CN110538459A - Method, apparatus, device and medium for throwing virtual explosives in virtual environment - Google Patents

Method, apparatus, device and medium for throwing virtual explosives in virtual environment Download PDF

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Publication number
CN110538459A
CN110538459A CN201910838734.XA CN201910838734A CN110538459A CN 110538459 A CN110538459 A CN 110538459A CN 201910838734 A CN201910838734 A CN 201910838734A CN 110538459 A CN110538459 A CN 110538459A
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CN
China
Prior art keywords
virtual
explosive
target object
controlling
environment
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Pending
Application number
CN201910838734.XA
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Chinese (zh)
Inventor
刘智洪
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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Priority to CN201910838734.XA priority Critical patent/CN110538459A/en
Publication of CN110538459A publication Critical patent/CN110538459A/en
Pending legal-status Critical Current

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • A63F13/525Changing parameters of virtual cameras
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • A63F13/525Changing parameters of virtual cameras
    • A63F13/5258Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Processing Or Creating Images (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The application discloses a method, a device, equipment and a storage medium for throwing virtual explosives in a virtual environment, wherein the method comprises the following steps: displaying a user interface, wherein the user interface comprises a virtual environment picture and a prop using control, and the virtual environment picture is a picture for observing a virtual environment from the visual angle of a virtual object; receiving a trigger operation on the prop usage control, the trigger operation for controlling the virtual object to throw a virtual explosive with an adherence; controlling the virtual explosive to adhere to the target object when the virtual explosive with the adhesion contacts the target object. By setting the virtual explosives as the virtual explosives with adhesiveness, when the user controls the virtual object to throw the virtual explosives with adhesiveness, the virtual explosives can be accurately adhered to the target object, and the hit rate of the user for controlling the virtual object to throw the virtual explosives is improved.

Description

Method, apparatus, device and medium for throwing virtual explosives in virtual environment
Technical Field
The present application relates to the field of computers, and in particular, to a method, an apparatus, a device, and a storage medium for throwing a virtual explosive in a virtual environment.
Background
In an application program based on a three-dimensional virtual environment, such as a first person shooter game, a user can control a virtual object in the virtual environment to walk, run, climb, shoot, fight and the like, and the user can control the virtual object to throw virtual explosives, such as a grenade, a bomb and the like, wherein the thrown virtual explosives play a role in a certain time, and the life value of other virtual objects in the damage range of the virtual explosives is reduced.
In the related art, taking the example that the virtual explosive is a grenade, the user can control the virtual object to attack other virtual objects in the virtual environment by using the virtual explosive corresponding to the grenade. And the user controls the virtual object to switch the virtual explosives into virtual explosives corresponding to the grenade, and when the virtual object throws the virtual explosives corresponding to the grenade, the virtual explosives corresponding to the grenade move according to the throwing direction and force of the virtual object. When a virtual explosive corresponding to a grenade touches any object in the virtual environment, the virtual explosive may fall to other positions in the virtual environment due to the reaction force generated by the collision.
the operation of controlling the virtual object to throw the virtual explosives in the virtual environment enables the position where the virtual explosives arrive to be inconsistent with the target position preset by the user, and enables the hit rate of throwing the virtual explosives by the virtual object to be low.
Disclosure of Invention
The embodiment of the application provides a method, a device, equipment and a storage medium for throwing explosives in a virtual environment, and can solve the problem that when a virtual object is controlled to throw virtual explosives in the related art, the position where the virtual explosives arrive is inconsistent with a target position preset by a user. The technical scheme is as follows:
according to one aspect of the present application, there is provided a method of throwing a virtual explosive in a virtual environment, the method comprising:
displaying a user interface, wherein the user interface comprises a virtual environment picture and a prop using control, and the virtual environment picture is a picture for observing a virtual environment from the visual angle of a virtual object;
Receiving a trigger operation on the prop usage control, the trigger operation for controlling the virtual object to throw a virtual explosive with an adherence;
Controlling the virtual explosive to adhere to the target object when the virtual explosive with the adhesion contacts the target object.
according to another aspect of the present application, there is provided an apparatus for throwing a virtual item in a virtual environment, the apparatus comprising:
the display module is used for displaying a user interface, the user interface comprises a virtual environment picture and a prop using control, and the virtual environment picture is a picture for observing a virtual environment from the visual angle of a virtual object;
A receiving module, configured to receive a trigger operation on the prop usage control, where the trigger operation is used to control the virtual object to throw a virtual explosive with adhesiveness;
A control module for controlling the virtual explosive having the adhesiveness to adhere to a target object when the virtual explosive contacts the target object.
According to another aspect of the present application, there is provided a computer device comprising: a processor and a memory having stored therein at least one instruction, at least one program, set of codes, or set of instructions that is loaded and executed by the processor to implement a method of throwing a virtual explosive in a virtual environment as described above.
According to another aspect of the present application, there is provided a computer readable storage medium having stored therein at least one instruction, at least one program, set of codes, or set of instructions that is loaded and executed by the processor to implement a method of throwing a virtual explosive in a virtual environment as described above.
According to another aspect of the present application, there is provided a computer program product which, when run on a computer, causes the computer to perform a method of throwing a virtual explosive in a virtual environment as described above.
The beneficial effects brought by the technical scheme provided by the embodiment of the application at least comprise:
By setting the virtual explosives to be the virtual explosives with the adhesiveness, when the user controls the virtual object to throw the virtual explosives with the adhesiveness through triggering operation, the virtual explosives can be accurately adhered to the target object, the user only needs to aim at the target object, the fact that the reaching position of the virtual explosives is consistent with the preset position can be achieved, and the hit rate of the user for controlling the virtual object to throw the virtual explosives is improved.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without creative efforts.
FIG. 1 is a schematic illustration of an interface for throwing a virtual explosive in a virtual environment provided by an exemplary embodiment of the present application;
FIG. 2 is a block diagram of an implementation environment provided by an exemplary embodiment of the present application;
FIG. 3 is a flow chart of a method of throwing a virtual explosive in a virtual environment provided by an exemplary embodiment of the present application;
FIG. 4 is a schematic view of a camera model corresponding to a perspective of a virtual object provided by an exemplary embodiment of the present application;
FIG. 5 is a flow chart of a method for attaching a virtual explosive to a target object provided by an exemplary embodiment of the present application;
FIG. 6 is a flow chart of a method for affixing a virtual explosive to a virtual article according to an exemplary embodiment of the present application;
FIG. 7 is a flowchart of a method for attaching a virtual explosive to a virtual object according to an exemplary embodiment of the present application;
FIG. 8 is a schematic illustration of an interface for throwing a virtual explosive in a virtual environment provided by another exemplary embodiment of the present application;
Fig. 9 is a schematic diagram of an interface provided by an exemplary embodiment of the present application in which a virtual explosive moves following a virtual object;
FIG. 10 is a schematic illustration of an interface displaying an adhesion mark provided by an exemplary embodiment of the present application;
FIG. 11 is a flow chart of a method of throwing a virtual explosive in a virtual environment provided by another exemplary embodiment of the present application;
FIG. 12 is a schematic diagram of an interface for controlling a virtual object to switch a virtual explosive with an adhesive property provided by an exemplary embodiment of the present application;
FIG. 13 is a schematic illustration of an interface provided by an exemplary embodiment of the present application for controlling the aiming of a virtual object at a target object;
FIG. 14 is a schematic illustration of a virtual explosive with adhesion in motion as provided by an exemplary embodiment of the present application;
Fig. 15 is a schematic diagram of a virtual explosive with adhesive properties and a target object existing intersection provided by an exemplary embodiment of the present application;
fig. 16 is a schematic illustration of an interface upon initiation of a virtual explosive with adhesion provided by an exemplary embodiment of the present application;
FIG. 17 is a schematic illustration of a range of use of a virtual explosive with adhesion provided by an exemplary embodiment of the present application;
Fig. 18 is a block diagram of an apparatus for throwing a virtual explosive in a virtual environment provided by an exemplary embodiment of the present application;
Fig. 19 is a schematic device structure diagram of a computer apparatus according to an exemplary embodiment of the present application.
Detailed Description
to make the objects, technical solutions and advantages of the present application more clear, embodiments of the present application will be described in further detail below with reference to the accompanying drawings.
first, terms referred to in the embodiments of the present application are described:
Virtual environment: is a virtual environment that is displayed (or provided) when an application is run on the terminal. The virtual environment may be a simulation environment of a real world, a semi-simulation semi-fictional environment, or a pure fictional environment. The virtual environment may be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment, which is not limited in this application. The following embodiments are illustrated with the virtual environment being a three-dimensional virtual environment.
virtual object: refers to a movable object in a virtual environment. The movable object can be a virtual character, a virtual animal, an animation character, etc., such as: characters, animals, plants, oil drums, walls, stones, etc. displayed in a three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional volumetric model created based on animated skeletal techniques. Each virtual object has its own shape and volume in the three-dimensional virtual environment, occupying a portion of the space in the three-dimensional virtual environment.
Virtual explosives: the virtual weapon refers to a virtual article capable of exploding in a virtual environment, and belongs to a virtual weapon used by a virtual object in the virtual environment. When the virtual explosive starts (or explodes), at least one of the grenades, the mines, the bombs, the atomic bombs and the missiles reduces the life value of the virtual object in the explosion range, and the embodiment of the application takes the virtual explosive with adhesiveness as an example.
