CN114042317A - Interaction method, device, equipment, medium and program product based on virtual object - Google Patents

Interaction method, device, equipment, medium and program product based on virtual object Download PDF

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Publication number
CN114042317A
CN114042317A CN202111652624.8A CN202111652624A CN114042317A CN 114042317 A CN114042317 A CN 114042317A CN 202111652624 A CN202111652624 A CN 202111652624A CN 114042317 A CN114042317 A CN 114042317A
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China
Prior art keywords
virtual object
virtual
displaying
prop
behavior
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CN202111652624.8A
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Chinese (zh)
Inventor
刘智洪
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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Publication of CN114042317A publication Critical patent/CN114042317A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • A63F13/525Changing parameters of virtual cameras
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special 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
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6661Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera
    • 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

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

Abstract

The application discloses an interaction method, device, equipment, medium and program product based on virtual objects, and belongs to the field of virtual environments. The method comprises the following steps: displaying a view angle screen of a first virtual object, the first virtual object having a dependent virtual object; controlling the movement of the dependent virtual object in the virtual environment; controlling the dependent virtual object to lock the second virtual object in response to the second virtual object being in the locked range of the dependent virtual object; displaying a picture that the second virtual object imitates the behavior of the first virtual object under the condition that the subordinate virtual object successfully locks the second virtual object; and the control account number of the second virtual object in the non-imitation state is different from the control account number of the first virtual object. The scheme not only provides a mode (interfering with the second virtual object) of assisting the first virtual object in fighting with the subordinate virtual object, but also improves the diversity of the game matching modes between the virtual objects, thereby enriching the game matching strategies of the first virtual object and the second virtual object.

Description

Interaction method, device, equipment, medium and program product based on virtual object
The present application claims priority from chinese patent application, entitled "virtual object based interaction method, apparatus, device, medium, and program product," filed 24/11/2021, having application number 202111400456.3, the entire contents of which are incorporated herein by reference.
Technical Field
The embodiments of the present application relate to the field of virtual environments, and in particular, to an interaction method, apparatus, device, medium, and program product based on a virtual object.
Background
With the continuous development of the game industry, it is often not uncommon to configure pets for player-controlled local characters in a virtual environment, and the pets are used for assisting the local characters in dealing with the game.
In the related art, the pet can participate in the game following the player character, and when receiving an instruction from the player, the pet attacks the enemy character selected by the player. In the related art, the pet plays a very limited role in the game between the role of the present party and the role of the enemy, and the pet only plays an attacking role.
Disclosure of Invention
The application provides an interaction method, an interaction device, interaction equipment, interaction media and a program product based on virtual objects, and enriches the mode of assisting a first virtual object to fight by a subordinate virtual object. The technical scheme is as follows:
according to an aspect of the present application, there is provided a virtual object-based interaction method, the method including:
displaying a view angle screen of a first virtual object, the first virtual object having a dependent virtual object;
controlling the movement of the dependent virtual object in the virtual environment;
controlling the dependent virtual object to lock the second virtual object in response to the second virtual object being in the locked range of the dependent virtual object;
displaying a picture that the second virtual object imitates the behavior of the first virtual object under the condition that the subordinate virtual object successfully locks the second virtual object;
and the control account number of the second virtual object in the non-imitation state is different from the control account number of the first virtual object.
According to another aspect of the present application, there is provided a virtual object-based interaction method, the method including:
displaying a view angle picture of a second virtual object;
in the case that the second virtual object is locked by the dependent virtual object of the first virtual object, losing the control authority of the second virtual object;
displaying a screen on which the second virtual object mimics the behavior of the first virtual object;
and the control account number of the second virtual object in the non-imitation state is different from the control account number of the first virtual object.
According to another aspect of the present application, there is provided a virtual object-based interaction apparatus, the apparatus including:
the display module is used for displaying a visual angle picture of a first virtual object, and the first virtual object is provided with a subordinate virtual object;
a control module for controlling the movement of the dependent virtual object in the virtual environment;
the control module is also used for controlling the slave virtual object to lock the second virtual object in response to the second virtual object being in the locking range of the slave virtual object;
the display module is further used for displaying a picture that the second virtual object imitates the behavior of the first virtual object under the condition that the slave virtual object successfully locks the second virtual object;
and the control account number of the second virtual object in the non-imitation state is different from the control account number of the first virtual object.
According to another aspect of the present application, there is provided a virtual object-based interaction apparatus, the apparatus including:
the display module is used for displaying a visual angle picture of the second virtual object;
the control module is used for losing the control authority of the second virtual object under the condition that the second virtual object is locked by the subordinate virtual object of the first virtual object;
the display module is also used for displaying a picture of the second virtual object imitating the behavior of the first virtual object;
and the control account number of the second virtual object in the non-imitation state is different from the control account number of the first virtual object.
According to an aspect of the present application, there is provided a computer device including: a processor and a memory, the memory storing a computer program that is loaded and executed by the processor to implement the virtual object based interaction method as described above.
According to another aspect of the present application, there is provided a computer-readable storage medium storing a computer program which is loaded and executed by a processor to implement the virtual object based interaction method as described above.
According to another aspect of the present application, a computer program product is provided, the computer program product comprising computer instructions stored in a computer readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions to cause the computer device to execute the virtual object-based interaction method provided by the above aspects.
The beneficial effects brought by the technical scheme provided by the embodiment of the application at least comprise:
by displaying the picture that the second virtual object imitates the behavior of the first virtual object under the condition that the slave virtual object locks the second virtual object, the method not only provides a mode that the slave virtual object assists the first virtual object to fight (interferes with the second virtual object), but also improves the diversity of the opposite modes between the virtual objects, and further enriches the fighting strategies of the first virtual object and the second virtual object, for example, the first virtual object forces the second virtual object to imitate the behavior of the first virtual object that the first virtual object shoots in a four-side and eight-side dishonest way through the slave virtual object, so that the position of the second virtual object is exposed, and the second virtual object can be attacked after other virtual objects know the position of the second virtual object.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without creative efforts.
FIG. 1 illustrates a block diagram of a computer system provided by an exemplary embodiment;
FIG. 2 illustrates a flow chart of a virtual object based interaction method provided by an exemplary embodiment;
FIG. 3 illustrates a schematic diagram of a perspective view screen of a first virtual object provided by an exemplary embodiment;
FIG. 4 illustrates a schematic view of a perspective view of a first virtual object provided by another exemplary embodiment;
FIG. 5 is a diagram illustrating a second virtual object mimicking the behavior of the first virtual object provided by an exemplary embodiment;
FIG. 6 depicts a flowchart of a virtual object based interaction method provided by another illustrative embodiment;
FIG. 7 illustrates a schematic diagram of a dependent virtual object determining a second virtual object provided by an exemplary embodiment;
FIG. 8 illustrates a schematic diagram of a dependent virtual object moving toward a second virtual object provided by an exemplary embodiment;
FIG. 9 illustrates a diagram provided by an exemplary embodiment in which a dependent virtual object locks a second virtual object;
FIG. 10 depicts a flowchart of a virtual object based interaction method provided by another illustrative embodiment;
FIG. 11 depicts a flowchart of a virtual object based interaction method provided by another illustrative embodiment;
FIG. 12 is a block diagram illustrating an exemplary embodiment of a virtual object based interaction device;
FIG. 13 is a block diagram illustrating an exemplary virtual object based interaction device, according to an exemplary embodiment;
FIG. 14 shows a block diagram of a computer device provided in an exemplary embodiment.
Detailed Description
Reference will now be made in detail to the exemplary embodiments, examples of which are illustrated in the accompanying drawings. When the following description refers to the accompanying drawings, like numbers in different drawings represent the same or similar elements unless otherwise indicated. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present application. Rather, they are merely examples of apparatus and methods consistent with certain aspects of the present application, as detailed in the appended claims.
