CN117771670A - Virtual object interaction method and device, electronic equipment and storage medium - Google Patents

Virtual object interaction method and device, electronic equipment and storage medium Download PDF

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Publication number
CN117771670A
CN117771670A CN202211141172.1A CN202211141172A CN117771670A CN 117771670 A CN117771670 A CN 117771670A CN 202211141172 A CN202211141172 A CN 202211141172A CN 117771670 A CN117771670 A CN 117771670A
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virtual
defending
calling
area
defense
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蔡奋麟
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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Priority to CN202211141172.1A priority Critical patent/CN117771670A/en
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Abstract

The embodiment of the invention discloses an interaction method and device of a virtual object, electronic equipment and a storage medium; in response to the target virtual character moving into a defense preparation area of the virtual defense object, displaying a virtual summons object of the virtual defense object in a defense area formed by defense layers of the virtual defense object, wherein the defense layers are used for preventing attacks reaching the defense layers from penetrating the defense layers, the virtual summons object is configured to attack the virtual character to protect the virtual defense object and cannot move outside the defense area, if an object state of the virtual summons object meets an object supplementing condition, highlighting a weak defense area of the virtual summons object on the virtual defense object and displaying a newly summons virtual summons object in a game interface before the summons time is finished, and stopping highlighting the weak defense area after the summons time is finished, wherein the defensive area has weaker defensive ability when the highlighting than when the summons is not performed; virtual defending objects are added for the game scene exploration process of the user, and game experience is improved.

Description

Virtual object interaction method and device, electronic equipment and storage medium
Technical Field
The present invention relates to the field of game technologies, and in particular, to a virtual object interaction method, device, electronic device, and storage medium.
Background
With the rapid development of life and science, people often play an entertainment role through application programs of games, and relax mind and body. In some games, a game user may freely explore specific mission objectives in a game scenario in the game scenario to complete a specific game mission designed by a game developer.
However, in a game, since no game content other than game elements related to a game task can generally interact with a user, the user is currently controlling a game character to move in a game scene most of the time when the user searches in the game scene. That is, under such a scheme, the user is often in a state of no interaction when exploring the game scene, which affects the game experience of the user.
Disclosure of Invention
The embodiment of the invention provides an interaction method, an interaction device, electronic equipment and a storage medium of a virtual object, which can increase the interaction content, namely a virtual defending object, for a game scene exploration process of a user under the condition that a game developer does not need to provide a large amount of effective game content, so that the user can interact with at least one of the virtual calling object and the virtual defending object in the process of completing a game task, and the game experience of the user in the free exploration process is improved.
The embodiment of the invention provides a virtual object interaction method, which provides a game interface of game play through a terminal, wherein the game interface comprises a game virtual scene and a target virtual role which is positioned in the virtual scene and controlled by a current user, at least one virtual defense object which can be interacted by a player is configured in the virtual scene, and the method comprises the following steps:
in response to the target virtual character moving into a defensive preparation area set based on the virtual defensive object, displaying at least one virtual summoning object of the virtual defensive object in a defensive area constituted by a defensive layer set based on the virtual defensive object, the defensive layer being for preventing an attack reaching the defensive layer from penetrating the defensive layer, the virtual summoning object being configured to attack a virtual character in a virtual scene to protect the virtual defensive object and not to move outside the defensive area;
if the object state of the virtual calling object meets the preset object supplementing condition, highlighting a weak defense area of the virtual calling object on the virtual defense object before the preset calling time is over, and displaying a newly-called virtual calling object in the game interface;
And stopping highlighting the weak defense area after the calling time is over, wherein the weak defense area has weaker defense capability in highlighting than in non-highlighting.
Correspondingly, the embodiment of the invention also provides an interaction device of a virtual object, a game interface of a game is provided through a terminal, the game interface comprises a virtual scene of the game and a target virtual role which is positioned in the virtual scene and controlled by a current user, at least one virtual defending object which can be interacted by a player is configured in the virtual scene, and the device comprises:
a summoning object display unit configured to display at least one virtual summoning object of the virtual defence object in a defence area constituted by a defence layer set based on the virtual defence object in response to the target virtual character moving into a defence preparation area set based on the virtual defence object, the defence layer being configured to prevent an attack reaching the defence layer from penetrating the defence layer, the virtual summoning object being configured to attack a virtual character in a virtual scene to protect the virtual defence object and not to move outside the defence area;
An object calling unit, configured to highlight a weak defense area of the virtual defending object before the end of a preset calling time if an object state of the virtual calling object meets a preset object supplementing condition, and display a newly-called virtual calling object in the game interface;
and the area stop display unit is used for stopping highlighting the weak defense area after the calling time is over, wherein the defense capability of the weak defense area in highlighting is weaker than that in non-highlighting.
Optionally, the defense layer is configured as a visual virtual defense shroud.
Optionally, the interaction device for virtual objects provided in the embodiment of the present invention further includes an object guiding unit, configured to display object guiding information corresponding to at least one virtual defensive object on the game interface, where the object guiding information is used to indicate a position of the virtual defensive object relative to the target virtual role.
Optionally, the object guiding unit is configured to determine a relative azimuth relationship between the target virtual character and the virtual defending object in response to the movement of the target virtual character;
And updating and displaying the object guiding information in the game interface based on the relative azimuth relation.
Optionally, the game interface further includes a game thumbnail map, where the game thumbnail map includes a character thumbnail position identifier of the target virtual character and an object thumbnail position identifier indicating a position of the virtual defending object relative to the target virtual character.
Optionally, the interaction device for virtual objects provided by the embodiment of the present invention further includes a detailed map display unit, configured to display, on the game interface, a game detailed map corresponding to the virtual scene in response to a triggering operation of the player on the game thumbnail map, where the game detailed map includes a location identifier of the target virtual character in the virtual scene and a location identifier of at least one virtual defending object in the virtual scene.
Optionally, the interaction device of the virtual object provided by the embodiment of the present invention further includes a thumbnail identifier updating unit, configured to determine, in response to movement of the target virtual character, a relative azimuth relationship between the target virtual character and the virtual defensive object;
and updating and displaying the object thumbnail position identification in the game thumbnail map based on the relative azimuth relation.
Optionally, the summoning object display unit is configured to respond to movement of the target virtual character in the virtual environment, and when the target virtual character moves into a defense preparation area set based on the virtual defense object, display at least one virtual summoning object of the virtual defense object in the defense area set for the virtual defense object.
Optionally, the virtual defending object includes a virtual defending object body and a protective shell disposed outside the virtual defending object body, the protective shell being configured to defend more than the virtual defending object body;
the object calling unit is used for displaying the highlighting effect of the virtual defending object body in a superposition mode on the protective shell of the virtual defending object before the preset calling time is over;
and the area stop display unit is used for stopping displaying the highlighting effect of the virtual defending object body on the protective shell after the calling time is over.
Optionally, the virtual summoning object is configured to attack a virtual character within a defending area to protect the virtual defending object, the defending area being set based on the virtual defending object.
Optionally, the interaction device of the virtual object provided in the embodiment of the present invention further includes an attack target switching unit, configured to control the attack target to be the virtual calling object of the target virtual character to determine a new attack target from other virtual characters in the defense area to attack in response to a death event that the target virtual character moves outside the defense area set based on the virtual defense object or the target virtual character.
Optionally, the interaction device of a virtual object provided by the embodiment of the present invention further includes a calling location determining unit, configured to determine, in the virtual scene, a candidate object calling area corresponding to the virtual defending object, where the candidate object calling area is located in a defending area set based on the virtual defending object;
detecting an object obstacle region in the candidate object calling region, taking the region except the object obstacle region in the candidate object calling region as a target object calling region, wherein the object obstacle region is a region in which the virtual calling object cannot normally move;
determining the calling position corresponding to each virtual calling object from the target object calling area;
The object calling unit is used for displaying a newly-called virtual calling object at each calling position in the game interface.
Optionally, the distance between each position in the candidate object calling area and the virtual defending object is not smaller than a preset distance threshold, and the distance between each calling position is not smaller than a preset calling object distance threshold.
Optionally, the interaction device of virtual objects provided in the embodiment of the present invention further includes an object state detection unit, configured to detect a survival state of each of the virtual calling objects, and record the number of virtual calling objects in the survival state;
and the object calling unit is used for highlighting the weak defense area of the virtual defense object before the preset calling time is over if the number of the virtual calling objects in the survival state is 0.
Optionally, the interaction device for virtual objects provided in the embodiment of the present invention further includes a state switching unit, configured to switch the virtual calling object from a patrol state to an attack state in response to movement of any virtual character into a defending area set based on the virtual defending object, where the virtual calling object is configured to attack the virtual character in the defending area under the attack state to protect the virtual defending object, and move in the defending area according to a preset movement track under the patrol state.
