WO2023051168A1 - 虚拟场景中的道具控制方法、装置、设备及存储介质 - Google Patents
虚拟场景中的道具控制方法、装置、设备及存储介质 Download PDFInfo
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Definitions
- the present application relates to the field of virtual scene technology, and in particular to a method, device, device and storage medium for controlling props in a virtual scene.
- various virtual props are usually set up so that players can control virtual objects to interact with virtual props, such as picking up virtual props, or interacting with virtual props interactive.
- virtual props are usually scattered and set in the virtual scene, for example, placed on the ground in the virtual scene, or stored in containers in the virtual scene.
- the player can control the virtual object to approach the virtual prop, and when the virtual prop is within the interaction range of the virtual object, the player can control the virtual object to interact with the virtual prop, such as picking up the virtual prop or interacting with the virtual prop.
- the embodiment of the present application provides a prop control method, device, device and storage medium in a virtual scene, which can improve the efficiency of human-computer interaction when the user controls the virtual object and interacts with the virtual prop, reduces the duration of a single game, and saves The amount of power and data traffic consumed by computer equipment. Described technical scheme is as follows:
- the embodiment of the present application provides a prop control method in a virtual scene, the method comprising:
- the virtual scene interface is used to display a scene picture of a virtual scene, and the virtual scene includes a first virtual object;
- the first scene picture includes scene elements other than the first virtual object
- the second scene picture is to transfer the target virtual prop corresponding to the scene element to the first virtual scene Animation of objects zooming in.
- the embodiment of the present application provides a prop control device in a virtual scene, the device includes:
- the interface display module is used to display a virtual scene interface, and the virtual scene interface is used to display a scene picture of a virtual scene, and the virtual scene includes a first virtual object;
- a first picture display module configured to display a first scene picture in the virtual scene interface; the first scene picture includes scene elements other than the first virtual object;
- the second picture display module is used to display a second scene picture in the virtual scene interface in response to the prop pull operation for the scene element; the second scene picture is a target corresponding to the scene element An animation of the virtual prop pulling closer to the first virtual object.
- an embodiment of the present application provides a computer device, the computer device includes a processor and a memory, at least one computer instruction is stored in the memory, and the at least one computer instruction is loaded and executed by the processor so that the computer device implements the prop control method in the virtual scene as described in the above aspects.
- an embodiment of the present application provides a non-volatile computer-readable storage medium, at least one computer instruction is stored in the non-volatile computer-readable storage medium, and the at least one computer instruction is executed by a processor Load and execute, so that the computer realizes the prop control method in the virtual scene as described in the above aspect.
- a computer program product or computer program comprising computer instructions stored in a non-volatile computer readable storage medium.
- the processor of the computer device reads the computer instructions from the non-volatile computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the props in the virtual scene provided in various optional implementation manners of the above aspects Control Method.
- the corresponding scene element in a virtual scene, for a scene element other than the first virtual object, when the scene element corresponds to a virtual prop, through the execution of the prop pull operation, the corresponding scene element can be
- the target virtual item is pulled closer to the first virtual object, thereby reducing the time it takes for the user to control the first virtual object to approach the target virtual item, so that the first virtual object can interact with the virtual item more quickly, thereby greatly improving It improves the efficiency of human-computer interaction when the user controls the interaction between virtual objects and virtual props, thereby reducing the duration of a single game and saving power and data traffic consumed by computer equipment.
- FIG. 1 is a schematic diagram of an implementation environment provided by an exemplary embodiment of the present application
- Fig. 2 is a schematic diagram of a display interface of a virtual scene provided by an exemplary embodiment of the present application
- Fig. 3 is a flowchart of a prop control method in a virtual scene provided by an exemplary embodiment of the present application
- Fig. 4 is a flowchart of a prop control method in a virtual scene shown in an exemplary embodiment of the present application
- Fig. 5 is a schematic diagram showing a skill icon related to the embodiment shown in Fig. 4;
- Fig. 6 is a schematic diagram of the interaction of reference types involved in the embodiment shown in Fig. 4;
- Fig. 7 is a schematic diagram showing prompt information related to the embodiment shown in Fig. 4;
- Fig. 8 is a schematic diagram of pulling virtual props involved in the embodiment shown in Fig. 4;
- Fig. 9 is a schematic diagram of pulling virtual props involved in the embodiment shown in Fig. 4;
- Fig. 10 is a control flowchart of pulling virtual props shown in an exemplary embodiment of the present application.
- Fig. 11 is a block diagram of a prop control device in a virtual scene shown in an exemplary embodiment of the present application.
- Fig. 12 is a structural block diagram of a computer device provided by an exemplary embodiment of the present application.
- Fig. 13 is a structural block diagram of a computer device shown in an exemplary embodiment of the present application.
- a virtual scene is a virtual scene displayed (or provided) when an application program runs on a computer device.
- the virtual scene can be a simulated environment scene of the real world, a semi-simulated and semi-fictitious three-dimensional environment scene, or a purely fictional three-dimensional environment scene.
- the virtual scene may be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, and a three-dimensional virtual scene.
- the virtual scene is a three-dimensional virtual scene as an example for illustration, but this is not limited thereto.
- the virtual scene can also be used for virtual scene battles between at least two virtual characters.
- the virtual scene can also be used to fight with virtual guns between at least two virtual characters.
- the virtual scene can also be used to fight with virtual firearms between at least two virtual characters within the target area, and the target area will become smaller as time goes by in the virtual scene.
- the virtual scene may also be referred to as a virtual environment, or a virtual world, and the like.
- the virtual scene is usually generated by an application program in a computer device such as a terminal and displayed based on hardware (such as a screen) in the terminal.
- the terminal may be a mobile terminal such as a smart phone, a tablet computer, or an e-book reader; or, the terminal may also be a personal computer device such as a notebook computer or a fixed computer.
- Virtual objects refer to movable objects in a virtual scene.
- the movable object may be at least one of virtual characters, virtual animals, and virtual vehicles.
- the virtual object is a three-dimensional model created based on animation skeleton technology.
- Each virtual object has its own shape, volume and orientation in the three-dimensional virtual scene, and occupies a part of the space in the three-dimensional virtual scene.
- Virtual props refer to the props that virtual objects can use in the virtual environment, including virtual weapons, supply props, virtual pendants installed on designated virtual weapons that can provide some attribute bonuses for virtual weapons, and defensive props.
- the above-mentioned virtual props may also correspond to resource props of one or more resources.
- the aforementioned virtual props may also be task props used to complete one or more tasks.
- a first-person shooting game refers to a shooting game that a user can play from a first-person perspective
- a picture of a virtual environment in the game is a picture of observing the virtual environment from the perspective of a first virtual object.
- at least two virtual objects are engaged in a single-game battle mode in the virtual environment.
- the virtual objects avoid the damage initiated by other virtual objects and the dangers in the virtual environment (such as poisonous gas circles, swamps, etc.)
- the purpose of surviving in the environment is that when the life value of the virtual object in the virtual environment is zero, the life of the virtual object in the virtual environment ends.
- the competitive mode of the battle may include a single player battle mode, a two-person team battle mode, or a multiplayer large group battle mode, and the embodiment of the present application does not limit the battle mode.
- Fig. 1 shows a schematic diagram of an implementation environment provided by an exemplary embodiment of the present application.
- the implementation environment may include a computer system 100 , and the computer system 100 includes: a first terminal 110 , a server 120 and a second terminal 130 .
- the first terminal 110 installs and runs an application program 111 supporting a virtual environment, and the application program 111 may be a multiplayer online battle program.
- the application program 111 may be any one of multiplayer online battle arena games (Multiplayer Online Battle Arena Games, MOBA), shooting games, and simulation strategy games (Simulation Game, SLG).
- the application program 111 is the terminal used by the first user 112.
- the first user 112 uses the first terminal 110 to control the first virtual object located in the virtual environment to carry out activities.
- the first virtual object can be called the master virtual object of the first user 112. object.
- the activities of the first virtual object include but are not limited to: at least one of adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, throwing, and releasing skills.
- the first virtual object is a first virtual character, such as a simulated character or an anime character.
- the second terminal 130 installs and runs an application program 131 supporting a virtual environment, and the application program 131 may be a multiplayer online battle program.
- the application program 131 may be any one of MOBA games, battle royale shooting games, and SLG games.
- the application program 131 is an FPS game as an example for illustration.
- the second terminal 130 is the terminal used by the second user 132.
- the second user 132 uses the second terminal 130 to control the second virtual object located in the virtual environment to carry out activities.
- the second virtual object can be called the master virtual object of the second user 132. Role.
- the second virtual object is a second virtual character, such as a simulated character or an anime character.
- the first virtual object and the second virtual object are in the same virtual world.
- the first virtual object and the second virtual object may belong to the same camp, the same team, the same organization, have a friendship relationship, or have temporary communication rights.
- the first virtual object and the second virtual object may belong to different camps, different teams, different organizations or have a hostile relationship.
- the applications installed on the first terminal 110 and the second terminal 130 are the same, or the applications installed on the two terminals are the same type of applications on different operating system platforms (Android or IOS).
- the first terminal 110 may generally refer to one of the multiple terminals, and the second terminal 130 may generally refer to the other of the multiple terminals. This embodiment only uses the first terminal 110 and the second terminal 130 as an example for illustration.
- the device types of the first terminal 110 and the second terminal 130 are the same or different, and the device types include: smart phones, tablet computers, e-book readers, MP3 (Moving Picture Experts Group Audio Layer III, moving picture experts compression standard audio layer 3 ) player, MP4 (Moving Picture Experts Group Audio Layer IV, moving picture experts compressed standard audio layer 4) player, laptop portable computer and desktop computer at least one.
- MP3 Motion Picture Experts Group Audio Layer III, moving picture experts compression standard audio layer 3
- MP4 Motion Picture Experts Group Audio Layer IV, moving picture experts compressed standard audio layer 4
- terminals Only two terminals are shown in FIG. 1 , but there are many other terminals that can access the server 120 in different embodiments.
- terminals there are also one or more terminals corresponding to the developer, on which a development and editing platform supporting a virtual environment application program is installed, and the developer can edit and update the application program on the terminal , and transmit the updated application installation package to the server 120 through a wired or wireless network, and the first terminal 110 and the second terminal 130 can download the application installation package from the server 120 to update the application.
- the first terminal 110, the second terminal 130 and other terminals are connected to the server 120 through a wireless network or a wired network.
