CN117982889A - Virtual throwing object using method, device, equipment and storage medium - Google Patents

Virtual throwing object using method, device, equipment and storage medium Download PDF

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Publication number
CN117982889A
CN117982889A CN202211328162.9A CN202211328162A CN117982889A CN 117982889 A CN117982889 A CN 117982889A CN 202211328162 A CN202211328162 A CN 202211328162A CN 117982889 A CN117982889 A CN 117982889A
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China
Prior art keywords
virtual
throwing
virtual object
environment
projectile
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CN202211328162.9A
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Chinese (zh)
Inventor
李宇
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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Priority to CN202211328162.9A priority Critical patent/CN117982889A/en
Publication of CN117982889A publication Critical patent/CN117982889A/en
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Abstract

The application discloses a virtual throwing object using method, device and equipment and a storage medium, and belongs to the technical field of man-machine interaction. The method comprises the following steps: displaying a virtual environment picture of game play, wherein a virtual environment is displayed in the virtual environment picture, and a first virtual object is arranged in the virtual environment; controlling the first virtual object to throw the virtual thrown object into the virtual environment in response to a throwing operation for the virtual thrown object owned by the first virtual object; if the moving virtual throwing object collides with the interception area of the second virtual object in the virtual environment, displaying the picture content of the virtual throwing object intercepted by the second virtual object; and if the virtual throwing object collides with the virtual object in the virtual environment, displaying the picture content of the explosion of the virtual throwing object. The method is beneficial to improving the richness of the using method of the virtual throwing object in the game, and reduces the computing overhead of the terminal equipment.

Description

Virtual throwing object using method, device, equipment and storage medium
Technical Field
The present application relates to the field of internet and computer technologies, and in particular, to a method, an apparatus, a device, and a storage medium for using a virtual throwing object.
Background
Virtual thrower refers to a virtual item in a game play for throwing into a virtual environment.
In the related art, after a virtual object casts a virtual projectile into a virtual environment, the virtual projectile explodes for a period of time and causes damage to a life value of the virtual object within the explosion range. The visual field of the virtual object in the explosion range can display explosion prompt information, so that the virtual object is helped to be far away from the explosion range of the virtual throwing object, and the damage to the life value caused by the explosion of the virtual throwing object is reduced.
However, the current virtual throwing object use method is relatively single.
Disclosure of Invention
The application provides a virtual throwing object using method, device, equipment and storage medium. The technical scheme is as follows:
according to an aspect of an embodiment of the present application, there is provided a method of using a virtual projectile, the method including:
Displaying a virtual environment picture of game play, wherein a virtual environment is displayed in the virtual environment picture, and a first virtual object is arranged in the virtual environment;
Controlling the first virtual object to throw the virtual throwing object into the virtual environment in response to a throwing operation for the virtual throwing object owned by the first virtual object;
If the virtual throwing object collides with the interception area of the second virtual object in the virtual environment, displaying the picture content of the virtual throwing object intercepted by the second virtual object;
And if the virtual throwing object collides with the virtual object in the virtual environment, displaying the picture content of the explosion of the virtual throwing object.
According to an aspect of an embodiment of the present application, there is provided a method of using a virtual projectile, the method including:
displaying a virtual environment picture of game play, wherein a virtual environment is displayed in the virtual environment picture, and a first virtual object and a second virtual object are arranged in the virtual environment;
If the virtual throwing object thrown by the first virtual object collides with the interception area of the second virtual object, displaying the picture content of the second virtual object intercepted by the virtual throwing object;
If the virtual throwing object thrown by the first virtual object collides with the virtual object in the virtual environment and the second virtual object is in the explosion range of the virtual throwing object, displaying the picture content of the explosion of the virtual throwing object and displaying the first life value injury to the second virtual object caused by the explosion of the virtual throwing object.
According to an aspect of an embodiment of the present application, there is provided a virtual projectile throwing apparatus, the apparatus including:
The image display module is used for displaying a virtual environment image of game games, wherein a virtual environment is displayed in the virtual environment image, and a first virtual object is arranged in the virtual environment;
The article throwing module is used for responding to throwing operation of a virtual throwing object owned by the first virtual object and controlling the first virtual object to throw the virtual throwing object into the virtual environment;
the article interception module is used for displaying the picture content of the virtual throwing object intercepted by the second virtual object under the condition that the virtual throwing object collides with an interception area of the second virtual object in the virtual environment;
And the explosion display module is used for displaying the picture content of the explosion of the virtual throwing object under the condition that the virtual throwing object collides with the virtual object in the virtual environment.
According to an aspect of an embodiment of the present application, there is provided a virtual projectile throwing apparatus, the apparatus including:
the image display module is used for displaying a virtual environment image of game games, wherein a virtual environment is displayed in the virtual environment image, and a first virtual object and a second virtual object are arranged in the virtual environment;
The article interception module is used for displaying the picture content of the second virtual object for intercepting the virtual throwing object if the virtual throwing object thrown by the first virtual object collides with the interception area of the second virtual object;
And the explosion display module is used for displaying the picture content of the explosion of the virtual throwing object and displaying the first life value injury caused by the explosion of the virtual throwing object to the second virtual object if the virtual throwing object thrown by the first virtual object collides with the virtual object in the virtual environment and the second virtual object is in the explosion range of the virtual throwing object.
According to an aspect of an embodiment of the present application, there is provided a terminal device including a processor and a memory in which a computer program is stored, the computer program being loaded and executed by the processor to implement the method of using a virtual projectile as described above.
According to an aspect of an embodiment of the present application, there is provided a computer-readable storage medium having stored therein a computer program loaded and executed by a processor to implement the method of using a virtual projectile as described above.
According to an aspect of an embodiment of the present application, there is provided a computer program product comprising a computer program stored in a computer readable storage medium, from which a processor reads and executes the computer program to implement the method of using a virtual projectile as described above.
The technical scheme provided by the embodiment of the application has the beneficial effects that at least:
By setting the interception area for the virtual object, the virtual object can intercept the moving virtual throwing object, and compared with the prior art, the virtual object can only hide the virtual throwing object, thereby enriching the playing method of the virtual throwing object.
In addition, the use method of the virtual throwing object organically combines the ball games and the explosive throwing games, so that players can enjoy the fun of competing and throwing the virtual throwing object in the ball games in game pair. By introducing the explosion mechanism of the virtual throwing object, the player notices to control the virtual object to avoid the virtual throwing object which is about to explode, and the attraction of the game to the player is improved.
In addition, the virtual object in the game pair only needs to perform throwing operation or interception operation related to the virtual throwing object, so that the amount of game props required to be maintained by the terminal equipment is reduced, the maintenance cost of the game props is reduced, and the calculation expense of the terminal equipment is reduced.
Drawings
FIG. 1 is a schematic illustration of an implementation environment for an embodiment of the present application;
FIG. 2 is a flow chart of a method of using a virtual projectile in accordance with an exemplary embodiment of the application;
FIG. 3 is a schematic illustration of a throwing operation provided by an exemplary embodiment of the present application;
FIG. 4 is a schematic diagram providing interception of a virtual projectile in accordance with an exemplary embodiment of the present application;
FIG. 5 is a schematic diagram of providing virtual projectile explosions in accordance with an exemplary embodiment of the application;
FIG. 6 is a schematic diagram of providing virtual projectile scores according to an exemplary embodiment of the application;
FIG. 7 is a schematic diagram of providing a control display area in accordance with an exemplary embodiment of the present application;
FIG. 8 is a schematic illustration of a virtual projectile using method provided by an exemplary embodiment of the application;
FIG. 9 is a flow chart of a method of using a virtual projectile in accordance with an exemplary embodiment of the application;
FIG. 10 is a schematic diagram of a method of intercepting a virtual projectile provided by an exemplary embodiment of the application;
FIG. 11 is a block diagram of a virtual projectile apparatus for use with one exemplary embodiment of the application;
FIG. 12 is a block diagram of a virtual projectile apparatus for use with one exemplary embodiment of the application;
Fig. 13 is a block diagram of a terminal device according to an exemplary embodiment of the present application.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the present application more apparent, the embodiments of the present application will be described in further detail with reference to the accompanying drawings.
FIG. 1 is a schematic diagram of an implementation environment for an embodiment of the present application. The implementation environment may be implemented as a computer system, such as a gaming application system. The implementation environment of the scheme can comprise: a first terminal device 10, a second terminal device 20 and a server 30.
The first terminal device 10 may be an electronic device such as a mobile phone, a tablet computer, a PC (Personal Computer ), a game console, a multimedia playing device, a wearable device, a smart voice interaction device, a smart home appliance, a car-mounted terminal, etc. In one example, the first terminal device 10 has a target application running therein, which may be a game-like application, as well as other applications capable of providing game functions. In some embodiments, game-like applications include, but are not limited to: first person shooter (First Person Shooting, FPS) games, adventure-like games (Advanture Game, ATG), action-like games (Action Game, ACT), multiplayer online tactical Game games (Multiplayer Online Battle Arena, MOBA), and simulation-like games (SimulationGame, SLG), among others.
For example, the target application is MOBA applications, and in a game play of the target application, a user can control a virtual object to use a virtual projectile in a virtual environment, thereby controlling the trend of the game play.
In some embodiments, the target application is configured to implement game play in ball game opponents such as simulated handball games, simulated basketball games, and simulated soccer games, where scoring points exist, the display of scoring areas in a virtual environment, including but not limited to at least one of: goal form, rim form, or a region of a differentiated display in a virtual environment (e.g., a region in a virtual ground).
In other embodiments, the targets are used in a program for implementing a game play in combination with a ball game and other types of games. The second terminal device 20 may be an electronic device such as a mobile phone, a tablet computer, a PC (Personal Computer ), a game console, a multimedia playing device, a wearable device, a smart voice interaction device, a smart home appliance, a car-mounted terminal, etc. The second terminal device 20 has a target application running thereon. In one example, the first terminal device 10 and the second terminal device 20 run the target application simultaneously, and the user of the first terminal device 10 and the user of the second terminal device 20 play the game in the same game pair.
