CN114404971A - Interaction method, device, equipment, medium and product of virtual object - Google Patents

Interaction method, device, equipment, medium and product of virtual object Download PDF

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Publication number
CN114404971A
CN114404971A CN202210084340.1A CN202210084340A CN114404971A CN 114404971 A CN114404971 A CN 114404971A CN 202210084340 A CN202210084340 A CN 202210084340A CN 114404971 A CN114404971 A CN 114404971A
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China
Prior art keywords
virtual object
life
virtual
bar
gain
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CN202210084340.1A
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Chinese (zh)
Inventor
刘智洪
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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Priority to CN202210084340.1A priority Critical patent/CN114404971A/en
Publication of CN114404971A publication Critical patent/CN114404971A/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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • 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
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • 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
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • A63F2300/305Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for providing a graphical or textual hint to the player
    • 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)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The application discloses a virtual object interaction method, device, equipment, medium and product, and relates to the field of virtual environments. The method comprises the following steps: receiving a life consumption operation aiming at the first virtual object, wherein the life consumption operation is used for consuming a virtual life value corresponding to the first virtual object; displaying a life bar of the second virtual object, wherein the life bar is used for displaying a virtual life value of the second virtual object, the life bar is corresponding to an attribute bar with a first length, and the first virtual object and the second virtual object belong to the same camp; and splicing and displaying the gain effect bars on the basis of the life consumption operation on the basis of the life bars, wherein the gain effect bars are used for indicating the attack gain effect provided by the life consumption operation on the second virtual object, the gain effect bars and the life bars are spliced to obtain attribute bars with a second length, and the second length is greater than the first length. The interactivity between virtual objects is improved, and meanwhile the intuitiveness of gain effect display is also improved.

Description

Interaction method, device, equipment, medium and product of virtual object
Technical Field
The present application relates to the field of virtual environments, and in particular, to a method, an apparatus, a device, a medium, and a product for interacting virtual objects.
Background
In an application that includes a virtual environment, a user may perform an activity in the virtual environment by controlling a master virtual object in the virtual environment, for example, performing a shooting operation using a virtual firearm to kill a hostile virtual object in the virtual environment.
In the related art, in order to improve the combat effect in the virtual environment, a user may control the main control virtual object to use a virtual property (e.g., using an attack gain liquid medicine), replace a virtual device (e.g., replace a virtual device with a higher attack force attribute), and the like, so that the virtual damage of the main control virtual object to an enemy to the virtual object is increased.
However, the effect of the attack gain is achieved only by a single virtual object, which only acts on the master virtual object controlled by the user himself, and the interactivity with other virtual objects is low.
Disclosure of Invention
The embodiment of the application provides a virtual object interaction method, device, equipment, medium and product, which can improve the interactivity among virtual objects. The technical scheme is as follows:
in one aspect, a method for interaction of virtual objects is provided, the method including:
receiving a life consumption operation aiming at a first virtual object, wherein the life consumption operation is used for consuming a virtual life value corresponding to the first virtual object;
displaying a life bar of a second virtual object, wherein the life bar is used for displaying a virtual life value of the second virtual object, the life bar is corresponding to an attribute bar with a first length, and the first virtual object and the second virtual object belong to the same camp;
splicing and displaying a gain effect bar on the basis of the life consumption operation on the basis of the life bar, wherein the gain effect bar is used for indicating an attack gain effect provided by the life consumption operation for the second virtual object, the gain effect bar and the life bar are spliced to obtain an attribute bar with a second length, and the second length is greater than the first length.
In another aspect, an apparatus for interacting with a virtual object is provided, the apparatus comprising:
the receiving module is used for receiving life consumption operation aiming at a first virtual object, and the life consumption operation is used for consuming a virtual life value corresponding to the first virtual object;
the display module is used for displaying a life bar of a second virtual object, the life bar is used for displaying a virtual life value of the second virtual object, the life bar is corresponding to an attribute bar with a first length, and the first virtual object and the second virtual object belong to the same camp;
the display module is further configured to splice and display a gain effect bar based on the life consumption operation on the basis of the life bar, where the gain effect bar is used to indicate an attack gain effect provided by the life consumption operation for the second virtual object, and the gain effect bar and the life bar are spliced to obtain an attribute bar with a second length, where the second length is greater than the first length.
In another aspect, a computer device is provided, where the terminal includes a processor and a memory, where the memory stores at least one instruction, at least one program, a code set, or a set of instructions, and the at least one instruction, the at least one program, the code set, or the set of instructions is loaded and executed by the processor to implement the method for interacting with a virtual object according to any one of the embodiments of the present application.
In another aspect, a computer-readable storage medium is provided, in which at least one program code is stored, and the program code is loaded and executed by a processor to implement the interaction method of the virtual object described in any of the embodiments of the present application.
In another aspect, a computer program product or computer program is provided, the computer program product or computer program 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 interaction method of the virtual object described in any of the above embodiments.
The technical scheme provided by the application at least comprises the following beneficial effects:
interaction can be carried out between the virtual objects in the virtual environment through life consumption operation, the life consumption operation triggered by the first virtual object provides an attack gain effect for the second virtual object, so that the interactivity between the virtual objects is improved, and the diversity of realization of the gain effect is improved.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without creative efforts.
FIG. 1 is a schematic illustration of an implementation environment provided by an exemplary embodiment of the present application;
FIG. 2 is a flowchart of a method for interaction of virtual objects provided by an exemplary embodiment of the present application;
FIG. 3 is a schematic diagram of a gain effect bar provided by an exemplary embodiment of the present application;
FIG. 4 is a schematic illustration of a first special effect animation provided by another exemplary embodiment of the present application;
FIG. 5 is a flowchart of a method for interaction of virtual objects provided by an exemplary embodiment of the present application;
FIG. 6 is a schematic diagram of a hit effect provided by an exemplary embodiment of the present application;
FIG. 7 is a flowchart of a method for interaction of virtual objects provided in another exemplary embodiment of the present application;
FIG. 8 is a third special effects animation provided by an exemplary embodiment of the present application;
FIG. 9 is a schematic illustration of a gain effect interface provided by an exemplary embodiment of the present application;
FIG. 10 is a schematic view of injury detection provided by an exemplary embodiment of the present application;
FIG. 11 is a flowchart of a method for interaction of virtual objects provided in another exemplary embodiment of the present application;
FIG. 12 is a block diagram of an interaction apparatus for virtual objects according to an exemplary embodiment of the present disclosure;
FIG. 13 is a block diagram of an interaction means for a virtual object according to another exemplary embodiment of the present application;
fig. 14 is a block diagram of a terminal according to another exemplary embodiment of the present application.
Detailed Description
To make the objects, technical solutions and advantages of the present application more clear, embodiments of the present application will be described in further detail below with reference to the accompanying drawings.
First, terms referred to in the embodiments of the present application are briefly described:
virtual environment: is a virtual environment that is displayed (or provided) when an application is run on the terminal. The virtual environment may be a simulation environment of a real world, a semi-simulation semi-fictional three-dimensional environment, or a pure fictional three-dimensional 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, and the following embodiments illustrate the virtual environment as a three-dimensional virtual environment, but are not limited thereto. Optionally, the virtual environment is also used for virtual environment engagement between at least two virtual characters. Optionally, the virtual environment is further used for fighting between at least two virtual characters using a virtual firearm. Optionally, the virtual environment is further configured to engage a virtual firearm between at least two virtual characters within a target area, the target area being smaller over time in the virtual environment. The virtual firearm is generated by a game-like application and is only applied to virtual items in the virtual environment.
