capture item, the capture trajectory and capture probability for the virtual pet character are displayed. The pre-release operation for the virtual capture item can be implemented via virtual controls displayed on a touchscreen, i.e., the capture trajectory and capture probability are displayed based on virtual controls. Alternatively, the pre-release operation for the virtual capture item can be implemented via a corresponding physical button on a motion controller, i.e., the capture trajectory and capture probability are displayed based on a physical button. Alternatively, the pre-release operation for the virtual capture item can be implemented via a corresponding key on a keyboard, i.e., the capture trajectory and capture probability are displayed based on a key press.
[0206] This application embodiment illustrates the use of virtual controls to trigger the display of capture trajectories and capture probabilities.
[0207] In some embodiments, a container control and an auxiliary control are displayed on the client. The container control is used to release virtual capture items, such as releasing virtual capture items owned by the main virtual character. The auxiliary control assists the container control in releasing virtual capture items, such as releasing virtual capture items owned by the main virtual character. The container control and auxiliary control refer to UI elements in the game interface used to trigger the pre-release operation of virtual capture items. Optionally, the container control and auxiliary control are typically presented as icons, buttons, text, or other forms, which are not limited in this application.
[0208] In this embodiment, the container control and the auxiliary control work together when releasing the virtual capture prop. Combining the two controls not only allows for multi-faceted adjustments to the release process of the virtual capture prop, increasing the strategic nature of its use, but also reduces operational complexity, increases the release speed of the virtual capture prop, and enhances the user experience.
[0209] Optionally, the pre-release operation of the virtual capture item is triggered based on the container control, or the pre-release operation of the virtual capture item is triggered jointly by the container control and the auxiliary control.
[0210] Taking the pre-release operation of a virtual capture item triggered jointly by a container control and an auxiliary control as an example, in response to a drag operation on the virtual capture item within the container control, the virtual capture item is displayed as it moves towards the auxiliary control following the drag operation. If the drag operation meets preset conditions, the capture trajectory and capture probability for the virtual pet character are displayed. These preset conditions include: the overlap between the virtual capture item and the auxiliary control reaches a preset overlap threshold, and / or, the drag duration of the virtual capture item reaches a preset duration threshold. The overlap degree is used to indicate the area coverage overlap.
[0211] For example, with a preset overlap threshold of 50%, when a drag operation is performed on a virtual capture prop in the container control, the virtual capture prop is displayed as it moves with the drag operation and approaches the position of the auxiliary control. When the area overlap between the virtual capture prop and the auxiliary control reaches 50%, the capture trajectory and capture probability of the pet virtual character are displayed in the virtual scene.
[0212] For example, with a preset duration threshold of 3 seconds, when dragging a virtual capture item in the container control, the virtual capture item is displayed as it moves with the dragging operation and approaches the position of the auxiliary control. When the dragging duration of the virtual capture item reaches 3 seconds, the capture trajectory and capture probability of the virtual pet character are displayed in the virtual scene.
[0213] In some embodiments, after triggering the display of the capture trajectory and capture probability for the pet virtual character, a close control is displayed around the auxiliary control. The close control is used to close the auxiliary control. Optionally, in response to a triggering operation on the close control, the display of the capture trajectory and capture probability is canceled.
[0214] For example, after triggering the display of the capture trajectory and capture probability for the virtual pet character, the player can determine whether to proceed with the capture operation based on the capture probability. If the capture probability for the virtual pet character is low, the player may give up on capturing it. In this case, the player can cancel the display of the capture trajectory and capture probability by triggering the close control.
[0215] The design of the close control allows you to hide unnecessary interface elements (such as capture trajectories and capture probabilities) as needed. Players can decide whether to display capture trajectory and probability information based on their actual needs, providing a personalized interface and improving the user experience.
[0216] In some embodiments, in response to a virtual capture tool capturing a virtual pet character along a capture trajectory, the capture result for the virtual pet character is displayed in the virtual scene. The capture result includes successful captures and failed captures, and is based on capture probability.