First-person shooter game (FPS): the shooting game is a shooting game that a user can play from a first-person perspective, and a screen of a virtual environment in the game is a screen that observes the virtual environment from a perspective of a first virtual object. In the game, at least two virtual objects carry out a single-game fighting mode in a virtual environment, the virtual objects achieve the purpose of survival in the virtual environment by avoiding attacks initiated by other virtual objects and dangers (such as poison circle, marshland and the like) existing in the virtual environment, when the life value of the virtual objects in the virtual environment is zero, the life of the virtual objects in the virtual environment is ended, and finally the virtual objects which survive in the virtual environment are winners. Optionally, each client may control one or more virtual objects in the virtual environment, with the time when the first client joins the battle as a starting time and the time when the last client exits the battle as an ending time. Optionally, the competitive mode of the battle may include a single battle mode, a double group battle mode or a multi-person group battle mode, and the battle mode is not limited in the embodiment of the present application.
And (3) a prop use control: the virtual object throwing method is a User Interface (UI) (user interface) control, any visual control or element, such as a picture, an input box, a text box, a button, a label and other controls, which can be seen on a user interface of an application program, wherein some UI controls can respond to the operation of a user, for example, after the user triggers a prop using control, the virtual object can be controlled to throw virtual explosives.
The virtual props of "equipping, carrying or assembling" in this application mean that the virtual object owns the virtual props, the virtual object owns the knapsack, there are knapsack check in the knapsack, the virtual props are deposited in the knapsack of the virtual object, or, the virtual object is using the virtual props.
The method provided in the present application may be applied to a virtual reality application program, a three-dimensional map program, a military simulation program, a First-person shooter game (FPS), a Multiplayer Online Battle sports game (MOBA), and the like, and the following embodiments are exemplified by the application in Games.
The game based on the virtual environment is often composed of one or more maps of game worlds, the virtual environment in the game simulates the scene of the real world, the user can control the virtual object in the game to perform actions of walking, running, jumping, shooting, fighting, driving, switching to use a virtual weapon, attacking other virtual objects by using the virtual weapon and the like in the virtual environment, the interactivity is strong, and a plurality of users can form a team on line to play a competitive game. When the virtual object controlled by the user attacks other virtual objects (namely target objects) in the virtual environment, the distance between the virtual object and the target object is far, or the number of the target objects is large, the user can control the virtual object to throw virtual explosives to attack the target object, the life value of the attacked target object is reduced or becomes zero, the life value refers to the life length of the virtual object in the virtual environment, and when the life value of the virtual object is zero, the life of the virtual object in the virtual environment is ended. The user controls the virtual object to throw the virtual explosive, the virtual explosive obtains an initial speed and moves along a certain motion track, when the virtual explosive collides with an object in the virtual environment, the virtual explosive simulates the state of the real world when the object collides, and the virtual explosive is rebounded and falls on the ground in the virtual environment, so that the user controls the virtual object to throw the virtual explosive and cannot attack the target object.
the application provides a method for throwing virtual explosives in a virtual environment, and fig. 1 shows a schematic diagram of a user interface for throwing virtual explosives in a virtual environment, which is provided by an exemplary embodiment of the application.
a virtual environment screen is displayed in the user interface 100, a wall (not shown in the figure) is arranged in the virtual environment screen, a virtual explosive 101 is adhered to the wall, a movement control 102 is further displayed in the user interface 100, the virtual environment screen is a screen for observing the virtual environment from the perspective of a virtual object, a user can control the virtual object to move in the virtual environment by triggering the movement control 102, and when the user controls the virtual object to throw the virtual explosive with adhesiveness, the virtual explosive with adhesiveness can be adhered to any object in the virtual environment, as shown in fig. 1. Illustratively, a wall in the virtual environment is a wall of a room, other virtual objects exist in the room, a user needs to attack the other virtual objects, the user chooses to attack the other virtual objects with a virtual explosive, the preset position of the user is the position of the room, the user can control the virtual object to throw the virtual explosive with adhesiveness, the virtual explosive is thrown by the virtual object and then moves along a certain movement track, and when the virtual explosive with adhesiveness touches the wall of the room, the virtual explosive will adhere to the wall in the virtual environment.
It can be understood that the virtual explosive with the adhesion property is different from a common virtual explosive, when the common virtual explosive collides with a relatively hard object such as a wall, the common virtual explosive rebounds to other positions in the virtual environment due to the collision and may be far away from the target position, so that the virtual explosive cannot complete the attack on the preset target object, and the virtual explosive with the adhesion property can be adhered to any position in the virtual environment, thereby improving the hit rate of the user for controlling the virtual object to throw the virtual explosive.
Fig. 2 shows a block diagram of a computer system provided in an exemplary embodiment of the present application. The computer system 100 includes: a first terminal 120, a server 140, and a second terminal 160.
the first terminal 120 is installed and operated with an application program supporting a virtual environment. The application program can be any one of a virtual reality application program, a three-dimensional map program, a military simulation program, an FPS game, an MOBA game and a multi-player gun battle type survival game. The first terminal 120 is a terminal used by a first user who uses the first terminal 120 to control a first virtual object located in a virtual environment to perform activities including, but not limited to: adjusting at least one of body posture, crawling, walking, running, riding, jumping, driving, shooting, throwing virtual explosives (including at least one of common virtual explosives and virtual explosives with adhesive properties). Illustratively, the first virtual object is a first virtual character, such as a simulated character object or an animated character object.
the first terminal 120 is connected to the server 140 through a wireless network or a wired network.
The server 140 includes at least one of a server, a plurality of servers, a cloud computing platform, and a virtualization center. Illustratively, the server 140 includes a processor 144 and a memory 142, the memory 142 in turn including a display module 1421, a control module 1422, and a receiving module 1423. The server 140 is used to provide background services for applications that support a three-dimensional virtual environment. Alternatively, the server 140 undertakes primary computational work and the first and second terminals 120, 160 undertake secondary computational work; alternatively, the server 140 undertakes the secondary computing work and the first terminal 120 and the second terminal 160 undertakes the primary computing work; alternatively, the server 140, the first terminal 120, and the second terminal 160 perform cooperative computing by using a distributed computing architecture.
the second terminal 160 is installed and operated with an application program supporting a virtual environment. The application program can be any one of a virtual reality application program, a three-dimensional map program, a military simulation program, an FPS game, an MOBA game and a multi-player gun battle type survival game. The second terminal 160 is a terminal used by a second user who uses the second terminal 160 to control a second virtual object located in the virtual environment to perform activities including, but not limited to: adjusting at least one of body posture, crawling, walking, running, riding, jumping, driving, shooting, throwing virtual explosives (including common virtual explosives and virtual explosives with adhesive properties). Illustratively, the second virtual object is a second virtual character, such as a simulated character object or an animated character object.
optionally, the first virtual character and the second virtual character are in the same virtual environment. Alternatively, the first avatar and the second avatar may belong to the same team, the same organization, have a friend relationship, or have temporary communication rights.
Alternatively, the applications installed on the first terminal 120 and the second terminal 160 are the same, or the applications installed on the two terminals are the same type of application of different control system platforms. The first terminal 120 may generally refer to one of a plurality of terminals, and the second terminal 160 may generally refer to one of a plurality of terminals, and this embodiment is only illustrated by the first terminal 120 and the second terminal 160. The device types of the first terminal 120 and the second terminal 160 are the same or different, and include: at least one of a smartphone, a tablet, an e-book reader, an MP3 player, an MP4 player, a laptop portable computer, and a desktop computer. The following embodiments are illustrated with the terminal comprising a smartphone.
Those skilled in the art will appreciate that the number of terminals described above may be greater or fewer. For example, the number of the terminals may be only one, or several tens or hundreds of the terminals, or more. The number of terminals and the type of the device are not limited in the embodiments of the present application.
Fig. 3 shows a flowchart of a method for throwing a virtual explosive in a virtual environment according to an exemplary embodiment of the present application, which may be applied to the first terminal 120 or the second terminal 160 in the computer system shown in fig. 2 or other terminals in the computer system. The method comprises the following steps:
Step 301, displaying a user interface, where the user interface includes a virtual environment picture and a prop use control, and the virtual environment picture is a picture for observing the virtual environment from the view angle of the virtual object.
optionally, the virtual environment screen is a screen for observing the virtual environment from the perspective of the first virtual object. The perspective refers to an observation angle when observing in the virtual environment at a first person perspective or a third person perspective of the virtual object. Optionally, in an embodiment of the present application, the viewing angle is an angle when a virtual object is observed by a camera model in a virtual environment.
optionally, the camera model automatically follows the virtual object in the virtual environment, that is, when the position of the virtual object in the virtual environment changes, the camera model changes while following the position of the virtual object in the virtual environment, and the camera model is always within the preset distance range of the virtual object in the virtual environment. Optionally, the relative positions of the camera model and the virtual object do not change during the automatic following process.