Virtual object: refers to a movable object in a virtual environment. The movable object can be a virtual character, a virtual animal, an animation character, etc., such as: characters, animals, plants, oil drums, walls, stones, etc. displayed in a three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional stereo model created based on an animated skeleton technique. 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.
In this embodiment, the virtual object controlled by the current terminal device is a master virtual object, and the object relationships between other virtual objects in the virtual environment and the master virtual object include a teammate relationship and a hostile relationship, where a virtual object in the teammate relationship with the master virtual object may be referred to as a teammate virtual object, and a virtual object in the hostile relationship with the master virtual object may be referred to as a hostile virtual object. Optionally, the master control virtual object and the teammate virtual object may be virtual objects belonging to the same virtual formation, virtual objects belonging to the same virtual team, or virtual objects having a friend relationship. The user can attack the enemy virtual object by controlling the main control virtual object, and eliminate the enemy virtual object in the virtual game. Optionally, the master control virtual object may complete attack operation on the virtual object by the enemy through a virtual skill, and may also complete attack operation on the virtual object by the enemy through a virtual prop (e.g., a virtual firearm).
Referring to fig. 1, a schematic diagram of an implementation environment of an embodiment of the present application is shown. Illustratively, the implementation environment includes a first terminal 111, a second terminal 112, a third terminal 113, a server 120, and a communication network 140.
The First terminal 111, the second terminal 112, and the Third terminal 113 run a target application supporting a virtual environment, where the target application may be any one of a virtual reality application, a three-dimensional map program, a Third-Person Shooting Game (TPS), a First-Person Shooting Game (FPS), a Multiplayer Online tactical sports Game (MOBA), and a Multiplayer gunfight Game. The target application may be a stand-alone application, such as a stand-alone 3D game program. Optionally, the target application may be an independent application program, an applet in the host application program, or a web application, which is not limited herein.
Alternatively, the first terminal 111, the second terminal 112, and the third terminal 113 may be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an e-book reader, an MP3(Moving Picture Experts Group Audio Layer III, motion Picture Experts compression standard Audio Layer 3) player, an MP4(Moving Picture Experts Group Audio Layer IV, motion Picture Experts compression standard Audio Layer 4) player, and the like.
The server 120 is used to provide back-end support for the target application. Illustratively, when the first terminal 111 receives a life consumption operation for a first virtual object, the first terminal 111 displays a life consumption animation and uploads corresponding life consumption information to the server 120, the server 120 determines a second virtual object satisfying a gain condition between the first virtual objects corresponding to the first terminal 111 according to the life consumption information and determines a second terminal 112 controlling the second virtual object, records an attack gain effect of the second virtual object obtained from the life consumption information on the server side, broadcasts gain effect data to the first terminal 111, the second terminal 112 and other terminals in the same virtual game or the same virtual scene, and displays a gain effect in the virtual environment interface according to the received gain effect data by the first terminal 111, the second terminal 112 and other terminals in the virtual environment interface displaying the second virtual object, after receiving a control operation for controlling the second virtual object to attack, the second terminal 112 sends an attack request to the server 120, where the attack request includes attack information such as an attack direction and an attack target of the second virtual object, the server 120 determines according to the attack information, and after the server 120 determines that the second virtual object successfully attacks a third virtual object, determines a consumption situation of a virtual life value corresponding to the third virtual object according to the life consumption information and the attack information, correspondingly generates attack information, broadcasts the attack information to a third terminal 113 corresponding to the third virtual object and other terminals in the same virtual game or the same virtual scene, and the third terminal 113 and other terminals displaying the third virtual object display attack pictures corresponding to the third virtual object according to the attack information.
It should be noted that the server 120 may be an independent physical server, a server cluster or a distributed system formed by a plurality of physical servers, or a cloud server providing basic cloud computing services such as a cloud service, a cloud database, cloud computing, a cloud function, cloud storage, a Network service, cloud communication, a middleware service, a domain name service, a security service, a Content Delivery Network (CDN), a big data and artificial intelligence platform, and the like.
The Cloud Technology (Cloud Technology) is a hosting Technology for unifying series resources such as hardware, software, network and the like in a wide area network or a local area network to realize calculation, storage, processing and sharing of data. The cloud technology is based on the general names of network technology, information technology, integration technology, management platform technology, application technology and the like applied in the cloud computing business model, can form a resource pool, is used as required, and is flexible and convenient. Cloud computing technology will become an important support. Background services of the technical network system require a large amount of computing and storage resources, such as video websites, picture-like websites and more web portals. With the high development and application of the internet industry, each article may have its own identification mark and needs to be transmitted to a background system for logic processing, data in different levels are processed separately, and various industrial data need strong system background support and can only be realized through cloud computing.
In some embodiments, the server 120 described above may also be implemented as a node in a blockchain system. The Blockchain (Blockchain) is a novel application mode of computer technologies such as distributed data storage, point-to-point transmission, a consensus mechanism, an encryption algorithm and the like. The block chain, which is essentially a decentralized database, is a string of data blocks associated by using a cryptographic method, and each data block contains information of a batch of network transactions, which is used for verifying the validity (anti-counterfeiting) of the information and generating a next block. The blockchain may include a blockchain underlying platform, a platform product services layer, and an application services layer.
The block chain underlying platform can comprise processing modules such as user management, basic service, intelligent contract and operation. The user management module is responsible for identity information management of all blockchain participants, and comprises public and private key generation maintenance (account management), key management, user real identity and blockchain address corresponding relation maintenance (authority management) and the like, and under the authorization condition, the user management module supervises and audits the transaction condition of certain real identities and provides rule configuration (wind control audit) of risk control; the basic service module is deployed on all block chain node equipment and used for verifying the validity of the service request, recording the service request to storage after consensus on the valid request is completed, for a new service request, the basic service firstly performs interface adaptation analysis and authentication processing (interface adaptation), then encrypts service information (consensus management) through a consensus algorithm, transmits the service information to a shared account (network communication) completely and consistently after encryption, and performs recording and storage; the intelligent contract module is responsible for registering and issuing contracts, triggering the contracts and executing the contracts, developers can define contract logics through a certain programming language, issue the contract logics to a block chain (contract registration), call keys or other event triggering and executing according to the logics of contract clauses, complete the contract logics and simultaneously provide the function of upgrading and canceling the contracts; the operation module is mainly responsible for deployment, configuration modification, contract setting, cloud adaptation in the product release process and visual output of real-time states in product operation.
Illustratively, the first terminal 111 and the server 120, the second terminal 112 and the server 120, and the third terminal 113 and the server 120 are connected through a communication network 130.
Referring to fig. 2, a method for interacting a virtual object according to an embodiment of the present application is shown, and in the embodiment of the present application, the method is applied to a first terminal as shown in fig. 1, and the method may also be applied to other terminal devices, which is not limited herein. The method comprises the following steps:
step 201, receiving a life consumption operation for a first virtual object.
The life consumption operation is used for consuming the virtual life value corresponding to the first virtual object.
In the embodiment of the application, a target application is run in the first terminal, and the target application supports the running of the virtual environment. Illustratively, the first terminal displays a virtual environment interface through the target application, where the virtual environment interface includes a virtual environment picture, and the virtual environment picture is a picture obtained by observing the virtual environment according to a view direction corresponding to the first virtual object.