Optionally, the virtual defense object is configured to attack a virtual character in the virtual scene to protect itself.
Correspondingly, the embodiment of the invention also provides electronic equipment, which comprises a memory and a processor; the memory stores an application program, and the processor is configured to run the application program in the memory, so as to execute steps in any of the virtual object interaction methods provided by the embodiments of the present invention.
Correspondingly, the embodiment of the invention also provides a computer readable storage medium, which stores a plurality of instructions, wherein the instructions are suitable for being loaded by a processor to execute the steps in any of the virtual object interaction methods provided by the embodiment of the invention.
In addition, the embodiment of the invention also provides a computer program product, which comprises a computer program or instructions, wherein the computer program or instructions realize the steps in any of the virtual object interaction methods provided by the embodiment of the invention when being executed by a processor.
By adopting the scheme of the embodiment of the invention, at least one virtual calling object of the virtual defending object can be displayed in a defending area formed by a defending layer based on the virtual defending object in response to the movement of a target virtual character into a defending preparation area set by the virtual defending object, the defending layer is used for preventing attacks reaching the defending layer from penetrating through the defending layer, the virtual calling object is configured to attack the virtual character in a virtual scene to protect the virtual defending object and can not move outside the defending area, if the object state of the virtual calling object meets the preset object supplementing condition, the weak defending area is highlighted on the virtual defending object before the preset calling time is finished, and the newly-called virtual calling object is displayed in the game interface, and after the calling time is finished, the highlighting of the weak defending area is stopped, wherein the defending ability of the weak area in highlighting is weaker than that of the situation without highlighting; because the virtual defending object is additionally arranged in the virtual scene, and the game developer can set the virtual defending object at any position in the virtual scene for the user to interact, the embodiment of the invention adds the virtual defending object except for a specific task target in the process of exploring the game scene of the user under the condition that the game developer does not need to provide a large amount of effective game content, so that the user can interact with at least one of the virtual calling object and the virtual defending object in the process of completing the game task, and the game experience of the user in the process of freely exploring can be improved.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the drawings that are needed in the description of the embodiments will be briefly described below, it being obvious that the drawings in the following description are only some embodiments of the present invention, and that other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
Fig. 1 is a schematic view of a scenario of an interaction method of a virtual object according to an embodiment of the present invention;
FIG. 2 is a flowchart of a method for interacting virtual objects provided by an embodiment of the present invention;
FIG. 3 is a schematic diagram of a game interface provided by an embodiment of the present invention;
FIG. 4 is another schematic diagram of a game interface provided by an embodiment of the present invention;
FIG. 5 is another schematic illustration of a game interface provided by an embodiment of the present invention;
FIG. 6 is another schematic diagram of a game interface provided by an embodiment of the present invention;
FIG. 7 is a UI interaction diagram of interactions of virtual objects provided by an embodiment of the invention;
FIG. 8 is a schematic diagram of a process for determining a calling location provided by an embodiment of the present invention;
FIG. 9 is another flow chart of an interaction method of virtual objects according to an embodiment of the present invention;
FIG. 10 is a schematic diagram of a technical implementation of a virtual object interaction method according to an embodiment of the present invention;
FIG. 11 is a schematic structural diagram of an interaction device for virtual objects according to an embodiment of the present invention;
FIG. 12 is another schematic structural diagram of an interaction device for virtual objects according to an embodiment of the present invention;
fig. 13 is a schematic structural diagram of an electronic device according to an embodiment of the present invention.
Detailed Description
The following description of the embodiments of the present invention will be made clearly and completely with reference to the accompanying drawings, in which it is apparent that the embodiments described are only some embodiments of the present invention, but not all embodiments. All other embodiments, which can be made by those skilled in the art based on the embodiments of the invention without making any inventive effort, are intended to fall within the scope of the invention.
The embodiment of the invention provides an interaction method and device of a virtual object, electronic equipment and a computer readable storage medium. Specifically, the embodiment of the invention provides a virtual object interaction method suitable for a virtual object interaction device, and the virtual object interaction device can be integrated in electronic equipment.
The electronic device may be a terminal or the like, including but not limited to a mobile terminal and a fixed terminal, for example, a mobile terminal including but not limited to a smart phone, a smart watch, a tablet computer, a notebook computer, a smart car, etc., wherein the fixed terminal includes but not limited to a desktop computer, a smart television, etc.
The electronic device may be a server, which may be an independent physical server, a server cluster or a distributed system formed by a plurality of physical servers, or a cloud server that provides cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN (Content Delivery Network ), and basic cloud computing services such as big data and artificial intelligence platform, but is not limited thereto.
The virtual object interaction method in the embodiment of the invention can be realized by a server or a terminal and the server together.
The following describes an interaction method for jointly implementing the virtual object by using the terminal and the server as an example.
As shown in fig. 1, an interactive system of a virtual object provided by an embodiment of the present invention includes a terminal 10, a server 20, and the like; the terminal 10 and the server 20 are connected through a network, for example, a wired or wireless network connection, wherein the terminal 10 may exist as a terminal for a user to send client data to be analyzed to the server 20.
The terminal 10 provides a game interface for game play, wherein the game interface comprises a virtual scene of a game and a target virtual character which is positioned in the virtual scene and controlled by a current user, and at least one virtual defending object which can be interacted by a player is configured in the virtual scene.
The terminal 10 may be configured to display at least one virtual summoning object of a virtual defending object in a defending area constituted by a defending layer set based on a virtual defending object in response to a target virtual character moving into a defending preparation area set based on the virtual defending object, the defending layer being configured to prevent an attack reaching the defending layer from penetrating the defending layer, the virtual summoning object being configured to attack a virtual character in a virtual scene to protect the virtual defending object and not moving outside the defending area.
The server 20 may detect the object state of the virtual calling object and transmit the object state of the virtual calling object to the terminal 10.
If the object state of the virtual calling object satisfies the preset object supplement condition, the terminal 10 may highlight the weak defense area on the virtual defense object before the preset calling time is over, and display the newly-called virtual calling object in the game interface, and stop highlighting the weak defense area after the calling time is over, where the weak defense area has weaker defense capability when highlighting than when not highlighting.
It will be appreciated that in some embodiments, the step of detecting the object state of the virtual calling object performed by the server 20 may also be performed by the terminal 10, which is not limited by the embodiment of the present invention.
The following will describe in detail. The following description of the embodiments is not intended to limit the preferred embodiments.
The embodiments of the present invention will be described in terms of an interaction device for a virtual object, which may be integrated in a terminal and/or a server in particular.
As shown in fig. 2, in the embodiment of the present invention, a game interface for game play is provided through a terminal, where the game interface includes a virtual scene of a game and a target virtual character controlled by a current user in the virtual scene, and at least one virtual defending object for interaction by a player is configured in the virtual scene, and a specific flow of an interaction method of the virtual object in the embodiment may be as follows:
201. in response to the target virtual character moving into the defense preparation area set based on the virtual defense object, at least one virtual summons object of the virtual defense object is displayed in a defense area constituted by a defense layer set based on the virtual defense object.
The defending layer is used for preventing attacks reaching the defending layer from penetrating the defending layer, and the virtual summoning object is configured to attack a virtual role in the virtual scene to protect the virtual defending object and cannot move outside the defending area.
That is, the effect of the attack by the avatar may be weakened or completely eliminated if it attacks outside the defending layer or outside the defending layer. And if the virtual calling object attacks the virtual character outside the defending layer, the attack effect can be weakened or completely eliminated.
For example, the virtual defending object can be centered on itself to generate a defending layer with a radius of R, and flying objects (including bullets, fireball props and the like in games) sent out on any side of the defending layer cannot penetrate through the defending layer to reach the other side.
By configuring the defense layer, the user can be prevented from changing the defense value of the virtual defense object through the game prop remotely, and the interaction mechanism between the virtual defense object and the virtual character is prevented from being influenced.
In embodiments of the invention, the game may be an action game, a role playing game, a simulation-like game, or the like. For instance, in some examples, the game may be a shooting game including, but not limited to, a first person perspective shooting game, a third person perspective shooting game, and so forth.
Specifically, the first person viewing angle shooting game is to play the shooting game at the subjective viewing angle of the player; the third person viewing angle shooting game is to play the shooting game by using the position of the camera in the game behind the player character by a certain distance, and the view angles of all combat elements in the character and the surrounding certain environment can be seen in the picture.
The game interface may be a graphical user interface (Graphical User Interface, GUI) when the game is executed, the GUI interface refers to a computer operation user interface displayed in a graphical manner, and the GUI interface is a graphical object seen and operated by a user, and the technology of computer graphics is applied.
For example, the game interface may include a login interface that the user displays at the game client when logging in to the game, a main interface for the game, a combat interface, and so forth.
