CN114130031A - Using method, device, equipment, medium and program product of virtual prop - Google Patents

Using method, device, equipment, medium and program product of virtual prop Download PDF

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Publication number
CN114130031A
CN114130031A CN202111664302.5A CN202111664302A CN114130031A CN 114130031 A CN114130031 A CN 114130031A CN 202111664302 A CN202111664302 A CN 202111664302A CN 114130031 A CN114130031 A CN 114130031A
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China
Prior art keywords
virtual
flying
prop
flight
virtual prop
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CN202111664302.5A
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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 CN114130031A publication Critical patent/CN114130031A/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
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/577Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/573Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • A63F2300/643Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car by determining the impact between objects, e.g. collision detection
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/64Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
    • A63F2300/646Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car for calculating the trajectory of an object
    • 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)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The application discloses a using method, a using device, equipment, a using medium and a using program product of a virtual prop, and belongs to the field of virtual environments. The method is applied to a client for controlling the first virtual object, and comprises the following steps: displaying a visual angle picture of a first virtual object, wherein the first virtual object is provided with a flying virtual prop; responding to the launching operation, and controlling the first virtual object to launch the flying virtual prop; when the virtual flight prop hits an obstacle in the process of flying by the first flight track and meets the target condition, rebounding the virtual flight prop, and controlling the virtual flight prop to continuously fly by the second flight track. The above scheme sets up the flight track that the barrier can change the virtual stage property of flight, has increased the virtual stage property of flight and has hit the probability of second virtual object, has improved the important degree of barrier in the fight greatly.

Description

Using method, device, equipment, medium and program product of virtual prop
The present application claims priority from chinese patent application entitled "method, apparatus, device, medium, and program product for using virtual items" filed on 12/11/2021 with application number 202111342613.X, the entire contents of which are incorporated herein by reference.
Technical Field
The embodiment of the application relates to the field of virtual environments, in particular to a using method, a using device, using equipment, using media and using program products of virtual props.
Background
The first user controls a first avatar to fight in the virtual environment. For example, a first avatar controlled by a first user and a second avatar controlled by another user battle within a roadway.
In the related art, a first avatar performs a tactic of concealment, includement, detour, attack on the front, etc. using an obstacle in a lane, which provides an available topographic condition for a battle between the first avatar and a second avatar.
The obstacles described above provide very limited assistance to combat, essentially only as a result of the terrain influencing the combat.
Disclosure of Invention
The application provides a using method, a device, equipment, a medium and a program product of a virtual prop, which improve the importance degree of obstacles in battle. The technical scheme is as follows:
according to an aspect of the present application, there is provided a method for using a virtual item, the method being applied to a client controlling a first virtual object, the method including:
displaying a visual angle picture of a first virtual object, wherein the first virtual object is provided with a flying virtual prop;
responding to the launching operation, and controlling the first virtual object to launch the flying virtual prop;
when the virtual flight prop hits an obstacle in the process of flying by the first flight track and meets the target condition, rebounding the virtual flight prop, and controlling the virtual flight prop to continuously fly by the second flight track.
According to another aspect of the present application, there is provided a device for using a virtual prop, the device 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 flight virtual prop;
the control module is used for responding to the transmitting operation and controlling the first virtual object to transmit the flying virtual prop;
and the rebounding module is used for rebounding the flight virtual prop and controlling the flight virtual prop to continuously fly at a second flight track under the condition that the obstacle is hit in the process that the flight virtual prop flies at the first flight track and the target condition is met in the hitting process.
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 method of using the virtual item as 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 a method of using a virtual item as 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 method for using the virtual prop provided by the above-mentioned aspect.
The beneficial effects brought by the technical scheme provided by the embodiment of the application at least comprise:
the obstacle is hit in the process of flying by controlling the flying virtual prop with the first flying track, the target condition is met by hitting the obstacle, the flying virtual prop rebounds, and the flying virtual prop is controlled to continuously fly with the second flying track, so that the influence of the obstacle on fighting is enriched, the flying track of the flying virtual prop can be changed by setting the obstacle, the probability that the flying virtual prop hits the second virtual object is increased, and the importance degree of the obstacle in fighting is greatly improved.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without creative efforts.
FIG. 1 illustrates a block diagram of a computer system provided by an exemplary embodiment;
FIG. 2 shows a flow chart of a method of using a virtual prop provided by an exemplary embodiment;
FIG. 3 illustrates a schematic representation of a flying virtual prop provided in accordance with an exemplary embodiment flying along a first flight trajectory;
FIG. 4 shows a schematic diagram of the fore-aft trajectory of bounce through a flying virtual prop provided by an exemplary embodiment;
FIG. 5 shows a schematic diagram of the bounce process of a flying virtual prop provided by an exemplary embodiment;
FIG. 6 shows a flow chart of a method of using a virtual prop provided by another exemplary embodiment;
FIG. 7 shows a flow chart of a method of using a virtual prop provided by another exemplary embodiment;
FIG. 8 shows a flow chart of a method of using a virtual prop provided by another exemplary embodiment;
FIG. 9 shows a flow chart of a method of using a virtual prop provided by another exemplary embodiment;
FIG. 10 shows a flow chart of a method of using a virtual prop provided by another exemplary embodiment;
FIG. 11 illustrates a schematic diagram of a virtual world map provided by an exemplary embodiment;
FIG. 12 illustrates a schematic diagram of a virtual world map control provided by an exemplary embodiment;
FIG. 13 shows a schematic view of a flying virtual prop provided by an exemplary embodiment passing through 5 second virtual objects;
FIG. 14 shows a flow chart of a method of using a virtual prop provided by another exemplary embodiment;
FIG. 15 shows a block diagram of a device for using a virtual prop provided in an exemplary embodiment;
FIG. 16 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 battle environment for the virtual object. Illustratively, in a large-fleeing and killing type game, at least one virtual object carries out single-play battle 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 poison circle, 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 finished, and finally the virtual object which smoothly passes through a route in a checkpoint is a winner; for example, in a breakthrough type game, at least one virtual object performs one-round battle in a virtual environment, and the virtual object acquires clearance right of a current level by killing monsters so as to enter a next level or end the current level.
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.
Virtual props: the system comprises a virtual weapon capable of changing the attribute value of a virtual object, a virtual bullet and other complementary properties, defense properties such as a virtual shield, a virtual armor and a virtual armored car, virtual properties such as a virtual light beam and a virtual shock wave which are displayed through hands when the virtual object releases skills, and virtual properties capable of changing the attribute values of other virtual objects, including remote virtual properties such as a virtual pistol, a virtual rifle, a virtual sniper gun and a virtual frisbee gun, short-distance virtual properties such as a virtual dagger, a virtual knife, a virtual sword and a virtual rope, and throwing type virtual properties such as a virtual axe, a virtual fly knife, a virtual grenade, a virtual flash bomb and a virtual smoke bomb. In this application, the virtual stage property of flight belongs to the stage property that has flight function among the virtual stage property, and the virtual stage property of flight can be the virtual stage property that itself has flight attribute, also can be the virtual stage property that the virtual object threw, can also be the virtual stage property that virtual object launched when shooing. It should be noted that all the properties in the embodiment of the present application, such as the virtual bullet, the virtual armored car, the virtual pistol, the virtual rifle, the virtual sniper gun, and the virtual frisbee gun, are properties in the game.
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 terminal 120 and a server 140.
The terminal 120 is installed and operated with a client supporting a virtual environment. The client may be any one of a three-dimensional map program, a horizontal shooting, a horizontal adventure, a horizontal passing, a horizontal policy, a Virtual Reality (VR) application program, and an Augmented Reality (AR) program. The terminal 120 is a terminal used by a first user who uses the 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 terminal 120 is connected to the server 140 through a wireless network or a wired network.