- the server 120 includes at least one of a server, a server cluster composed of multiple servers, a cloud computing platform, and a virtualization center.
- the server 120 is used to provide background services for applications supporting 3D virtual environments.
- the server 120 undertakes the main calculation work, and the terminal undertakes the secondary calculation work; or, the server 120 undertakes the secondary calculation work, and the terminal undertakes the main calculation work; or, the server 120 and the terminal adopt a distributed computing architecture for collaborative computing .
- the server 120 includes a memory 121, a processor 122, a user account database 123, a battle service module 124, and a user-oriented input/output interface (Input/Output Interface, I/O interface) 125.
- the processor 122 is used to load the instructions stored in the server 120, and process the data in the user account database 123 and the battle service module 124; the user account database 123 is used to store the first terminal 110, the second terminal 130 and other terminals.
- the data of the user account such as the avatar of the user account, the nickname of the user account, the combat power index of the user account, and the service area where the user account is located;
- the battle service module 124 is used to provide multiple battle rooms for the user to fight, such as 1V1 battle, 3V3 battle, 5V5 battle, etc.;
- the user-oriented I/O interface 125 is used to establish communication and exchange data with the first terminal 110 and/or the second terminal 130 through a wireless network or a wired network.
- the virtual scene may be a three-dimensional virtual scene, or the virtual scene may also be a two-dimensional virtual scene.
- the display interface of the virtual scene includes a scene picture 200 , which includes a currently controlled virtual object 210 , an environment picture 220 of the three-dimensional virtual scene, and a virtual object 240 .
- the virtual object 240 may be a virtual object controlled by other terminals corresponding to a user or a virtual object controlled by an application program.
- the currently controlled virtual object 210 and virtual object 240 are three-dimensional models in the three-dimensional virtual scene, and the environment picture of the three-dimensional virtual scene displayed in the scene picture 200 is observed from the perspective of the currently controlled virtual object 210
- the displayed environment picture 220 of the three-dimensional virtual scene includes the earth 224, the sky 225, the horizon 223, the hill 221 and the factory building 222.
- the currently controlled virtual object 210 can release skills or use virtual props, move and perform specified actions under the control of the user.
- the virtual object in the virtual scene can display different 3D models, for example, the screen of the terminal Support touch operation, and the scene picture 200 of the virtual scene contains a virtual control, then when the user touches the virtual control, the currently controlled virtual object 210 can perform specified actions in the virtual scene and display the current corresponding 3D model.
- Fig. 3 shows a flow chart of a method for controlling props in a virtual scene provided by an exemplary embodiment of the present application.
- the prop control method in the virtual scene can be executed by a computer device, and the computer device can be a terminal or a server, or the computer device can also include the above-mentioned terminal and server.
- the prop control method in the virtual scene includes:
- Step 301 displaying a virtual scene interface
- the virtual scene interface is used to display the scene picture of the virtual scene
- the virtual scene includes the first virtual object.
- the first virtual object may be a virtual object controlled by a computer device displaying the virtual scene interface.
- Step 302 displaying the first scene picture in the virtual scene interface; the first scene picture includes scene elements other than the first virtual object.
- the aforementioned scene element may be any element corresponding to at least one virtual prop, for example, the scene element may be a virtual prop, or the scene element may be equipment or other virtual objects carrying virtual props (such as virtual characters controlled by other players) , or, the scene element may also be a virtual container storing at least one virtual prop, such as a virtual supply box or the like.
- Step 303 in response to the prop pull operation for the scene element, display the second scene picture in the virtual scene interface; the second scene picture is an animation that pulls the target virtual prop corresponding to the scene element closer to the first virtual object.
- the prop pulling operation for the scene element is used to pull the target virtual prop corresponding to the scene element closer to the first virtual object.
- the prop pulling operation for the scene element includes pointing the crosshair at the scene element and receiving the target operation.
- the prop extraction operation for the scene element includes a trigger operation for the scene element.
- the user can control the first virtual object to set the target virtual prop corresponding to the scene element with a relatively Pulling closer to the first virtual object at a fast speed, that is to say, during the process of pulling the target virtual prop corresponding to the scene element closer to the first virtual object, the moving speed of the target virtual prop is greater than the moving speed of the first virtual object, wherein, In this process, there is no need to control the first virtual object to move, that is, the first virtual object can interact with the target virtual item, for example, pick up the target virtual item or interact with the target virtual item.
- the props pull operation can pull the target virtual prop corresponding to the scene element closer to the first virtual object, thereby reducing the time it takes for the user to control the first virtual object to approach the target virtual prop, and enabling the first virtual object to communicate with the target virtual prop more quickly.
- the interaction between virtual props can greatly improve the efficiency of human-computer interaction when users control virtual objects and interact with virtual props, thereby reducing the duration of a single game and saving power and data traffic consumed by computer equipment.
- FIG. 3 of the present application can be applied to various games. Take a shooting game with a capture-the-flag mode as an example.
- the capture-the-flag mode there are multiple camps that are hostile (the first camp and the second camp are used as examples here), and the first camp and the second camp respectively contain one or Multiple virtual objects, virtual objects of different camps need to compete for flags in the game, so that the camp can win the game.
- flags can be randomly refreshed in the virtual scene.
- Virtual objects of different camps can snatch the flags and bring them back to designated locations (such as the bases of their respective camps) to earn points.
- the game’s winning or losing is determined by the points of each camp.
- the points of each of the above-mentioned flags may be the same, or the points of different flags may be different.
- the above-mentioned flag can also be replaced by other forms of virtual objects, such as virtual treasure chests, virtual resources and so on.
- the player can control the first virtual object to compete for the flag with other virtual objects through the props pulling operation (such as crosshair aiming plus target operation) ) to pull target virtual props from a distance, including but not limited to pulling virtual props such as flags and virtual weapons from a distance that can be interacted with by the first virtual object.
- the props pulling operation such as crosshair aiming plus target operation
- Fig. 4 shows a flow chart of a method for controlling props in a virtual scene according to an exemplary embodiment of the present application.
- the prop control method in the virtual scene can be executed by a computer device, and the computer device can be a terminal or a server, or the computer device can also include the above-mentioned terminal and server.
- the prop control method in the virtual scene includes:
- Step 401 displaying a virtual scene interface
- the virtual scene interface is used to display a scene picture of a virtual scene
- the virtual scene includes a first virtual object.
- the computer device can display the Virtual scene interface.
- the virtual scene such as a shooting game application
- the virtual scene interface may include various operation controls in addition to the scene picture of the above-mentioned virtual scene, and these operation controls may be used to control the virtual scene, for example, to control the first
- the virtual object acts in the virtual scene (such as throwing, moving, shooting, interacting, etc.), opens or closes the thumbnail map of the virtual scene, exits the virtual scene, and so on.
- the scene picture displayed in the above-mentioned virtual scene interface may be a picture obtained by observing the virtual scene through the perspective corresponding to the first virtual object, for example, it may be observed from the first-person perspective or the third-person perspective of the first virtual object The picture obtained by the virtual scene.
- Step 402 displaying the first scene picture in the virtual scene interface; the first scene picture contains scene elements other than the first virtual object.
- the user can control the first virtual object to bring the target virtual prop corresponding to the scene element closer to the first virtual object to save the first virtual object. The time it takes for the object to move near the target virtual prop.
- the aforementioned target virtual prop may be any virtual prop in the virtual scene that can interact with the virtual object controlled by the user.
- the above-mentioned target virtual props can be any virtual props obtained, equipped, used or interacted with by the first virtual object, such as point props, virtual weapons, Virtual ammo, virtual resources/resource packs, and more.
- the point props refer to virtual props with points that affect the progress of the battle, for example, the point props may be flags that are contested by various virtual objects in the capture the flag mode, and the like.
- the second scene picture in response to the prop pull operation for the scene element, is displayed in the virtual scene interface; the second scene picture is to draw the target virtual prop corresponding to the scene element closer to the first virtual object animation.
- the second scene picture is to draw the target virtual prop corresponding to the scene element closer to the first virtual object animation.
- Step 403 in response to the prop pulling operation on the scene element, based on the position of the first virtual object in the virtual scene, the target position within the interaction range is obtained; the interaction range is the maximum that allows the first virtual object to interact with the virtual props therein scope.
- the prop extraction operation for the scene element includes a trigger operation for the scene element.
- the prop pulling operation for the scene element includes pointing the crosshair at the scene element and receiving the target operation.
- the above-mentioned target operation can be an operation that triggers the pulling of the target virtual item.
- the trigger operation can be an operation of pressing a shortcut key (such as pressing a virtual shortcut key or a physical shortcut key on the keyboard), pressing a shortcut key and releasing it , a sliding operation performed from a target position (such as the area where the virtual shortcut key is located), etc.
- the embodiment of the present application does not limit the operation form of the target operation.
- a pattern of a crosshair may be displayed in the scene picture of the virtual scene, and the crosshair may indicate the current orientation of the first virtual object.
- the user can select the scene element by adjusting the pointing of the crosshair, and pull the target virtual prop corresponding to the scene element pointed by the crosshair by performing the target operation.
- the computer device can first determine the target position for pulling the target virtual prop.
- the above-mentioned target position is within the interaction range of the first virtual object, that is to say, when the target virtual item is pulled to the target position, the first virtual object can interact with the target virtual item without moving.
- the interaction between the first virtual object and the virtual props in the interaction range includes at least one operation of picking up and using the virtual props in the interaction range by the first virtual object. That is to say, the first virtual object can pick up the virtual props in the interaction range, use the virtual props in the interaction range, and pick up and use the virtual props in the interaction range.
- using the virtual props in the interaction range may also be referred to as interacting with the virtual props in the interaction range.
- the aforementioned interaction range may be a circular area with the first virtual object as the center, and the radius of the circular area is the maximum range for the first virtual object to interact with the target virtual prop. That is to say, the distance between the above-mentioned target position and the first virtual object is not greater than the radius r of the above-mentioned circular area range, for example, the target position can be located directly in front of the first virtual object, and the distance between the first virtual object The distance is r or r/2.
- acquiring a target position within an interaction range based on the position of the first virtual object in the virtual scene includes:
- a target position within the interaction range is acquired based on the position of the first virtual object in the virtual scene.
- some scene elements may be located within the field of view of the first virtual object, but there are other objects between the scene elements and the first virtual object.