Optionally, the viewing angle direction may be a first person viewing angle, and may also be a third person viewing angle, which is not limited herein. The first person perspective is a perspective corresponding to a picture that can be observed by a first virtual object in a virtual environment, and the picture corresponding to the first person perspective does not include the first virtual object itself, such as an arm and a virtual gun that can only see the first virtual object; the third person perspective view is a view of observing the first virtual object through the camera model in the virtual environment, and a picture corresponding to the third person perspective view includes the first virtual object itself, and the camera model is usually located behind the first virtual object to observe the first virtual object, such as a three-dimensional model of the first virtual object and a virtual prop (e.g., a virtual gun) held by the first virtual object.
Illustratively, a life consumption control is superimposed on the virtual scene interface, and when the life consumption control receives a trigger signal, it is determined that a life consumption operation for the first virtual object is received. Optionally, the life consumption control may be a control corresponding to a virtual skill of the first virtual object, a control corresponding to a virtual prop of the first virtual object, or a control corresponding to a virtual equipment equipped with the first virtual object.
Step 202, displaying a life bar of the second virtual object.
The life bar is used for displaying a virtual life value of the second virtual object, wherein the life bar is an attribute bar with a first length, and the first virtual object and the second virtual object belong to the same camp.
In some embodiments, the life bar is displayed on the top of the avatar corresponding to the second virtual object. In other embodiments, in the virtual environment interface corresponding to the first virtual object, after the first virtual object triggers the life consumption operation, a life bar of a second virtual object is displayed at a target display position in the virtual environment interface, where the second virtual object is a virtual object subjected to an attack gain effect and screened by the terminal according to the gain condition. For example, after the first virtual object triggers the life consumption operation, the terminal determines that the second virtual object a and the second virtual object B in the virtual environment obtain the corresponding attack gain effect, and then the life bars of the second virtual object a and the second virtual object B are displayed in the lower right corner area of the virtual environment interface, so that a user corresponding to the first virtual object can more efficiently determine the virtual object subjected to the attack gain effect, and the information propagation efficiency is improved.
Optionally, the life bar may be displayed along with the appearance of the second virtual object, that is, when the second virtual object is included in the virtual environment interface, the life bar is always in a display state; or, the life bar is displayed according to a target display condition, for example, when the first virtual object selects the second virtual object, the life bar corresponding to the second virtual object is displayed in the virtual environment interface in the first terminal, and for example, after the first virtual object triggers a life consumption operation, the life bar of the second virtual object with the surrounding attack gain effect is automatically displayed.
And step 203, splicing and displaying the gain effect bars on the basis of the life bars based on life consumption operation.
Illustratively, the above-mentioned gain effect bar is used to indicate an attack gain effect provided by the life consumption operation for the second virtual object, wherein the gain effect bar and the life bar are spliced to obtain an attribute bar with a second length, and the second length is greater than the first length, that is, the attack gain effect is displayed in a manner of extending the display manner of the attribute bar before or after the life bar.
In some embodiments, the second length is positively correlated to the virtual life value consumed by the life consuming operation, i.e. the more virtual life value consumed by the first virtual object, the longer the second length, the higher the gain corresponding to the attack gain effect obtained by the second virtual object.
In some embodiments, after the first virtual object triggers the life consuming operation, the first terminal determines a second virtual object in the virtual environment that satisfies a gain condition with the first virtual object according to the life consuming operation, the gain condition being a determination condition for the first virtual object to provide a gain effect for the second virtual object, i.e., obtains the gain condition based on the life consuming operation, and displays a gain effect bar corresponding to the second virtual object in response to the first virtual object and the second virtual object satisfying the gain condition. Alternatively, the gain condition may be data buffered in the first terminal in advance, or may be data obtained from the server in real time.
In other embodiments, the determining of the second virtual object that satisfies the gain condition with the first virtual object is completed by the server, that is, the first terminal uploads information that the first virtual object triggers the life consumption operation to the server, the server determines the second virtual object that satisfies the gain condition from the virtual environment, returns the object identifier of the second virtual object to the first terminal, and the first terminal displays the gain effect bar corresponding to the second virtual object in the virtual environment interface according to the object identifier of the second virtual object.
Alternatively, the gain condition between the first virtual object and the second virtual object may be determined by at least one of the following.
First, it is determined whether the above gain condition is satisfied according to whether the first virtual object is located within a gain range of the second virtual object. In some embodiments, the first virtual object after performing the life consumption operation corresponds to a gain range, and when the second virtual object is located in the gain range, it is determined that a gain condition is satisfied between the second virtual object and the first virtual object. That is, the gain effect bar described above is displayed in response to the second virtual object being located within the gain range of the first virtual object.
Alternatively, the range size of the gain range may be fixed, or may be associated with an operation effect corresponding to the life consuming operation, for example, when the life consuming operation consumes the first virtual object, the higher the value of the virtual life value, the larger the corresponding gain range.
Alternatively, the gain range may be determined according to a position where the first virtual object is located, and whether the second virtual object satisfies the gain condition may be determined according to a distance between the first virtual object and the second virtual object. Illustratively, when the gain range is a circular range in which the first virtual object is circular and the target length is a radius, a linear distance between the first virtual object and the second virtual object is obtained, and when the linear distance is less than or equal to the target length, it is determined that the second virtual object is located within the gain range.
Optionally, the gain range may also be indicated by the first terminal, that is, after the life consumption operation is triggered, the user may select the corresponding gain range through the first terminal, in an example, after the life consumption operation is triggered, a preview gain range is displayed in the virtual environment interface, and the user may change a position of the preview gain range in the virtual environment by controlling an operation such as a roulette or moving a mouse, and generate the gain range through a preset determination operation. After the gain range is determined through the first terminal, the first terminal uploads the central position corresponding to the gain range to the server, and the server determines whether the gain condition is met between the second virtual object and the first virtual object according to the distance between the second virtual object and the central position and the range size of the gain range.
Secondly, whether the first virtual object and the second virtual object meet the gain condition is determined according to the interaction relation between the two virtual objects. The interaction relationship may be used to indicate that the second virtual object is a target virtual object selected by the first virtual object. Illustratively, in response to the second virtual object being the selected target virtual object for the first virtual object, a gain effect bar corresponding to the second virtual object is displayed.
Optionally, the interaction relationship may be determined before the life consumption operation is triggered, for example, the user selects the second virtual object through the first terminal, and controls the target of the first virtual object to be maintained as the second virtual object; alternatively, the interactive relationship may be determined after the life consumption operation is triggered, for example, after the life consumption operation is triggered, a target selection prompt is displayed, and the user may select the second virtual object from the virtual environment according to the target selection prompt.
Third, whether the first virtual object and the second virtual object satisfy the gain condition is determined according to the object relationship between the two. The object relations comprise a teammate relation, a neutral relation and an enemy relation. Illustratively, in response to the first virtual object and the second virtual object belonging to the same virtual team, a gain effect bar corresponding to the second virtual object is displayed. In some embodiments, the first virtual object may also be a neutral relationship virtual object.
Fourthly, whether the first virtual object and the second virtual object meet the gain condition is determined according to the condition of the obstacle between the two virtual objects. Illustratively, in response to the absence of an obstacle between the first virtual object and the second virtual object, a gain effect bar corresponding to the second virtual object is displayed, that is, if an obstacle exists between the first virtual object and the second virtual object, the second virtual object cannot acquire the gain effect triggered by the life consumption operation.
For example, when the second virtual object is located within the gain range of the first virtual object and the second virtual object is a teammate virtual object of the first virtual object, a gain effect bar corresponding to the second virtual object is displayed.