In the embodiment of the invention, the virtual defending object is a virtual game element which can be selected by a user to interact in a virtual scene. The game developer can set a plurality of virtual defending objects in the virtual scene according to the size of the virtual scene, the distribution of the relevant elements of the tasks in the virtual scene and the like.
Through setting the virtual defending objects, any virtual defending object can be selected at any time for interaction in the process of searching the task related elements in the virtual scene by the user. The richness of the interactive content of the user in the virtual scene is improved, the user is prevented from being bored in the scene exploration process, and the game experience of the user can be improved.
In particular, the target virtual character may be an object representing the current user in the virtual scene of the game, which may be controlled via the current user. The target avatar may be in the form of a character, animal, or any object, etc., which is not limited in accordance with embodiments of the present invention.
In some optional embodiments, in order to direct a user to manipulate a target virtual character to find a virtual defensive object in a virtual scene, the virtual object interaction method provided by the embodiment of the present invention may further include:
and displaying object guiding information corresponding to at least one virtual defense object on the game interface, wherein the object guiding information is used for indicating the azimuth of the virtual defense object relative to the target virtual character.
The object guiding information is used for indicating at least one of azimuth data such as the direction, the distance and the like of the virtual defending object relative to the target virtual character. For example, in the virtual environment, the virtual defending object is 240 meters in front of the left of the target virtual character, and at this time, the object guiding information in the game interface is displayed as shown in 301 in fig. 3.
In order to be able to provide more accurate object guide information to the user, the position and content of the object guide information displayed in the game interface may be updated in real time according to the relative orientation between the virtual defensive object and the target virtual character. That is, the step of displaying object guiding information corresponding to at least one virtual defending object on the game interface includes:
responsive to movement of the target virtual character, determining a relative bearing relationship between the target virtual character and the virtual defending object;
Based on the relative orientation relationship, display object guide information is updated in the game interface.
The relative azimuth relation refers to the relation between the distance and the direction of the virtual defending object relative to the target virtual character. For example, the relative bearing relationship may be that the virtual defending object is located 30 degrees north-west of the target virtual character, 300 meters apart, and so on.
In particular, updating the display of the object guide information may include updating the display of the object guide information to at least one of heavy and display content.
For example, if the relative positional relationship between the target virtual character and the virtual defending object changes from the virtual defending object being located at 30 degrees north-west of the target virtual character, at a distance of 240 meters, to the virtual defending object being located at the right north-south of the target virtual character, at a distance of 185 meters, as the target virtual character moves, the object guidance information may change from the display position and display content shown as 301 in fig. 3 to the display position and display content shown as 302 in fig. 3.
Optionally, the color, the size, and the like of the object guiding information may also be updated when the object guiding information is updated, which is not limited by the embodiment of the present invention. For example, if the distance between the target virtual character and the virtual defending object is smaller than a preset threshold, the color of the object guiding information can be modified to be a more striking color.
In some alternative embodiments, to hint the user of the location of the virtual defending object, the defending layer of the virtual defending object may be configured as a visual virtual defending cover. For example, the method for interaction of virtual objects provided by the embodiment of the present invention may further include: in response to movement of the target virtual character in the virtual environment, when the target virtual character moves to a visible position corresponding to the virtual defending object, a virtual defending cover of a defending area set based on the virtual defending object is highlighted in the game interface.
For example, when the target virtual character is located at a position far from the virtual defending object, the user can search for the virtual defending object through the object guiding information, and after the target virtual character is controlled to reach a certain distance from the virtual defending object, as shown in fig. 4, the virtual defending cover of the virtual defending object can be displayed in the game interface.
Specifically, the shape, color, texture, etc. of the virtual defense cover may be set by the game developer, which is not limited in the embodiment of the present invention.
In some examples, to facilitate a user's quick knowledge of the game environment, the game interface may further include a game thumbnail map including a character thumbnail position identification of the target virtual character and an object thumbnail position identification indicating the position of the virtual defending object relative to the target virtual character.
The character thumbnail position identifier is an identifier for representing a target virtual character in the game thumbnail map, and the form, color, and the like of the identifier are not limited. The object thumbnail position identifier is an identifier for representing a virtual defending object in the game thumbnail map, and the form, color, and the like of the identifier are not limited.
For example, as shown at 301 in FIG. 3, a character thumbnail position identification and an object thumbnail position identification may also be included in the game thumbnail map.
Wherein the game thumbnail map may be generated centering on the position of the target virtual character, that is, the character thumbnail position identification may be always located in the center area of the game thumbnail map.
It will be appreciated that, in addition to the character thumbnail position identifier and the object thumbnail position identifier, the game thumbnail map may further include identifiers of other virtual characters in the same game team as the target virtual character, virtual environment elements around the target virtual character, and the like, which is not limited by the embodiment of the present invention.
In order to provide more accurate directions to the user, the object thumbnail position identifies the position and content displayed in the game interface, which can be updated in real-time based on the relative orientation between the virtual defensive object and the target virtual character. That is, the method for interaction of virtual objects provided in the embodiment of the present invention may further include:
Responsive to movement of the target virtual character, determining a relative bearing relationship between the target virtual character and the virtual defending object;
based on the relative azimuth relationship, the display object thumbnail position identification is updated in the game thumbnail map.
For example, if the relative positional relationship between the target virtual character and the virtual defending object changes from the virtual defending object being located 30 degrees north-west of the target virtual character, at a distance of 240 meters, to the virtual defending object being located right north of the target virtual character, at a distance of 185 meters, as the target virtual character moves, the object thumbnail position identification may change from a display position and display content as shown at 301 in fig. 3 to a display position and display content as shown at 302 in fig. 3.
In order to allow a user to learn the virtual environment in a game in more detail, the game may provide a detailed game map to the user, who may view the game detailed map by triggering controls in the game interface. For example, the user may trigger the game thumbnail map to display a game detail map, that is, the interaction method of the virtual object provided by the embodiment of the present invention may further include:
and responding to the triggering operation of the player on the game thumbnail map, displaying a game detail map corresponding to the virtual scene on the game interface, wherein the game detail map comprises the position identification of the target virtual character in the virtual scene and the position identification of at least one virtual defending object in the virtual scene.
For example, as shown in fig. 5, a schematic diagram of a game detail map may include a location identifier of a target virtual character and a location identifier of a plurality of virtual defending objects. The game detail map may also include identifications of other elements in some games, etc.
It may be understood that triggering the game thumbnail map to display the game detail map is only an optional display manner of the game detail map, and the game detail map may also be displayed by triggering a specific control in the game interface, by triggering a specific gesture operation, triggering a button on the terminal, or the like, which is not limited in the embodiment of the present invention.
Specifically, the defense preparation area is an area where the virtual defense object can detect whether or not a virtual character approaches. For example, the defense preparation area may be a non-overlapping area between a circular area 1 formed with a radius of 50m around the position of the virtual defense object and a circular area 2 formed with a radius of 100m around the position of the virtual defense object.
In order to increase interaction diversity in games, the embodiment of the invention sets the virtual calling object of the virtual defense object, and the current user can control the target virtual character to perform combat interaction with at least one of the virtual defense object and the virtual calling object.
In some optional embodiments, the virtual summoning object may be summoning in a certain area to better protect the virtual defending object, and promote the difficulty of the target virtual character attacking the virtual defending object, that is, the step of "responding to the target virtual character moving into the defending preparation area set based on the virtual defending object, displaying at least one virtual summoning object of the virtual defending object in the defending area formed by the defending layer set based on the virtual defending object" may specifically include:
in response to movement of the target virtual character in the virtual environment, when the target virtual character moves into a defense preparation area set based on the virtual defense object, at least one virtual summoning object of the virtual defense object is displayed in a defense area constituted by a defense layer set based on the virtual defense object.
The defending area may be an area set based on the virtual defending object. The defending area may be the same as the defending preparation area or may be different from the defending preparation area. For example, the defending area may be a circular area formed with a radius of 50m around the position of the virtual defending object.
The virtual calling object corresponding to the virtual defending object may be already present in the defending area before the target virtual character moves to the defending preparation area set based on the virtual defending object. In this case, when the target virtual character has not moved into the defense preparation area set by the virtual defense object, the virtual calling object of the virtual defense object is already present in the defense area.
Alternatively, the target virtual character is moved to the defense preparation area set based on the virtual defense object, and no virtual calling object is present in the defense area. In this case, when the target virtual character moves into the defense preparation area set by the virtual defense object, the virtual defense object starts to call the virtual call object (that is, the game application starts to generate the virtual call object), and when the target virtual character is still in the defense preparation area, the virtual defense object can complete the call to the virtual call object and display the call in the defense area.
In other examples, the game developer may also set that the virtual summoning object is displayed in the defending area only after the target virtual character moves into the defending preparation area set based on the virtual defending object.