The server 30 can provide background services for the target application running on the first terminal device 10 as well as the second terminal device 20, e.g. the server 30 may be a background server for the target application. The server 30 may provide services for the first terminal device 10 as well as the second terminal device 20. The server 30 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 cloud services, cloud computing, cloud functions, cloud storage, network services, cloud communication, domain name services, and artificial intelligence platforms. The server 30 has at least data transceiving, storing and calculating functions.
In some embodiments, the first terminal device 10 generates first game data in response to an operation of the player 1; the first terminal device 10 transmits the first game data to the server 30. The first game data is used to characterize the operations performed by player 1. For example, the first game data includes that the player 1 controls the virtual object to throw the virtual projectile into the virtual environment.
The second terminal device 20 generates second game data in response to an operation of the player 2; the second terminal device 20 transmits second game data to the server 30.
The server 30 processes the first game data and the second game data to obtain a processing result. The server 30 transmits the processing results to the first terminal device and the second terminal device 20, respectively. The processing results are used to instruct operations performed by each of player 1 and player 2 to affect the game play. For example, the processing results are used to characterize the location of the explosion after the virtual projectile cast by player 1.
Alternatively, the server 30 sends the first processing result to the first terminal device 10 and the second processing result to the second terminal device 20; the first processing result and the second processing result may or may not be identical.
The first terminal apparatus 10 displays the virtual environment screen 1 according to the received processing result. The second terminal device 20 displays the virtual environment screen 2 according to the received processing result.
Fig. 2 is a flow chart of a method of using a virtual projectile in accordance with an exemplary embodiment of the application. The execution body of the method may be, for example, the first terminal device 10 in the implementation environment of the solution described in fig. 1, and the execution body may be, for example, a client of a target application running on the first terminal device 10. As shown in fig. 2, the method may include the following steps (210-240):
Step 210, displaying a virtual environment picture of the game, wherein the virtual environment picture is displayed with a virtual environment, and the virtual environment is provided with a first virtual object.
In some embodiments, a virtual environment refers to a target application providing a player with a virtual space in a game play that can interact with. Alternatively, the virtual environments provided by the different game pairs generated by the target application are not exactly the same. For example, the factors of virtual topography, virtual titles, virtual weather, etc. in the virtual environment are not exactly the same in different game plays. For example, in MOBA games, the virtual environment is provided with terrain as a shelter, as well as virtual objects.
The virtual environment of the game pair can be randomly generated, and in the game pair generation process, the server performs random selection in at least one candidate virtual environment to determine the virtual environment of the game pair.
The virtual environment of the game play may also be selected by the player. For example, after the matching of the players is completed, a plurality of players who are about to play in the same game pair vote on at least one candidate virtual environment to determine the virtual environment of the game pair. For another example, a virtual environment of a game play is specified by at least one player who is about to play in the game play.
In some embodiments, there is at least one virtual geometry in the virtual environment, optionally virtual memory geometry including, but not limited to, virtual objects and virtual objects.
The virtual environment of the game play is set according to actual needs, and the present application is not limited thereto.
At least one behavior-controllable virtual object exists in the virtual environment. The virtual object can complete preset behaviors in the virtual environment. Virtual objects are divided into player characters and Non-player characters (Non PLAYER CHARACTER, NPC).
The first virtual object is a virtual object for completing a preset action in the virtual environment according to the control of a player of the first terminal device. In some embodiments, a user of the first terminal device is able to control changing the display position, behavior of the first virtual object in the virtual environment. For example, a user of the first terminal device controls the first virtual object to move in the virtual environment, and changes the display position of the first virtual object in the virtual environment. For another example, a user of the first terminal device controls the first virtual object to throw a virtual projectile into the virtual environment.
It should be noted that, the behavior of the first virtual object in the virtual environment is designed according to actual needs, and the present application is not limited herein.
The virtual environment picture may be a 2-dimensional (2 d) plane image. The virtual screen may be a 3-dimensional (3 d) screen in which a three-dimensional structure exists and perspective relationship exists.
In some embodiments, the virtual environment screen is an observation of the virtual environment from a perspective of the first virtual object. The perspective of the first virtual object includes, but is not limited to, a third person perspective of the first person perspective.
Optionally, the virtual environment and the first virtual object are displayed in the virtual environment screen. The specific content in the virtual environment screen is set according to the actual need, and the present application is not limited herein.
Step 220, in response to the throwing operation for the virtual throwing object owned by the first virtual object, controlling the first virtual object to throw the virtual throwing object into the virtual environment.
The virtual throwing object is used for throwing to the virtual environment, and after the thrown virtual throwing object contacts with different virtual geometric bodies of the virtual environment, the throwing effect is not completely the same.
In the embodiments provided herein, the end condition of a game play is associated with a virtual projectile, and a player or team of players who decide to win the game play by throwing the virtual projectile into the virtual environment is referred to in the following embodiments.
A throwing operation for a virtual throwing object owned by the first virtual object for throwing at least one virtual throwing object into the virtual environment. Optionally, if the first virtual object has n virtual throws, the first terminal device controls the first virtual object to throw m virtual throws into the virtual environment, where m, n is a positive integer, and m is less than or equal to n.
The throwing operation for the virtual throwing object owned by the first virtual object includes, but is not limited to, a clicking operation, a long-press operation, a sliding operation, a key operation, a gesture operation, a sound control operation, a sensing operation, and a combination operation composed of at least two of the foregoing operations.
In some embodiments, the first terminal device displays a user interface of the target application program, where the user interface includes a picture layer and a control layer; the control layer is used for providing at least one operation control.
In some embodiments, the user interface of the target application is provided with a throwing operation control (provided at the control layer).
In one example, a throwing operation for a virtual throwing object owned by a first virtual object is implemented by clicking a throwing operation control. In this case, the first terminal device senses a click signal at the throwing operation control to control the first virtual object to throw the virtual throwing object into the virtual environment.
Optionally, the first terminal device determines that the virtual throwing object is at the target throwing position according to the center point of the displayed virtual environment picture when the clicking signal moment at the throwing operation control is sensed. For example, the first terminal uses the virtual position displayed by the center point of the virtual environment surface change as the throwing end point of the virtual throwing object.
In another example, a throwing operation for a virtual throwing object owned by a first virtual object is accomplished by sliding and releasing a throwing operation control. In some embodiments, the first terminal device determines a throwing direction of the virtual throwing object according to a sliding direction of the sliding operation.
In some embodiments, the throwing operation for the virtual throws owned by the first virtual object is used to control the first virtual object to throw at least one virtual thrower into the virtual environment. By the method, user operation can be simplified, and development progress of game play can be accelerated.
In one example, where the throwing operation is capable of controlling the first virtual object to throw a plurality of virtual throws into the virtual environment, the throw times of the plurality of virtual throws are the same. The first terminal device responds to throwing operation and controls the first virtual object to throw a plurality of virtual throwing objects into the virtual environment at the same time. In this case, the target throwing positions of the plurality of virtual throwing objects thrown may be the same or different.
In another example, where the throwing operation is to control the first virtual object to throw a plurality of virtual throws into the virtual environment, the throw times of the plurality of virtual throws are not identical. For example, the first terminal device controls the first virtual object to throw the virtual thrown object into the virtual environment a plurality of times in succession during a throwing period in response to a throwing operation. In this case, the target throwing positions of the plurality of virtual throwing objects thrown may be the same or different.
Alternatively, the player may change the viewing angle direction during the continuous casting of the virtual projectile by the first virtual object to thereby change the target projectile throwing position of the virtual projectile.
Optionally, a plurality of throwing operation controls are provided in the user interface. For example, a first operation control, a second operation control and a third operation control are arranged in the user interface, wherein the first operation control is used for controlling a first virtual object to throw 1 virtual throwing object into a virtual environment; the second operation control is used for controlling the first virtual object to throw a plurality of virtual throws into the virtual environment; the third operation control is used for controlling the first virtual object to throw all virtual throws owned by the first virtual object into the virtual environment.
In some embodiments, the first, second, and third operational controls are continuously displayed on the user interface in the game play.
In other embodiments, the duration of display of the first, second, and third operational controls in the user interface is related to the number of virtual throws owned by the first virtual object.
For example, if the first virtual object has 1 virtual projectile, the first operation control is displayed in the user interface, and the second operation control and the third operation control are not displayed in the user interface. If the first virtual object has 2 virtual throws, displaying a first operation control and a third operation control in the user interface, and not displaying a second operation control in the user interface; and if the first virtual object has more than 2 virtual throwing objects, displaying a first operation control, a second operation control and a third operation control in the user interface. By the method, shielding of the operation control displayed in the user interface on the virtual environment picture can be reduced as much as possible, so that a player can observe richer details in the virtual environment picture, and the display simplicity in the user interface is improved.
Optionally, as the number of operation controls displayed in the user interface changes, the display position and display style of the operation controls in the user interface may also change. In some embodiments, the display styles of the first, second, and third operation controls are not exactly the same, facilitating the player to identify the role of the operation controls displayed in the user interface.
The throwing operation for the virtual throwing object owned by the first virtual object is set according to actual needs, and is not limited to this.
The virtual object may possess at least one virtual projectile. In the case that the first virtual object has at least one virtual throwing object, the first terminal device controls the first virtual object to throw the virtual throwing object into the virtual environment in response to a throwing operation for the virtual throwing object that the first virtual object has. And under the condition that the number of the virtual throwing objects owned by the first virtual object is equal to 0, the first terminal equipment displays throwing failure prompt information of the virtual throwing objects, and the throwing failure prompt information is used for prompting that the virtual throwing objects owned by the first virtual object are insufficient.
In some embodiments, the number of virtual throws owned by the first virtual object is displayed in the user interface. Optionally, the number of virtual throws owned by the first virtual object is dynamically transformed. The first terminal device deducts the number of virtual throws owned by the first virtual object in response to a throwing operation for the virtual throws owned by the first virtual object. For example, after the first virtual object casts 1 virtual projectile into the virtual environment, the number of virtual casts owned by the first virtual object is deducted by 1.