- a glass wall or barbed wire barrier, or a low wall barrier exists between the scene element and the first virtual object.
- acquiring a target position within an interaction range based on the position of the first virtual object in the virtual scene includes:
- the target position within the interaction range is acquired based on the position of the first virtual object in the virtual scene. That is to say, the item pulling operation includes the operation of pointing the crosshair at the scene element and receiving the release of the item pulling skill.
- the item pulling skill may also be called the target skill.
- the user may trigger the first virtual object to pull the target virtual item closer to him by releasing the item pulling skill.
- the scene interface may superimpose and display the skill control of the item pulling skill, and the release operation may be a trigger operation of the skill control.
- the scene interface can be superimposed to display the release prompt of the props pulling skill.
- the icon of the props pulling skill can be superimposed and displayed.
- FIG. 5 shows a schematic diagram of displaying skill icons involved in the embodiment of the present application.
- a scene picture 52 is displayed, and a skill icon 53 is superimposed on the upper layer of the scene picture 52, and the skill icon 53 indicates whether the first virtual object can release the prop pulling skill, and
- the trigger button (Q button) of the item pulling skill is included in the scene interface 51.
- Also in response to a prop pulling operation on a scene element, and the first virtual object has the prop pulling skill, before acquiring the target position within the interaction range based on the position of the first virtual object in the virtual scene ,Also includes:
- the prop pulling skill is unlocked for the first virtual object.
- the above-mentioned item pulling skill may be a skill acquired by performing a skill unlocking behavior when the first virtual object is active in the virtual scene.
- the skill unlocking behavior may also be called a target behavior.
- the skill unlocking behavior includes at least one of the following behaviors:
- the aforementioned completion of the reference type interaction with the virtual object in the virtual scene may refer to repairing the virtual object, destroying the virtual object, hitting the virtual object, and so on.
- the embodiment of the present application does not limit the reference type interaction.
- a virtual object may be any element in a virtual scene, such as a virtual building, a virtual aircraft, a virtual animal, a virtual plant, and the like.
- a virtual object may also be called a target object.
- FIG. 6 shows a schematic diagram of reference type interaction involved in the embodiment of the present application.
- the user can control the first virtual object to shoot at the virtual object 61 (such as a virtual aircraft).
- the first virtual object can pick up the skill prop 62 and equip (for example, press the F key on the keyboard to pick up and equip) the prop pulling skill corresponding to the skill prop 62.
- the user can also complete the skill unlocking task in the virtual scene by controlling the first virtual object, so as to obtain the above-mentioned prop pulling skill.
- the aforementioned skill unlocking task may be a task of placing a specific prop at a specific location, a task of eliminating a specified number of other virtual objects, and the like.
- the embodiment of the present application does not limit the types of skill unlocking tasks.
- the skill unlocking task may also be called a target task.
- the user may also collect virtual props or virtual resources corresponding to the prop pulling skill in the virtual scene by controlling the first virtual object, so as to obtain the aforementioned prop pulling skill.
- the virtual props or virtual resources corresponding to the prop pulling skill may be scattered in the virtual scene, and the user controls the first virtual object to search and pick/collect.
- the aforementioned item pulling skill may also be a skill that comes with the first virtual object.
- the item pulling skill may be a skill that comes with a virtual object with a specific identity in the virtual scene.
- acquiring a target position within an interaction range based on the position of the first virtual object in the virtual scene includes:
- the target position within the interaction range is acquired based on the position of the first virtual object in the virtual scene.
- the distance threshold is used to constrain the maximum distance between the virtual prop that the first virtual object can pull and the first virtual object.
- the distance threshold can be set according to experience, or can be flexibly adjusted according to application scenarios, which is not limited in this embodiment of the present application.
- the above distance threshold may be greater than the radius of the interaction range.
- the distance from which the first virtual object pulls the target virtual prop is limited, that is, when the distance between the first virtual object and the scene element is less than the distance threshold, the first virtual object can Execute the action of pulling the target virtual prop corresponding to the scene element closer; on the contrary, if the distance between the first virtual object and the scene element is not less than the distance threshold, the first virtual object cannot perform the action of pulling the target virtual prop corresponding to the scene element closer Actions.
- the standardization of the virtual props pulling process can be improved.
- a first prompt in response to the distance between the scene element and the first virtual object being less than a distance threshold, is displayed based on the scene element; the first prompt is used to prompt that the target virtual prop corresponding to the scene element is allowed to be pulled .
- the first prompt in response to the distance between the scene element and the first virtual object being less than a distance threshold, is displayed directly based on the scene element.
- the first prompt in response to the sight element pointing to the scene element, and the distance between the scene element and the first virtual object is less than a distance threshold, the first prompt is presented based on the scene element.
- the computer device when the user controls the crosshair to point to the scene element, if the distance between the scene element and the first virtual object is less than the distance threshold, the computer device can display a prompt message based on the above scene element to remind the user of the current distance
- the operation of pulling the target virtual item can be performed, and the success rate of the operation in which the user controls the first virtual object to pull the target virtual item closer can be improved.
- the above-mentioned first prompt may be a prompt pattern superimposed on the scene element or displayed around the scene element, for example, it may be a green circular pattern, etc.; it may also be a superimposed display on the scene element or
- the prompt text displayed around the scene element for example, can be the text of "Allow pulling" and so on.
- the embodiment of the present application does not limit the display form of the first prompt.
- a second prompt in response to the distance between the scene element and the first virtual object being not less than the distance threshold, is displayed based on the scene element; the second prompt is used to prompt that it is not allowed to pull the target corresponding to the scene element virtual props.
- the second prompt in response to the distance between the scene element and the first virtual object being not less than a distance threshold, is displayed directly based on the scene element.
- a second prompt is presented based on the scene element.
- the computer device may display another prompt information based on the above scene element to prompt the user The current distance cannot perform the operation of pulling the target virtual item.
- the above-mentioned second prompt may be a prompt pattern superimposed on the scene element or displayed around the scene element, for example, it may be a red circular pattern, etc.; it may also be a superimposed display on the scene element or Prompt text displayed around scene elements, for example, could be "Pull not allowed" text.
- the embodiment of the present application does not limit the display form of the second prompt, as long as the second prompt is different from the first prompt.
- the above-mentioned first prompt or second prompt may be displayed when the crosshair points to the scene element, or may be displayed after the crosshair points to the scene element and a designated operation is received.
- the computer device may display the above-mentioned first prompt or second prompt.
- the above specified operation may be a pre-operation of the target operation.
- the target operation is an operation of clicking a skill button
- the operation of clicking the skill button includes pressing the skill button and releasing the skill button.
- the operation of pressing the skill button may be the above-mentioned specified operation.
- FIG. 7 shows a schematic diagram of displaying prompt information related to the embodiment itself.
- a prompt pattern 72 is superimposed on the scene element 71, and when the distance between the scene element and the first virtual object is less than the distance threshold, the prompt image 72 It can be displayed in green, prompting the user to directly pull the target virtual prop corresponding to the scene element; and when the distance between the scene element and the first virtual object is not less than the distance threshold, the prompt image 72 can be displayed in red, prompting the user The current scene element is too far away to directly pull the target virtual prop corresponding to the scene element.
- Step 404 pulling the target virtual prop corresponding to the scene element to the target position to display the second scene picture.
- the aforementioned target virtual prop is the scene element itself.
- the scene element itself is a virtual prop that can be interacted with by the first virtual object
- the scene element is a virtual prop that the first virtual object can pick up or interact with
- the scene elements can be point props (such as the flag in the capture the flag mode), virtual weapons, virtual resources and so on.
- the user can control the first virtual object to directly pull the target virtual prop visible from a distance in the virtual scene to the near side, so as to quickly control the first virtual object to pick up or interact.
- FIG. 7 shows a schematic drawing of virtual props involved in the embodiment of the present application.
- the user controls the crosshair to point to the scene element 71, and the prompt pattern 72 is displayed in green, at this time, the user performs the prop pulling operation, and the computer device controls the hand 73 of the first virtual object to perform the pulling action.
- the scene element 71 as the target virtual prop is drawn near the first virtual object.
- the foregoing scene element is a second virtual object carrying or equipped with a target virtual prop.
- the scene element may be other virtual objects equipped or carrying virtual props (such as virtual characters controlled by other players).
- the user can also remotely pull the target virtual prop from other virtual objects in the virtual scene by controlling the first virtual object.
- the above-mentioned second virtual object may be a teammate in the same camp as the first virtual object, or may be another virtual object in a different camp (such as an opposing camp or a neutral camp, etc.) with the first virtual object; for example , in capture the flag mode, you can pull the carried flag or equipped weapon from the virtual object of the opposing camp.
- FIG. 9 shows a schematic diagram of virtual item pulling involved in the embodiment of the present application.
- the second virtual object 92 carries a flag 91, and after the player controls the crosshair of the first virtual object to aim at the second virtual object 92, the target operation (such as pressing Press the Q key), at this time, the flag 91 on the second virtual object 92 will be pulled to the vicinity of the first virtual object, so that the player can control the first virtual object to pick up the flag 91 directly.
- the state value of the second virtual object is obtained; in response to the state value
- the second scene picture is displayed in the virtual scene interface when the conditions for pulling the props are met.
- the item pulling operation for the second virtual object includes pointing the crosshair at the second virtual object and receiving a target operation.
- the prop pulling operation for the second virtual object includes a trigger operation for the second virtual object.
- the first virtual object when the scene element is the second virtual object, if the state value of the second virtual object satisfies the pulling condition, the first virtual object can be pulled through the prop operation (for example, crosshair aiming plus target operation) In a manner, the target virtual prop carried by the second virtual object is pulled from the second virtual object.
- the prop operation for example, crosshair aiming plus target operation
- the above state value may indicate the state of the second virtual object.
- the above conditions for pulling props may be preset by the developer.
- the status may directly indicate whether the target virtual item on the second virtual object is allowed to be pulled; for example, when the status value is 1, it means that the target virtual item on the second virtual object is allowed to be pulled, which means the state The value satisfies the item pulling condition; when the status value is 0, it means that the target virtual item on the second virtual object is not allowed to be pulled, that is, the status value does not meet the item pulling condition.
- the state can be determined by other information of the second virtual object, for example, it can be determined by whether the second virtual object has a gain state or an item that blocks the target virtual item from being pulled, or it can be determined by the health status of the second virtual object. Status (such as health or stamina) determines.