The camera model refers to a three-dimensional model located around a virtual object in a virtual environment, and when a first-person perspective is adopted, the camera model is located near or at the head of the virtual object; when the third person perspective is adopted, the camera model may be located behind and bound to the virtual object, or may be located at any position away from the virtual object by a preset distance, and the virtual object located in the virtual environment may be observed from different angles by the camera model. Optionally, the viewing angle includes other viewing angles, such as a top viewing angle, in addition to the first person viewing angle and the third person viewing angle; the camera model may be located overhead of the virtual object head when a top view is employed, which is a view of viewing the virtual environment from an overhead top view. Optionally, the camera model is not actually displayed in the virtual environment, i.e. the camera model is not displayed in the virtual environment displayed by the user interface.
to illustrate the case where the camera model is located at an arbitrary position away from the virtual object by a preset distance, optionally, one virtual object corresponds to one camera model, and the camera model can rotate around the virtual object as a rotation center, for example: the camera model is rotated with any point of the virtual object as a rotation center, the camera model not only rotates in angle but also shifts in displacement during the rotation, and the distance between the camera model and the rotation center is kept constant during the rotation, that is, the camera model is rotated on the surface of a sphere with the rotation center as a sphere center, wherein any point of the virtual object may be a head, a trunk or any point around the virtual object, which is not limited in the embodiment of the present application. Optionally, when the camera model observes the virtual object, the center of the view angle of the camera model points in a direction in which a point of the spherical surface on which the camera model is located points at the center of the sphere.
Optionally, the camera model may also observe the virtual object at a preset angle in different directions of the virtual object.
referring to fig. 4, schematically, a point is determined in the virtual object 11 as a rotation center 12, and the camera model rotates around the rotation center 12, and optionally, the camera model is configured with an initial position, which is a position at the upper rear of the virtual object (for example, a rear position of the brain). Illustratively, as shown in fig. 4, the initial position is position 13, and when the camera model rotates to position 14 or position 15, the direction of the angle of view of the camera model changes as the camera model rotates.
Optionally, the virtual environment displayed by the virtual environment screen includes: at least one element selected from the group consisting of mountains, flat ground, rivers, lakes, oceans, deserts, sky, plants, buildings, and vehicles.
optionally, the prop usage control is a UI control that controls the virtual object to use the virtual prop in the virtual environment, and optionally, the prop usage control includes: and switching at least one of the prop control, the attack control, the aiming control and the power storage control. Illustratively, a user can control the virtual object to switch the common virtual explosive into the virtual explosive with the adhesiveness by triggering the switch prop control, and after the switch, the user can control the virtual object to throw the virtual prop with the adhesiveness by triggering the attack control. Illustratively, when the user controls the virtual object to throw the virtual prop with adhesiveness, the user can also control the virtual object to aim at the target object by triggering the aiming control, and control the virtual object to throw the virtual explosive to positions at different distances according to the strength of the power storage by triggering the power storage control.
Step 302, receiving a trigger operation on the prop control, wherein the trigger operation is used for controlling the virtual object to throw the virtual explosive with the adhesiveness.
optionally, the triggering operation includes: at least one of a single-click operation, a double-click operation, a long-press operation, a drag operation, and a slide operation. Optionally, the user may control the virtual object to use different virtual props through different trigger operations. Illustratively, the user controls the virtual object to switch the common virtual explosive into the virtual explosive with adhesiveness through a one-click operation, and the user controls the virtual object to throw the virtual explosive with adhesiveness through a two-click operation. Optionally, the triggering operation may also be used to control the virtual object to throw a common virtual explosive (i.e., a non-adhesive virtual explosive).
Optionally, the prop control is located at any position on the user interface, illustratively, the prop control is located in the right region of the user interface, and the prop control includes: at least one of the prop control, attack control, and aiming control is switched, as shown in fig. 12, a prop switching control 111 is displayed on the user interface 150.
And step 303, when the virtual explosive with the adhesion contacts the target object, controlling the virtual explosive to adhere to the target object.
optionally, when the user controls the virtual object to throw the virtual explosive, the virtual explosive can stick to the target object in the virtual environment due to the stickiness. Optionally, the target object includes at least one of a building, a vehicle, a plant, an animal, and an object in the virtual environment, for example, the target object is a wall, a window, a roof, a pillar, and the like of a house in the virtual environment, and the target object may also be a tree, a flower, a bird, a bucket, a stone, a box, and the like in the virtual environment.
Optionally, the target object includes an immovable object and a movable object in the virtual environment, such as a house, an article, a plant, a stationary vehicle, an airplane, and other vehicles in the virtual environment, for example, a virtual object, a movable vehicle, an airplane, and other vehicles in the virtual environment. As shown in fig. 1, the target object that the virtual explosive with adhesiveness contacts is a wall of a house in a virtual environment, and the virtual explosive adheres to the wall when the virtual explosive with adhesiveness contacts the wall. Optionally, the target objects may also include target objects on land, target objects in the sky, and target objects in water.
In summary, by adding the adhesion function to the virtual explosive, when the user controls the virtual object to throw the virtual explosive with adhesion through the triggering operation, the virtual explosive with adhesion adheres to the target object due to contacting the target object, and the virtual explosive with adhesion can adhere to any target object in the virtual environment, so that the hit rate of the user for controlling the virtual object to throw the virtual prop is improved.
Fig. 5 is a flowchart illustrating a method for attaching a virtual explosive to a target object according to an exemplary embodiment of the present application. The method may be applied in the first terminal 120 or the second terminal 160 in a computer system as shown in fig. 2 or in other terminals in the computer system. The method comprises the following steps:
And step 303, when the virtual explosive with the adhesion contacts the target object, controlling the virtual explosive to adhere to the target object.
Optionally, the target objects include static target objects and dynamic target objects.
And step 303a, when the virtual explosive with the adhesion contacts the static target object, controlling the virtual explosive to adhere to the static target object.
The description will be given by taking an example in which the target object is a static target object, where the static target object is an object that cannot move in the virtual environment or remains static for a certain period of time, such as a wall, a stone, an unmanned bicycle, an unmanned motor vehicle, an unmanned airplane, various plants, a virtual object whose life has ended in the virtual environment, a virtual object that does not move in the virtual environment for a long time (e.g., a sniper buried in a forest), and the like. Illustratively, the static target object is a wall of a house in a virtual environment, as shown in FIG. 1.
The attachment of virtual explosives to a static target object is described in connection with fig. 6. Fig. 6 shows a flowchart of a method for attaching a virtual explosive to a virtual article according to an exemplary embodiment of the present application. The method may be applied in the first terminal 120 or the second terminal 160 in a computer system as shown in fig. 2 or in other terminals in the computer system. The method comprises the following steps:
step 3031a, when a virtual explosive with adhesion is thrown by a first virtual object, the initial velocity and direction of the virtual explosive are acquired.
In one example, the virtual explosive with adhesion is a bomb, the first virtual object is a user-controlled virtual object, and when the first virtual object throws the bomb, the application corresponding to the game obtains the initial velocity and direction of the bomb.
3032a, generating a movement track ray of the virtual explosive according to the initial speed and the direction of the virtual explosive, wherein the movement track ray is used for representing the movement track of the virtual explosive.
illustratively, the application program corresponding to the game generates the movement track ray of the bomb according to the initial speed and direction of the bomb. Alternatively, the motion trajectory ray may be hidden, i.e., the user cannot see the motion trajectory ray on the user interface.
3033a, when the motion trail ray has a first intersection point with the surface of the virtual article, controlling the virtual explosive to be adhered to the virtual article in the virtual environment.
In one example, taking the example where the virtual object in the virtual environment is a wall, the bomb adheres to the wall when there is at least one intersection of the trajectory ray and the surface of the bomb. Optionally, the sticking location is a location where the bomb makes an intersection with the wall.
in one example, a user-controlled virtual object needs to attack a plurality of other virtual objects in a virtual environment, the other objects being in a house in the virtual environment, the user-controlled virtual object using a virtual explosive to destroy the house, such that the other virtual objects in the house are attacked. The user can trigger the property switching control to control the virtual object to switch the virtual weapon used by the virtual object to the virtual explosive 101 with adhesion, the virtual weapon is a weapon used by the virtual object in a virtual environment, and includes the virtual explosive 101, such as a firearm, a knife, a sword, a stick, a bow and arrow, a crossbow, a bomb, a grenade, a missile, an atomic bomb, and the like. After the virtual weapon used by the virtual object is switched to the virtual explosive 101 with adhesiveness, the user can control the virtual object to throw the virtual explosive 101 with adhesiveness by triggering the prop use control, and when the virtual explosive 101 with adhesiveness contacts the wall (not shown in the figure) of the house, the application program corresponding to the game controls the virtual explosive 101 to adhere to the wall of the house.
When the time length of the virtual explosive 101 with the adhesion property attached to the target object is larger than the time interval threshold value, the application program corresponding to the game controls the virtual explosive 101 to start, and when the virtual explosive 101 with the adhesion property starts, the application program corresponding to the game controls the virtual explosive 101 to reduce the life value of the target object. Illustratively, when the virtual explosive 101 with adhesiveness is stuck on the wall for a period of time longer than a time interval threshold (e.g. 5 seconds), the application program corresponding to the game controls the virtual explosive 101 to explode, and when the virtual explosive 101 with adhesiveness explodes, other virtual objects in the house are attacked, and accordingly, the life values of the other virtual objects are reduced or zero, and when the life values of the other virtual objects are zero, the lives of the other virtual objects in the virtual environment are ended.
and step 303b, controlling the virtual explosive to be adhered on the dynamic target object when the virtual explosive with the adhesion contacts the dynamic target object.
the description will be given taking as an example that the target object is a dynamic target object, which is an object that can move in a virtual environment or that moves (including a rotating state) for a certain period of time, such as a virtual object, a running virtual object (or a virtual object that is performing another action), a running motor vehicle, a bicycle being used by the virtual object, a flying airplane, a stone thrown by the virtual object, an oil drum lifted by the virtual object, and the like. Illustratively, the dynamic target object is a virtual object in a virtual environment, as shown in FIG. 8.
