Pet Throwing Interface for Unified Virtual World Interaction

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Solution Overview

Problem

The process of throwing a pet virtual character in turn-based games is complex, involving multiple interface transitions and selections, leading to a disjointed user experience between non-combat and combat scenes.

Innovation Solution

A method and apparatus that simplifies the interaction by displaying a list interface with container props, allowing touch-based selection, aiming, and throwing operations to control pet virtual characters, integrating non-combat and combat scenes into a unified virtual world.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If the traditional multi-interface selection method is used to throw a pet virtual character, then the pet selection functionality is achieved, but the operation complexity increases and user experience deteriorates

Engineering Contradiction:
Improvepet throwing operationVSAvoidinterface structure
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent merges the pet selection interface and the world map interface into a single integrated interface. The pet container props are directly displayed on the world map interface, allowing players to select and throw pets without switching between multiple interfaces. This consolidation eliminates the need to return to a backpack selection interface, thereby reducing operational complexity and improving ease of use.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The patent segments the pet container prop into a composite object that visually combines the container appearance with the pet avatar. This segmentation allows the interface to display multiple pieces of information (container state, pet identity) in a single visual element, reducing the need for separate selection menus and simplifying the throwing operation.

Inventive Principle:
Principle #1Segmentation

2Adaptability or versatility

If the traditional multi-interface method is used, then pet selection is possible, but the interaction process becomes disjointed between non-combat and combat scenes

Engineering Contradiction:
Improvescene integrationVSAvoidinteraction continuity
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The patent merges the non-combat world map interface and the combat pet selection functionality into a unified interface. By displaying pet container props directly on the world map, the system allows seamless transition between exploring the world map and preparing for combat, eliminating the disjointed experience of switching between separate interfaces for different game modes.

Inventive Principle:
Principle #5Merging (Combining)

3Productivity

If multiple interface transitions are required for pet throwing, then comprehensive control is achieved, but the time efficiency decreases

Engineering Contradiction:
Improveinteraction efficiencyVSAvoidinterface switching time
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The patent performs preliminary action by pre-displaying the pet container props with their visual characteristics (container appearance, pet avatar) directly on the world map interface before the throwing action is initiated. This allows players to have immediate access to pet selection information without needing to switch to a separate backpack interface, thereby eliminating interface switching time and improving interaction efficiency.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS20260042000A1Human-computer interaction
Publication Date: 2026.02.12 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US20260042000A1 patent drawing
  • US20260042000A1 patent drawing
  • US20260042000A1 patent drawing

AI summary

In a human-computer interaction method, a main virtual character in a virtual environment is displayed. A list interface including a first control corresponding to a container prop that is possessed by the main virtual character and contains a first pet virtual character is displayed. Release of the first pet virtual character in the virtual environment is displayed based on a throwing operation indicative of a throw of the container prop, the throwing operation being based on at least the first control included in the list interface. An interaction between the first pet virtual character and the virtual environment at a location of the first pet virtual character in the virtual environment is displayed based on a first attribute of the first pet virtual character.