- this state may also indirectly indicate whether the target virtual item on the second virtual object is allowed to be pulled; If the life value/stamina value (state value) is less than a certain ratio threshold (for example, less than 50%), it means that the target virtual item on the second virtual object is allowed to be pulled, which means that the state value meets the item pulling condition, otherwise it means Indicates that the target virtual item on the second virtual object is not allowed to be pulled, that is, the state value does not meet the item pulling condition.
- a certain ratio threshold for example, less than 50%
- the aforementioned scene elements are virtual containers storing target virtual props.
- the scene element may also be a virtual container storing at least one virtual prop, such as a virtual supply box or the like.
- the user can also remotely pull the target virtual prop from the virtual container in the virtual scene by controlling the first virtual object.
- the target virtual prop is a random virtual prop among at least two virtual props corresponding to the scene element;
- the target virtual prop is a virtual prop of a specific type among at least two virtual props corresponding to the scene element;
- the target virtual prop is a virtual prop with the highest priority among at least two virtual props corresponding to the scene element.
- the computer device may select one virtual prop from two or more virtual props corresponding to the scene element as the above-mentioned target virtual prop.
- the computer device may randomly select the target virtual item, or select the target virtual item according to the item type, or select the target virtual item according to the priority.
- the computer device may randomly select one of the virtual props of a specific type , or choose one according to the order of the arrangement, as the target virtual item.
- the specific type above may be a preset prop type, or the specific type may also be a prop type preset by the user, or the specific type may also be determined by the user when performing a prop pull operation prop type.
- the aforementioned scene element is the second virtual object
- the aforementioned specific type may also be a prop type determined by the identity of the second virtual object in the virtual scene.
- a specific type may also be called a target type.
- the user can open the prop type setting interface before or during the running of the virtual scene, and set the specific type in the prop type setting interface, for example, setting the ammunition type or
- the medical type is a specific type.
- the computer device can control the first virtual object to pull the specific type of target virtual props set by the user. For example, assuming that the user pre-sets the specific type as the ammunition type, then when the user controls the first virtual object to perform a prop pulling operation on the scene element, the computer device controls the first virtual object to pull from the virtual prop corresponding to the scene element.
- the specific type is the prop type determined by the user when performing the prop pull operation
- the user controls the first virtual object to perform the prop pull operation on the scene elements or, when the user Before the first virtual object is controlled to perform the prop extraction operation on the scene element, at least two options of candidate prop types may pop up, and the user selects the prop type corresponding to one of the options as the above-mentioned specific type. For example, assuming that when the user controls the first virtual object to perform an item pull operation on the scene element, the user selects the medical type option in the pop-up candidate item type options, then the computer device controls the first virtual object from the corresponding virtual item of the scene element. Pull the virtual medical package from the .
- the computer device may randomly select the virtual prop from the virtual prop with the highest priority One, or choose one according to the order of arrangement, as the target virtual item.
- the specific type when the specific type is a prop type determined by the identity of the second virtual object in the virtual scene, assuming that the second virtual object is a medical soldier, the specific type can be a medical type (corresponding to a medical kit, etc.), assuming that the second virtual object is a medical soldier. Second, if the virtual object is a supply soldier, then the specific type may be an ammunition type (corresponding to virtual ammunition).
- the above priority may be a priority determined according to the placement position of the virtual prop.
- the above-mentioned placement positions correspond to various prop placement slots of the virtual object.
- the above-mentioned prop placement slots can be divided into main weapon slots (used to equip the current main weapon), auxiliary weapon slots ( Used to equip the current sub-weapon), shortcut key slot (used to equip quickly used props, such as medical kits, throwing props, etc.), backpack slot (used to store unequipped props), etc.
- the main weapon The priority of the field is the highest, followed by the secondary weapon field, and so on, assuming that when the user controls the first virtual object to perform an item pull operation on the second virtual object, and the second virtual object is equipped with the main weapon, then The main weapon equipped by the second virtual object is preferentially pulled; if the second virtual object is not equipped with the main weapon but only the auxiliary weapon is equipped, the auxiliary weapon equipped by the second virtual object is preferentially pulled.
- the above priority may be a priority determined according to the type of the virtual prop.
- the corresponding relationship between the type and priority of the virtual item is stored in the computer device. According to the type of the virtual item in the virtual container, the priority of the virtual item in the virtual container can be determined, and then the virtual item with the highest priority is used as the target virtual item. props.
- the corresponding relationship between the type of the virtual prop and the priority can be preset by the developer.
- the target virtual prop in response to an obstacle existing between the scene element and the first virtual object, is pulled to the other side of the obstacle relative to the first virtual object.
- the computer device may control the first virtual object to pull the target virtual prop, and when the target virtual prop moves toward the first virtual object, it stops moving at a position where it collides with an obstacle. That is to say, in response to an obstacle existing between the scene element and the first virtual object, the target virtual prop is pulled to a position where it collides with the obstacle.
- Step 405 in response to receiving the interaction operation, controlling the first virtual object to interact with the target virtual prop.
- the user when the target virtual item is pulled to the interaction range of the first virtual object, the user can control the first virtual object to interact with the target virtual item, for example, pick up the target virtual item, or interact with the target virtual item. props to interact with.
- the props pull operation can pull the target virtual prop corresponding to the scene element closer to the first virtual object, thereby reducing the time it takes for the user to control the first virtual object to approach the target virtual prop, and enabling the first virtual object to communicate with the target virtual prop more quickly.
- the interaction between virtual props can greatly improve the efficiency of human-computer interaction when users control virtual objects and interact with virtual props, thereby reducing the duration of a single game and saving power and data traffic consumed by computer equipment.
- the target virtual props can be props carried or equipped by other virtual objects, so as to speed up the efficiency of obtaining props carried or equipped by other virtual objects, for example, to speed up the efficiency of passing props between teammates, or to speed up the stealing of enemy's
- the efficiency of props, etc. improve the user's interactive experience, and then increase the interaction rate.
- the subsequent process of pulling virtual props is performed, which is conducive to improving the standardization of the process of pulling props.
- the first prompt/second prompt to inform the user whether to allow pulling the target virtual item, it is beneficial to improve the success rate of the user's operation of controlling the first virtual object to pull the target virtual item closer.
- the above-mentioned embodiments of the present application provide a skill that can be used in the game.
- the player can quickly pull the designated prop (that is, the above-mentioned target virtual prop) to the player character ( That is, in front of the above-mentioned first virtual object), the specified item can be an item generated on the map, an item picked up by an enemy or a teammate, or an item stored in a virtual container such as a supply box.
- This skill can save the time that the player needs to control the player character to run near the props to pick them up; when it is applied to teammates, it can quickly pass the props; when it is applied to the enemy, it can quickly steal the props .
- the skills provided by the above embodiments of the present application will greatly shorten the time for the player to move to the position of the prop, shorten the time of a single game, and speed up the rhythm of a single game.
- FIG. 10 is a control flow chart of pulling virtual props shown in an exemplary embodiment of the present application.
- the control process for pulling virtual props can be as follows:
- S1003 check whether there is a specified item within the player's field of view; if so, go to S1005, otherwise, go to S1004.
- the distance is not less than the casting distance, a red mark will appear on the item. At this time, the skill cannot be released, and the player needs to get closer to the item.
- the player aims at the prop with the green mark, and releases the skill release button in the long-pressed state, then executes the skill release.
- Fig. 11 shows a block diagram of a prop control device in a virtual scene provided by an exemplary embodiment of the present application.
- the prop control device in the virtual scene can be applied in a computer device to execute all or part of the steps in the method shown in FIG. 3 or FIG. 4 .
- the prop control device in the virtual scene includes:
- the interface display module 1101 is configured to display a virtual scene interface, the virtual scene interface is used to display a scene picture of a virtual scene, and the virtual scene includes a first virtual object;
- a first picture display module 1102 configured to display a first scene picture in the virtual scene interface; the first scene picture includes scene elements other than the first virtual object;
- the second picture display module 1103 is configured to display a second scene picture in the virtual scene interface in response to the prop pull operation for the scene element; the second scene picture will correspond to the scene element An animation in which the target virtual prop draws closer to the first virtual object.
- the target virtual prop is the scene element itself.
- the scene element is a second virtual object carrying or equipped with the target virtual prop.
- the second screen display module 1103 is configured to acquire the status value of the second virtual object in response to the prop pull operation for the second virtual object; in response to the The status value satisfies the condition for pulling the props, and the second scene picture is displayed in the virtual scene interface.
- the scene element is a virtual container storing the target virtual prop.
- the target virtual prop is a random one of at least two virtual props corresponding to the scene element; or, the target virtual prop is at least one virtual prop corresponding to the scene element A virtual item of a specific type among the two virtual items; or, the target virtual item is a virtual item with the highest priority among at least two virtual items corresponding to the scene element.
- the second screen display module 1103 is configured to obtain a target position within an interaction range based on the position of the first virtual object in the virtual scene; The maximum range of interaction between the first virtual object and the virtual prop therein; pulling the target virtual prop to the target position to display the second scene picture.
- the second screen presentation module 1103 is configured to respond to that there is no obstacle between the scene element and the first virtual object, based on the first virtual object being in the The position in the virtual scene obtains the target position within the interaction range.
- the second screen display module 1103 is further configured to pull the target virtual prop to a location corresponding to an obstacle between the scene element and the first virtual object. The location where the obstacle collided.
- the item pulling operation includes an operation of pointing the crosshair at the scene element and receiving the release of an item pulling skill.
- the device further includes:
- An unlocking module configured to unlock the item pulling skill for the first virtual object in response to the first virtual object performing a skill unlocking behavior in the virtual scene.
- the skill unlocking behavior includes at least one of the following behaviors:
- the virtual props or virtual resources corresponding to the prop pulling skills are collected in the virtual scene.
- the second screen presentation module 1103 is configured to acquire the distance between the scene element and the first virtual object; The distance between them is smaller than the distance threshold, and the target position within the interaction range is obtained based on the position of the first virtual object in the virtual scene.
- the device further includes:
- a first prompting module configured to display a first prompt based on the scene element in response to the distance between the scene element and the first virtual object being less than the distance threshold; the first prompt is used to prompt to allow pulling Get the target virtual prop corresponding to the scene element.
- the device further includes:
- a second prompt module configured to display a second prompt based on the scene element in response to the distance between the scene element and the first virtual object being not less than the distance threshold; the second prompt is used to prompt not to It is allowed to pull the target virtual prop corresponding to the scene element.
