CN111084988B - Virtual item generation method and device, storage medium and electronic device - Google Patents

Virtual item generation method and device, storage medium and electronic device Download PDF

Info

Publication number
CN111084988B
CN111084988B CN201911304957.4A CN201911304957A CN111084988B CN 111084988 B CN111084988 B CN 111084988B CN 201911304957 A CN201911304957 A CN 201911304957A CN 111084988 B CN111084988 B CN 111084988B
Authority
CN
China
Prior art keywords
prop
virtual
target
defense
channel
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Active
Application number
CN201911304957.4A
Other languages
Chinese (zh)
Other versions
CN111084988A (en
Inventor
刘智洪
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Tencent Technology Shenzhen Co Ltd
Original Assignee
Tencent Technology Shenzhen Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Tencent Technology Shenzhen Co Ltd filed Critical Tencent Technology Shenzhen Co Ltd
Priority to CN201911304957.4A priority Critical patent/CN111084988B/en
Publication of CN111084988A publication Critical patent/CN111084988A/en
Application granted granted Critical
Publication of CN111084988B publication Critical patent/CN111084988B/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Images

Classifications

    • 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
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8076Shooting

Abstract

The invention discloses a virtual prop generation method and device, a storage medium and an electronic device. The method comprises the following steps: displaying a scene picture of a virtual scene corresponding to a shooting game task in the process of running a one-shot game task by a game application client, wherein the shooting game task is a confrontation task between a target virtual character controlled by the game application client and a plurality of virtual objects arranged in the virtual scene; detecting a first geographical position of a target virtual character in a virtual scene; under the condition that the distance between the first geographic position and a second geographic position where a target channel set in the virtual scene is located is detected to be smaller than or equal to a first threshold value, triggering a prop generation request; and responding to the prop generation request, and generating a target virtual defense prop at the second geographic position, wherein the target virtual defense prop is used for shielding the target channel so as to prevent the plurality of virtual objects from passing through the target channel. The invention solves the technical problem of single countermeasure interaction mode in the related technology.