It is to be understood that reference herein to "a number" means one or more and "a plurality" means two or more. "and/or" describes the association relationship of the associated objects, meaning that there may be three relationships, e.g., a and/or B, which may mean: a exists alone, A and B exist simultaneously, and B exists alone. The character "/" generally indicates that the former and latter associated objects are in an "or" relationship.
First, terms referred to in the embodiments of the present application are briefly described:
virtual environment: is a virtual environment that the client displays (or provides) when running on the terminal. The virtual environment may be a simulation environment of a real world, a semi-simulation semi-fictional environment, or a pure fictional environment. The virtual environment may be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment, which is not limited in this application. The following embodiments are illustrated with the virtual environment being a three-dimensional virtual environment.
Optionally, the virtual environment may provide a local environment for the virtual object. Illustratively, in a large-fleeing and killing type game, at least one virtual object carries out single-play game-play in a virtual environment, the virtual object achieves the purpose of survival in the virtual environment by avoiding attacks initiated by enemy units and dangers (such as marshland and the like) existing in the virtual environment, when the life value of the virtual object in the virtual environment is zero, the life of the virtual object in the virtual environment is ended, and finally the virtual object which smoothly passes through a route in a checkpoint is a winner. Each client may control one or more virtual objects in the virtual environment.
Virtual object: refers to a movable object in a virtual environment. The movable object can be a virtual character, a virtual animal, an animation character, etc., such as: characters and animals displayed in a three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional volumetric model created based on animated skeletal techniques. Each virtual object has its own shape and volume in the three-dimensional virtual environment, occupying a portion of the space in the three-dimensional virtual environment.
FIG. 1 shows a block diagram of a computer system provided in an exemplary embodiment of the present application. The computer system 100 includes: a first terminal 120, a server 140, and a second terminal 160.
The first terminal 120 is installed and operated with a first client supporting a virtual environment. The first client is logged with a control account of a first Virtual object, and may be any one of a three-dimensional map program, a horizontal shooting, a horizontal adventure, a horizontal pass, a horizontal policy, a Virtual Reality (VR) application program, and an Augmented Reality (AR) program. The first terminal 120 is a terminal used by a first user who uses the first terminal 120 to control a first virtual object located in a virtual environment to perform activities including, but not limited to: adjusting at least one of body posture, walking, running, jumping, riding, driving, aiming, picking up, using a throw-like prop, attacking other virtual objects. Illustratively, the first virtual object is a first virtual character, such as a simulated character object or an animated character object. Illustratively, the first user controls the first avatar to perform an activity through a UI control on the virtual environment screen.
The second terminal 160 is installed and operated with a second client supporting the virtual environment, a control account of the second virtual object in the non-emulated state is logged on the second client, the second terminal 160 is a terminal used by a second user, and the second user uses the second terminal 160 to control the second virtual object located in the virtual environment to perform an activity. Such activities include, but are not limited to: adjusting at least one of body posture, walking, running, jumping, riding, driving, aiming, picking up, using a throw-like prop, attacking other virtual objects. Optionally, the first virtual object and the second virtual object belong to different camps or the same camps.
The first terminal 120 and the second terminal 160 are connected to the server 140 through a wireless network or a wired network.
The server 140 includes at least one of a server, a plurality of servers, a cloud computing platform, and a virtualization center. Illustratively, the server 140 includes a processor 144 and a memory 142, the memory 142 further includes a receiving module 1421, a control module 1422, and a sending module 1423, the receiving module 1421 is configured to receive a request sent by a client, such as a firing request; the control module 1422 is configured to control rendering of a virtual environment screen; the sending module 1423 is configured to send a response to the client, such as sending the damage value caused by the bullet to the client. The server 140 is used to provide background services for applications that support a three-dimensional virtual environment. Alternatively, the server 140 undertakes primary computational work and the first and second terminals 120, 160 undertake secondary computational work; alternatively, the server 140 undertakes the secondary computing work and the first terminal 120 and the second terminal 160 undertakes the primary computing work; alternatively, the server 140, the first terminal 120, and the second terminal 160 undertake the computing work in a coordinated manner.
Optionally, the first client and the second client are the same client on different operating system platforms (android or IOS). Optionally, the types of devices of the first terminal 120 and the second terminal 140 are the same or different, and the types of devices include: at least one of a smartphone, a smartwatch, a vehicle terminal, a wearable device, a smart television, a tablet, an e-book reader, an MP3 player, an MP4 player, a laptop portable computer, and a desktop computer. The following embodiments are illustrated with the terminal comprising a smartphone.
Those skilled in the art will appreciate that the number of terminals described above may be greater or fewer. For example, the number of the terminals may be only one, or several tens or hundreds of the terminals, or more. The number of terminals and the type of the device are not limited in the embodiments of the present application.
To enrich the way in which dependent virtual objects assist in the engagement of a first virtual object, fig. 2 shows a flow chart of a virtual object-based interaction method provided by an exemplary embodiment of the present application. The embodiment illustrates that the method is performed by the first client (or the first terminal 120) in the first terminal 120 shown in fig. 1. The method comprises the following steps:
step 220, displaying a view angle picture of a first virtual object, wherein the first virtual object is provided with a subordinate virtual object;
the first virtual object: the method is characterized in that the method refers to a virtual object controlled by a first client, the first client controls the first virtual object to move in a virtual environment in a game, and a control account of the first virtual object is logged on the first client.
Dependent virtual objects: refers to a virtual object owned by the first virtual object. Optionally, the dependent virtual object is a virtual object released by the skill of the first virtual object in the virtual environment, or the dependent virtual object is a virtual object released by the first virtual object in the virtual environment by using a prop, or the dependent virtual object is a virtual object carried by the first virtual object when the first virtual object is born in the virtual environment. Illustratively, the subordinate virtual object may be a body, a virtual pet, a virtual robot, etc. of the first virtual object, and it should be noted that the present application does not limit the representation form of the subordinate virtual object, and may also represent the form of some virtual prop, such as a subordinate virtual object in the form of an "unmanned plane".
And displaying a view picture of the first virtual object on the first client, wherein the view picture is optionally a view observed by the camera model in the virtual environment at the first person view or the third person view.
Schematically, fig. 3 shows a view angle screen of a first virtual object viewed from a first person view angle, a plurality of skill controls are displayed on an interface of a first client, the first virtual object releases a subordinate virtual object in response to a user touching a release control 301 of the subordinate virtual object, and fig. 4 shows a view angle screen of the first virtual object also displaying a subordinate virtual object 401, wherein the subordinate virtual object 401 is in the form of a virtual cart.
In one embodiment, the release control 301 of the dependent virtual object is in the disabled state if the current score of the first virtual object does not reach the preset value, and otherwise is in the available state. Optionally, the score of the first virtual object is accumulated according to the performance of the first virtual object, for example, the score of the first virtual object is accumulated according to at least one of the number of defeating enemies, defeating enemies of different levels, the number of picked-up items, picking-up items of different levels, time passing through the level, and passing through the level of different difficulty of the first virtual object.
Step 240, controlling the slave virtual object to move in the virtual environment;
the first client controls movement of the slave virtual object in the virtual environment, optionally in a manner including at least one of walking, running, swimming, steering the vehicle, riding, and flying. Optionally, the type of movement of the dependent virtual object in the virtual environment towards the second virtual object is tracking or moving in a fixed trajectory.
In one embodiment, the dependent virtual object performs autonomous activities based on preset behavior logic. If so, the subordinate virtual object can autonomously attack the second virtual object according to the preset attack logic; the slave virtual object can automatically track the second virtual object according to the preset tracking logic; the slave virtual object may autonomously lock the second virtual object according to a predetermined locking logic. Schematically, selecting a second virtual object with the minimum blood volume in a preset range from the subordinate virtual objects to start attack; the subordinate virtual object tracks the second virtual object closest to the subordinate virtual object within a preset range.