- the interaction between the first virtual object and the virtual props in the interaction range includes: the first virtual object picks up the virtual props in the interaction range, at least an operation.
- the props pull operation can pull the target virtual prop corresponding to the scene element closer to the first virtual object, thereby reducing the time it takes for the user to control the first virtual object to approach the target virtual prop, and enabling the first virtual object to communicate with the target virtual prop more quickly.
- the interaction between virtual props can greatly improve the efficiency of human-computer interaction when users control virtual objects and interact with virtual props, thereby reducing the duration of a single game and saving power and data traffic consumed by computer equipment.
- the target virtual props can be props carried or equipped by other virtual objects, so as to speed up the efficiency of obtaining props carried or equipped by other virtual objects, for example, to speed up the efficiency of passing props between teammates, or to speed up the stealing of enemy's
- the efficiency of props, etc. improve the user's interactive experience, and then increase the interaction rate.
- the subsequent process of pulling virtual props is performed, which is conducive to improving the standardization of the process of pulling props.
- the first prompt/second prompt to inform the user whether to allow pulling the target virtual item, it is beneficial to improve the success rate of the user's operation of controlling the first virtual object to pull the target virtual item closer.
- Fig. 12 shows a structural block diagram of a computer device 1200 provided by an exemplary embodiment of the present application.
- the computer device 1200 may be a portable mobile terminal, such as a smart phone, a tablet computer, an MP3 player, an MP4 player, a notebook computer or a desktop computer.
- the computer device 1200 may also be called user equipment, portable terminal, laptop terminal, desktop terminal, or other names.
- a computer device 1200 includes: a processor 1201 and a memory 1202 .
- the processor 1201 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like.
- Processor 1201 can adopt at least one hardware form in DSP (Digital Signal Processing, digital signal processing), FPGA (Field-Programmable Gate Array, field programmable gate array), PLA (Programmable Logic Array, programmable logic array) accomplish.
- DSP Digital Signal Processing, digital signal processing
- FPGA Field-Programmable Gate Array, field programmable gate array
- PLA Programmable Logic Array, programmable logic array
- Memory 1202 may include one or more computer-readable storage media, which may be non-transitory.
- the memory 1202 may also include high-speed random access memory and non-volatile memory, such as one or more magnetic disk storage devices and flash memory storage devices.
- the non-transitory computer-readable storage medium in the memory 1202 is used to store at least one computer instruction, and the at least one computer instruction is used to be executed by the processor 1201, so that the computer device 1200 implements the The prop control method in the virtual scene provided by the method embodiment.
- the computer device 1200 may optionally further include: a display screen 1205 .
- the display screen 1205 is used to display the virtual scene interface and display the scene picture of the virtual scene in the virtual scene interface.
- FIG. 12 does not constitute a limitation to the computer device 1200, and may include more or less components than shown in the figure, or combine some components, or adopt a different arrangement of components.
- Fig. 13 shows a structural block diagram of a computer device 1300 shown in an exemplary embodiment of the present application.
- the computer device 1300 can be implemented as a prop control device in the virtual scene in the above solutions of the present application.
- the computer device 1300 includes a central processing unit (Central Processing Unit, CPU) 1301, a system memory 1304 including a random access memory (Random Access Memory, RAM) 1302 and a read-only memory (Read-Only Memory, ROM) 1303, and a connection system memory 1304 and system bus 1305 of the central processing unit 1301 .
- CPU Central Processing Unit
- RAM random access memory
- ROM Read-Only Memory
- the computer device 1300 also includes a basic input/output system (Input/Output system, I/O system) 1306 that helps to transfer information between various devices in the computer, and is used to store an operating system 1313, application programs 1314 and other program modules 1315 mass storage device 1307.
- I/O system input/output system
- the basic input/output system 1306 includes a display 1308 for displaying information and input devices 1309 such as a mouse and a keyboard for user input of information. Wherein, both the display 1308 and the input device 1309 are connected to the central processing unit 1301 through the input/output controller 1310 connected to the system bus 1305 .
- the basic input/output system 1306 may also include an input/output controller 1310 for receiving and processing input from a number of other devices such as a keyboard, mouse, or electronic stylus. Similarly, input/output controller 1310 also provides output to a display screen, printer, or other type of output device.