[0217] For example, referring to Figure 10, the virtual scene screen 800 displays the main virtual character 801 and the pet virtual character 802 located in the virtual world. Taking the pre-release operation for the virtual capture item as an example where the container control 803 and the auxiliary control 804 are jointly triggered, as shown in Figure 10(a), in response to the drag operation for the virtual capture item in the container control 803, the virtual capture item is shown to move along with the drag operation and approach the position of the auxiliary control 804. If the drag operation meets preset conditions, such as the drag duration meeting a preset duration threshold, the capture trajectory 805 and capture probability for the pet virtual character 802 are displayed. In response to the release operation of the virtual capture item, taking the release operation of the virtual capture item as triggering the auxiliary control 804 as an example, in response to the trigger operation of the auxiliary control 804, the virtual capture item is displayed to automatically capture the pet virtual character 802 along the capture trajectory 805, as shown in Figure 10(b). The capture result of the pet virtual character 802 is displayed in the virtual scene screen, and the capture result is a successful capture. For example, the capture result is displayed as "Capture successful".
[0218] In this embodiment, when a player drags a virtual capture item in a container control, the virtual capture item moves on the game interface in real time. This dynamic feedback allows the player to intuitively perceive the real-time position changes of the virtual capture item. The capture trajectory and capture probability are only displayed when the drag operation meets preset conditions, thus avoiding information overload.
[0219] Figure 11 shows an overall flowchart of a virtual world-based capture method provided in an exemplary embodiment of this application. The execution entity for each step of this method can be a terminal device in the computer system shown in Figure 1 or a client on the terminal device. The steps are as follows:
[0220] Step 1: Trigger the container control.
[0221] The container control is used to release the virtual capture items owned by the main virtual character. These virtual capture items are used to capture pet virtual characters.
[0222] Optionally, virtual capture items are divided into different levels, and the capture ability of virtual pet characters varies depending on the level of the virtual capture item. There is a positive correlation between the level of the virtual capture item and the capture ability; that is, the higher the level of the virtual capture item, the stronger its ability to capture virtual pet characters.
[0223] In this embodiment of the application, the virtual capture prop can also be called a capture ball.
[0224] Step 2: The client detects the dragging event of the virtual capture prop.
[0225] In some embodiments, the pre-release operation for a virtual capture item is triggered jointly by a container control and an auxiliary control. Optionally, in response to a drag operation on a virtual capture item in the container control, a target position is displayed, which is the position where the virtual capture item moves closer to the auxiliary control following the drag operation. The client recognizes the drag operation on the virtual capture item in the container control.
[0226] Step 3: The virtual capture prop moves by following the drag operation.
[0227] Step 4: Determine whether the drag operation meets the preset criteria.
[0228] When the dragging operation meets preset conditions, the capture trajectory and capture probability for the virtual pet character are displayed. The preset conditions include: the overlap between the virtual capture tool and the auxiliary control reaches a preset overlap threshold, and / or, the dragging duration of the virtual capture tool reaches a preset duration threshold.
[0229] Step 5: If the preset conditions are met, determine whether there are any virtual pet characters within the preset area.
[0230] Optionally, if preset conditions are met, it can be determined whether there is a virtual pet character within a preset area. The preset area is defined centered on the location of the main virtual character. Optionally, the preset area can be at least one of a circular area, a fan-shaped area, or other shaped area, and its specific size varies depending on the game's settings.
[0231] If a virtual pet character exists within a preset area, the client determines the number of virtual pet characters present within that area. For example, the preset area is a circular area with a radius of R centered on the main virtual character. If R is 10 meters, the preset area is a circular area with a radius of 10 meters defined by the main virtual character. In response to the pre-release operation for virtual capture items, the client determines whether there are virtual pet characters within a 10-meter radius centered on the main virtual character, and the number of such virtual pet characters.
[0232] If there are at least two candidate pet virtual characters within the preset area, the pet virtual character closest to the main virtual character will be identified as the pet virtual character to be captured.
[0233] Step 6: If there is no virtual pet character, the operation is invalid and will not consume virtual capture items.
[0234] Optionally, if there is no virtual pet character within the preset area, the dragging operation will be invalid, and the virtual capture item will not be consumed, and the process will end.
[0235] Step 7: If a pet virtual character is present, display the capture trajectory and capture probability.
[0236] Optionally, if a virtual pet character exists within a preset area, the capture trajectory and capture probability for the virtual pet character are displayed. The capture trajectory indicates the path taken by the virtual capture item to capture the virtual pet character. The capture probability indicates the likelihood of successfully capturing the virtual pet character after the virtual capture item is released along the capture trajectory.