The server 140 includes at least one of a server, a plurality of servers, a cloud computing platform, and a virtualization center. Illustratively, the server 140 includes a processor 144 and a memory 142, the memory 142 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 request for launching a flight virtual prop; 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 a response to the client that the flight virtual prop hits the obstacle. The server 140 is used to provide background services for clients supporting a three-dimensional virtual environment. Alternatively, the server 140 undertakes primary computational tasks and the terminal 120 undertakes secondary computational tasks; alternatively, the server 140 undertakes the secondary computing work and the terminal 120 undertakes the primary computing work; alternatively, the server 140 and the terminal 120 perform cooperative computing by using a distributed computing architecture.
Optionally, the client installed on the terminal 120 is a client on a different operating system platform (android or IOS). The terminal 120 may generally refer to one of a plurality of terminals, and the embodiment is merely illustrated with the terminal 120. The device types of the terminal 120 include: at least one of a smartphone, 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 increase the importance of the obstacle in the battle, fig. 2 shows a flowchart of a method for using the virtual prop according to an exemplary embodiment of the present application, which is illustrated by applying the method to the terminal 120 (or the client installed with the virtual environment) shown in fig. 1, and the method is applied to the client controlling the first virtual object, and the method includes:
step 220, displaying a visual angle picture of a first virtual object, wherein the first virtual object is provided with a flying virtual prop;
the first virtual object: refers to a virtual object corresponding to a client in this application. The first virtual object is a virtual object controlled by a user, and optionally, the first virtual object has its own shape and volume in the three-dimensional virtual environment, and occupies a part of the space in the three-dimensional virtual environment.
Flight virtual property: the first virtual object carries a virtual prop with a flight function, and optionally, the flight virtual prop has a shape and a volume in a three-dimensional virtual environment and occupies a part of space in the three-dimensional virtual environment. Illustratively, the virtual props of flight include virtual bullets, virtual flies, virtual frisbets, virtual grenades, virtual flashes, virtual smoke bombs, and the like.
In one embodiment, the flying virtual item is a virtual item launched by the first virtual object by firing a weapon. Optionally, the flying virtual item is implemented to be released from the control of the first virtual object after being launched. Optionally, the flying virtual item is implemented to be still controlled by the first virtual object after launch.
Illustratively, the first virtual object may receive a bounce trigger operation of the user after launching, the bounce trigger operation being used to control the flying virtual prop to implement a bounce function after hitting the obstacle, and illustratively, the first virtual object may change at least one of a speed and an appearance of the flying virtual prop after launching, the appearance including at least one of a color, a pattern, a shape, and a size. Please refer to step 663, step 762 and step 862 below.
Displaying a virtual environment picture by a visual angle picture of the first virtual object, wherein the virtual environment picture comprises an obstacle optionally; optionally, the virtual environment screen includes n second virtual objects, and the second virtual objects include at least one of Non-Player characters (NPCs) and virtual objects controlled by other users.
Step 240, responding to the launching operation, controlling the first virtual object to launch the flying virtual prop;
in one embodiment, the launching operation is a touch operation of a user on a terminal screen, and in response to the terminal receiving the operation of the user touching the launching control, the terminal controls the first virtual object to launch the flying virtual prop.
In one embodiment, the launching operation is a key operation of a user on a keyboard or a mouse, and in response to the terminal receiving an operation of the user pressing a launching key on the keyboard or a click operation on the mouse, the terminal controls the first virtual object to launch the flying virtual prop.
In one embodiment, the transmitting operation is a limb operation of the user in front of the motion sensing device, illustratively, the user puts out a transmitting gesture indicated by a terminal screen in front of the motion sensing device, and the terminal determines that the transmitting operation is received and then transmits the flying virtual prop.
In one embodiment, the transmission operation is a voice operation of a user before a voice input device (generally, the voice input device collects the voice of the user), illustratively, the user inputs a preset transmission voice to the terminal through the voice input device (such as a microphone), the terminal determines that the transmission operation is received, and then the flight virtual prop is transmitted.
And 260, rebounding the flight virtual prop and controlling the flight virtual prop to continuously fly at a second flight track under the condition that the obstacle is hit in the process that the flight virtual prop flies at the first flight track and the hitting meets the target condition.
After the terminal launches the flying virtual prop, the flying virtual prop flies in a first flying track, if the flying virtual prop hits an obstacle in the flying process and the hit meets the target condition, the terminal rebounds the flying virtual prop, and the flying virtual prop is controlled to continuously fly in a second flying track.
Obstacle: the virtual item is a preset virtual item which is not allowed to pass through by the flying virtual item. Illustratively, obstacles include virtual walls, virtual cars, virtual trees, virtual floors, and the like.
The first flight trajectory refers to the flight trajectory of the virtual prop before rebounding, the second flight trajectory refers to the flight trajectory of the virtual prop after rebounding, and schematically, the first flight trajectory is a straight line or an arc trajectory, and the second flight trajectory is a straight line or an arc trajectory corresponding to the first flight trajectory.
The target conditions are as follows: refers to the condition that the flying virtual prop can execute rebound after hitting the barrier. Optionally, the target conditions include:
the obstacle hit by the flight virtual prop at this time is a k-th obstacle hit, k is smaller than a time threshold value, and k is a positive integer;
the angle formed by the first flight trajectory and the surface of the obstacle falls within a preset angle range;
the flight virtual props pass through at least one second virtual object during flight in the first flight trajectory.
Illustratively, the flying virtual prop flies in a first flight trajectory and hits an obstacle, if the hit obstacle is the k-th hit obstacle, and k is smaller than a preset hit time threshold value, the flying virtual prop rebounds and is controlled to continuously fly in a second flight trajectory. Optionally, the flight virtual item is preconfigured with a hit time threshold.
Illustratively, the flying virtual prop flies in a first flight track and hits the barrier, and if an included angle formed by the first flight track and the surface of the barrier falls into a preset angle range, the flying virtual prop rebounds and is controlled to continuously fly in a second flight track. Optionally, the first flight trajectory is a straight trajectory, and the virtual flight prop is pre-configured with a preset angle range of an included angle formed between the first flight trajectory and the surface of the obstacle. Schematically, the included angle formed by the first flight path and the surface of the barrier is 45 degrees, the preset angle range is 30-75 degrees, and then the virtual prop is rebounded.
Illustratively, the flying virtual prop flies in a first flight trajectory and hits an obstacle, and if the flying virtual prop passes through at least one second virtual object in the process of flying in the first flight trajectory, the flying virtual prop rebounds and is controlled to continue flying in the second flight trajectory. Optionally, the second virtual object is a virtual object that is in an enemy relationship with the first virtual object.
In an alternative embodiment, the target condition may also be implemented as at least one of step 663, step 762 and step 862 described below.
Schematically, fig. 3 shows a picture of flying virtual prop 301 flying in a first flight trajectory according to an exemplary embodiment of the present application.
In one embodiment, if the flying virtual item meets the target condition when hitting an obstacle during flight, the flying virtual item will bounce indefinitely until the target condition is not met. Fig. 4 schematically shows a picture of a trajectory before and after a flying virtual item rebounds (the picture shows a flight trajectory after 3 rebounds of a flying virtual item in a manner that the flying virtual item is launched continuously four times at the same position), where schematically, the flying virtual item 301 flies along a first flight trajectory 401, and when an obstacle is hit and a target condition is met, the flying virtual item 301 continues to fly along a second flight trajectory 402 after rebounding.