Fig. 3 is a schematic view of a throwing operation provided by an exemplary embodiment of the present application.
In the virtual environment screen 300, the number 330 of virtual throws owned by the first virtual object 310 is 2, and a first operation control 322 and a third operation control 324 are provided in the user interface.
In some embodiments, the virtual projectile is thrown into the virtual environment at the first virtual object, and the virtual projectile moving in the virtual environment is displayed in the virtual screen. The moving virtual projectile is a virtual projectile before the first virtual object is thrown into the virtual environment and comes into contact with the virtual geometry in the virtual environment.
In some embodiments, the virtual projectile is moved in a virtual environment simulating a diagonal projectile motion.
In other embodiments, the acceleration of the virtual projectile falling in the virtual environment is less than the acceleration experienced by the real object during oblique throwing, i.e., the virtual projectile is capable of floating movement in the virtual environment. In this way, it is helpful to increase the player's game experience in order to extend the player's reaction time to virtual throws moving in the virtual environment.
The moving mode of the virtual throwing object in the virtual environment is determined according to actual needs, and the application is not determined here.
In step 230, if the virtual projectile collides with the interception area of the second virtual object in the virtual environment, the screen content of the virtual projectile intercepted by the second virtual object is displayed.
The second virtual object may be any one of the virtual objects in the virtual environment. Optionally, the second virtual object is controlled by a player playing a game using the second terminal device.
The interception area of the second virtual object is used for representing a spatial range in the virtual environment in which the second virtual object can intercept the virtual projectile. Optionally, the interception area of the second virtual object is a part of the virtual space surrounding, wrapping, or contacting the second virtual object in the virtual environment. For example, the interception area of the second virtual object refers to a spherical space surrounding the second virtual object. For another example, the interception area of the second virtual object is a sector-shaped space of the viewing direction of the second virtual object.
In some embodiments, the location of the interception area of the second virtual object in the virtual environment is related to the location of the second virtual object in the virtual environment, i.e. the interception area of the second virtual object is capable of moving the second virtual object in the virtual environment.
In some embodiments, in the game play, the interception area of the second virtual object is continuously validated in the virtual environment.
In other embodiments, the validation time of the interception area of the second virtual object is dependent on an operation performed by a player controlling the second virtual object. For example, a player of the second virtual object may transition the interception area of the second virtual object to an active state in order to attempt to control the second virtual object to intercept a virtual projectile moving in the virtual environment.
In some embodiments, the interception area of the second virtual object can be displayed in the virtual environment screen. In other embodiments, the interception area of the second virtual object is not displayed in the virtual environment screen.
For this content, reference is made to the following examples. In this case, if the interception area of the second virtual object is in an active state, the interception area of the second virtual object may intercept the moving virtual projectile. If the interception area of the second virtual object is in an invalid state, the interception area of the second virtual object cannot intercept the moving virtual projectile. In this case, if the moving virtual projectile collides with the second virtual object (or the interception area of the second virtual object), it is conceivable that the moving virtual projectile collides with the virtual object in the virtual environment, and the following examples are made for the processing of this part.
The content of the interception area of the virtual object is set according to the actual need, and the present application is not limited thereto.
In some embodiments, at least one virtual object in the virtual environment corresponds to a respective interception area. The range of the interception areas corresponding to different virtual objects can be the same or different.
The collision of the interception area of the second virtual object in the virtual environment of the virtual projectile means that the virtual projectile moving in the virtual environment passes through any one spatial point belonging to the interception area of the second virtual object. In other words, if the moving track of the virtual throwing object in the virtual environment passes through the interception area of the second virtual object, it is indicated that the second virtual object intercepts the virtual throwing object successfully, and the first terminal device displays the picture content of the virtual throwing object intercepted by the second virtual object.
As will be appreciated from the above description, if a moving virtual projectile collides with the interception area of a second virtual object in the virtual environment, the second virtual object intercepts the virtual projectile. That is, the virtual projectile stops moving in the virtual environment, ownership of the virtual projectile is converted into a second virtual object, and the number of virtual projectiles owned by the second virtual object increases.
In some embodiments, the screen content captured by the second virtual object by the virtual projectile includes at least one of: an interception picture and interception information. The interception picture is used for displaying a picture that the second virtual object successfully intercepts the virtual throwing object. Optionally, the interception screen is a screen of a virtual projectile intercepted by a second virtual object, the virtual projectile being observed by a perspective of the first virtual object. The interception information is used to characterize that the virtual projectile is intercepted. Optionally, the interception information is text information. For example, the interception information is: the "virtual projectile is intercepted by the second virtual object" and, for example, the interception hint information includes text information sent by the second virtual object through kissing, such as "thank you for the virtual projectile of the first virtual object".
In some embodiments, the first terminal device further displays the quantity prompt information on the virtual environment screen; the quantity prompt information is used for representing that the quantity of virtual throwing objects owned by the second virtual object is increased.
Optionally, if the second virtual object is displayed in the virtual environment screen, the first terminal device displays the quantity prompt information near the second virtual object, for example, the first terminal device displays the quantity prompt information of "+1" above the second virtual object in the virtual environment screen.
Fig. 4 is a schematic diagram of an exemplary embodiment of the present application for providing interception of virtual throws. In the virtual environment screen 400, the virtual projectile thrown by the first virtual object 410 is captured by the second virtual object 420, and the "+1" quantity prompt 422 is displayed above the second virtual object 420.
In some embodiments, the first virtual object belongs to a first team and the second virtual object belongs to the first team, i.e., the first virtual object and the second virtual object belong to the same team in the game play pair. That is, in a game play, virtual objects of different teams may also intercept a virtual projectile during its movement in a virtual environment.
In other embodiments, the first virtual object belongs to a first team and the second virtual object belongs to a second team, the first team and the second team being in a fighting state in the game play. That is, in the game, the first virtual object can transfer the virtual throwing object to the virtual object of the same team through the throwing operation, and the richness of the using method of the virtual throwing object can be improved through the method.
In step 240, if the virtual throwing object collides with the virtual object in the virtual environment, the screen content of the explosion of the virtual throwing object is displayed.
The virtual projectile moving in the virtual environment collides with the virtual object, which causes the virtual projectile to explode. In some embodiments, the virtual object that causes the virtual projectile to explode is any virtual object in a virtual environment, including virtual ground, virtual building, etc. virtual items that are not movable, as well as virtual vehicles, etc. That is, as long as the moving virtual projectile collides with any one of the virtual objects, the virtual projectile is caused to explode.
In other embodiments, a virtual object that causes an explosion of a virtual projectile refers to a virtual object other than a virtual ground, a virtual wall, or the like that forms a virtual environment terrain. In this case, the moving virtual projectile does not explode after colliding with the virtual ground or the virtual wall. Optionally, after the moving virtual throwing object collides with the virtual ground (or the virtual wall surface), rebound occurs to change the original moving track of the virtual throwing object.
In some embodiments, if the moving virtual projectile collides with a virtual object in the virtual environment, the virtual projectile explodes in the virtual environment, and the first terminal device displays the content of the explosion of the virtual projectile.
In some embodiments, the virtual projectile is provided with an explosive range, and the explosion of the virtual projectile can have an impact on the vitality of the virtual object of the explosive range.
Fig. 5 is a schematic diagram of an exemplary embodiment of the present application providing virtual projectile explosions. In the virtual environment screen 500, a virtual projectile thrown by a first virtual object 510 collides with a virtual object, and the first terminal device displays screen content 512 of an explosion.
In summary, by setting the interception area for the second virtual object, the second virtual object can intercept the virtual thrown object, compared with the related art, the second virtual object can only avoid the virtual thrown object, and the playing method of the virtual thrown object is enriched.
In addition, the virtual throwing object using method provided by the application organically combines the ball games and the explosive throwing games, so that players can feel the competition in the ball games in game play, and the virtual throwing object is thrown to the fun. By introducing the explosion mechanism of the virtual throwing object, the player notices to control the virtual object to avoid the virtual throwing object which is about to explode, and the strategic of game play is improved.
In addition, the virtual object in the game pair only needs to perform throwing operation or interception operation related to the virtual throwing object, so that the amount of game props required to be maintained by the terminal equipment is reduced, the maintenance cost of the game props is reduced, and the calculation expense of the terminal equipment is reduced.
The method of scoring using virtual throws is described in several embodiments below.
In some embodiments, the method of using a virtual projectile further comprises: if the virtual throwing object thrown by the first virtual object reaches a first scoring area in the virtual environment, the first terminal equipment displays that the score of a first team to which the first virtual object belongs is increased; if the score of the first team does not reach the designated score, the first terminal device displays prompt information for representing that the number of virtual throws owned by the first virtual object is increased; if the score of the first team reaches the designated score, the first terminal equipment displays prompt information that the first team obtains winnings in the game play.
The first team refers to a team to which the first virtual object belongs. In some embodiments, the first team includes at least one virtual object therein. In the case where a plurality of virtual objects are included in the first team, then the plurality of virtual objects are controlled by different players. After the game play ends, the virtual objects belonging to the same team obtain the same play result.
In some embodiments, if the virtual projectile in the virtual environment does not collide with the interception area (or virtual object) of the second virtual object and is able to reach the first scoring area, the first terminal device indicates that the first virtual object successfully throws the virtual projectile into and out of the first scoring area, and the first terminal device displays an increase in the score of the first team to which the first virtual object belongs.
Optionally, a score recording control is displayed in the user interface, wherein if the virtual projectile reaches the first scoring area, a score increase for the first team is displayed in the score recording area. The score recording control is used for recording the score of at least one team in the game pair.
In some embodiments, there are different types of virtual throws in the game play. Optionally, the movement trajectories of different types of virtual throws in the virtual environment are different. Different types of virtual throws thrown by the first virtual object reach the first scoring area, causing a different increase in the score of the first team.
For example, a first type of virtual projectile thrown by a first virtual object reaching a first scoring area may cause the score of a first team to increase by 1 score, and a second type of virtual projectile thrown by a first virtual object reaching a first scoring area may cause the score of a first team to increase by 2 scores.