In one example, as shown in fig. 3, a virtual environment screen for observing the virtual environment in the view direction of the first virtual object 310 is displayed in the virtual environment interface 300 displayed by the first terminal, the virtual environment screen includes the second virtual object 320, wherein a life bar 331 is displayed at the top of the character avatar corresponding to the second virtual object 320, and the life bar 331 is a HP of the second virtual object displayed in a bar shape. After the first virtual object 310 triggers the life consumption operation, the gain effect bar 332 is displayed in a splicing manner behind the life bar 331, and the length of the gain effect bar 332 is in a positive correlation with the numerical value of the virtual life value consumed by the first virtual object.
In some embodiments, in addition to indicating the attack gain effect obtained by the second virtual object by displaying a gain effect bar, a gain effect may be displayed at the same time to embody the attack gain effect. Alternatively, the gain special effect may be embodied in any one or more of an animation form, a text form, an image form, an audio form, and the like.
In one example, the gain effect is in the form of animation, a first effect animation corresponding to the second virtual object is displayed, the first effect animation is overlaid and rendered on the character image corresponding to the second virtual object, and the first effect animation comprises at least one of flash effect animation, edge effect animation and halo effect animation. As shown in fig. 4, which illustrates that an exemplary embodiment of the present application provides a first special effect animation diagram, a virtual environment screen in a viewing direction of a first virtual object 401 is displayed in a virtual environment interface 400, a second virtual object 402 having a teammate relationship with the first virtual object 401 is included in the virtual environment screen, after a life consumption operation is triggered through a life consumption control 403, a first special effect animation 404 is displayed on a character image of the second virtual object 402 and on a peripheral side of the character image, and the first special effect animation 404 is an "ascending arrow" animation displayed on the character image of the second virtual object 402 and on the peripheral side of the character image to indicate that the second virtual object 402 gains from the life consumption operation.
In another example, when the gain effect is in a text form, the gain effect may be displayed through a gain prompt text, for example, a text content of "attack force UP" is displayed overhead of the second virtual object. In some embodiments, a specific gain value, for example, "500 points increased injury" may also be included in the gain prompt text.
In another example, when the gain effect is in the form of an image, the gain effect may be displayed by a first pattern mark, where the first pattern mark corresponds to a second virtual object, for example, the first pattern mark is displayed at the top of a character image corresponding to the second virtual object, and the first pattern mark may be any possible pattern mark, such as a star pattern mark, a sun pattern mark, a moon pattern mark, and the like, which is not limited herein.
In another example, when the gain effect is in an audio form, the second virtual object may be prompted to obtain the gain effect through a preset sound effect by a life consumption operation, for example, when the second terminal operating the second virtual object receives a gain effect indication, the preset sound effect is played to remind the user that the gain effect is currently obtained.
Alternatively, the number of the second virtual objects may be one or more, and is not limited herein.
In some embodiments, when a third virtual object belonging to a different stand from the first virtual object is further included in the virtual environment, the first virtual object and the second virtual object may attack the third virtual object. Illustratively, in response to the second virtual object attacking the third virtual object, the hit effect of the third virtual object under the attack of the second virtual object is displayed, where when the third virtual object is within the visual field of the first virtual object, the terminal corresponding to the first virtual object displays the hit effect.
The click effect is used for indicating the consumption of the virtual life value corresponding to the third virtual object. In some embodiments, the third virtual object is a virtual object having an adversary or neutral relationship with the second virtual object. In other embodiments, when the virtual opponent can cause virtual damage to teammates, the third virtual object may be a virtual object having a teammate relationship with the second virtual object.
Optionally, the second virtual object may attack the third virtual object using virtual skills, and may attack the third virtual object using virtual props (e.g., virtual firearms).
In some embodiments, a second terminal corresponding to a second virtual object receives an attack operation indicated by a user, and uploads attack information corresponding to the attack operation to a server, the server determines that an attack hit object is a third virtual object according to the attack information, determines virtual damage to the third virtual object in an attack process according to the attack information, generates attack information corresponding to the third virtual object, and broadcasts the attack information to a third terminal corresponding to the third virtual object and other terminals in the same virtual game or the same virtual scene. If the first terminal also receives the shot information, and if the virtual environment picture displayed by the first terminal currently comprises the third virtual object, the first terminal displays the shot effect of the third virtual object according to the shot information.
In some embodiments, the attack effect includes damage information of the third virtual object being attacked, and the damage information includes consumption of a virtual life value corresponding to the third virtual object, where the damage information includes a first consumption value and a second consumption value. The first consumption value is determined by the virtual skill used by the second virtual object or the virtual prop used in the attack, for example, when the second virtual object uses the virtual skill to attack, the skill introduction of the virtual skill indicates that 100 virtual life values of the target are consumed, and the first consumption value is 100 points; the second consumption value is determined by the life consumption operation corresponding to the first virtual object, that is, the gain effect suffered by the second virtual object causes the attack corresponding to the attack of the second virtual object to be improved, for example, the first virtual object consumes a virtual life value of 100 points, and the second consumption value is also a virtual life value of 100 points.
Alternatively, the number of the third virtual objects may be one or more, and is not limited herein.
To sum up, the interaction method of the virtual objects provided in the embodiment of the present application may perform interaction between the virtual objects in the virtual environment through life consumption operation, and the life consumption operation triggered by the first virtual object provides an attack gain effect for the second virtual object, thereby improving interactivity between the virtual objects and improving diversity of realization of the gain effect.
Referring to fig. 5, a method for interacting a virtual object according to an exemplary embodiment of the present application is shown, in which a visualization of a gain effect experienced by a second virtual object is schematically illustrated. The method comprises the following steps:
step 501, a life consuming operation for a first virtual object is received.
The life consumption operation is used for consuming the virtual life value corresponding to the first virtual object.
Illustratively, a life consumption control is superimposed on the virtual scene interface, and when the life consumption control receives a trigger signal, it is determined that a life consumption operation for the first virtual object is received.
In other embodiments, the life consumption operation may be triggered by consuming at least one of the magic value (MP) of the first virtual object, the attacking power, the defending power, and other attribute values.
Step 502, displaying a life bar of the second virtual object.
In the embodiment of the application, the virtual object in the virtual environment interface corresponds to a life bar, and the life bar is used for displaying the virtual life value of the second virtual object. The life bar is displayed on the top of the virtual image corresponding to the second virtual object.
Step 503, in response to that the second virtual object and the first virtual object satisfy the gain condition, splicing and displaying the gain effect bar on the basis of the life bar.
In this embodiment of the present application, the gain effect bar is used to indicate an attack gain effect provided by the life consumption operation for the second virtual object, the gain effect bar and the life bar are spliced to obtain an attribute bar with a second length, and the second length is greater than the first length.
In some embodiments, when the life bar and the gain effect bar are displayed in the same display manner, the life bar and the gain effect bar may be distinguished by display effects of different colors.
Step 504, in response to the second virtual object attacking the third virtual object, determining a first consumption value based on the virtual item used by the second virtual object.
The first consumption value is used for indicating the consumption condition of the virtual item to the virtual life value corresponding to the third virtual object. In the embodiment of the present application, when the second virtual object attacks the third virtual object, the virtual damage to the third virtual object is composed of two parts, one part is determined according to the virtual prop used by the second virtual object when attacking the third virtual object, and the other part is determined according to the gain effect obtained by the second virtual object.