In one embodiment, the dependent virtual object acts based on the user's control. If so, the user selects a second virtual object to be attacked, and controls the subordinate virtual object to attack the second virtual object; the user selects a second virtual object to be tracked, and the subordinate virtual object is controlled to track the second virtual object; and the user selects the second virtual object to be locked and controls the subordinate virtual object to lock the second virtual object.
Step 260, in response to the second virtual object being in the locking range of the slave virtual object, controlling the slave virtual object to lock the second virtual object;
the second virtual object: the control account number of the second virtual object in the non-imitation state is registered on the second client. Optionally, the second virtual object refers to a virtual object generated by the second client when the second client expands the game, and the second virtual object is controlled by the second client to perform activities in the virtual environment most of the time.
Locking: the second virtual object is forced to mimic the behavior of the first virtual object in case the second virtual object is locked by the dependent virtual object. Optionally, the dependent virtual object locks the second virtual object by sending a locking ray towards the second virtual object.
In response to the second virtual object being in the locked range of the dependent virtual object, the first client controls the dependent virtual object to lock the second virtual object. Alternatively, the locking range of the dependent virtual object refers to a locking range around the dependent virtual object determined based on a preset distance.
In step 280, if the slave virtual object successfully locks the second virtual object, a screen is displayed in which the second virtual object mimics the behavior of the first virtual object.
And the control account number of the second virtual object in the non-imitation state is different from the control account number of the first virtual object. Illustratively, a first account is registered on the first client, the first account is a control account of the first virtual object, a second account is registered on the second client, and the second account is a control account of the second virtual object in a non-emulated state.
In one embodiment, the first client determines that the slave virtual object successfully locks the second virtual object in response to the lock ray sent by the slave virtual object successfully hitting the second virtual object. In response to the dependent virtual object successfully locking the second virtual object, the first client displays a screen in which the second virtual object mimics the behavior of the first virtual object.
The first client displays a picture that the second virtual object mimics the behavior of the first virtual object, including at least one of:
displaying a picture that the second virtual object imitates an attack behavior of the first virtual object, optionally the attack behavior comprises at least one of firing, opening a mirror, stabbing, punching a fist and changing a prop;
displaying a screen on which the second virtual object imitates the prop-related behavior of the first virtual object, optionally, the prop-related behavior comprises at least one of using a prop, interrupting the use of the prop, picking up the prop, discarding the prop, and selling the prop;
displaying a screen on which the second virtual object mimics the physical behavior of the first virtual object, optionally, the physical behavior comprising at least one of rest, climbing, jumping, squatting, lying down, turning, advancing, and backing;
displaying a view frame of the second virtual object, the view frame of the second virtual object being obtained based on the second virtual object imitating a view capturing behavior of the first virtual object, optionally, the view capturing behavior includes at least one of zooming in the map control, marking a position (marking a position on the map control that is outside the view range of the first virtual object within the view range of the second virtual object), and rotating a view angle (dragging the screen left and right).
In summary, by displaying the picture that the second virtual object imitates the behavior of the first virtual object when the slave virtual object locks the second virtual object, not only is a way that the slave virtual object assists the first virtual object in fighting (interferes with the second virtual object) provided, but also the diversity of the opposite ways among the virtual objects is improved, and further the fighting strategies of the first virtual object and the second virtual object are enriched, for example, the first virtual object forces the second virtual object to imitate the behavior of the first virtual object in a four-sided dishonest shooting through the slave virtual object, so that the position of the second virtual object is exposed, and other virtual objects may get a group attack on the second virtual object after knowing the position of the second virtual object.
In the method, the second virtual object simulates the behavior of the first virtual object, including attack behavior, prop related behavior, body behavior and view acquisition behavior, so that various modes of assisting the first virtual object to fight are provided, and various negative influences are brought to the second virtual object on the battlefield.
Based on the alternative embodiment shown in fig. 2, the "displaying a screen on which the second virtual object simulates the behavior of the first virtual object" in step 260 may be replaced with any one of the following first possible simulation manner to the fifth possible simulation manner.
A first possible emulation mode: and displaying a picture that the second virtual object fires towards the first aiming object, wherein the first aiming object is an aiming object which is common to the first virtual object and the second virtual object when the second virtual object imitates the first virtual object to fire.
In one embodiment, in the event that the server determines that the dependent virtual object successfully locks the second virtual object, the server issues an instruction to shield the second user operation (which may be an instruction to set a control on the second client to fail) to the second client. And then:
optionally, in response to the first client receiving a first instruction for controlling the first virtual object to fire toward the first targeting object, the first client generates a second instruction for controlling the second virtual object to fire toward the first targeting object, the first client sends the second instruction to the server, the server forwards the second instruction to the second client, and the second client executes the second instruction. A screen is displayed on the first client on which the second virtual object fires toward the first targeting object.
In another possible embodiment, a second instruction is generated by the server to control the second virtual object to fire towards the first aimed object; in another possible implementation, a second instruction is generated by the second client to control the second virtual object to fire towards the first aimed object. The specific setting of the generation mode and the generation times of the second instruction can be determined according to the running states of the client and the server.
In one example, a screen is displayed on the first client on which both the first virtual object and the second virtual object fire toward the first targeting object because the distance between the second virtual object and the first virtual object is very close; or on the basis that the first client displays the picture of the first virtual object firing towards the first aiming object, a small window is arranged on the interface of the first client, and the small window displays the picture of the second virtual object firing towards the first aiming object; or on the basis that the first client displays the picture of the second virtual object firing towards the first aiming object, a small window is arranged on the interface of the first client, and the small window displays the picture of the first virtual object firing towards the first aiming object.
A second possible emulation mode: and displaying a picture of the second virtual object firing at a first aiming angle, wherein the first aiming angle is an aiming angle shared by the first virtual object and the second virtual object when the second virtual object imitates the first virtual object firing.
In one embodiment, in the event that the server determines that the dependent virtual object successfully locks the second virtual object, the server issues an instruction to shield the second user operation (which may be an instruction to set a control on the second client to fail) to the second client. And then:
optionally, in response to the first client receiving a third instruction for controlling the first virtual object to fire at the first aiming angle, the first client generates a fourth instruction for controlling the second virtual object to fire at the first aiming angle, the first client sends the fourth instruction to the server, the server forwards the fourth instruction to the second client, and the second client executes the fourth instruction. And displaying a picture that the second virtual object fires by adopting the first aiming angle on the first client.
In another possible embodiment, fourth instructions are generated by the server to control the second virtual object to fire at the first aiming angle; in another possible implementation, fourth instructions are generated by the second client to control the second virtual object to fire at the first aiming angle. The generation mode and the generation times of the fourth instruction are specifically set to be determined according to the running states of the client and the server.
In one example, a screen is displayed on the first client on which both the first virtual object and the second virtual object fire at a first aiming angle because the distance between the second virtual object and the first virtual object is very close; or on the basis that the first client displays a picture of the first virtual object fired at the first aiming angle, a small window is arranged on the interface of the first client, and the small window displays a picture of the second virtual object fired at the first aiming angle; or on the basis that the first client displays the picture of the second virtual object fired at the first aiming angle, a small window is arranged on the interface of the first client, and the small window displays the picture of the first virtual object fired at the first aiming angle.
Illustratively, referring to FIG. 5 in conjunction, FIG. 5(a) shows a screen on a first client displaying a first virtual object fired at a first aiming angle, and FIG. 5(b) shows a screen on a second client displaying a second virtual object simulating the first virtual object fired at the first aiming angle.
A third possible emulation mode: and displaying a picture of replacing the currently used prop with the first virtual prop by the second virtual object, wherein the first virtual prop is the same virtual prop held by the first virtual object and the second virtual object after the second virtual object imitates the first virtual object to replace the prop.
In one embodiment, in the event that the server determines that the dependent virtual object successfully locks the second virtual object, the server issues an instruction to shield the second user operation (which may be an instruction to set a control on the second client to fail) to the second client. And then:
optionally, in response to the first client receiving a fifth instruction for controlling the first virtual object to replace the currently used property with the first virtual property, the first client generates a sixth instruction for controlling the second virtual object to also replace the currently used property with the first virtual property, the first client sends the sixth instruction to the server, the server forwards the sixth instruction to the second client, and the second client executes the sixth instruction. And displaying a picture that the second virtual object changes the currently used prop into the first virtual prop on the first client.