Description

Virtual item generation method and device, storage medium and electronic device
Technical Field
The invention relates to the field of computers, in particular to a virtual item generation method and device, a storage medium and an electronic device.
Background
In one game mode provided by the shooting-type game application, a player can control the virtual character to use the adaptive weapon to carry out confrontational interaction with each virtual object in the virtual scene through the game application client. In the course of confrontation interaction, the virtual character often performs shooting operation on each virtual object to complete a game task by killing all the virtual objects. That is, in the above game mode, the countermeasures interaction method provided by the related art has a problem of single interaction.
In view of the above problems, no effective solution has been proposed.
Disclosure of Invention
The embodiment of the invention provides a virtual item generation method and device, a storage medium and an electronic device, which are used for at least solving the technical problem that the countermeasure interaction mode in the related technology is single.
According to an aspect of the embodiment of the present invention, a method for generating a virtual item is provided, including: displaying a scene picture of a virtual scene corresponding to a shooting game task in the process of running a shooting game task by a game application client, wherein the shooting game task is a confrontation task between a target virtual character controlled by the game application client and a plurality of virtual objects arranged in the virtual scene; detecting a first geographical position of the target virtual character in the virtual scene; under the condition that the distance between the first geographic position and a second geographic position where a target channel set in the virtual scene is located is detected to be smaller than or equal to a first threshold value, triggering a prop generation request; and responding to the item generation request, and generating a target virtual defense item at the second geographic position, wherein the target virtual defense item is used for shielding the target channel so as to prevent the plurality of virtual objects from passing through the target channel.
According to another aspect of the embodiments of the present invention, there is also provided a virtual item generation apparatus, including: the shooting game system comprises a first display unit, a second display unit and a shooting game processing unit, wherein the first display unit is used for displaying a scene picture of a virtual scene corresponding to a shooting game task in the process of running a shooting game task by a game application client, and the shooting game task is a confrontation task between a target virtual character controlled by the game application client and a plurality of virtual objects arranged in the virtual scene; the detection unit is used for detecting a first geographical position of the target virtual character in the virtual scene; the triggering unit is used for triggering a prop generation request under the condition that the distance between the first geographic position and a second geographic position where a target channel arranged in the virtual scene is located is detected to be smaller than or equal to a first threshold value; and a generating unit, configured to generate a target virtual defense prop in the second geographic location in response to the prop generation request, where the target virtual defense prop is used to block the target channel to block the plurality of virtual objects from passing through the target channel.
According to another aspect of the embodiment of the present invention, there is also provided a computer-readable storage medium, in which a computer program is stored, where the computer program is configured to execute the above virtual prop generation method when running.
According to another aspect of the embodiments of the present invention, there is also provided an electronic apparatus, including a memory, a processor, and a computer program stored on the memory and executable on the processor, where the processor executes the virtual prop generation method through the computer program.
In the embodiment of the invention, in the process of running a shooting game task in a game application client, a scene picture of a virtual scene corresponding to the shooting game task is displayed, and a first geographical position of a target virtual character controlled by the game application client in the virtual scene is detected. And under the condition that the distance between the first geographic position and the second geographic position where the target channel set in the virtual scene is located is detected to be smaller than or equal to a first threshold value, triggering a prop generation request. And generating a target virtual defense prop at the second geographic position according to the prop generation request so as to shield a target channel and prevent a plurality of virtual objects from attacking the target virtual character through the target channel. That is to say, when the target virtual character approaches the target channel, the prop generation request is triggered to generate the target virtual defense prop for blocking the target channel, so that the goal of protecting the target virtual character from being directly attacked by the virtual objects is generated on the target channel, and single countermeasure interaction between the target virtual character and the virtual objects is not performed. Namely, the method of generating the target virtual defense prop at the geographic position of the target channel in the shooting game task is used for increasing the counterwork interaction method, improving the diversity of the counterwork interaction and further overcoming the problem of single counterwork interaction method in the related technology.
Drawings
The accompanying drawings, which are included to provide a further understanding of the invention and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the invention and together with the description serve to explain the invention without limiting the invention. In the drawings:
fig. 1 is a schematic diagram of a hardware environment of an optional virtual item generation method according to an embodiment of the present invention;
FIG. 2 is a flow chart of an alternative virtual item generation method according to an embodiment of the present invention;
fig. 3 is a schematic diagram of an alternative virtual item generation method according to an embodiment of the present invention;
FIG. 4 is a schematic diagram of another alternative virtual item generation method according to an embodiment of the invention;
FIG. 5 is a flowchart of another alternative virtual item generation method according to an embodiment of the present invention;
FIG. 6 is a schematic diagram of another alternative virtual item generation method according to an embodiment of the present invention;
FIG. 7 is a schematic diagram of another alternative virtual item generation method according to an embodiment of the present invention;
FIG. 8 is a schematic diagram of another alternative virtual item generation method according to an embodiment of the present invention;
FIG. 9 is a schematic diagram of another alternative virtual item generation method according to an embodiment of the present invention;
FIG. 10 is a schematic diagram of yet another alternative virtual item generation method according to an embodiment of the present invention;
FIG. 11 is a schematic diagram of another alternative virtual item generation method according to an embodiment of the present invention;
fig. 12 is a schematic structural diagram of an alternative virtual item generation apparatus according to an embodiment of the present invention;
fig. 13 is a schematic structural diagram of an alternative electronic device according to an embodiment of the invention.
Detailed Description
In order to make the technical solutions of the present invention better understood, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are only a part of the embodiments of the present invention, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
It should be noted that the terms "first," "second," and the like in the description and claims of the present invention and in the drawings described above are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used is interchangeable under appropriate circumstances such that the embodiments of the invention described herein are capable of operation in sequences other than those illustrated or described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
According to an aspect of the embodiment of the present invention, a method for generating a virtual item is provided, and optionally, as an optional implementation manner, the method for generating a virtual item may be, but is not limited to be, applied to a hardware environment as shown in fig. 1. The virtual item generation method may be, but is not limited to, applied to a virtual item generation system in an environment as shown in fig. 1, where the virtual item generation system may include, but is not limited to, a terminal device 102, a network 104, and a server 106. A game application client for logging in a target user account is run in the terminal device 102. The terminal device 102 includes a human-machine interaction screen 1022, a processor 1024, and a memory 1026. The man-machine interaction screen 1022 is configured to present scene pictures in a virtual scene corresponding to a shooting game task executed by the game application client, where the shooting game task is a confrontation task between a target virtual character 108 controlled by the game application client and a plurality of virtual objects 110 set in the virtual scene; the system is also used for providing a human-computer interaction interface to receive human-computer interaction operation executed on the human-computer interaction interface of the game application client side, and displaying a generated picture of generating a target virtual defense prop at the position of the target channel 112 in the virtual scene; the processor 1024 is configured to detect a first geographic location where the target virtual character is currently located in the virtual scene; and the method is also used for determining a target channel located at the second geographic position through detection, and triggering a prop generation request corresponding to the target channel, wherein the distance between the first geographic position and the second geographic position is less than or equal to a first threshold value. And the second geographic location is used for responding to the item generation request and generating a target virtual defense item at the second geographic location, wherein the target virtual defense item is used for shielding the target channel to prevent the plurality of virtual objects from being shielded by the target. The memory 108 is used for storing the attribute information of the target virtual character controlled by the game application client, and the attribute information of a plurality of virtual objects and target channels set by the virtual scene.
In addition, the server 106 includes a database 1062 and a processing engine 1064, where the database 1062 is used to store the location information of each channel set in the virtual scene. The processing engine 1064 is configured to compare distances between the first geographic location and the geographic location of each channel to determine a target channel located at a second geographic location, where the distance between the second geographic location and the first geographic location is less than or equal to a first threshold.
The specific process comprises the following steps: in steps S102-S104, a shooting game task is triggered to run on the human-computer interaction screen 1022 in the terminal device 102, a scene picture of a virtual scene corresponding to the shooting game task is displayed, and a first geographic location where the target virtual character is currently located is detected. The first geographic location is then sent to the server 106 via the network 104.
After the server 106 receives the first geographical location, steps S106-S110 are performed: the geographical positions of the channels are obtained, a target channel at a second geographical position with a distance from the first geographical position smaller than or equal to a first threshold value is determined through comparison, and the second geographical position of the target channel is sent to the terminal device 102 through the network 104.
In steps S112-S114, after the terminal device 102 acquires the second geographic location, it will trigger a prop generation request, and in response to the prop generation request, generate a target virtual defense prop for blocking the target channel in the second geographic location.
