WO2021135623A1 - 虚拟道具的控制方法和装置、存储介质及电子设备 - Google Patents

虚拟道具的控制方法和装置、存储介质及电子设备 Download PDF

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Publication number
WO2021135623A1
WO2021135623A1 PCT/CN2020/126164 CN2020126164W WO2021135623A1 WO 2021135623 A1 WO2021135623 A1 WO 2021135623A1 CN 2020126164 W CN2020126164 W CN 2020126164W WO 2021135623 A1 WO2021135623 A1 WO 2021135623A1
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WIPO (PCT)
Prior art keywords
virtual
target
operation object
throwing
virtual operation
Prior art date
Application number
PCT/CN2020/126164
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English (en)
French (fr)
Inventor
刘智洪
Original Assignee
腾讯科技(深圳)有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
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Publication date
Application filed by 腾讯科技(深圳)有限公司 filed Critical 腾讯科技(深圳)有限公司
Priority to KR1020227014970A priority Critical patent/KR20220079602A/ko
Priority to JP2022518799A priority patent/JP7504200B2/ja
Publication of WO2021135623A1 publication Critical patent/WO2021135623A1/zh
Priority to US17/673,341 priority patent/US20220168647A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/573Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/428Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5372Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T11/002D [Two Dimensional] image generation
    • G06T11/20Drawing from basic elements, e.g. lines or circles
    • G06T11/203Drawing of straight lines or curves
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8076Shooting

Definitions

  • This application relates to the field of computers, and in particular to a method and device for controlling virtual props, a storage medium, and electronic equipment.
  • the shortcomings of using grenade are also very obvious, that is, the grenade is instantaneous damage, and it can only take effect when it hits, which makes it impossible to cause continuous and effective range damage to the missed enemy.
  • the control method of virtual props is relatively simple.
  • the embodiments of the present application provide a method and device for controlling virtual props, a storage medium, and electronic equipment, which can increase the variety of control methods for virtual throwing props.
  • the embodiment of the application provides a method for controlling virtual props, which includes: displaying a target virtual throwing prop controlled by a first virtual operating object in a target game application; when the target throwing operation is detected, controlling the first virtual operating object pair The target virtual throwing prop is thrown, wherein the target throwing operation is used to throw the target virtual throwing prop; the target area in the target game application is set as a damage detection area within a first predetermined time period, wherein the target area includes The point where the target virtual throwing item is thrown, the injury detection area is set to reduce the life value of the target virtual operation object located in the injury detection area, and the first virtual operation object and the target virtual operation object belong to A collection of different virtual operation objects; in the case where the target area is the injury detection area and the second virtual operation object enters the target area, the life value of the second virtual operation object is continuously reduced for a second predetermined period of time, Wherein, the target virtual operation object includes the second virtual operation object.
  • the embodiment of the application also provides a method for controlling virtual props, including:
  • the target area in the target game application is set as a damage detection area, where the target area includes the drop point where the target virtual throwing prop is thrown, and the damage detection area is set to Changing the attribute value of the target virtual operation object located in the injury detection area, where the first virtual operation object and the target virtual operation object belong to different sets of virtual operation objects;
  • the attribute value of the second virtual operation object is continuously changed for a second predetermined period of time, wherein the target The virtual operation object includes the second virtual operation object.
  • An embodiment of the present application also provides a virtual item control device, including: a first display unit configured to display the target virtual throwing item controlled by the first virtual operating object in the target game application; the control unit configured to detect In the case of a target throwing operation, the first virtual operation object is controlled to throw the target virtual throwing prop, wherein the target throwing operation is used to throw the target virtual throwing prop; the setting unit is configured to throw The target area in the target game application is set as a damage detection area, wherein the target area includes the drop point where the target virtual throwing item is thrown, and the damage detection area is set to operate on the target virtual object located in the damage detection area.
  • the life value of the above-mentioned first virtual operation object and the above-mentioned target virtual operation object belong to different sets of virtual operation objects respectively;
  • the reduction unit is configured to be the above-mentioned injury detection area in the above-mentioned target area, and the second virtual operation object enters In the case of the target area, the life value of the second virtual operation object is continuously reduced within a second predetermined time period, where the target virtual operation object includes the second virtual operation object.
  • the embodiment of the present application also provides a computer-readable storage medium.
  • the computer-readable storage medium stores a computer program, wherein the computer program is configured to execute the control of the virtual props provided by the embodiment of the present application when running. method.
  • An embodiment of the application further provides an electronic device, including a memory, a processor, and a computer program stored on the memory and capable of running on the processor, wherein the processor executes the virtual props provided in the embodiment of the application through the computer program ⁇ Control methods.
  • the target virtual throwing prop controlled by the first virtual operating object is displayed in the target game application, and when the target throwing operation is detected, the first virtual operating object is controlled to perform the target virtual throwing prop on the target virtual throwing operation. Throwing, and when the target area is the injury detection area and the second virtual operating object enters the target area, continuously reducing the life value of the second virtual operating object for a second predetermined period of time, within the first predetermined period of time Set the target area in the above target game application as the damage detection area, and the damage detection area created by the target virtual throwing prop controlled by the first virtual operating object will cause continuous damage to the enemy virtual operating object in the damage detection area.
  • the control of throwing props further improves the efficiency of human-computer interaction and reduces the occupation of hardware processing resources.
  • FIG. 1 is a schematic diagram of an application environment of a method for controlling virtual props provided by an embodiment of the present application
  • FIG. 2 is a schematic diagram of a flowchart of a method for controlling virtual props according to an embodiment of the present application
  • Fig. 3 is a schematic diagram of a scene of a method for controlling virtual props provided by an embodiment of the present application
  • FIG. 4 is a schematic diagram of a scene of a method for controlling virtual props provided by an embodiment of the present application
  • FIG. 5 is a schematic diagram of a scene of a method for controlling virtual props provided by an embodiment of the present application
  • FIG. 6 is a schematic diagram of a scene of a method for controlling virtual props provided by an embodiment of the present application.
  • Fig. 7 is a schematic structural diagram of a virtual props control device provided by an embodiment of the present application.
  • FIG. 8 is a schematic structural diagram of an electronic device provided by an embodiment of the present application.
  • FIG. 1 is a schematic diagram of the application environment of the virtual props control method.
  • the above virtual props control method can be, but not limited to, applied to the server 112 to assist the application client in the The target area shows a burning flame.
  • the above-mentioned application client can be but not limited to running in the terminal device 102, and the terminal device 102 can be, but not limited to, a mobile phone, a tablet computer, a notebook computer, a PC, and other terminal devices that support the running of the application client.
  • the foregoing server 112 and the terminal device 102 may, but are not limited to, implement data interaction through a network, and the foregoing network may include, but is not limited to, a wireless network or a wired network.
  • the wireless network includes: Bluetooth, WIFI and other networks that realize wireless communication.
  • the aforementioned wired network may include, but is not limited to: wide area network, metropolitan area network, and local area network.
  • the above-mentioned server may include, but is not limited to, any hardware device that can perform calculations, such as an independent physical server, a server cluster or a distributed system composed of multiple physical servers, or the provision of cloud services and cloud databases.
  • Cloud computing cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, and cloud servers for basic cloud computing services such as big data and artificial intelligence platforms.
  • the aforementioned terminal device 102 may include, but is not limited to: a display 108, a processor 106, and a memory 104.
  • the display 108 is configured to obtain human-computer interaction instructions through a human-computer interaction interface, and is also configured to present game screens in game tasks;
  • the processor 106 is configured to respond to the human-computer interaction instructions and control the first virtual operating character to perform a specified operation to complete the game task.
  • the memory 104 is configured to store the attribute information of the first virtual operation object and the attribute information of the virtual item to be thrown by the first virtual operation object.
  • the server here may include, but is not limited to: a database 114 and a processing engine 116.
  • the processing engine 116 is configured to call the database 114 to set the target area as damage when the target virtual throwing prop and the virtual object collide on the target area. It detects the area, and displays the burning flame in the damage detection area, and continuously reduces the life value of the second virtual operating object located in the damage detection area, so that the first virtual operating object virtual throws props through the controlled target. Continuous damage is caused to the second virtual operating object, so as to achieve the effect that the virtual props with continuous damage function can be controlled when the virtual operating object is in a battle.
  • the display 108 in the terminal device 102 displays an interactive interface for the game client to run a game task (as shown in FIG. 1 is a shooting game, the first virtual operating object is throwing virtual throwing props to the virtual object ).
  • the target virtual throwing prop controlled by the first virtual operating object is acquired in the target shooting application, and the target virtual throwing prop is sent to the server 112 via the network 110.
  • the server 112 detects the target throwing operation, it controls the first virtual operation object to throw the target virtual throwing props, where the target throwing operation is used to throw the target virtual throwing props, and the target game is applied within the first predetermined period of time.
  • the target area in is set as the damage detection area, where the target area includes the drop point where the target virtual throwing prop is thrown, the damage detection area is set to reduce the health of the target virtual operating object located in the damage detection area, and
  • the life value of the second virtual operation object is continuously reduced for the second predetermined time period. Then, the reduced life value of the second virtual operation object determined above is returned to the terminal device 102. In this way, the goal of continuously reducing the life value of the second virtual operation object is achieved, and the effect of increasing the variety of virtual throwing props control methods is realized.
  • the electronic device displays the target virtual throwing prop controlled by the first virtual operating object in the target game application; when the target throwing operation is detected, Control the first virtual operation object to throw the target virtual throwing props, where the target throwing operation is used to throw the target virtual throwing props; within the first predetermined time period, the target area in the target game application is set as the damage detection area, where , The target area includes the drop point where the target virtual throwing prop is thrown, the damage detection area is set to change the attribute value of the target virtual operation object located in the damage detection area, and the first virtual operation object and the target virtual operation object belong to different When the target area is the injury detection area and the second virtual operation object enters the target area, the attribute value of the second virtual operation object is continuously changed within the second predetermined period of time, where the target virtual operation object includes The second virtual operation object.
  • the attribute value of the target virtual operation object can be the life value, spell value, energy value, field of view, etc. of the target virtual operation object; when the target virtual operation object is located in the damage detection area , The attribute value of the target virtual operation object is changed, and the change here can be increase or decrease. For example, when the attribute value of the target virtual operation object is the energy value of the target virtual operation object, and the target virtual operation object enters the target area, Reduce the energy value of the target virtual operation object.
  • the attribute value of the second virtual operation object is continuously changed for a second predetermined period of time .
  • the second virtual operating object When the target area is the injury detection area, the second virtual operating object enters the target area, and the second virtual operating object is not set in the third predetermined area before entering the target area
  • the attribute value of the second virtual operation object is continuously changed for a period of time
  • the attribute value of the second virtual operation object is continuously changed for the second predetermined period of time after the second virtual operation object enters the target area.
  • the predetermined duration is equal to the second predetermined duration.
  • the attribute value of the second virtual operation object is continuously changed for a second predetermined period of time .
  • the second virtual operation object enters the target area, and the second virtual operation object has been set for a fourth predetermined period of time before entering the target area
  • the attribute value of the second virtual operation object is continuously changed within the fourth predetermined period of time
  • the second virtual operation object after the second virtual operation object enters the target area is cancelled.
  • the attribute value of the second virtual operation object is continuously changed for a predetermined period of time.
  • the attribute value of the second virtual operation object is continuously changed for a second predetermined period of time .
  • the second virtual operation object When the target area is the injury detection area, the second virtual operation object enters the target area, and the second virtual operation object has been set for the fifth predetermined period of time before entering the target area
  • the attribute value is continuously changed within, the attribute value of the second virtual operation object is continuously changed within the target time period after the second virtual operation object enters the target area;
  • the target duration is the sum of the second predetermined duration and the remaining duration
  • the remaining duration is the remaining duration in the fifth predetermined duration when the second virtual operation object enters the target area .
  • the continuously changing the attribute value of the second virtual operation object within the second predetermined period of time includes:
  • controlling the first virtual operation object to throw the target virtual throwing prop includes:
  • the state of the target virtual throwing prop is set to the throwing preparation state, and the throwing route is displayed in the target game application;
  • the first virtual operating object is controlled to throw the target virtual object according to the throwing route. Throwing props
  • the target throwing operation includes the first touch operation and the second touch operation.
  • the displaying the throwing route in the target game application includes:
  • the first position is the position where the target virtual throwing prop is located
  • the second position is the expected landing point of the target virtual throwing prop.
  • the method further includes:
  • the target The game application displays a fourth parabola between the fifth position and the sixth position, wherein the throwing route changes from the first parabola to the fourth parabola.
  • the method for controlling virtual props provided in the embodiments of the present application includes:
  • S202 Display the target virtual throwing prop controlled by the first virtual operation object in the target game application
  • each virtual operation object set may include one or more virtual operation objects.
  • the virtual operation objects in the same virtual operation object set belong to the same camp.
  • there are two virtual operation object sets participating in a game currently running in the target game application namely the first virtual operation object set and the second virtual operation object set.