The attachment of virtual explosives to a dynamic target object is described in connection with fig. 7. Fig. 7 is a flowchart illustrating a method for attaching a virtual explosive to a virtual object according to an exemplary embodiment of the present application. The method may be applied in the first terminal 120 or the second terminal 160 in a computer system as shown in fig. 2 or in other terminals in the computer system. The method comprises the following steps:
step 3031b, when the virtual explosive with the adhesiveness is thrown by the first virtual object, the initial velocity and direction of the virtual explosive are acquired.
Illustratively, the first virtual object is a virtual object controlled by a user, the user controls the first virtual object to throw a virtual explosive, and an application program corresponding to the game acquires an initial speed and a direction of the virtual explosive.
Step 3032b, generating a movement track ray of the virtual explosive according to the initial speed and the direction of the virtual explosive, wherein the movement track ray is used for representing the movement track of the virtual explosive.
taking the example that the virtual explosive with the adhesion is the grenade as an example, the application program corresponding to the game generates the movement track ray of the grenade according to the initial speed and the direction of the grenade. Optionally, the motion trajectory ray may be hidden, that is, after the motion trajectory ray is hidden, the user cannot see the motion trajectory ray on the user interface.
step 3033b, when the motion trail ray has a second intersection point with the surface of the second virtual object, the virtual explosive is controlled to be adhered on the second virtual object.
in one example, the second virtual object is a user B controlled virtual object, the first virtual object is a user a controlled virtual object, and the virtual explosive with adhesion is a grenade. The grenade is attached to the second virtual object when there is at least one intersection point of the ray of the grenade's trajectory with the surface of the second virtual object, optionally the attachment position is the position where the grenade makes an intersection with the second virtual object.
Step 304b, when the dynamic target object moves, controlling the virtual explosive to move along with the dynamic target object; or when the dynamic target object rotates, the virtual explosive is controlled to rotate along with the dynamic target.
As shown in fig. 7, the method further includes the following steps:
Step 3034a, acquiring the position coordinates of the second virtual object in the moving process.
Illustratively, the second virtual object is a virtual object controlled by the user B, and when the second virtual object moves, the application program corresponding to the game acquires the position coordinates of the second virtual object during the movement.
step 3035a, controlling the virtual explosive to move along the second virtual object according to the change of the position coordinate.
Illustratively, the virtual explosive with adhesiveness is a grenade, and the application program corresponding to the game controls the grenade to move along with the second virtual object according to the change of the position coordinate of the second virtual object every time the second virtual object moves.
Fig. 9 illustrates an interface diagram of a virtual explosive moving along with a virtual object according to an exemplary embodiment of the present application. Displayed in the user interface 110 are a virtual explosive 101, a movement control 102, and a sticky thunder mark 105, where illustratively, a virtual object controlled by a user is stuck with the virtual explosive 101, and when the user controls the virtual object to move by triggering the movement control 102, the virtual explosive 101 moves. Illustratively, the virtual object rotates to the left, and the virtual explosive 101 also moves to the left (as shown by the dashed line).
alternatively, when the virtual object is adhered with the virtual explosive, the user may determine whether the virtual object controlled by the user is adhered with the virtual explosive 101 through the adhesion flag 105 displayed on the user interface. Optionally, when the virtual object controlled by the user is adhered with the virtual explosive 101, the client used by the user receives prompt information sent by the server, the prompt information is used for prompting that the virtual object corresponding to the client account is adhered with the virtual explosive, and the client displays the adhesion mark 105 in the virtual environment screen according to the prompt information. Optionally, in some embodiments, the adhered sign is named as a mine, adhered explosive, etc., and the name of the sign is not limited in this application. Alternatively, when the virtual object is adhered with the virtual explosive 105, the adhering sign 105 is displayed, or the virtual explosive 101 is displayed, or both the adhering sign 105 and the virtual explosive 101 are displayed on the user interface. Schematically, as shown in fig. 9, when a virtual object is adhered with a virtual explosive 101, the user interface 110 displays the virtual explosive 101 and the adhesion mark 105, and the virtual explosive 101 moves following the virtual object. Illustratively, as shown in fig. 10, when the virtual object is adhered with the virtual explosive 101, the user interface 110 displays the adhesion mark 105, and the adhesion mark 105 moves following the virtual object.
Optionally, none of the options of virtual explosives 101 and adherent designation 105 may also be displayed in the user interface. In one example, the user displays that the virtual object controlled by the user is adhered with the virtual explosive 101 through the prompt message 131 sent on the user interface, as shown in fig. 10, as the prompt message 131 is: you have been stuck with a bomb. The present application does not limit the specific content of the prompt information.
Step 3034b, acquiring the rotation angle of the third virtual object in the rotation process.
Illustratively, the second virtual object is a virtual object controlled by the user B, and when the second virtual object rotates, the application program corresponding to the game obtains a rotation angle of the second virtual object during the rotation process. Optionally, the application program corresponding to the game uses a certain state of the second virtual object as an initial angle, or the state of the second virtual object in a period of time is not changed, and the application program corresponding to the game uses the state of the second virtual object in the period of time as an initial angle.
Step 3035b, controlling the virtual explosive to rotate along with the third virtual object according to the change of the rotation angle.
In one example, a virtual object a controlled by user a needs to attack a virtual object 104 in a virtual environment, the virtual object 104 being a virtual object controlled by user B, illustratively, in a virtual environment where the virtual object controlled by user a is located behind the virtual object 104 and at a greater distance from the virtual object 104, the user-controllable virtual object attacks the virtual object 104 using a virtual explosive 101 with an adhesive property. Illustratively, a user can control a virtual object to switch a virtual weapon to be used to be a virtual explosive 101 with adhesiveness by triggering a prop switching control, the user can control the virtual object to throw the virtual explosive 101 with adhesiveness by triggering the prop using control, and when the virtual explosive 101 with adhesiveness is in contact with the virtual object 104, an application program corresponding to a game controls the virtual explosive 101 to adhere to the virtual object 104. When the virtual object 104 moves, the application program corresponding to the game controls the virtual explosive 101 to move along with the virtual object 104; or, when the virtual object 104 rotates, the application program corresponding to the game controls the virtual explosive 101 to rotate following the virtual object 104. For example, after the virtual object 104 is stuck with the virtual explosive 101 with adhesiveness, the virtual object 104 runs in the virtual environment, and the virtual explosive 101 with adhesiveness moves following the virtual object 104.
when the time length of the virtual explosive 101 with the adhesion property attached to the target object is larger than the time interval threshold value, the application program corresponding to the game controls the virtual explosive 101 to start, and when the virtual explosive 101 with the adhesion property starts, the application program corresponding to the game controls the virtual explosive 101 to reduce the life value of the target object. Illustratively, when the time length that the virtual explosive 101 with adhesiveness adheres to the virtual object 104 is longer than the time interval threshold (e.g. 10 seconds), the application program corresponding to the game controls the virtual explosive 101 to explode, and when the virtual explosive 101 with adhesiveness explodes, the virtual object 104 is attacked, and the virtual object within the attack range of the virtual explosive 101 will also be attacked. Accordingly, the life value of the virtual object 104 is decreased or zero, and when the life value of the virtual object 104 is zero, the life of the virtual object 104 in the virtual environment is over.
Fig. 11 shows a flow chart of a method of throwing a virtual explosive in a virtual environment provided by another example embodiment of the present application. The method may be applied in the first terminal 120 or the second terminal 160 in a computer system as shown in fig. 2 or in other terminals in the computer system. The method comprises the following steps:
In step 1101, a virtual explosive with adhesive properties is used.
Optionally, the virtual weapon currently used by the virtual object is a sniping gun, as shown in fig. 12, fig. 12 is an interface diagram for controlling the virtual object to switch the virtual explosive with adhesion provided by an exemplary embodiment of the present application. Virtual weapon controls 112 used by the virtual object are displayed on user interface 150, and in some embodiments, virtual weapon controls 112 used by the virtual object include a first virtual weapon and a second virtual weapon, or a primary virtual weapon and a secondary virtual weapon, which are not limited by the embodiments of the present application.
Optionally, the virtual object may also switch the currently used virtual weapon to virtual explosives 101. The present embodiment will be described by taking as an example that the virtual explosive is the virtual explosive 101 having adhesiveness. Optionally, the user switches the virtual explosive 101 with adhesion to the virtual weapon currently used by the virtual object by triggering the prop switching control 111 corresponding to the virtual explosive 101 with adhesion, or the user switches the virtual explosive 101 with adhesion to the virtual weapon currently used by the virtual object by a corresponding shortcut operation, such as a sliding operation.