[0237] Optionally, the capture probability can be displayed as a probability value or a probability range. When the capture probability is displayed as a probability value, it indicates the specific probability of successfully capturing a virtual pet character after the virtual capture item is released along the capture trajectory. For example, a capture probability of 60% indicates that the specific probability of successfully capturing a virtual pet character after the virtual capture item is released along the capture trajectory is 60%. When the capture probability is displayed as a probability range, it indicates the range of probabilities of successfully capturing a virtual pet character after the virtual capture item is released along the capture trajectory. For example, a capture probability of "[60%, 80%]" indicates that the minimum probability of successfully capturing a virtual pet character after the virtual capture item is released along the capture trajectory is 60%, and the maximum probability is 80%.
[0238] Step 8a: Trigger the auxiliary control.
[0239] Among them, the auxiliary control is used to assist the container control in releasing the virtual capture props owned by the main virtual character.
[0240] Optionally, in response to a trigger operation on the auxiliary control, the virtual capture tool in the container control is released, and the virtual capture tool is displayed to automatically capture the pet virtual character along the capture trajectory.
[0241] Step 8b: Trigger capture trajectory adjustment.
[0242] In some embodiments, the capture trajectory can be adjusted. In response to the adjustment operation on the capture trajectory, the capture probability also changes accordingly.
[0243] Step 8c: Click to close the control.
[0244] In some embodiments, after triggering the display of the capture trajectory and capture probability for the pet virtual character, a close control is displayed around the auxiliary control. The close control is used to close the auxiliary control. Optionally, in response to a triggering operation on the close control, the display of the capture trajectory and capture probability is canceled.
[0245] Step 9: Execute the capture command.
[0246] Optionally, in response to a trigger operation on the auxiliary control, a capture command is executed. After receiving the capture command, the client controls the virtual capture tool to automatically capture the virtual pet character along the capture trajectory.
[0247] Step 10: The virtual capture tool captures the target along the capture trajectory.
[0248] Step 11: Determine if the capture was successful.
[0249] Step 12: Capture failed, virtual capture item consumed.
[0250] Optionally, if the capture result is a capture failure, the client will display a failure message, such as "Capture failed", and consume the number of virtual capture items.
[0251] Step 13: Capture successful, virtual capture item consumed.
[0252] Optionally, if the capture result is a successful capture, the client will display a success message, such as "Capture successful", while consuming the number of virtual capture items.
[0253] Step 14: Store the pet virtual character in the pet warehouse.
[0254] Optionally, if the capture result is successful, the pet virtual character is stored in the pet warehouse, which is used to hold pet virtual characters belonging to the main virtual character.
[0255] Step 15: Identify the capture trajectory drag event.
[0256] Optionally, after triggering the capture trajectory adjustment, the client identifies the adjustment operation for the capture trajectory. For example, the adjustment operation for the capture trajectory is a custom trajectory adjustment operation, which performs a custom trajectory adjustment operation based on manual adjustment. The client identifies whether there is a drag event for the capture trajectory. If a drag event for the capture trajectory is identified, it displays that the capture trajectory changes its trajectory following the direction of finger movement.
[0257] Step 16: Adjust the capture trajectory.
[0258] Optionally, in response to an adjustment operation on the capture trajectory, the trajectory of the capture trajectory is adjusted, and the adjusted capture trajectory and the adjusted capture probability are displayed. The adjusted capture probability indicates the probability that the virtual capture item will successfully capture the virtual pet character after being released along the adjusted capture trajectory.
[0259] In some embodiments, the adjustment operation for the capture trajectory includes a fixed trajectory adjustment operation and a custom trajectory adjustment operation. A fixed trajectory adjustment operation refers to selecting and switching between at least two pre-defined capture trajectory directions. A custom trajectory adjustment operation refers to customizing the trajectory direction of the capture trajectory.
[0260] Optionally, custom trajectory adjustment operations may be performed, including but not limited to at least one of the following: adjustment of the direction of the capture trajectory, adjustment of the position of the capture trajectory, adjustment of the length of the capture trajectory, and adjustment of the height of the capture trajectory.
[0261] Optionally, custom trajectory adjustment is implemented based on manual adjustment and / or wheel adjustment. Manual adjustment is used to indicate that the capture trajectory changes direction following the finger movement. Wheel adjustment is used to indicate that the capture trajectory changes direction following the wheel's sliding direction.