For another example, the same type of virtual projectile may arrive at a different location in the first scoring area, and the resulting score increases for the first team may be different. The method for acquiring the virtual throwing objects of different types in the virtual environment can be the same or different. For details of this process, please refer to the following examples.
In some embodiments, the first scoring area is displayed in a goal-style, basket-style, or the second scoring area is a portion of a differentiated display area in the virtual environment. The pattern of the first score region is set according to the timing requirement, and the present application is not limited thereto.
In some embodiments, the first scoring area belongs to a defending area of a second team in the game pair. Optionally, there is at least one defending area in the virtual environment belonging to the second team. For example, the second team has 3 defending areas in the virtual environment. The first scoring area is the scoring area where the virtual projectile thrown by the first virtual object arrives.
In some embodiments, the game play has at least two teams, any two teams being in a fighting state, the second team being any one of the at least two teams other than the first team.
In other embodiments, the first scoring area is common to multiple teams in the game play, i.e., a virtual projectile cast by any one virtual object in the virtual environment reaches the first scoring area, and the score of the team to which the virtual object belongs increases.
The specified score refers to the score that needs to be reached to end the game play. The specified fraction is preset and may be a positive integer, e.g., the specified fraction is equal to 30. The numerical value of the specified score is set according to actual needs, and the present application is not limited thereto.
In some embodiments, if the virtual projectile reaches the first scoring area and the score of the first team does not reach the specified score, indicating that the first virtual object successfully scores by throwing the virtual projectile, the first terminal displays a hint message indicating an increase in the number of virtual projectiles owned by the first virtual object.
Optionally, the prompt is referred to as a first prompt, and is used to characterize that the number of virtual throws owned by the first virtual object increases due to the virtual throws reaching the first score area.
In some embodiments, the first hint information is used to hint that the number of virtual throws owned by the first virtual object increases by a, where a is a positive integer. For example, the first hint information is used to characterize an increase in the number of virtual throws owned by the first virtual object by 1.
In one example, a first virtual object has at least one virtual projectile of a first type, where the first virtual object adds a virtual projectile of a second type to the first virtual object when the virtual projectile of the first type reaches a first scoring area.
In some embodiments, the first virtual object is capable of throwing a first type of virtual projectile (or a second type of virtual projectile) into the virtual environment in response to a throwing operation for the virtual projectile. Optionally, the score obtained by the second type of virtual projectile reaching the first scoring area is not equal to the score obtained by the first type of virtual projectile reaching the first scoring area. For example, a virtual projectile of a first type reaches a first scoring area for 1 point and a virtual projectile of a second type reaches a first scoring area for 2 points.
In some embodiments, the first terminal device displays a winning hint if the virtual projectile reaches the first scoring area and the score of the first team reaches or exceeds the specified score; wherein the success alert message is used to characterize the first team as winning in the game play.
Optionally, the success prompt information can be text prompt information, image prompt information and the like, and the type of the success prompt information is not limited by the application.
FIG. 6 is a schematic diagram of providing virtual projectile scores according to one exemplary embodiment of the application. In the virtual environment screen 600, the virtual projectile 620 thrown by the first virtual object 610 reaches the first scoring area 630 and the first terminal device displays an increase in the score 642 of the first team. A score record control 640 is displayed in the user interface, and the score 642 of the first team in the score record control 640 changes.
The trend of the game is determined by using the virtual throwing objects, so that the richness of the using method of the virtual throwing objects in the game is improved, and the player experience is improved. In game play, the virtual throwing object can be used as a scoring tool and an attack prop, so that the richness of the using method of the virtual throwing object is improved.
In some embodiments, the first scoring area includes at least two sub-areas, different sub-areas corresponding to different scores; the first terminal device displaying an increase in score of a first team to which the first virtual object belongs, comprising: if the virtual throwing object reaches the first subarea of the first scoring area, the first terminal equipment displays the score of the first team to increase a first score, and the first score is a score corresponding to the first subarea.
In some embodiments, the first sub-region refers to a portion of the first scoring region. Optionally, the first scoring area has a plurality of sub-areas, each sub-area not fully overlapping with each other. In some embodiments, the virtual throws arrive at different sub-areas, resulting in the score of the score increase of the first team not being exactly the same.
For example, the first scoring area is divided into at least a plurality of sub-areas, the first sub-area and the second sub-area being any two of the plurality of sub-areas, the second sub-area corresponding to a second score, the first score not being equal to the second score. If the virtual throwing object reaches the first subarea, the first terminal equipment displays the score of the first team to increase a first score; if the virtual projectile reaches the second sub-area, the second terminal device displays that the score of the first team increases by a second score.
By dividing the first scoring area into different sub-areas and setting a different score for at least one sub-area than for other sub-areas, the player can be attracted to attempt to throw the virtual projectile into the sub-area with the corresponding higher score, increasing the strategic nature of the game.
It is also helpful to make the scores of the team reach the designated scores as soon as possible so as to end the game play and improve the mobility of the player between the game plays. Because the method can shorten the duration time of the game, the number of players needing to be matched into a new game in the server is sufficient, the matching speed of the server is improved, and the waiting time for the user to enter the game is shortened.
In some embodiments, the method of using a virtual projectile further comprises: if the virtual throwing object thrown by the first virtual object reaches the first scoring area, the first terminal equipment cancels the display of the first scoring area in the virtual environment and displays the second scoring area in the virtual environment; wherein the display position of the second score area is different from the display position of the first score area.
In some embodiments, the first scoring area in the virtual environment may disappear in the game play. Optionally, the first scoring area disappears from the virtual environment after the virtual projectile reaches the first scoring area.
The second score area is any area in the virtual space, and the score can be obtained by making the virtual projectile reach the second score area.
In some embodiments, the size of the second scoring area is not equal to the size of the first scoring area, and optionally the size of the second scoring area is smaller than the size of the first scoring area, that is, the size of the scoring area gradually decreases as the score of a team in a game play increases.
It should be noted that, the first terminal device does not have a sequence of displaying the first scoring area and displaying the second scoring area. For example, the first terminal device first cancels the display of the first score area and then displays the second score area. For another example, the first terminal device first displays the second score area and then cancels displaying the first score area. Or the first terminal device simultaneously performs the process of canceling the display of the first score area and the display of the second score area.
Optionally, the number of available areas in the virtual environment remains unchanged. That is, after the first scoring area fails, the second scoring area begins to take effect.
In some embodiments, the second scoring area and the first scoring area are similar in nature. For example, the first scoring area belongs to the defending area of the second team, and the second scoring area also belongs to the defending area of the second team.
In this case, the display position of the second score area is related to at least one virtual object included in the second team. Optionally, the display position of the second score area is a display position of a certain virtual object in the second team in the virtual environment before the first movement duration. The first movement duration is preset, for example, the first movement duration is 5s.
Optionally, the display position of the second scoring area is on a line connecting the display positions of any two virtual objects in the second team. For example, the second team includes: the display position of the second score area is located at the midpoint of the connecting line of the display position of the virtual object A and the display position of the virtual object B.
Optionally, the display location of the second scoring area is determined by a virtual object in the second team. For example, the virtual object C of the second team determines the display position of the second score area in the virtual environment within the area setting period. The region setting time period is preset, for example, is equal to 10s in the region setting time period. Optionally, in the region setting duration, the first terminal device displays that the first scoring region gradually disappears.
And determining the display position of the second score area in the virtual environment according to the second team, thereby being beneficial to balancing the game play situation and improving the playability of the game play.
In some embodiments, the first terminal device controls the first virtual object to throw the virtual thrown object to the virtual environment (optionally, a first scoring area is displayed in the virtual environment screen at this time) in response to the throwing operation for the virtual thrown object; if the virtual throwing object reaches the first scoring area; the first terminal device displays an increase in the score of the first team (optionally, the first terminal cancels the display of the virtual projectile in the virtual environment). If the score of the first team does not reach the designated score, the first terminal displays that the number of virtual throws owned by the first virtual object is increased, and the first score area is canceled from being displayed in the virtual environment, and the second score area is displayed. (optionally, the first virtual object transforms the perspective in the virtual environment until a second scoring area appears in the virtual environment screen). The first terminal device may continue to throw the virtual projectile into the virtual environment in response to a throwing operation for the virtual projectile owned by the first virtual object.
It will be appreciated that cancelling the display of the first scoring area in the virtual environment and displaying the second scoring area corresponds to refreshing the display location of the first scoring area in the virtual environment. In this way, the virtual object can be mobilized to move in the virtual environment.
For a terminal device with a large network delay or frequent packet loss, in the case where virtual objects controlled by multiple players aggregate a block of area in a virtual environment, operations performed by players using the terminal device may not be effective due to the network delay. By changing the display position of the first scoring area, aggregation of different virtual objects in one area is reduced, the problem that network blocking and packet loss cause operation failure of a player is solved indirectly, and game experience of the player is improved.
In some embodiments, the method of using a virtual projectile further comprises: if the second virtual object is in the explosion range of the virtual throwing object thrown by the first virtual object, the first terminal equipment displays that the virtual throwing object explodes to cause a first life value injury to the second virtual object; if the first life value injury results in that the life value of the second virtual object does not meet the interception condition, the first terminal device displays the second virtual object in a weak state, wherein an interception area of the second virtual object is invalid under the condition that the second virtual object is in the weak state.
The second virtual object may be any one of the virtual objects in the virtual environment. In some embodiments, the virtual objects in the virtual environment have a life value. Optionally, different virtual objects have different life values at the initial time of game play.
The explosion range of the virtual projectile refers to the range in which the virtual projectile explodes in a virtual environment to cause injury. In some embodiments, the explosive range of the virtual projectile includes at least one sub-range. Optionally, there are at least two sub-ranges where the corresponding injury values are not the same.
And if the second virtual object is in the explosion range of the virtual throwing object thrown by the first virtual object, the life value of the second virtual object is deducted by the first injury value, and the first terminal equipment displays the first injury value of the second virtual object caused by the explosion of the virtual throwing object. The first life injury can be displayed around the second virtual object in the virtual environment picture, or can be displayed at a life identification control of the second virtual object in the user interface.