Step 1102, whether to trigger a prop use control.
The application program corresponding to the game judges whether the user triggers the prop use control 113 corresponding to the virtual explosive with the adhesion property. Optionally, prop usage control 113 is used to control the virtual object to throw the virtual explosive 101 with adhesive properties. Illustratively, when the user triggers the prop use control 113, taking the example that the triggering operation is a long-press operation as an example, when the user presses the prop use control 113 for a long time, a preset motion track 115 of the virtual explosive 101 with adhesion is displayed on the user interface 170, the virtual explosive 101 will move along the preset motion track 115, and the user can determine the drop point 116 of the virtual explosive 101 in the virtual environment according to the preset motion track 115. Optionally, a cancel control 114 is further displayed on the user interface 170, and is used for canceling the control of the virtual object to throw the virtual explosive, in some embodiments, the cancel control 114 is also named as a cancel throw control, a disable attack control, or a cancel attack control, and the application does not limit the name of the control.
step 1103, controlling the virtual object to aim at the target object.
With reference to fig. 13, a user controlling a virtual object to aim at a target object is described, and fig. 13 is a schematic diagram illustrating an interface for controlling a virtual object to aim at a target object according to an exemplary embodiment of the present application. Optionally, the target object at which the user controls the virtual object to be aimed is a static target object, the static target object comprising a virtual item in the virtual environment. Optionally, the user aims the target object through an aiming control (e.g., an aiming control with a sight).
in one example, power reservoir 117 is provided on user interface 170, and the user controls the distance from the virtual object when virtual explosive 101 with adhesive is thrown by the progress of the loading of the progress bar in power reservoir 117. For example, when the progress bar in power reservoir 117 is loaded to the position indicated by the triangle (as shown in FIG. 13), the user controls the virtual object to throw the virtual explosive 101 with adherence to the drop point 116, and when the progress bar in power reservoir 117 is loaded to the far right (i.e., fills the entire power reservoir), the virtual explosive 101 moves a distance greater than the distance between the virtual object and the drop point 116.
In one example, power reservoir 117 is used to represent the hit rate of a user controlling a virtual object to aim at a target object, e.g., the hit rate of a virtual object throwing a virtual explosive 101 with an adhesion is 100% when the progress bar in power reservoir 117 is loaded to the position indicated by the triangle, and the hit rate of a virtual object throwing a virtual explosive 101 with an adhesion is 70% when the progress bar in power reservoir 117 is loaded to the position shown in fig. 13 (black line filled portion).
and step 1104, whether the hand is loosened.
Illustratively, when the user presses the prop for a long time to use the control 113 to release the hand, the application program corresponding to the game cannot receive the touch signal generated by the user, and it is determined that the long-pressing operation of the user is finished.
Step 1105, controlling the virtual object to throw the virtual explosive with the adhesion.
Illustratively, the user controls the virtual object to throw a virtual explosive 101 with adhesive properties, which moves along a preset motion trajectory 115, falling at a drop point 116.
step 1106, whether the virtual explosive with the adhesion adheres to the static target object.
Detecting whether the virtual explosive 101 with the adhesion is adhered to the static target object by the application program corresponding to the game, and if the virtual explosive 101 is adhered to the static target object, entering step 1108 b; if the virtual explosive 101 is stuck on the dynamic target object, go to step 1108 a.
step 1107, whether the dynamic target object moves or rotates.
Optionally, the virtual explosive 101 with adhesiveness adheres to a dynamic target object, which includes a virtual object in a virtual environment.
Optionally, when the virtual explosive 101 with adhesiveness contacts the dynamic target object, the application program corresponding to the game controls the virtual explosive 101 to adhere to the dynamic target object. When the dynamic target object moves, the application program corresponding to the game controls the virtual explosive 101 to move along with the dynamic target object; or, when the dynamic target object rotates, the application program corresponding to the game controls the virtual explosive 101 to rotate along with the dynamic target object.
When the virtual object does not perform any one of movement or rotation, go to step 1108 a; when the virtual object moves or rotates, the process proceeds to step 1108 b.
And step 1108a, controlling the virtual explosive with the adhesion to move or rotate along with the dynamic target object.
schematically, the moving of the dynamic target object is taken as an example for explanation. And the application program corresponding to the game acquires the position coordinates of the second virtual object in the moving process, and controls the virtual explosive 101 to move along with the second virtual object according to the change of the position coordinates. In one example, the moving route of the second virtual object is to move from a point a in the virtual environment to a point B in the virtual environment, the coordinate of the point a is (1, 1), the coordinate of the point B is (3, 3), and during the movement of the second virtual object, the position coordinate of the second virtual object changes as follows: (1, 1) → (1, 2) → (2, 2) → (3, 2) → (3, 3), the game-corresponding application program acquiring the above-described position coordinates and controlling the virtual explosive 101 to move following the second virtual object according to a change in the position coordinates.
Schematically, the moving target object is rotated as an example. And the application program corresponding to the game acquires the rotation angle of the third virtual object in the rotation process, and controls the virtual explosive 101 to rotate along with the third virtual object according to the rotation angle. In one example, the rotation angle corresponding to the initial state of the second virtual object is 0 °, and the second virtual object rotates 360 ° in the virtual environment with respect to the initial state, and during the rotation of the second virtual object, the rotation angle of the second virtual object changes as follows: 0 ° → 60 ° → 120 ° → 180 ° → 240 ° → 300 ° → 360 °, the game-corresponding application program acquires the above-described rotation angle, and controls the virtual explosive 101 to rotate following the second virtual object according to the change of the rotation angle.
The distance of the virtual object to move each time is arbitrary, and the application program can determine that the virtual object is moving as long as the application program can acquire the change in the position coordinates of the virtual object. Similarly, the angle of each rotation of the virtual object is arbitrary, and the virtual object can be determined to be rotating as long as the application program can acquire the change of the rotation angle of the virtual object.
And step 1108b, controlling the virtual explosive with the adhesion to be adhered to the target object.
Optionally, a virtual explosive 101 with an adhesive property adheres to the static target object. Optionally, the static target object comprises a virtual item in a virtual environment. As shown in fig. 14, when a virtual explosive 101 with adhesiveness is thrown by a first virtual object, an initial velocity and a direction 122 of the virtual explosive 101 are acquired, a motion trajectory ray 121 of the virtual explosive 101 is generated according to the initial velocity and the direction 122 of the virtual explosive, the motion trajectory ray 121 is used for representing a motion trajectory of the virtual explosive, the virtual explosive 101 will move according to the motion trajectory ray 121, the virtual explosive 101 simulates a motion mode of an object in the real world, the virtual explosive 101 is subjected to gravity during motion, the initial velocity of the virtual explosive 101 will generate a component velocity (which is consistent with the direction of gravity) with a vertical downward direction, and the motion trajectory ray is in a parabolic shape.
When there is a first intersection point of the movement trace ray 121 with the surface of the virtual article, the virtual explosive 101 is controlled to adhere to the virtual article in the virtual environment, as shown in (a) of fig. 15. Taking the example where the static target object is a virtual article in a virtual environment, when there is an intersection 124 between the virtual explosive 101 (i.e., one end of the motion trajectory ray 121) and the surface 123 of the virtual article, the application program corresponding to the game controls the virtual explosive 101 to adhere to the virtual article in the virtual environment.
It will be appreciated that the adherence of virtual explosives 101 with adhesive properties to a dynamic target object is consistent with the principles of adherence to a static target object. Optionally, the dynamic target object comprises a virtual object in a virtual environment. When the virtual explosive 101 with adhesiveness is thrown by the first virtual object, the initial speed and direction 122 of the virtual explosive 101 are acquired, and according to the initial speed and direction 122 of the virtual explosive 101, a movement track ray 121 of the virtual explosive 101 is generated, wherein the movement track ray 121 is used for representing the movement track of the virtual explosive, and the movement track ray 121 is also in a parabolic shape.
When there is a second intersection point of the movement trace ray 121 with the surface of the second virtual object, the virtual explosive is controlled to be adhered on the second virtual object, as shown in (b) of fig. 15. Taking the example that the dynamic target object is a virtual object in a virtual environment, when there is an intersection point 126 between the virtual explosive 101 (i.e. one end of the motion trajectory ray 121) and the surface of the virtual object 125, the application program corresponding to the game controls the virtual explosive 101 to adhere to the virtual object in the virtual environment.
Alternatively, when an adhesion mark is displayed on the user interface, the virtual object controlled by the user is adhered with the virtual explosive 101 having adhesion. When the virtual object controlled by the user is adhered with the virtual explosive, the client used by the user receives prompt information sent by the server, the prompt information is used for prompting that the virtual object corresponding to the client account is adhered with the virtual explosive 101, and the client displays an adhesion mark in the virtual environment according to the prompt information. Optionally, the account of the client is a login account of the user in the game, or accounts of other clients used by the user, and the accounts of the other clients enable the user to log in the game through an authorization operation.
Step 1109, whether the virtual explosive with adhesion reaches a time interval threshold.
illustratively, the time interval threshold is 5 seconds. Alternatively, the timing is started when the virtual explosive 101 is stuck on the target object. In one example, the length of time that virtual explosive with an adhesive 101 adheres to the target object is 6 seconds, which is greater than the time interval threshold.