- Mass storage device 1307 is connected to central processing unit 1301 through a mass storage controller (not shown) connected to system bus 1305 .
- Mass storage device 1307 and its associated computer-readable media provide non-volatile storage for computer device 1300 . That is, the mass storage device 1307 may include a computer-readable medium (not shown) such as a hard disk or a Compact Disc Read-Only Memory (CD-ROM) drive.
- a computer-readable medium such as a hard disk or a Compact Disc Read-Only Memory (CD-ROM) drive.
- Computer-readable media may comprise 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 include RAM, ROM, Erasable Programmable Read Only Memory (EPROM), Electronically Erasable Programmable Read-Only Memory (EEPROM) flash memory or other Solid state storage technology, CD-ROM, Digital Versatile Disc (DVD) or other optical storage, tape cartridge, tape, disk storage or other magnetic storage device.
- EPROM Erasable Programmable Read Only Memory
- EEPROM Electronically Erasable Programmable Read-Only Memory
- CD-ROM Compact Disc
- DVD Digital Versatile Disc
- the computer storage medium is not limited to the above-mentioned ones.
- the above-mentioned system memory 1304 and mass storage device 1307 may be collectively referred to as memory.
- computer device 1300 may also operate on a remote computer connected to a network through a network such as the Internet. That is, the computer device 1300 can be connected to the network 1312 through the network interface unit 1311 connected to the system bus 1305, or can use the network interface unit 1311 to connect to other types of networks or remote computer systems (not shown).
- the memory also includes at least one computer instruction, at least one computer instruction is stored in the memory, and the central processing unit 1301 implements the at least one instruction, at least one section of program, code set or instruction set to realize the virtual scenes shown in the above-mentioned various embodiments. All or part of the steps in the prop control method.
- non-volatile also referred to as non-transitory
- computer-readable storage medium including instructions, such as a memory including at least one computer instruction, which can be programmed by The processor executes, so that the computer completes all or part of the steps of the method shown in any embodiment shown in FIG. 3 or FIG. 4 above.
- the non-transitory computer readable storage medium may be ROM, RAM, CD-ROM, magnetic tape, floppy disk, optical data storage device, and the like.
- a computer program product or computer program comprising computer instructions stored in a non-volatile computer-readable storage medium.
- the processor of the computer device reads the computer instruction from the non-volatile computer-readable storage medium, and the processor executes the computer instruction, so that the computer device executes all or part of the method shown in any embodiment of FIG. 3 or FIG. 4 step.
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Abstract
虚拟场景中的道具控制方法、装置、设备及存储介质,属于虚拟场景技术领域。该方法包括:展示虚拟场景界面(301);在所述虚拟场景界面中展示第一场景画面;所述第一场景画面中包含场景元素(302);响应于针对场景元素的道具拉取操作,在虚拟场景界面中展示第二场景画面;第二场景画面是将与场景元素对应的目标虚拟道具向第一虚拟对象拉近的动画(303)。采用上述方法、装置、设备及存储介质,极大的提高了用户控制虚拟对象与虚拟道具进行交互时的人机交互效率,进而可以减少单局对战的持续时间,节约计算机设备所消耗的电量和数据流量。
Description
本申请要求于2021年09月28日提交的申请号为202111141285.7、发明名称为“虚拟场景中的道具控制方法、装置、设备及存储介质”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
本申请涉及虚拟场景技术领域,特别涉及一种虚拟场景中的道具控制方法、装置、设备及存储介质。
目前,在一些游戏类应用程序中,比如,在第一人称射击类游戏中,通常设置有各种虚拟道具,以便玩家控制虚拟对象与虚拟道具进行交互,如,拾取虚拟道具,或者与虚拟道具进行互动。
在相关技术中,虚拟道具通常分散设置在虚拟场景中,比如,放置在虚拟场景中的地面上,或者,存储在虚拟场景中的容器内。玩家可以控制虚拟对象接近虚拟道具,并且,当虚拟道具处于虚拟对象的互动范围内时,可以控制虚拟对象与虚拟道具进行交互,如,拾取虚拟道具,或者与虚拟道具进行互动。
发明内容
本申请实施例提供了一种虚拟场景中的道具控制方法、装置、设备及存储介质,能够提高用户控制虚拟对象与虚拟道具进行交互时的人机交互效率,减少单局对战的持续时间,节约计算机设备所消耗的电量和数据流量。所述技术方案如下:
一方面,本申请实施例提供了一种虚拟场景中的道具控制方法,所述方法包括:
展示虚拟场景界面,所述虚拟场景界面用于显示虚拟场景的场景画面,所述虚拟场景中包含第一虚拟对象;
在所述虚拟场景界面中展示第一场景画面;所述第一场景画面中包含所述第一虚拟对象之外的场景元素;
响应于针对所述场景元素的道具拉取操作,在所述虚拟场景界面中展示第二场景画面;所述第二场景画面是将与所述场景元素对应的目标虚拟道具向所述第一虚拟对象拉近的动画。
另一方面,本申请实施例提供了一种虚拟场景中的道具控制装置,所述装置包括:
界面展示模块,用于展示虚拟场景界面,所述虚拟场景界面用于显示虚拟场景的场景画面,所述虚拟场景中包含第一虚拟对象;
第一画面展示模块,用于在所述虚拟场景界面中展示第一场景画面;所述第一场景画面中包含所述第一虚拟对象之外的场景元素;
第二画面展示模块,用于响应于针对所述场景元素的道具拉取操作,在所述虚拟场景界面中展示第二场景画面;所述第二场景画面是将与所述场景元素对应的目标虚拟道具向所述第一虚拟对象拉近的动画。
另一方面,本申请实施例提供了一种计算机设备,所述计算机设备包括处理器和存储器,所述存储器中存储有至少一条计算机指令,所述至少一条计算机指令由所述处理器加载并执行,以使所述计算机设备实现如上述方面所述的虚拟场景中的道具控制方法。
另一方面,本申请实施例提供了一种非易失性计算机可读存储介质,所述非易失性计算机可读存储介质中存储有至少一条计算机指令,所述至少一条计算机指令由处理器加载并执行,以使计算机实现如上述方面所述的虚拟场景中的道具控制方法。
另一个方面,提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在非易失性计算机可读存储介质中。计算机设备的处理器从非易失性计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该计算机设备执行上述方面的各种可选实现方式中提供的虚拟场景中的道具控制方法。
本申请实施例提供的技术方案,在虚拟场景中,对于第一虚拟对象之外的场景元素,当该场景元素对应有虚拟道具时,通过道具拉取操作的执行,可以将该场景元素对应的目标虚拟道具向第一虚拟对象拉近,从而减少了用户控制第一虚拟对象接近目标虚拟道具所需要耗费的时长,使得第一虚拟对象能够更快捷的与虚拟道具进行交互,从而极大的提高了用户控制虚拟对象与虚拟道具进行交互时的人机交互效率,进而可以减少单局对战的持续时间,节约计算机设备所消耗的电量和数据流量。
图1是本申请一个示例性实施例提供的实施环境的示意图;
图2是本申请一个示例性的实施例提供的虚拟场景的显示界面示意图;
图3是本申请一示例性实施例提供的虚拟场景中的道具控制方法的流程图;
图4是本申请一示例性实施例示出的虚拟场景中的道具控制方法的流程图;
图5是图4所示实施例涉及的一种技能图标展示示意图;
图6是图4所示实施例涉及的参考类型互动示意图;
图7是图4所示实施例涉及的提示信息展示示意图;
图8是图4所示实施例涉及的虚拟道具拉取示意图;
图9是图4所示实施例涉及的虚拟道具拉取示意图;
图10是本申请一示例性实施例示出的拉取虚拟道具的控制流程图;
图11是本申请一示例性实施例示出的虚拟场景中的道具控制装置的方框图;
图12是本申请一个示例性实施例提供的计算机设备的结构框图;
图13是本申请一示例性实施例示出的计算机设备的结构框图。
这里将详细地对示例性实施例进行说明,其示例表示在附图中。下面的描述涉及附图时,除非另有表示,不同附图中的相同数字表示相同或相似的要素。以下示例性实施例中所描述的实施方式并不代表与本申请相一致的所有实施方式。相反,它们仅是与如所附权利要求书中所详述的、本申请的一些方面相一致的装置和方法的例子。