In one embodiment, the terminal switches the first flight trajectory into the second flight trajectory when the virtual flight prop hits the obstacle during the flight with the first flight trajectory, and the current hit meets the target condition, where the first flight trajectory and the second flight trajectory are axisymmetric based on a normal axis of the surface of the obstacle. Schematically, fig. 5 shows a schematic diagram of a rebounding flight virtual prop. The first flight path 401 and the second flight path 402 are axisymmetric based on a normal line of the surface of the obstacle.
In conclusion, the flight virtual prop rebounds by controlling the flight virtual prop to hit the barrier in the process of flying by the first flight track and meets the target condition at this time, and the flight virtual prop is controlled to continuously fly by the second flight track, so that the influence of the barrier on fighting is enriched, the flight track of the flight virtual prop can be changed by setting the barrier, the probability that the flight virtual prop hits the second virtual object is increased, and the importance degree of the barrier in fighting is greatly improved.
The method also sets at least one of the correlation between the target condition and the number of times of hitting the barrier by the flying virtual prop, the included angle between the first flying track and the surface of the barrier and whether the flying virtual prop passes through the second virtual object in the first flying track, further perfects the scheme of rebounding the flying virtual prop by the barrier and avoids unreasonable infinite rebounding.
To avoid unreasonable infinite bounce of flying virtual objects, based on the alternative embodiment shown in fig. 2, in which step 260 is replaced by step 661, step 662, step 663 and step 664, fig. 6 shows a flowchart of a method for using virtual objects according to an exemplary embodiment of the present application, which is exemplified by applying the method to the terminal 120 (or a client installed with a virtual environment) shown in fig. 1, and the method is applied to a client controlling a first virtual object, and the method includes:
step 661, displaying a picture of the flying virtual prop flying in the first flying track;
in one embodiment, a camera model exists in a three-dimensional virtual environment where the first virtual object is located, the three-dimensional model of the flying virtual prop flies in the three-dimensional virtual environment according to a first flight track, and the camera model shoots a picture of the virtual environment and displays the picture on the terminal.
Step 662, receiving a bounce trigger operation;
and the rebound triggering operation is used for judging whether the flying virtual prop has a rebound function when hitting the barrier next time. Optionally, in response to the terminal receiving a bounce trigger operation during the process that the flying virtual item flies in the first flight trajectory, the terminal determines that the flying virtual item has a bounce function when hitting the obstacle next time.
Illustratively, the bounce trigger operation includes at least one of a trigger operation of a bounce control, a trigger operation of a bounce voice, and a trigger operation of a bounce gesture. The following description will exemplify a bounce trigger operation as a trigger operation of the bounce control.
Step 663, when the virtual flight prop hits the obstacle and the operation time of the rebound triggering operation falls into a preset time range, rebounding the virtual flight prop;
in one embodiment, a bounce control is arranged on the terminal, the bounce control is in a state to be triggered in the process that the flying virtual prop flies in the first flight track, and the terminal determines that the flying virtual prop bounces when the flying virtual prop hits an obstacle and the terminal determines that the operation time of the user touching the bounce control falls within a preset time range.
Optionally, the preset time range refers to a time range before the virtual flight prop hits the obstacle, for example, within 2s before the virtual flight prop hits the obstacle, and 1s to 3s before the virtual flight prop hits the obstacle.
In one embodiment, the terminal determines that the operation time of the bounce trigger operation falls within a preset time range after the virtual item of flight hits the obstacle. Illustratively, the terminal acquires a first timestamp of the bounce trigger operation after receiving the bounce trigger operation; the terminal obtains a second timestamp when the flight virtual prop hits the barrier; and based on the difference value between the first time stamp and the second time stamp being lower than the time threshold value, the terminal rebounds to fly the virtual prop. And if the first time stamp is 00:17:42, the second time stamp is 00:17:45, the difference value between the first time stamp and the second time stamp is 3s, and the time threshold value is 5s, the terminal rebounds and flies the virtual prop.
In one embodiment, the terminal determines that the operation time of the bounce trigger operation falls within a preset time range before the virtual item of flight hits the obstacle. Optionally, the terminal measures a time point at which the virtual flight prop hits the obstacle in advance, and determines a preset time range based on the time point, schematically, the terminal obtains a first time stamp of the bounce trigger operation after receiving the bounce trigger operation, and rebounds the virtual flight prop based on a difference value between the hit time point and the first time stamp measured in advance being lower than a time threshold. If the hit time point measured in advance is 00:17:45, the first time stamp is 00:17:42, the difference value between the hit time point measured in advance and the first time stamp is 3s, and the time threshold value is 5s, the terminal rebounds and flies the virtual prop.
And step 664, displaying a picture that the flying virtual prop continues flying with the second flying track.
In one embodiment, a camera model exists in a three-dimensional virtual environment where the first virtual object is located, the three-dimensional model of the flying virtual prop continues flying in the three-dimensional virtual environment with a second flying track, and the camera model shoots a picture of the virtual environment and displays the picture on the terminal.
In conclusion, the flying virtual prop is determined to have the rebounding function by determining that the rebounding trigger operation falls within the preset time range, so that the scheme of rebounding the flying virtual prop by the barrier is further perfected, and unreasonable rebounding for infinite times is avoided.
To avoid unreasonable infinite bounce of the flying virtual item, based on the alternative embodiment shown in fig. 2, in which step 260 is replaced by step 761, step 762 and step 763, fig. 7 shows a flowchart of a method for using the virtual item provided in an exemplary embodiment of the present application, which is illustrated by applying the method to the terminal 120 (or a client installed with a virtual environment) shown in fig. 1, and the method is applied to a client controlling a first virtual object, and the method includes:
step 761, displaying a picture of the virtual flight prop flying in the first flight track;
in one embodiment, the server is used for independently controlling and displaying the pictures of the flying virtual props flying along the first flying track, for example, the client sends related variables for calculating the first flying track to the server, the server calculates the first flying track based on the related variables and the influence factors of the virtual environment, and sends the first flying track to the client, and the client renders the pictures of the flying virtual props flying along the first flying track on a terminal screen. Optionally, the server further synchronously sends the first flight trajectory to clients of other users, so that the other clients synchronously render a picture of the virtual flight prop flying along the first flight trajectory.
In one embodiment, the client is used for independently controlling and displaying the pictures of the flight virtual props flying in the first flight track. For example, the client calculates a first flight trajectory based on the relevant variables of the first flight trajectory, and renders a picture of the flight virtual prop flying along the first flight trajectory on a terminal screen. Optionally, the client further sends the first flight trajectory to the server, and the server synchronizes to the clients of other users.
In one embodiment, the server and the client cooperatively control and display a picture of the flying virtual prop flying in the first flying track, for example, the client of the first user calculates a first prepared flying track based on relevant variables of the first flying track, the client of the first user further sends the first prepared flying track to the server, and the server calculates the first flying track based on the first prepared flying track and influencing factors of the virtual environment and sends the first flying track to the clients of the first user and other users.
Step 762, rebounding the flying virtual prop under the condition that the flying virtual prop hits the barrier and the speed of the flying virtual prop falls into a preset speed range;
when the flying virtual prop flies in the first flying track, if the flying virtual prop hits the barrier and the speed of the flying virtual prop falls into a preset speed range, the flying virtual prop rebounds. Illustratively, the speed of the flying virtual prop is 50, and the preset speed range is 30-70, then the terminal rebounds the flying virtual prop.
In one embodiment, the flying virtual prop cannot be changed in flying speed by the user after launch.