And determining a first consumption value of a virtual life value of a third virtual object according to the virtual prop used by the second virtual object. Illustratively, the different virtual properties can cause different virtual injuries, for example, taking the virtual property used by the second virtual object as a virtual gun as an example, when the virtual gun used by the second virtual object is M416, the virtual injury corresponding to each hit virtual bullet is 15 points, and when the virtual gun used by the second virtual object is UZI, the virtual injury corresponding to each hit virtual bullet is 9 points.
A second cost value is determined based on the attack gain effect, step 505.
The second consumption value is used for indicating the gain condition of the attack operation corresponding to the virtual item by the life consumption operation of the first virtual object.
In some embodiments, the attack gain effect is associated with consumption of the virtual life value of the first virtual object under the life consumption operation, and the attack gain effect is in a proportional relationship with consumption of the virtual life value of the first virtual object.
Alternatively, the attack gain effect may be a percentage gain on the attack force, for example, when the virtual life value is HP, and when the first virtual object consumes 20% HP of the total HP amount, the virtual injury caused by the second virtual object to the third virtual object is also increased by 20%, that is, the second consumption value is 20% of the first consumption value.
Alternatively, the attack gain effect may be a specific consumption of the virtual life value of the third virtual object, and the consumption of the virtual life value of the first virtual object is equal to or proportional to the consumption of the virtual life value of the third virtual object, for example, taking the virtual life value as HP as an example, when the first virtual object consumes 100 points HP, then the second virtual object causes virtual damage to the third virtual object, and the corresponding second consumption value is 100 points HP.
Step 506, displaying the hit effect of the third virtual object based on the first consumption value and the second consumption value.
Illustratively, the total consumption value is obtained by summing the first consumption value and the second consumption value, and the total consumption value is the consumption of the virtual life value corresponding to the third virtual object when the second virtual object attacks the third virtual object. In one example, when the first consumption value is 50 HP and the second consumption value is 25 HP, the HP of the third virtual object is reduced by 75 HP after being attacked by the second virtual object.
Illustratively, after the first terminal obtains the total consumption value of the virtual life value of the third virtual object, if the virtual environment picture displayed by the first terminal includes the third virtual object, the hit effect of the third virtual object is displayed according to the total consumption value.
Optionally, the hit effect includes the total consumption value, that is, the consumption of the virtual life value of the third virtual object is displayed. Optionally, the hit effect may further include a second special effect animation, where the second special effect animation is used to indicate that an attack on a third virtual object is an attack that is gained by a life consumption operation of the first virtual object, the second special effect animation is difficult to pass through with the third virtual object, and the second special effect animation may be a flashing special effect animation, a tracing special effect animation, a halo special effect animation, and the like, which is not limited herein. The second special effect animation may be replaced by prompt information in an image form or an audio form, which is not limited herein.
In one example, as shown in FIG. 6, a diagram illustrating the effect of being struck provided by an exemplary embodiment of the present application is shown. The virtual scene interface 600 displayed by the first terminal is taken as a main view, the virtual scene picture of the virtual scene interface 600 includes a first virtual object 610, a second virtual object 620 and a third virtual object 630, the first virtual object 610 is a main control virtual object of the first terminal, when the first virtual object 610 triggers a life consumption operation, a first special effect animation (dynamic arrow animation) 621 is displayed on an object image of the second virtual object 620, and when the second virtual object 620 attacks the third virtual object 630 through a virtual gun, a hit effect corresponding to the third virtual object 630 is displayed, wherein the hit effect includes a total consumption value 631 of the virtual life values of the third virtual object 630 and a second special effect animation (dynamic star animation) 632.
To sum up, the interaction method for virtual objects provided in the embodiment of the present application may perform interaction between virtual objects in a virtual environment through life consumption operation, where the life consumption operation triggered by a first virtual object provides a gain effect for a second virtual object, and when a third virtual object is attacked by the second virtual object, a corresponding relationship exists between an attack effect and the gain effect of the third virtual object, so as to improve interactivity between virtual objects and improve diversity of implementation of the gain effect.
In this application embodiment, through carrying out the tiled display with gain effect strip and life strip, promoted the visuality of gain effect.
Referring to fig. 7, a method for interacting virtual objects according to an exemplary embodiment of the present application is shown, in which a triggering process of a life consuming operation is schematically illustrated. The method comprises the following steps:
step 701, in response to the first virtual object being equipped with the target equipment, displaying a life consumption control on the virtual environment interface.
The life consumption control is used for receiving life consumption operation.
In the embodiment of the present application, the life consuming operation can be completed only in the case where the first virtual object is equipped with the target equipment, that is, the life consuming operation has an association relationship with the target equipment.
Alternatively, the target equipment may be virtual equipment that is pre-equipped by the first virtual object before entering the virtual counterparty, or may be virtual equipment that is obtained by picking up the first virtual object in a virtual environment corresponding to the virtual counterparty, which is not limited herein.
Illustratively, in response to the life consumption control receiving the trigger signal, it is determined that a life consumption operation is received for the first virtual object.
Step 702, displaying a cooling progress in the life consumption control.
Illustratively, the life consumption control includes a cooling state and a cooling state, and the life consumption control can be triggered when the life consumption control is in the cooling state. Wherein, a corresponding cooling progress is displayed in the life consumption control, and the cooling progress is used for indicating the functional use condition of the target equipment. In the embodiment of the present application, the target equipment has a function of consuming the virtual life value of the first virtual object to provide the gain effect to the second virtual object, wherein the function corresponds to a cooling time period, that is, the function cannot be triggered within the cooling time period before the function is allowed to be triggered, and/or after the function is triggered, the target equipment enters the to-be-cooled state, and enters the cooling state after the to-be-cooled state continues for the corresponding cooling time period, and the function cannot be triggered in the to-be-cooled state.
Optionally, the cooling schedule is displayed on the life consumption control in a manner of surrounding the cooling schedule by a ring-shaped schedule bar, or the cooling schedule is displayed on the life consumption control in a manner of counting down and reading seconds.
And step 703, responding to the fact that the life consumption control receives a trigger signal, and acquiring a cooling progress and a target cooling threshold.
And after the life consumption control receives the trigger signal, the first terminal acquires the current corresponding cooling progress and a target cooling threshold, wherein the target cooling threshold is used for judging whether the current life consumption control is in a cooling state or a to-be-cooled state.
Alternatively, the target cooling threshold may be data that is pre-buffered in the storage area by the first terminal, or may be data that is obtained by the first terminal from the server in real time.
At step 7041, it is determined that a life consuming operation on the first virtual object is received in response to the cooling progress reaching the target cooling threshold.
Illustratively, when the first terminal determines that the cooling progress reaches the target cooling threshold, it is determined that a life consuming operation for the first virtual object is received. The life consumption operation is used for consuming the virtual life value corresponding to the first virtual object.
At step 7042, in response to a failure to match the cooling schedule with the target cooling threshold, a trigger failure message is displayed.
The trigger failure information is used for prompting that the target equipment is in a cooling waiting state. Optionally, the trigger failure information may be in the form of an image or a text, for example, a "current equipment is not cooled, and please wait for N seconds for use is displayed on the virtual environment interface. "
Step 705 displays a life consuming animation corresponding to the first virtual object.
The life consumption animation is displayed through the character image of the first virtual object, and the life consumption animation is used for indicating that the virtual life value corresponding to the first virtual object is continuously reduced at the target consumption speed. The target consumption speed may be a constant consumption speed, for example, the virtual life value of the first virtual object decreases at a speed of N points per second, where N is a positive integer; alternatively, the target consumption rate may be a stepwise incremental consumption rate, that is, the consumption rate of the virtual life value of the first virtual object increases or decreases with time, for example, the virtual life value of the first virtual object decreases at a rate of N dots per second in the first 5 seconds and at a rate of M dots per second in 6 to 10 seconds, where M and N are both positive integers, and N ≠ M.