In another possible implementation, generating, by the server, a sixth instruction controlling the second virtual object to replace the currently used prop with the first virtual prop; in another possible embodiment, a sixth instruction is generated by the second client to control the second virtual object to replace the currently used prop with the first virtual prop. The specific setting of the generation mode and the generation times of the sixth instruction can be determined according to the running states of the client and the server.
In one example, a screen on the first client is displayed in which both the first virtual object and the second virtual object replace the item currently in use with the first virtual item, because the distance between the second virtual object and the first virtual object is very close; or on the basis that the first client displays the picture that the first virtual object changes the currently used prop into the first virtual prop, a small window is arranged on the interface of the first client, and the small window displays the picture that the second virtual object also changes the currently used prop into the first virtual prop; or on the basis that the first client displays the picture that the second virtual object changes the currently used prop into the first virtual prop, a small window is arranged on the interface of the first client, and the small window displays the picture that the first virtual object also changes the currently used prop into the first virtual prop.
Illustratively, the prop includes any one of a firearm, a dagger, a grenade, a smoke bomb and a fist, and when the sniper gun currently used by the first virtual object is replaced by the dagger, the grenade currently used by the second virtual object is also replaced by the dagger.
A fourth possible emulation mode: and displaying a picture that the second virtual object changes the currently used prop into a second virtual prop, wherein the second virtual prop is a virtual prop held by the second virtual object after the second virtual object imitates the first virtual object to change the prop, and the second virtual prop is a next in-line virtual prop in the props held by the second virtual object.
In one embodiment, in the event that the server determines that the dependent virtual object successfully locks the second virtual object, the server issues an instruction to shield the second user operation (which may be an instruction to set a control on the second client to fail) to the second client. And then:
optionally, in response to receiving, by the first client, a seventh instruction for controlling the first virtual object to replace the currently used prop with the next-cis virtual prop, the first client generates an eighth instruction for controlling the second virtual object to also replace the currently used prop with the next-cis virtual prop, the first client sends the eighth instruction to the server, the server forwards the eighth instruction to the second client, and the second client executes the eighth instruction. The first client displays a screen in which the second virtual object changes the currently used item to a second virtual item (next-in-sequence virtual item).
In another possible implementation manner, generating, by the server, an eighth instruction for controlling the second virtual object to replace the currently used prop with the next cis-position virtual prop; in another possible embodiment, an eighth instruction is generated by the second client to control the second virtual object to replace the currently used prop with the next in-position virtual prop. The specific setting of the generation mode and the generation frequency of the eighth instruction may be determined according to the operating states of the client and the server.
In one example, a screen is displayed on the first client in which both the first virtual object and the second virtual object change the currently used prop to the next in-order virtual prop because the distance between the second virtual object and the first virtual object is very close; or on the basis that the first client displays the picture that the first virtual object changes the currently used prop into the next-in-position virtual prop, a small window is arranged on the interface of the first client, and the small window displays the picture that the second virtual object also changes the currently used prop into the next-in-position virtual prop; or on the basis that the first client displays the picture that the second virtual object changes the currently used prop into the next-in-position virtual prop, a small window is arranged on the interface of the first client, and the small window displays the picture that the first virtual object also changes the currently used prop into the next-in-position virtual prop.
Illustratively, the props comprise any one of firearms, daggers, grenades, smoke bombs and fists, and when the sniper gun currently used by the first virtual object is replaced by a dagger, the grenades currently used by the second virtual object are replaced by smoke bombs. Schematically, the switching sequence of the props is as follows: firearm → dagger → grenade → smoke bomb → fist → firearm.
A fifth possible emulation mode: and displaying a first visual field picture containing the positions of all the virtual objects of the team affiliated with the second virtual object, wherein the first visual field picture is obtained based on the behavior of the second virtual object imitating the enlarged map control of the first virtual object.
In one embodiment, in the event that the server determines that the dependent virtual object successfully locks the second virtual object, the server issues an instruction to shield the second user operation (which may be an instruction to set a control on the second client to fail) to the second client. And then:
optionally, in response to the first client receiving a ninth instruction for controlling the behavior of the first virtual object to zoom in the map control, the first client generates a tenth instruction for controlling the second virtual object to zoom in the map control, the first client sends the tenth instruction to the server, the server forwards the tenth instruction to the second client, and the second client executes the tenth instruction. A first view screen showing the positions of all virtual objects belonging to a business having a second virtual object is displayed on a first client.
In another possible embodiment, generating, by the server, a tenth instruction to control behavior of the second virtual object zoom-in map control; in another possible implementation, tenth instructions are generated by the second client to control behavior of the second virtual object zoom-in map control. The specific setting of the generation mode and the generation frequency of the tenth instruction may be determined according to the operating states of the client and the server.
Illustratively, the second virtual object belonging to the lineup also includes A, B, C, D and E five virtual objects, the second virtual object mimicking the behavior of the enlarged map control of the first virtual object, exposing A, B, C, D and E locations on the map control of the first client.
In summary, the first to fifth possible simulation modes specifically provide an embodiment in which the second virtual object simulates the behavior of the first virtual object, so that the second virtual object has various negative effects on the battlefield.
To set up the movement and locking of subordinate virtual objects in a virtual environment, fig. 6 shows a flowchart of a virtual object-based interaction method provided by an exemplary embodiment of the present application, which is exemplified by being applied to the first terminal 120 (or a first client in the first terminal 120) shown in fig. 1, and the method includes:
step 620, displaying a view angle picture of a first virtual object, wherein the first virtual object has a subordinate virtual object;
the first client controls the first virtual object to move in the virtual environment in the game and displays the visual angle picture of the first virtual object.
Step 640, controlling the slave virtual object to move in a manner of tracking the second virtual object;
in one embodiment, in response to the first virtual object releasing the dependent virtual object through the skill control, the dependent virtual object is born near the first virtual object, and thereafter the dependent virtual object moves in the virtual environment toward the second virtual object according to the preset movement logic. Optionally, the step of moving the dependent virtual object in the virtual environment towards the second virtual object is as follows:
s1, determining a second virtual object closest to the slave virtual object within the first preset distance;
s2, controlling the slave virtual object to track a second virtual object at a first speed, wherein the second virtual object has a second speed, and the first speed is greater than the second speed;
s3, when the second virtual object dies during the movement of the dependent virtual object toward the second virtual object, the step S1 is executed again until the dependent virtual object tracks to the second virtual object (the second virtual object falls within the locking range of the dependent virtual object).
Schematically, fig. 7 shows a schematic diagram of a process of determining a second virtual object by the dependent virtual object, wherein the dependent virtual object 401 determines a virtual object at a distance L1 from the dependent virtual object 401 as the second virtual object based on L1 being smaller than L2 in the first preset range.
Schematically, fig. 8 shows a schematic diagram of a certain screen in the process of tracking the second virtual object by the slave virtual object. The dependent virtual object 401 tracks the second virtual object 801.
Step 661, in response to that the distance between the dependent virtual object and the second virtual object is not greater than the second preset distance, determining that the second virtual object is in the lock range of the dependent virtual object;
in response to the distance between the dependent virtual object and the second virtual object not being greater than the second preset distance, the first client determines that the second virtual object is in a locked range of the dependent virtual object.
Step 662, controlling the slave virtual object to intermittently emit locking rays towards the second virtual object;
in the event that the dependent virtual object determines that the second virtual object is in a locked range of the dependent virtual object, the first client controls the dependent virtual object to intermittently emit a locking ray toward the second virtual object. Optionally, the locked rays exhibit at least one of a lightning effectiveness, a flame effectiveness, and a blue energy column effectiveness.