In an embodiment, the flight speed of the flying virtual item can still be changed manually by the user after launching, and optionally, a speed control is arranged on the terminal and used for changing the flight speed of the flying virtual item in the flying process. The terminal receives the speed change operation of the flying virtual prop and adjusts the flying speed of the flying virtual prop; the method comprises the steps that a terminal obtains a first flight speed when a flight virtual prop hits an obstacle; and rebounding the flying virtual prop by the terminal based on the fact that the first flying speed falls into the preset speed range. The speed change operations include acceleration, deceleration, and hold operations on the speed control, among others. Illustratively, the flying speed of the flying virtual prop when just launched is 80, and the flying speed is reduced by 20 every 1s, if the flying virtual prop hits the obstacle in 3s without adjusting the speed, the speed of the flying virtual prop when hitting the obstacle is 20, and the flying virtual prop cannot bounce. In response to the user triggering an acceleration operation at 1s, the speed is increased by 10 at 1s, and the flight virtual prop is
Figure BDA0003451258260000111
When in use
Figure BDA0003451258260000112
If the speed of the terminal hits the barrier and meets the preset speed range, the terminal rebounds to fly the virtual prop.
Step 763, displaying the picture of the flying virtual item flying continuously with the second flying track.
Similarly, referring to step 761 above, there are three possible embodiments of the picture for displaying that the flight virtual item continues to fly with the second flight trajectory, which are not described herein again.
In conclusion, the flying virtual prop is determined to have the rebounding function by determining that the speed of the flying virtual prop falls within the preset speed range when the flying virtual prop hits the obstacle, so that the scheme of rebounding the flying virtual prop by the obstacle is further perfected, and unreasonable bounces of infinite times are avoided.
To avoid unreasonable infinite bounce of the flying virtual prop, based on the alternative embodiment shown in fig. 2, in which step 260 can be replaced by step 861, step 862 and step 863, fig. 8 shows a flowchart of a method for using the virtual prop, which is provided in an exemplary embodiment of the present application, and is exemplified by applying the method to the terminal 120 (or a client installed with a virtual environment) shown in fig. 1, and applying the method to a client controlling a first virtual object, where the method includes:
step 861, displaying a picture of the flying virtual prop flying in a first flying track;
here, similar to step 761 described above, further description is omitted.
Step 862, rebounding the virtual flight prop under the condition that the virtual flight prop hits the obstacle and the representation form of the virtual flight prop is matched with the obstacle;
wherein, the expression form comprises at least one of color, pattern, shape and size;
when the flight virtual prop flies along the first flight track, if the flight virtual prop hits the obstacle and the representation form of the flight virtual prop is matched with the obstacle, the flight virtual prop rebounds. Schematically, the flying virtual prop appears to be a circle when hitting the barrier, and the barrier is a wall (preset to be matched with the circle), so that the flying virtual prop rebounds; illustratively, the virtual flight prop appears as a square when hitting the barrier, and rebounds when the barrier is a virtual automobile (preset to be matched with the square).
In one embodiment, the representation form of the flying virtual prop cannot be changed after being launched, and the representation form of the flying virtual prop is determined randomly. Illustratively, the flying virtual prop is determined to be a golden bullet shape after being launched, and the flying virtual prop rebounds after hitting a stone (an obstacle).
In one embodiment, the representation form of the flight virtual prop can be changed after being launched, optionally, a form control is arranged on the terminal, the form control is used for changing the representation form of the flight virtual prop, and the terminal receives the operation of changing the representation form of the flight virtual prop and changes the representation form of the flight virtual prop; the method comprises the steps that a terminal obtains a first expression form when a flight virtual prop hits an obstacle; and based on the matching of the first expression form and the obstacle, the terminal rebounds to fly the virtual prop. Illustratively, the barrier is a tree, a yellow mark is prompted on the tree, the color of the flying virtual prop when the flying virtual prop hits the tree is changed into yellow (a first expression form) in response to the terminal receiving a color change operation on the form control, and the terminal rebounds the flying virtual prop. Illustratively, the obstacle is the ground, a mark with a size of 10 is prompted on the ground, the size of the virtual flight prop is adjusted to 9.5-10.5 (a first expression form) when the virtual flight prop hits the ground in response to the size change operation on the terminal receiving form control, the 9.5-10.5 are preset allowable error ranges, and the virtual flight prop rebounds from the terminal.
And 863, displaying a picture of the flying virtual prop continuing to fly in the second flight track.
Here, similar to step 761 described above, further description is omitted.
In conclusion, the virtual flight prop is determined to have a rebounding function by determining that the representation form of the virtual flight prop is matched with the obstacle when the virtual flight prop hits the obstacle, so that the scheme of rebounding the virtual flight prop is further perfected, and unreasonable rebounding for infinite times is avoided.
To improve the attack efficiency of flying virtual items, based on the optional embodiment shown in fig. 2, step 260 may further include step 270, fig. 9 shows a flowchart of a method for using virtual items according to an exemplary embodiment of the present application, which is illustrated by applying the method to the terminal 120 (or the client installed with a virtual environment) shown in fig. 1, and the method is applied to the client controlling the first virtual object, and the method includes:
step 270, displaying pictures that the flying virtual props pass through the n second virtual objects one by one and pictures that the flying virtual props continuously fly along the second flight tracks under the condition that the flying virtual props hit the n second virtual objects in the process of flying along the second flight tracks, wherein n is a positive integer;
the second virtual object: the second virtual object and the first virtual object are in an enemy relationship or a cooperative relationship; optionally, the second virtual object is a virtual object controlled by another player or an NPC.
In the process that the flying virtual prop flies in the second flying track, if the flying virtual prop hits n second virtual objects, the terminal displays pictures that the flying virtual prop passes through the n second virtual objects one by one and displays pictures that the flying virtual prop continues flying in the second flying track. It is worth to be noted that the n second virtual objects fall on the second flight trajectory, and the flight virtual prop has a penetrating function for the n second virtual objects.
Aiming at one of the n second virtual objects, under the condition that the three-dimensional model of the flying virtual prop hits the three-dimensional model of the second virtual object in the process of flying the three-dimensional model of the flying virtual prop by a second flying track, the terminal closes the rigid body attribute of the three-dimensional model of the second virtual object, wherein the rigid body attribute is used for setting whether the three-dimensional model can be penetrated or not; and finally, the terminal displays a picture that the flying virtual prop passes through the second virtual object.
Optionally, after the terminal displays the picture that the flying virtual prop passes through the second virtual object, the terminal further displays a bullet hole special effect at a position where the flying virtual prop passes through the second virtual object, and the bullet hole special effect indicates that the flying virtual prop has passed through the second virtual object.
In conclusion, n second virtual objects are infinitely penetrated in the process of setting the flying virtual prop to fly along the second flying track, so that the efficiency of the player attacking multiple enemies in the virtual environment is improved.
Based on the optional embodiment shown in fig. 2, step 260 may further include step 281, step 282, step 283, step 284 and step 285, fig. 10 shows a flowchart of a method for using a virtual item provided in an exemplary embodiment of the present application, which is exemplified by applying the method to the terminal 120 (or the client installed with a virtual environment) shown in fig. 1, and applying the method to the client controlling the first virtual object, where the method includes:
step 281, controlling the flying virtual prop to hit n second virtual objects in the process of flying by a second flying track;
and the terminal controls the flight virtual prop to fly according to the second flight track and hit n second virtual objects falling into the second flight track.