In other embodiments, in addition to the multiple consumption mode implemented at the target consumption speed, the virtual life value is consumed in a single consumption mode, that is, after receiving the life consumption operation, the virtual life value of the first virtual object directly consumes N points, where N is a positive integer. Optionally, the life consumption animation may include a third special effect animation rendered on or around the character image of the first virtual object, and the third special effect animation may be a flashing special effect animation, a tracing special effect animation, a halo special effect animation, or the like, which is not limited herein. Optionally, the life consumption animation may further include a consumption value of the virtual life value.
In an example, taking the third special effect animation as a flame special effect as an example, as shown in fig. 8, a third special effect animation diagram provided by an exemplary embodiment of the present application is shown, wherein a first virtual object 810 is displayed in a virtual scene interface 800, a virtual scene picture in the virtual scene interface 800 is a picture of a virtual environment observed by a virtual object located around the first virtual object 810, and after the first virtual object 810 triggers a life consumption operation, a third special effect animation 811 (flame special effect) is displayed on and around a character image of the first virtual object 810.
And step 706, splicing and displaying the gain effect bar on the basis of the life bar in response to that the second virtual object and the first virtual object meet the gain condition.
In this embodiment of the present application, when the second virtual object and the first virtual object are in a teammate relationship, and the second virtual object is located within the gain range of the first virtual object, it is determined that the second virtual object is subjected to a gain effect, and a corresponding gain effect bar is displayed.
Optionally, when the gain effect is displayed, a gain special effect including one or more of animation, text, image, audio, and the like may be displayed.
In one example, when the gain effect is in an animation form, the gain effect may be displayed through a first effect animation, where the first effect animation corresponds to a second virtual object, for example, the first effect animation is superimposed and rendered on a character image corresponding to the second virtual object, and the first effect animation may be a flash effect animation, a edge effect animation, a halo effect animation, or the like, which is not limited herein.
In one example, in a picture at a first viewing angle corresponding to the second virtual object (i.e., a picture in the virtual environment interface displayed by the second terminal, which is viewed from the virtual environment with the second virtual object as the viewing angle direction), the first special effect animation may be a special effect animation displayed in a superimposed manner on the entire virtual environment interface, for example, a frame of the virtual environment interface is blurred, a lightning special effect is superimposed on the virtual environment interface, and the like. And simultaneously, displaying a gain effect bar of the second virtual object on a virtual environment interface of the second terminal. As shown in fig. 9, the virtual environment screen displayed in the virtual environment interface 900 is a screen displayed by the second terminal and observing the virtual environment with the second virtual object 920 as the viewing angle direction, wherein due to the life consumption operation of the first virtual object 910, the second virtual object 920 is subjected to a gain effect, a light effect 901 with a preset color is displayed near the frame of the virtual environment interface 900, and meanwhile, a gain effect bar 931 displayed in a bar shape is also displayed in the life value display area 930 in the virtual environment interface 900.
Step 707, in response to the second virtual object attacking the third virtual object, displaying an attacked effect of the third virtual object.
And the hit effect corresponds to the gain effect, and the hit effect is used for indicating the consumption of the virtual life value corresponding to the third virtual object.
In some embodiments, determining whether the second virtual object hits the first virtual object is performed by a collision detection box, as shown in FIG. 10, a third virtual object 1010 in the virtual environment 1000 has multiple damage detection boxes 1011 hanging on it, and a third virtual object 1010 has a collision detection box 1012 hanging on its skeleton. When a damage is detected by the damage detection block 1011, information of a hit portion is determined by the crash detection box 1012 in the damage detection block 1011. Illustratively, the virtual injury suffered by the third virtual object is associated with a part of the first virtual object hitting the third virtual object through the virtual prop, that is, after the hit part is determined, a mapping table of the hit part and the consumption condition of the virtual life value is obtained, and the virtual injury suffered by the third virtual object is determined according to the mapping table, that is, the specific consumption condition of the virtual life value is calculated, for example, the hit head is correspondingly reduced by 50 points HP, and the hit leg is correspondingly reduced by 30 points HP.
In some embodiments, in response to the virtual life value corresponding to the first virtual object being cleared, canceling the display of the gain effect animation corresponding to the second virtual object; and/or canceling the display of the gain effect animation corresponding to the second virtual object in response to the trigger time corresponding to the life consumption operation reaching the target time threshold. The clearing of the virtual life value represents that the first virtual object cannot consume the virtual life value any more to provide the gain effect for the second virtual object, for example, when the first virtual object HP is cleared (representing the first virtual object casualty), the gain effect obtained by the second virtual object is clear. The target time threshold is a duration of a gain effect preset by the system, that is, after the first virtual object triggers the life consumption operation, the gain effect provided by the first virtual object for the second virtual object is only effective within the target time threshold, and when the corresponding trigger duration reaches the target time threshold, the gain effect obtained by the second virtual object is automatically cancelled and displayed.
To sum up, the interaction method for virtual objects provided in the embodiment of the present application may perform interaction between virtual objects in a virtual environment through life consumption operation, where the life consumption operation triggered by a first virtual object provides a gain effect for a second virtual object, and when a third virtual object is attacked by the second virtual object, a corresponding relationship exists between an attack effect and the gain effect of the third virtual object, so as to improve interactivity between virtual objects and improve diversity of implementation of the gain effect.
Referring to fig. 11, a flowchart of an interaction method of a virtual object according to an exemplary embodiment of the present application is shown. The method comprises the following steps:
step 1101, equipment skills.
In the embodiment of the application, the first virtual object implements an interaction process between the virtual objects by equipping skills corresponding to target equipment, wherein the interaction process is to provide a gain effect for the second virtual object by triggering the skills.
Step 1102, determining whether the skill is completely cooled, if yes, executing step 1103.
And the terminal judges whether the skill is cooled completely, and if the skill is cooled completely, the skill cannot be used.
At step 1103, skills are activated and are in a usable state.
And when the terminal determines that the skill is cooled, the terminal determines that the skill is activated and is in a usable state, and the user can use the skill through the corresponding skill control.
Step 1104, determining whether to click for use, if yes, executing step 1105, and if no, executing step 1103.
And when the skill control receives the click operation, determining that the use operation of the user on the skill is received, and starting to execute the skill implementation process.
In step 1105, combustion life is initiated.
In the embodiment of the present application, the first virtual object starts burning its own life after the skill of use, i.e. the life value of the first virtual object starts to decrease correspondingly with the lapse of time.
Step 1106, determining whether there is a teammate nearby, if yes, executing step 1107, and if not, executing step 1105.
The terminal judges whether a virtual object having a teammate relationship with the first virtual object exists around the first virtual object, and if so, provides a corresponding gain effect for the first virtual object.
In step 1107, teammates' aggressiveness increase the life span of the combustion.
In the embodiment of the present application, the gain effect provided by the skill is that the offensive power of the teammate virtual object increases the life amount of the corresponding combustion, that is, the life amount of the combustion of the first virtual object is the additional virtual injury amount of the teammate virtual object when attacking the opponent virtual object, for example, the life amount of 50 points is combusted by the first virtual object, and when the teammate virtual object attacks the opponent virtual object, the opponent virtual object needs to reduce the life amount of 50 points in addition to the life amount of 60 points of the virtual gun causing the injury, and the opponent virtual object needs to reduce the life amount of 50 points.