In some embodiments, the interception condition refers to the lowest life value that allows the virtual object to intercept the moving virtual projectile. Optionally, the interception area of the virtual object whose life value does not meet the interception condition fails, and the virtual projectile collides with the virtual object, which is equivalent to collision with a virtual object in the virtual environment, and the virtual projectile directly explodes.
In one example, a second virtual object whose life value does not meet the interception condition may move in the virtual environment, but cannot intercept the virtual projectile. For example, the interception condition is that the life value is lower than 30%.
In another example, a second virtual object whose life value does not satisfy the interception condition cannot move in the virtual environment, nor cannot intercept the virtual projectile. For example, the interception condition is that the life value is lower than 0. In this case, the first terminal may gradually cancel the display of the virtual object in the weak state. And after the regeneration time length is elapsed, the first terminal equipment reappears and displays the second virtual object, and at the moment, the life value of the second virtual object meets the interception condition.
The virtual throwing object explosion is utilized to hurt the life value of the virtual object, so that the possibility that the virtual throwing object moving in the virtual environment is intercepted by other virtual objects is reduced, the other virtual throwing objects can more easily reach the first scoring area, game play can be completed quickly, and game playability is improved.
The method for the first virtual object to acquire the virtual projectile is described by several embodiments.
In some embodiments, the method of using a virtual projectile further comprises: after the duration of the game play is increased by a first time length, the first terminal device displays prompt information for representing the increase of the number of virtual throws owned by the first virtual object.
In some embodiments, the first time period is a preset value. For example, the first time period is equal to 60s, i.e., the number of virtual throws possessed by the first virtual object increases by one every 60s after the game play starts. The specific time of the first duration is set according to actual needs, and the present application is not limited herein.
In some embodiments, if the duration of the game play increases by a first time period, the first terminal displays a prompt indicating an increase in the number of virtual throws owned by the first virtual object. Alternatively, the hint information is referred to as a second hint information, and is used to characterize a duration of a game, so that the number of virtual throws owned by the first virtual object increases.
In some embodiments, the number of virtual throws for which the second hint information and the first hint information above are used for hinting, respectively, is increased by a different number. Optionally, the first prompt is for prompting that the virtual throwing object owned by the first virtual object increases by a first amount, and the second prompt is for prompting that the virtual throwing object owned by the first virtual object increases by a second amount, the first amount being greater than the second amount. For example, the first number is equal to 2 and the second number is equal to 1.
In some embodiments, the first hint information is used to hint that the first virtual object has newly added a second type of virtual projectile and the second hint information is used to hint that the first virtual object has newly added a first type of virtual projectile. For the relevant content of the virtual projectile type, please refer to the above embodiments, and the description of the present application is omitted.
The virtual throwing objects are newly added for the first virtual object every first time length, so that the virtual throwing objects can be timely supplemented for the virtual object, the score of a team in the game play can be ensured to smoothly reach the designated score, and the game play is smoothly ended.
In some embodiments, after game play begins, any one virtual object in the virtual environment has an initial number of virtual throws. The first terminal device displays that the first virtual object possesses an initial number of virtual throws. The initial number is a preset value. For example the initial number is equal to 3.
The first virtual object may also obtain a virtual projectile from a virtual object in the virtual environment. In some examples, a projectile storage block is displayed in the virtual environment, and if the projectile storage block breaks, the first terminal device displays at least one pickable virtual projectile in the virtual environment.
For example, after the virtual projectile collides with the virtual object in the virtual environment, the virtual projectile using method further includes: if the projectile storage block exists in the explosion range of the virtual projectile, the first terminal device cancels the display of the projectile storage block, and displays at least one readable projectile in the virtual environment; the method comprises the steps that a first terminal device responds to a pickup operation for a pickup throwing object, and controls a first virtual object to conduct pickup action on the pickup throwing object; the first terminal device displays prompt information for representing an increase in the number of virtual throws owned by the first virtual object.
In some embodiments, if the first virtual object successfully picks up the throws, the first terminal displays a hint message that characterizes an increase in the number of virtual throws owned by the first virtual object. Alternatively, the prompt is referred to as a third prompt. The third hint information is used to characterize an increase in the number of virtual throws owned by the first virtual object due to the pick-up operation.
In some embodiments, the projectile storage block belongs to a virtual object in a virtual environment; optionally, the display effect of the projectile storage block in the virtual environment is different from the display effect of other virtual objects.
By the method, the virtual throwing object can be provided for the virtual object, and the ending time of game play is accelerated.
In some embodiments, the method of using a virtual projectile further comprises: responding to the attack operation, and controlling the first virtual object to execute attack actions on a third virtual object in the virtual environment; the first terminal device displays second life value damage caused by the attack behavior to the third virtual object; if the second life value injury results in that the life value of the third virtual object does not meet the interception condition, the first terminal device displays the third virtual object in a weak state, wherein an interception area of the third virtual object is invalid under the condition that the third virtual object is in the weak state.
The attack operation includes, but is not limited to, a click operation, a long press operation, a slide operation, a key operation, a gesture operation, a sound control operation, a sense operation, and a combination operation composed of at least two of the foregoing operations.
In some embodiments, the user interface of the target application is provided with an attack operation control (provided at the control layer). Optionally, the attack operation is implemented by clicking on an attack operation control. In this case, the first terminal device senses a click signal at the attack operation control, and controls the first virtual object to execute an attack action on a third virtual object in the virtual environment to the virtual environment.
In some embodiments, the attack operation control and the throwing operation control are arranged in adjacent areas of the user interface, so that the player using the first terminal device can conveniently operate the first terminal device.
FIG. 7 is a schematic diagram of a control display area provided in accordance with an exemplary embodiment of the present application. In the virtual environment screen 700, the number 740 of virtual throws owned by the first virtual object 710 is two, and there are attack operation controls 720 and throwing operation controls 730 on the user interface.
In some embodiments, the third virtual object refers to any virtual object in the virtual environment. Optionally, the third virtual object is a virtual object controlled by the player. Optionally, the third virtual object and the first virtual object are in a fighting state in the game play, that is, the team and the first team described by the third virtual object are in a fighting state.
In some embodiments, the first virtual object attacks the third virtual object, e.g., the first virtual object punches a punch, etc., on the third virtual object. The present application is not limited to this case, and the action behavior is set according to actual needs.
In some embodiments, the second vital injury value and the first vital injury value are not equal.
In some embodiments, the first terminal device displays that the third virtual object performs a blocking on the attack behavior of the first virtual object, and if the third virtual object does not perform the blocking successfully (for example, the third virtual object performs the blocking behavior while the first virtual object performs the attack behavior), the first terminal device displays that the third virtual object does not perform the blocking successfully. Optionally, the first terminal device displays that the number of virtual throws owned by the third virtual object is increased by i, and the number of virtual throws owned by the first virtual object is reduced by i, where i is a positive integer.
If the third virtual object fails to stop (for example, the third virtual object performs the stop action while the first virtual object performs the attack action), the first terminal device displays a second life value injury caused by the attack action to the third virtual object.
For details regarding the interception condition, please refer to the above embodiment, the third virtual object in the weak state is similar to the second virtual object in the weak state, and the disclosure is not limited thereto.
In some embodiments, if the virtual projectile collides with a virtual object in the virtual environment, the first terminal device displays a screen content of the explosion of the virtual projectile, including: if the virtual throwing object collides with the virtual object in the virtual environment, the first terminal equipment starts timing from the moment of collision, and when the timing duration reaches the rated duration, the first terminal equipment displays the picture content of the explosion of the virtual throwing object.
In some embodiments, the nominal time period is predefined. For example, the rated duration is 10s. Optionally, after the virtual projectile collides with the virtual object in the virtual environment, the first terminal device displays a countdown prompt for the virtual projectile. The countdown prompt is used to characterize the time the virtual projectile enters the countdown, or the time remaining from the virtual projectile to explode.
The content of the image of the explosion of the virtual throwing object is referred to the above embodiments, and will not be described herein.
In some embodiments, the countdown cue is displayed in a terminal device used by a player included in the first team. Optionally, the countdown cue is not displayed in a terminal device used by other players than the first team.
In some embodiments, after the virtual projectile collides with the virtual object, a fourth virtual object in the virtual environment may pick up the virtual projectile, casts the virtual projectile in the virtual environment, to change the trajectory of movement of the virtual projectile in the virtual environment. Alternatively, the fourth virtual object may be any one of the virtual objects in the virtual environment. For example, the fourth virtual object is the first virtual object.
After the fourth virtual object picks up the virtual projectile, the countdown of the virtual projectile is not changed. Optionally, if the fourth virtual object does not throw the virtual thrower to the virtual environment before the countdown is finished, the first terminal displays that the virtual object explodes at a display position of the fourth virtual object.
Under the condition that the virtual throwing object thrown by the first virtual object to the virtual environment can not successfully reach the first scoring area, the virtual object in the virtual environment is provided with an opportunity for changing the moving track of the virtual throwing object by setting the explosion countdown of the virtual throwing object, so that the virtual throwing object can reach the first scoring area or other scoring areas in the virtual environment. Meanwhile, reaction time is provided for the player, so that the virtual object in the virtual throwing object explosion range can move in a direction far away from the explosion range, and the damage of the virtual throwing object explosion to the blood volume of the virtual object is reduced.
In other embodiments, if the virtual projectile collides with a virtual object in the virtual environment, the first terminal device displays a screen content of the explosion of the virtual projectile, including: if the virtual throwing object collides with the virtual object, the first terminal equipment immediately displays the picture content of the explosion of the virtual throwing object. Compared with the prior art that the virtual throwing object needs to wait for a period of time to explode, the virtual throwing object can explode after being contacted with the virtual object, so that the waiting time of the virtual throwing object explosion is reduced, and the progress of game play is facilitated.
In some embodiments, game play sets are provided with remote attack props, including but not limited to virtual archery, equi-props. The first terminal equipment responds to shooting operation for the virtual throwing object in the virtual environment, controls the first virtual object to shoot the virtual throwing object in the virtual environment, and displays a content picture of explosion of the virtual throwing object.