[0262] After the capture trajectory is adjusted, in response to the trigger operation of the auxiliary control, the virtual capture item is released, and the virtual capture item automatically captures the pet virtual character along the adjusted capture trajectory.
[0263] Figure 12 shows a structural block diagram of a virtual world-based capture device according to an embodiment of this application. This device has the functionality to implement the above-described virtual world-based capture method example; the functionality can be implemented by hardware or by hardware executing corresponding software. The device can be the server described above, or it can be located within a server. As shown in Figure 12, the device 1700 includes: a display module 1710 and a receiving module 1720.
[0264] Display module 1710 is used to display the virtual pet character;
[0265] The receiving module 1720 is used as a receiving module to receive a pre-release operation for a virtual capture prop, the virtual capture prop being used to capture the pet virtual character, and the pre-release operation being used to control the virtual capture prop to be in a release preparation state.
[0266] Display module 1710 is used to display the capture trajectory and capture probability of the pet virtual character in response to the pre-release operation of the virtual capture prop;
[0267] The capture trajectory is used to indicate the trajectory of releasing the virtual capture item to capture the virtual pet character, and the capture probability is used to indicate the probability that the virtual capture item will successfully capture the virtual pet character after being released along the capture trajectory.
[0268] In some embodiments, the display module 1710 further includes a display submodule.
[0269] In an optional example, a display submodule is provided to display the trajectory of the capture path and the capture probability for the pet virtual character in response to a pre-release operation for the virtual capture item.
[0270] The trajectory of the capture path starts from the pre-throwing direction of the main virtual character and ends at the attack area of the pet virtual character. The capture probability is related to the landing point of the capture path. The main virtual character captures the pet virtual character using the virtual capture tool.
[0271] In an optional example, the landing point of the capture trajectory is related to the relative position of the pet virtual character, and the relative position of the landing point of the capture trajectory to the pet virtual character includes at least one of the following:
[0272] The landing point of the capture trajectory is located in front of the virtual pet character;
[0273] The landing point of the capture trajectory is located at the side of the pet virtual character;
[0274] The capture trajectory lands behind the virtual pet character.
[0275] In an optional example, a display submodule is provided to display the adjusted capture trajectory and the adjusted capture probability in response to an adjustment operation on the capture trajectory.
[0276] The adjusted capture probability is used to indicate the probability that the virtual capture item will successfully capture the virtual pet character after being released along the adjusted capture trajectory.
[0277] In some embodiments, the display submodule further includes a display unit.
[0278] In an optional example, the adjustment operation includes a fixed trajectory adjustment operation;
[0279] The display unit is configured to, in response to a switching operation on the capture trajectory, switch the display of the capture trajectory to a capture trajectory in a fixed trajectory mode, and display the capture probability corresponding to the capture trajectory in the fixed trajectory mode.
[0280] The fixed trajectory mode is a pattern of the trajectory direction of one of at least two pre-set capture trajectories.
[0281] In an optional example, the adjustment operation includes a custom trajectory adjustment operation;
[0282] The display unit is configured to respond to a direction adjustment operation on the capture trajectory, display the capture trajectory after the direction adjustment, and display the capture probability corresponding to the capture trajectory after the direction adjustment;
[0283] The display unit is configured to respond to the position adjustment operation of the capture trajectory, display the capture trajectory after the position adjustment, and display the capture probability corresponding to the capture trajectory after the position adjustment;
[0284] The display unit is configured to, in response to the length adjustment operation of the capture trajectory, display the capture trajectory after the length adjustment, and display the capture probability corresponding to the capture trajectory after the length adjustment;
[0285] The display unit is configured to, in response to a height adjustment operation on the capture trajectory, display the capture trajectory after the height adjustment, and display the capture probability corresponding to the capture trajectory after the height adjustment.
[0286] In one optional example, the custom trajectory adjustment is implemented based on manual adjustment and / or wheel adjustment.
[0287] The manual adjustment method is used to instruct the capture trajectory to change its direction following the finger movement; the wheel adjustment method is used to instruct the capture trajectory to change its direction following the wheel sliding direction.
[0288] In an optional example, a submodule is displayed to respond to the movement of the pet avatar by showing the updated trajectory following the movement of the pet avatar.
[0289] In an optional example, a submodule is shown that, in response to a release operation of the virtual capture tool, displays the virtual capture tool automatically capturing the pet virtual character along the capture trajectory.