It should be noted that, in this embodiment, in the process of running a shooting game task in a game application client, a scene picture of a virtual scene corresponding to the shooting game task is displayed, and a first geographic position where a target virtual character controlled by the game application client is currently located in the virtual scene is detected. And under the condition that the distance between the first geographic position and the second geographic position where the target channel set in the virtual scene is located is detected to be smaller than or equal to a first threshold value, triggering a prop generation request. And generating a target virtual defense prop at the second geographic position according to the prop generation request so as to shield a target channel and prevent a plurality of virtual objects from attacking the target virtual character through the target channel. That is to say, in this embodiment, when the target virtual character approaches the target channel, the prop generation request is triggered to generate the target virtual defense prop for blocking the target channel, so as to generate the defense prop for protecting the target virtual character from being directly attacked by the multiple virtual objects on the target channel, instead of performing single countermeasure interaction between the target virtual character and the multiple virtual objects. Namely, the method of generating the target virtual defense prop at the geographic position of the target channel in the shooting game task is used for increasing the counterwork interaction method, improving the diversity of the counterwork interaction and further overcoming the problem of single counterwork interaction method in the related technology.
As another alternative, the virtual item generation method may be, but is not limited to, applied in another hardware environment (not shown in the figure), and the terminal device 102 completes the operation executed in the server 106. That is to say, under the condition that the processing speed of the processor of the terminal device 102 and the storage space of the memory meet certain conditions, the terminal device can independently complete the virtual item generation process without requesting interaction to the server, so as to reduce the cost of communication interaction, shorten the waiting time, and achieve the effect of improving the virtual item generation efficiency.
Optionally, in this embodiment, the virtual item generation method may be, but is not limited to, applied to a terminal device, and the terminal device may be, but is not limited to, a terminal device supporting running of an application client, such as a mobile phone, a tablet Computer, a notebook Computer, a Personal Computer (Personal Computer, abbreviated as PC), and the like. The server and the terminal device may implement data interaction through a network, which may include but is not limited to a wireless network or a wired network. Wherein, this wireless network includes: bluetooth, WIFI, and other networks that enable wireless communication. Such wired networks may include, but are not limited to: wide area networks, metropolitan area networks, and local area networks. The above is merely an example, and this is not limited in this embodiment.
Optionally, as an optional implementation manner, as shown in fig. 2, the virtual item generation method includes:
s202, in the process that the game application client runs a shooting game task, a scene picture of a virtual scene corresponding to the shooting game task is displayed, wherein the shooting game task is a confrontation task between a target virtual character controlled by the game application client and a plurality of virtual objects arranged in the virtual scene;
s204, detecting a first geographical position of the target virtual role in the virtual scene;
s206, under the condition that the distance between the first geographic position and the second geographic position where the target channel set in the virtual scene is located is detected to be smaller than or equal to a first threshold value, triggering a prop generation request;
and S208, responding to the prop generation request, and generating a target virtual defense prop at the second geographic position, wherein the target virtual defense prop is used for shielding the target channel so as to prevent the plurality of virtual objects from passing through the target channel.
Optionally, in this embodiment, the virtual item generation method may be applied, but not limited to, to a shooting game application. In the process of running a shooting game task, the shooting game task is a confrontation task between a target virtual character controlled by a game application client and a plurality of virtual objects arranged in a virtual scene. The plurality of virtual objects may be, but is not limited to, a plurality of zombies set in a zombie mode in a shooting game application (here, zombies are Non-Player characters (NPCs)). That is, the shooting game task is to kill a plurality of zombies appearing in a virtual scene in the zombie mode through a target virtual character controlled by the game application client in the mode. In the event that all of the plurality of zombies are detected to be destroyed, it is determined that the shooting game mission is complete. In this embodiment, the target virtual defense prop is generated at the geographic position of the target channel close to the target virtual character to shield the target channel to prevent the zombies from attacking the target virtual character through the target channel, so that defense protection of the target virtual character is realized, and the effect of increasing the diversity of confrontation interaction in the shooting game application is achieved.
Optionally, in this embodiment, the Game application may be a Multiplayer Online tactical sports Game (MOBA) application, or may also be a Single-Player Game (SPG) application. The types of gaming applications described above may include, but are not limited to, at least one of: two-dimensional (2D) game applications, Three-dimensional (3D) game applications, Virtual Reality (VR) game applications, Augmented Reality (AR) game applications, Mixed Reality (MR) game applications. The above is merely an example, and the present embodiment is not limited to this.
Furthermore, the virtual character controlled by the Game application client may be, but is not limited to, a character object controlled by a current player logged in the Shooting Game application client, where the Shooting Game application may be a Third Person Shooting Game (TPS) application, such as a Shooting Game application executed from the perspective of a Third party character object other than the virtual character controlled by the current player, or a First Person Shooting Game (FPS) application, such as a Shooting Game application executed from the perspective of a virtual character controlled by the current player.
Optionally, in this embodiment, the target channel may include, but is not limited to: and the passages allowing the target virtual character and a plurality of virtual objects to pass are arranged in the virtual scene, such as doors or windows of a virtual building, an inlet/outlet of a virtual bridge, an inlet/outlet of a virtual cave and the like. The target virtual defensive prop may include, but is not limited to: the prop is used for blocking a target channel, such as a wood board, a box and the like. For example, doors, windows, cave entrances/exits, etc. are blocked with wooden panels; the box is used to shield the entrance/exit of doors, windows, bridges, etc. Here, this is an example, and the specific content is not limited in any way in this embodiment.
Optionally, in this embodiment, after detecting the first geographic location where the target virtual character is currently located, the target channel may be determined, but is not limited to, by: acquiring the position of each channel in a plurality of channels in a target area with the first position as the center; sequentially acquiring candidate distances between the first position and the position of each channel; comparing the candidate distances; and determining the channel with the candidate distance smaller than the first threshold value as the target channel. That is to say, when it is detected that the target virtual character approaches one channel (for example, the target channel), a prop generation request corresponding to the channel is triggered to generate a virtual defense prop for blocking the channel, so as to prevent a plurality of virtual objects from directly attacking the target virtual character through the channel.
For example, as shown in fig. 3, it is assumed that a scene picture of a current virtual scene in a shooting game task is an internal scene of a building, wherein a passageway includes a door 302 and a window 304. Further, according to the detected first geographical position of the target virtual character 306, it is determined that the target channel is the window 304. A prop generation request is triggered to generate a target virtual defense prop 310 (shown as a plank in fig. 3) in a second geographic location for window 304 to block the window 304 of the building, preventing multiple virtual objects 308 from climbing over window 304 into the interior of the building to attack target virtual character 306.
Optionally, in this embodiment, the target virtual defense prop may include, but is not limited to, a plurality of prop objects, such as a plurality of boards or a plurality of boxes, to completely block the target passage. Wherein each prop object may be, but is not limited to being, configured with a life attribute value. When the target virtual character executes shooting operation on the prop object which is generated and displayed, the life attribute value of the prop object is reduced; when a plurality of virtual objects execute attack operation on the prop object which is generated and displayed, the life value of the prop object is also reduced. In addition, when the life attribute value of the prop object is reduced to zero, the prop object disappears from the virtual scene and is not displayed any more.
It should be noted that, in this embodiment, each prop object is respectively configured with a collision box for detecting a collision generated thereon, as shown in fig. 4, in the case that the generated prop object 402 is displayed on the window 304, the prop object 402 is also configured with a collision box 404 for detecting a collision generated on the prop object 402.
For example, taking a virtual object as an example, when at least one virtual object of the plurality of virtual objects approaches the prop object 402 and collides with the collision box 404, an attack operation of the at least one virtual object on the prop object 402 is triggered. Each attack of each virtual object can make the life attribute value of the prop object decrease according to the unit value. If the virtual object is not killed by the target virtual character but is attacked all the time, the prop object 402 will disappear from the position of the window 304 in the virtual scene when the life attribute value is reduced to zero. If the prop object 402 is a wooden board, it is possible to make the wooden board disappear in the form of a special effect of breaking.
Optionally, in this embodiment, the process of generating the target virtual defense prop at the second geographic location may include, but is not limited to: and playing the generated animation of the target virtual defense prop in a channel display area corresponding to the target channel at the second geographic position.
The first geographic location is a geographic location of the target virtual character in the map corresponding to the virtual scene, and the second geographic location is a geographic location of the target channel in the map corresponding to the virtual scene. In order to accurately determine the display position of the target virtual defense prop in the human-computer interaction interface provided by the game application client, in this embodiment, a channel display area corresponding to the target channel in the second geographic position is determined, and the channel display area is used for displaying the target channel. Taking a window as an example, the position coordinate of the window is a second geographic position in the virtual building in the virtual scene, and a certain display area is occupied in the human-computer interaction interface to display the window, such as a virtual window 304 shown on the right side of fig. 3. Further, in the channel display area, but not limited to, a generated animation corresponding to a generation process of a prop object in the target virtual defense prop can be played. In this embodiment, each prop object may be, but is not limited to, mount an independent animation respectively, so as to dynamically display a generation process of the target virtual defense prop.
The description is made with reference to the example shown in fig. 5: assume that the game application client is a shooting-type game application client (hereinafter simply referred to as client). The client is currently running a one-shot game task in zombie mode, and the target virtual character and the plurality of virtual objects (a plurality of zombies) are in confrontational interaction. The target channel is exemplified by a window, and the prop object in the target virtual defense prop is exemplified by a wood board. The process of generating the virtual item may include the following steps:
in step S502, when the client requests to start the shooting game task in the one-play zombie mode, a scene screen of a corresponding virtual scene is displayed. Then, as shown in steps S504-S506, it is detected whether the target avatar of the client control is close to the window? And under the condition that the window is detected to be close to, triggering to generate a prop generation request associated with the window, and responding to the prop generation request, automatically building a wood board to shield the window.
In step S508, it is determined whether the construction is completed (whether the construction of one wood board is completed)? If the building is not finished, the step S506 is returned to continue building the wood board. If the building is completed, step S510 is executed to display the built wood board in the display area corresponding to the window. In the above building process, step S512 is executed simultaneously to detect whether the target avatar leaves the window? If it is detected that the target avatar does not leave, the steps S506 to S512 are repeated until enough boards are built to completely block the window. If the target virtual character is detected to leave the window, step S514 is executed to stop building.