Optionally, in order to avoid the difficulty of interaction being too great and affecting the game experience of the user, and also in order to prepare for interaction before interacting with the virtual defending object and/or the virtual summoning object, in the embodiment of the present invention, the virtual summoning object may be configured to attack the virtual character in the defending area to protect the virtual defending object.
That is, the virtual summoning object will attack the target virtual character only if the target virtual character controlled by the current user enters the defending area of the virtual defending object.
In the related art, when a player triggers a battle in the open world, but the player wants to exit halfway due to mismatching of strength or other reasons, the player can normally and continuously escape for a long time, and the actual exit can not be calculated until the battle object is triggered to take the battle due to the reason that the player is not caught up and the like, so that the cost is very high.
In order to reduce difficulty in separating game users from interaction, the interaction method of virtual objects provided by the embodiment of the invention further comprises the following steps:
and controlling the virtual summoning object not to attack the target virtual character in response to the target virtual character moving outside the defending area.
That is, in the embodiment of the invention, if the current user wants to break away from the interaction with the virtual calling object, the user only needs to control the target virtual character to leave the defending area, so that the time cost and the energy cost for breaking away from the interaction of the user are greatly reduced.
For virtual summoning objects, if the current attack target has died or left the defended area, a new attack target may be selected from other virtual roles in the defended area that have not died. The interaction method of the virtual object provided by the embodiment of the invention can further comprise the following steps:
and responding to the death event that the target virtual character moves outside the defending area or the target virtual character, and controlling the virtual calling object of the target virtual character to determine a new attack target from other virtual characters in the defending area to attack.
If there are no other live virtual characters in the defending area, the virtual summons object can be hidden from view in the game interface, be stationary or randomly moved in the defending area, etc.
202. If the object state of the virtual calling object meets the preset object supplementing condition, highlighting the weak defense area of the virtual calling object on the virtual defense object before the preset calling time is over, and displaying the newly-called virtual calling object in the game interface.
Specifically, the object supplementing condition may be that the life values of all virtual calling objects called by the virtual defending object are lower than 50%, or that more than 70% of virtual calling objects have no attack capability (such as death, immobility) on the virtual character to be attacked, and the like.
In some alternative embodiments, the object replenishment condition may be that all virtual summons objects summoned by the virtual defensive object have died. In order to determine whether the object state of the virtual calling object meets the object supplement condition, each virtual calling object may be detected, that is, before the step of highlighting the weak defense area on the virtual defense object before the end of the preset calling time if the object state of the virtual calling object meets the preset object supplement condition, the interaction method of the virtual object provided by the embodiment of the present invention may further include:
detecting the survival state of each virtual calling object, and recording the number of the virtual calling objects in the survival state.
In this case, if the number of virtual calling objects in the surviving state is 0, it indicates that all virtual calling objects called by the virtual defending object have died, and the step of "if the object state of the virtual calling object meets the preset object supplementing condition, highlighting the weak defending area on the virtual defending object before the preset calling time is over" may specifically include:
if the number of virtual calling objects in the survival state is 0, highlighting the weak defense area of the virtual defending object before the preset calling time is over.
The calling time is the time required by the virtual defending object to call out the virtual calling object. The time of each call of the virtual call object may be the same. It will be appreciated that the time of each invocation may be different depending on the number of virtual invocation objects that the virtual defense object needs to invoke, the attack capability, etc.
The weak defense area may be an area in which the defense value of the virtual defense object is more reduced if the same attack is accepted, among a plurality of areas of the virtual defense object.
In some alternative embodiments, the virtual defense object may have only one region, which when highlighted is the weak defense region.
For example, as shown at 601 in fig. 6, the weak defensive area may not be highlighted when the virtual defensive object does not summon the virtual summoning object; as shown at 602 in fig. 6, the weak defensive area may be highlighted when the virtual defensive object summons the virtual summons object.
In further alternative embodiments, the virtual defending object may include a virtual defending object body and a protective shell disposed outside the virtual defending object body, the protective shell configured to defend more than the virtual defending object body. The step of highlighting the weak defense area of the virtual defense object before the preset calling time is over may specifically include:
And before the preset calling time is over, superposing and displaying the highlighting effect of the virtual defending object body on the protecting shell of the virtual defending object.
For example, as shown in 702 in fig. 7, the highlighting effect of the virtual defending object body may be displayed superimposed on the protective case of the virtual defending object, and only a part of the protective case may be displayed superimposed; alternatively, as shown at 602 in fig. 6, the protective case may be hidden and only the virtual defending object body may be displayed.
Accordingly, the step of "stopping highlighting of the weak defensive area after the end of the summoning time" may include:
after the calling time is over, the highlighting effect of the virtual defending object body is stopped to be displayed on the protective shell.
For example, as shown in 701 in fig. 7, the highlighting effect of the virtual defending object body may not be displayed on the protective shell of the virtual defending object.
Optionally, in order to avoid that the virtual calling object is displayed at a position where the virtual character cannot be attacked, before the step of displaying the newly-called virtual calling object in the game interface, the interaction method of the virtual object provided by the embodiment of the invention may further include:
Determining a candidate object calling area corresponding to the virtual defending object in the virtual scene, wherein the candidate object calling area is positioned in a defending area set based on the virtual defending object;
detecting an object obstacle region in the candidate object calling region, taking the region except the object obstacle region in the candidate object calling region as a target object calling region, wherein the object obstacle region is a region in which a virtual calling object cannot normally move;
and determining the calling position corresponding to each virtual calling object from the target object calling area.
That is, if there is an object obstacle region (e.g., block region in fig. 7) in the candidate object call region that does not allow the virtual call object to be generated, the region is skipped entirely, and it is possible to avoid the virtual call object from being blocked in some location region where normal combat or movement is not possible after the virtual call object is generated.
The candidate calling area can be one or a plurality of candidate calling areas. For example, as shown in fig. 8, when determining the calling position, a triangle area (with the perceived direction of the virtual character as the direction) with three distances R0, R1, R2 as high and a as the vertex angle may be sequentially detected with the virtual defending object itself as the center of a circle, where the angle α may be customized.
Alternatively, the region between R0 and R1 (i.e., the candidate recall region) may be retrieved first, and if the region is very flat without any obstructions, then a number of location points are calculated directly within the region (region No. 1 as shown in the figure) as the recall locations for generating virtual recall objects.
If all coordinates satisfying the condition cannot be found in the area 1, the search range needs to be expanded to the area between R1 and R2, and the calling position of the virtual calling object is determined in the areas 2 and 3 between R1 and R2 shown in the upper drawing. At this time, the candidate calling region includes not only the region between R0 to R1 but also the region between R1 to R2.
Correspondingly, a virtual calling object can be displayed at the calling position, and the step of displaying the newly-called virtual calling object in the game interface can specifically comprise the following steps:
and displaying the newly summoned virtual summoned object at each summoned position in the game interface.
It will be appreciated that the number of summoned locations may be the same as or greater than the number of virtual summoned objects. In displaying the virtual calling object, the virtual calling object may not be repeatedly randomly displayed at each calling position.
In the embodiment of the invention, in order to avoid the problems of demolding, model overlapping and the like of the virtual calling object caused by too close distance between the virtual calling objects or too close distance between the virtual calling objects and the virtual defending object when the virtual calling object is displayed, when the calling positions of the virtual calling object are determined, the distances between all positions in a candidate object calling area and the virtual defending object are not smaller than a preset distance threshold value, and the distances between all calling positions are not smaller than the preset calling object distance threshold value.
In some alternative embodiments, the virtual summons object may move within the defensive area if the virtual summons object is in a live state when no virtual character is attacking. The method for interaction of virtual objects provided by the embodiment of the present invention may further include:
and switching the virtual calling object from a patrol state to an attack state in response to any virtual character moving into a defending area set based on the virtual defending object, wherein the virtual calling object is configured to attack the virtual character in the defending area under the attack state to protect the virtual defending object, and moves in the defending area according to a preset moving track under the patrol state.
That is, the virtual summons object may have a patrol state and an attack state. The virtual calling object can continuously monitor whether a virtual character enters the defending area, if the virtual character enters the defending area, the virtual calling object can enter an attack state, and attack is carried out by taking the virtual character entering the defending area as a target; as long as there is no virtual character in the defending area, the virtual summoning object will continuously patrol in the defending area.
203. After the end of the summoning time, highlighting of the weak defensive area is stopped, wherein the weak defensive area has weaker defensive power when highlighted than when not highlighted.
For example, when not highlighted, the area of weak defense may be protected by a protective enclosure. The protective shell may be immune to all or part of the attack of the avatar. Alternatively, the weakly defended area itself can be immune to all or part of the attack of the avatar, and so on, without highlighting.