[0290] In an optional example, a display submodule is provided to display a container control and an auxiliary control, wherein the container control is used to release the virtual capture prop, and the auxiliary control is used to assist the container control in releasing the virtual capture prop.
[0291] In an optional example, a display submodule is provided to display a target position in response to a drag operation on a virtual capture prop in the container control, the target position being the position where the virtual capture prop moves closer to the auxiliary control as the drag operation is performed;
[0292] The display submodule is used to display the capture trajectory and capture probability of the pet virtual character when the drag operation meets preset conditions.
[0293] In an optional example, the preset conditions include: the overlap between the virtual capture prop and the auxiliary control reaches a preset overlap threshold, and / or, the dragging duration of the virtual capture prop reaches a preset duration threshold.
[0294] In some embodiments, the display module 1710 includes a display cancellation submodule.
[0295] In an optional example, a submodule is displayed to show a close control for closing the auxiliary control;
[0296] The Cancel Display submodule is used to cancel the display of the capture trajectory and the capture probability in response to a trigger operation on the close control.
[0297] In one optional example, the capture probability is related to at least one of the following factors:
[0298] The trajectory of the captured trajectory;
[0299] The landing point of the captured trajectory;
[0300] The level of the pet's virtual character;
[0301] The type of the virtual pet character;
[0302] The status of the virtual pet character;
[0303] The level of the virtual capture item;
[0304] The type of virtual capture prop.
[0305] In some embodiments, the display module 1710 includes a determination submodule.
[0306] In an optional example, a submodule is defined for determining the distance between the at least two candidate pet virtual characters and the main virtual character in response to a pre-release operation for the virtual capture prop, thereby obtaining distance offset values for the at least two candidate pet virtual characters;
[0307] The display submodule is used to determine the pet virtual character from the at least two candidate pet virtual characters based on the at least two distance offset values, and to display the capture trajectory and capture probability for the pet virtual character, wherein the distance offset value corresponding to the pet virtual character is the minimum value among the at least two distance offset values.
[0308] It should be noted that the specific limitations of the embodiments of the one or more virtual world-based capture devices provided above can be found in the limitations of the virtual world-based capture methods above, and will not be repeated here. Each module of the above-mentioned device can be implemented entirely or partially by software, hardware, or a combination thereof. Each module can be embedded in the processor of the computer device in hardware form or independent of the processor of the computer device, or it can be stored in the memory of the computer device in software form, so that the processor can call and execute the corresponding operations of each module.
[0309] The sequence numbers of the embodiments in this application are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.
[0310] This application also provides a computer device, which includes a processor and a memory. The memory stores at least one computer program, which is loaded and executed by the processor to implement the virtual world-based capture method provided in the above-described method embodiments.
[0311] Figure 13 shows a structural block diagram of a computer device 1800 provided in an exemplary embodiment of this application. The computer device 1800 may be a portable mobile terminal, such as a smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), or MP4 player (Moving Picture Experts Group Audio Layer IV). The computer device 1800 may also be referred to as a user device, portable terminal, or other names. Typically, the computer device 1800 includes a processor 1801 and a memory 1802.
[0312] Processor 1801 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1801 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1801 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1801 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 1801 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.
[0313] The memory 1802 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 1802 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1802 is used to store at least one instruction, which is executed by the processor 1801 to implement the virtual world-based capture method provided in the embodiments of this application.
[0314] In some embodiments, the computer device 1800 may also optionally include a peripheral device interface 1803 and at least one peripheral device. The processor 1801, memory 1802, and peripheral device interface 1803 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 1803 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of the following: a radio frequency circuit 1804, a touch display screen 1805, a camera assembly 1806, an audio circuit 1807, and a power supply 1808.
[0315] Peripheral device interface 1803 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 1801 and memory 1802. In some embodiments, processor 1801, memory 1802 and peripheral device interface 1803 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 1801, memory 1802 and peripheral device interface 1803 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0316] The radio frequency (RF) circuit 1804 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1804 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 1804 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals back into electrical signals. Optionally, the RF circuit 1804 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The RF circuit 1804 can communicate with other terminals through at least one wireless communication protocol. This wireless communication protocol includes, but is not limited to: the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or Wi-Fi (Wireless Fidelity) networks. In some embodiments, the RF circuit 1804 may also include circuitry related to NFC (Near Field Communication), which is not limited in this application.