282, displaying a picture that the flight virtual prop passes through the ith second virtual object by the ith injury value;
in one embodiment, the flying virtual item carries n injury values ordered from high to low, that is, the injury values caused by the flying virtual item passing through n second virtual objects are gradually reduced. Then, under the condition that the flying virtual prop hits n second virtual objects in the process of flying by a second flight track, the terminal displays a picture that the flying virtual prop passes through the ith second virtual object by an ith damage value, and the initial value of i is 1;
in one embodiment, after the terminal displays the flight virtual prop to pass through the picture of the ith second virtual object by the ith injury value, the method further includes: under the condition that the ith damage value is not lower than the life value of the ith second virtual object, the terminal displays a knocked-down picture of the ith second virtual object; then, the terminal exposes the position of the second virtual object which is not knocked down on a virtual world map control, and the virtual world map control is used for displaying the virtual world map viewed from the top view.
Illustratively, the virtual world map is shown in fig. 11, the virtual world map control is shown in fig. 12, a mapping relationship exists between the virtual world map and the virtual world map control, and three points ABC on the virtual world map are selected, so that a corresponding point a 'B' C 'exists on the virtual world map control, and based on the mapping relationship between ABC and a' B 'C', the position of the knocked-down second virtual object on the virtual world map can be mapped to the position of the knocked-down second virtual object on the virtual world map control.
In one embodiment, after the terminal displays the flight virtual prop to pass through the picture of the ith second virtual object by the ith injury value, the method further includes: and displaying a picture that the ith second virtual object is not knocked down when the ith injury value is lower than the life value of the ith second virtual object. Optionally, the terminal further displays virtual weapons respectively corresponding to the knocked down second virtual object, and the virtual weapons are used for enhancing the force value of the first virtual object; optionally, the terminal further increases a score value corresponding to the knocked down second virtual object, and the score value is used for determining the reward of the first virtual object after the match is completed.
Step 283, calculating i ═ i + 1;
the terminal calculates i ═ i + 1.
Step 284, i is greater than n;
the terminal judges whether i is larger than n. If i is greater than n, go to step 285; if i is not greater than n, go to step 282.
And step 285, displaying a picture that the flying virtual prop continues flying in the second flying track.
And the terminal displays a picture that the flying virtual prop continues flying in the second flying track.
In summary, the damage of the flying virtual prop when passing through the n second virtual objects is gradually reduced, and the n second virtual objects may be knocked down or not knocked down, so that the reward for controlling the first virtual object of the flying virtual prop is further set, an implementation mode of an infinite penetration scheme is provided, and the attack efficiency of the flying virtual prop is improved.
It should be noted that the above method may also be implemented such that the flying virtual prop hits m second virtual objects on the first flight trajectory, which is similar to hitting n second virtual objects on the second flight trajectory and is not described again. Thus, flying the virtual prop on both the first flight trajectory and the second flight trajectory may enable infinite penetration of the second virtual object.
Schematically, fig. 13(a) shows that there are 5 second virtual objects 1301 on the first flight trajectory, fig. 13(b) shows that after the flight virtual prop hits and penetrates 5 second virtual objects 1301, 2 of the second virtual objects 1301 are knocked down, and the other 3 of the second virtual objects 1301 are not knocked down.
Fig. 14 shows a flowchart of a method for using a virtual item, which is provided in an exemplary embodiment of the present application, and is illustrated by applying the method to the terminal 120 (or a client installed with a virtual environment) shown in fig. 1, where the method includes:
step 1401, start;
the terminal begins running the logic of use of the virtual flying disc gun.
Step 1402, controlling a first virtual object to equip a virtual flying disc gun;
the virtual flying disk gun is a shooting weapon, and the first virtual object can launch flying virtual props (virtual flying disks or virtual bullets) through the virtual flying disk gun. In one embodiment, the backpack carried by the first virtual object stores a virtual frigun, and the user controls the first virtual object to obtain the virtual frigun from the backpack and directly equip the first virtual object. In one embodiment, a user controls a first virtual object to pick up a virtual flying disc gun from a three-dimensional virtual environment and equips the first virtual object directly.
Step 1403, detecting whether the first virtual object is on fire;
the terminal detects whether the first virtual object is fired through the virtual frisbee gun or not; if the terminal detects that the first virtual object is fired, go to step 1404, and if the terminal does not detect that the first virtual object is fired, go to step 1403 again.
Step 1404, controlling the virtual bullets to fly in a straight line in the air;
the terminal controls the virtual bullet to fly in a straight line in the air, namely the first flight track and the second flight track are both straight-line tracks.
Step 1405, whether the virtual bullet hits an enemy;
the terminal detects whether the virtual bullet hits an enemy. If the terminal detects that the virtual bullet hits the enemy, step 1406 is performed, and if the terminal detects that the virtual bullet does not hit the enemy, step 1404 is performed.
Step 1406, calculating damage;
in the case where the virtual bullet hits an enemy, the terminal calculates the harm the virtual bullet caused to the enemy. Optionally, when the virtual bullet hits multiple enemies, the harm of the virtual bullet to the enemies is gradually decreased, if the harm of the virtual bullet to the enemies is not less than the life value of the enemies, the terminal determines that the virtual bullet hits the enemies, and if the harm of the virtual bullet to the enemies is less than the life value of the enemies, the terminal exposes the positions of the enemies on the world map control.
Step 1407, continuing the flight;
and the terminal controls the virtual bullet to continue flying until the virtual bullet touches the obstacle.
Step 1408, whether the dummy bullet hits an obstacle;
the terminal determines whether the dummy cartridge touches the obstacle, if so, executes step 1409, otherwise, executes step 1407.
Step 1409, flying according to the new track after rebounding;
and after the terminal determines that the virtual bullet touches the obstacle, the terminal rebounds the virtual bullet and controls the virtual bullet to fly according to a new track, wherein the new track is the second flying track. In one embodiment, the terminal determines that the second flight trajectory after the bounce of the virtual bullet is axisymmetric to the first flight trajectory based on a normal axis of the surface of the obstacle.
Step 1410, whether the rebound upper limit is reached;
the terminal determines whether the virtual bullet reaches an upper rebound limit. If yes, go to step 1411; if not, go to step 1409.
Step 1411, controlling the virtual bullet to disappear;
in the case where the virtual bullet reaches the upper rebound limit, the terminal controls the virtual bullet to disappear.
And step 1412, ending.
The terminal ends the logic of use of the virtual flying disc gun.
Fig. 15 shows a block diagram of a device for using a virtual item, according to an exemplary embodiment of the present application, where the device includes:
a display module 1501, configured to display a view angle picture of a first virtual object, where the first virtual object has a flight virtual prop;
a control module 1502 for controlling a first virtual object to launch a flying virtual item in response to a launch operation;
the rebounding module 1503 is configured to rebound the flying virtual prop and control the flying virtual prop to continue flying at the second flight trajectory when the obstacle is hit during the flying of the flying virtual prop at the first flight trajectory and the current hit meets the target condition.
In an optional embodiment, the bounce module 1503 is further configured to display a picture that the flight virtual item flies in the first flight trajectory.
In an alternative embodiment, the bounce module 1503 is also configured to receive bounce trigger operations.
In an alternative embodiment, the bounce module 1503 is further configured to bounce the flying virtual item if the flying virtual item hits an obstacle and the operation time of the bounce trigger operation is determined to fall within a preset time range.
In an optional embodiment, the bounce module 1503 is further configured to display a picture that the flight virtual item continues to fly at the second flight trajectory.
In an alternative embodiment, the bounce module 1503 is further configured to obtain a first timestamp of the bounce trigger operation.
In an alternative embodiment, the bounce module 1503 is further configured to obtain a second timestamp of when the flight virtual prop hits the obstacle.
In an optional embodiment, the bounce module 1503 is further configured to bounce the flight virtual prop based on a difference between the first timestamp and the second timestamp being below a time threshold.