In one example, a virtual projectile thrown by a first virtual object into a virtual environment can only be detonated by the shooting behavior of the first virtual object.
In another example, a virtual projectile thrown by a first virtual object into a virtual environment may be detonated by a firing operation of any one of the virtual objects in the virtual environment.
Fig. 8 is a schematic diagram of a virtual projectile using method according to an exemplary embodiment of the application.
The user performs a throwing operation for a virtual throwing object owned by the first virtual object, and the client throws the virtual throwing object toward the virtual environment in response to the throwing operation. The client sends game data to the server, and the server calculates the moving track of the virtual throwing object in the virtual environment according to the game data. If the moving virtual projectile collides with the interception area of the second virtual object, the virtual projectile is intercepted. In this case, the client displays the screen content of the virtual projectile intercepted by the second virtual object. And if the server determines that the virtual throwing object explodes, the client is instructed to display the content of the explosion picture. The client displays the screen content of the virtual projectile explosion to the user.
And under the condition that the virtual throwing object can reach the first scoring area, if the server determines that the first team score does not reach the designated score, the client is instructed to display prompt information. The client displays to the user that the first team score increases and that the number of virtual throws owned by the first virtual object increases. If the server determines that the first team score reaches the specified score, the client is instructed to display that the first team earned the winner. The client displays winning prompt information for obtaining winning of the first team after the game is ended to the user.
In the above embodiments, the first virtual object is mainly described to throw the virtual thrown object into the virtual environment. In practice, the first virtual object may intercept the moving virtual throwing in the virtual environment, or in case the first virtual object is in the explosive range of a certain virtual throwing object, the life value of the first virtual object is damaged, and the specific implementation method may refer to the following related embodiments on the side of the second terminal device.
Fig. 9 is a flowchart of a method of using a virtual projectile in accordance with an exemplary embodiment of the application. The execution body of the method may be, for example, the second terminal device 20 in the implementation environment of the solution described in fig. 1, and the execution body may be, for example, a client of a target application running on the second terminal device 20. As shown in fig. 9, the method may include the following steps (910-930):
Step 910, displaying a virtual environment picture of the game, wherein a virtual environment is displayed in the virtual environment picture, and the virtual environment is provided with a first virtual object and a second virtual object.
In some embodiments, the first virtual object belongs to a first team and the second virtual object also belongs to the first team, i.e., the first virtual object and the second virtual object belong to the same team in the game play.
In other embodiments, the second virtual object belongs to any one of the game plays other than the first team, and the second team and the first team are in a fighting state.
In step 920, if the virtual throwing object thrown by the first virtual object collides with the interception area of the second virtual object, the second virtual object is displayed to intercept the screen content of the virtual throwing object.
By the method, the first virtual object can transfer the virtual throwing objects to the virtual objects of the same team through throwing operation, so that a plurality of virtual throwing objects are concentrated at one virtual object of the same team, the using method of the virtual throwing objects is enriched, and the strategic of game play is improved. Virtual objects of other teams may also intercept virtual throws in the virtual environment.
In step 930, if the virtual object thrown by the first virtual object collides with the virtual object in the virtual environment and the second virtual object is within the explosion range of the virtual object, the image content of the explosion of the virtual object is displayed, and the first life damage of the explosion of the virtual object to the second virtual object is displayed.
In the above embodiments, reference is made to the embodiment of the first terminal device side for details not specifically described, and the disclosure is not repeated here.
In summary, by setting the interception area for the virtual object, the virtual object can intercept the moving virtual object, and compared with the related art, the virtual object can only avoid the virtual object, thereby enriching the playing method of the virtual object.
In addition, the virtual object in the game pair only needs to perform throwing operation or interception operation related to the virtual throwing object, so that the amount of game props required to be maintained by the terminal equipment is reduced, the maintenance cost of the game props is reduced, and the calculation expense of the terminal equipment is reduced.
In some embodiments, the method of using a virtual projectile further comprises: if the virtual throwing object thrown by the first virtual object reaches a first scoring area in the virtual environment, the second terminal equipment displays that the score of a first team to which the first virtual object belongs is increased; if the score of the first team does not reach the designated score, the second terminal equipment displays prompt information for representing that the number of virtual throws owned by the first virtual object is increased; if the score of the first team reaches the designated score, the second terminal equipment displays prompt information that the first team obtains the winner in the game play.
Optionally, in the case that the second virtual object belongs to the second team, the second terminal device displays a prompt message that the second team fails in the game play.
In some embodiments, the method of using a virtual projectile further comprises: if the virtual throwing object thrown by the first virtual object reaches the first scoring area, the second terminal equipment cancels the display of the first scoring area in the virtual environment and displays the second scoring area in the virtual environment; wherein the display position of the second score area is different from the display position of the first score area.
Optionally, in a case where the second virtual object belongs to the second team, the display position of the second score area is related to the second virtual object.
For example, the second terminal device determines the display position of the second score area according to the display position in the second virtual object virtual environment. For another example, the display position of the second score area is specified by the second virtual object.
The content of the above embodiments, which is not specifically described, refers to the first terminal side embodiment, and the disclosure is not repeated here.
In some embodiments, the method of using a virtual projectile further comprises: if the first life value injury results in that the life value of the second virtual object does not meet the interception condition, the second terminal device displays the second virtual object in the weak state, wherein the interception area of the second virtual object is invalid under the condition that the second virtual object is in the weak state.
In some embodiments, the second terminal device is laughing in response to the operation for the second virtual object if the second virtual object is in a weakened state.
The content of the above embodiments, which is not specifically described, refers to the first terminal side embodiment, and the disclosure is not repeated here.
In some embodiments, the method of using a virtual projectile further comprises: displaying the virtual throwing object in a moving state in a virtual environment picture; in response to the movement operation for the second virtual object, the second terminal device controls the second virtual object to approach the virtual projectile in the moving state.
The movement operation for the second virtual object includes, but is not limited to, a click operation, a long press operation, a slide operation, a key operation, a gesture operation, a sound control operation, a sensing operation, and a combination operation composed of at least two of the foregoing operations.
Fig. 10 is a schematic diagram of a method for intercepting a virtual projectile according to an exemplary embodiment of the application.
In the virtual environment screen 1000, the moving virtual projectile 1020 moves in the virtual environment, and a movement operation control 1030 is displayed on the user interface. The second terminal device controls the second virtual object 1010 to move toward the moving virtual projectile 1020.
In some embodiments, the method of using a virtual projectile further comprises: if the time difference of capturing the two virtual throwing objects successively by the second virtual object is smaller than or equal to the rated time difference, the second terminal equipment displays that the second virtual object has the picture content of the enhanced virtual throwing object; wherein the enhanced virtual projectile has at least one of the following properties: the explosion range of the enhanced virtual throwing object is larger than that of the virtual throwing object; the life value injury of the enhanced virtual throwing object is greater than the life value injury of the virtual throwing object; the enhanced virtual projectile has a score increase value greater than the score increase value of the virtual projectile.
In some embodiments, the second virtual object intercepts one of the two virtual throws successively, with at least one virtual throws from the virtual objects in the other team. The other team is a team in the game play against the team to which the second virtual object belongs.
In some embodiments, the nominal time difference is preset. For example, the nominal time difference is equal to 5s. The value of the rated time difference is determined according to actual needs, and the present application is not set here.
In one embodiment, the second virtual object continuously intercepts two virtual throws within the rated time difference, and the target application program automatically synthesizes the intercepted two virtual throws to obtain the enhanced virtual throws.
In some embodiments, the effect of the enhanced virtual projectile and the virtual projectile are not exactly the same. Alternatively, the method comprises the steps of: the enhanced virtual projectile has an explosive range greater than the explosive range of the virtual projectile. For example, the enhanced virtual projectile has an explosion range twice that of the virtual projectile.
Optionally, the enhanced virtual projectile has a score increase value greater than the score increase value of the virtual projectile. For example, one enhanced virtual projectile may achieve a score of 3 for the first scoring area and one virtual projectile may achieve a score of 1 for the first scoring area. In some embodiments, the enhanced virtual projectile is referred to as a third type of virtual projectile.
In some embodiments, the display pattern of the enhanced virtual projectile displayed in the user interface is different from the display pattern of other types of virtual projectiles.
In some embodiments, the second virtual object has visual content of the enhanced virtual projectile, including icons and text cues of the enhanced virtual projectile. The text prompt is used to characterize the first virtual object as having obtained the enhanced virtual projectile.
In one embodiment, after the second virtual object intercepts the virtual throws thrown by the virtual objects of the other teams, the other virtual objects of the team to which the first virtual object belongs may throw another virtual throws toward the second virtual object so that the second virtual object intercepts both virtual throws within the rated time difference.
In another embodiment, the second virtual object is capable of capturing two virtual casts within a nominal time difference, and both virtual casts have virtual object casts of other team objects. The other teams refer to any team other than the team to which the second virtual object belongs in the game play pair.
By providing the enhanced virtual throwing object in the game play, on the one hand, the assistance of the virtual objects among the same team can be enhanced, and after a certain virtual object captures the virtual throwing object thrown by the virtual objects from other teams, the other virtual objects of the same team throw another virtual throwing object to the second virtual object. On the other hand, the progress of game play is facilitated, and the score of the team to which the second virtual object belongs can be greatly increased after the second virtual object throws the enhanced virtual projectile and reaches the score area (the score area can enable the first score area or the second score area of other teams to be responsible for defending) in the virtual environment because the score of the enhanced virtual projectile is larger than that of other types of virtual projectiles.
In some embodiments, before the second terminal device displays that the second virtual object intercepts the screen content of the virtual projectile, the method further includes: responding to the starting operation of the interception area of the second virtual object, and displaying prompt information for representing that the interception area of the second virtual object is valid; the starting operation is used for converting the interception area in the invalid state into valid, and the interception area in the invalid state cannot intercept the virtual throwing object.
In some embodiments, the interception area of the second virtual object is a valid interception area during the duration of the game play, that is, the second virtual object successfully intercepts the virtual projectile as long as the virtual projectile in the virtual environment collides with the interception area of the second virtual object.