[0317] The touch display screen 1805 is used to display a UI (User Interface). This UI may include graphics, text, icons, videos, and any combination thereof. The touch display screen 1805 also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to the processor 1801 for processing. The touch display screen 1805 is used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one touch display screen 1805, located on the front panel of the computer device 1800; in other embodiments, there may be at least two touch display screens, respectively located on different surfaces of the computer device 1800 or in a folded design; in some embodiments, the touch display screen 1805 may be a flexible display screen, located on a curved or folded surface of the computer device 1800. Furthermore, the touch display screen 1805 may be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. The touch display screen 1805 may be made of materials such as LCD (Liquid Crystal Display) or OLED (Organic Light-Emitting Diode).
[0318] The camera assembly 1806 is used to acquire images or videos. Optionally, the camera assembly 1806 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is used for video calls or selfies, and the rear-facing camera is used for taking photos or videos. In some embodiments, there are at least two rear-facing cameras, which are any one of a main camera, a depth-sensing camera, and a wide-angle camera, to achieve background blurring by fusion of the main camera and the depth-sensing camera, and panoramic shooting and VR shooting by fusion of the main camera and the wide-angle camera. In some embodiments, the camera assembly 1806 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash is a combination of a warm-light flash and a cool-light flash, which can be used for light compensation at different color temperatures.
[0319] Audio circuitry 1807 provides an audio interface between the user and computer device 1800. Audio circuitry 1807 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, converting the sound waves into electrical signals that are input to processor 1801 for processing, or input to radio frequency circuitry 1804 for voice communication. For stereo sound acquisition or noise reduction purposes, multiple microphones may be used, each located at a different location within computer device 1800. The microphone may also be an array microphone or an omnidirectional microphone. The speaker is used to convert electrical signals from processor 1801 or radio frequency circuitry 1804 into sound waves. The speaker may be a conventional diaphragm speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can convert electrical signals not only into audible sound waves but also into inaudible sound waves for purposes such as distance measurement. In some embodiments, audio circuitry 1807 may also include a headphone jack.
[0320] Power supply 1808 is used to supply power to the various components in computer device 1800. Power supply 1808 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 1808 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired line, and a wireless rechargeable battery is a battery that is charged via a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0321] In some embodiments, the computer device 1800 further includes one or more sensors 1809. The one or more sensors 1809 include, but are not limited to, an accelerometer 1810, a gyroscope 1811, a pressure sensor 1812, an optical sensor 1813, and a proximity sensor 1814.
[0322] Accelerometer 1810 can detect the magnitude of acceleration on the three coordinate axes of a coordinate system established by computer device 1800. For example, accelerometer 1810 can be used to detect the components of gravitational acceleration on the three coordinate axes. Processor 1801 can control touch screen 1805 to display the user interface in landscape or portrait view based on the gravitational acceleration signal collected by accelerometer 1810. Accelerometer 1810 can also be used for games or to collect user motion data. Gyroscope 1811 can detect the orientation and rotation angle of computer device 1800. Gyroscope 1811 can work in conjunction with accelerometer 1810 to collect 3D movements of the user on computer device 1800. Based on the data collected by gyroscope 1811, processor 1801 can perform the following functions: motion sensing (e.g., changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.
[0323] The pressure sensor 1812 can be disposed on the side bezel of the computer device 1800 and / or on the underside of the touchscreen display 1805. When the pressure sensor 1812 is disposed on the side bezel of the computer device 1800, it can detect the user's grip signal on the computer device 1800 and perform left / right hand recognition or quick operation based on the grip signal. When the pressure sensor 1812 is disposed on the underside of the touchscreen display 1805, it can control operable controls on the UI interface based on the user's pressure operation on the touchscreen display 1805. Operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.
[0324] An optical sensor 1813 is used to collect ambient light intensity. In one embodiment, the processor 1801 can control the display brightness of the touch screen 1805 based on the ambient light intensity collected by the optical sensor 1813. Specifically, when the ambient light intensity is high, the display brightness of the touch screen 1805 is increased; when the ambient light intensity is low, the display brightness of the touch screen 1805 is decreased. In another embodiment, the processor 1801 can also dynamically adjust the shooting parameters of the camera assembly 1806 based on the ambient light intensity collected by the optical sensor 1813.