应当理解的是,在本文中提及的“若干个”是指一个或者多个,“多个”是指两个或两个以上。“和/或”,描述关联对象的关联关系,表示可以存在三种关系,例如,A和/或B,可以表示:单独存在A,同时存在A和B,单独存在B这三种情况。字符“/”一般表示前后关联对象是一种“或”的关系。
为了便于理解,下面对本申请涉及的几个名词进行解释。
1)虚拟场景
虚拟场景是应用程序在计算机设备上运行时显示(或提供)的虚拟的场景。该虚拟场景可以是对真实世界的仿真环境场景,也可以是半仿真半虚构的三维环境场景,还可以是纯虚构的三维环境场景。虚拟场景可以是二维虚拟场景、2.5维虚拟场景和三维虚拟场景中的任意一种,下述实施例以虚拟场景是三维虚拟场景来举例说明,但对此不加以限定。可选地,该虚拟场景还可用于至少两个虚拟角色之间的虚拟场景对战。可选地,该虚拟场景还可用于至少两个虚拟角色之间使用虚拟枪械进行对战。可选地,该虚拟场景还可用于在目标区域范围内,至少两个虚拟角色之间使用虚拟枪械进行对战,该目标区域范围会随虚拟场景中的时间 推移而不断变小。在一些实施例中,虚拟场景还可以称为虚拟环境,或虚拟世界等。
虚拟场景通常由终端等计算机设备中的应用程序生成基于终端中的硬件(比如屏幕)进行展示。该终端可以是智能手机、平板电脑或者电子书阅读器等移动终端;或者,该终端也可以是笔记本电脑或者固定式计算机的个人计算机设备。
2)虚拟对象
虚拟对象是指在虚拟场景中的可活动对象。该可活动对象可以是虚拟人物、虚拟动物、虚拟载具中的至少一种。可选地,当虚拟场景为三维虚拟场景时,虚拟对象是基于动画骨骼技术创建的三维立体模型。每个虚拟对象在三维虚拟场景中具有自身的形状、体积以及朝向,并占据三维虚拟场景中的一部分空间。
3)虚拟道具
虚拟道具是指虚拟对象在虚拟环境中能够使用的道具,包括虚拟武器,补给道具,安装在指定虚拟武器上,可以为虚拟武器提供部分属性加成的虚拟挂件,以及防御道具。或者,上述虚拟道具也可以对应某一种或者多种资源的资源道具。或者,上述虚拟道具也可以是用于完成一项或者多项任务的任务道具。
4)第一人称射击游戏
第一人称射击游戏是指用户能够以第一人称视角进行的射击游戏,游戏中的虚拟环境的画面是以第一虚拟对象的视角对虚拟环境进行观察的画面。在游戏中,至少两个虚拟对象在虚拟环境中进行单局对战模式,虚拟对象通过躲避其他虚拟对象发起的伤害和虚拟环境中存在的危险(比如,毒气圈、沼泽地等)来达到在虚拟环境中存活的目的,当虚拟对象在虚拟环境中的生命值为零时,虚拟对象在虚拟环境中的生命结束。可选地,该对战的竞技模式可以包括单人对战模式、双人小组对战模式或者多人大组对战模式,本申请实施例对对战模式不加以限定。
图1示出了本申请一个示例性实施例提供的实施环境的示意图。该实施环境可以包括计算机系统100,该计算机系统100包括:第一终端110、服务器120和第二终端130。
第一终端110安装和运行有支持虚拟环境的应用程序111,该应用程序111可以是多人在线对战程序。当第一终端110运行应用程序111时,第一终端110的屏幕上显示应用程序111的用户界面。该应用程序111可以是多人在线战术竞技游戏(Multiplayer Online Battle Arena Games,MOBA)、射击游戏、模拟战略游戏(Simulation Game,SLG)的任意一种。在本实施例中,以该应用程序111是FPS(First Person Shooting Game,第一人称射击游戏)来举例说明。第一终端110是第一用户112使用的终端,第一用户112使用第一终端110控制位于虚拟环境中的第一虚拟对象进行活动,第一虚拟对象可以称为第一用户112的主控虚拟对象。第一虚拟对象的活动包括但不限于:调整身体姿态、爬行、步行、奔跑、骑行、飞行、跳跃、驾驶、拾取、射击、攻击、投掷、释放技能中的至少一种。示意性的,第一虚拟对象是第一虚拟人物,比如仿真人物或动漫人物。
第二终端130安装和运行有支持虚拟环境的应用程序131,该应用程序131可以是多人在线对战程序。当第二终端130运行应用程序131时,第二终端130的屏幕上显示应用程序131的用户界面。该应用程序131可以是MOBA游戏、大逃杀射击游戏、SLG游戏中的任意一种,在本实施例中,以该应用程序131是FPS游戏来举例说明。第二终端130是第二用户132使用的终端,第二用户132使用第二终端130控制位于虚拟环境中的第二虚拟对象进行活动,第二虚拟对象可以称为第二用户132的主控虚拟角色。示意性的,第二虚拟对象是第二虚拟人物,比如仿真人物或动漫人物。
可选地,第一虚拟对象和第二虚拟对象处于同一虚拟世界中。可选地,第一虚拟对象和第二虚拟对象可以属于同一个阵营、同一个队伍、同一个组织、具有好友关系或具有临时性的通讯权限。可选的,第一虚拟对象和第二虚拟对象可以属于不同的阵营、不同的队伍、不同的组织或具有敌对关系。
可选地,第一终端110和第二终端130上安装的应用程序是相同的,或两个终端上安装的应用程序是不同操作系统平台(安卓或IOS)上的同一类型应用程序。第一终端110可以泛指多个终端中的一个,第二终端130可以泛指多个终端中的另一个,本实施例仅以第一终端110和第二终端130来举例说明。第一终端110和第二终端130的设备类型相同或不同,该设备类型包括:智能手机、平板电脑、电子书阅读器、MP3(Moving Picture Experts Group Audio Layer III,动态影像专家压缩标准音频层面3)播放器、MP4(Moving Picture Experts Group Audio Layer IV,动态影像专家压缩标准音频层面4)播放器、膝上型便携计算机和台式计算机中的至少一种。
图1中仅示出了两个终端,但在不同实施例中存在多个其它终端可以接入服务器120。可选地,还存在一个或多个终端是开发者对应的终端,在该终端上安装有支持虚拟环境的应用程序的开发和编辑平台,开发者可在该终端上对应用程序进行编辑和更新,并将更新后的应用程序安装包通过有线或无线网络传输至服务器120,第一终端110和第二终端130可从服务器120下载应用程序安装包实现对应用程序的更新。
第一终端110、第二终端130以及其它终端通过无线网络或有线网络与服务器120相连。
服务器120包括一台服务器、多台服务器组成的服务器集群、云计算平台和虚拟化中心中的至少一种。服务器120用于为支持三维虚拟环境的应用程序提供后台服务。可选地,服务器120承担主要计算工作,终端承担次要计算工作;或者,服务器120承担次要计算工作,终端承担主要计算工作;或者,服务器120和终端之间采用分布式计算架构进行协同计算。
在一个示意性的例子中,服务器120包括存储器121、处理器122、用户账号数据库123、对战服务模块124、面向用户的输入/输出接口(Input/Output Interface,I/O接口)125。其中,处理器122用于加载服务器120中存储的指令,处理用户账号数据库123和对战服务模块124中的数据;用户账号数据库123用于存储第一终端110、第二终端130以及其它终端所使用的用户账号的数据,比如用户账号的头像、用户账号的昵称、用户账号的战斗力指数,用户账号所在的服务区;对战服务模块124用于提供多个对战房间供用户进行对战,比如1V1对战、3V3对战、5V5对战等;面向用户的I/O接口125用于通过无线网络或有线网络和第一终端110和/或第二终端130建立通信交换数据。
虚拟场景可以是三维虚拟场景,或者,虚拟场景也可以是二维虚拟场景。以虚拟场景是三维虚拟场景为例,请参考图2,其示出了本申请一个示例性的实施例提供的虚拟场景的显示界面示意图。如图2所示,虚拟场景的显示界面包含场景画面200,该场景画面200中包括当前控制的虚拟对象210、三维虚拟场景的环境画面220、以及虚拟对象240。其中,虚拟对象240可以是其它终端对应用户控制的虚拟对象或者应用程序控制的虚拟对象。
在图2中,当前控制的虚拟对象210与虚拟对象240是在三维虚拟场景中的三维模型,在场景画面200中显示的三维虚拟场景的环境画面为当前控制的虚拟对象210的视角所观察到的物体,示例性的,如图2所示,在当前控制的虚拟对象210的视角观察下,显示的三维虚拟场景的环境画面220包括大地224、天空225、地平线223、小山221以及厂房222。
当前控制的虚拟对象210可以在用户的控制下进行技能释放或者虚拟道具的使用,移动以及执行指定动作,在用户的控制下虚拟场景中的虚拟对象可以展示不同的三维模型,比如,终端的屏幕支持触控操作,且虚拟场景的场景画面200中包含虚拟控件,则用户触控该虚拟控件时,当前控制的虚拟对象210可以在虚拟场景执行指定动作并且展示当前对应的三维模型。
图3示出了本申请一示例性实施例提供的虚拟场景中的道具控制方法的流程图。该虚拟场景中的道具控制方法可以由计算机设备执行,该计算机设备可以是终端,也可以是服务器,或者该计算机设备也可以包含上述终端和服务器。如图3所示,该虚拟场景中的道具控制方法,包括:
步骤301,展示虚拟场景界面,虚拟场景界面用于显示虚拟场景的场景画面,虚拟场景中 包含第一虚拟对象。
在本申请实施例中,第一虚拟对象可以是通过展示该虚拟场景界面的计算机设备进行控制的虚拟对象。
步骤302,在虚拟场景界面中展示第一场景画面;第一场景画面中包含第一虚拟对象之外的场景元素。
上述场景元素可以是对应有至少一个虚拟道具的任意元素,比如,该场景元素可以是虚拟道具,或者,该场景元素可以是装备或者携带虚拟道具的其它虚拟对象(比如其它玩家控制的虚拟角色),或者,该场景元素也可以是存储有至少一个虚拟道具的虚拟容器,比如虚拟补给箱等等。
步骤303,响应于针对场景元素的道具拉取操作,在虚拟场景界面中展示第二场景画面;第二场景画面是将与场景元素对应的目标虚拟道具向第一虚拟对象拉近的动画。
上述第一虚拟对象与场景元素之间可以相隔一定的距离。
针对场景元素的道具拉取操作用于将场景元素对应的目标虚拟道具向第一虚拟对象拉近。示例性地,针对场景元素的道具拉取操作包括准星指向场景元素且接收到目标操作。示例性地,针对场景元素的道具拉取操作包括对场景元素的触发操作。
相关技术中,在虚拟场景中,当用户需要控制第一虚拟对象拾取远处的虚拟道具,或者,与远处的虚拟道具进行互动时,需要首先控制第一虚拟对象移动至虚拟道具的附近,然后才能对虚拟道具执行拾取或者互动的操作,由于第一虚拟对象的移动速度有限,并且,当存在障碍物或者地形的阻隔,或者,需要依靠障碍物进行掩护时,往往需要用户控制第一虚拟对象绕路接近虚拟道具,因此,用户控制第一虚拟对象向虚拟道具移动的过程通常会耗费大量的时间,从而会降低用户控制虚拟对象与虚拟道具进行交互时的人机交互效率,导致单局对战的持续时间增加,浪费计算机设备所消耗的电量和数据流量。
而通过本申请实施例所示的方案,对于处于第一虚拟对象远处,且对应有至少一个虚拟道具的场景元素,用户可以控制第一虚拟对象将场景元素对应的目标虚拟道具,以一个较快的速度拉近第一虚拟对象,也就是说,将与场景元素对应的目标虚拟道具向第一虚拟对象拉近过程中,目标虚拟道具的移动速度大于第一虚拟对象的移动速度,其中,在此过程中不需要控制第一虚拟对象进行移动,即可以使得第一虚拟对象能够与目标虚拟道具进行交互,比如,拾取目标虚拟道具或者与目标虚拟道具进行互动。
综上所述,本申请实施例提供的虚拟场景中的道具控制方案,在虚拟场景中,对于第一虚拟对象之外的场景元素,当该场景元素对应有虚拟道具时,通过道具拉取操作的执行,可以将该场景元素对应的目标虚拟道具向第一虚拟对象拉近,从而减少了用户控制第一虚拟对象接近目标虚拟道具所需要耗费的时长,使得第一虚拟对象能够更快捷的与虚拟道具进行交互,从而极大的提高了用户控制虚拟对象与虚拟道具进行交互时的人机交互效率,进而可以减少单局对战的持续时间,节约计算机设备所消耗的电量和数据流量。
本申请上述图3所示的实施例可以应用于各类游戏中。以具有夺旗模式的射击游戏为例,在夺旗模式中,包括多个存在敌对关系的阵营(这里以第一阵营和第二阵营举例说明),第一阵营和第二阵营分别包含一个或多个虚拟对象,不同阵营的虚拟对象之间需要争夺游戏中的旗子,以使得本阵营能够获取游戏对局的胜利。比如,虚拟场景中可以随机刷新旗子,不同阵营的虚拟对象可以抢夺旗子并带回到指定地点(比如各自阵营的基地)以获得积分,游戏的输赢由各阵营的积分决定,比如,率先获得目标积分的阵营获胜,或者,在游戏结束时获得积分最多的阵营获胜等等。上述每个旗子的积分可以相同,或者,不同的旗子的积分也可以不同。其中,上述旗子也可以替换为其它形态的虚拟物,比如虚拟宝箱,虚拟资源等等。
在上述夺旗模式下,通过上述图3所示实施例提供的方案,玩家在控制第一虚拟对象与其它虚拟对象争夺旗子的过程中,可以通过道具拉取操作(如,准星瞄准加目标操作)的方式,从远处拉取目标虚拟道具,包括且不限于从远处拉取旗子、虚拟武器等可以由第一虚拟 对象进行交互的虚拟道具。