Then, step S516 is executed to detect whether there is a zombie attacking the constructed plank? If it is detected that a zombie attacks the built plank, then execute steps S518-S520, calculate the number of attacks, and detect whether the life property value of the plank reaches zero? If not, returning to the step S518 to continue to calculate the attack times; if the value reaches zero, step S522 is executed to control the wood board to disappear from the scene picture of the virtual scene. Further step S524, it is detected whether there is any plank to block the window? If any wood board blocks the window, allowing the zombie to continue attacking in step S526-1, and returning to step S516 to detect whether any zombie attacks the built wood board. If there is no plank to cover the window, step S526-2 is performed, allowing the zombie to cross the window.
The sequence of steps shown in the process shown in fig. 5 is an example, and some steps may be repeatedly executed, which is not limited in this embodiment.
Through the embodiment provided by the application, under the condition that the target virtual character is close to the target channel, the prop generation request is triggered to generate the target virtual defense prop for shielding the target channel, so that the goal of protecting the target virtual character from being directly attacked by a plurality of virtual objects is generated on the target channel, and single countermeasure interaction between the target virtual character and the virtual objects is not performed any more. Namely, the method of generating the target virtual defense prop at the geographic position of the target channel in the shooting game task is used for increasing the counterwork interaction method, improving the diversity of the counterwork interaction and further overcoming the problem of single counterwork interaction method in the related technology.
As an alternative, generating the target virtual defensive prop at the second geographic location includes:
and S1, playing the animation generated by the target virtual defense prop in the channel display area corresponding to the target channel in the second geographic position, wherein the target virtual defense prop comprises a plurality of prop objects.
It should be noted that, in this embodiment, each item object in the target virtual defense item may be, but is not limited to, separately mount an animation state machine, and is used to automatically play a corresponding animation in the process of automatically building each item object.
For example, assume that the target virtual defense prop is exemplified by a plank wall, where each prop object may correspond to each plank. And displaying the generated target virtual defense prop in a channel display area corresponding to the window, wherein the target virtual defense prop can be a building process of a display wood board. FIG. 6 is a schematic diagram of a configuration interface for animating a build plank in a processing engine. Configuring a plank model 602 for the window: "P _ ZM _ sumfp _ Rebuild _ Wood (5)", and configures the animation 604 "Wood _ 06" played, and then mounts the corresponding animation state machine 606. The above is an example, and the present embodiment does not limit this.
Optionally, in this embodiment, in a channel display area corresponding to the target channel in the second geographic location, playing the animation generated by the target virtual defense prop includes:
s11, detecting an animation playing suspension condition in each generation cycle, wherein the animation playing suspension condition is used for indicating that the generation of animation is stopped and indicating that the generation of a prop object in the target virtual defense prop is stopped;
s12, generating the current prop object under the condition that the animation playing stopping condition is not reached;
s13, determining a current display area occupied by the current prop object, wherein the area position of the current display area is positioned above the area position of the display area occupied by the previous prop object in the channel display area;
and S14, displaying the current prop object in the current display area.
Optionally, in this embodiment, after the current item object is displayed in the current display area, one of the following is further included:
1) under the condition that the distance between the first geographic position and the second geographic position is larger than a first threshold value, determining that an animation playing suspension condition is reached; or
2) Acquiring a target display area occupied by a displayed prop object in a channel display area; in the case where the target display area is equal to the channel display area, it is determined that the animation play suspension condition is reached.
The description will be made with reference to fig. 7: assume that the game application client is a shooting game application client (hereinafter referred to as a client) as an example. The client is currently running a one-shot game task in zombie mode, and the target virtual character and the plurality of virtual objects (a plurality of zombies) are in confrontational interaction. Here, the target channel is a window, the target virtual defense prop is a wooden wall, and each prop object in the target virtual defense prop is illustrated by taking a wooden board as an example. The process of generating the virtual item may include the following steps:
detecting an animation play suspension condition (e.g., whether the target virtual character leaves the window. And determining a current display area occupied by the current prop object in a channel display area corresponding to the window (the display area of the window in the virtual scene). As shown in fig. 7, if a previous prop object (e.g. prop object 702 shown in fig. 7) is already displayed in the display area of the window, the area position of the current display area may be above the area position of the display area occupied by the prop object 702, and the area in the dotted frame shown in fig. 7(a) is a current display area 706. Further, as shown in fig. 7(b), the current item object (assumed to be item object 704 shown in fig. 7) is displayed in the current display area 706.
In addition, in the process of building the wood board, if it is detected that the distance between the first geographic position and the second geographic position is greater than a first threshold value (that is, the target virtual character leaves the window), it is determined that an animation playing suspension condition is reached, the client is instructed to stop playing and generating the animation, and the generation of a new prop object is stopped. Or, after the current prop object is generated (the current wood board is built and displayed), if it is detected that the wood board completely covers the window (as shown in fig. 8), it is determined that an animation playing stop condition is reached, the client is instructed to stop playing the generated animation, and the generation of the new prop object is stopped.
Optionally, in this embodiment, generating the target virtual defense prop at the second geographic location includes: displaying progress prompt information in the game application client for indicating a progress of generation of the target virtual defensive prop.
Optionally, in this embodiment, the progress prompting information may include, but is not limited to, at least one of the following presentation forms: progress bar, progress percentage, etc. Here, this is an example, and this is not limited in this embodiment.
The description is made with specific reference to the following examples: again taking the hypothetical shooting game mission described above as an example: the target virtual character is protected from being attacked by multiple virtual objects by building a wooden board to block the window. In the process of building the wood board, progress prompt information can be displayed simultaneously. For example, as shown in fig. 9(a), the progress prompt message 902 prompts that the current construction progress is "in construction", and the progress bar has not reached 100%; the progress prompt message 902 shown in fig. 9(b) prompts that the current construction progress is "construction completed", and the progress bar has reached 100%.
Through the embodiment provided by the application, under the condition that the target virtual character is close to the target channel, the prop generation request is triggered to generate the target virtual defense prop at the position of the target channel, wherein each prop object in the target virtual defense prop is mounted independently to generate the animation, so that the purpose of dynamically displaying the generation progress is achieved. In addition, when the condition that the animation playing is stopped is detected, the animation generation is stopped by indicating playing, and the generation of a new prop object is stopped by indicating, so that the effect of flexibly controlling the generation of the target virtual defense prop is realized.
As an optional scheme, after the target virtual defense prop is generated at the second geographic location, the method further includes:
s1, when detecting the attack operation executed by a plurality of virtual objects to the target item object in the target virtual defending items, the life attribute value corresponding to the attacked target item object will be reduced;
and S2, controlling the target prop object to disappear from the virtual scene under the condition that the life attribute value corresponding to the target prop object is detected to be reduced to zero.
Optionally, in this embodiment, each item object in the target virtual defense items is respectively configured with a collision box, which is used to detect a collision of multiple virtual objects on the item object. It should be noted that, in this embodiment, when the plurality of virtual objects collide with the collision box corresponding to the prop object, an attack operation on the prop object is triggered. That is, the collision box is also used for detecting the damage caused by the attack operation triggered by a plurality of virtual objects on the prop object. Here, the damage caused by the attack operation can be but is not limited to that the life attribute value of the prop object is reduced.
For example, assuming that the target prop object may be prop object 402 shown in fig. 4, when collision box 404 of prop object 402 detects a collision of at least one virtual object, it will be determined that an attack operation is triggered, and then the corresponding life attribute value of prop object 402 will correspondingly decrease by 1%. Here, for example, the degree of influence of the injury caused by each attack operation on the life attribute value of the prop object is different, and the reduction amplitude is different, and the specific numerical value is not limited in this embodiment.
The description is made with specific reference to the following examples: assume that the target prop object subject to an attack operation is prop object 704 (i.e., a plank) shown in FIG. 7. And controlling the target item object (item object 704) to disappear from the virtual scene under the condition that the life attribute value corresponding to the target item object (item object 704) is detected to be reduced to zero. As shown in fig. 10, the wood board corresponding to prop object 704 will disappear in the form of a special effect of fragments 1002 broken into wood boards.
Through the embodiment provided by the application, the collision box is configured for the prop object, so that the attack operation triggered to the prop object by the collision of a plurality of virtual objects is detected. And automatically triggering attack operation when the virtual object collides with the prop object, further damaging the life attribute value of the prop object until the life attribute value of the prop object disappears from the virtual scene when the life attribute value of the prop object is 0. By the method, the diversity of operation in the shooting game task is increased, and a single interactive mode is avoided, so that the downloading rate of the game application is improved.
As an optional scheme, when the target virtual defense prop is generated at the second geographic location, the method further includes one of the following steps:
1) under the condition that the attack operation executed on a target prop object by one of a plurality of virtual objects is detected, acquiring an original generation speed configured for the target prop object and a first attack speed configured for the one virtual object, wherein the original generation speed is greater than the first attack speed, and the first attack speed is used for indicating the descending speed of a life attribute value corresponding to the target prop object hit by the attack when the one virtual object executes the attack operation once; acquiring a first differential speed of the original generation speed and the first attack speed, and generating a target prop object according to the first differential speed; or
2) Under the condition that attack operation executed on a target prop object by at least two virtual objects in a plurality of virtual objects is detected, obtaining an original generation speed configured for the target prop object and a second attack speed configured for the at least two virtual objects, wherein the original generation speed is smaller than the second attack speed, and the second attack speed is used for indicating the descending speed of a life attribute value corresponding to the target prop object hit by the attack when the at least two virtual objects execute one attack operation; and acquiring a second differential speed of the second attack speed and the original generation speed, and disassembling the target prop object according to the second differential speed.