[0325] The proximity sensor 1814, also known as a distance sensor, is typically located on the front of the computer device 1800. The proximity sensor 1814 is used to detect the distance between the user and the front of the computer device 1800. In one embodiment, when the proximity sensor 1814 detects that the distance between the user and the front of the computer device 1800 is gradually decreasing, the processor 1801 controls the touch display screen 1805 to switch from a screen-on state to a screen-off state; when the proximity sensor 1814 detects that the distance between the user and the front of the computer device 1800 is gradually increasing, the processor 1801 controls the touch display screen 1805 to switch from a screen-off state to a screen-on state.
[0326] Those skilled in the art will understand that the above structure does not constitute a limitation on the computer device 1800, and may include more or fewer components than shown, or combine certain components, or employ different component arrangements.
[0327] This application also provides a computer-readable storage medium storing at least one computer program, which is loaded and executed by a processor to implement the virtual world-based capture method provided in the above-described method embodiments.
[0328] This application also provides a computer program product, which includes at least one computer program stored in a computer-readable storage medium; the at least one computer program is read from and executed by a processor of a computer device from the computer-readable storage medium, causing the computer device to perform the virtual world-based capture method provided in the above-described method embodiments.
[0329] It should be understood that "multiple" as used herein refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects are in an "or" relationship. Furthermore, the step numbers described herein are merely illustrative of one possible execution order. In some other embodiments, the steps may not be executed in numerical order, such as two steps with different numbers being executed simultaneously, or two steps with different numbers being executed in the reverse order of the illustration. This application does not limit this.
[0330] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.
[0331] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent switching, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.
Claims
1. A virtual world-based capturing method, the method being performed by a computer device, the method comprising: displaying a pet virtual character; receiving a pre-release operation for a virtual capturing prop, the virtual capturing prop being used to capture the pet virtual character, the pre-release operation being used to control the virtual capturing prop to be in a release preparation state; in response to the pre-release operation for the virtual capturing prop, displaying a capturing trajectory for the pet virtual character and a capturing probability; wherein the capturing trajectory is used to indicate a trajectory of releasing the virtual capturing prop to capture the pet virtual character, and the capturing probability is used to indicate a probability of successfully capturing the pet virtual character by releasing the virtual capturing prop along the capturing trajectory. 2.The method of claim 1, wherein the displaying, in response to the pre-release operation for the virtual capturing prop, the capturing trajectory for the pet virtual character and the capturing probability comprises: in response to the pre-release operation for the virtual capturing prop, displaying a trajectory direction of the capturing trajectory, and displaying the capturing probability for the pet virtual character; wherein the trajectory direction of the capturing trajectory is from a pre-throw direction of a master virtual character to an attack area of the pet virtual character, and the capturing probability is related to the attack area of the capturing trajectory, the master virtual character capturing the pet virtual character by the virtual capturing prop. 3.The method of claim 2, wherein the attack area of the capturing trajectory is related to a relative position of the pet virtual character, and the relative position of the pet virtual character comprises at least one of: the attack area of the capturing trajectory is in front of the pet virtual character; the attack area of the capturing trajectory is at a side of the pet virtual character; the attack area of the capturing trajectory is behind the pet virtual character. 4.The method of any one of claims 1 to 3, further comprising: in response to an adjustment operation for the capturing trajectory, displaying an adjusted capturing trajectory and an adjusted capturing probability; wherein the adjusted capturing probability is used to indicate a probability of successfully capturing the pet virtual character by releasing the virtual capturing prop along the adjusted capturing trajectory. 5.The method of claim 4, wherein the adjustment operation comprises a fixed trajectory adjustment operation, and the displaying, in response to the adjustment operation for the capturing trajectory, the adjusted capturing trajectory and the adjusted capturing probability comprises: in response to a switching operation for the capturing trajectory, switching the capturing trajectory to be displayed as a capturing trajectory in a fixed trajectory mode, and displaying a capturing probability corresponding to the capturing trajectory in the fixed trajectory mode; wherein the fixed trajectory mode is a mode of a trajectory direction of one of at least two pre-set capturing trajectories. 6.The method of claim 4, wherein the adjustment operation comprises a custom trajectory adjustment operation, and the displaying, in response to the adjustment operation for the capturing trajectory, the adjusted capturing trajectory and the adjusted capturing probability comprises at least one of: displaying the adjusted direction of the capture trajectory and a capture probability corresponding to the adjusted direction of the capture trajectory in response to the direction adjustment operation for the capture trajectory; displaying the adjusted position of the capture trajectory and a capture probability corresponding to the adjusted position of the capture trajectory in response to the position adjustment operation for the capture trajectory; displaying the adjusted length of the capture trajectory and a capture probability corresponding to the adjusted length of the capture trajectory in response to the length adjustment operation for the capture trajectory; displaying the adjusted height of the capture trajectory and a capture probability corresponding to the adjusted height of the capture trajectory in response to the height adjustment operation for the capture trajectory.