In one embodiment, the dependent virtual object transmits the locking ray every 2 seconds, and if the second virtual object successfully avoids or defends the locking ray, the dependent virtual object transmits the locking ray again until the locking ray hits the second virtual object.
Step 663, in case the locking ray hits the second virtual object, determining that the dependent virtual object successfully locks the second virtual object;
in the event that the locking ray hits the second virtual object, the first client determines that the dependent virtual object successfully locks the second virtual object.
Schematically, fig. 9 shows that the dependent virtual object 401 emits a locked ray 901 hitting the second virtual object 801, the locked ray 901 exhibiting a lightning special effect.
In step 680, when the slave virtual object successfully locks the second virtual object, a puppet mark is added to the second virtual object, and a picture that the second virtual object mimics the behavior of the first virtual object is displayed.
The control account of the second virtual object in the non-emulation state is different from the control account of the first virtual object, and the puppet mark indicates that the second virtual object is in an emulation state that emulates the behavior of the first virtual object.
In one embodiment, the puppet impression is visible to at least one of the first client, the second client and the other clients controlling other virtual objects. For example, the puppet impression is only visible at the first client for prompting the first user controlling the first client that the second virtual object is in the impersonation state. The puppet mark is invisible at the second client and other clients, and is used to hide the second virtual object from being emulated, which has an unintended effect when the second virtual object starts to emulate the behavior of the first virtual object.
In one embodiment, the slave virtual object carries a simulation time interval, and the first client displays a picture that the second virtual object simulates the behavior of the first virtual object when the slave virtual object successfully locks the second virtual object and the current time falls into the simulation time interval.
Illustratively, the subordinate virtual object carries a simulation time interval of 5-10s, indicating that the second virtual object can simulate the behavior of the first virtual object within the time range of 5-10s after the subordinate virtual pair line successfully locks the second virtual object. For example, the second user controlling the second client does not know that the second virtual object is locked, controls the second virtual object to move to the vicinity of other virtual objects in the same team within 5s after the second virtual object is locked, and then loses the control authority of the second virtual object, so that the second virtual object imitates the firing behavior of the first virtual object and causes damage to teammates in the same team.
In conclusion, the subordinate virtual object is arranged to track the second virtual object and emit the locking ray towards the second virtual object, so that the subordinate virtual object can assist the first virtual object to fight based on the preset behavior logic, the operation difficulty of a player is greatly simplified, and the human-computer interaction efficiency is improved.
The method also sets a puppet mark and a simulation time interval mode, enriches the implementation modes of the scheme, and makes the scheme more reasonable and interesting.
The following will expand the discussion of the embodiment in which the virtual object based interaction method is applied to the second client (or the second terminal 160) within the second terminal 160 shown in fig. 1.
For enriching the manner of the subordinate virtual object assisting the first virtual object to fight, fig. 10 shows a flowchart of a virtual object-based interaction method provided by an exemplary embodiment of the present application, which is exemplified by applying the method to the second client shown in fig. 1, and the method includes:
step 1020, displaying a view angle picture of the second virtual object;
and displaying a view-angle picture of the second virtual object on the second client, wherein the view-angle picture is optionally a picture observed by the camera model in the virtual environment at the first person view angle or the third person view angle.
Step 1040, in the case that the second virtual object is locked by the subordinate virtual object of the first virtual object, the control authority of the second virtual object is lost;
dependent virtual objects: refers to a virtual object owned by the first virtual object. Optionally, the dependent virtual object is a virtual object released by the skill of the first virtual object in the virtual environment, or the dependent virtual object is a virtual object released by the first virtual object in the virtual environment by using a prop, or the dependent virtual object is a virtual object carried by the first virtual object when the first virtual object is born in the virtual environment. Illustratively, the subordinate virtual object may be a body, a virtual pet, a virtual robot, etc. of the first virtual object, and it should be noted that the present application does not limit the representation form of the subordinate virtual object, and may also represent the form of some virtual prop, such as a subordinate virtual object in the form of an "unmanned plane".
In one embodiment, the dependent virtual object moves within the virtual environment, and the first virtual object locks the second virtual object in response to the second virtual object being in a locked range of the dependent virtual object. In case the second virtual object is locked by the dependent virtual object, the second client loses the control right of the second virtual object. Illustratively, the loss of the control authority of the second virtual object by the second client is represented by the failure of a control used for controlling the second virtual object on the interface; or the control used for controlling the second virtual object on the interface is invalid, and the warning special effect is displayed on the interface.
Optionally, the dependent virtual object moves in the virtual environment, please refer to step 640 above for details.
Optionally, the dependent virtual object locks the second virtual object in the virtual environment, please refer to step 661, step 662, and step 663 above for details.
Optionally, after the slave virtual object successfully locks the second virtual object, a puppet mark is further added to the second virtual object, please refer to step 680 above.
Optionally, the time when the second virtual object imitates the behavior of the first virtual object needs to satisfy the imitation time interval, please refer to step 680 above for details.
Step 1060, a screen is displayed in which the second virtual object mimics the behavior of the first virtual object.
And the control account number of the second virtual object in the non-imitation state is different from the control account number of the first virtual object.
The second client displays a screen on which the second virtual object mimics the behavior of the first virtual object, including at least one of:
displaying a picture that the second virtual object imitates an attack behavior of the first virtual object, optionally the attack behavior comprises at least one of firing, opening a mirror, stabbing, punching a fist and changing a prop;
displaying a screen on which the second virtual object imitates the prop-related behavior of the first virtual object, optionally, the prop-related behavior comprises at least one of using a prop, interrupting the use of the prop, picking up the prop, discarding the prop, and selling the prop;
displaying a screen on which the second virtual object mimics the physical behavior of the first virtual object, optionally, the physical behavior comprising at least one of rest, climbing, jumping, squatting, lying down, turning, advancing, and backing;
displaying a view frame of the second virtual object, the view frame of the second virtual object being obtained based on the second virtual object imitating a view capturing behavior of the first virtual object, optionally, the view capturing behavior includes at least one of zooming in the map control, marking a position (marking a position on the map control that is outside the view range of the first virtual object within the view range of the second virtual object), and rotating a view angle (dragging the screen left and right).
In an embodiment, the "display displaying the second virtual object to simulate the behavior of the first virtual object" may be replaced with any one of the first possible simulation manner to the fifth possible simulation manner, which is not described herein again.
Illustratively, referring to FIG. 5 in conjunction, FIG. 5(b) shows a screen on the second client displaying a second virtual object that mimics firing of the first virtual object at the first aiming angle, and FIG. 5(a) shows a screen on the first client displaying firing of the first virtual object at the first aiming angle.
In summary, by displaying the picture that the second virtual object imitates the behavior of the first virtual object when the second virtual object is locked by the slave virtual object, not only is a way that the slave virtual object assists the first virtual object in fighting (interferes with the second virtual object) provided, but also the diversity of the fighting ways among the virtual objects is improved, and further the fighting strategies of the first virtual object and the second virtual object are enriched, for example, the first virtual object forces the second virtual object to imitate the behavior of the first virtual object in a four-sided indiscriminate shooting through the slave virtual object, so that the position of the second virtual object is exposed, and other virtual objects can get a chance to attack the second virtual object after knowing the position of the second virtual object.
Fig. 11 shows an interaction method based on a virtual object according to an exemplary embodiment of the present application, which is illustrated by applying the method to the first client (or the first terminal 120) shown in fig. 1, and the method includes:
step 1101, start;
the first client begins running logic that displays, based on the mechanical units, a behavior of the second virtual object that mimics the first virtual object. The mechanical unit is the above dependent virtual object.
Step 1102, the first virtual object equipment releases the skill of the mechanical unit;
the first client controls the skill of the first virtual object equipment to release the mechanical unit. A skill control for releasing mechanical units is displayed on an interface of the first client.