At step 1110, a virtual explosive with an adhesive property is initiated.
alternatively, when the time length of the virtual explosive 101 with adhesiveness adhering to the target object is greater than the time interval threshold, the virtual explosive 101 is controlled to be started, and when the virtual explosive 101 with adhesiveness is started, the virtual explosive 101 is controlled to reduce the life value of the target object.
Fig. 16 shows a schematic diagram of an interface for virtual explosive initiation with adhesion provided by an exemplary embodiment of the present application. Displayed on the user interface 190 are a first virtual object 132 and a second virtual object 131 and an explosion sign 133, illustratively, a virtual explosive 101 with an adhesive property is initiated (i.e., exploded) in a virtual environment, the virtual explosive 101 being thrown by the first virtual object 132 against the second virtual object 131.
optionally, the application program corresponding to the game acquires the position coordinates of the target object and the use range of the virtual explosive 101 with adhesiveness, and controls the life value of the virtual explosive 101 to be reduced for the target object when the position coordinates of the target object are within the use range of the virtual explosive 101 with adhesiveness.
schematically, the target object is a second virtual object 131, and as shown in fig. 17, a spatial rectangular coordinate system is established with the virtual explosive 101 having adhesiveness as an origin. The position coordinates of the second virtual object 131 in the rectangular spatial coordinate system are (5, -5, -5), the radius 134 of the usage range of the virtual explosive with adhesion is 10 units in length in the virtual environment, the second virtual object 131 is within the usage range (or attack range) of the virtual explosive with adhesion, the application program corresponding to the game controls the virtual explosive to reduce the life value of the second virtual object 131, the life value of the second virtual object 131 is reduced to zero, and the second virtual object 131 falls in the virtual environment, as shown in fig. 16. Whereas the life value of the first virtual object 132 does not change outside the use range (attack range) of the virtual explosive with adhesion.
Optionally, the virtual object adhered with the virtual explosive can also move to other virtual objects needing to be attacked with the virtual explosive, and since the virtual explosive with the adhesion can move or rotate along with the virtual object, the life value of the other virtual objects will be reduced when the other virtual objects are within the use range of the virtual explosive.
The above embodiments describe the above method based on the application scenario of the game, and the following describes the above method by way of example in the application scenario of military simulation.
The simulation technology is a model technology which reflects system behaviors or processes by applying software and hardware through an experiment of simulating a real environment.
The military simulation program is a program specially constructed for military application by using a simulation technology, and is used for carrying out quantitative analysis on sea, land, air and other operational elements, weapon equipment performance, operational actions and the like, further accurately simulating a battlefield environment, presenting a battlefield situation and realizing the evaluation of an operational system and the assistance of decision making.
In one example, soldiers establish a virtual battlefield at a terminal where military simulation programs are located and fight in a team. The soldier controls a virtual object in the virtual battlefield environment to perform at least one of walking, running, climbing, driving, shooting, throwing, reconnaissance, close combat and other actions in the virtual battlefield environment. The battlefield virtual environment comprises: at least one natural form of flat ground, mountains, plateaus, basins, deserts, rivers, lakes, oceans and vegetation, and site forms of buildings, vehicles, ruins, training fields and the like. The virtual object includes: virtual characters, virtual animals, cartoon characters, etc., each virtual object having its own shape and volume in the three-dimensional virtual environment occupies a part of the space in the three-dimensional virtual environment.
Based on the above, in one example, soldiers are divided into two groups of four soldiers, where soldier a controls virtual object a in the first group and soldier B controls virtual object B in the second group, with the winning condition being a winning group that is a large number of people who live in the virtual environment.
Illustratively, in the process of fighting two groups of soldiers, the second group of soldier-controlled virtual objects are gathered in an indoor commercial quantity fighting plan in the virtual environment, the distance between the soldier a-controlled virtual object a and the house is far, the soldier a can control the virtual object a to attack the second group of soldier-controlled virtual objects by using virtual explosives with adhesiveness, and the soldier a triggers the prop switching control to switch the virtual weapons currently used by the virtual object a into the virtual explosives with adhesiveness. Soldier A controls a virtual object a to throw out the virtual explosive with the adhesion by triggering the prop, and the target object of the virtual object a is a house where the soldier in the second group controls the virtual object. When the virtual explosive with the adhesion contacts the house, the military simulation program controls the virtual explosive to be adhered to the house (such as the wall of the house).
optionally, when the virtual explosive with the adhesion is thrown by the virtual object a, the military simulation program obtains the initial velocity and the direction of the virtual explosive, and generates a movement track ray of the virtual explosive according to the initial velocity and the direction of the virtual explosive, and soldier a can see the movement track ray on a user interface corresponding to the military simulation program, wherein the movement track ray is used for representing the movement track of the virtual explosive in the virtual environment, and the movement track is in a parabolic shape. When the movement track ray has a first intersection point with the surface of a house (such as the surface of a wall, a roof, a door window), the military simulation program controls virtual explosives to be attached to the house. The military simulation program controls virtual explosive actuation when the virtual explosive with adhesion is adhered to the house for a period of time greater than a time interval threshold. When the virtual explosive is started, the military simulation program controls the virtual explosive to destroy the house, and simultaneously reduces the life value of a second group of soldier-controlled virtual objects in the house. Alternatively, if the position coordinates corresponding to a part of the house are within the attack range (i.e., the use range) of the virtual explosive with adhesion, the degree of reduction in the life value of the virtual object in the house differs depending on the distance from the virtual explosive. The more distant the virtual object is from the virtual explosive having viscosity, the smaller the degree of reduction of the life value.
Illustratively, soldier B controls virtual object B to throw a virtual explosive with adhesive properties against virtual object a during the course of two groups of soldiers competing. The client used by soldier A receives prompt information sent by the server, the prompt information is used for prompting that virtual object a controlled by soldier A is adhered with a virtual explosive, and an adhesion mark is displayed in a virtual environment picture corresponding to soldier A. The soldier A can control the virtual object a to move towards any soldier in the second group, in the moving process of the virtual object a, the military simulation program obtains the position coordinates of the virtual object a in the moving process, and the military simulation program controls the virtual explosive to move along with the virtual object a according to the change of the position coordinates. Illustratively, when virtual object a moves to the vicinity of virtual object B controlled by soldier B, the duration (e.g. 6 seconds) for which the virtual explosive is attached to virtual object a is greater than a time interval threshold (e.g. 5 seconds), then the military simulation program controls the virtual explosive to fire (i.e. explode). Optionally, if the virtual object a and the virtual object b are both within the use range (attack range) of the virtual explosive, the life values of the virtual object a and the virtual object b are both reduced, and if the life values of the virtual object a and the virtual object b are both reduced to zero, the lives of the virtual object a and the virtual object b in the virtual environment are ended, and the two groups of soldier-controlled virtual objects are reduced by one respectively.
In summary, in the embodiment of the present application, the method for controlling a virtual object is applied to a military simulation program, and a combat plan can be adjusted by using a viscous virtual explosive, so that the hit rate of soldiers is improved, and the method is beneficial to enhancing the matching degree between soldiers.
The following are embodiments of the apparatus of the present application, and for details that are not described in detail in the embodiments of the apparatus, reference may be made to corresponding descriptions in the above method embodiments, and details are not described herein again.
Fig. 18 shows a schematic structural diagram of an apparatus for throwing a virtual explosive in a virtual environment according to an exemplary embodiment of the present application. The apparatus can be implemented as all or a part of a terminal by software, hardware or a combination of both, and includes: a display module 1810, a receiving module 1820, a control module 1830, and an acquisition module 1840, wherein the display module 1810 and the receiving module 1820 are optional modules.
a display module 1810, configured to display a user interface, where the user interface includes a virtual environment picture and a property use control, and the virtual environment picture is a picture obtained by observing a virtual environment from a perspective of a virtual object;
A receiving module 1820, configured to receive a trigger operation on the prop usage control, where the trigger operation is used to control the virtual object to throw a virtual explosive with adhesiveness;
A control module 1830 for controlling the virtual explosive with the adhesion to adhere to the target object when the virtual explosive contacts the target object.
In an alternative embodiment, the target object comprises a static target object; the control module 1830 is further configured to control the virtual explosive to adhere to the static target object when the virtual explosive with adhesion contacts the static target object.
In an alternative embodiment, the static target object comprises a virtual item in a virtual environment; the acquisition module 1840 is used for acquiring the initial speed and direction of the virtual explosive when the virtual explosive with the adhesion is thrown by the first virtual object; generating a motion trail ray of the virtual explosive according to the initial speed and the direction of the virtual explosive, wherein the motion trail ray is used for representing the motion trail of the virtual explosive; the control module 1830 is further configured to control the virtual explosive to adhere to the virtual article in the virtual environment when the motion trajectory ray has a first intersection with the surface of the virtual article.
In an alternative embodiment, the target object comprises a dynamic target object; the control module 1830, further configured to control adhesion of the virtual explosive on the dynamic target object when the virtual explosive with adhesion contacts the dynamic target object; when the dynamic target object moves, controlling the virtual explosive to move along with the dynamic target object; or when the dynamic target object rotates, the virtual explosive is controlled to rotate along with the dynamic target object.