In some alternative embodiments, the virtual defense object may be set to accept only attacks by virtual roles, etc. In other embodiments, the virtual defense object may also be configured to attack a virtual character in the virtual scene to protect itself.
For example, the virtual defending object may be configured with a number of game attack skills, such as, for example, periodically or sporadically emitting aggressive rays into the defending area, randomly projecting bombs to a location within the defending area, and so forth.
In the embodiment of the invention, the user can attack the virtual defending object all the time so as to acquire rewards such as game props. The interaction method of the virtual object provided by the embodiment of the invention can further comprise the following steps: and responding to the attack operation of the user, and controlling the target virtual character to attack the virtual summoning object and/or the virtual defending object until the virtual defending object is in a defending failure state.
It will be appreciated that the virtual defense object may supplement the summoned virtual summoned object whenever the object state of the virtual summoned object satisfies the object supplement condition.
When each virtual calling object is called, an object identifier can be set for each virtual calling object obtained by calling, so that the virtual calling objects of the same virtual defending object can be managed conveniently. For example, virtual calling objects of a particular ID may be reclaimed or the like. If the virtual calling object corresponding to a certain identifier dies, the stored record of the identifier can be cleared.
As can be seen from the foregoing, in response to the target virtual character moving into the defense preparation area set based on the virtual defense object, the embodiments of the present invention display at least one virtual summoning object of the virtual defense object in a defense area formed by a defense layer set based on the virtual defense object, the defense layer being configured to prevent an attack reaching the defense layer from penetrating the defense layer, the virtual summoning object being configured to attack a virtual character in a virtual scene to protect the virtual defense object and not move outside the defense area, if an object state of the virtual summoning object satisfies a preset object replenishment condition, highlight a weak defense area thereof on the virtual defense object before a preset summoning time ends, and display a newly summoning virtual summoning object in the game interface, after the summoning time ends, stop highlighting the weak defense area, wherein the weak defense area has weaker defensive ability than when no highlighting is performed at the time of highlighting; because the virtual defending object is additionally arranged in the virtual scene, and the game developer can set the virtual defending object at any position in the virtual scene for the user to interact, the embodiment of the invention adds the virtual defending object except for a specific task target in the process of exploring the game scene of the user under the condition that the game developer does not need to provide a large amount of effective game content, so that the user can interact with at least one of the virtual calling object and the virtual defending object in the process of completing the game task, and the game experience of the user in the process of freely exploring can be improved.
The method described in the previous examples is described in further detail below by way of example.
In this embodiment, a description will be given with reference to the system of fig. 1.
As shown in fig. 9, the specific flow of the interaction method of the virtual object in this embodiment may be as follows:
901. the terminal displays a game interface of game play, wherein the game interface comprises a game virtual scene and a target virtual role which is positioned in the virtual scene and controlled by a current user, and at least one virtual defending object which can be interacted by a player is configured in the virtual scene.
The game in the embodiment of the invention can be a shooting game of a third person called visual angle, and adopts an open world playing method. In particular, meaning that the combat scene in the game is completely free to open, players can explore in any direction with free progress, the distance between the boundaries of the various directions is very large, and various selectable challenge targets can exist in the level, and each player can freely choose whether to accept a particular challenge.
902. And the terminal displays object guiding information corresponding to at least one virtual defending object on the game interface, wherein the object guiding information is used for indicating the azimuth of the virtual defending object relative to the target virtual character.
In the related art, since the player can freely explore, there is generally no linear or strongly prompted target traction, and there is a problem in that the player may feel the target missing in a large map and thus lose. The lack of directional guidance to find various random tasks can easily lead to repeated nonsensical runs, even with a shoulder wipe with the task object.
By setting the object guiding information, the directionality of the player in the open world exploration can be enhanced, and the game experience of the player can be improved.
903. And the terminal responds to the movement of the target virtual character into a defense preparation area set based on the virtual defense object, detects whether the virtual calling object of the surviving virtual defense object exists in the defense area, and if not, generates and displays the virtual calling object.
In the related art, because of lack of sufficient game filling content, when a player quickly finds an in-office target and clicks, the game duration also ends prematurely, so that the game content consumption is faster than expected; the actual task types in the office are also generally based on the experience of monotonous dialogue, collection and the like, and lack of certain packaging and atmosphere creation of open world substitution sense.
Through the setting of the virtual defending object and the virtual calling object, the game content can be enriched.
The virtual defending object takes the virtual defending object as a center to generate a virtual protecting cover with a radius of R, and flying objects (including bullets, fireballs and the like) sent out by any side of the virtual protecting cover cannot penetrate through the virtual protecting cover to reach the other side. When the player is in a position far away from the virtual defending object, the player can search through the icon, and after a certain distance is reached, the player can directly see the virtual protection cover of the virtual defending object.
When a player approaches a virtual defending object to a certain distance a (a > R, R is the radius of the virtual shield), that is, the target virtual character moves into the defending preparation area set based on the virtual defending object, the virtual defending object perceives that the player starts to enter a singing-in stage when the virtual defending object perceives that the player is nearby, and the virtual defending object exposes the own weak point (weak point is opened) in the stage.
After a period of time, a plurality of virtual calling objects of a specified type and number are generated within a radius r around the virtual defending object, and the virtual defending object is protected.
As shown in fig. 10, when a target appears in the sensing range, the virtual defending object starts to enter a calling state, and after the calling is completed, the IDs of all the called virtual calling objects need to be stored.
Traversing the survival states of all the summoned virtual summoned objects according to a certain time interval, and recording the number of the real-time survival virtual summoned objects.
If the number of the surviving virtual calling objects is more than 0, continuing to execute the steps of traversing the surviving states of all the called virtual calling objects according to a certain time interval at the next time sequence and recording the number of the surviving virtual calling objects in real time; if the number of surviving virtual summons objects is greater than 0, the state of each virtual summons object is monitored whether to be in a warning patrol state.
If the stored virtual calling object is in the warning patrol state, whether a player enters the range of the radius R of the virtual protection cover is required to be continuously monitored, and if the player has a target, all the virtual calling objects are immediately informed to enter the fight state, and the player is targeted.
The virtual summoning object will continue to patrol as long as there are no players within the virtual enclosure.
And returning to the step of traversing the survival states of all the summoned virtual summoned objects according to a certain time interval and recording the number of the real-time survival virtual summoned objects, if the number of the survival virtual summoned objects is monitored to be=0 currently, informing the crystal to enter the summoned state and clearing the stored IDs of the summoned virtual summoned objects.
904. And the terminal responds to the movement of the target virtual character into a defense area set based on the virtual defense object, and controls the virtual calling object to attack by taking the target virtual character as an attack target.
As soon as a player starts entering the current virtual shield, the virtual defending object can evenly distribute calling monsters according to the number of players and attack each player respectively. During combat, the individual summons can freely switch the hate goal according to their own logic.
The virtual calling object can freely switch the fight target according to the target condition in real time as long as the virtual calling object enters the fight state, such as the situation that the current target dies or is far away and another attacked target exists near the target.
Once the virtual calling object enters a fight state, the target can be always perceived by all the virtual calling objects unless the target escapes from a defending area formed by the virtual protection cover; once the target player escapes the virtual shield, the virtual summoning object will immediately clear it from the hate target and then search for other players in the virtual shield at the current time as hate objects.
If all players exit the virtual boot or die, the virtual summons will immediately be transferred back to the summons around the crystal and the state is full, entering a patrol alert state.
905. And the terminal responds to the attack operation of the user and controls the target virtual character to attack the virtual calling object and/or the virtual defending object.
906. If the object state of the virtual calling object meets the preset object supplementing condition, the terminal highlights the weak defense area of the virtual calling object before the preset calling time is over, and the newly-called virtual calling object is displayed in the game interface.
If the player clicks all of the summons, the virtual defender will reenter the summons phase and open the vulnerability. If the player chooses to leave the virtual enclosure, the summons will immediately be transferred back to the virtual defending object and the other target players within the virtual enclosure will be searched again.
When the crystal senses that a player invades or the called virtual calling object is killed, the crystal enters a calling singing state, and after singing is finished, the virtual calling objects with the specified types and quantity are called around the crystal.
When calling, as shown in fig. 8, the included angle alpha of three triangular areas (with perceived targets as directions) with three distances of R0, R1 and R2 is sequentially detected by taking the crystal as the center of a circle, and the size can be customized; firstly, in a defined R0 area, virtual calling objects are not allowed to be generated, and the situation that the virtual calling objects are too close to the crystal is avoided.
Searching the region between R0 and R1, if the region is very flat and has no obstacle, directly calculating a plurality of position points in the region to serve as coordinate points (a No. 1 region shown in the figure) for generating virtual calling objects, wherein the coordinate points must meet the preset requirement that the distance between every two coordinate points is larger than or equal to R, so that the situation that the coordinate points are squeezed in a pile after generation is avoided, and models overlap.