1103, the skill to release the mechanical unit is activated;
in one embodiment, the skill to release the mechanical unit is activated and is not available, and the unactivated skill cannot be used. Optionally, the skill is activated by hitting and killing enemies and then obtaining scores, and when the scores are accumulated to reach a preset value, the skill is activated. If the skill to release the mechanical unit has been activated, go to step 1104; if not, judging whether the skill of the mechanical unit is activated again.
Step 1104, the skill icon is highlighted;
in response to the skill being activated, a highlighted skill icon is displayed on the interface of the first client.
Step 1105, the first virtual object releases mechanical units;
the first virtual object releases a mechanical unit. If yes, go to step 1106; if not, judging whether the first client receives the release instruction of the mechanical unit again.
Step 1106, the first virtual object calls a mechanical unit, and the mechanical unit automatically tracks the second virtual object;
the first virtual object invokes a mechanical unit that automatically tracks the second virtual object. After the first virtual object releases a mechanical unit (the birth position of the default mechanical unit is near the first virtual object), the mechanical unit tracks the second virtual object in the full map, and the tracking principle is that a nearest enemy (the second virtual object) is determined on the principle of near, and then the enemy moves towards the second virtual object all the time.
Step 1107, locking the second virtual object by mechanical unit;
when the mechanical unit has traced to the second virtual object, the mechanical unit starts to lock the second virtual object. Alternatively, the mechanical unit locks the second virtual object in such a way that the second virtual object is electrically shocked. Judging whether the mechanical unit locks the second virtual object, if yes, executing step 1108; if not, whether the mechanical unit locks the second virtual object is judged again.
Step 1108, the second virtual object is locked;
and displaying an interface on the first client, wherein the second virtual object is locked.
Step 1109, the first virtual object executes the behavior;
judging whether the first virtual object executes the behavior, if so, executing step 1110; if not, whether the first virtual object executes the behavior is judged again.
Step 1110, displaying a screen on which the second virtual object executes the same behavior;
the first client displays a picture that the second virtual object performs the same action.
Step 1111, the action time has ended;
it is determined whether the action time has ended. If yes, go to step 1112; if not, whether the execution behavior time is finished is judged again.
Step 1112, the second virtual object returns to normal;
and the first client displays a picture that the second virtual object is recovered to be normal.
And step 1113, ending.
The first client ends execution of logic that displays, based on the mechanical units, a behavior of the second virtual object that mimics the first virtual object.
Fig. 12 is a block diagram illustrating a structure of a virtual object-based interaction apparatus according to an exemplary embodiment of the present application, where the apparatus includes:
a display module 1201, configured to display a view screen of a first virtual object, where the first virtual object has a dependent virtual object;
a control module 1202 for controlling movement of the dependent virtual objects in the virtual environment;
the control module 1202, further configured to control the dependent virtual object to lock the second virtual object in response to the second virtual object being in the locked range of the dependent virtual object;
the display module 1201 is further configured to, in a case where the slave virtual object successfully locks the second virtual object, display a screen in which the second virtual object mimics a behavior of the first virtual object; and the control account number of the second virtual object in the non-imitation state is different from the control account number of the first virtual object.
In an alternative embodiment, the display module 1201 is further configured to at least one of:
displaying a picture in which the second virtual object mimics an attacking behavior of the first virtual object, the attacking behavior comprising at least one of firing, opening a mirror, stabbing, throwing a fist, and changing a prop;
displaying a screen on which the second virtual object mimics a prop-related behavior of the first virtual object, the prop-related behavior comprising at least one of using a prop, discontinuing use of the prop, picking up the prop, discarding the prop, and selling the prop;
displaying a screen on which the second virtual object mimics the physical behavior of the first virtual object, the physical behavior comprising at least one of resting, climbing, jumping, squatting, lying down, turning, advancing, and backing;
displaying a view frame of the second virtual object, the view frame of the second virtual object being obtained based on the second virtual object mimicking a view acquisition behavior of the first virtual object, the view acquisition behavior including at least one of zooming in on the map control, marking a position, and rotating a viewing angle.
In an alternative embodiment, the attacking behavior includes firing, and the display module 1201 is further configured to display a picture that a second virtual object fires towards a first target, where the first target is a target common to the first virtual object and the second virtual object when the second virtual object mimics the firing of the first virtual object.
In an alternative embodiment, the attacking behavior includes firing, and the display module 1201 is further configured to display a picture that the second virtual object fires with a first aiming angle, where the first aiming angle is an aiming angle shared by the first virtual object and the second virtual object when the second virtual object simulates the first virtual object firing.
In an optional embodiment, the attack behavior includes a property change, the property includes at least one of a firearm, a dagger, a grenade, a smoke bomb, and a fist, the display module 1201 is further configured to display a picture that the second virtual object changes the property currently used into the first virtual property, and the first virtual property is the same property held by the first virtual object and the second virtual object after the second virtual object imitates the first virtual object to change the property.
In an optional embodiment, the attack behavior includes a property change, the property includes at least one of a firearm, a dagger, a grenade, a smoke bomb, and a fist, the display module 1201 is further configured to display a picture that the second virtual object changes the currently used property into a second virtual property, the second virtual property is a property held by the second virtual object after the second virtual object imitates the first virtual object to change the property, and the second property is a next-in-line property in a property set held by the second virtual object.
In an alternative embodiment, the view acquiring behavior includes a magnified map control, and the display module 1201 is further configured to display a first view frame including positions of all virtual objects of the second virtual object, where the first view frame is obtained based on the behavior of the second virtual object imitating the magnified map control of the first virtual object.
In an alternative embodiment, the control module 1202 is further configured to control the slave virtual object to move in a manner that tracks the second virtual object.
In an alternative embodiment, the control module 1202 is further configured to determine a second virtual object closest to the dependent virtual object within the first predetermined distance.
In an alternative embodiment, the control module 1202 is further configured to control the slave virtual object to track a second virtual object at a first speed, the second virtual object having a second speed, the first speed being greater than the second speed.
In an alternative embodiment, the control module 1202 is further configured to re-execute the step of determining the second virtual object closest to the subordinate virtual object within the first preset distance in case the second virtual object dies during the movement of the subordinate virtual object towards the second virtual object.
In an alternative embodiment, the control module 1202 is further configured to determine that the second virtual object is in the locked range of the dependent virtual object in response to the distance between the dependent virtual object and the second virtual object not being greater than the second preset distance.
In an alternative embodiment, the control module 1202 is further configured to control the dependent virtual object to intermittently emit the locking ray toward the second virtual object.
In an alternative embodiment, the control module 1202 is further configured to determine that the dependent virtual object successfully locks the second virtual object if the locking ray hits the second virtual object.
In an alternative embodiment, the apparatus further comprises an adding module 1203.
An adding module 1203 is configured to add a puppet mark on the second virtual object, where the puppet mark indicates that the second virtual object is in an emulation state emulating the behavior of the first virtual object.
In an alternative embodiment, the dependent virtual object carries a mock time interval.
In an optional embodiment, the display module 1201 is further configured to display a screen that the second virtual object mimics the behavior of the first virtual object if the slave virtual object successfully locks the second virtual object and the current time falls within the mimicking time interval.
In summary, the above apparatus displays a picture that the second virtual object imitates the behavior of the first virtual object when the slave virtual object locks the second virtual object, so as to not only provide a way that the slave virtual object assists the first virtual object in fighting (interferes with the second virtual object), but also improve diversity of the fighting ways between the virtual objects, thereby enriching the fighting strategies of the first virtual object and the second virtual object, for example, the first virtual object forces the second virtual object to imitate the behavior of the first virtual object that is a round of shooting in all directions through the slave virtual object, so that the position of the second virtual object is exposed, and other virtual objects may get a group attack on the second virtual object after knowing the position of the second virtual object.
Fig. 13 is a block diagram illustrating a structure of a virtual object-based interaction apparatus according to an exemplary embodiment of the present application, where the apparatus includes:
a display module 1301, configured to display a view screen of the second virtual object;
a control module 1302, configured to lose a control authority of the second virtual object if the second virtual object is locked by the dependent virtual object of the first virtual object;
the display module 1301 is further configured to display a picture that the second virtual object mimics a behavior of the first virtual object; and the control account number of the second virtual object in the non-imitation state is different from the control account number of the first virtual object.