7. The method of claim 6, wherein the custom trajectory adjustment is based on a manual adjustment mode and / or a wheel adjustment mode. wherein The manual adjustment mode is used to indicate that the capture trajectory follows a finger movement direction to change the trajectory direction; and the wheel adjustment mode is used to indicate that the capture trajectory follows a wheel sliding direction to change the trajectory direction.
8. The method of any one of claims 1-7, further comprising: displaying an updated trajectory direction following a movement of the pet virtual character in response to the movement operation of the pet virtual character.
9. The method of any one of claims 1-7, further comprising: displaying the virtual capture prop automatically capturing the pet virtual character along the capture trajectory in response to a release operation for the virtual capture prop.
10. The method of any one of claims 1-9, further comprising: displaying a container control for releasing the virtual capture prop and an auxiliary control for assisting the container control to release the virtual capture prop.
11. The method of claim 10, wherein the displaying the capture trajectory and the capture probability for the pet virtual character in response to the pre-release operation for the virtual capture prop comprises: displaying a target position in response to a drag operation for the virtual capture prop in the container control, the target position being a position where the virtual capture prop follows the drag operation and approaches the auxiliary control; and displaying the capture trajectory and the capture probability for the pet virtual character in response to the drag operation meeting a preset condition.
12. The method of claim 11, the pre-set condition comprising: The virtual capture prop and the auxiliary control reach a preset overlap threshold, and / or a drag duration of the virtual capture prop reaches a preset duration threshold.
13. The method of any one of claims 1-12, further comprising: displaying a close control for closing the auxiliary control; and canceling displaying the capture trajectory and the capture probability in response to a trigger operation for the close control.
14. The method of any one of claims 1-13, wherein the capture probability is related to at least one of the following factors: a trajectory direction of the capture trajectory; a landing point of the capture trajectory; a level of the pet virtual character; a type of the pet virtual character; a state of the pet virtual character. a level of the virtual capture prop; a type of the virtual capture prop.
15. The method of any one of claims 1-14, wherein the virtual world includes at least two candidate pet virtual characters; the display of the capture trajectory and the capture probability for the pet virtual character in response to the pre-release operation for the virtual capture prop includes: determining distances between the at least two candidate pet virtual characters and the master virtual character, respectively, in response to the pre-release operation for the virtual capture prop, to obtain distance offset values of the at least two candidate pet virtual characters; determining the pet virtual character from the at least two candidate pet virtual characters based on the at least two distance offset values, the pet virtual character corresponding to a minimum value of the at least two distance offset values, and displaying the capture trajectory and the capture probability for the pet virtual character.
16. A virtual world-based capture device, the device comprising: a display module configured to display a pet virtual character; a receiving module configured to receive a pre-release operation for a virtual capture prop, the virtual capture prop being configured to capture the pet virtual character, the pre-release operation being configured to control the virtual capture prop to be in a release preparation state; a display module configured to display a capture trajectory and a capture probability for the pet virtual character in response to the pre-release operation for the virtual capture prop; wherein the capture trajectory is configured to indicate a trajectory of releasing the virtual capture prop to capture the pet virtual character, and the capture probability is configured to indicate a probability of successfully capturing the pet virtual character by the virtual capture prop after being released along the capture trajectory.
17. A computer device comprising: a processor and a memory, the memory having at least one computer program stored therein, the at least one computer program being loaded and executed by the processor to implement the virtual world-based capture method of any one of claims 1-15.
18. A computer storage medium, the computer storage medium having at least one computer program stored therein, the at least one computer program being loaded and executed by a processor to implement the virtual world-based capture method of any one of claims 1-15.
19. A computer program product, the computer program product comprising a computer program stored in a computer readable storage medium; the computer program being read by a processor of a computer device from the computer readable storage medium and executed, so that the computer device performs the virtual world-based capture method of any one of claims 1-15.