In other embodiments, during the duration of game play, the interception area of the second virtual object belongs to an invalid interception area, and the second terminal device converts the interception area of the second virtual object from the invalid interception area to a valid interception area in response to a start operation for the interception area of the second virtual object.
Alternatively, in the case where the interception area of the second virtual object is an invalid interception area, if the virtual projectile collides with the second virtual object in the virtual environment, it is equivalent to the virtual projectile colliding with the virtual object, the virtual projectile explodes at the second virtual object.
By the method, the control of the player who controls the second virtual object on the moment of intercepting the virtual throwing is improved, the difficulty of intercepting the virtual throwing object is improved, and the attraction of the game to the game is improved.
In the above embodiment, the second virtual object capturing the virtual projectile is mainly described. In practice, the second virtual object may also throw a virtual throw into the virtual environment, and the above-described process may be implemented by reference to the above-described related embodiment on the first terminal side.
The following are examples of the apparatus of the present application that may be used to perform the method embodiments of the present application. For details not disclosed in the embodiments of the apparatus of the present application, please refer to the embodiments of the method of the present application.
Fig. 11 shows a block diagram of a virtual projectile apparatus using a virtual projectile in accordance with an exemplary embodiment of the application. The apparatus may be implemented as all or part of the first terminal device by software, hardware or a combination of both. The apparatus 1100 may include: a visual display module 1110, an item throwing module 1120, an item interception module 1130, and an explosion display module 1140.
The screen display module 1110 is configured to display a virtual environment screen of a game, where a virtual environment is displayed in the virtual environment screen, and the virtual environment has a first virtual object therein.
And the article throwing module 1120 is used for controlling the first virtual object to throw the virtual throwing object into the virtual environment in response to the throwing operation of the virtual throwing object owned by the first virtual object.
And the article interception module 1130 is configured to display a picture content of the virtual projectile intercepted by the second virtual object in the virtual environment when the virtual projectile collides with an interception area of the second virtual object in the virtual environment.
And the explosion display module 1140 is configured to display a picture content of an explosion of the virtual projectile in a case where the virtual projectile collides with a virtual object in the virtual environment.
In some embodiments, the apparatus 1100 further comprises: the score prompting module is used for displaying the score increase of a first team to which the first virtual object belongs when the virtual throwing object thrown by the first virtual object reaches a first score area in the virtual environment; the information prompt module is used for displaying prompt information for representing the increase of the number of virtual throws owned by the first virtual object under the condition that the score of the first team does not reach the designated score; and displaying prompt information for the first team to obtain winnings in the game play under the condition that the score of the first team reaches the designated score.
In some embodiments, the score indication module is configured to; and under the condition that the virtual throwing object reaches the first subarea of the first scoring area, displaying that the score of the first team is increased by a first score, wherein the first score is a score corresponding to the first subarea.
In some embodiments, the apparatus 1100 further comprises: the area display module is used for canceling the display of the first scoring area in the virtual environment and displaying a second scoring area in the virtual environment when the virtual throwing object thrown by the first virtual object reaches the first scoring area; wherein the display position of the second score area is different from the display position of the first score area.
In some embodiments, the apparatus 1100 further comprises: the injury display module is used for displaying a first life value injury to the second virtual object caused by the explosion of the virtual throwing object when the second virtual object is in the explosion range of the virtual throwing object thrown by the first virtual object; displaying the second virtual object in a weakened state in the case where the first vital value injury results in the vital value of the second virtual object not meeting an interception condition, wherein an interception area of the second virtual object is disabled in the case where the second virtual object is in the weakened state.
In some embodiments, the apparatus 1100 further comprises: and the quantity prompting module is used for displaying prompting information for representing the increase of the quantity of the virtual throwing objects owned by the first virtual object after the duration of the game play is increased by a first time length.
In some embodiments, the apparatus 1100 further comprises: the attack display module is used for responding to attack operation and controlling the first virtual object to execute attack actions on a third virtual object in the virtual environment; displaying a second life value injury caused by the attack behavior to the third virtual object; displaying the third virtual object in a weakened state in the case that the second vital value injury results in the vital value of the third virtual object not meeting the interception condition, wherein the interception area of the third virtual object is invalid in the case that the third virtual object is in the weakened state.
In some embodiments, the explosion display module 1140 is configured to start timing from a time point of the collision if the virtual projectile collides with the virtual object in the virtual environment, and display a picture content of the explosion of the virtual projectile when the timing time period reaches a rated time period.
Fig. 12 shows a block diagram of a virtual projectile apparatus using a virtual projectile in accordance with an exemplary embodiment of the application. The apparatus may be implemented as all or part of the second terminal device by software, hardware or a combination of both. The apparatus 1200 may include: a picture display module 1210, an item interception module 1220, and an explosion display module 1230.
The screen display module 1210 is configured to display a virtual environment screen of a game, where a virtual environment is displayed, and the virtual environment has a first virtual object and a second virtual object.
The article interception module 1220 is configured to display, when the virtual projectile thrown by the first virtual object collides with the interception area of the second virtual object, a screen content of the second virtual object for intercepting the virtual projectile.
The explosion display module 1230 is configured to display a picture content of an explosion of the virtual thrown object if the virtual thrown object thrown by the first virtual object collides with a virtual object in the virtual environment and the second virtual object is within an explosion range of the virtual thrown object, and display a first life value injury caused by the explosion of the virtual thrown object to the second virtual object.
In some embodiments, the apparatus 1200 further comprises: the score prompting module is used for displaying the score increase of a first team to which the first virtual object belongs when the virtual throwing object thrown by the first virtual object reaches a first score area in the virtual environment; the information prompt module is used for displaying prompt information for representing the increase of the number of virtual throws owned by the first virtual object under the condition that the score of the first team does not reach the designated score; and displaying prompt information for the first team to obtain winnings in the game play under the condition that the score of the first team reaches the designated score.
In some embodiments, the apparatus 1200 further comprises: the area display module is used for canceling the display of the first scoring area in the virtual environment and displaying a second scoring area in the virtual environment when the virtual throwing object thrown by the first virtual object reaches the first scoring area; wherein the display position of the second score area is different from the display position of the first score area.
In some embodiments, the apparatus 1200 further comprises: and the injury display module is used for displaying the second virtual object in the weak state under the condition that the first life value injury leads the life value of the second virtual object not to meet the interception condition, wherein the interception area of the second virtual object is invalid under the condition that the second virtual object is in the weak state.
In some embodiments, the apparatus 1200 further comprises: the blocking operation module is used for displaying the virtual throwing object in a moving state in the virtual environment picture; and controlling the second virtual object to approach the virtual throwing object in the moving state in response to the moving operation of the second virtual object.
In some embodiments, the apparatus 1200 further comprises: the article enhancement module is used for displaying that the second virtual object has the enhanced picture content of the virtual throwing object under the condition that the time difference of capturing the two virtual throwing objects by the second virtual object is smaller than or equal to the rated time difference; wherein the enhanced virtual projectile has at least one of the following properties: the enhanced virtual projectile has an explosive range greater than the explosive range of the virtual projectile; the life value injury of the enhanced virtual projectile is greater than the life value injury of the virtual projectile; the enhanced virtual projectile has a score increase value greater than the score increase value of the virtual projectile.
In some embodiments, the apparatus 1200 further comprises: the interception display module is used for responding to the starting operation of the interception area of the second virtual object and displaying prompt information for representing that the interception area of the second virtual object is effective; the starting operation is used for converting the interception area in the invalid state into valid, and the interception area in the invalid state cannot intercept the virtual throwing object.
It should be noted that, in the apparatus provided in the foregoing embodiment, when implementing the functions thereof, only the division of the foregoing functional modules is used as an example, in practical application, the foregoing functional allocation may be implemented by different functional modules, that is, the content structure of the device is divided into different functional modules, so as to implement all or part of the functions described above. In addition, the apparatus and the method embodiments provided in the foregoing embodiments belong to the same concept, and specific implementation processes of the apparatus and the method embodiments are detailed in the method embodiments and are not repeated herein. The beneficial effects of the device provided in the foregoing embodiments are described with reference to the method side embodiments, and are not repeated herein.
Fig. 13 is a block diagram showing a structure of a terminal device according to an exemplary embodiment of the present application.
The terminal device 1300 may be an electronic device such as a cell phone, tablet computer, game console, electronic book reader, multimedia player device, wearable device, PC, etc. The terminal device is used for implementing the virtual throwing object using method provided in the embodiment. The terminal device may be the first terminal device 10 or the second terminal device 20 shown in fig. 1. Specifically, the present invention relates to a method for manufacturing a semiconductor device.
In general, the terminal apparatus 1300 includes: a processor 1301, and a memory 1302.
Processor 1301 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. Processor 1301 may be implemented in at least one hardware form of DSP (DIGITAL SIGNAL Processing), FPGA (Field Programmable GATE ARRAY ), PLA (Programmable Logic Array, programmable logic array). Processor 1301 may also include a main processor, which is a processor for processing data in an awake state, also referred to as a CPU (Central Processing Unit ), and a coprocessor; a coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 1301 may integrate a GPU (Graphics Processing Unit, image processor) for rendering and drawing of content required to be displayed by the display screen. In some embodiments, processor 1301 may also include an AI (ARTIFICIAL INTELLIGENCE ) processor for processing computing operations related to machine learning.
Memory 1302 may include one or more computer-readable storage media, which may be tangible and non-transitory. Memory 1302 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 1302 stores a computer program that is loaded and executed by processor 1301 to implement the methods of using a virtual projectile provided by the various method embodiments described above.
In some embodiments, the terminal device 1300 may further optionally include: a peripheral interface 1303 and at least one peripheral. The processor 1301, the memory 1302, and the peripheral interface 1303 may be connected by a bus or signal lines. The respective peripheral devices may be connected to the peripheral device interface 1303 through a bus, a signal line, or a circuit board. Specifically, the peripheral device includes: at least one of radio frequency circuitry 1304, a display screen 1305, audio circuitry 1306, and a power supply 1307.