  • the virtual operation objects in the first virtual operation object set belong to the same camp
  • the virtual operation objects in the second virtual operation object set belong to the same camp
  • the two camps are in a hostile relationship
  • the target game application may include, but is not limited to, first-person shooter games, third-person shooter games, etc., including but not limited to all games that use hot weapons for remote attacks.
  • the above-mentioned target shooting application may be a multiplayer online battle arena (MOBA) or a single-player game (SPG).
  • MOBA multiplayer online battle arena
  • SPG single-player game
  • the types of the above-mentioned game applications may include but are not limited to at least one of the following: two-dimensional (2D) game applications, three-dimensional (3D) game applications, virtual reality (Virtual Reality, VR) Game applications, augmented reality (Augmented Reality, AR) game applications, and mixed reality (Mixed Reality, MR) game applications.
  • the target game application may be, but not limited to, the target shooting application running in the game client is logged in by the target account, and the target account controls the first virtual operation object. That is, the player logs in to the target shooting application running in the game client through the account, and controls the first virtual operation object.
  • the game screen of the target shooting game is displayed on the display screen of the mobile terminal where the client running the target shooting application is located, and the target virtual throwing props are displayed on the game screen.
  • the virtual throwing props can be, but not limited to, the shape of an incendiary bomb.
  • the player touches the mobile terminal running the target shooting application, and the target shooting application obtains the target throwing operation, and the player controls the first virtual operation to throw the target virtual throwing props.
  • the target area where the drop point is located is set as the damage detection area within the first predetermined period of time, and displayed in the damage detection area
  • the burning flame, where the virtual object can be a virtual ground in a virtual game environment, or other virtual obstacles.
  • the target virtual throwing prop needs to collide with a certain virtual object before it can explode. For example, throwing a virtual throwing prop at point A on the virtual ground can release a burning flame in a space with point A as a radius.
  • the target virtual throwing item controlled by the first virtual operating object is displayed in the target game application, where the set of virtual operating objects participating in a game currently running on the target game application includes multiple; when the target throwing operation is detected In the case of controlling the first virtual operation object to throw the target virtual throwing props, the target throwing operation is used to throw the target virtual throwing props; the target area in the target game application is set as the damage detection area within the first predetermined period of time , Where the target area includes the drop point where the target virtual throwing prop is thrown, and the damage detection area is set to reduce the life value of the target virtual operation object located in the damage detection area.
  • the target virtual operation object can include, but is not limited to, a virtual object controlled by our side, an enemy, or a non-player.
  • the first predetermined duration and the second predetermined duration may, but are not limited to, fixed or variable durations.
  • the reduction in health can be, but is not limited to, fixed or variable.
  • FIG. 3 is a schematic diagram of a scene of a virtual prop control method provided by an embodiment of the present application.
  • the area covered by the burning flame 302 is the injury detection area.
  • the first virtual operation object is controlled to throw the target virtual throwing props, and then the target area including the target virtual throwing props are thrown as the center, the burning flame 302 and the burning flame 302 are displayed diffusely.
  • the area covered by the flame 302 is set as the damage detection area, and the area covered by the burning flame 302 is set as the life value of the target virtual operating object located in the damage detection area is reduced.
  • the second virtual operating object when the second virtual operating object enters the injury detection area, the second virtual operating object starts to continuously reduce the health value; the injury detection area entered by the second virtual operating object exists, and the duration of existence When the first predetermined period of time is reached, the injury detection area disappears, and the second virtual operating object continues to reduce its life value within the second predetermined period of time; when the second virtual operating object leaves the injury detection area, the second predetermined period of time The second virtual operating object within continues to reduce its life value. In other words, within the second predetermined period of time, the second virtual operating object continues to decrease its life value, but it is not limited to stop continuously reducing its life value after the time period during which the second virtual operating object continues to decrease its life value reaches the second predetermined period of time.
  • the target area in the target game application is set as the damage detection area within the first predetermined time period, where the target area includes the drop point where the target virtual throwing prop is thrown, and the damage detection area is set as the damage detection area.
  • the life value of the target virtual operation object in the area is reduced.
  • the first virtual operation object and the target virtual operation object belong to different virtual operation object sets in the multiple virtual operation object sets, and the target virtual throwing props are thrown by the drop point.
  • the target area is set as a damage detection area that reduces the health of the target virtual operating object located in the damage detection area. This achieves the goal of controlling the target virtual throwing props to cause continuous damage to the enemy, and realizing the improvement of virtual throwing props The effect of the diversity of control methods.
  • continuously reducing the life value of the second virtual operating object for the second predetermined period of time includes:
  • the second virtual operating object enters the target area, and the second virtual operating object is not set to continuously reduce the life value of the second virtual operating object within the third predetermined period of time before entering the target area
  • the life value of the second virtual operation object is continuously reduced within a second predetermined time period after the second virtual operation object enters the target area, where the third predetermined time period is equal to the second predetermined time period.
  • the second virtual operation object enters the target area, and the second virtual operation object is not set within the third predetermined period of time before entering the target area, the second virtual operation is continuously reduced
  • the life value of the object is continuously reduced within a second predetermined time period after the second virtual operation object enters the target area, wherein the third predetermined time period is equal to the second predetermined time period.
  • FIG. 4 is a schematic diagram of a scene of a method for controlling virtual props provided by an embodiment of the present application.
  • the second virtual operating object 404 does not continuously reduce its health and enters the damage detection area 402.
  • the life value of the second virtual operation object 404 is continuously reduced within the second predetermined time period, which may be, but not limited to, that the life bar above the second virtual operation object 404 becomes shorter (the black part becomes shorter).
  • the second virtual operation object when the target area is the injury detection area, the second virtual operation object enters the target area, and the second virtual operation object is not set within the third predetermined period of time before entering the target area, the second virtual operation is continuously reduced
  • the life value of the object the life value of the second virtual operation object is continuously reduced within a second predetermined time period after the second virtual operation object enters the target area, and the life value of the second virtual operation object is continuously reduced by determining the duration .
  • continuously reducing the life value of the second virtual operating object for the second predetermined period of time includes:
  • the second virtual operating object enters the target area, and the second virtual operating object has been set to continuously reduce the life value of the second virtual operating object for a fourth predetermined period of time before entering the target area In this case, cancel the continuous reduction of the life value of the second virtual operation object within the fourth predetermined time period, and continue to reduce the life value of the second virtual operation object within the second predetermined time period after the second virtual operation object enters the target area.
  • the second virtual operation object when the target area is the injury detection area, the second virtual operation object enters the target area, and the second virtual operation object has been set for the fourth predetermined period of time before entering the target area, the second virtual operation is continuously reduced In the case of the object's life value, cancel the continuous reduction of the second virtual operation object's life value within the fourth predetermined period of time, and continue to reduce the second virtual operation during the second predetermined period of time after the second virtual operation object enters the target area The life value of the object.
  • the second virtual operating object 404 continues to reduce its health within the fourth predetermined period of time, and enters the injury detection area 402, it starts to continue to reduce the second period of time for the second predetermined period of time.
  • the life value of the virtual operation object 404 may, but is not limited to, that the life bar above the second virtual operation object 404 becomes shorter (the black part becomes shorter).
  • the second virtual operating object enters the target area, and the second virtual operating object has been set within the fourth predetermined period of time before entering the target area to continuously reduce the second virtual
  • the life value of the operating object is determined by determining the duration of continuously reducing the life value of the second virtual operating object, thereby achieving the effect of improving the rationality of calculating the duration of continuous damage.
  • continuously reducing the life value of the second virtual operating object for the second predetermined period of time includes:
  • the second virtual operating object When the target area is the injury detection area, the second virtual operating object enters the target area, and the second virtual operating object has been set to continuously reduce the life value of the second virtual operating object within the fifth predetermined period of time before entering the target area
  • the life value of the second virtual operating object is continuously reduced within the target duration after the second virtual operating object enters the target area, where the target duration is the sum of the second predetermined duration and the remaining duration, and the remaining duration is within the second predetermined duration.
  • the second virtual operation object when the target area is the injury detection area, the second virtual operation object enters the target area, and the second virtual operation object has been set for the fifth predetermined period of time before entering the target area, the second virtual operation is continuously reduced
  • the life value of the object the life value of the second virtual operation object is continuously reduced within the target time period after the second virtual operation object enters the target area, where the target time length is the sum of the second predetermined time length and the remaining time length, and the remaining time
  • the duration is the remaining duration in the fifth predetermined duration when the second virtual operation object enters the target area.
  • the fifth predetermined period of time may be, but is not limited to, equal to the second predetermined period of time.
  • the life value of the second virtual operating object 404 is continuously reduced for a second predetermined period of time; assuming that the second virtual operating object 404 is detected If the virtual operating object 404 leaves the injury detection area 402, the second virtual operating object 404 suffers continuous damage within the fifth predetermined period of time; in addition, the second virtual operating object 404 is detected when there is a remaining period of time in the fifth predetermined period of time.
  • the second virtual operating object 404 suffers continuous injury, which may be, but not limited to, appearing above the second virtual operating object 404
  • the life bar keeps getting shorter (the black part keeps getting shorter).
  • the second virtual operating object enters the target area, and the second virtual operating object has been set within the fifth predetermined period of time before entering the target area to continuously reduce the second virtual
  • the life value of the second virtual operating object is continuously reduced within the target time period after the second virtual operating object enters the target area, and by determining the duration of continuously reducing the life value of the second virtual operating object, The effect of improving the reasonableness of calculating the duration of sustained damage is realized.
  • continuously reducing the life value of the second virtual operation object within the second predetermined period of time includes:
  • the duration of the second virtual operating object 404's life value is continuously reduced to reach the second predetermined duration, it is detected whether the second virtual operating object 404 is still in the injury detection area 402; When it is determined that the second virtual operating object 404 is still in the injury detection area 402, continue to continuously reduce the life value of the second virtual operating object 404 for the second predetermined period of time; when it is determined that the second virtual operating object 404 is not in the injury detection area 402
  • stopping continuously reducing the life value of the second virtual operation object 404 it may be, but not limited to, that the life bar above the second virtual operation object 404 stops getting shorter and the black part stops getting shorter).
  • the life of the second virtual operation object is continuously reduced.
  • the value of the second virtual operation object can still be reduced even when the second virtual operation object moves outside the target area, thus achieving the purpose of improving the continuous effect of the virtual item and improving the control efficiency of the virtual item. Effect.
  • controlling the first virtual operation object to throw the target virtual throwing prop includes:
  • the first touch operation performed by the virtual throwing button of the target virtual throwing item is detected, the state of the target virtual throwing item is set to the throwing preparation state, and the throwing route is displayed in the target game application. And when the target virtual throwing prop is in a throwing preparation state and the second touch operation performed on the virtual throwing button is detected, the first virtual operating object is controlled to throw the target virtual throwing prop according to the throwing route.
  • the first touch operation and the second touch operation may include, but are not limited to, at least one of the following: a predetermined area selection operation, a predetermined duration continuous selection operation, a predetermined direction sliding operation, a predetermined area sliding operation, etc. .
  • FIG. 5 is a schematic diagram of the scene of the virtual props control method provided by the embodiment of the present application. As shown in FIG. 5, it is assumed that the incendiary bomb 506 is the target virtual throwing prop, the parabola 508 is the throwing route, and the throwing button 502 is the virtual throwing button.
  • the first virtual operation object 504 is the first virtual operation object to be controlled, and the first touch operation is a predetermined area selection operation, and the second touch operation is a predetermined direction sliding operation, wherein the predetermined area is the area where the virtual throw button is located ,
  • the direction of the final throwing route of the target virtual throwing prop can be, but not limited to, the above-mentioned predetermined direction (as shown by the arrow on the parabola 508 in the figure); in some embodiments, the throw button 502 is selected, and the incendiary bomb 506 is selected.
  • the state is set to the throwing ready state, and the parabola 508 is displayed in the target game application; in addition, when the predetermined direction sliding operation performed on the throwing button 502 is detected, the first virtual operation object 504 is controlled to throw the incendiary bomb 506 according to the parabola 508 .
  • the state of the target virtual throwing item is set to the throwing preparation state, and the throwing route is displayed in the target game application.
  • the first virtual operating object is controlled to throw the target virtual throwing prop according to the throwing route, thereby achieving improved target virtual throwing.
  • displaying the throwing route in the target game application includes:
  • the throwing route includes the first parabola.
  • the first parabola between the first position and the second position is displayed in the target game application.
  • FIG. 6 is a schematic diagram of a scene of a method for controlling virtual props according to an embodiment of the present application.
  • the incendiary bomb 608 is the target virtual throwing prop
  • the first position 602 where the incendiary bomb 608 is located is the target virtual throwing
  • the first position where the prop is located is the second position 604 where the expected landing point of the incendiary bomb 608 is located is the second position where the expected landing point of the target virtual throwing prop is located
  • the parabola 606 is the first parabola included in the throwing route; in some embodiments
  • a parabola 606 between the first position 602 where the incendiary bomb 608 is located and the second position 604 where the expected impact point of the incendiary bomb 608 is located is displayed in the target game application.