In an optional embodiment, the bounce module 1503 is further configured to display a picture that the flight virtual item flies in the first flight trajectory.
In an optional embodiment, the bounce module 1503 is further configured to bounce the flying virtual item if the flying virtual item hits an obstacle and the speed of the flying virtual item falls within a preset speed range.
In an optional embodiment, the bounce module 1503 is further configured to display a picture that the flight virtual item continues to fly at the second flight trajectory.
In an alternative embodiment, the bounce module 1503 is further configured to receive a speed change operation of the flying virtual prop and adjust the flying speed of the flying virtual prop.
In an alternative embodiment, the bounce module 1503 is further configured to obtain a first flight speed when the virtual flight prop hits the obstacle.
In an alternative embodiment, the bounce module 1503 is further configured to bounce the flight virtual prop based on the first flight speed falling within a preset speed range.
In an optional embodiment, the bounce module 1503 is further configured to display a picture that the flight virtual item flies in the first flight trajectory.
In an optional embodiment, the bounce module 1503 is further configured to bounce the virtual flight prop when the virtual flight prop hits the obstacle and the virtual flight prop has a representation form matching the obstacle, wherein the representation form includes at least one of a color, a pattern, a shape, and a size.
In an optional embodiment, the bounce module 1503 is further configured to display a picture that the flight virtual item continues to fly at the second flight trajectory.
In an optional embodiment, the bounce module 1503 is further configured to receive an operation of changing the representation of the flight virtual item and change the representation of the flight virtual item.
In an alternative embodiment, the bounce module 1503 is further configured to obtain a first representation of the virtual flight prop hitting the obstacle.
In an alternative embodiment, the bounce module 1503 is further configured to bounce the flight virtual prop based on the first appearance matching the obstacle.
In an alternative embodiment, the target condition further comprises at least one of:
the obstacle hit by the flight virtual prop at this time is a k-th obstacle hit, k is smaller than a time threshold value, and k is a positive integer;
an included angle formed by the first flight track and the surface of the barrier falls into a preset angle range;
the flying virtual prop passes through at least one second virtual object during flight in the first flight trajectory.
In an alternative embodiment, the bounce module 1503 is further configured to convert the first flight trajectory into a second flight trajectory, and the first flight trajectory and the second flight trajectory are axisymmetric based on a normal axis of the surface of the obstacle.
In an optional embodiment, the display module 1501 is further configured to, when the flying virtual prop hits n second virtual objects in the process of flying in the second flight trajectory, display a picture that the flying virtual prop passes through the n second virtual objects one by one, and display a picture that the flying virtual prop continues flying in the second flight trajectory, where n is a positive integer.
In an alternative embodiment, display module 1501 is further configured to, for one of the n second virtual objects, close the rigid body property of the three-dimensional model of the second virtual object if the three-dimensional model of the flying virtual prop hits the three-dimensional model of the second virtual object during the flight of the three-dimensional model of the flying virtual prop with the second flight trajectory.
In an alternative embodiment, display module 1501 is also used to control the three-dimensional model of the flying virtual prop through the three-dimensional model of the second virtual object.
In an alternative embodiment, display module 1501 is further configured to display a picture of the flight virtual prop passing through the second virtual object.
In an alternative embodiment, display module 1501 is further configured to display a pop-hole effect at the location where the flying virtual prop passes through the second virtual object.
In an optional embodiment, the flight virtual item carries n injury values ordered from high to low.
In an alternative embodiment, display module 1501 is further configured to display a picture that the flight virtual prop crosses the ith second virtual object at the ith injury value.
In an alternative embodiment, the display module 1501 is further configured to make i ═ i +1, and re-execute the step of displaying the picture that the flight virtual prop passes through the ith second virtual object at the ith injury value, where i has an initial value of 1, and i is a positive integer no greater than n.
In an alternative embodiment, the display module 1501 is further configured to display a knocked-down picture of the ith second virtual object if the ith injury value is not lower than the life value of the ith second virtual object; or displaying a picture that the ith second virtual object is not knocked down when the ith injury value is lower than the life value of the ith second virtual object.
In an alternative embodiment, the display module 1501 is further configured to expose the position of the second virtual object that has not been knocked down on a virtual world map control for displaying the virtual world map viewed from a top view perspective.
In an alternative embodiment, the display module 1501 is further configured to display virtual weapons corresponding to the knocked down second virtual objects, respectively, the virtual weapons being configured to enhance the force value of the first virtual object.
In an alternative embodiment, the display module 1501 is further configured to increase a score value corresponding to the knocked down second virtual object, the score value being used to determine the reward for the first virtual object after completing the game.
In conclusion, the device can rebound the flight virtual prop by controlling the flight virtual prop to hit the barrier in the process of flying with the first flight track and meet the target condition, and can control the flight virtual prop to continue flying with the second flight track, thereby enriching the influence of the barrier on fighting, setting the barrier to change the flight track of the flight virtual prop, increasing the probability that the flight virtual prop hits the second virtual object, and greatly improving the importance degree of the barrier in fighting.
Fig. 16 shows a block diagram of a computer device 1600 provided in an exemplary embodiment of the present application. The computer device 1600 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 1600 may also be referred to by other names such as user equipment, portable terminals, laptop terminals, desktop terminals, etc.
Generally, computer device 1600 includes: a processor 1601, and a memory 1602.
Processor 1601 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and so on. The processor 1601 may be implemented in at least one hardware form of a DSP (Digital Signal Processing), an FPGA (Field-Programmable Gate Array), and a PLA (Programmable Logic Array). Processor 1601 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 1601 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing content that the display screen needs to display. In some embodiments, the processor 1601 may further include an AI (Artificial Intelligence) processor for processing computing operations related to machine learning.
Memory 1602 may include one or more computer-readable storage media, which may be non-transitory. The memory 1602 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 1602 is used to store at least one instruction for execution by processor 1601 to implement a method of using a virtual prop provided by a method embodiment of the present application.
In some embodiments, computer device 1600 may also optionally include: peripheral interface 1603 and at least one peripheral. Processor 1601, memory 1602 and peripheral interface 1603 may be connected by buses or signal lines. Various peripheral devices may be connected to peripheral interface 1603 via buses, signal lines, or circuit boards. By way of example, the peripheral device may include: at least one of radio frequency circuitry 1604, a display 1605, a camera assembly 1606, audio circuitry 1607, and a power supply 1608.
Peripheral interface 1603 can be used to connect at least one I/O (Input/Output) related peripheral to processor 1601 and memory 1602. In some embodiments, processor 1601, memory 1602, and peripheral interface 1603 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1601, the memory 1602 and the peripheral device interface 1603 may be implemented on a separate chip or circuit board, which is not limited by this embodiment.
The Radio Frequency circuit 1604 is used for receiving and transmitting RF (Radio Frequency) signals, also called electromagnetic signals. The radio frequency circuitry 1604 communicates with communication networks and other communication devices via electromagnetic signals. The rf circuit 1604 converts the electrical signal into an electromagnetic signal to be transmitted, or converts a received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1604 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, and so forth. The radio frequency circuit 1604 may communicate with other terminals via at least one wireless communication protocol. The wireless communication protocols include, but are not limited to: the world wide web, metropolitan area networks, intranets, generations of mobile communication networks (2G, 3G, 4G, and 16G), Wireless local area networks, and/or WiFi (Wireless Fidelity) networks. In some embodiments, the rf circuit 1604 may also include NFC (Near Field Communication) related circuits, which are not limited in this application.