If the area has an obstacle area (Block area) which does not allow the virtual calling object to be generated, the area is skipped entirely, the situation that the virtual calling object is blocked in some position areas which cannot be normally battled or moved after being generated is mainly avoided, if all coordinates meeting the conditions cannot be found in the area 1, the search range needs to be expanded to the area between R1 and R2, and in the areas 2 and 3 between R1 and R2 shown in the upper graph, coordinate points meeting R or more in a pairwise manner are calculated according to the conditions and serve as the birth coordinates of the virtual calling object.
And after all the searching is successful, sequentially generating the appointed virtual calling objects according to each coordinate.
907. The terminal stops highlighting of the weak defense area after the end of the summoning time, wherein the weak defense area has weaker defense capability when highlighted than when not highlighted.
The virtual defending object wraps all vulnerabilities under the hard appearance in a default state, in which the player's attack power on the virtual defending object is greatly compromised.
In the embodiment of the invention, the duration of the calling of the virtual defending object can be configured, and the combat rhythm of the player and the virtual defending object can be flexibly controlled by adjusting the parameter.
If the player successfully clicks on the virtual defending object, a game prize may be awarded.
As can be seen from the above, the embodiment of the present invention may provide the user with the object guiding information of the virtual defending object, so as to guide the user to move in the virtual scene of the game in a targeted manner, and the virtual defending object is added in the virtual scene, so that the game developer may set the virtual defending object at any position in the virtual scene for the user to interact, and therefore, the embodiment of the present invention may add a virtual defending object other than a specific task target to the game scene exploration process of the user, and guide the user to go to the position of the virtual defending object to interact with the virtual defending object, so as to improve the game experience of the user in the free exploration process.
In order to better implement the above method, correspondingly, referring to fig. 11, an embodiment of the present invention further provides an interaction device for a virtual object, where a game interface for game play is provided through a terminal, the game interface may include a virtual scene of a game, and a target virtual character controlled by a current user in the virtual scene, where at least one virtual defending object for interaction by a player is configured in the virtual scene, and the device may include:
a summoning object display unit 1101 that may be configured to display at least one virtual summoning object of a virtual defensive object in a defensive area constituted by a defensive layer set based on a virtual defensive object in response to a target virtual character moving into a defensive preparation area set based on the virtual defensive object, the defensive layer being configured to prevent an attack reaching the defensive layer from penetrating the defensive layer, the virtual summoning object being configured to attack a virtual character in a virtual scene to protect the virtual defensive object and not moving outside the defensive area;
the object calling unit 1102 may be configured to highlight a weak defense area of a virtual defending object before a preset calling time is over, and display a newly-called virtual calling object in the game interface if an object state of the virtual calling object meets a preset object supplementing condition;
The area stop display unit 1103 may be configured to stop highlighting of the weak defense area after the end of the calling time, where the weak defense area has a weaker defense capability when highlighted than when not highlighted.
In some alternative embodiments, the defense layer is configured as a visual virtual defense shroud.
Optionally, the interaction device for virtual objects provided in the embodiment of the present invention further includes an object guiding unit 1104, configured to display, on the game interface, object guiding information corresponding to at least one virtual defensive object, where the object guiding information is used to indicate a direction of the virtual defensive object relative to the target virtual role.
In some alternative embodiments, the object directing unit 1104 may be configured to determine a relative positional relationship between the target virtual character and the virtual defending object in response to movement of the target virtual character;
based on the relative orientation relationship, display object guide information is updated in the game interface.
In some alternative embodiments, the game interface may further include a game thumbnail map that may include a character thumbnail position identification of the target virtual character and an object thumbnail position identification indicating the orientation of the virtual defending object relative to the target virtual character.
In some optional embodiments, as shown in fig. 12, the interaction device for virtual objects provided in the embodiments of the present invention may further include a detailed map display unit 1105, which may be configured to display, on the game interface, a game detailed map corresponding to the virtual scene in response to a triggering operation of the game thumbnail map by the player, where the game detailed map may include a location identifier of the target virtual character in the virtual scene and a location identifier of at least one virtual defending object in the virtual scene.
In some optional embodiments, the interaction device for virtual objects provided by the embodiments of the present invention may further include a thumbnail identifier updating unit 1106, which may be configured to determine, in response to the movement of the target virtual character, a relative azimuth relationship between the target virtual character and the virtual defensive object;
based on the relative azimuth relationship, the display object thumbnail position identification is updated in the game thumbnail map.
In some alternative embodiments, the summoning object display unit 1101 may be configured to display at least one virtual summoning object of the virtual defensive object in a defensive area set for the virtual defensive object when the target virtual character moves into the defensive preparation area set based on the virtual defensive object in response to movement of the target virtual character in the virtual environment.
In some alternative embodiments, the virtual defending object may include a virtual defending object body and a protective shell disposed outside the virtual defending object body, the protective shell configured to defend more than the virtual defending object body;
the object calling unit 1102 may be configured to superimpose and display a highlighting effect of the virtual defending object body on the protection shell of the virtual defending object before the preset calling time is over;
the area stop display unit 1103 may be configured to stop displaying the highlighting effect of the virtual defending object body on the protection shell after the end of the calling time.
In some alternative embodiments, the virtual summoning object is configured to attack a virtual character within the defending area to protect the virtual defending object, the defending area being based on the virtual defending object settings.
In some optional embodiments, the interaction device for virtual objects provided in the embodiments of the present invention may further include an attack target switching unit 1107, which may be configured to control, in response to a death event of a target virtual character moving outside a defense area set based on the virtual defense object or the target virtual character, that a virtual summoning object with the attack target being the target virtual character determines a new attack target from other virtual characters in the defense area to attack.
In some optional embodiments, the interaction device for a virtual object provided by the embodiments of the present invention may further include a calling location determining unit 1108, configured to determine, in a virtual scene, a candidate object calling area corresponding to a virtual defending object, where the candidate object calling area is located in a defending area set based on the virtual defending object;
detecting an object obstacle region in the candidate object calling region, taking the region except the object obstacle region in the candidate object calling region as a target object calling region, wherein the object obstacle region is a region in which a virtual calling object cannot normally move;
determining the calling position corresponding to each virtual calling object from the target object calling area;
and the object calling unit can be used for displaying the newly-called virtual calling object at each calling position in the game interface.
In some alternative embodiments, the distance between each location in the candidate recall area and the virtual defending object is not less than a preset distance threshold, and the distance between each recall location is not less than a preset recall object distance threshold.
In some optional embodiments, the interaction device for virtual objects provided in the embodiments of the present invention may further include an object state detection unit 1109, configured to detect a survival state of each virtual calling object, and record a number of virtual calling objects in the survival state;
And the object calling unit can be used for highlighting the weak defense area of the virtual defense object before the preset calling time is over if the number of the virtual calling objects in the survival state is 0.
In some optional embodiments, the interaction device for virtual objects provided by the embodiments of the present invention may further include a state switching unit 1110, configured to switch the virtual calling object from the patrol state to the attack state in response to movement of any virtual character into the defending area set based on the virtual defending object, where the virtual calling object is configured to attack the virtual character in the defending area in the attack state to protect the virtual defending object, and move in the patrol state according to a preset movement track in the defending area.
In some alternative embodiments, the virtual defense object is configured to attack a virtual character in the virtual scene to protect itself.
As can be seen from the above, through the interaction device of the virtual object, a virtual defending object can be added in the virtual scene, and the game developer can set the virtual defending object at any position in the virtual scene for the user to interact, so that the embodiment of the invention adds the virtual defending object except for a specific task target in the process of exploring the game scene of the user without the need of the game developer to provide a large amount of effective game content, so that the user can interact with at least one of the virtual calling object and the virtual defending object in the process of completing the game task, and the game experience of the user in the free exploring process can be improved.
In addition, the embodiment of the present invention further provides an electronic device, which may be a terminal or a server, as shown in fig. 13, and shows a schematic structural diagram of the electronic device according to the embodiment of the present invention, specifically:
the electronic device may include Radio Frequency (RF) circuitry 1301, memory 1302 including one or more computer-readable storage media, input unit 1303, display unit 1304, sensor 1305, audio circuitry 1306, wireless fidelity (WiFi, wireless Fidelity) module 1307, processor 1308 including one or more processing cores, and power supply 1309. It will be appreciated by those skilled in the art that the electronic device structure shown in fig. 13 is not limiting of the electronic device and may include more or fewer components than shown, or may combine certain components, or a different arrangement of components. Wherein:
the RF circuit 1301 may be used for receiving and transmitting signals during a message or a call, specifically, after receiving downlink information of a base station, the downlink information is processed by one or more processors 1308; in addition, data relating to uplink is transmitted to the base station. Typically, RF circuitry 1301 includes, but is not limited to, an antenna, at least one amplifier, a tuner, one or more oscillators, a subscriber identity module (SIM, subscriber Identity Module) card, a transceiver, a coupler, a low noise amplifier (LNA, low Noise Amplifier), a duplexer, and the like. In addition, the RF circuit 1301 may also communicate with networks and other devices through wireless communication. The wireless communication may use any communication standard or protocol including, but not limited to, global system for mobile communications (GSM, global System of Mobile communication), general packet radio service (GPRS, general Packet Radio Service), code division multiple access (CDMA, code Division Multiple Access), wideband code division multiple access (WCDMA, wideband Code Division Multiple Access), long term evolution (LTE, long Term Evolution), email, short message service (SMS, short Messaging Service), and the like.