Those skilled in the art will appreciate that the structure shown in fig. 13 is not limiting of terminal 1300 and may include more or fewer components than shown, or may combine certain components, or may employ a different arrangement of components.
The embodiment of the application also provides a computer readable storage medium, and the storage medium stores a computer program, and the computer program is loaded and executed by a processor to realize the using method of the virtual throwing object provided by each method embodiment.
The computer readable medium may include computer storage media and communication media. Computer storage media includes volatile and nonvolatile, removable and non-removable media implemented in any method or technology for storage of information such as computer readable instructions, data structures, program modules or other data. Computer storage media includes RAM (Random Access Memory ), ROM (Read-Only Memory), EPROM (Erasable Programmable Read-Only Memory), EEPROM (ELECTRICALLY ERASABLE PROGRAMMABLE READ-Only Memory), flash Memory or other solid state Memory technology, DVD (Digital Video Disc, high density digital video disc) or other optical storage, magnetic cassettes, magnetic tape, magnetic disk storage or other magnetic storage devices. Of course, those skilled in the art will recognize that the computer storage medium is not limited to the ones described above.
The embodiment of the application also provides a computer program product, which comprises a computer program, wherein the computer program is stored in a computer readable storage medium, and a processor reads and executes the computer program from the computer readable storage medium to realize the using method of operating the virtual throwing object provided by the above method embodiments.
It should be understood that references herein to "a plurality" are to two or more. "and/or", describes an association relationship of an association object, and indicates that there may be three relationships, for example, a and/or B, and may indicate: a exists alone, A and B exist together, and B exists alone. The character "/" generally indicates that the context-dependent object is an "or" relationship.
The foregoing description of the preferred embodiments of the application is not intended to limit the application to the precise form disclosed, and any such modifications, equivalents, and alternatives falling within the spirit and principles of the application are intended to be included within the scope of the application.

Claims (20)

1. A method of using a virtual projectile, the method comprising:
Displaying a virtual environment picture of game play, wherein a virtual environment is displayed in the virtual environment picture, and a first virtual object is arranged in the virtual environment;
Controlling the first virtual object to throw the virtual throwing object into the virtual environment in response to a throwing operation for the virtual throwing object owned by the first virtual object;
If the virtual throwing object collides with the interception area of the second virtual object in the virtual environment, displaying the picture content of the virtual throwing object intercepted by the second virtual object;
And if the virtual throwing object collides with the virtual object in the virtual environment, displaying the picture content of the explosion of the virtual throwing object.
2. The method according to claim 1, wherein the method further comprises:
if the virtual throwing object thrown by the first virtual object reaches a first score area in the virtual environment, displaying that the score of a first team to which the first virtual object belongs is increased;
if the score of the first team does not reach the designated score, displaying prompt information for representing that the number of virtual throws owned by the first virtual object is increased;
And if the score of the first team reaches the designated score, displaying prompt information of winning in the game play of the first team.
3. The method of claim 2, wherein the first scoring area comprises at least two sub-areas, different sub-areas corresponding to different scores;
the displaying the score increase of the first team to which the first virtual object belongs comprises:
And if the virtual throwing object reaches the first subarea of the first scoring area, displaying that the score of the first team is increased by a first score, wherein the first score is a score corresponding to the first subarea.
4. The method according to claim 2, wherein the method further comprises:
If the virtual throwing object thrown by the first virtual object reaches the first scoring area, canceling to display the first scoring area in the virtual environment, and displaying a second scoring area in the virtual environment; wherein the display position of the second score area is different from the display position of the first score area.
5. The method according to claim 1, wherein the method further comprises:
If the second virtual object is in the explosion range of the virtual throwing object thrown by the first virtual object, displaying that the virtual throwing object is exploded to cause a first life value injury to the second virtual object;
And if the first life value injury causes the life value of the second virtual object to not meet the interception condition, displaying the second virtual object in a weak state, wherein an interception area of the second virtual object is invalid under the condition that the second virtual object is in the weak state.
6. The method according to claim 1, wherein the method further comprises:
and after the duration of the game play is increased by a first time length, displaying prompt information for representing the increase of the number of virtual throws owned by the first virtual object.
7. The method according to claim 1, wherein the method further comprises:
in response to an attack operation, controlling the first virtual object to execute an attack action on a third virtual object in the virtual environment;
displaying a second life value injury caused by the attack behavior to the third virtual object;
And if the second life value injury causes the life value of the third virtual object to not meet the interception condition, displaying the third virtual object in a weak state, wherein the interception area of the third virtual object is invalid under the condition that the third virtual object is in the weak state.
8. The method according to claim 1, wherein displaying the screen content of the virtual projectile when the virtual projectile collides with the virtual object in the virtual environment comprises:
If the virtual throwing object collides with the virtual object in the virtual environment, timing is started from the moment of collision, and when the timing duration reaches the rated duration, the picture content of explosion of the virtual throwing object is displayed.
9. A method of using a virtual projectile, the method comprising:
displaying a virtual environment picture of game play, wherein a virtual environment is displayed in the virtual environment picture, and a first virtual object and a second virtual object are arranged in the virtual environment;
If the virtual throwing object thrown by the first virtual object collides with the interception area of the second virtual object, displaying the picture content of the second virtual object intercepted by the virtual throwing object;
If the virtual throwing object thrown by the first virtual object collides with the virtual object in the virtual environment and the second virtual object is in the explosion range of the virtual throwing object, displaying the picture content of the explosion of the virtual throwing object and displaying the first life value injury to the second virtual object caused by the explosion of the virtual throwing object.
10. The method according to claim 9, wherein the method further comprises:
if the virtual throwing object thrown by the first virtual object reaches a first scoring area in the virtual environment, displaying that the score of a first team to which the first virtual object belongs is increased;
if the score of the first team does not reach the designated score, displaying prompt information for representing that the number of virtual throws owned by the first virtual object is increased;
And if the score of the first team reaches the designated score, displaying prompt information of winning in the game play of the first team.
11. The method according to claim 10, wherein the method further comprises:
If the virtual throwing object thrown by the first virtual object reaches the first scoring area, canceling to display the first scoring area in the virtual environment, and displaying a second scoring area in the virtual environment; wherein the display position of the second score area is different from the display position of the first score area.
12. The method according to claim 9, wherein the method further comprises:
and if the first life value injury causes the life value of the second virtual object to not meet the interception condition, displaying the second virtual object in a weak state, wherein an interception area of the second virtual object is invalid under the condition that the second virtual object is in the weak state.
13. The method according to claim 9, wherein the method further comprises:
displaying a virtual throwing object in a moving state in the virtual environment picture;
And controlling the second virtual object to approach the virtual throwing object in the moving state in response to the moving operation of the second virtual object.
14. The method according to claim 9, wherein the method further comprises:
if the time difference of capturing two virtual throwing objects successively by the second virtual object is smaller than or equal to the rated time difference, displaying that the second virtual object has the picture content of the enhanced virtual throwing object;
Wherein the enhanced virtual projectile has at least one of the following properties:
The enhanced virtual projectile has an explosive range greater than the explosive range of the virtual projectile;
the life value injury of the enhanced virtual projectile is greater than the life value injury of the virtual projectile;
the enhanced virtual projectile has a score increase value greater than the score increase value of the virtual projectile.
15. The method of claim 9, wherein the displaying the second virtual object prior to capturing the visual content of the virtual projectile further comprises:
Responding to the starting operation of the interception area of the second virtual object, and displaying prompt information for representing that the interception area of the second virtual object is effective; the starting operation is used for converting the interception area in the invalid state into valid, and the interception area in the invalid state cannot intercept the virtual throwing object.
16. A virtual projectile throwing apparatus, the apparatus comprising:
The image display module is used for displaying a virtual environment image of game games, wherein a virtual environment is displayed in the virtual environment image, and a first virtual object is arranged in the virtual environment;
The article throwing module is used for responding to throwing operation of a virtual throwing object owned by the first virtual object and controlling the first virtual object to throw the virtual throwing object into the virtual environment;
The article interception module is used for displaying the picture content of the virtual throwing object intercepted by the second virtual object under the condition that the moving virtual throwing object collides with an interception area of the second virtual object in the virtual environment;
And the explosion display module is used for displaying the picture content of the explosion of the virtual throwing object under the condition that the virtual throwing object collides with the virtual object in the virtual environment.
17. A virtual projectile throwing apparatus, the apparatus comprising:
the image display module is used for displaying a virtual environment image of game games, wherein a virtual environment is displayed in the virtual environment image, and a first virtual object and a second virtual object are arranged in the virtual environment;
The article interception module is used for displaying the picture content of the second virtual object for intercepting the virtual throwing object if the moving track of the virtual throwing object thrown by the first virtual object in the virtual environment collides with the interception area of the second virtual object;
And the explosion display module is used for displaying the picture content of the explosion of the virtual throwing object and displaying the first life value injury caused by the explosion of the virtual throwing object to the second virtual object if the virtual throwing object thrown by the first virtual object collides with the virtual object in the virtual environment and the second virtual object is in the explosion range of the virtual throwing object.
18. A terminal device comprising a processor and a memory, the memory having stored therein a computer program that is loaded and executed by the processor to implement the method of using a virtual projectile in accordance with any one of claims 1 to 8 or to implement the method of using a virtual projectile in accordance with any one of claims 9 to 15.
19. A computer readable storage medium having stored therein a computer program that is loaded and executed by a processor to implement the method of using a virtual projectile as claimed in any one of claims 1 to 8 or the method of using a virtual projectile as claimed in any one of claims 9 to 15.
20. A computer program product, characterized in that it comprises a computer program stored in a computer readable storage medium, from which a processor reads and executes the computer program to implement the method of use of a virtual throwing object according to any one of claims 1 to 8, or the method of use of a virtual throwing object according to any one of claims 9 to 15.
CN202211328162.9A 2022-10-27 2022-10-27 Virtual throwing object using method, device, equipment and storage medium Pending CN117982889A (en)

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Application Number Priority Date Filing Date Title
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Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
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