The display 1605 is used to display a UI (User Interface). The UI may include graphics, text, icons, video, and any combination thereof. When the display screen 1605 is a touch display screen, the display screen 1605 also has the ability to capture touch signals on or over the surface of the display screen 1605. The touch signal may be input to the processor 1601 as a control signal for processing. At this point, the display 1605 may also be used to provide virtual buttons and/or a virtual keyboard, also referred to as soft buttons and/or a soft keyboard. In some embodiments, the display 1605 may be one, disposed on the front panel of the computer device 1600; in other embodiments, the display screens 1605 can be at least two, each disposed on a different surface of the computer device 1600 or in a folded design; in other embodiments, the display 1605 may be a flexible display disposed on a curved surface or on a folded surface of the computer device 1600. Even further, the display 1605 may be arranged in a non-rectangular irregular pattern, i.e., a shaped screen. The Display 1605 may be made of LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode), or other materials.
The camera assembly 1606 is used to capture images or video. Optionally, camera assembly 1606 includes a front camera and a rear camera. Generally, a front camera is disposed at a front panel of the terminal, and a rear camera is disposed at a rear surface of the terminal. In some embodiments, the number of the rear cameras is at least two, and each rear camera is any one of a main camera, a depth-of-field camera, a wide-angle camera and a telephoto camera, so that the main camera and the depth-of-field camera are fused to realize a background blurring function, and the main camera and the wide-angle camera are fused to realize panoramic shooting and VR (Virtual Reality) shooting functions or other fusion shooting functions. In some embodiments, camera assembly 1606 can also include a flash. The flash lamp can be a monochrome temperature flash lamp or a bicolor temperature flash lamp. The double-color-temperature flash lamp is a combination of a warm-light flash lamp and a cold-light flash lamp, and can be used for light compensation at different color temperatures.
The audio circuitry 1607 may include a microphone and a speaker. The microphone is used for collecting sound waves of a user and the environment, converting the sound waves into electric signals, and inputting the electric signals to the processor 1601 for processing or inputting the electric signals to the radio frequency circuit 1604 to achieve voice communication. For stereo capture or noise reduction purposes, the microphones may be multiple and located at different locations on the computer device 1600. The microphone may also be an array microphone or an omni-directional pick-up microphone. The speaker is used to convert electrical signals from the processor 1601 or the radio frequency circuit 1604 into sound waves. The loudspeaker can be a traditional film loudspeaker or a piezoelectric ceramic loudspeaker. When the speaker is a piezoelectric ceramic speaker, the speaker can be used for purposes such as converting an electric signal into a sound wave audible to a human being, or converting an electric signal into a sound wave inaudible to a human being to measure a distance. In some embodiments, the audio circuit 1607 may also include a headphone jack.
The power supply 1608 is used to provide power to the various components in the computer device 1600. The power source 1608 may be alternating current, direct current, disposable or rechargeable. When the power supply 1608 comprises a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. The wired rechargeable battery is a battery charged through a wired line, and the wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery may also be used to support fast charge technology.
In some embodiments, computer device 1600 also includes one or more sensors 1609. The one or more sensors 1609 include, but are not limited to: acceleration sensor 1610, gyro sensor 1611, pressure sensor 1612, optical sensor 1613, and proximity sensor 1614.
Acceleration sensor 1610 may detect acceleration magnitudes on three coordinate axes of a coordinate system established with computer device 1600. For example, the acceleration sensor 1610 may be used to detect components of the gravitational acceleration in three coordinate axes. The processor 1601 may control the display screen 1605 to display the user interface in a landscape view or a portrait view according to the gravitational acceleration signal collected by the acceleration sensor 1610. The acceleration sensor 1610 may also be used for acquisition of motion data of a game or a user.
The gyro sensor 1611 may detect a body direction and a rotation angle of the computer device 1600, and the gyro sensor 1611 may cooperate with the acceleration sensor 1610 to acquire a 3D motion of the user with respect to the computer device 1600. The processor 1601 may perform the following functions according to the data collected by the gyro sensor 1611: motion sensing (such as changing the UI according to a user's tilting operation), image stabilization at the time of photographing, game control, and inertial navigation.
Pressure sensor 1612 may be disposed on a side frame of computer device 1600 and/or underneath display 1605. When pressure sensor 1612 sets up the side frame at computer equipment 1600, can detect the user and hold the signal to computer equipment 1600, hold the signal by processor 1601 according to pressure sensor 1612 collection and carry out left and right hands discernment or swift operation. When the pressure sensor 1612 is disposed at a lower layer of the display 1605, the processor 1601 controls the operability control on the UI interface according to the pressure operation of the user on the display 1605. The operability control comprises at least one of a button control, a scroll bar control, an icon control and a menu control.
The optical sensor 1613 is used to collect ambient light intensity. In one embodiment, the processor 1601 may control the display brightness of the display screen 1605 based on the ambient light intensity collected by the optical sensor 1613. Illustratively, when the ambient light intensity is high, the display brightness of the display screen 1605 is adjusted up; when the ambient light intensity is low, the display brightness of the display screen 1605 is adjusted down. In another embodiment, the processor 1601 may also dynamically adjust the shooting parameters of the camera assembly 1606 based on the ambient light intensity collected by the optical sensor 1613.
A proximity sensor 1614, also known as a distance sensor, is typically disposed on the front panel of the computer device 1600. The proximity sensor 1614 is used to capture the distance between the user and the front of the computer device 1600. In one embodiment, the display 1605 is controlled by the processor 1601 to switch from the bright screen state to the dark screen state when the proximity sensor 1614 detects that the distance between the user and the front surface of the computer device 1600 is gradually decreasing; when the proximity sensor 1614 detects that the distance between the user and the front surface of the computer device 1600 is gradually increasing, the display 1605 is controlled by the processor 1601 to switch from a breath screen state to a bright screen state.
Those skilled in the art will appreciate that the configuration shown in FIG. 16 is not intended to be limiting of computer device 1600, and may include more or fewer components than those shown, or some components may be combined, or a different arrangement of components may be employed.
The present application also 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 method for using the virtual prop provided by the above method embodiment.
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 use method of the virtual prop 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 method for using a virtual item, the method being applied to a client for controlling a first virtual object, the method comprising:
displaying a visual angle picture of the first virtual object, wherein the first virtual object is provided with a flying virtual prop;
controlling the first virtual object to launch the flying virtual item in response to a launch operation;
when the virtual flight prop hits an obstacle in the process of flying by a first flight track and meets the target condition at this time, rebounding the virtual flight prop, and controlling the virtual flight prop to continuously fly by a second flight track.
2. The method according to claim 1, wherein the rebounding the flying virtual prop and controlling the flying virtual prop to continue flying in a second flight trajectory when the flying virtual prop hits an obstacle during the flying in the first flight trajectory and the current hit meets the target condition comprises:
displaying a picture of the flying virtual prop flying by the first flying track;
receiving a rebound triggering operation;
rebounding the flying virtual prop under the condition that the flying virtual prop hits the barrier and the operation time of the rebounding triggering operation falls within a preset time range;
and displaying a picture that the flying virtual prop continues flying with the second flying track.
3. The method of claim 2, wherein said rebounding said flying virtual prop in the event that said flying virtual prop hits said obstacle and the operating time of said rebounding trigger operation falls within a preset time range comprises:
acquiring a first timestamp of the rebound triggering operation;
acquiring a second timestamp when the flight virtual prop hits the barrier;
rebounding the flying virtual prop based on a difference between the first timestamp and the second timestamp being below a time threshold.