The memory 1302 may be used to store software programs and modules, and the processor 1308 executes the software programs and modules stored in the memory 1302 to perform various functional applications and data processing. The memory 1302 may mainly include a storage program area and a storage data area, wherein the storage program area may store an operating system, an application program required for at least one function (such as a sound playing function, an image playing function, etc.), and the like; the storage data area may store data created according to the use of the electronic device (such as audio data, phonebooks, etc.), and the like. In addition, memory 1302 may include high-speed random access memory, and may also include non-volatile memory, such as at least one magnetic disk storage device, flash memory device, or other volatile solid-state storage device. Accordingly, the memory 1302 may also include a memory controller to provide access to the memory 1302 by the processor 1308 and the input unit 1303.
The input unit 1303 may be used to receive input numeric or character information and generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control. In particular, in one particular embodiment, the input unit 1303 may include a touch-sensitive surface, as well as other input devices. The touch-sensitive surface, also referred to as a touch display screen or a touch pad, may collect touch operations thereon or thereabout by a user (e.g., operations thereon or thereabout by a user using any suitable object or accessory such as a finger, stylus, etc.), and actuate the corresponding connection means according to a predetermined program. Alternatively, the touch-sensitive surface may comprise two parts, a touch detection device and a touch controller. The touch detection device detects the touch azimuth of a user, detects a signal brought by touch operation and transmits the signal to the touch controller; the touch controller receives touch information from the touch sensing device and converts it to touch point coordinates, which are then sent to the processor 1308, and can receive commands from the processor 1308 and execute them. In addition, touch sensitive surfaces may be implemented in a variety of types, such as resistive, capacitive, infrared, and surface acoustic waves. The input unit 1303 may comprise other input devices in addition to the touch-sensitive surface. In particular, other input devices may include, but are not limited to, one or more of a physical keyboard, function keys (such as volume control keys, switch keys, etc.), a trackball, mouse, joystick, etc.
The display unit 1304 may be used to display information entered by a user or provided to a user as well as various graphical user interfaces of the electronic device, which may be composed of graphics, text, icons, video, and any combination thereof. The display unit 1304 may include a display panel, which may alternatively be configured in the form of a liquid crystal display (LCD, liquid Crystal Display), an Organic Light-Emitting Diode (OLED), or the like. Further, the touch-sensitive surface may overlay a display panel, upon detection of a touch operation thereon or thereabout by the touch-sensitive surface, being communicated to the processor 1308 to determine the type of touch event, and the processor 1308 then provides a corresponding visual output on the display panel based on the type of touch event. Although in fig. 13 the touch sensitive surface and the display panel are implemented as two separate components for input and output functions, in some embodiments the touch sensitive surface may be integrated with the display panel to implement the input and output functions.
The electronic device may also include at least one sensor 1305, such as a light sensor, a motion sensor, and other sensors. In particular, the light sensor may include an ambient light sensor that may adjust the brightness of the display panel according to the brightness of ambient light, and a proximity sensor that may turn off the display panel and/or backlight when the electronic device is moved to the ear. As one of the motion sensors, the gravity acceleration sensor can detect the acceleration in all directions (generally three axes), and can detect the gravity and the direction when the mobile phone is stationary, and can be used for applications of recognizing the gesture of the mobile phone (such as horizontal and vertical screen switching, related games, magnetometer gesture calibration), vibration recognition related functions (such as pedometer and knocking), and the like; other sensors such as gyroscopes, barometers, hygrometers, thermometers, infrared sensors, etc. that may also be configured with the electronic device are not described in detail herein.
Audio circuitry 1306, speakers, and a microphone may provide an audio interface between the user and the electronic device. The audio circuit 1306 can transmit the received electrical signal after audio data conversion to a speaker, and the electrical signal is converted into a sound signal by the speaker to be output; on the other hand, the microphone converts the collected sound signals into electrical signals, which are received by the audio circuit 1306 and converted into audio data, which are processed by the audio data output processor 1308, and transmitted via the RF circuit 1301 to, for example, another electronic device, or output the audio data to the memory 1302 for further processing. The audio circuit 1306 may also include an ear bud jack to provide communication of the peripheral ear bud with the electronic device.
WiFi belongs to a short-distance wireless transmission technology, and the electronic equipment can help a user to send and receive emails, browse webpages, access streaming media and the like through the WiFi module 1307, so that wireless broadband Internet access is provided for the user. Although fig. 13 shows a WiFi module 1307, it is understood that it does not belong to the necessary constitution of the electronic device, and can be omitted entirely as necessary within a range that does not change the essence of the invention.
The processor 1308 is the control center of the electronic device, connects the various parts of the overall handset using various interfaces and lines, performs various functions of the electronic device and processes data by running or executing software programs and/or modules stored in the memory 1302, and invoking data stored in the memory 1302. Optionally, the processor 1308 may include one or more processing cores; preferably, the processor 1308 may integrate an application processor that primarily handles operating systems, user interfaces, applications, etc., with a modem processor that primarily handles wireless communications. It will be appreciated that the modem processor described above may not be integrated into the processor 1308.
The electronic device also includes a power supply 1309 (e.g., a battery) for powering the various components, which may be logically connected to the processor 1308 by a power management system, such as to perform functions such as managing charging, discharging, and power consumption by the power management system. The power supply 1309 may also include one or more of any components, such as a direct current or alternating current power supply, a recharging system, a power failure detection circuit, a power converter or inverter, a power status indicator, and the like.
Although not shown, the electronic device may further include a camera, a bluetooth module, etc., which will not be described herein. In particular, in this embodiment, the processor 1308 in the electronic device loads executable files corresponding to the processes of one or more application programs into the memory 1302 according to the following instructions, and the processor 1308 executes the application programs stored in the memory 1302, so as to implement various functions as follows:
the game interface of the game is provided through the terminal, the game interface comprises a game virtual scene and a target virtual role which is positioned in the virtual scene and controlled by the current user, at least one virtual defending object which can be interacted by the player is configured in the virtual scene, and the interaction method of the virtual object provided by the embodiment of the invention can comprise the following steps:
In response to the target virtual character moving into a defensive preparation area set based on the virtual defensive object, displaying at least one virtual summoning object of the virtual defensive object in a defensive area constituted by a defensive layer set based on the virtual defensive object, the defensive layer for preventing an attack reaching the defensive layer from penetrating the defensive layer, the virtual summoning object configured to attack the virtual character in the virtual scene to protect the virtual defensive object and unable to move outside the defensive area;
if the object state of the virtual calling object meets the preset object supplementing condition, highlighting a weak defense area of the virtual calling object on the virtual defense object before the preset calling time is over, and displaying a newly-called virtual calling object in a game interface;
after the end of the summoning time, highlighting of the weak defensive area is stopped, wherein the weak defensive area has weaker defensive power when highlighted than when not highlighted.
Those of ordinary skill in the art will appreciate that all or a portion of the steps of the various methods of the above embodiments may be performed by instructions, or by instructions controlling associated hardware, which may be stored in a computer-readable storage medium and loaded and executed by a processor.
To this end, an embodiment of the present invention provides a computer readable storage medium having stored therein a plurality of instructions capable of being loaded by a processor to perform steps in any of the virtual object interaction methods provided by the embodiments of the present invention. For example, the instructions may perform the steps of:
the game interface of the game is provided through the terminal, the game interface comprises a game virtual scene and a target virtual role which is positioned in the virtual scene and controlled by the current user, at least one virtual defending object which can be interacted by the player is configured in the virtual scene, and the interaction method of the virtual object provided by the embodiment of the invention can comprise the following steps:
in response to the target virtual character moving into a defensive preparation area set based on the virtual defensive object, displaying at least one virtual summoning object of the virtual defensive object in a defensive area constituted by a defensive layer set based on the virtual defensive object, the defensive layer for preventing an attack reaching the defensive layer from penetrating the defensive layer, the virtual summoning object configured to attack the virtual character in the virtual scene to protect the virtual defensive object and unable to move outside the defensive area;
if the object state of the virtual calling object meets the preset object supplementing condition, highlighting a weak defense area of the virtual calling object on the virtual defense object before the preset calling time is over, and displaying a newly-called virtual calling object in a game interface;
After the end of the summoning time, highlighting of the weak defensive area is stopped, wherein the weak defensive area has weaker defensive power when highlighted than when not highlighted.