  • the first parabola between the first position and the second position is displayed in the target game application, and the reduction is achieved by displaying the starting position and expected landing position of the target virtual throwing item, as well as the expected throwing route.
  • the method further includes:
  • the position of the target virtual throwing prop is adjusted from the first position to the third position, the second parabola between the third position and the second position is displayed in the target game application, where the throwing route From the first parabola to the second parabola.
  • the position of the target virtual throwing item also changes, then
  • the parabola displayed in the target game application also changes as the position of the target virtual thrown item changes.
  • the third parabola between the first position and the fourth position is displayed in the target game application, where the throwing The route changed from the first parabola to the third parabola.
  • the attack direction of the first virtual operating object changes (such as changing the aiming angle, turning around, etc.)
  • the position of the target virtual throwing prop does not change
  • the expected landing point of the target virtual throwing prop is located
  • the parabola displayed in the target game application also changes as the parabola displayed in the target game application also changes with the change in the position where the target virtual throwing prop is expected to fall.
  • the position of the target virtual thrown prop is adjusted from the first position to the fifth position, and the expected landing point of the target virtual thrown prop is adjusted from the second position to the sixth position, it will be displayed in the target game application.
  • the fourth parabola between the fifth position and the sixth position, where the throwing route changes from the first parabola to the fourth parabola.
  • the entire (such as walking, running, jumping, etc.) or part of the body (such as leaning, squatting, etc.) of the first virtual operating object moves, and the attack direction changes, where the target virtual throwing prop is located And the position where the target virtual thrown item's expected landing point changes, the parabola displayed in the target game application also changes with the position of the target virtual thrown item and the expected landing point of the target virtual thrown item. Variety.
  • the parabola displayed in the target game application changes with changes in the position of the target virtual thrown item and the position of the target virtual thrown item’s expected landing point, thereby achieving an improvement in the target game application.
  • the embodiment of the present application also provides a virtual prop control device for implementing the above virtual prop control method.
  • the device includes:
  • the first display unit 702 is configured to display the target virtual throwing items controlled by the first virtual operation object in the target game application, wherein the set of virtual operation objects participating in a game currently running by the target game application includes multiple;
  • the control unit 704 is configured to control the first virtual operation object to throw the target virtual throwing prop when the target throwing operation is detected, wherein the target throwing operation is used to throw the target virtual throwing prop;
  • the setting unit 706 is configured to set the target area in the target game application as a damage detection area within a first predetermined time period, where the target area includes the drop point where the target virtual throwing item is thrown, and the damage detection area is set to be the damage detection area.
  • the life value of the target virtual operation object in the detection area is reduced, and the first virtual operation object and the target virtual operation object belong to different virtual operation object sets in the multiple virtual operation object sets;
  • the reducing unit 708 is configured to continuously reduce the life value of the second virtual operating object for a second predetermined period of time when the target area is the injury detection area and the second virtual operating object enters the target area, wherein the target virtual operation
  • the object includes a second virtual operation object.
  • the reducing unit 708 includes:
  • the first reduction module is configured to continuously reduce the second when the target area is the injury detection area, the second virtual operating object enters the target area, and the second virtual operating object is not set within a third predetermined period of time before entering the target area
  • the life value of the virtual operating object is continuously reduced within a second predetermined period of time after the second virtual operating object enters the target area, wherein the third predetermined period of time is equal to the second predetermined period of time .
  • the reducing unit 708 includes:
  • the second module is configured to continuously reduce the second virtual operation object for a fourth predetermined period of time when the target area is the injury detection area, the second virtual operation object enters the target area, and the second virtual operation object has been set for a fourth predetermined period of time before entering the target area.
  • the life value of the operating object cancel the continuous reduction of the second virtual operating object’s life value within the fourth predetermined time period, and continue to reduce the second virtual operating object’s life value for the second predetermined time period after the second virtual operating object enters the target area. The life value of the operation object.
  • the reducing unit 708 includes:
  • the third reduction module is configured to continuously reduce the second target area when the target area is the injury detection area, the second virtual operating object enters the target area, and the second virtual operating object has been set for a fifth predetermined period of time before entering the target area.
  • the life value of the virtual operating object the life value of the second virtual operating object is continuously reduced within the target time period after the second virtual operating object enters the target area, where the target time length is the sum of the second predetermined time length and the remaining time length , The remaining time length is the remaining time length in the fifth predetermined time length when the second virtual operation object enters the target area.
  • the reducing unit 708 includes:
  • the fourth reduction module is configured to continue to reduce the amount of the second virtual operation object when the second virtual operation object moves outside the target area and the second predetermined period of time after the second virtual operation object enters the target area has not ended. life value.
  • control unit 704 includes:
  • the setting module is configured to set the state of the target virtual throwing item to the throwing preparation state when the first touch operation performed by the virtual throwing button of the target virtual throwing item is detected, and display the throwing route in the target game application;
  • the control module is configured to control the first virtual operating object to throw the target virtual throwing prop according to the throwing route when the target virtual throwing prop is in a throwing preparation state and a second touch operation performed on the virtual throwing button is detected, wherein:
  • the target throw operation includes a first touch operation and a second touch operation.
  • the setting module includes:
  • the display sub-module is configured to display the first parabola between the first position and the second position in the target game application, where the first position is the position where the target virtual throwing prop is located, and the second position is the prediction of the target virtual throwing prop
  • the drop point, the throwing route includes the first parabola.
  • the above-mentioned device further includes:
  • the second display unit is configured to display the first parabola between the first position and the second position in the target game application, and when the position of the target virtual throwing prop is adjusted from the first position to the third position,
  • the target game application displays a second parabola between the third position and the second position, where the throwing route changes from the first parabola to the second parabola;
  • the third display unit is configured to display the first parabola between the first position and the second position in the target game application, and when the expected landing point of the target virtual throwing prop is adjusted from the second position to the fourth position, Display the third parabola between the first position and the fourth position in the target game application, wherein the throwing route changes from the first parabola to the third parabola; or
  • the fourth display unit is configured to, after displaying the first parabola between the first position and the second position in the target game application, adjust the position of the target virtual throwing item from the first position to the fifth position, and the target virtual throwing item When the predicted landing point is adjusted from the second position to the sixth position, the fourth parabola between the fifth position and the sixth position is displayed in the target game application, where the throwing route changes from the first parabola to the fourth parabola .
  • the embodiment of the present application also provides an electronic device for implementing the aforementioned method for controlling virtual props.
  • the electronic device may be a terminal or a server.
  • the electronic device includes a memory 802 and a processor. 804.
  • a computer program is stored in the memory 802, and the processor 804 is configured to execute the steps in any one of the foregoing method embodiments through the computer program.
  • the above-mentioned electronic device may be located in at least one network device among a plurality of network devices in a computer network.
  • the above-mentioned processor may be configured to execute the following steps through a computer program:
  • S1 Display the target virtual throwing item controlled by the first virtual operation object in the target game application, where a set of virtual operation objects participating in a game currently running by the target game application includes multiple;
  • the target area in the target game application as a damage detection area within a first predetermined period of time, where the target area includes the drop point where the virtual throwing item of the target is thrown, and the damage detection area is set to the damage detection area.
  • the life value of the target virtual operation object is reduced, and the first virtual operation object and the target virtual operation object belong to different virtual operation object sets in the multiple virtual operation object sets;
  • the structure shown in Figure 8 is only for illustration, and the electronic device can also be a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a handheld computer, and a mobile Internet Device (MID). ), PAD and other terminal equipment.
  • FIG. 8 does not limit the structure of the above-mentioned electronic device.
  • the electronic device may also include more or fewer components (such as a network interface, etc.) than shown in FIG. 8, or have a configuration different from that shown in FIG. 8.
  • the memory 802 may be configured to store software programs and modules, such as the program instructions/modules corresponding to the virtual props control method and device in the embodiment of the present application.
  • the processor 804 runs the software programs and modules stored in the memory 802, In this way, various functional applications and data processing are executed, that is, the above-mentioned control method of virtual props is realized.
  • the memory 802 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.
  • the memory 802 may further include a memory remotely provided with respect to the processor 804, and these remote memories may be connected to the terminal through a network.
  • the memory 802 may be specifically, but not limited to, configured to store information such as a target virtual throwing item, a set of virtual operation objects, a damage detection area, and the life value of the target virtual operation object.
  • the memory 802 may, but is not limited to, include the first display unit 702, the control unit 704, the setting unit 706, and the reduction unit 708 in the control device of the virtual item described above.
  • it may also include, but is not limited to, other module units in the above-mentioned virtual prop control device, which will not be repeated in this example.
  • the aforementioned transmission device 806 is used to receive or send data via a network.
  • the above-mentioned specific examples of the network may include a wired network and a wireless network.
  • the transmission device 806 includes a network adapter (Network Interface Controller, NIC), which can be connected to other network devices and routers via a network cable so as to communicate with the Internet or a local area network.
  • the transmission device 806 is a radio frequency (RF) module, which is used to communicate with the Internet in a wireless manner.
  • RF radio frequency
  • the above-mentioned electronic device further includes: a display 808 configured to display information such as a target virtual throwing item, a set of virtual operation objects, a damage detection area, and the life value of the target virtual operation object; and a connection bus 810 configured to connect to the above-mentioned electronic device
  • a display 808 configured to display information such as a target virtual throwing item, a set of virtual operation objects, a damage detection area, and the life value of the target virtual operation object
  • a connection bus 810 configured to connect to the above-mentioned electronic device The various module components.
  • the embodiment of the present application also provides a computer-readable storage medium.
  • the computer-readable storage medium stores a computer program, wherein the computer program is configured to execute the virtual props provided in the embodiments of the present application when running. Control Method.
  • the aforementioned computer-readable storage medium may be configured to store a computer program for executing the following steps:
  • S1 Display the target virtual throwing item controlled by the first virtual operation object in the target game application, where there may be multiple virtual operation object sets participating in a game currently running by the target game application;
  • the target area in the target game application as a damage detection area within a first predetermined period of time, where the target area includes the drop point where the virtual throwing item of the target is thrown, and the damage detection area is set to the damage detection area.
  • the life value of the target virtual operation object is reduced, and the first virtual operation object and the target virtual operation object belong to different virtual operation object sets in the multiple virtual operation object sets;
  • the storage medium may include: flash disk, read-only memory (Read-Only Memory, ROM), random access memory (Random Access Memory, RAM), magnetic disk or optical disk, etc.
  • the integrated unit in the foregoing embodiment is implemented in the form of a software functional unit and sold or used as an independent product, it may be stored in the foregoing computer-readable storage medium.
  • the technical solution of the present application essentially or the part that contributes to the existing technology, or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium.
  • a number of instructions are included to enable one or more computer devices (which may be personal computers, servers, or network devices, etc.) to execute all or part of the steps of the methods in the various embodiments of the present application.
  • the disclosed client can be implemented in other ways.
  • the device embodiments described above are only illustrative.
  • the division of units is only a logical function division.
  • multiple units or components can be combined or integrated into Another system, or some features can be ignored, or not implemented.
  • the displayed or discussed mutual coupling or direct coupling or communication connection may be indirect coupling or communication connection through some interfaces, units or modules, and may be in electrical or other forms.
  • the units described as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, they may be located in one place, or they may be distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the objectives of the solutions of the embodiments.
  • the functional units in the various embodiments of the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units may be integrated into one unit.
  • the above-mentioned integrated unit can be implemented in the form of hardware or software functional unit.
  • the target virtual throwing prop controlled by the first virtual operating object is displayed in the target game application; when the target throwing operation is detected, the first virtual operating object is controlled to throw the target virtual throwing prop, wherein , The target throwing operation is used to throw the target virtual throwing props; within a first predetermined time period, the target area in the target game application is set as a damage detection area, wherein the target area includes the target The point where the virtual throwing prop is thrown, the injury detection area is set to reduce the life value of the target virtual operation object located in the injury detection area, the first virtual operation object and the target virtual operation object Respectively belong to different sets of virtual operation objects; when the target area is the injury detection area and a second virtual operation object enters the target area, the second virtual operation object is continuously reduced for a second predetermined period of time The life value of the target virtual operation object includes the second virtual operation object; in this way, no single damage is caused to the virtual operation object hit by the virtual throwing prop, thereby realizing increased control of the virtual throwing prop Variety of ways.