4. The method according to claim 1, wherein the rebounding the flying virtual prop and controlling the flying virtual prop to continue flying in a second flight trajectory when the flying virtual prop hits an obstacle during the flying in the first flight trajectory and the current hit meets the target condition comprises:
displaying a picture of the flying virtual prop flying by the first flying track;
when the flying virtual prop hits the barrier and the speed of the flying virtual prop falls into a preset speed range, rebounding the flying virtual prop;
and displaying a picture that the flying virtual prop continues flying with the second flying track.
5. The method of claim 4, wherein said rebounding said flying virtual prop in the event that said flying virtual prop hits said obstacle and the velocity of said flying virtual prop falls within a preset velocity range comprises:
receiving a speed change operation of the flying virtual prop and adjusting the flying speed of the flying virtual prop;
acquiring a first flight speed when the flight virtual prop hits the barrier;
and rebounding the flying virtual prop based on the fact that the first flying speed falls into the preset speed range.
6. The method according to claim 1, wherein the rebounding the flying virtual prop and controlling the flying virtual prop to continue flying in a second flight trajectory when the flying virtual prop hits an obstacle during the flying in the first flight trajectory and the current hit meets the target condition comprises:
displaying a picture of the flying virtual prop flying by the first flying track;
when the flight virtual prop hits the obstacle and the expression form of the flight virtual prop is matched with the obstacle, rebounding the flight virtual prop, wherein the expression form comprises at least one of color, pattern, shape and size;
and displaying a picture that the flying virtual prop continues flying with the second flying track.
7. The method of claim 6, wherein said rebounding said flying virtual prop in the event that said flying virtual prop hits said obstacle and the appearance of said flying virtual prop matches said obstacle comprises:
receiving the operation of changing the expression form of the flight virtual prop and changing the expression form of the flight virtual prop;
acquiring a first expression form when the flight virtual prop hits the barrier;
rebounding the flight virtual prop based on the first expression form being matched with the obstacle.
8. The method according to any one of claims 1 to 7, wherein the target conditions further comprise at least one of:
the obstacle hit by the flight virtual prop at this time is a k-th obstacle hit, k is smaller than a time threshold value, and k is a positive integer;
an included angle formed by the first flight track and the surface of the obstacle falls into a preset angle range;
the flight virtual prop passes through at least one second virtual object during flight in the first flight trajectory.
9. The method of any one of claims 1 to 7, wherein said rebounding said flying virtual prop comprises:
converting the first flight trajectory into the second flight trajectory, the first flight trajectory and the second flight trajectory being axisymmetric based on a normal to a surface of the obstacle.
10. The method of any of claims 1 to 7, further comprising:
and under the condition that the flying virtual prop hits n second virtual objects in the process of flying by the second flying track, displaying pictures that the flying virtual prop passes through the n second virtual objects one by one and displaying pictures that the flying virtual prop continues flying by the second flying track, wherein n is a positive integer.
11. The method according to claim 10, wherein, in a case where the flying virtual item hits n second virtual objects in the process of flying in the second flight trajectory, displaying a picture that the flying virtual item passes through the n second virtual objects one by one, includes:
for one of the n second virtual objects, closing the rigid body attribute of the three-dimensional model of the second virtual object when the three-dimensional model of the flying virtual prop hits the three-dimensional model of the second virtual object in the process of flying by the second flying track;
controlling the three-dimensional model of the flying virtual prop to pass through the three-dimensional model of the second virtual object;
and displaying a picture that the flying virtual prop passes through the second virtual object.
12. The method of claim 11, further comprising:
and displaying a bullet hole special effect at the position where the flying virtual prop passes through the second virtual object.
13. The method of claim 10, wherein the flying virtual prop carries n injury values ordered from high to low;
the displaying the pictures that the flying virtual props pass through the n second virtual objects one by one comprises the following steps:
displaying a picture that the flight virtual prop passes through an ith second virtual object at an ith injury value;
and if i is equal to i +1, re-executing the step of displaying the picture that the flight virtual item passes through the ith second virtual object at the ith injury value, wherein the initial value of i is 1, and i is a positive integer not greater than n.
14. The method of claim 13, wherein after displaying the flight virtual prop at an ith injury value across a screen of an ith second virtual object, further comprising:
displaying a knocked-down picture of the ith second virtual object under the condition that the ith damage value is not lower than the life value of the ith second virtual object;
or the like, or, alternatively,
and displaying a picture that the ith second virtual object is not knocked down when the ith damage value is lower than the life value of the ith second virtual object.
15. The method according to claim 14, wherein after displaying the knocked-down picture of the ith second virtual object if the ith injury value is not lower than the life value of the ith second virtual object, further comprising at least one of:
displaying virtual weapons respectively corresponding to the knocked down second virtual objects, wherein the virtual weapons are used for enhancing the force value of the first virtual object;
and increasing a score value corresponding to the knocked down second virtual object, wherein the score value is used for determining the reward of the first virtual object after the first virtual object completes the game.
16. The method according to claim 14, wherein after displaying the frame that the ith second virtual object is not knocked down if the ith injury value is lower than the life value of the ith second virtual object, further comprising:
exposing a location on a virtual world map control where the second virtual object that was not knocked down is located, the virtual world map control for displaying a virtual world map viewed from an overhead perspective.
17. An apparatus for using a virtual prop, the apparatus comprising:
the display module is used for displaying a visual angle picture of the first virtual object, and the first virtual object is provided with a flying virtual prop;
the control module is used for responding to the transmitting operation and controlling the first virtual object to transmit the flying virtual prop;
and the rebounding module is used for rebounding the flight virtual prop and controlling the flight virtual prop to continuously fly at a second flight track under the condition that the obstacle is hit in the process that the flight virtual prop flies at the first flight track and the hitting meets the target condition.
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 a method of using a virtual prop as claimed in any one of claims 1 to 16.
19. A computer-readable storage medium, characterized in that it stores a computer program which is loaded and executed by a processor to implement a method of using a virtual prop according to any one of claims 1 to 16.
20. A computer program product, comprising computer instructions stored in a computer readable storage medium, the computer instructions being read from the computer readable storage medium by a processor of a computer device, the processor executing the computer instructions to cause the computer device to perform to implement a method of using a virtual prop as claimed in any one of claims 1 to 16.
CN202111664302.5A 2021-11-12 2021-12-31 Using method, device, equipment, medium and program product of virtual prop Pending CN114130031A (en)

Applications Claiming Priority (2)

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CN202111342613 2021-11-12
CN202111342613X 2021-11-12

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Publication Number Publication Date
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Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN117244243A (en) * 2023-11-20 2023-12-19 腾讯科技(深圳)有限公司 Virtual object processing method, device, equipment and storage medium
WO2024125092A1 (en) * 2022-12-12 2024-06-20 腾讯科技(深圳)有限公司 Interaction method and apparatus based on flyable prop, and electronic device and storage medium
WO2024193218A1 (en) * 2023-03-22 2024-09-26 腾讯科技(深圳)有限公司 Interactive control method and apparatus for virtual object, device, medium, and product

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2024125092A1 (en) * 2022-12-12 2024-06-20 腾讯科技(深圳)有限公司 Interaction method and apparatus based on flyable prop, and electronic device and storage medium
WO2024193218A1 (en) * 2023-03-22 2024-09-26 腾讯科技(深圳)有限公司 Interactive control method and apparatus for virtual object, device, medium, and product
CN117244243A (en) * 2023-11-20 2023-12-19 腾讯科技(深圳)有限公司 Virtual object processing method, device, equipment and storage medium
CN117244243B (en) * 2023-11-20 2024-02-02 腾讯科技(深圳)有限公司 Virtual object processing method, device, equipment and storage medium

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