It should be noted that, in this embodiment, in order to ensure fairness against interaction between the target virtual character and the plurality of virtual objects, in this embodiment, an attack speed of one virtual object performing an attack operation may be, but is not limited to, smaller than an original generation speed of the target virtual character generating one prop object. Taking a wood board as an example, the original generation speed may be, but is not limited to, a speed of building a wood board. The first attack speed may be, but is not limited to, a speed (also referred to as a descending magnitude) of a descending vital attribute value of a board when an attack operation is performed on the board for a virtual object (e.g., a zombie) and the hit occurs. Correspondingly, when a virtual object attacks the target prop object, the prop object can be continuously generated (i.e., a building board) according to a first difference speed between the original generation speed and the first attack speed.
In addition, in this embodiment, the attack speed of the at least two virtual objects performing the attack operation may be, but is not limited to be, greater than the original generation speed of the target virtual character generating one prop object. Taking a wood board as an example, the original generation speed may be, but is not limited to, a speed of building a wood board. The second attack speed may be, but is not limited to, a speed (also referred to as a descending magnitude) of a descending vital attribute value of a board when an attack operation is performed on the board for at least two virtual objects (e.g., zombies) and hit. Correspondingly, under the condition that at least two virtual objects attack the target prop object, the prop object (i.e. the board) can be disassembled according to a second difference speed between the second attack speed and the original generation speed. The number of the at least two virtual objects may be set to different values according to actual requirements, but is not limited in this embodiment.
Optionally, in this embodiment, the occlusion degree of the target virtual defense prop when the target virtual defense prop is completely built may be, but is not limited to, greater than or equal to a target threshold value and less than or equal to 100%. In other words, the target virtual defense prop here may, but is not limited to, leave a gap when the construction is completed, so that the target virtual character may perform a shooting operation to a plurality of virtual objects on the other side of the target passage.
Through the embodiment provided by the application, when different virtual objects attack the prop object, different influences on generation or disassembly of the prop object can be realized, and therefore operation diversity between the virtual objects and the prop object in a shooting game task is enriched.
As an optional scheme, when the target virtual defense prop is generated at the second geographic location, the method further includes:
s1, detecting the distance between each of the positions of the virtual objects and the second geographic position when detecting that the displayed item object in the target virtual defense item does not completely block the target channel and the display height of the displayed item object is less than a second threshold value;
and S2, allowing the at least one virtual object to pass through the target channel under the condition that the distance between the position of the at least one virtual object and the second geographic position is detected to be less than a third threshold value.
It should be noted that each prop is configured with a collision box, and the collision box is also used for blocking the virtual object from passing through the target channel. And when the virtual object disassembles the prop in the target virtual defense prop through attack operation, if the display height of the displayed prop object is smaller than a second threshold value, allowing the virtual object to pass through the target channel, and if the virtual object is controlled to execute a climbing action, climbing over the displayed prop object.
For example, as shown in fig. 11, assume that the shooting game task described above is still taken as an example: the target virtual character is protected from being attacked by multiple virtual objects by building a wooden board to block the window. Further, assuming that when virtual object 1102 (zombies) approaches window 304, the currently built plank (built prop object 702 as shown in fig. 11) has not completely occluded the window and the built height is less than the second threshold, virtual object 1102 may be allowed to pass through window 304 as described above. For example, the virtual object 1102 is controlled to perform a flip action to flip over the currently built plank (e.g., built prop object 702 shown in FIG. 11).
Through the embodiment provided by the application, under the condition that the target virtual defense prop is not finished and the display height of the target virtual defense prop is smaller than the second threshold value, at least one virtual object close to the target channel is allowed to pass through the target channel, so that the fairness and the reality of the interaction between the target virtual character and the virtual object are ensured.
As an optional scheme, while generating the target virtual defense prop at the second geographic location, the method further includes:
s1, acquiring a shooting instruction triggered by the execution operation of the human-computer interaction interface of the game application client;
and S2, under the condition that the target virtual defense prop is detected not to completely block the target channel, responding to the shooting instruction, and executing shooting operation on the plurality of virtual objects, wherein the life attribute values corresponding to the virtual objects hit by shooting are reduced.
Through the embodiment provided by the application, under the condition that the first geographic position where the target virtual character is located and the second geographic position where the target channel is located are detected to be smaller than the first threshold value, the target channel is automatically triggered to generate the target virtual defense prop without occupying two hands of a game application client user (player), so that the target virtual defense prop can be generated, and other operations, such as shooting operation, can be executed. Thereby achieving the goal of executing shooting operation while defending and improving the success rate of shooting game tasks.
It should be noted that, for simplicity of description, the above-mentioned method embodiments are described as a series of acts or combination of acts, but those skilled in the art will recognize that the present invention is not limited by the order of acts, as some steps may occur in other orders or concurrently in accordance with the invention. Further, those skilled in the art should also appreciate that the embodiments described in the specification are preferred embodiments and that the acts and modules referred to are not necessarily required by the invention.
According to another aspect of the embodiment of the present invention, there is also provided a virtual item generation apparatus for implementing the above virtual item generation method. As shown in fig. 12, the apparatus includes:
1) a first display unit 1202, configured to display a scene screen of a virtual scene corresponding to a shooting game task in a process in which a game application client runs a one-shot game task, where the shooting game task is a countermeasure task between a target virtual character controlled by the game application client and a plurality of virtual objects set in the virtual scene;
2) a first detecting unit 1204, configured to detect a first geographic location of a target virtual character currently in a virtual scene;
3) a triggering unit 1206, configured to trigger a prop generation request when detecting that a distance between the first geographic location and a second geographic location where a target channel set in the virtual scene is located is less than or equal to a first threshold;
4) and a generating unit 1208, configured to generate a target virtual defense prop in the second geographic location in response to the prop generation request, where the target virtual defense prop is used to block the target channel to block the multiple virtual objects from passing through the target channel.
Optionally, in this embodiment, the virtual item generating device may be applied to, but not limited to, a shooting game application. In the process of running a shooting game task, the shooting game task is a confrontation task between a target virtual character controlled by a game application client and a plurality of virtual objects arranged in a virtual scene. The plurality of virtual objects may be, but is not limited to, a plurality of zombies set in a zombie mode in a shooting game application (here, zombies are Non-Player characters (NPCs)). That is, the shooting game task is to kill a plurality of zombies appearing in a virtual scene in the zombie mode through a target virtual character controlled by the game application client in the mode. In the event that all of the plurality of zombies are detected to be destroyed, it is determined that the shooting game mission is complete. In this embodiment, the target virtual defense prop is generated at the geographic position of the target channel close to the target virtual character to shield the target channel to prevent the zombies from attacking the target virtual character through the target channel, so that defense protection of the target virtual character is realized, and the effect of increasing the diversity of confrontation interaction in the shooting game application is achieved.
Optionally, in this embodiment, the Game application may be a Multiplayer Online tactical sports Game (MOBA) application, or may also be a Single-Player Game (SPG) application. The types of gaming applications described above may include, but are not limited to, at least one of: two-dimensional (2D) game applications, Three-dimensional (3D) game applications, Virtual Reality (VR) game applications, Augmented Reality (AR) game applications, Mixed Reality (MR) game applications. The above is merely an example, and the present embodiment is not limited to this.
Furthermore, the virtual character controlled by the Game application client may be, but is not limited to, a character object controlled by a current player logged in the Shooting Game application client, where the Shooting Game application may be a Third Person Shooting Game (TPS) application, such as a Shooting Game application executed from the perspective of a Third party character object other than the virtual character controlled by the current player, or a First Person Shooting Game (FPS) application, such as a Shooting Game application executed from the perspective of a virtual character controlled by the current player.
Optionally, in this embodiment, the target channel may include, but is not limited to: and the passages allowing the target virtual character and a plurality of virtual objects to pass are arranged in the virtual scene, such as doors or windows of a virtual building, an inlet/outlet of a virtual bridge, an inlet/outlet of a virtual cave and the like. The target virtual defensive prop may include, but is not limited to: the prop is used for blocking a target channel, such as a wood board, a box and the like. For example, doors, windows, cave entrances/exits, etc. are blocked with wooden panels; the box is used to shield the entrance/exit of doors, windows, bridges, etc. Here, this is an example, and the specific content is not limited in any way in this embodiment.
The embodiments in this embodiment may refer to the above method embodiments, but are not limited thereto.
As an optional scheme, the generating unit 1208 includes:
1) and the playing module is used for playing the generated animation of the target virtual defense prop in a channel display area corresponding to the target channel on the second geographic position, wherein the target virtual defense prop comprises a plurality of prop objects.
The embodiments in this embodiment may refer to the above method embodiments, but are not limited thereto.
As an alternative, the playing module includes:
1) the detection submodule is used for detecting an animation playing suspension condition in each generation cycle, wherein the animation playing suspension condition is used for indicating that the playing of the generated animation is stopped and indicating that the generation of a prop object in the target virtual defense prop is stopped;
2) the generation submodule is used for generating the current prop object under the condition that the animation playing stopping condition is not reached is detected;
3) the first determining submodule is used for determining a current display area occupied by a current prop object, wherein the area position of the current display area is positioned above the area position of a display area occupied by a previous prop object in the channel display area;
4) and the display submodule is used for displaying the current prop object in the current display area.
The embodiments in this embodiment may refer to the above method embodiments, but are not limited thereto.
As an optional scheme, the method further comprises one of the following steps:
1) the second determining submodule is used for determining that the animation playing suspension condition is met under the condition that the distance between the first geographical position and the second geographical position is larger than the first threshold value after the current prop object is displayed in the current display area; or
2) The acquisition submodule is used for acquiring a target display area occupied by the displayed prop object in the channel display area; and the third determining submodule is used for determining that the animation playing stopping condition is reached under the condition that the target display area is equal to the channel display area.
The embodiments in this embodiment may refer to the above method embodiments, but are not limited thereto.
As an optional scheme, the method further comprises the following steps:
1) the adjusting unit is used for generating a target virtual defense prop at a second geographic position, and then reducing a life attribute value corresponding to the attacked target prop object under the condition that attack operation of a plurality of virtual objects on the target prop object in the target virtual defense props is detected;
2) and the first control unit is used for controlling the target prop object to disappear from the virtual scene under the condition that the life attribute value corresponding to the target prop object is detected to be reduced to zero.
The embodiments in this embodiment may refer to the above method embodiments, but are not limited thereto.
As an optional scheme, the method further comprises one of the following steps:
1) the first processing unit is used for acquiring an original generation speed configured for a target prop object and a first attack speed configured for one virtual object under the condition that an attack operation executed on the target prop object by one virtual object in a plurality of virtual objects is detected when the target virtual defense prop is generated at a second geographic position, wherein the original generation speed is greater than the first attack speed, and the first attack speed is used for indicating the descending speed of a life attribute value corresponding to the target prop object hit by the attack when the one virtual object executes one attack operation; acquiring a first differential speed of the original generation speed and the first attack speed, and generating a target prop object according to the first differential speed; or
2) The second processing unit is used for acquiring an original generation speed configured for the target prop object and a second attack speed configured for the at least two virtual objects under the condition that attack operation executed on the target prop object by at least two virtual objects in the plurality of virtual objects is detected, wherein the original generation speed is smaller than the second attack speed, and the second attack speed is used for indicating the descending speed of a life attribute value corresponding to the target prop object hit by the attack when the attack operation is executed once by the at least two virtual objects; and acquiring a second differential speed of the second attack speed and the original generation speed, and disassembling the target prop object according to the second differential speed.
The embodiments in this embodiment may refer to the above method embodiments, but are not limited thereto.
As an optional scheme, the method further comprises the following steps:
1) the second detection unit is used for detecting the distance between each of the positions of the plurality of virtual objects and the second geographic position when detecting that the displayed prop object in the target virtual defense prop does not completely shield the target channel and the display height of the displayed prop object is smaller than a second threshold value when generating the target virtual defense prop at the second geographic position;
2) and the second control unit is used for allowing the at least one virtual object to pass through the target channel under the condition that the distance between the position of the at least one virtual object and the second geographic position is smaller than a third threshold value.
As an optional scheme, the generating unit 1208 includes:
1) the display module is used for displaying progress prompt information used for indicating the generation progress of the target virtual defense prop in the game application client.
The embodiments in this embodiment may refer to the above method embodiments, but are not limited thereto.
As an optional scheme, the method further comprises the following steps:
1) the acquisition unit is used for generating a target virtual defense prop at a second geographic position and acquiring a shooting instruction triggered by executing operation on a human-computer interaction interface of the game application client;
2) and the operation unit is used for responding to the shooting instruction and executing shooting operation on the plurality of virtual objects under the condition that the target virtual defense prop is not detected to completely shield the target channel, wherein the life attribute value corresponding to the shot virtual object is reduced.
The embodiments in this embodiment may refer to the above method embodiments, but are not limited thereto.
According to another aspect of the embodiment of the present invention, there is also provided an electronic device for implementing the virtual item generation method, as shown in fig. 13, the electronic device includes a memory 1302 and a processor 1304, the memory 1302 stores a computer program, and the processor 1304 is configured to execute the steps in any one of the method embodiments through the computer program.
Optionally, in this embodiment, the electronic apparatus may be located in at least one network device of a plurality of network devices of a computer network.
Optionally, in this embodiment, the processor may be configured to execute the following steps by a computer program:
s1, in the process that the game application client runs a shooting game task, displaying a scene picture of a virtual scene corresponding to the shooting game task, wherein the shooting game task is a confrontation task between a target virtual character controlled by the game application client and a plurality of virtual objects arranged in the virtual scene;
s2, detecting the current first geographical position of the target virtual character in the virtual scene;
s3, under the condition that the distance between the first geographic position and the second geographic position where the target channel set in the virtual scene is located is detected to be smaller than or equal to a first threshold value, triggering a prop generation request;
and S4, responding to the prop generation request, and generating a target virtual defense prop at the second geographic location, wherein the target virtual defense prop is used for blocking the target channel so as to block the plurality of virtual objects from passing through the target channel.
Alternatively, it can be understood by those skilled in the art that the structure shown in fig. 13 is only an illustration, and the electronic device may also be a terminal device such as a smart phone (e.g., an Android phone, an iOS phone, etc.), a tablet computer, a palmtop computer, and a Mobile Internet Device (MID), a PAD, and the like. Fig. 13 is a diagram illustrating a structure of the electronic device. For example, the electronic device may also include more or fewer components (e.g., network interfaces, etc.) than shown in FIG. 13, or have a different configuration than shown in FIG. 13.
The memory 1302 may be configured to store software programs and modules, such as program instructions/modules corresponding to the virtual item generation method and apparatus in the embodiments of the present invention, and the processor 1304 executes various functional applications and data processing by running the software programs and modules stored in the memory 1302, that is, implements the virtual item generation method described above. The memory 1302 may include high speed random access memory and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some examples, the memory 1302 may further include memory located remotely from the processor 1304, which may be connected to the terminal over a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof. The memory 1302 may be used for storing, but not limited to, attribute information of a target virtual character and a plurality of virtual objects, and location information of a target channel. As an example, as shown in fig. 13, the memory 1302 may include, but is not limited to, a first display unit 1202, a detection unit 1204, a trigger unit 1206, and a generation unit 1208 of the virtual item generation apparatus. In addition, the virtual item generation device may further include, but is not limited to, other module units in the virtual item generation device, which is not described in detail in this example.
Optionally, the transmitting device 1306 is used for receiving or sending data via a network. Examples of the network may include a wired network and a wireless network. In one example, the transmission device 1306 includes a Network adapter (NIC) that can be connected to a router via a Network cable and other Network devices to communicate with the internet or a local area Network. In one example, the transmitting device 1306 is a Radio Frequency (RF) module, which is used to communicate with the internet in a wireless manner.
In addition, the electronic device further includes: a display 1308, configured to display a scene picture of a virtual scene corresponding to the shooting game task, and a generation process of the target virtual defense prop; and a connection bus 1310 for connecting the respective module parts in the above-described electronic apparatus.
According to a further aspect of an embodiment of the present invention, there is also provided a computer-readable storage medium having a computer program stored thereon, wherein the computer program is arranged to perform the steps of any of the above method embodiments when executed.
Alternatively, in the present embodiment, the above-mentioned computer-readable storage medium may be configured to store a computer program for executing the steps of:
s1, in the process that the game application client runs a shooting game task, displaying a scene picture of a virtual scene corresponding to the shooting game task, wherein the shooting game task is a confrontation task between a target virtual character controlled by the game application client and a plurality of virtual objects arranged in the virtual scene;
s2, detecting the current first geographical position of the target virtual character in the virtual scene;
s3, under the condition that the distance between the first geographic position and the second geographic position where the target channel set in the virtual scene is located is detected to be smaller than or equal to a first threshold value, triggering a prop generation request;
and S4, responding to the prop generation request, and generating a target virtual defense prop at the second geographic location, wherein the target virtual defense prop is used for blocking the target channel so as to block the plurality of virtual objects from passing through the target channel.
Alternatively, in this embodiment, a person skilled in the art may understand that all or part of the steps in the methods of the foregoing embodiments may be implemented by a program instructing hardware associated with the terminal device, where the program may be stored in a computer-readable storage medium, and the storage medium may include: flash disks, Read-Only memories (ROMs), Random Access Memories (RAMs), magnetic or optical disks, and the like.
The above-mentioned serial numbers of the embodiments of the present invention are merely for description and do not represent the merits of the embodiments.
The integrated unit in the above embodiments, if implemented in the form of a software functional unit and sold or used as a separate product, may be stored in the above computer-readable storage medium. Based on such understanding, the technical solution of the present invention may be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for causing one or more computer devices (which may be personal computers, servers, network devices, etc.) to execute all or part of the steps of the method according to the embodiments of the present invention.
In the above embodiments of the present invention, the descriptions of the respective embodiments have respective emphasis, and for parts that are not described in detail in a certain embodiment, reference may be made to related descriptions of other embodiments.
In the several embodiments provided in the present application, it should be understood that the disclosed client may be implemented in other manners. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units is only one type of division of logical functions, and there may be other divisions when actually implemented, for example, a plurality of units or components may be combined or may be integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, units or modules, and may be in an electrical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present invention may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, and can also be realized in a form of a software functional unit.
The foregoing is only a preferred embodiment of the present invention, and it should be noted that, for those skilled in the art, various modifications and decorations can be made without departing from the principle of the present invention, and these modifications and decorations should also be regarded as the protection scope of the present invention.