The specific implementation of each operation above may be referred to the previous embodiments, and will not be described herein.
Wherein the computer-readable storage medium may comprise: read Only Memory (ROM), random access Memory (RAM, random Access Memory), magnetic or optical disk, and the like.
The instructions stored in the computer readable storage medium may perform steps in any virtual object interaction method provided by the embodiments of the present invention, so that the beneficial effects that any virtual object interaction method provided by the embodiments of the present invention can be achieved, which are detailed in the previous embodiments and are not described herein.
According to one aspect of the present application, there is also provided a computer program product or computer program comprising computer instructions stored in a computer readable storage medium. The processor of the electronic device reads the computer instructions from the computer-readable storage medium and executes the computer instructions to cause the electronic device to perform the methods provided in the various alternative implementations of the embodiments described above.
The foregoing describes in detail a virtual object interaction method, apparatus, electronic device and storage medium provided by the embodiments of the present invention, and specific examples are applied to illustrate the principles and embodiments of the present invention, where the foregoing description of the embodiments is only for helping to understand the method and core idea of the present invention; meanwhile, as those skilled in the art will have variations in the specific embodiments and application scope in light of the ideas of the present invention, the present description should not be construed as limiting the present invention.

Claims (17)

1. The method for interacting the virtual objects is characterized in that a game interface of game play is provided through a terminal, the game interface comprises a virtual scene of a game and a target virtual character which is positioned in the virtual scene and controlled by a current user, at least one virtual defending object which can be interacted by a player is configured in the virtual scene, and the method comprises the following steps:
in response to the target virtual character moving into a defensive preparation area set based on the virtual defensive object, displaying at least one virtual summoning object of the virtual defensive object in a defensive area constituted by a defensive layer set based on the virtual defensive object, the defensive layer for preventing an attack reaching the defensive layer from penetrating the defensive layer, the virtual summoning object being configured to attack a virtual character in the virtual scene to protect the virtual defensive object and unable to move outside the defensive area;
If the object state of the virtual calling object meets the preset object supplementing condition, highlighting a weak defense area of the virtual calling object on the virtual defense object before the preset calling time is over, and displaying a newly-called virtual calling object in the game interface;
and stopping highlighting the weak defense area after the calling time is over, wherein the weak defense area has weaker defense capability in highlighting than in non-highlighting.
2. The method of interaction of virtual objects of claim 1, further comprising:
and displaying object guiding information corresponding to at least one virtual defense object on the game interface, wherein the object guiding information is used for indicating the azimuth of the virtual defense object relative to the target virtual role.
3. The method for interacting virtual objects according to claim 2, wherein displaying, on the game interface, object guiding information corresponding to at least one virtual defending object, includes:
determining a relative positional relationship between the target virtual character and the virtual defending object in response to movement of the target virtual character;
And updating and displaying the object guiding information in the game interface based on the relative azimuth relation.
4. The method of claim 2, wherein the game interface further comprises a game thumbnail map including a character thumbnail position identification of the target virtual character and an object thumbnail position identification indicating the orientation of the virtual defending object relative to the target virtual character.
5. The method of interacting with a virtual object of claim 4, further comprising:
and responding to the triggering operation of the player on the game thumbnail map, displaying a game detail map corresponding to the virtual scene on the game interface, wherein the game detail map comprises the position identification of the target virtual character in the virtual scene and the position identification of at least one virtual defending object in the virtual scene.
6. The method of interacting with a virtual object of claim 4, further comprising:
determining a relative positional relationship between the target virtual character and the virtual defending object in response to movement of the target virtual character;
And updating and displaying the object thumbnail position identification in the game thumbnail map based on the relative azimuth relation.
7. The method of claim 1, wherein the virtual defending object comprises a virtual defending object body and a protective shell disposed outside the virtual defending object body, the protective shell configured to defend more than the virtual defending object body;
the highlighting the weak defense area of the virtual defense object before the preset calling time is over comprises the following steps:
before the preset calling time is over, superposing and displaying the highlighting effect of the virtual defending object body on the protecting shell of the virtual defending object;
and stopping highlighting of the weak defense area after the calling time is over, comprising:
and stopping displaying the highlighting effect of the virtual defending object body on the protective shell after the calling time is over.
8. The method of interaction of virtual objects of claim 1, further comprising:
and responding to the death event that the target virtual character moves out of the defending area or the target virtual character, and controlling the attack target to determine a new attack target from other virtual characters in the defending area for attack for the virtual calling object of the target virtual character.
9. The method of interacting with virtual objects of claim 1, wherein prior to displaying the newly summoned virtual summoned object in the game interface, the method further comprises:
determining a candidate object calling area corresponding to the virtual defending object in the virtual scene, wherein the candidate object calling area is positioned in the defending area;
detecting an object obstacle region in the candidate object calling region, taking the region except the object obstacle region in the candidate object calling region as a target object calling region, wherein the object obstacle region is a region in which the virtual calling object cannot normally move;
determining the calling position corresponding to each virtual calling object from the target object calling area;
the displaying the newly summoned virtual summoned object in the game interface comprises the following steps:
and displaying the newly summoned virtual summoned object at each summoned position in the game interface.
10. The method of claim 9, wherein the distance between each location in the candidate object recall area and the virtual defending object is not less than a preset distance threshold, and the distance between each of the recall locations is not less than a preset recall object distance threshold.
11. The method for interacting with a virtual object according to claim 1, wherein if the object state of the virtual calling object satisfies a preset object supplement condition, before the preset calling time is over, highlighting the weak defense area of the virtual defense object, the method further comprises:
detecting the survival state of each virtual calling object, and recording the number of the virtual calling objects in the survival state;
if the object state of the virtual calling object meets the preset object supplementing condition, highlighting the weak defense area of the virtual defense object before the preset calling time is over, including:
and if the number of the virtual calling objects in the survival state is 0, highlighting the weak defense area of the virtual calling objects before the preset calling time is over.
12. The method for interacting with a virtual object according to claim 1, wherein if the object state of the virtual calling object satisfies a preset object supplement condition, before the preset calling time is over, highlighting the weak defense area of the virtual defense object, the method further comprises:
And responding to the movement of any virtual character into the defending area, switching the virtual calling object from a patrol state to an attack state, wherein the virtual calling object is configured to attack the virtual character in the defending area under the attack state so as to protect the virtual defending object, and moving in the defending area according to a preset moving track under the patrol state.
13. The method of any of claims 1-12, wherein the virtual defense object is configured to attack a virtual character in a virtual scene to protect itself.
14. An interaction device for virtual objects, wherein a game interface for game play is provided through a terminal, the game interface comprises a virtual scene of a game and a target virtual character which is positioned in the virtual scene and controlled by a current user, at least one virtual defending object which can be interacted by a player is configured in the virtual scene, and the device comprises:
a summoning object display unit configured to display at least one virtual summoning object of the virtual defence object in a defence area constituted by a defence layer set based on the virtual defence object in response to the target virtual character moving into a defence preparation area set based on the virtual defence object, the defence layer being configured to prevent an attack reaching the defence layer from penetrating the defence layer, the virtual summoning object being configured to attack a virtual character in a virtual scene to protect the virtual defence object and not to move outside the defence area;
If the object state of the virtual calling object meets the preset object supplementing condition, highlighting a weak defense area of the virtual calling object on the virtual defense object before the preset calling time is over, and displaying a newly-called virtual calling object in the game interface;
and the area stop display unit is used for stopping highlighting the weak defense area after the calling time is over, wherein the defense capability of the weak defense area in highlighting is weaker than that in non-highlighting.
15. An electronic device comprising a memory and a processor; the memory stores an application program, and the processor is configured to run the application program in the memory to perform the steps in the interaction method of the virtual object according to any one of claims 1 to 13.
16. A computer readable storage medium storing a plurality of instructions adapted to be loaded by a processor to perform the steps in the method of interaction of virtual objects according to any of claims 1 to 13.
17. A computer program product comprising computer programs or instructions which, when executed by a processor, implement the steps of the interaction method of virtual objects according to any of claims 1 to 13.
CN202211141172.1A 2022-09-20 2022-09-20 Virtual object interaction method and device, electronic equipment and storage medium Pending CN117771670A (en)

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Applications Claiming Priority (1)

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CN202211141172.1A CN117771670A (en) 2022-09-20 2022-09-20 Virtual object interaction method and device, electronic equipment and storage medium

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