In an alternative embodiment, the display module 1301 is further used for at least one of:
displaying a picture in which the second virtual object mimics an attacking behavior of the first virtual object, the attacking behavior comprising at least one of firing, opening a mirror, stabbing, throwing a fist, and changing a prop;
displaying a screen on which the second virtual object mimics a prop-related behavior of the first virtual object, the prop-related behavior comprising at least one of using a prop, discontinuing use of the prop, picking up the prop, discarding the prop, and selling the prop;
displaying a screen on which the second virtual object mimics the physical behavior of the first virtual object, the physical behavior comprising at least one of resting, climbing, jumping, squatting, lying down, turning, advancing, and backing;
displaying a view frame of the second virtual object, the view frame of the second virtual object being obtained based on the second virtual object mimicking a view acquisition behavior of the first virtual object, the view acquisition behavior including at least one of zooming in on the map control, marking a position, and rotating a viewing angle.
In an alternative embodiment, the attacking behavior comprises firing, and the display module 1301 is further configured to display a picture that the second virtual object fires towards the first targeting object, which is a common targeting object when the first virtual object and the second virtual object fire.
In an alternative embodiment, the attacking behavior includes firing, and the display module 1301 is further configured to display a picture that the second virtual object fires with a first aiming angle, where the first aiming angle is a common aiming angle when the first virtual object and the second virtual object fire.
In an optional embodiment, the attack behavior includes a property change, the property includes at least one of a firearm, a dagger, a grenade, a smoke bomb, and a fist, and the display module 1301 is further configured to display a picture that the currently used property is changed to the first virtual property by the second virtual object, where the first virtual property is the same virtual property held after the property change of both the first virtual object and the second virtual object.
In an optional embodiment, the attack behavior includes a property change, the property includes at least one of a firearm, a dagger, a grenade, a smoke bomb, and a fist, the display module 1301 is further configured to display a picture that the property currently used by the second virtual object is changed to a second virtual property, the second virtual property is a virtual property held by the second virtual object after the property change of the first virtual object and the second virtual object, and the second virtual property is a next-in-line virtual property in the properties held by the second virtual object.
In an alternative embodiment, the view acquiring behavior includes a map zooming-in control, and the display module 1301 is further configured to display a first view frame including positions of all virtual objects in the campsite to which the second virtual object belongs, where the first view frame is obtained by zooming in the map zooming-in control based on both the first virtual object and the second virtual object.
In one embodiment, the dependent virtual object moves within the virtual environment, as described in more detail with reference to step 640 above. The steps shown in step 640 can be applied to the virtual object-based interaction device provided in this embodiment.
Optionally, the dependent virtual object locks the second virtual object in the virtual environment, please refer to step 661, step 662, and step 663 above for details. The steps shown in step 661, step 662 and step 663 may be applied to the virtual object-based interactive apparatus provided in the present embodiment.
Optionally, after the slave virtual object successfully locks the second virtual object, a puppet mark is further added to the second virtual object, please refer to step 680 above. The steps shown in step 680 can be applied to the virtual object-based interaction device provided in this embodiment.
Optionally, the time when the second virtual object imitates the behavior of the first virtual object needs to satisfy the imitation time interval, please refer to step 680 above for details. The steps shown in step 680 can be applied to the virtual object-based interaction device provided in this embodiment.
In summary, the above apparatus displays a picture that the second virtual object imitates the behavior of the first virtual object when the second virtual object is locked by the slave virtual object, so as to not only provide a way that the slave virtual object assists the first virtual object in fighting (interferes with the second virtual object), but also improve diversity of the fighting ways between the virtual objects, thereby enriching the fighting strategies of the first virtual object and the second virtual object, for example, the first virtual object forces the second virtual object to imitate the behavior of the first virtual object that is a four-side-eight-side-around shooting by the slave virtual object, so that the position of the second virtual object is exposed, and other virtual objects may attack the second virtual object after knowing the position of the second virtual object.
Fig. 14 shows a block diagram of a computer device 1400 provided by an exemplary embodiment of the present application. The computer device 1400 may be a portable mobile terminal, such as: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III, motion video Experts compression standard Audio Layer 3), an MP4 player (Moving Picture Experts Group Audio Layer IV, motion video Experts compression standard Audio Layer 4), a notebook computer, or a desktop computer. Computer device 1400 may also be referred to by other names such as user equipment, portable terminal, laptop terminal, desktop terminal, and the like.
Generally, computer device 1400 includes: a processor 1401, and a memory 1402.
Processor 1401 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and so forth. The processor 1401 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1401 may also include a main processor and a coprocessor, where the main processor is a processor for Processing data in an awake state, and is also referred to as a Central Processing Unit (CPU); a coprocessor is a low power processor for processing data in a standby state. In some embodiments, the processor 1401 may be integrated with a GPU (Graphics Processing Unit) that is responsible for rendering and drawing content that the display screen needs to display. In some embodiments, processor 1401 may further include an AI (Artificial Intelligence) processor for processing computing operations related to machine learning.
Memory 1402 may include one or more computer-readable storage media, which may be non-transitory. Memory 1402 may also include high speed random access memory, as well as non-volatile memory, such as one or more magnetic disk storage devices, flash memory storage devices. In some embodiments, a non-transitory computer readable storage medium in memory 1402 is used to store at least one instruction for execution by processor 1401 to implement the virtual object based interaction method provided by method embodiments herein.
In some embodiments, computer device 1400 may also optionally include: a peripheral device interface 1403 and at least one peripheral device. The processor 1401, the memory 1402, and the peripheral device interface 1403 may be connected by buses or signal lines. Each peripheral device may be connected to the peripheral device interface 1403 via a bus, signal line, or circuit board.
Those skilled in the art will appreciate that the architecture shown in FIG. 14 is not intended to be limiting of the computer device 1400, and may include more or fewer components than those shown, or some components may be combined, or a different arrangement of components may be used.
The present application further provides a computer-readable storage medium, in which at least one instruction, at least one program, a code set, or a set of instructions is stored, and the at least one instruction, the at least one program, the code set, or the set of instructions is loaded and executed by a processor to implement the virtual object based interaction method provided by the above method embodiments.
A computer program product or computer program is provided that includes computer instructions stored in a computer readable storage medium. The processor of the computer device reads the computer instructions from the computer readable storage medium, and the processor executes the computer instructions to enable the computer device to execute the virtual object-based interaction method provided by the method embodiment.
The above-mentioned serial numbers of the embodiments of the present application are merely for description and do not represent the merits of the embodiments.
It will be understood by those skilled in the art that all or part of the steps for implementing the above embodiments may be implemented by hardware, or may be implemented by a program instructing relevant hardware, where the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a magnetic disk or an optical disk, etc.
The above description is only exemplary of the present application and should not be taken as limiting, as any modification, equivalent replacement, or improvement made within the spirit and principle of the present application should be included in the protection scope of the present application.

Claims (20)

1. A virtual object based interaction method, the method comprising:
displaying a view screen of a first virtual object, the first virtual object having a dependent virtual object;
controlling the dependent virtual object to move in a virtual environment;
controlling a dependent virtual object to lock a second virtual object in response to the second virtual object being in a locked range of the dependent virtual object;
displaying a picture that the second virtual object imitates the behavior of the first virtual object when the slave virtual object successfully locks the second virtual object;
wherein the control account of the second virtual object in the non-emulated state is different from the control account of the first virtual object.
2. The method of claim 1, wherein the displaying the second virtual object mimics the behavior of the first virtual object comprises at least one of:
displaying a picture that the second virtual object imitates the attack behavior of the first virtual object;
displaying a picture that the second virtual object imitates the prop-related behavior of the first virtual object;
displaying a screen on which the second virtual object mimics the physical behavior of the first virtual object;
displaying a view frame of the second virtual object, wherein the view frame of the second virtual object is obtained based on that the second virtual object imitates the view acquisition behavior of the first virtual object.