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Abstract

一种虚拟道具的控制方法和装置、存储介质及电子设备。其中该方法包括:当目标游戏应用中显示第一虚拟操作对象(504)控制的目标虚拟投掷道具(506,608),并在检测到目标投掷操作时,控制第一虚拟操作对象(504)对目标虚拟投掷道具(506,608)进行投掷,以及在第一预定时长内将目标游戏应用中的目标区域设置为伤害检测区域(402),进而在目标区域为伤害检测区域(402)、且第二虚拟操作对象(404)进入到目标区域的情况下,在第二预定时长内持续减少第二虚拟操作对象(404)的生命值。

Description

虚拟道具的控制方法和装置、存储介质及电子设备
相关申请的交叉引用
本申请基于申请号为202010002220.3、申请日为2020年01月02日的中国专利申请提出,并要求该中国专利申请的优先权,该中国专利申请的全部内容在此引入本申请作为参考。
技术领域
本申请涉及计算机领域,尤其涉及一种虚拟道具的控制方法和装置、存储介质及电子设备。
背景技术
射击游戏中,当双方阵营火力对峙并且均无法取胜的时候,如果其中一方能使用一种可范围杀伤敌方的道具或者武器,则能大大的增加胜率,使用的比较多的就是手雷,把手雷投掷到敌方阵营后便会产生一定的范围杀伤,使得敌方损失血量,进而帮助我方打开胜利的缺口。
但使用手雷的缺点也非常明显,就是手雷是瞬时伤害,且只有在命中的情况才能生效,进而导致无法对未命中的敌方造成持续有效的范围伤害。换而言之,相关技术中虚拟操作对象进行对战时,虚拟道具的控制方式较为单一。
发明内容
有鉴于此,本申请实施例提供了一种虚拟道具的控制方法和装置、存储介质及电子设备,能够增加虚拟投掷道具的控制方式的多样性。
本申请实施例提供了一种虚拟道具的控制方法,包括:在目标游戏应用中显示第一虚拟操作对象控制的目标虚拟投掷道具;当检测到目标投掷 操作时,控制上述第一虚拟操作对象对上述目标虚拟投掷道具进行投掷,其中,上述目标投掷操作用于投掷上述目标虚拟投掷道具;在第一预定时长内将上述目标游戏应用中的目标区域设置为伤害检测区域,其中,上述目标区域包括上述目标虚拟投掷道具被投掷的落点,上述伤害检测区域被设置为对位于上述伤害检测区域内的目标虚拟操作对象的生命值进行减少,上述第一虚拟操作对象与上述目标虚拟操作对象分别属于不同的虚拟操作对象集合;在上述目标区域为上述伤害检测区域、且第二虚拟操作对象进入到上述目标区域的情况下,在第二预定时长内持续减少上述第二虚拟操作对象的生命值,其中,上述目标虚拟操作对象包括上述第二虚拟操作对象。
本申请实施例还提供了一种虚拟道具的控制方法,包括:
在目标游戏应用中显示第一虚拟操作对象控制的目标虚拟投掷道具;
当检测到目标投掷操作时,控制所述第一虚拟操作对象对所述目标虚拟投掷道具进行投掷,其中,所述目标投掷操作,用于投掷所述目标虚拟投掷道具;
在第一预定时长内,将所述目标游戏应用中的目标区域设置为伤害检测区域,其中,所述目标区域包括所述目标虚拟投掷道具被投掷的落点,所述伤害检测区域被设置为对位于所述伤害检测区域内的目标虚拟操作对象的属性值进行改变,所述第一虚拟操作对象与所述目标虚拟操作对象分别属于不同的虚拟操作对象集合;
当所述目标区域为所述伤害检测区域、且第二虚拟操作对象进入到所述目标区域时,在第二预定时长内持续改变所述第二虚拟操作对象的属性值,其中,所述目标虚拟操作对象包括所述第二虚拟操作对象。
本申请实施例还提供了一种虚拟道具的控制装置,包括:第一显示单元,配置为在目标游戏应用中显示第一虚拟操作对象控制的目标虚拟投掷道具;控制单元,配置为在检测到目标投掷操作的情况下,控制上述第一 虚拟操作对象对上述目标虚拟投掷道具进行投掷,其中,上述目标投掷操作用于投掷上述目标虚拟投掷道具;设置单元,配置为在第一预定时长内将上述目标游戏应用中的目标区域设置为伤害检测区域,其中,上述目标区域包括上述目标虚拟投掷道具被投掷的落点,上述伤害检测区域被设置为对位于上述伤害检测区域内的目标虚拟操作对象的生命值进行减少,上述第一虚拟操作对象与上述目标虚拟操作对象分别属于不同的虚拟操作对象集合;减少单元,配置为在上述目标区域为上述伤害检测区域、且第二虚拟操作对象进入到上述目标区域的情况下,在第二预定时长内持续减少上述第二虚拟操作对象的生命值,其中,上述目标虚拟操作对象包括上述第二虚拟操作对象。
本申请实施例还提供了一种计算机可读的存储介质,该计算机可读的存储介质中存储有计算机程序,其中,该计算机程序被设置为运行时执行本申请实施例提供的虚拟道具的控制方法。
本申请实施例还提供了一种电子设备,包括存储器、处理器及存储在存储器上并可在处理器上运行的计算机程序,其中,上述处理器通过计算机程序执行本申请实施例提供的虚拟道具的控制方法。
在本申请实施例中,在目标游戏应用中显示第一虚拟操作对象控制的目标虚拟投掷道具,并在检测到目标投掷操作的情况下,控制上述第一虚拟操作对象对上述目标虚拟投掷道具进行投掷,以及在上述目标区域为伤害检测区域、且第二虚拟操作对象进入到上述目标区域的情况下,在第二预定时长内持续减少第二虚拟操作对象的生命值,在第一预定时长内将上述目标游戏应用中的目标区域设置为伤害检测区域,通过第一虚拟操作对象控制的目标虚拟投掷道具制造的伤害检测区域,对处于伤害检测区域的敌方虚拟操作对象造成持续伤害,而不再仅对虚拟投掷道具命中的虚拟操作对象造成单一性的伤害,从而实现了增加虚拟投掷道具的控制方式的多样性,丰富了用户对于虚拟投掷道具的控制方式,使得用户可根据实际需 求进行虚拟投掷道具的控制,进而提高了人机交互效率,减少了硬件处理资源的占用。
附图说明
此处所说明的附图用来提供对本申请的进一步理解,构成本申请的一部分,本申请的示意性实施例及其说明用于解释本申请,并不构成对本申请的不当限定。在附图中:
图1是本申请实施例提供的虚拟道具的控制方法的应用环境的示意图;
图2是本申请实施例提供的一种虚拟道具的控制方法的流程图的示意图;
图3是本申请实施例提供的虚拟道具的控制方法的场景示意图;
图4是本申请实施例提供的虚拟道具的控制方法的场景示意图;
图5是本申请实施例提供的虚拟道具的控制方法的场景示意图;
图6是本申请实施例提供的虚拟道具的控制方法的场景示意图;
图7是本申请实施例提供的一种虚拟道具的控制装置的结构示意图;
图8是本申请实施例提供的一种电子设备的结构示意图。
具体实施方式
为了使本技术领域的人员更好地理解本申请方案,下面将结合本申请实施例中的附图,对本申请实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本申请一部分的实施例,而不是全部的实施例。基于本申请中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都应当属于本申请保护的范围。
需要说明的是,本申请的说明书和权利要求书及上述附图中的术语“第一”、“第二”等是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便这里描述的本 申请的实施例能够以除了在这里图示或描述的那些以外的顺序实施。此外,术语“包括”和“具有”以及他们的任何变形,意图在于覆盖不排他的包含,例如,包含了一系列步骤或单元的过程、方法、系统、产品或设备不必限于清楚地列出的那些步骤或单元,而是可包括没有清楚地列出的或对于这些过程、方法、产品或设备固有的其它步骤或单元。
图1是虚拟道具的控制方法的应用环境的示意图,如图1所示,在本申请实施例中,上述虚拟道具的控制方法可以但不限于应用于服务器112中,用于协助应用客户端在目标区域显示正在燃烧的火焰。其中,上述应用客户端可以但不限于运行在终端设备102中,该终端设备102可以但不限于为手机、平板电脑、笔记本电脑、PC机等支持运行应用客户端的终端设备。上述服务器112和终端设备102可以但不限于通过网络实现数据交互,上述网络可以包括但不限于无线网络或有线网络。其中,该无线网络包括:蓝牙、WIFI及其他实现无线通信的网络。上述有线网络可以包括但不限于:广域网、城域网、局域网。上述仅是一种示例,本实施例中对此不作任何限定。其中,该终端设备102中运行有游戏客户端,用于在游戏场景中控制第一虚拟操作对象向第二虚拟操作对象投掷可以造成持续伤害的燃烧弹完成游戏任务。
其中,上述服务器可以包括但不限于任何可以进行计算的硬件设备,如可以是独立的物理服务器,也可以是多个物理服务器构成的服务器集群或者分布式系统,还可以是提供云服务、云数据库、云计算、云函数、云存储、网络服务、云通信、中间件服务、域名服务、安全服务、以及大数据和人工智能平台等基础云计算服务的云服务器。
上述终端设备102中可以包括但不限于:显示器108,处理器106及存储器104。显示器108配置为通过人机交互接口获取人机交互指令,还配置为呈现游戏任务中的游戏画面;处理器106配置为响应上述人机交互指令, 控制第一虚拟操作角色执行指定操作以完成游戏任务。存储器104配置为存储第一虚拟操作对象的属性信息,及第一虚拟操作对象所要投掷的虚拟道具的属性信息。这里服务器可以包括但不限于:数据库114及处理引擎116,处理引擎116配置为调用数据库114中存储的在目标虚拟投掷道具与虚拟对象在目标区域上发生碰撞的情况下,将目标区域设置为伤害检测区域,并在伤害检测区域内显示正在燃烧的火焰,并持续减少位于伤害检测区域内的第二虚拟操作对象的生命值,进而使得第一虚拟操作对象通过控制的目标虚拟投掷道具的方式,对第二虚拟操作对象造成可持续的伤害,从而达到在虚拟操作对象进行对战时可以控制有持续伤害功能的虚拟道具的效果。
在一些实施例中,在终端设备102中的显示器108显示游戏客户端运行一局游戏任务的交互界面(如图1所示为射击类游戏,第一虚拟操作对象正在将虚拟投掷道具投掷虚拟对象)。如步骤S102-S110,获取在目标射击应用中显示第一虚拟操作对象控制的目标虚拟投掷道具,并将该目标虚拟投掷道具通过网络110发送服务器112。在服务器112在检测到目标投掷操作的情况下,控制第一虚拟操作对象对目标虚拟投掷道具进行投掷,其中,目标投掷操作用于投掷目标虚拟投掷道具,在第一预定时长内将目标游戏应用中的目标区域设置为伤害检测区域,其中,目标区域包括目标虚拟投掷道具被投掷的落点,伤害检测区域被设置为对位于伤害检测区域内的目标虚拟操作对象的生命值进行减少,以及在目标区域为伤害检测区域、且第二虚拟操作对象进入到目标区域的情况下,在第二预定时长内持续减少第二虚拟操作对象的生命值。然后将上述确定出的第二虚拟操作对象减少的生命值返回终端设备102。从而达到对第二虚拟操作对象的生命值持续减少的目的,进而实现了增加虚拟投掷道具控制方式的多样性的效果。
接下来对本申请实施例提供的虚拟道具的控制方法进行说明,在一些实施例中,电子设备在目标游戏应用中显示第一虚拟操作对象控制的目标虚拟投掷道具;当检测到目标投掷操作时,控制第一虚拟操作对象对目标虚拟投掷道具进行投掷,其中,目标投掷操作,用于投掷目标虚拟投掷道具;在第一预定时长内,将目标游戏应用中的目标区域设置为伤害检测区域,其中,目标区域包括目标虚拟投掷道具被投掷的落点,伤害检测区域被设置为对位于伤害检测区域内的目标虚拟操作对象的属性值进行改变,第一虚拟操作对象与目标虚拟操作对象分别属于不同的虚拟操作对象集合;当目标区域为伤害检测区域、且第二虚拟操作对象进入到目标区域时,在第二预定时长内持续改变第二虚拟操作对象的属性值,其中,目标虚拟操作对象包括第二虚拟操作对象。
这里,在实际实施时,在虚拟场景中,目标虚拟操作对象的属性值可以为目标虚拟操作对象的生命值、法术值、能量值、视野范围等;当目标虚拟操作对象位于伤害检测区域内时,目标虚拟操作对象的属性值被改变,这里的改变可以为增加或减少,例如,当目标虚拟操作对象的属性值为目标虚拟操作对象的能量值、且目标虚拟操作对象进入到目标区域时,对目标虚拟操作对象的能量值进行减少。
在一些实施例中,当所述目标区域为所述伤害检测区域、且第二虚拟操作对象进入到所述目标区域时,在第二预定时长内持续改变所述第二虚拟操作对象的属性值,包括:
当所述目标区域为所述伤害检测区域、所述第二虚拟操作对象进入到所述目标区域、且所述第二虚拟操作对象在进入到所述目标区域之前,未被设置在第三预定时长内持续改变属性值时,在所述第二虚拟操作对象进入到所述目标区域之后的所述第二预定时长内持续改变所述第二虚拟操作对象的属性值,其中,所述第三预定时长与所述第二预定时长相等。
在一些实施例中,当所述目标区域为所述伤害检测区域、且第二虚拟操作对象进入到所述目标区域时,在第二预定时长内持续改变所述第二虚拟操作对象的属性值,包括:
当所述目标区域为所述伤害检测区域、所述第二虚拟操作对象进入到所述目标区域、且所述第二虚拟操作对象在进入到所述目标区域之前已被设置在第四预定时长内持续改变属性值时,取消在所述第四预定时长内持续改变所述第二虚拟操作对象的属性值,并在所述第二虚拟操作对象进入到所述目标区域之后的所述第二预定时长内持续改变所述第二虚拟操作对象的属性值。
在一些实施例中,当所述目标区域为所述伤害检测区域、且第二虚拟操作对象进入到所述目标区域时,在第二预定时长内持续改变所述第二虚拟操作对象的属性值,包括:
当所述目标区域为所述伤害检测区域、所述第二虚拟操作对象进入到所述目标区域、且所述第二虚拟操作对象在进入到所述目标区域之前已被设置在第五预定时长内持续改变属性值时,在所述第二虚拟操作对象进入到所述目标区域之后的目标时长内持续改变所述第二虚拟操作对象的属性值;
其中,所述目标时长为所述第二预定时长与剩余时长之和,所述剩余时长为在所述第二虚拟操作对象进入到所述目标区域时,所述第五预定时长中的剩余时长。
在一些实施例中,所述在第二预定时长内持续改变所述第二虚拟操作对象的属性值,包括:
当所述第二虚拟操作对象移动到所述目标区域之外、且所述第二虚拟操作对象进入到所述目标区域之后的所述第二预定时长未结束时,继续改变所述第二虚拟操作对象的属性值。
在一些实施例中,当检测到目标投掷操作时,控制所述第一虚拟操作对象对所述目标虚拟投掷道具进行投掷,包括:
当检测到针对所述目标虚拟投掷道具的虚拟投掷按钮执行的第一触控操作时,将所述目标虚拟投掷道具的状态设置为投掷准备状态,并在所述目标游戏应用中显示投掷路线;
当所述目标虚拟投掷道具处于所述投掷准备状态、且检测到对所述虚拟投掷按钮执行的第二触控操作时,控制所述第一虚拟操作对象按照所述投掷路线投掷所述目标虚拟投掷道具;
其中,所述目标投掷操作包括所述第一触控操作和所述第二触控操作。
在一些实施例中,所述在所述目标游戏应用中显示投掷路线,包括:
在所述目标游戏应用中显示第一位置到第二位置之间的第一抛物线,将所述第一抛物线作为所述投掷路线;
其中,所述第一位置为所述目标虚拟投掷道具所在的位置,所述第二位置为所述目标虚拟投掷道具的预计落点。
在一些实施例中,在所述目标游戏应用中显示第一位置到第二位置之间的第一抛物线之后,所述方法还包括:
当所述目标虚拟投掷道具所在的位置由所述第一位置调整到第三位置时,在所述目标游戏应用中显示所述第三位置到所述第二位置之间的第二抛物线,其中,所述投掷路线由所述第一抛物线变为所述第二抛物线;或
当所述目标虚拟投掷道具的预计落点由所述第二位置调整到第四位置时,在所述目标游戏应用中显示所述第一位置到所述第四位置之间的第三抛物线,其中,所述投掷路线由所述第一抛物线变为所述第三抛物线;或
当所述目标虚拟投掷道具所在的位置由所述第一位置调整到第五位置、且所述目标虚拟投掷道具的预计落点由所述第二位置调整到第六位置时,在所述目标游戏应用中显示所述第五位置到所述第六位置之间的第四抛物线,其中,所述投掷路线由所述第一抛物线变为所述第四抛物线。
接下来以属性值为生命值为例,对本申请实施例提供的虚拟道具的控制方法进行说明,如图2所示,在一些实施例中,本申请实施例提供的虚拟道具的控制方法包括:
S202,在目标游戏应用中显示第一虚拟操作对象控制的目标虚拟投掷道具;
这里,参与目标游戏应用当前运行的一局游戏的虚拟操作对象集合可以有多个(即至少两个),每个虚拟操作对象集合可以包括一个或多个虚拟操作对象,在一些实施例中,同一虚拟操作对象集合中的虚拟操作对象归属于同一阵营,例如参与目标游戏应用当前运行的一局游戏的虚拟操作对象集合有两个,分别为第一虚拟操作对象集合及第二虚拟操作对象集合,第一虚拟操作对象集合中的虚拟操作对象归属于同一阵营,第二虚拟操作对象集合中的虚拟操作对象归属于同一阵营,两个阵营为敌对关系;
S204,在检测到目标投掷操作的情况下,控制第一虚拟操作对象对目标虚拟投掷道具进行投掷,其中,目标投掷操作用于投掷目标虚拟投掷道具;
S206,在第一预定时长内将目标游戏应用中的目标区域设置为伤害检测区域,其中,目标区域包括目标虚拟投掷道具被投掷的落点,伤害检测区域被设置为对位于伤害检测区域内的目标虚拟操作对象的生命值进行减少,第一虚拟操作对象与目标虚拟操作对象分别属于多个虚拟操作对象集合中不同的虚拟操作对象集合;
S208,在目标区域为伤害检测区域、且第二虚拟操作对象进入到目标区域的情况下,在第二预定时长内持续减少第二虚拟操作对象的生命值,其中,目标虚拟操作对象包括第二虚拟操作对象。
在一些实施例中,目标游戏应用可以包括但不限于包含第一人称射击游戏、第三人称射击游戏等包含但不仅限于此的所有使用热兵器类进行远 程攻击的游戏。其中,上述目标射击应用可以为多人在线战术竞技游戏(M ultiplayer Online Battle Arena,MOBA)或者为单人游戏(Single-Player G ame,SPG)。需要说明的是,上述游戏应用的类型可以包括但不限于以下至少之一:二维(Two Dimension,2D)游戏应用、三维(Three Dimensi on,3D)游戏应用、虚拟现实(Virtual Reality,VR)游戏应用、增强现实(Augmented Reality,AR)游戏应用、混合现实(Mixed Reality,MR)游戏应用。
在一些实施例中,目标游戏应用可以但不限于由目标账号登录运行在游戏客户端中的目标射击应用,由目标账号控制第一虚拟操作对象。也就是说,玩家通过账号登录运行在游戏客户端中的目标射击应用,并控制第一虚拟操作对象。在运行目标射击应用的客户端所在的移动终端的显示屏中显示目标射击游戏的游戏画面,在该游戏画面中显示目标虚拟投掷道具。其中,该虚拟投掷道具可以但不限于是燃烧弹的外形。
在一些实施例中,玩家通过触控运行目标射击应用的移动终端,则目标射击应用获取到目标投掷操作,玩家控制第一虚拟操作将目标虚拟投掷道具进行投掷。
在一些实施例中,目标虚拟投掷道具在与被投掷的落点上发生碰撞的情况下,在第一预定时长内将落点所在的目标区域设置为伤害检测区域,并在伤害检测区域内显示正在燃烧的火焰,其中,虚拟对象可以是虚拟游戏环境中的虚拟地面,还可以是其他虚拟障碍物。也就是说,目标虚拟投掷道具需要与一定的虚拟物体进行碰撞才可以发生爆炸。例如,将虚拟投掷道具投掷在虚拟地面的A点,可以在以A点为半径的空间内释放正在燃烧的火焰。
需要说明的是,在目标游戏应用中显示第一虚拟操作对象控制的目标虚拟投掷道具,其中,参与目标游戏应用当前运行的一局游戏的虚拟操作对象集合包括多个;在检测到目标投掷操作的情况下,控制第一虚拟操作 对象对目标虚拟投掷道具进行投掷,其中,目标投掷操作用于投掷目标虚拟投掷道具;在第一预定时长内将目标游戏应用中的目标区域设置为伤害检测区域,其中,目标区域包括目标虚拟投掷道具被投掷的落点,伤害检测区域被设置为对位于伤害检测区域内的目标虚拟操作对象的生命值进行减少。在实际实施时,目标虚拟操作对象可以但不限于包括我方、敌方或非玩家操控的虚拟对象。第一预定时长、第二预定时长可以但不限于为固定或变化的时长。生命值的减少量可以但不限于是固定或变化的。
作为一个示例,图3是本申请实施例提供的虚拟道具的控制方法的场景示意图,如图3所示,正在燃烧的火焰302所覆盖的区域即为伤害检测区域。在实际实施时,控制第一虚拟操作对象对目标虚拟投掷道具进行投掷,进而以目标区域包括目标虚拟投掷道具被投掷的落点为中心,扩散式显示正在燃烧的火焰302,以及将正在燃烧的火焰302所覆盖的区域设置为伤害检测区域,并将正在燃烧的火焰302所覆盖的区域设置为,对位于伤害检测区域内的目标虚拟操作对象的生命值进行减少。
在一些实施例中,在第二虚拟操作对象进入到伤害检测区域的情况下,第二虚拟操作对象开始持续减少生命值;在第二虚拟操作对象进入到的伤害检测区域存在,且存在的时长达到第一预定时长的情况下,伤害检测区域消失,且在第二预定时长内第二虚拟操作对象持续减少生命值;在第二虚拟操作对象离开伤害检测区域的情况下,在第二预定时长内第二虚拟操作对象持续减少生命值。换而言之,在第二预定时长内第二虚拟操作对象持续减少生命值,可以但不限于在第二虚拟操作对象持续减少生命值的时长达到第二预定时长后,停止持续减少生命值。
通过本实施例,在第一预定时长内将目标游戏应用中的目标区域设置为伤害检测区域,其中,目标区域包括目标虚拟投掷道具被投掷的落点,伤害检测区域被设置为对位于伤害检测区域内的目标虚拟操作对象的生命值进行减少,第一虚拟操作对象与目标虚拟操作对象分别属于多个虚拟操 作对象集合中不同的虚拟操作对象集合,通过将目标虚拟投掷道具被投掷的落点所在的目标区域,设置为对位于伤害检测区域内的目标虚拟操作对象的生命值进行减少的伤害检测区域,达到了控制目标虚拟投掷道具对敌方造成持续伤害的目的,实现了提高虚拟投掷道具控制方式的多样性的效果。
在一些实施例中,在目标区域为伤害检测区域、且第二虚拟操作对象进入到目标区域的情况下,在第二预定时长内持续减少第二虚拟操作对象的生命值,包括:
在目标区域为伤害检测区域、第二虚拟操作对象进入到目标区域、且第二虚拟操作对象在进入到目标区域之前未被设置在第三预定时长内持续减少第二虚拟操作对象的生命值的情况下,在第二虚拟操作对象进入到目标区域之后的第二预定时长内持续减少第二虚拟操作对象的生命值,其中,第三预定时长与第二预定时长相等。
需要说明的是,在目标区域为伤害检测区域、第二虚拟操作对象进入到目标区域、且第二虚拟操作对象在进入到目标区域之前未被设置在第三预定时长内持续减少第二虚拟操作对象的生命值的情况下,在第二虚拟操作对象进入到目标区域之后的第二预定时长内持续减少第二虚拟操作对象的生命值,其中,第三预定时长与第二预定时长相等。
作为一个示例,图4是本申请实施例提供的虚拟道具的控制方法的场景示意图,如图4所示,假设在第二虚拟操作对象404未持续减少生命值,且进入到伤害检测区域402的情况下,在第二预定时长内持续减少第二虚拟操作对象404的生命值,可以但不限于表现为第二虚拟操作对象404上方的生命条变短(黑色部分变短)。
通过本实施例,在目标区域为伤害检测区域、第二虚拟操作对象进入到目标区域、且第二虚拟操作对象在进入到目标区域之前未被设置在第三预定时长内持续减少第二虚拟操作对象的生命值的情况下,在第二虚拟操 作对象进入到目标区域之后的第二预定时长内持续减少第二虚拟操作对象的生命值,通过确定持续减少第二虚拟操作对象的生命值的时长,实现了提高计算持续伤害时长的合理性的效果。
在一些实施例中,在目标区域为伤害检测区域、且第二虚拟操作对象进入到目标区域的情况下,在第二预定时长内持续减少第二虚拟操作对象的生命值,包括:
在目标区域为伤害检测区域、第二虚拟操作对象进入到目标区域、且第二虚拟操作对象在进入到目标区域之前已被设置在第四预定时长内持续减少第二虚拟操作对象的生命值的情况下,取消在第四预定时长内持续减少第二虚拟操作对象的生命值,并在第二虚拟操作对象进入到目标区域之后的第二预定时长内持续减少第二虚拟操作对象的生命值。
需要说明的是,在目标区域为伤害检测区域、第二虚拟操作对象进入到目标区域、且第二虚拟操作对象在进入到目标区域之前已被设置在第四预定时长内持续减少第二虚拟操作对象的生命值的情况下,取消在第四预定时长内持续减少第二虚拟操作对象的生命值,并在第二虚拟操作对象进入到目标区域之后的第二预定时长内持续减少第二虚拟操作对象的生命值。
作为一个示例,如图4所示,假设在第四预定时长内第二虚拟操作对象404持续减少生命值的情况下,进入到伤害检测区域402,则开始在第二预定时长内持续减少第二虚拟操作对象404的生命值,可以但不限于表现为第二虚拟操作对象404上方的生命条变短(黑色部分变短)。