Claims (10)

1. A virtual item generation method is characterized by comprising the following steps:
displaying a scene picture of a virtual scene corresponding to a shooting game task in the process that a game application client runs the shooting game task, wherein the shooting game task is a confrontation task between a target virtual character controlled by the game application client and a plurality of virtual objects arranged in the virtual scene;
detecting a first geographic position of the target virtual character currently in the virtual scene;
under the condition that the distance between the first geographic position and a second geographic position where a target channel set in the virtual scene is located is detected to be smaller than or equal to a first threshold value, triggering a prop generation request;
generating a target virtual defense prop at the second geographic location in response to the prop generation request, wherein the target virtual defense prop is used for blocking the target channel to block the plurality of virtual objects from passing through the target channel;
the generating a target virtual defensive prop at the second geographic location comprises: playing a generated animation of the target virtual defense prop in a channel display area corresponding to the target channel at the second geographic position, wherein the target virtual defense prop comprises a plurality of prop objects;
the playing of the generated animation of the target virtual defense prop in the channel display area corresponding to the target channel at the second geographic position comprises: detecting an animation playing suspension condition in each generation period, wherein the animation playing suspension condition is used for indicating that the generation of the animation is stopped and indicating that the generation of a prop object in the target virtual defense prop is stopped; under the condition that the animation playing stopping condition is not reached is detected, generating a current prop object; determining a current display area occupied by the current prop object, wherein the area position of the current display area is positioned above the area position of the display area occupied by the previous prop object in the channel display area; and displaying the current prop object in the current display area.
2. The method of claim 1, further comprising, after the current display area displays the current prop object, one of:
determining that the animation play suspension condition is reached in the case that it is detected that the distance between the first geographical position and the second geographical position is greater than the first threshold value; or
Acquiring a target display area occupied by the displayed prop object in the channel display area; determining that the animation play suspension condition is reached in a case where the target display area is equal to the channel display area.
3. The method of claim 1, after generating the target virtual defense prop at the second geographic location, further comprising:
under the condition that attack operation executed by the plurality of virtual objects on a target item object in the target virtual defense items is detected, the life attribute value corresponding to the attacked target item object is reduced;
and controlling the target prop object to disappear from the virtual scene under the condition that the life attribute value corresponding to the target prop object is detected to be reduced to zero.
4. The method of claim 3, wherein when generating the target virtual defense prop at the second geographic location, further comprising one of:
under the condition that an attack operation executed on the target prop object by one of the multiple virtual objects is detected, obtaining an original generation speed configured for the target prop object and a first attack speed configured for the virtual object, wherein the original generation speed is greater than the first attack speed, and the first attack speed is used for indicating the descending speed of a life attribute value corresponding to the target prop object hit by the attack when the virtual object executes the attack operation once; acquiring a first differential speed between the original generation speed and the first attack speed, and generating the target prop object according to the first differential speed; or
Under the condition that attack operation executed on the target prop object by at least two virtual objects in the plurality of virtual objects is detected, obtaining an original generation speed configured for the target prop object and a second attack speed configured for the at least two virtual objects, wherein the original generation speed is smaller than the second attack speed, and the second attack speed is used for indicating the descending speed of a life attribute value corresponding to the target prop object hit by the attack when the at least two virtual objects execute one attack operation; and acquiring a second differential speed between the second attack speed and the original generation speed, and disassembling the target prop object according to the second differential speed.
5. The method of claim 1, when generating a target virtual defense prop at the second geographic location, further comprising:
under the condition that it is detected that a displayed prop object in the target virtual defense prop does not completely block the target channel and the display height of the displayed prop object is smaller than a second threshold value, detecting the distance between each of the positions where the plurality of virtual objects are located and the second geographic position;
and allowing at least one virtual object to pass through the target channel under the condition that the distance between the position of the at least one virtual object and the second geographic position is detected to be smaller than a third threshold value.
6. The method of any one of claims 1 to 5, wherein the generating a target virtual defensive prop at the second geographic location comprises:
displaying, in the game application client, progress prompt information indicating a progress of generation of the target virtual defensive prop.
7. The method of any one of claims 1 to 5, while the second geographic location generates a target virtual defense prop, further comprising:
acquiring a shooting instruction triggered by executing operation on a human-computer interaction interface of the game application client;
and under the condition that the target virtual defense prop does not completely obstruct the target channel, responding to the shooting instruction, and executing shooting operation on the plurality of virtual objects, wherein the life attribute values corresponding to the virtual objects hit by shooting are reduced.
8. A virtual item generation device, comprising:
the shooting game system comprises a first display unit, a second display unit and a shooting game processing unit, wherein the first display unit is used for displaying a scene picture of a virtual scene corresponding to a shooting game task in the process that a game application client runs a one-shot game task, and the shooting game task is a confrontation task between a target virtual character controlled by the game application client and a plurality of virtual objects arranged in the virtual scene;
the detection unit is used for detecting a first geographical position of the target virtual character in the virtual scene;
the triggering unit is used for triggering a prop generation request under the condition that the distance between the first geographic position and a second geographic position where a target channel arranged in the virtual scene is located is detected to be smaller than or equal to a first threshold value;
a generating unit, configured to generate a target virtual defense prop at the second geographic location in response to the prop generation request, where the target virtual defense prop is used to block the target channel to block the plurality of virtual objects from passing through the target channel;
the generating unit is used for generating the target virtual defending prop at the second geographic position in the following way: playing a generated animation of the target virtual defense prop in a channel display area corresponding to the target channel at the second geographic position, wherein the target virtual defense prop comprises a plurality of prop objects;
the generating unit is used for playing the generated animation of the target virtual defense prop in a channel display area corresponding to the target channel at the second geographic position in the following way: detecting an animation playing suspension condition in each generation period, wherein the animation playing suspension condition is used for indicating that the generation of the animation is stopped and indicating that the generation of a prop object in the target virtual defense prop is stopped; under the condition that the animation playing stopping condition is not reached is detected, generating a current prop object; determining a current display area occupied by the current prop object, wherein the area position of the current display area is positioned above the area position of the display area occupied by the previous prop object in the channel display area; and displaying the current prop object in the current display area.
9. A computer-readable storage medium comprising a stored program, wherein the program when executed performs the method of any of claims 1 to 7.
10. An electronic device comprising a memory and a processor, characterized in that the memory has stored therein a computer program, the processor being arranged to execute the method of any of claims 1 to 7 by means of the computer program.
CN201911304957.4A 2019-12-17 2019-12-17 Virtual item generation method and device, storage medium and electronic device Active CN111084988B (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN201911304957.4A CN111084988B (en) 2019-12-17 2019-12-17 Virtual item generation method and device, storage medium and electronic device