Step 1108, determine whether the killing is performed, if yes, execute step 1109, otherwise execute step 1110.
The terminal judges whether the first virtual object is killed, and when the first virtual object is not killed, the second virtual object can continuously obtain the gain effect, namely continuously improve the attack force.
Step 1109, skills stop.
When the terminal determines that the first virtual object is killed, the corresponding skill stops, namely the gain effect on the second virtual object is eliminated, and the attack force is not improved any more.
Step 1110, determining whether the skill using time is over, if yes, executing step 1109, and if not, executing step 1105.
Or, when the use time corresponding to the skill is over, the skill is also stopped, that is, the gain effect on the second virtual object is removed, and the attack force is not increased any more.
Referring to fig. 12, a block diagram of an interactive apparatus for virtual objects according to an exemplary embodiment of the present application is shown, where the apparatus includes the following modules:
a receiving module 1210, configured to receive a life consumption operation for a first virtual object, where the life consumption operation is used to consume a virtual life value corresponding to the first virtual object;
a display module 1220, configured to display a life bar of a second virtual object, where the life bar is used to display a virtual life value of the second virtual object, and the first virtual object and the second virtual object belong to the same camp;
the display module 1220 is further configured to splice and display a gain effect bar based on the life consumption operation on the basis of the life bar, where the gain effect bar is used to indicate an attack gain effect provided by the life consumption operation on the second virtual object, and the gain effect bar and the life bar are spliced to obtain an attribute bar with a second length, where the second length is greater than the first length.
In some alternative embodiments, as shown in fig. 13, the apparatus further comprises:
an obtaining module 1230 configured to obtain a gain condition based on the life consumption operation, where the gain condition is a determination condition that the first virtual object provides the gain effect for the second virtual object;
the display module 1220 is further configured to, in response to the first virtual object and the second virtual object satisfying the gain condition, splice and display the gain effect bar on the basis of the life bar.
In some optional embodiments, the display module 1220 is further configured to, in response to the second virtual object being located within the gain range of the first virtual object, tile and display the gain effect bar on the basis of the life bar; or, in response to the second virtual object being a target virtual object selected by the first virtual object, splicing and displaying the gain effect bar on the basis of the life bar; or, in response to that the first virtual object and the second virtual object belong to the same virtual team, splicing and displaying the gain effect bar on the basis of the life bar.
In some optional embodiments, the display module 1220 is further configured to display a first special effect animation corresponding to the second virtual object, where the first special effect animation is rendered in an overlaid manner on the character image corresponding to the second virtual object, and the first special effect animation includes at least one of a flash special effect animation, a stroked special effect animation, and a halo special effect animation.
In some optional embodiments, the display module 1220 is further configured to display a life consumption animation corresponding to the first virtual object, where the life consumption animation is displayed through a character image of the first virtual object, and the life consumption animation is used to indicate that the virtual life value of the first virtual object continuously decreases at a target consumption speed.
In some optional embodiments, the display module 1220 is further configured to display, in response to the first virtual object being equipped with a target equipment, a life consumption control on the virtual environment interface, the life consumption control configured to receive the life consumption operation;
the device further comprises:
a determining module 1240 for determining that the life consuming operation on the first virtual object is received in response to the life consuming control receiving a trigger signal.
In some optional embodiments, the display module 1220 is further configured to display a cooling schedule in the life consumption control, the cooling schedule indicating functional usage of the target equipment;
the obtaining module 1230 is further configured to obtain the cooling schedule and a target cooling threshold in response to the life consumption control receiving a trigger signal;
the determining module 1240, further configured to determine that the life consuming operation for the first virtual object is received in response to the cooling schedule reaching the target cooling threshold; or responding to the failure of matching between the cooling progress and the target cooling threshold value, and displaying triggering failure information, wherein the triggering failure information is used for prompting that the target equipment is in a cooling waiting state.
In some optional embodiments, the display module 1220 is further configured to, in response to the virtual life value corresponding to the first virtual object being cleared, cancel displaying the gain effect bar corresponding to the second virtual object; or, in response to the trigger time corresponding to the life consumption operation reaching a target time threshold, canceling the display of the gain effect bar corresponding to the second virtual object.
In some optional embodiments, the display module 1220 is further configured to, in response to the second virtual object attacking a third virtual object, display a hit effect of the third virtual object under the attack of the second virtual object, where the hit effect is used to indicate a virtual life value of consuming the third virtual object, and the third virtual object is within the visual field of the first virtual object.
In some optional embodiments, the determining module 1240 is further configured to, in response to the second virtual object attacking the third virtual object, determine a first consumption value based on the virtual prop used by the second virtual object, where the first consumption value is used to indicate a consumption condition of the virtual prop on the virtual life value corresponding to the third virtual object;
the determining module 1240 is further configured to determine a second consumption value based on the attack gain effect, where the second consumption value is used to indicate a gain condition of the life consumption operation of the first virtual object to an attack operation corresponding to the virtual prop, and the second consumption value and the virtual life value consumed by the first virtual object are in a positive correlation relationship;
the display module 1220 is further configured to display the hit effect of the third virtual object based on the first consumption value and the second consumption value.
To sum up, the interaction device of the virtual object provided by the embodiment of the application can interact through life consumption operation in a virtual environment, and the life consumption operation triggered by the first virtual object provides an attack gain effect for the second virtual object, so that the interactivity between the virtual objects is improved, and the diversity of the realization of the gain effect is improved.
It should be noted that: the interaction apparatus for virtual objects provided in the above embodiments is only illustrated by the division of the above functional modules, and in practical applications, the above function allocation may be completed by different functional modules according to needs, that is, the internal structure of the device is divided into different functional modules to complete all or part of the above described functions. In addition, the interaction device of the virtual object and the interaction method embodiment of the virtual object provided in the above embodiments belong to the same concept, and specific implementation processes thereof are described in the method embodiments and are not described herein again.
Fig. 14 shows a block diagram of a terminal 1400 according to an exemplary embodiment of the present application. The terminal 1400 may be: a smart phone, a tablet computer, a motion Picture Experts Group Audio Layer 3 player (MP 3), a motion Picture Experts Group Audio Layer 4 player (MP 4), a notebook computer or a desktop computer. Terminal 1400 can also be referred to as user equipment, a portable terminal, a laptop terminal, a desktop terminal, or other names.
In general, terminal 1400 includes: a processor 1401, and a memory 1402.
Processor 1401 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and so forth. The processor 1401 may be implemented in at least one hardware form of Digital Signal Processing (DSP), Field-Programmable Gate Array (FPGA), and Programmable Logic Array (PLA). Processor 1401 may also include a main processor and a coprocessor, where the main processor is a processor for Processing data in an awake state, and is also referred to as a Central Processing Unit (CPU); a coprocessor is a low power processor for processing data in a standby state. In some embodiments, the processor 1401 may be integrated with a Graphics Processing Unit (GPU) which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, processor 1401 may also include an Artificial Intelligence (AI) processor for processing computing operations related to machine learning.
Memory 1402 may include one or more computer-readable storage media, which may be non-transitory. Memory 1402 may also include high speed random access memory, as well as non-volatile memory, such as one or more magnetic disk storage devices, flash memory storage devices. In some embodiments, a non-transitory computer readable storage medium in memory 1402 is used to store at least one instruction for execution by processor 1401 to implement a method of interaction of virtual objects as provided by method embodiments herein.