通过本实施例,利用在目标区域为伤害检测区域、第二虚拟操作对象进入到目标区域、且第二虚拟操作对象在进入到目标区域之前已被设置在第四预定时长内持续减少第二虚拟操作对象的生命值的情况下,取消在第四预定时长内持续减少第二虚拟操作对象的生命值,并在第二虚拟操作对象进入到目标区域之后的第二预定时长内持续减少第二虚拟操作对象的生命值,通过确定持续减少第二虚拟操作对象的生命值的时长,实现了提高 计算持续伤害时长的合理性的效果。
在一些实施例中,在目标区域为伤害检测区域、且第二虚拟操作对象进入到目标区域的情况下,在第二预定时长内持续减少第二虚拟操作对象的生命值,包括:
在目标区域为伤害检测区域、第二虚拟操作对象进入到目标区域、且第二虚拟操作对象在进入到目标区域之前已被设置在第五预定时长内持续减少第二虚拟操作对象的生命值的情况下,在第二虚拟操作对象进入到目标区域之后的目标时长内持续减少第二虚拟操作对象的生命值,其中,目标时长为第二预定时长与剩余时长之和,剩余时长为在第二虚拟操作对象进入到目标区域时第五预定时长中的剩余时长。
需要说明的是,在目标区域为伤害检测区域、第二虚拟操作对象进入到目标区域、且第二虚拟操作对象在进入到目标区域之前已被设置在第五预定时长内持续减少第二虚拟操作对象的生命值的情况下,在第二虚拟操作对象进入到目标区域之后的目标时长内持续减少第二虚拟操作对象的生命值,其中,目标时长为第二预定时长与剩余时长之和,剩余时长为在第二虚拟操作对象进入到目标区域时第五预定时长中的剩余时长。第五预定时长可以但不限于等于第二预定时长。
作为一个示例,如图4所示,在第二虚拟操作对象404进入到伤害检测区域402的情况下,在第二预定时长内持续减少第二虚拟操作对象404的生命值;假设检测到第二虚拟操作对象404离开伤害检测区域402,则在第五预定时长内第二虚拟操作对象404受到持续伤害;此外,在第五预定时长还存在剩余时长的情况下,检测到第二虚拟操作对象404再次进入到伤害检测区域402,则在第二预定时长与第五预定时长的剩余时长之和内,第二虚拟操作对象404受到持续伤害,可以但不限于表现为第二虚拟操作对象404上方的生命条持变短少(黑色部分持续变短)。
通过本实施例,利用在目标区域为伤害检测区域、第二虚拟操作对象 进入到目标区域、且第二虚拟操作对象在进入到目标区域之前已被设置在第五预定时长内持续减少第二虚拟操作对象的生命值的情况下,在第二虚拟操作对象进入到目标区域之后的目标时长内持续减少第二虚拟操作对象的生命值,通过确定持续减少第二虚拟操作对象的生命值的时长,实现了提高计算持续伤害时长的合理性的效果。
在一些实施例中,在第二预定时长内持续减少第二虚拟操作对象的生命值,包括:
在第二虚拟操作对象移动到目标区域之外、且第二虚拟操作对象进入到目标区域之后的第二预定时长未结束的情况下,继续减少第二虚拟操作对象的生命值。
需要说明的是,在第二虚拟操作对象移动到目标区域之外、且第二虚拟操作对象进入到目标区域之后的第二预定时长未结束的情况下,继续减少第二虚拟操作对象的生命值。
作为一个示例,如图4所示,假设在持续减少第二虚拟操作对象404生命值的时长,达到第二预定时长的情况下,检测第二虚拟操作对象404是否还处于伤害检测区域402;在确定第二虚拟操作对象404还处于伤害检测区域402的情况下,继续在第二预定时长内持续减少第二虚拟操作对象404的生命值;在确定第二虚拟操作对象404未处于伤害检测区域402的情况下,停止持续减少第二虚拟操作对象404的生命值,可以但不限于表现为第二虚拟操作对象404上方的生命条停止变短黑色部分停止变短)。
通过本实施例,利用在第二虚拟操作对象移动到目标区域之外、且第二虚拟操作对象进入到目标区域之后的第二预定时长未结束的情况下,继续减少第二虚拟操作对象的生命值,通过在第二虚拟操作对象移动到目标区域之外的情况下,仍能减少第二虚拟操作对象的生命值,达到了提高虚拟道具的持续效果的目的,实现了提高虚拟道具的控制效率的效果。
在一些实施例中,在检测到目标投掷操作的情况下,控制第一虚拟操 作对象对目标虚拟投掷道具进行投掷,包括:
S1,在检测到针对目标虚拟投掷道具的虚拟投掷按钮执行的第一触控操作的情况下,将目标虚拟投掷道具的状态设置为投掷准备状态,并在目标游戏应用中显示投掷路线;
S2,在目标虚拟投掷道具处于投掷准备状态、且检测到对虚拟投掷按钮执行的第二触控操作的情况下,控制第一虚拟操作对象按照投掷路线投掷目标虚拟投掷道具,其中,目标投掷操作包括第一触控操作和第二触控操作。
需要说明的是,在检测到目标虚拟投掷道具的虚拟投掷按钮执行的第一触控操作的情况下,将目标虚拟投掷道具的状态设置为投掷准备状态,并在目标游戏应用中显示投掷路线,以及在目标虚拟投掷道具处于投掷准备状态、且检测到对虚拟投掷按钮执行的第二触控操作的情况下,控制第一虚拟操作对象按照投掷路线投掷目标虚拟投掷道具。在一些实施例中,第一触控操作、第二触控操作可以但不限于包括以下至少之一:预定区域选定操作、预定时长持续选定操作、预定方向滑动操作、预定区域滑动操作等。
举例说明,图5是本申请实施例提供的虚拟道具的控制方法的场景示意图,如图5所示,假设燃烧弹506为目标虚拟投掷道具、抛物线508为投掷路线、投掷按钮502为虚拟投掷按钮、第一虚拟操作对象504为控制的第一虚拟操作对象,以及第一触控操作为预定区域选定操作,第二触控操作为预定方向滑动操作,其中上述预定区域为虚拟投掷按钮所在区域,目标虚拟投掷道具的最终投掷路线所在的方向可以但不限于为上述预定方向(如图中抛物线508上的箭头所示);在一些实施例中,选定投掷按钮502,将燃烧弹506的状态设置为投掷准备状态,并在目标游戏应用中显示抛物线508;此外,在检测到对投掷按钮502执行的预定方向滑动操作的情况下,控制第一虚拟操作对象504按照抛物线508投掷燃烧弹506。
通过本实施例,利用在检测到目标虚拟投掷道具的虚拟投掷按钮执行的第一触控操作的情况下,将目标虚拟投掷道具的状态设置为投掷准备状态,并在目标游戏应用中显示投掷路线,并在目标虚拟投掷道具处于投掷准备状态、且检测到对虚拟投掷按钮执行的第二触控操作的情况下,控制第一虚拟操作对象按照投掷路线投掷目标虚拟投掷道具,实现了提高目标虚拟投掷道具的可操控性的效果。
在一些实施例中,在目标游戏应用中显示投掷路线,包括:
在目标游戏应用中显示第一位置到第二位置之间的第一抛物线,将所述第一抛物线作为所述投掷路线;其中,第一位置为目标虚拟投掷道具所在的位置,第二位置为目标虚拟投掷道具的预计落点,投掷路线包括第一抛物线。
需要说明的是,在目标游戏应用中显示第一位置到第二位置之间的第一抛物线。
举例说明,图6是本申请实施例提供的虚拟道具的控制方法的场景示意图,如图6所示,例如燃烧弹608为目标虚拟投掷道具,燃烧弹608所在的第一位置602为目标虚拟投掷道具所在的第一位置,燃烧弹608的预计落点所在的第二位置604为目标虚拟投掷道具的预计落点所在的第二位置,抛物线606为投掷路线包括的第一抛物线;在一些实施例中,在目标游戏应用中显示燃烧弹608所在的第一位置602到燃烧弹608的预计落点所在的第二位置604之间的抛物线606。
通过本实施例,利用在目标游戏应用中显示第一位置到第二位置之间的第一抛物线,通过显示目标虚拟投掷道具的起始位置和预计落点位置,以及预计抛掷路线,实现了减少目标虚拟投掷道具的控制难度的效果。
在一些实施例中,在目标游戏应用中显示第一位置到第二位置之间的第一抛物线之后,方法还包括:
S1,在目标虚拟投掷道具所在的位置由第一位置调整到第三位置的情 况下,在目标游戏应用中显示第三位置到第二位置之间的第二抛物线,其中,投掷路线由第一抛物线变为第二抛物线;或
S2,在目标虚拟投掷道具的预计落点由第二位置调整到第四位置的情况下,在目标游戏应用中显示第一位置到第四位置之间的第三抛物线,其中,投掷路线由第一抛物线变为第三抛物线;或
S3,在目标虚拟投掷道具所在的位置由第一位置调整到第五位置、目标虚拟投掷道具的预计落点由第二位置调整到第六位置的情况下,在目标游戏应用中显示第五位置到第六位置之间的第四抛物线,其中,投掷路线由第一抛物线变为第四抛物线。
需要说明的是,在目标虚拟投掷道具所在的位置由第一位置调整到第三位置的情况下,在目标游戏应用中显示第三位置到第二位置之间的第二抛物线,其中,投掷路线由第一抛物线变为第二抛物线。
举例说明,在第一虚拟操作对象的整个(如行走、奔跑、跳跃等)或部分身体(如探身、下蹲等)发生移动的情况下,目标虚拟投掷道具所在的位置也发生变化,则在目标游戏应用中显示的抛物线也随着目标虚拟投掷道具所在的位置的变化而变化。
需要说明的是,在目标虚拟投掷道具的预计落点由第二位置调整到第四位置的情况下,在目标游戏应用中显示第一位置到第四位置之间的第三抛物线,其中,投掷路线由第一抛物线变为第三抛物线。
举例说明,在第一虚拟操作对象的攻击方向发生变化(如变换瞄准角度、转身等)的情况下,虽然目标虚拟投掷道具所在的位置未发生变化,但目标虚拟投掷道具的预计落点所在的位置发生变化,则在目标游戏应用中显示的抛物线也随着在目标游戏应用中显示的抛物线也随着目标虚拟投掷道具的预计落点所在的位置的变化而变化。
需要说明的是,在目标虚拟投掷道具所在的位置由第一位置调整到第五位置、目标虚拟投掷道具的预计落点由第二位置调整到第六位置的情况 下,在目标游戏应用中显示第五位置到第六位置之间的第四抛物线,其中,投掷路线由第一抛物线变为第四抛物线。
举例说明,第一虚拟操作对象的整个(如行走、奔跑、跳跃等)或部分身体(如探身、下蹲等)发生移动,且攻击方向发生变化的情况,其中,目标虚拟投掷道具所在的位置以及目标虚拟投掷道具的预计落点所在的位置都发生变化,则在目标游戏应用中显示的抛物线也随着目标虚拟投掷道具所在的位置以及目标虚拟投掷道具的预计落点所在的位置的变化而变化。
通过本实施例,利用在目标游戏应用中显示的抛物线随着目标虚拟投掷道具所在的位置以及目标虚拟投掷道具的预计落点所在的位置的变化而变化的方式,实现了提高在目标游戏应用中显示的抛物线的显示灵活性的效果。
需要说明的是,对于前述的各方法实施例,为了简单描述,故将其都表述为一系列的动作组合,但是本领域技术人员应该知悉,本申请实施例并不受所描述的动作顺序的限制,依据本申请实施例,某些步骤可以采用其他顺序或者同时进行。其次,本领域技术人员也应该知悉,说明书中所描述的实施例均属于优选实施例,所涉及的动作和模块并不一定是本申请实施例所必须的。
本申请实施例还提供了一种用于实施上述虚拟道具的控制方法的虚拟道具的控制装置。如图7所示,该装置包括:
第一显示单元702,配置为在目标游戏应用中显示第一虚拟操作对象控制的目标虚拟投掷道具,其中,参与目标游戏应用当前运行的一局游戏的虚拟操作对象集合包括多个;
控制单元704,配置为在检测到目标投掷操作的情况下,控制第一虚拟操作对象对目标虚拟投掷道具进行投掷,其中,目标投掷操作用于投掷目 标虚拟投掷道具;
设置单元706,配置为在第一预定时长内将目标游戏应用中的目标区域设置为伤害检测区域,其中,目标区域包括目标虚拟投掷道具被投掷的落点,伤害检测区域被设置为对位于伤害检测区域内的目标虚拟操作对象的生命值进行减少,第一虚拟操作对象与目标虚拟操作对象分别属于多个虚拟操作对象集合中不同的虚拟操作对象集合;
减少单元708,配置为在目标区域为伤害检测区域、且第二虚拟操作对象进入到目标区域的情况下,在第二预定时长内持续减少第二虚拟操作对象的生命值,其中,目标虚拟操作对象包括第二虚拟操作对象。
在一些实施例中,减少单元708包括:
第一减少模块,配置为在目标区域为伤害检测区域、第二虚拟操作对象进入到目标区域、且第二虚拟操作对象在进入到目标区域之前未被设置在第三预定时长内持续减少第二虚拟操作对象的生命值的情况下,在第二虚拟操作对象进入到目标区域之后的第二预定时长内持续减少第二虚拟操作对象的生命值,其中,第三预定时长与第二预定时长相等。
在一些实施例中,减少单元708包括:
第二模块,配置为在目标区域为伤害检测区域、第二虚拟操作对象进入到目标区域、且第二虚拟操作对象在进入到目标区域之前已被设置在第四预定时长内持续减少第二虚拟操作对象的生命值的情况下,取消在第四预定时长内持续减少第二虚拟操作对象的生命值,并在第二虚拟操作对象进入到目标区域之后的第二预定时长内持续减少第二虚拟操作对象的生命值。
在一些实施例中,减少单元708包括:
第三减少模块,配置为在目标区域为伤害检测区域、第二虚拟操作对象进入到目标区域、且第二虚拟操作对象在进入到目标区域之前已被设置在第五预定时长内持续减少第二虚拟操作对象的生命值的情况下,在第二 虚拟操作对象进入到目标区域之后的目标时长内持续减少第二虚拟操作对象的生命值,其中,目标时长为第二预定时长与剩余时长之和,剩余时长为在第二虚拟操作对象进入到目标区域时第五预定时长中的剩余时长。
在一些实施例中,减少单元708包括:
第四减少模块,配置为在第二虚拟操作对象移动到目标区域之外、且第二虚拟操作对象进入到目标区域之后的第二预定时长未结束的情况下,继续减少第二虚拟操作对象的生命值。
在一些实施例中,控制单元704包括:
设置模块,配置为在检测到目标虚拟投掷道具的虚拟投掷按钮执行的第一触控操作的情况下,将目标虚拟投掷道具的状态设置为投掷准备状态,并在目标游戏应用中显示投掷路线;
控制模块,配置为在目标虚拟投掷道具处于投掷准备状态、且检测到对虚拟投掷按钮执行的第二触控操作的情况下,控制第一虚拟操作对象按照投掷路线投掷目标虚拟投掷道具,其中,目标投掷操作包括第一触控操作和第二触控操作。
在一些实施例中,设置模块包括:
显示子模块,配置为在目标游戏应用中显示第一位置到第二位置之间的第一抛物线,其中,第一位置为目标虚拟投掷道具所在的位置,第二位置为目标虚拟投掷道具的预计落点,投掷路线包括第一抛物线。
在一些实施例中,上述装置还包括:
第二显示单元,配置为在目标游戏应用中显示第一位置到第二位置之间的第一抛物线之后,在目标虚拟投掷道具所在的位置由第一位置调整到第三位置的情况下,在目标游戏应用中显示第三位置到第二位置之间的第二抛物线,其中,投掷路线由第一抛物线变为第二抛物线;或
第三显示单元,配置为在目标游戏应用中显示第一位置到第二位置之间的第一抛物线之后,在目标虚拟投掷道具的预计落点由第二位置调整到 第四位置的情况下,在目标游戏应用中显示第一位置到第四位置之间的第三抛物线,其中,投掷路线由第一抛物线变为第三抛物线;或
第四显示单元,配置为在目标游戏应用中显示第一位置到第二位置之间的第一抛物线之后,在目标虚拟投掷道具所在的位置由第一位置调整到第五位置、目标虚拟投掷道具的预计落点由第二位置调整到第六位置的情况下,在目标游戏应用中显示第五位置到第六位置之间的第四抛物线,其中,投掷路线由第一抛物线变为第四抛物线。
本申请实施例还提供了一种用于实施上述虚拟道具的控制方法的电子设备,在实际应用中,电子设备可以为终端或服务器,如图8所示,该电子设备包括存储器802和处理器804,该存储器802中存储有计算机程序,该处理器804被设置为通过计算机程序执行上述任一项方法实施例中的步骤。
在一些实施例中,上述电子设备可以位于计算机网络的多个网络设备中的至少一个网络设备。
在一些实施例中,上述处理器可以被设置为通过计算机程序执行以下步骤:
S1,在目标游戏应用中显示第一虚拟操作对象控制的目标虚拟投掷道具,其中,参与目标游戏应用当前运行的一局游戏的虚拟操作对象集合包括多个;
S2,在检测到目标投掷操作的情况下,控制第一虚拟操作对象对目标虚拟投掷道具进行投掷,其中,目标投掷操作用于投掷目标虚拟投掷道具;
S3,在第一预定时长内将目标游戏应用中的目标区域设置为伤害检测区域,其中,目标区域包括目标虚拟投掷道具被投掷的落点,伤害检测区域被设置为对位于伤害检测区域内的目标虚拟操作对象的生命值进行减少,第一虚拟操作对象与目标虚拟操作对象分别属于多个虚拟操作对象集合中 不同的虚拟操作对象集合;
S4,在目标区域为伤害检测区域、且第二虚拟操作对象进入到目标区域的情况下,在第二预定时长内持续减少第二虚拟操作对象的生命值,其中,目标虚拟操作对象包括第二虚拟操作对象。
本领域普通技术人员可以理解,图8所示的结构仅为示意,电子设备也可以是智能手机(如Android手机、iOS手机等)、平板电脑、掌上电脑以及移动互联网设备(Mobile Internet Devices,MID)、PAD等终端设备。图8其并不对上述电子设备的结构造成限定。例如,电子设备还可包括比图8中所示更多或者更少的组件(如网络接口等),或者具有与图8所示不同的配置。
其中,存储器802可配置为存储软件程序以及模块,如本申请实施例中的虚拟道具的控制方法和装置对应的程序指令/模块,处理器804通过运行存储在存储器802内的软件程序以及模块,从而执行各种功能应用以及数据处理,即实现上述的虚拟道具的控制方法。存储器802可包括高速随机存储器,还可以包括非易失性存储器,如一个或者多个磁性存储装置、闪存、或者其他非易失性固态存储器。在一些实例中,存储器802可进一步包括相对于处理器804远程设置的存储器,这些远程存储器可以通过网络连接至终端。上述网络的实例包括但不限于互联网、企业内部网、局域网、移动通信网及其组合。其中,存储器802具体可以但不限于配置为存储目标虚拟投掷道具、虚拟操作对象集合、伤害检测区域以及目标虚拟操作对象的生命值等信息。作为一种示例,如图8所示,上述存储器802中可以但不限于包括上述虚拟道具的控制装置中的第一显示单元702、控制单元704、设置单元706及减少单元708。此外,还可以包括但不限于上述虚拟道具的控制装置中的其他模块单元,本示例中不再赘述。
在一些实施例中,上述的传输装置806用于经由一个网络接收或者发送数据。上述的网络具体实例可包括有线网络及无线网络。在一个实例中, 传输装置806包括一个网络适配器(Network Interface Controller,NIC),其可通过网线与其他网络设备与路由器相连从而可与互联网或局域网进行通讯。在一个实例中,传输装置806为射频(Radio Frequency,RF)模块,其用于通过无线方式与互联网进行通讯。
此外,上述电子设备还包括:显示器808,配置为显示目标虚拟投掷道具、虚拟操作对象集合、伤害检测区域以及目标虚拟操作对象的生命值等信息;和连接总线810,配置为连接上述电子设备中的各个模块部件。
本申请实施例还提供了一种计算机可读的存储介质,该计算机可读的存储介质中存储有计算机程序,其中,该计算机程序被设置为运行时执行本申请实施例提供的上述虚拟道具的控制方法。
在一些实施例中,上述计算机可读的存储介质可以被设置为存储用于执行以下步骤的计算机程序:
S1,在目标游戏应用中显示第一虚拟操作对象控制的目标虚拟投掷道具,其中,参与目标游戏应用当前运行的一局游戏的虚拟操作对象集合可以有多个;
S2,在检测到目标投掷操作的情况下,控制第一虚拟操作对象对目标虚拟投掷道具进行投掷,其中,目标投掷操作用于投掷目标虚拟投掷道具;
S3,在第一预定时长内将目标游戏应用中的目标区域设置为伤害检测区域,其中,目标区域包括目标虚拟投掷道具被投掷的落点,伤害检测区域被设置为对位于伤害检测区域内的目标虚拟操作对象的生命值进行减少,第一虚拟操作对象与目标虚拟操作对象分别属于多个虚拟操作对象集合中不同的虚拟操作对象集合;
S4,在目标区域为伤害检测区域、且第二虚拟操作对象进入到目标区域的情况下,在第二预定时长内持续减少第二虚拟操作对象的生命值,其中,目标虚拟操作对象包括第二虚拟操作对象。
在本实施例中,本领域普通技术人员可以理解上述实施例的各种方法中的全部或部分步骤是可以通过程序来指令终端设备相关的硬件来完成,该程序可以存储于一计算机可读存储介质中,存储介质可以包括:闪存盘、只读存储器(Read-Only Memory,ROM)、随机存取器(Random Access Memory,RAM)、磁盘或光盘等。
上述实施例中的集成的单元如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在上述计算机可读取的存储介质中。基于这样的理解,本申请的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的全部或部分可以以软件产品的形式体现出来,该计算机软件产品存储在存储介质中,包括若干指令用以使得一台或多台计算机设备(可为个人计算机、服务器或者网络设备等)执行本申请各个实施例方法的全部或部分步骤。
在本申请的上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。
在本申请所提供的几个实施例中,应该理解到,所揭露的客户端,可通过其它的方式实现。其中,以上所描述的装置实施例仅仅是示意性的,例如单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,例如多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,单元或模块的间接耦合或通信连接,可以是电性或其它的形式。
作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本申请各个实施例中的各功能单元可以集成在一个处理单元 中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。上述集成的单元既可以采用硬件的形式实现,也可以采用软件功能单元的形式实现。
以上所述仅是本申请的优选实施方式,应当指出,对于本技术领域的普通技术人员来说,在不脱离本申请原理的前提下,还可以做出若干改进和润饰,这些改进和润饰也应视为本申请的保护范围。
工业实用性
本申请实施例中在目标游戏应用中显示第一虚拟操作对象控制的目标虚拟投掷道具;当检测到目标投掷操作时,控制所述第一虚拟操作对象对所述目标虚拟投掷道具进行投掷,其中,所述目标投掷操作,用于投掷所述目标虚拟投掷道具;在第一预定时长内,将所述目标游戏应用中的目标区域设置为伤害检测区域,其中,所述目标区域包括所述目标虚拟投掷道具被投掷的落点,所述伤害检测区域被设置为对位于所述伤害检测区域内的目标虚拟操作对象的生命值进行减少,所述第一虚拟操作对象与所述目标虚拟操作对象分别属于不同的虚拟操作对象集合;当所述目标区域为所述伤害检测区域、且第二虚拟操作对象进入到所述目标区域时,在第二预定时长内持续减少所述第二虚拟操作对象的生命值,其中,所述目标虚拟操作对象包括所述第二虚拟操作对象;如此,不再仅对虚拟投掷道具命中的虚拟操作对象造成单一性的伤害,从而实现了增加虚拟投掷道具的控制方式的多样性。

Claims (25)

  1. 一种虚拟道具的控制方法,所述方法由电子设备执行,包括:
    在目标游戏应用中显示第一虚拟操作对象控制的目标虚拟投掷道具;
    当检测到目标投掷操作时,控制所述第一虚拟操作对象对所述目标虚拟投掷道具进行投掷,其中,所述目标投掷操作,用于投掷所述目标虚拟投掷道具;
    在第一预定时长内,将所述目标游戏应用中的目标区域设置为伤害检测区域,其中,所述目标区域包括所述目标虚拟投掷道具被投掷的落点,所述伤害检测区域被设置为对位于所述伤害检测区域内的目标虚拟操作对象的生命值进行减少,所述第一虚拟操作对象与所述目标虚拟操作对象分别属于不同的虚拟操作对象集合;
    当所述目标区域为所述伤害检测区域、且第二虚拟操作对象进入到所述目标区域时,在第二预定时长内持续减少所述第二虚拟操作对象的生命值,其中,所述目标虚拟操作对象包括所述第二虚拟操作对象。
  2. 根据权利要求1所述的方法,其中,当所述目标区域为所述伤害检测区域、且第二虚拟操作对象进入到所述目标区域时,在第二预定时长内持续减少所述第二虚拟操作对象的生命值,包括:
    当所述目标区域为所述伤害检测区域、所述第二虚拟操作对象进入到所述目标区域、且所述第二虚拟操作对象在进入到所述目标区域之前,未被设置在第三预定时长内持续减少生命值时,在所述第二虚拟操作对象进入到所述目标区域之后的所述第二预定时长内持续减少所述第二虚拟操作对象的生命值,其中,所述第三预定时长与所述第二预定时长相等。
  3. 根据权利要求1所述的方法,其中,当所述目标区域为所述伤害检测区域、且第二虚拟操作对象进入到所述目标区域时,在第二预定时长内持续减少所述第二虚拟操作对象的生命值,包括:
    当所述目标区域为所述伤害检测区域、所述第二虚拟操作对象进入到所述目标区域、且所述第二虚拟操作对象在进入到所述目标区域之前已被设置在第四预定时长内持续减少生命值时,取消在所述第四预定时长内持续减少所述第二虚拟操作对象的生命值,并在所述第二虚拟操作对象进入到所述目标区域之后的所述第二预定时长内持续减少所述第二虚拟操作对象的生命值。
  4. 根据权利要求1所述的方法,其中,当所述目标区域为所述伤害检测区域、且第二虚拟操作对象进入到所述目标区域时,在第二预定时长内持续减少所述第二虚拟操作对象的生命值,包括:
    当所述目标区域为所述伤害检测区域、所述第二虚拟操作对象进入到所述目标区域、且所述第二虚拟操作对象在进入到所述目标区域之前已被设置在第五预定时长内持续减少生命值时,在所述第二虚拟操作对象进入到所述目标区域之后的目标时长内持续减少所述第二虚拟操作对象的生命值;
    其中,所述目标时长为所述第二预定时长与剩余时长之和,所述剩余时长为在所述第二虚拟操作对象进入到所述目标区域时,所述第五预定时长中的剩余时长。
  5. 根据权利要求1所述的方法,其中,所述在第二预定时长内持续减少所述第二虚拟操作对象的生命值,包括:
    当所述第二虚拟操作对象移动到所述目标区域之外、且所述第二虚拟操作对象进入到所述目标区域之后的所述第二预定时长未结束时,继续减少所述第二虚拟操作对象的生命值。
  6. 根据权利要求1至5中任一项所述的方法,其中,当检测到目标投掷操作时,控制所述第一虚拟操作对象对所述目标虚拟投掷道具进行投掷,包括:
    当检测到针对所述目标虚拟投掷道具的虚拟投掷按钮执行的第一触控操作时,将所述目标虚拟投掷道具的状态设置为投掷准备状态,并在所述目标游戏应用中显示投掷路线;
    当所述目标虚拟投掷道具处于所述投掷准备状态、且检测到对所述虚拟投掷按钮执行的第二触控操作时,控制所述第一虚拟操作对象按照所述投掷路线投掷所述目标虚拟投掷道具;
    其中,所述目标投掷操作包括所述第一触控操作和所述第二触控操作。
  7. 根据权利要求6所述的方法,其中,所述在所述目标游戏应用中显示投掷路线,包括:
    在所述目标游戏应用中显示第一位置到第二位置之间的第一抛物线,将所述第一抛物线作为所述投掷路线;
    其中,所述第一位置为所述目标虚拟投掷道具所在的位置,所述第二位置为所述目标虚拟投掷道具的预计落点。
  8. 根据权利要求7所述的方法,其中,在所述目标游戏应用中显示第一位置到第二位置之间的第一抛物线之后,所述方法还包括:
    当所述目标虚拟投掷道具所在的位置由所述第一位置调整到第三位置时,在所述目标游戏应用中显示所述第三位置到所述第二位置之间的第二抛物线,其中,所述投掷路线由所述第一抛物线变为所述第二抛物线;或
    当所述目标虚拟投掷道具的预计落点由所述第二位置调整到第四位置时,在所述目标游戏应用中显示所述第一位置到所述第四位置之间的第三抛物线,其中,所述投掷路线由所述第一抛物线变为所述第三抛物线;或
    当所述目标虚拟投掷道具所在的位置由所述第一位置调整到第五位置、且所述目标虚拟投掷道具的预计落点由所述第二位置调整到第六位置时,在所述目标游戏应用中显示所述第五位置到所述第六位置之间的第四抛物线,其中,所述投掷路线由所述第一抛物线变为所述第四抛物线。
  9. 一种虚拟道具的控制装置,包括:
    第一显示单元,配置为在目标游戏应用中显示第一虚拟操作对象控制的目标虚拟投掷道具;
    控制单元,配置为当检测到目标投掷操作时,控制所述第一虚拟操作对象对所述目标虚拟投掷道具进行投掷,其中,所述目标投掷操作用于投掷所述目标虚拟投掷道具;
    设置单元,配置为在第一预定时长内将所述目标游戏应用中的目标区域设置为伤害检测区域,其中,所述目标区域包括所述目标虚拟投掷道具被投掷的落点,所述伤害检测区域被设置为对位于所述伤害检测区域内的目标虚拟操作对象的生命值进行减少,所述第一虚拟操作对象与所述目标虚拟操作对象分别属于不同的虚拟操作对象集合;
    减少单元,配置为当所述目标区域为所述伤害检测区域、且第二虚拟操作对象进入到所述目标区域时,在第二预定时长内持续减少所述第二虚拟操作对象的生命值,其中,所述目标虚拟操作对象包括所述第二虚拟操作对象。
  10. 根据权利要求9所述的装置,其中,所述减少单元包括:
    第一减少模块,配置为当所述目标区域为所述伤害检测区域、所述第二虚拟操作对象进入到所述目标区域、且所述第二虚拟操作对象在进入到所述目标区域之前未被设置在第三预定时长内持续减少生命值时,在所述第二虚拟操作对象进入到所述目标区域之后的所述第二预定时长内持续减少所述第二虚拟操作对象的生命值,其中,所述第三预定时长与所述第二预定时长相等。
  11. 根据权利要求9所述的装置,其中,所述减少单元包括:
    第二模块,配置为当所述目标区域为所述伤害检测区域、所述第二虚拟操作对象进入到所述目标区域、且所述第二虚拟操作对象在进入到所述目标区域之前已被设置在第四预定时长内持续减少生命值时,取消在所述第四预定时长内持续减少所述第二虚拟操作对象的生命值,并在所述第二 虚拟操作对象进入到所述目标区域之后的所述第二预定时长内持续减少所述第二虚拟操作对象的生命值。
  12. 根据权利要求9所述的装置,其中,所述减少单元包括:
    第三减少模块,配置为当所述目标区域为所述伤害检测区域、所述第二虚拟操作对象进入到所述目标区域、且所述第二虚拟操作对象在进入到所述目标区域之前已被设置在第五预定时长内持续减少生命值时,在所述第二虚拟操作对象进入到所述目标区域之后的目标时长内持续减少所述第二虚拟操作对象的生命值;
    其中,所述目标时长为所述第二预定时长与剩余时长之和,所述剩余时长为在所述第二虚拟操作对象进入到所述目标区域时所述第五预定时长中的剩余时长。
  13. 根据权利要求9所述的装置,其中,所述减少单元包括:
    第四减少模块,配置为当所述第二虚拟操作对象移动到所述目标区域之外、且所述第二虚拟操作对象进入到所述目标区域之后的所述第二预定时长未结束时,继续减少所述第二虚拟操作对象的生命值。
  14. 一种虚拟道具的控制方法,包括:
    在目标游戏应用中显示第一虚拟操作对象控制的目标虚拟投掷道具;
    当检测到目标投掷操作时,控制所述第一虚拟操作对象对所述目标虚拟投掷道具进行投掷,其中,所述目标投掷操作,用于投掷所述目标虚拟投掷道具;
    在第一预定时长内,将所述目标游戏应用中的目标区域设置为伤害检测区域,其中,所述目标区域包括所述目标虚拟投掷道具被投掷的落点,所述伤害检测区域被设置为对位于所述伤害检测区域内的目标虚拟操作对象的属性值进行改变,所述第一虚拟操作对象与所述目标虚拟操作对象分别属于不同的虚拟操作对象集合;
    当所述目标区域为所述伤害检测区域、且第二虚拟操作对象进入到所述目标区域时,在第二预定时长内持续改变所述第二虚拟操作对象的属性值,其中,所述目标虚拟操作对象包括所述第二虚拟操作对象。
  15. 根据权利要求14所述的方法,其中,当所述目标区域为所述伤害检测区域、且第二虚拟操作对象进入到所述目标区域时,在第二预定时长内持续改变所述第二虚拟操作对象的属性值,包括:
    当所述目标区域为所述伤害检测区域、所述第二虚拟操作对象进入到所述目标区域、且所述第二虚拟操作对象在进入到所述目标区域之前,未被设置在第三预定时长内持续改变属性值时,在所述第二虚拟操作对象进入到所述目标区域之后的所述第二预定时长内持续改变所述第二虚拟操作对象的属性值,其中,所述第三预定时长与所述第二预定时长相等。
  16. 根据权利要求14所述的方法,其中,当所述目标区域为所述伤害检测区域、且第二虚拟操作对象进入到所述目标区域时,在第二预定时长内持续改变所述第二虚拟操作对象的属性值,包括:
    当所述目标区域为所述伤害检测区域、所述第二虚拟操作对象进入到所述目标区域、且所述第二虚拟操作对象在进入到所述目标区域之前已被设置在第四预定时长内持续改变属性值时,取消在所述第四预定时长内持续改变所述第二虚拟操作对象的属性值,并在所述第二虚拟操作对象进入到所述目标区域之后的所述第二预定时长内持续改变所述第二虚拟操作对象的属性值。
  17. 根据权利要求14所述的方法,其中,当所述目标区域为所述伤害检测区域、且第二虚拟操作对象进入到所述目标区域时,在第二预定时长内持续改变所述第二虚拟操作对象的属性值,包括:
    当所述目标区域为所述伤害检测区域、所述第二虚拟操作对象进入到所述目标区域、且所述第二虚拟操作对象在进入到所述目标区域之前已被设置在第五预定时长内持续改变属性值时,在所述第二虚拟操作对象进入 到所述目标区域之后的目标时长内持续改变所述第二虚拟操作对象的属性值;
    其中,所述目标时长为所述第二预定时长与剩余时长之和,所述剩余时长为在所述第二虚拟操作对象进入到所述目标区域时,所述第五预定时长中的剩余时长。
  18. 根据权利要求14所述的方法,其中,所述在第二预定时长内持续改变所述第二虚拟操作对象的属性值,包括:
    当所述第二虚拟操作对象移动到所述目标区域之外、且所述第二虚拟操作对象进入到所述目标区域之后的所述第二预定时长未结束时,继续改变所述第二虚拟操作对象的属性值。
  19. 根据权利要求14至18中任一项所述的方法,其中,当检测到目标投掷操作时,控制所述第一虚拟操作对象对所述目标虚拟投掷道具进行投掷,包括:
    当检测到针对所述目标虚拟投掷道具的虚拟投掷按钮执行的第一触控操作时,将所述目标虚拟投掷道具的状态设置为投掷准备状态,并在所述目标游戏应用中显示投掷路线;
    当所述目标虚拟投掷道具处于所述投掷准备状态、且检测到对所述虚拟投掷按钮执行的第二触控操作时,控制所述第一虚拟操作对象按照所述投掷路线投掷所述目标虚拟投掷道具;
    其中,所述目标投掷操作包括所述第一触控操作和所述第二触控操作。
  20. 根据权利要求19所述的方法,其中,所述在所述目标游戏应用中显示投掷路线,包括:
    在所述目标游戏应用中显示第一位置到第二位置之间的第一抛物线,将所述第一抛物线作为所述投掷路线;
    其中,所述第一位置为所述目标虚拟投掷道具所在的位置,所述第二位置为所述目标虚拟投掷道具的预计落点。
  21. 根据权利要求20所述的方法,其中,在所述目标游戏应用中显示第一位置到第二位置之间的第一抛物线之后,所述方法还包括:
    当所述目标虚拟投掷道具所在的位置由所述第一位置调整到第三位置时,在所述目标游戏应用中显示所述第三位置到所述第二位置之间的第二抛物线,其中,所述投掷路线由所述第一抛物线变为所述第二抛物线;或
    当所述目标虚拟投掷道具的预计落点由所述第二位置调整到第四位置时,在所述目标游戏应用中显示所述第一位置到所述第四位置之间的第三抛物线,其中,所述投掷路线由所述第一抛物线变为所述第三抛物线;或
    当所述目标虚拟投掷道具所在的位置由所述第一位置调整到第五位置、且所述目标虚拟投掷道具的预计落点由所述第二位置调整到第六位置时,在所述目标游戏应用中显示所述第五位置到所述第六位置之间的第四抛物线,其中,所述投掷路线由所述第一抛物线变为所述第四抛物线。
  22. 一种计算机可读的存储介质,所述计算机可读的存储介质包括存储的程序,其中,所述程序运行时执行上述权利要求1至8任一项中所述的虚拟道具的控制方法。
  23. 一种计算机可读的存储介质,所述计算机可读的存储介质包括存储的程序,其中,所述程序运行时执行上述权利要求14至21任一项中所述的虚拟道具的控制方法。
  24. 一种电子设备,包括存储器和处理器,所述存储器中存储有计算机程序,所述处理器被设置为通过所述计算机程序执行所述权利要求1至8任一项中所述的虚拟道具的控制方法。
  25. 一种电子设备,包括存储器和处理器,所述存储器中存储有计算机程序,所述处理器被设置为通过所述计算机程序执行所述权利要求14至21任一项中所述的虚拟道具的控制方法。
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