In an alternative embodiment, the dynamic target object comprises a virtual object in a virtual environment; the obtaining module 1840, further configured to obtain an initial velocity and direction of a virtual explosive when the virtual explosive with adhesion is thrown by the first virtual object; generating a motion trail ray of the virtual explosive according to the initial speed and the direction of the virtual explosive, wherein the motion trail ray is used for representing the motion trail of the virtual explosive; the control module 1840 is further configured to control the virtual explosive to adhere to the second virtual object when the motion trajectory ray has a second intersection point with the surface of the second virtual object.
In an optional embodiment, the obtaining module 1840 is further configured to obtain the position coordinates of the second virtual object during the moving process; the control module 1830 is further configured to control the virtual explosive to move along with the second virtual object according to the change of the position coordinate.
In an alternative embodiment, the obtaining module 1840 is further configured to obtain a rotation angle of the third virtual object during the rotation process; the control module 1830 is further configured to control the virtual explosive to rotate along with the third virtual object according to the change of the rotation angle.
in an optional embodiment, the receiving module 1810 is further configured to receive a prompt message sent by the server, where the prompt message is used to prompt that a virtual object corresponding to the client account is adhered with a virtual explosive; the display module 1810 is further configured to display an adhesion mark in the virtual environment picture according to the prompt information.
In an alternative embodiment, the virtual explosives with adhesive properties are also provided with a time interval threshold; the control module 1830 is further configured to control the virtual explosive to be activated when a time period during which the virtual explosive with the adhesiveness adheres to the target object is greater than a time interval threshold; and controlling the virtual explosive to reduce the life value of the target object when the virtual explosive with the adhesion is started.
in an alternative embodiment, the obtaining module 1840 is further configured to obtain the position coordinates of the target object and the usage range of the virtual explosive with adhesion; the control module 1830 is further configured to control the life value of the virtual explosive to the target object to be decreased when the position coordinate of the target object is within the usage range of the virtual explosive with adhesion.
Referring to FIG. 19, a block diagram of a computer device 1900 according to an exemplary embodiment of the present application is shown. The computer device 1900 may be a portable mobile terminal, such as: smart phones, tablet computers, MP3 players (Moving Picture Experts Group Audio Layer III, motion video Experts compression standard Audio Layer 3), MP4 players (Moving Picture Experts Group Audio Layer IV, motion video Experts compression standard Audio Layer 4). Computer device 1900 may also be referred to by other names such as user equipment, portable terminal, etc.
Generally, computer device 1900 includes: a processor 1901 and a memory 1902.
the processor 1901 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and so forth. The processor 1901 may be implemented in at least one hardware form of a DSP (Digital Signal Processing), an FPGA (Field-Programmable Gate Array), and a PLA (Programmable Logic Array). The processor 1901 may also include a main processor and a coprocessor, where the main processor is a processor for Processing data in an awake state, and is also called a Central Processing Unit (CPU); a coprocessor is a low power processor for processing data in a standby state. In some embodiments, the processor 1901 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content required to be displayed by the display screen. In some embodiments, the processor 1901 may further include an AI (Artificial Intelligence) processor for processing computing operations related to machine learning.
The memory 1902 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 1902 may also include high-speed random access memory, as well as non-volatile memory, such as one or more magnetic disk storage devices, flash memory storage devices. In some embodiments, a non-transitory computer readable storage medium in memory 1902 is used to store at least one instruction for execution by processor 1901 to implement the methods of throwing virtual explosives in a virtual environment provided herein.
In some embodiments, computer device 1900 may also optionally include: a peripheral interface 1903 and at least one peripheral. Specifically, the peripheral device includes: at least one of a radio frequency circuit 1904, a touch screen display 1905, a camera 1906, an audio circuit 1907, a positioning component 1908, and a power supply 1909.
The peripheral interface 1903 may be used to connect at least one peripheral associated with an I/O (Input/Output) to the processor 1901 and the memory 1902. In some embodiments, the processor 1901, memory 1902, and peripherals interface 1903 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1901, the memory 1902, and the peripheral interface 1903 may be implemented on separate chips or circuit boards, which is not limited in this embodiment.
the Radio Frequency circuit 1904 is used for receiving and transmitting RF (Radio Frequency) signals, also called electromagnetic signals. The radio frequency circuit 1904 communicates with a communication network and other communication devices via electromagnetic signals. The rf circuit 1904 converts an electrical signal into an electromagnetic signal to transmit, or converts a received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1904 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, and so forth. The radio frequency circuit 1904 may communicate with other terminals via at least one wireless communication protocol. The wireless communication protocols include, but are not limited to: the world wide web, metropolitan area networks, intranets, generations of mobile communication networks (2G, 3G, 4G, and 5G), Wireless local area networks, and/or WiFi (Wireless Fidelity) networks. In some embodiments, the radio frequency circuit 1904 may further include NFC (Near Field Communication) related circuits, which are not limited in this application.
the touch display 1905 is used to display a UI (User Interface). The UI may include graphics, text, icons, video, and any combination thereof. The touch display screen 1905 also has the ability to capture touch signals at or above the surface of the touch display screen 1905. The touch signal may be input to the processor 1901 as a control signal for processing. The touch screen display 1905 is used to provide virtual buttons and/or a virtual keyboard, also referred to as soft buttons and/or a soft keyboard. In some embodiments, the touch display 1905 may be one, providing the front panel of the computer device 1900; in other embodiments, the touch display 1905 can be at least two, each disposed on a different surface of the computer device 1900 or in a folded design; in still other embodiments, touch display 1905 may be a flexible display disposed on a curved surface or on a folded surface of computer device 1900. Even further, the touch display screen 1905 may be arranged in a non-rectangular irregular pattern, i.e., a shaped screen. The touch Display 1905 can be made of LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode), or the like.
The camera assembly 1906 is used to capture images or video. Optionally, camera assembly 1906 includes a front camera and a rear camera. Generally, a front camera is used for realizing video call or self-shooting, and a rear camera is used for realizing shooting of pictures or videos. In some embodiments, the number of the rear cameras is at least two, and each of the rear cameras is any one of a main camera, a depth-of-field camera and a wide-angle camera, so that the main camera and the depth-of-field camera are fused to realize a background blurring function, and the main camera and the wide-angle camera are fused to realize a panoramic shooting function and a VR (Virtual Reality) shooting function. In some embodiments, camera head assembly 1906 may also include a flash. The flash lamp can be a monochrome temperature flash lamp or a bicolor temperature flash lamp. The double-color-temperature flash lamp is a combination of a warm-light flash lamp and a cold-light flash lamp, and can be used for light compensation at different color temperatures.
Audio circuitry 1907 is used to provide an audio interface between a user and computer device 1900. The audio circuitry 1907 may include a microphone and a speaker. The microphone is used for collecting sound waves of a user and the environment, converting the sound waves into electric signals, and inputting the electric signals into the processor 1901 for processing, or inputting the electric signals into the radio frequency circuit 1904 for realizing voice communication. The microphones may be multiple and placed at different locations on the computer device 1900 for stereo sound capture or noise reduction purposes. The microphone may also be an array microphone or an omni-directional pick-up microphone. The speaker is used to convert electrical signals from the processor 1901 or the radio frequency circuitry 1904 into sound waves. The loudspeaker can be a traditional film loudspeaker or a piezoelectric ceramic loudspeaker. When the speaker is a piezoelectric ceramic speaker, the speaker can be used for purposes such as converting an electric signal into a sound wave audible to a human being, or converting an electric signal into a sound wave inaudible to a human being to measure a distance. In some embodiments, the audio circuitry 1907 may also include a headphone jack.
the Location component 1908 is used to locate the current geographic Location of the computer device 1900 for navigation or LBS (Location Based Service). The Positioning component 1908 may be a Positioning component based on the Global Positioning System (GPS) in the united states, the beidou System in china, or the galileo System in russia.
power supply 1909 is used to provide power to the various components in computer device 1900. The power source 1909 can be alternating current, direct current, disposable batteries, or rechargeable batteries. When power supply 1909 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. The wired rechargeable battery is a battery charged through a wired line, and the wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery may also be used to support fast charge technology.
In some embodiments, computer device 1900 also includes one or more sensors 1910. The one or more sensors 1910 include, but are not limited to: acceleration sensor 1911, gyro sensor 1912, pressure sensor 1913, fingerprint sensor 1914, optical sensor 1915, and proximity sensor 1916.
The acceleration sensor 1911 may detect the magnitude of acceleration on three coordinate axes of the coordinate system established with the computer apparatus 1900. For example, the acceleration sensor 1911 may be used to detect components of the gravitational acceleration in three coordinate axes. The processor 1901 may control the touch screen 1905 to display a user interface in a landscape view or a portrait view according to the gravitational acceleration signal collected by the acceleration sensor 1911. The acceleration sensor 1911 may also be used for acquisition of motion data of a game or a user.
The gyro sensor 1912 may detect a body direction and a rotation angle of the computer device 1900, and the gyro sensor 1912 may cooperate with the acceleration sensor 1911 to acquire a 3D motion of the user with respect to the computer device 1900. From the data collected by the gyro sensor 1912, the processor 1901 may implement the following functions: motion sensing (such as changing the UI according to a user's tilting operation), image stabilization at the time of photographing, game control, and inertial navigation.