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN201911304957.4A CN111084988B (en) 2019-12-17 2019-12-17 Virtual item generation method and device, storage medium and electronic device

Publications (2)

Publication Number Publication Date
CN111084988A CN111084988A (en) 2020-05-01
CN111084988B true CN111084988B (en) 2021-07-09

Family

ID=70396030

Family Applications (1)

Application Number Title Priority Date Filing Date
CN201911304957.4A Active CN111084988B (en) 2019-12-17 2019-12-17 Virtual item generation method and device, storage medium and electronic device

Country Status (1)

Country Link
CN (1) CN111084988B (en)

Families Citing this family (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN112221142B (en) * 2020-11-06 2022-05-17 腾讯科技(深圳)有限公司 Control method and device of virtual prop, computer equipment and storage medium
CN112337090A (en) * 2020-11-06 2021-02-09 完美世界(重庆)互动科技有限公司 Event message broadcasting method and device, storage medium and electronic device
CN113457141B (en) * 2021-07-20 2024-02-02 成都酷狗创业孵化器管理有限公司 Resource processing method and device, storage medium and electronic equipment
CN113713392B (en) * 2021-08-27 2023-07-14 腾讯科技(深圳)有限公司 Virtual character control method and device, storage medium and electronic equipment

Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN108211358A (en) * 2017-11-30 2018-06-29 腾讯科技(成都)有限公司 The display methods and device of information, storage medium, electronic device
CN108970112A (en) * 2018-07-05 2018-12-11 腾讯科技(深圳)有限公司 The method of adjustment and device of posture, storage medium, electronic device
CN110368688A (en) * 2019-07-10 2019-10-25 腾讯科技(深圳)有限公司 Display methods, device, storage medium and the electronic device of animation
CN110413171A (en) * 2019-08-08 2019-11-05 腾讯科技(深圳)有限公司 Control method, apparatus, equipment and medium that virtual objects carry out prompt operation

Family Cites Families (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US10388072B2 (en) * 2016-10-31 2019-08-20 Verizon Patent And Licensing Inc. Methods and systems for dynamically customizing a scene for presentation to a user

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN108211358A (en) * 2017-11-30 2018-06-29 腾讯科技(成都)有限公司 The display methods and device of information, storage medium, electronic device
CN108970112A (en) * 2018-07-05 2018-12-11 腾讯科技(深圳)有限公司 The method of adjustment and device of posture, storage medium, electronic device
CN110368688A (en) * 2019-07-10 2019-10-25 腾讯科技(深圳)有限公司 Display methods, device, storage medium and the electronic device of animation
CN110413171A (en) * 2019-08-08 2019-11-05 腾讯科技(深圳)有限公司 Control method, apparatus, equipment and medium that virtual objects carry out prompt operation

Also Published As

Publication number Publication date
CN111084988A (en) 2020-05-01

Similar Documents

Publication Publication Date Title
CN111084988B (en) Virtual item generation method and device, storage medium and electronic device
CN108211358B (en) Information display method and device, storage medium and electronic device
JP7037891B2 (en) Location-based experience with interactive products
KR102292931B1 (en) Device and method to control object
CN107913521B (en) The display methods and device of virtual environment picture
CN110465087B (en) Virtual article control method, device, terminal and storage medium
CN111084986B (en) Display control method, display control device, storage medium, and electronic device
CN113457150B (en) Information prompting method and device, storage medium and electronic equipment
CN111111166B (en) Virtual object control method, device, server and storage medium
CN111298430A (en) Virtual item control method and device, storage medium and electronic device
CN111111217A (en) Control method and device of virtual prop, storage medium and electronic device
JP2015231539A (en) Simulation method and system
CN111282284A (en) Virtual object control method, device, terminal and storage medium
WO2021143318A1 (en) Control method and device for virtual operating object, storage medium, and electronic device
KR101826231B1 (en) Game system and method for attacking coordinate
WO2021147413A1 (en) Image display method and apparatus, storage medium, and electronic device
CN113457147A (en) Information prompting method and device in game, electronic equipment and storage medium
CN111443838B (en) Control method and device of virtual operation object, storage medium and electronic device
CN111111165A (en) Control method and device of virtual prop, storage medium and electronic device
CN111135566A (en) Control method and device of virtual prop, storage medium and electronic device
CN111228805A (en) Control method and device of virtual operation object, storage medium and electronic device
CN111228806B (en) Control method and device of virtual operation object, storage medium and electronic device
CN106139590A (en) The method and apparatus of control object
JP6211667B1 (en) System, method, and program for providing game
CN111359214B (en) Virtual item control method and device, storage medium and electronic device

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination
GR01 Patent grant
GR01 Patent grant