While terminal 1400 illustratively includes additional components, those skilled in the art will appreciate that the configuration shown in fig. 14 is not intended to be limiting of terminal 1400, and may include more or less components than those shown, or some components in combination, or in a different arrangement of components.
Those skilled in the art will appreciate that all or part of the steps in the methods of the above embodiments may be implemented by hardware related to instructions of a program, which may be stored in a computer readable storage medium, which may be a computer readable storage medium contained in a memory of the above embodiments; or it may be a separate computer-readable storage medium not incorporated in the terminal. The computer readable storage medium has at least one instruction, at least one program, a set of codes, or a set of instructions stored therein, which is loaded and executed by the processor to implement the method for interacting with virtual objects as described in any of the above embodiments.
Optionally, the computer-readable storage medium may include: a Read Only Memory (ROM), a Random Access Memory (RAM), a Solid State Drive (SSD), or an optical disc. The Random Access Memory may include a resistive Random Access Memory (ReRAM) and a Dynamic Random Access Memory (DRAM). 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 (14)

1. A method for interaction of virtual objects, the method comprising:
receiving a life consumption operation aiming at a first virtual object, wherein the life consumption operation is used for consuming a virtual life value corresponding to the first virtual object;
displaying a life bar of a second virtual object, wherein the life bar is used for displaying a virtual life value of the second virtual object, the life bar is corresponding to an attribute bar with a first length, and the first virtual object and the second virtual object belong to the same camp;
splicing and displaying a gain effect bar on the basis of the life consumption operation on the basis of the life bar, wherein the gain effect bar is used for indicating an attack gain effect provided by the life consumption operation for the second virtual object, the gain effect bar and the life bar are spliced to obtain an attribute bar with a second length, and the second length is greater than the first length.
2. The method of claim 1, wherein said splicing display gain effect bars on said life bar basis based on said life consumption operations comprises:
obtaining a gain condition based on the life consuming operation, the gain condition being a decision condition for the first virtual object to provide the attack gain effect for the second virtual object;
splicing and displaying the gain effect bar on the basis of the life bar in response to the first virtual object and the second virtual object meeting the gain condition.
3. The method of claim 2, wherein said displaying the gain effect bar on the basis of the life bar in response to the first virtual object and the second virtual object satisfying the gain condition comprises:
in response to the second virtual object being within the gain range of the first virtual object, displaying the gain effect bar in a tiled manner on the basis of the life bar;
alternatively, the first and second electrodes may be,
splicing and displaying the gain effect bar on the basis of the life bar in response to the second virtual object being a target virtual object selected by the first virtual object;
alternatively, the first and second electrodes may be,
and in response to the first virtual object and the second virtual object belonging to the same virtual team, splicing and displaying the gain effect bar on the basis of the life bar.
4. The method of claim 3, wherein the displaying the gain effect bar on the basis of the life bar in response to the second virtual object being within the gain range of the first virtual object, further comprises:
and displaying a first special effect animation corresponding to the second virtual object, wherein the first special effect animation is superposed and rendered on the character image corresponding to the second virtual object, and the first special effect animation comprises at least one of flash special effect animation, edge-tracing special effect animation and halo special effect animation.
5. The method of any of claims 1 to 4, wherein after receiving the life consuming operation for the first virtual object, further comprising:
displaying a life consumption animation corresponding to the first virtual object, wherein the life consumption animation is displayed through the character image of the first virtual object and is used for indicating that the virtual life value of the first virtual object continuously reduces at a target consumption speed.
6. The method of any of claims 1 to 4, wherein receiving a life consuming operation for the first virtual object comprises:
responsive to the first virtual object being equipped with target equipment, displaying a life consumption control on a virtual environment interface, the life consumption control to receive the life consumption operation;
determining that the life consuming operation on the first virtual object is received in response to the life consuming control receiving a trigger signal.
7. The method of claim 6, wherein determining that the life consuming operation on the first virtual object is received in response to the life consuming control receiving a trigger signal comprises:
displaying a cooling schedule in the life consumption control, the cooling schedule indicating functional usage of the target equipment;
acquiring the cooling progress and a target cooling threshold in response to the life consumption control receiving a trigger signal;
determining that the life consuming operation on the first virtual object is received in response to the cooling progress reaching the target cooling threshold; or responding to the failure of matching between the cooling progress and the target cooling threshold value, and displaying triggering failure information, wherein the triggering failure information is used for prompting that the target equipment is in a cooling waiting state.
8. The method of any of claims 1 to 4, further comprising:
canceling display of the gain effect bar corresponding to the second virtual object in response to the virtual life value corresponding to the first virtual object being cleared;
alternatively, the first and second electrodes may be,
and canceling the display of the gain effect bar corresponding to the second virtual object in response to the trigger time corresponding to the life consumption operation reaching a target time threshold.
9. The method of any of claims 1 to 4, further comprising:
responding to the second virtual object attacking a third virtual object, and displaying a attacked effect of the third virtual object under the attack of the second virtual object, wherein the attacked effect is used for indicating a virtual life value consuming the third virtual object, and the third virtual object is in a visual field range of the first virtual object.
10. The method of claim 9, wherein the displaying, in response to the second virtual object attacking a third virtual object, an effect of the third virtual object being attacked by the second virtual object comprises:
in response to the second virtual object attacking the third virtual object, determining a first consumption value based on the virtual prop used by the second virtual object, wherein the first consumption value is used for indicating the consumption condition of the virtual prop on a virtual life value corresponding to the third virtual object;
determining a second consumption value based on the attack gain effect, wherein the second consumption value is used for indicating an attack gain condition of the life consumption operation of the first virtual object on an attack operation corresponding to the virtual prop, and the second consumption value and the virtual life value consumed by the first virtual object are in a positive correlation relationship;
displaying a second special effect animation of the third virtual object based on the first consumption value and the second consumption value, the second special effect animation being used for indicating the hit effect.
11. An apparatus for interaction with a virtual object, the apparatus comprising:
the receiving module is used for receiving life consumption operation aiming at a first virtual object, and the life consumption operation is used for consuming a virtual life value corresponding to the first virtual object;
the display module is used for displaying a life bar of a second virtual object, the life bar is used for displaying a virtual life value of the second virtual object, the life bar is corresponding to an attribute bar with a first length, and the first virtual object and the second virtual object belong to the same camp;
the display module is further configured to splice and display a gain effect bar based on the life consumption operation on the basis of the life bar, where the gain effect bar is used to indicate an attack gain effect provided by the life consumption operation for the second virtual object, and the gain effect bar and the life bar are spliced to obtain an attribute bar with a second length, where the second length is greater than the first length.
12. A computer device comprising a processor and a memory, the memory having stored therein at least one instruction, at least one program, a set of codes, or a set of instructions, which is loaded and executed by the processor to implement the method of interaction of virtual objects according to any one of claims 1 to 10.
13. A computer-readable storage medium having stored therein at least one program code, the program code being loaded and executed by a processor to implement the method of interacting the virtual objects according to any one of claims 1 to 10.
14. A computer program product comprising a computer program or instructions which, when executed by a processor, implement the method of interaction of a virtual object according to any one of claims 1 to 10.
CN202210084340.1A 2022-01-21 2022-01-21 Interaction method, device, equipment, medium and product of virtual object Pending CN114404971A (en)

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2024087935A1 (en) * 2022-10-24 2024-05-02 腾讯科技(深圳)有限公司 Virtual object control method and apparatus, device, medium, and product

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2024087935A1 (en) * 2022-10-24 2024-05-02 腾讯科技(深圳)有限公司 Virtual object control method and apparatus, device, medium, and product

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