Pressure sensors 1913 may be disposed on a side bezel of computer device 1900 and/or on a lower layer of touch display 1905. When the pressure sensor 1913 is provided on the side frame of the computer apparatus 1900, a user's grip signal to the computer apparatus 1900 can be detected, and left-right hand recognition or shortcut operation can be performed based on the grip signal. When the pressure sensor 1913 is disposed at the lower layer of the touch display 1905, it is possible to control the operability control on the UI interface according to the pressure operation of the user on the touch display 1905. The operability control comprises at least one of a button control, a scroll bar control, an icon control and a menu control.
the fingerprint sensor 1914 is configured to collect a fingerprint of the user to identify the user based on the collected fingerprint. Upon identifying that the user's identity is a trusted identity, the processor 1901 authorizes the user to perform relevant sensitive operations including unlocking a screen, viewing encrypted information, downloading software, paying for, and changing settings, etc. Fingerprint sensor 1914 may be disposed on the front, back, or side of computer device 1900. When a physical button or vendor Logo is provided on computer device 1900, fingerprint sensor 1914 may be integrated with the physical button or vendor Logo.
The optical sensor 1915 is used to collect the ambient light intensity. In one embodiment, the processor 1901 may control the display brightness of the touch screen 1905 based on the ambient light intensity collected by the optical sensor 1915. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 1905 is increased; when the ambient light intensity is low, the display brightness of the touch display screen 1905 is turned down. In another embodiment, the processor 1901 may also dynamically adjust the shooting parameters of the camera assembly 1906 according to the intensity of the ambient light collected by the optical sensor 1915.
Proximity sensor 1916, also known as a distance sensor, is typically disposed on the front side of computer device 1900. Proximity sensor 1916 is used to capture the distance between the user and the front of computer device 1900. In one embodiment, the touch display 1905 is controlled by the processor 1901 to switch from a bright screen state to a dark screen state when the proximity sensor 1916 detects that the distance between the user and the front of the computer device 1900 is gradually decreasing; when the proximity sensor 1916 detects that the distance between the user and the front of the computer device 1900 gradually becomes larger, the touch display 1905 is controlled by the processor 1901 to switch from the breath-screen state to the bright-screen state.
Those skilled in the art will appreciate that the architecture shown in FIG. 19 is not intended to be limiting of computer device 1900 and may include more or fewer components than those shown, or some components may be combined, or a different arrangement of components may be used.
The present application further provides a computer device, comprising: a processor and a memory, the storage medium having stored therein at least one instruction, at least one program, set of codes, or set of instructions, which is loaded and executed by the processor to implement the method of throwing a virtual explosive in a virtual environment provided by the above-described method embodiments.
The present application further provides a computer readable storage medium having stored therein at least one instruction, at least one program, set of codes, or set of instructions, which is loaded and executed by a processor to implement the method of throwing a virtual explosive in a virtual environment provided by the above method embodiments.
the present application also provides a computer program product which, when run on a computer, causes the computer to perform the method of throwing a virtual explosive in a virtual environment as provided in the method embodiments described above.
It should be understood that reference to "a plurality" herein means two or more. "and/or" describes the association relationship of the associated objects, meaning that there may be three relationships, e.g., a and/or B, which may mean: a exists alone, A and B exist simultaneously, and B exists alone. The character "/" generally indicates that the former and latter associated objects are in an "or" relationship.
It will be understood by those skilled in the art that all or part of the steps for implementing the above embodiments may be implemented by hardware, or may be implemented by a program instructing relevant hardware, where the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a magnetic disk or an optical disk, etc.
The above description is only exemplary of the present application and should not be taken as limiting, as any modification, equivalent replacement, or improvement made within the spirit and principle of the present application should be included in the protection scope of the present application.

Claims (13)

1. A method of throwing a virtual explosive in a virtual environment, the method comprising:
Displaying a user interface, wherein the user interface comprises a virtual environment picture and a prop using control, and the virtual environment picture is a picture for observing a virtual environment from the visual angle of a virtual object;
Receiving a trigger operation on the prop usage control, the trigger operation for controlling the virtual object to throw a virtual explosive with an adherence;
Controlling the virtual explosive to adhere to the target object when the virtual explosive with the adhesion contacts the target object.
2. The method of claim 1, wherein the target object comprises a static target object;
The controlling the virtual explosive to adhere to the target object when the virtual explosive with adhesiveness contacts the target object includes:
Controlling the virtual explosive to adhere to the static target object when the virtual explosive with adhesiveness contacts the static target object.
3. The method of claim 2, wherein the static target object comprises a virtual item in the virtual environment;
The controlling the virtual explosive to adhere to the static target object when the virtual explosive with adhesiveness contacts the static target object includes:
Acquiring an initial velocity and a direction of the virtual explosive when the virtual explosive with the adhesiveness is thrown by a first virtual object;
Generating a motion trail ray of the virtual explosive according to the initial speed and the direction of the virtual explosive, wherein the motion trail ray is used for representing the motion trail of the virtual explosive;
When the motion trail ray has a first intersection point with the surface of the virtual article, the virtual explosive is controlled to be attached to the virtual article in the virtual environment.
4. The method of claim 1, wherein the target object comprises a dynamic target object;
The controlling the virtual explosive to adhere to the target object when the virtual explosive with adhesiveness contacts the target object includes:
Controlling the virtual explosive with the adhesiveness to adhere to the dynamic target object when the virtual explosive contacts the dynamic target object;
When the dynamic target object moves, controlling the virtual explosive to move along with the dynamic target object; or when the dynamic target object rotates, controlling the virtual explosive to rotate along with the dynamic target object.
5. The method of claim 4, wherein the dynamic target object comprises a virtual object in the virtual environment;
The controlling the virtual explosive to adhere to the dynamic target object when the virtual explosive with adhesiveness contacts the dynamic target object includes:
Acquiring an initial velocity and direction of the virtual explosive when the virtual explosive with adhesiveness is thrown by the first virtual object;
generating a motion trail ray of the virtual explosive according to the initial speed and the direction of the virtual explosive, wherein the motion trail ray is used for representing the motion trail of the virtual explosive;
And when a second intersection point exists between the motion trail ray and the surface of a second virtual object, controlling the virtual explosive to be adhered to the second virtual object.
6. The method of claim 4, wherein controlling the virtual explosives to follow the dynamic target object as the dynamic target object moves comprises:
Acquiring the position coordinates of the second virtual object in the moving process;
and controlling the virtual explosive to move along with the second virtual object according to the change of the position coordinate.
7. The method of claim 4, wherein controlling the virtual explosives to follow the dynamic target object for rotation as the dynamic target object rotates comprises:
Acquiring a rotation angle of the third virtual object in a rotation process;
and controlling the virtual explosive to rotate along with the third virtual object according to the change of the rotation angle.
8. The method of any of claims 1 to 7, further comprising:
Receiving prompt information sent by a server, wherein the prompt information is used for prompting that the virtual object corresponding to the client account is adhered with the virtual explosive;
and displaying an adhesion mark in the virtual environment picture according to the prompt message.
9. The method according to any one of claims 1 to 7, wherein the virtual explosive with adhesion is further provided with a time interval threshold;
The controlling the virtual explosive to be attached to the target object after the virtual explosive is controlled to be attached to the target object when the virtual explosive with the adhesiveness contacts the target object includes:
When the time length of the virtual explosive with the adhesion property attached to the target object is greater than the time interval threshold value, controlling the virtual explosive to start;
controlling the virtual explosive to reduce the life value of the target object when the virtual explosive with the adhesion is started.
10. The method according to claim 9, wherein said controlling the virtual explosive to reduce the life value of the target object upon activation of the virtual explosive with adhesion comprises:
Acquiring the position coordinates of the target object and the use range of the virtual explosive with the adhesion property;
When the position coordinates of the target object are located in the use range of the virtual explosive with adhesion, the life value of the virtual explosive to the target object is controlled to be reduced.
11. An apparatus for throwing a virtual explosive in a virtual environment, the apparatus comprising:
the display module is used for displaying a user interface, the user interface comprises a virtual environment picture and a prop using control, and the virtual environment picture is a picture for observing a virtual environment from the visual angle of a virtual object;
A receiving module, configured to receive a trigger operation on the prop usage control, where the trigger operation is used to control the virtual object to throw a virtual explosive with adhesiveness;
A control module for controlling the virtual explosive having the adhesiveness to adhere to a target object when the virtual explosive contacts the target object.
12. A computer device comprising a processor and a memory, the memory having stored therein at least one instruction, at least one program, set of codes, or set of instructions, the instruction, the program, the set of codes, or the set of instructions being loaded and executed by the processor to implement a method of throwing virtual explosives in a virtual environment as claimed in any of claims 1 to 10.
13. A computer storage medium having stored therein at least one instruction, at least one program, a set of codes, or a set of instructions, which is loaded and executed by a processor to implement a method of pitching a virtual explosive in a virtual environment according to any one of claims 1 to 10.
CN201910838734.XA 2019-09-05 2019-09-05 Method, apparatus, device and medium for throwing virtual explosives in virtual environment Pending CN110538459A (en)

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RJ01 Rejection of invention patent application after publication

Application publication date: 20191206

RJ01 Rejection of invention patent application after publication