3. The method of claim 2, wherein the aggressive behavior comprises firing, and wherein displaying the screen in which the second virtual object mimics the aggressive behavior of the first virtual object comprises:
displaying a screen on which the second virtual object fires toward a first pointing object that is a common pointing object of the first virtual object and the second virtual object when the second virtual object mimics the firing of the first virtual object;
or the like, or, alternatively,
and displaying a picture of the second virtual object firing at a first aiming angle, wherein the first aiming angle is an aiming angle shared by the first virtual object and the second virtual object when the second virtual object imitates the first virtual object firing.
4. The method of claim 2, wherein the act of attacking comprises replacing a prop, and wherein displaying the screen on which the second virtual object mimics the act of attacking the first virtual object comprises:
displaying a picture of the second virtual object for replacing the currently used prop with a first virtual prop, wherein the first virtual prop is the same virtual prop held by the first virtual object and the second virtual object after the second virtual object imitates the first virtual object to replace the prop;
or the like, or, alternatively,
and displaying a picture of the second virtual object for replacing the currently used prop with a second virtual prop, wherein the second virtual prop is a prop held by the second virtual object after the second virtual object imitates the first virtual object to replace the prop, and the second prop is a next-position virtual prop in a prop set held by the second virtual object.
5. The method of claim 2, wherein the view acquisition behavior comprises zooming in on a map control, wherein displaying the view of the second virtual object based on the second virtual object mimicking the view acquisition behavior of the first virtual object comprises:
and displaying a first view frame containing the positions of all the virtual objects belonging to the second virtual object, wherein the first view frame is obtained based on the behavior of the second virtual object imitating the enlarged map control of the first virtual object.
6. The method of any of claims 1 to 5, wherein said controlling movement of said dependent virtual object in a virtual environment comprises:
controlling the dependent virtual object to move in a manner that tracks the second virtual object.
7. The method of claim 6, wherein said controlling said slave virtual object to move in a manner that tracks said second virtual object comprises:
determining the second virtual object closest to the subordinate virtual object within a first preset distance;
controlling the dependent virtual object to track the second virtual object at a first speed, the second virtual object having a second speed, the first speed being greater than the second speed;
in case the second virtual object dies during the movement of the dependent virtual object towards the second virtual object, re-executing the step of determining the second virtual object closest to the dependent virtual object within the first preset distance.
8. The method of any of claims 1 to 5, wherein said controlling the dependent virtual object to lock the second virtual object in response to the second virtual object being in the locked range of the dependent virtual object comprises:
determining that the second virtual object is in a locked range of the dependent virtual object in response to the distance between the dependent virtual object and the second virtual object not being greater than a second preset distance;
controlling the dependent virtual object to intermittently emit a locking ray toward the second virtual object;
determining that the dependent virtual object successfully locks the second virtual object if the locking ray hits the second virtual object.
9. The method of any of claims 1 to 5, further comprising:
a puppet imprint is added on the second virtual object, which indicates that the second virtual object is in a mimicking state mimicking the behavior of the first virtual object.
10. The method according to any one of claims 1 to 5, wherein the dependent virtual object carries a mimic time interval;
the displaying, when the slave virtual object successfully locks the second virtual object, a screen on which the second virtual object mimics a behavior of the first virtual object includes:
and displaying a picture that the second virtual object imitates the behavior of the first virtual object when the slave virtual object successfully locks the second virtual object and the current time falls into the imitation time interval.
11. A virtual object based interaction method, the method comprising:
displaying a view angle picture of a second virtual object;
in the case that the second virtual object is locked by a dependent virtual object of the first virtual object, losing the control authority of the second virtual object;
displaying a screen on which the second virtual object mimics the behavior of the first virtual object;
wherein the control account of the second virtual object in the non-emulated state is different from the control account of the first virtual object.
12. The method of claim 11, wherein the displaying the second virtual object mimics the behavior of the first virtual object comprises at least one of:
displaying a picture that the second virtual object imitates the attack behavior of the first virtual object;
displaying a picture that the second virtual object imitates the prop-related behavior of the first virtual object;
displaying a screen on which the second virtual object mimics the physical behavior of the first virtual object;
displaying a view frame of the second virtual object, wherein the view frame of the second virtual object is obtained based on that the second virtual object imitates the view acquisition behavior of the first virtual object.
13. The method of claim 12, wherein the aggressive behavior comprises firing, and wherein displaying the screen in which the second virtual object mimics the aggressive behavior of the first virtual object comprises:
displaying a screen on which the second virtual object is fired toward a first sighting target that is common to both the first virtual object and the second virtual object when fired;
or the like, or, alternatively,
and displaying a picture of the second virtual object firing at a first aiming angle, wherein the first aiming angle is a common aiming angle when the first virtual object and the second virtual object are both fired.
14. The method of claim 12, wherein the act of attacking comprises replacing a prop, and wherein displaying the screen in which the second virtual object mimics the act of attacking the first virtual object comprises:
displaying a picture of the second virtual object for replacing the currently used prop with a first virtual prop, wherein the first virtual prop is the same virtual prop held by the first virtual object and the second virtual object after the second virtual object imitates the first virtual object to replace the prop;
or the like, or, alternatively,
and displaying a picture of the second virtual object for replacing the currently used prop with a second virtual prop, wherein the second virtual prop is a prop held by the second virtual object after the second virtual object imitates the first virtual object to replace the prop, and the second prop is a next-position virtual prop in a prop set held by the second virtual object.
15. The method of claim 12, wherein the view acquisition behavior comprises zooming in on a map control, wherein displaying the view of the second virtual object based on the second virtual object mimicking the view acquisition behavior of the first virtual object comprises:
and displaying a first view frame containing the positions of all the virtual objects belonging to the second virtual object, wherein the first view frame is obtained based on the behavior of the second virtual object imitating the enlarged map control of the first virtual object.
16. An apparatus for virtual object based interaction, the apparatus comprising:
a display module for displaying a perspective view of a first virtual object, the first virtual object having a dependent virtual object;
a control module for controlling the movement of the dependent virtual object in the virtual environment;
the control module is further used for controlling the slave virtual object to lock a second virtual object in response to the second virtual object being in the locking range of the slave virtual object;
the display module is further configured to display a picture that the second virtual object mimics the behavior of the first virtual object when the slave virtual object successfully locks the second virtual object;
wherein the control account of the second virtual object in the non-emulated state is different from the control account of the first virtual object.
17. An apparatus for virtual object based interaction, the apparatus comprising:
the display module is used for displaying a visual angle picture of the second virtual object;
the control module is used for losing the control authority of the second virtual object under the condition that the second virtual object is locked by the subordinate virtual object of the first virtual object;
the display module is further configured to display a picture that the second virtual object mimics the behavior of the first virtual object;
wherein the control account of the second virtual object in the non-emulated state is different from the control account of the first virtual object.
18. A computer device, characterized in that the computer device comprises: a processor and a memory, the memory storing a computer program that is loaded and executed by the processor to implement the virtual object based interaction method of any of claims 1 to 15.
19. A computer-readable storage medium, characterized in that the computer-readable storage medium stores a computer program which is loaded and executed by a processor to implement the virtual object based interaction method according to any one of claims 1 to 15.
20. A computer program product, characterized in that the computer program product comprises computer instructions stored in a computer-readable storage medium, which are read from by a processor of a computer device, the processor executing the computer instructions to cause the computer device to execute to implement the virtual object based interaction method according to any one of claims 1 to 15.
CN202111652624.8A 2021-11-24 2021-12-30 Interaction method, device, equipment, medium and program product based on virtual object Pending CN114042317A (en)

Applications Claiming Priority (2)

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CN202111400456 2021-11-24
CN2021114004563 2021-11-24

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Country Status (1)

Country Link
CN (1) CN114042317A (en)

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