图4示出了本申请一示例性实施例示出的虚拟场景中的道具控制方法的流程图。该虚拟场景中的道具控制方法可以由计算机设备执行,该计算机设备可以是终端,也可以是服务器,或者该计算机设备也可以包含上述终端和服务器。如图4所示,该虚拟场景中的道具控制方法,包括:
步骤401,展示虚拟场景界面,虚拟场景界面用于显示虚拟场景的场景画面,虚拟场景中包含第一虚拟对象。
在本申请实施例中,用户在计算机设备中打开虚拟场景对应的应用程序(比如射击游戏类的应用程序),并触发进入虚拟场景之后,计算机设备可以通过该应用程序,在该计算机设备中展示虚拟场景界面。
在一种可能的实现方式中,该虚拟场景界面中除了包含上述虚拟场景的场景画面之外,还可以包含各类操作控件,这些操作控件可以用于对虚拟场景进行控制,比如,控制第一虚拟对象在虚拟场景中行动(例如投掷、移动、射击、交互等等),打开或关闭虚拟场景的缩略地图,以及退出虚拟场景等等。
示例性地,上述虚拟场景界面中显示的场景画面,可以是通过与第一虚拟对象对应的视角观察虚拟场景得到的画面,比如,可以是以第一虚拟对象的第一人称视角或者第三人称视角观察虚拟场景得到的画面。
步骤402,在虚拟场景界面中展示第一场景画面;第一场景画面中包含第一虚拟对象之外的场景元素。
对于处于第一虚拟对象的视野范围内,且对应有虚拟道具的场景元素,用户可以控制第一虚拟对象,将场景元素对应的目标虚拟道具拉近到第一虚拟对象附近,以节约第一虚拟对象移动至目标虚拟道具附近的时间。
上述目标虚拟道具可以是虚拟场景中的任意可以与用户控制的虚拟对象进行交互的虚拟道具。比如,以上述虚拟场景是对战类场景为例,在对战模式下,上述目标虚拟道具可以是任意由第一虚拟对象获取、装备、使用或者互动的虚拟道具,例如可以是积分道具、虚拟武器、虚拟弹药、虚拟资源/资源包等等。其中,积分道具是指具有影响对战进程的积分的虚拟道具,比如,该积分道具可以是夺旗模式下,由各个虚拟对象进行争夺的旗子等等。
在本申请实施例中,响应于针对场景元素的道具拉取操作,在虚拟场景界面中展示第二场景画面;第二场景画面是将与场景元素对应的目标虚拟道具向第一虚拟对象拉近的动画。该过程可以参考后续步骤403和步骤404。
步骤403,响应于针对场景元素的道具拉取操作,基于第一虚拟对象在虚拟场景中的位置获取互动范围内的目标位置;互动范围是允许第一虚拟对象与其中的虚拟道具进行交互的最大范围。
示例性地,针对场景元素的道具拉取操作包括对场景元素的触发操作。
示例性地,针对场景元素的道具拉取操作包括准星指向场景元素且接收到目标操作。上述目标操作可以是触发拉取目标虚拟道具的操作,比如,该触发操作可以是按下快捷键操作(比如按下虚拟快捷键或者键盘上的实体快捷键)、按下快捷键并释放的操作、从目标位置(比如虚拟快捷键所在区域)执行的滑动操作等等,本申请实施例对于目标操作的操作形式不做限定。
在本申请实施例中,虚拟场景的场景画面中可以展示有准星的图案,该准星可以指示第一虚拟对象当前所朝向的方位。用户可以通过调整准星的指向,以选择场景元素,并且通过执行目标操作,来拉取准星指向的场景元素对应的目标虚拟道具。
当用户通过准星指向一个场景元素,且执行了目标操作之后,计算机设备可以首先确定拉取目标虚拟道具的目标位置。其中,上述目标位置处于第一虚拟对象的互动范围内,也就是说,当目标虚拟道具被拉取到目标位置后,第一虚拟对象不经过移动即可以与目标虚拟道 具进行交互。
示例性地,第一虚拟对象与互动范围中的虚拟道具进行交互包括第一虚拟对象对互动范围中的虚拟道具进行拾取、使用中的至少一种操作。也就是说,第一虚拟对象可以对互动范围中的虚拟道具进行拾取,也可以对互动范围中的虚拟道具进行使用,还可以对互动范围中的虚拟道具进行拾取和使用。在一些实施例中,对互动范围中的虚拟道具进行使用还可以称为与互动范围内的虚拟道具进行互动。
比如,上述互动范围可以是一个以第一虚拟对象为中心的圆形区域范围,该圆形区域范围的半径是第一虚拟对象与目标虚拟道具进行交互的最大范围。也就是说,上述目标位置与第一虚拟对象之间的距离不大于上述圆形区域范围的半径r,例如,该目标位置可以位于第一虚拟对象正前方,且与第一虚拟对象之间的距离为r或者r/2。
在一种可能的实现方式中,响应于针对场景元素的道具拉取操作,基于第一虚拟对象在虚拟场景中的位置获取互动范围内的目标位置,包括:
响应于场景元素与第一虚拟对象之间不存在障碍物,响应于针对场景元素的道具拉取操作,基于第一虚拟对象在虚拟场景中的位置获取互动范围内的目标位置。
在本申请实施例中,上述场景元素与第一虚拟对象之间不存在障碍物,是指将与场景元素对应的目标虚拟道具拉取至第一虚拟对象附近的过程中,目标虚拟道具的移动路径不经过障碍物。
在虚拟场景中,可能存在一些场景元素位于第一虚拟对象的视野范围内,但是场景元素和第一虚拟对象之间又存在其它物体遮挡的情况,比如,场景元素和第一虚拟对象之间存在玻璃墙或者铁丝网阻隔,或者,场景元素和第一虚拟对象之间存在矮墙阻隔。
由于虚拟道具通常会存在一定的碰撞体积,因此,当场景元素和第一虚拟对象之间存在玻璃墙或者铁丝网阻隔时,目标虚拟道具无法被直接拉取到第一虚拟对象附近,此时,认为第一虚拟对象和场景元素之间存在障碍物。此外,当场景元素和第一虚拟对象之间存在矮墙时,若目标虚拟道具是以直线的方式被拉近第一虚拟对象的,那么由于碰撞体积的存在,该目标虚拟道具被拉近的移动路径经过矮墙,也就是该目标虚拟道具被拉近的途中会被矮墙阻隔,此时,认为第一虚拟对象和场景元素之间存在障碍物。
而当场景元素和第一虚拟对象之间存在矮墙时,若目标虚拟道具是以抛物线的方式被拉近第一虚拟对象的,那么此时如果目标虚拟道具被拉近的移动轨迹不经过矮墙,则该目标虚拟道具不会被矮墙阻隔,此时,可以认为第一虚拟对象和场景元素之间不存在障碍物。
此外,若场景元素和第一虚拟对象之间不存在其它物体遮挡,则认为第一虚拟对象和场景元素之间不存在障碍物。
在一种可能的实现方式中,响应于针对场景元素的道具拉取操作,基于第一虚拟对象在虚拟场景中的位置获取互动范围内的目标位置,包括:
响应于准星指向场景元素,且接收到释放道具拉取技能的目标操作,基于第一虚拟对象在虚拟场景中的位置获取互动范围内的目标位置。也就是说,道具拉取操作包括准星指向场景元素且接收到释放道具拉取技能的操作。示例性地,道具拉取技能也可以称为目标技能。
在本申请实施例中,用户可以通过释放道具拉取技能的方式触发了第一虚拟对象将目标虚拟道具拉近到身边。
例如,当第一虚拟对象可以使用道具拉取技能时,该场景界面中可以叠加展示该道具拉取技能的技能控件,而上述释放操作可以是对该技能控件的触发操作。
或者,当第一虚拟对象可以使用道具拉取技能时,该场景界面中可以叠加展示道具拉取技能的释放提示,比如,可以叠加展示道具拉取技能的图标,该道具拉取技能的图标可以指示该道具拉取技能的释放按键;比如,该道具拉取技能的图标中包含字母“Q”,标识用户按下键盘上的按键“Q”即可以触发第一虚拟对象释放道具拉取技能,也就是说,上述释放操作可以是对按键“Q”的按压操作。
例如,请参考图5,其示出了本申请实施例涉及的一种技能图标展示示意图。如图5所 示,在场景界面51中,展示有场景画面52,该场景画面52的上层叠加显示有一个技能图标53,该技能图标53指示第一虚拟对象是否可以释放道具拉取技能,以及道具拉取技能的触发按键(Q键)。
在一种可能的实现方式中,响应于针对场景元素的道具拉取操作,并且第一虚拟对象具有道具拉取技能,基于第一虚拟对象在虚拟场景中的位置获取互动范围内的目标位置之前,还包括:
响应于第一虚拟对象在虚拟场景中执行技能解锁行为,为第一虚拟对象解锁道具拉取技能。
在本申请实施例中,上述道具拉取技能可以是第一虚拟对象在虚拟场景中活动的过程中,通过执行技能解锁行为获取到的技能。示例性地,技能解锁行为也可以称为目标行为。
在一种可能的实现方式中,技能解锁行为包括以下行为中的至少一种:
1)与虚拟场景中的虚拟物完成参考类型互动。
示例性地,上述与虚拟场景中的虚拟物完成参考类型互动,可以是指将虚拟物修复、将虚拟物击毁、击中虚拟物等等。本申请实施例对于参考类型互动不做限定。
示例性地,虚拟物可以是虚拟场景中的任一元素,如,虚拟建筑物、虚拟飞行器、虚拟动物、虚拟植物等。示例性地,虚拟物还可以称为目标物。
比如,以参考类型互动是将虚拟物击毁为例,请参考图6,其示出了本申请实施例涉及的参考类型互动示意图。如图6所示,用户可以控制第一虚拟对象向虚拟物61(比如一个虚拟飞行器)进行射击,当第一虚拟对象通过射击击毁虚拟物61之后,虚拟场景中在虚拟物61的位置刷新一个掉落的技能道具62,第一虚拟对象可以拾取该技能道具62并装备(比如按键盘上的F键拾取并装备)该技能道具62对应的道具拉取技能。
2)完成虚拟场景中的技能解锁任务。
在本申请实施例中,用户也可以通过控制第一虚拟对象在虚拟场景中完成技能解锁任务,以获得上述道具拉取技能。比如,上述技能解锁任务可以是在特定的位置放置特定的道具的任务、淘汰指定数量的其它虚拟对象的任务等等。本申请实施例对于技能解锁任务的类型不做限定。示例性地,技能解锁任务还可以称为目标任务。
3)在虚拟场景中收集到与道具拉取技能对应的虚拟道具或者虚拟资源。
在本申请实施例中,用户也可以通过控制第一虚拟对象在虚拟场景中收集到与道具拉取技能对应的虚拟道具或者虚拟资源,以获得上述道具拉取技能。比如,与道具拉取技能对应的虚拟道具或者虚拟资源可以散落在虚拟场景中,由用户控制第一虚拟对象进行搜寻并拾取/采集。
可选的,上述道具拉取技能也可以是第一虚拟对象自带的技能,比如,该道具拉取技能可以是虚拟场景中具有特定身份的虚拟对象自带的技能。
在一种可能的实现方式中,响应于针对场景元素的道具拉取操作,基于第一虚拟对象在虚拟场景中的位置获取互动范围内的目标位置,包括:
响应于针对场景元素的道具拉取操作,获取场景元素与第一虚拟对象之间的距离;
响应于场景元素与第一虚拟对象之间的距离小于距离阈值,基于第一虚拟对象在虚拟场景中的位置获取互动范围内的目标位置。距离阈值用于约束第一虚拟对象可拉取的虚拟道具与第一虚拟对象之间的最大距离。距离阈值可以根据经验设置,也可以根据应用场景灵活调整,本申请实施例对此不加以限定。
可选的,响应于互动范围是以第一虚拟对象为中心的圆形区域范围,上述距离阈值可以大于互动范围的半径。
在本申请实施例中,第一虚拟对象拉取目标虚拟道具的距离有一定的限制,也就是说,当第一虚拟对象与场景元素之间的距离小于距离阈值时,第一虚拟对象才可以执行将场景元素对应的目标虚拟道具拉近的动作;反之,如果第一虚拟对象与场景元素之间的距离不小于距离阈值,则第一虚拟对象无法执行将场景元素对应的目标虚拟道具拉近的动作。通过对距 离进行限制,可以提高虚拟道具拉取过程的规范性。
在一种可能的实现方式中,响应于场景元素与第一虚拟对象之间的距离小于距离阈值,基于场景元素展示第一提示;第一提示用于提示允许拉取场景元素对应的目标虚拟道具。示例性地,响应于场景元素与第一虚拟对象之间的距离小于距离阈值,直接基于场景元素展示第一提示。示例性地,响应于准星指向场景元素,且场景元素与第一虚拟对象之间的距离小于距离阈值,基于场景元素展示第一提示。
在本申请实施例中,当用户控制准星指向场景元素时,如果场景元素与第一虚拟对象之间的距离小于距离阈值,那么计算机设备可以基于上述场景元素展示一个提示信息,以提示用户当前距离可以执行拉取目标虚拟道具的操作,提高用户控制第一虚拟对象将目标虚拟道具拉近的操作的成功率。
示例性地,上述第一提示可以是在场景元素上叠加展示或在场景元素周围展示的一个提示图案,比如,可以是一个绿色的圆形图案等等;也可以是在场景元素上叠加展示或在场景元素周围展示的提示文字,比如,可以是“允许拉取”的文字等等。本申请实施例对于第一提示的展示形式不做限定。
在一种可能的实现方式中,响应于场景元素与第一虚拟对象之间的距离不小于距离阈值,基于场景元素展示第二提示;第二提示用于提示不允许拉取场景元素对应的目标虚拟道具。示例性地,响应于场景元素与第一虚拟对象之间的距离不小于距离阈值,直接基于场景元素展示第二提示。示例性地,响应于准星指向场景元素,且场景元素与第一虚拟对象之间的距离不小于距离阈值,基于场景元素展示第二提示。
在本申请实施例中,当用户控制准星指向场景元素时,如果场景元素与第一虚拟对象之间的距离不小于距离阈值,那么计算机设备可以基于上述场景元素展示另一个提示信息,以提示用户当前距离不可以执行拉取目标虚拟道具的操作。
示例性地,上述第二提示可以是在场景元素上叠加展示或在场景元素周围展示的一个提示图案,比如,可以是一个红色的圆形图案等等;也可以是在场景元素上叠加展示或在场景元素周围展示的提示文字,比如,可以是“不允许拉取”的文字。本申请实施例对于第二提示的展示形式不做限定,只要保证第二提示与第一提示不同即可。
示例性地,上述第一提示或者第二提示可以在准星指向场景元素时显示,也可以是准星指向场景元素,且接收到指定操作后显示。比如,当前准星指向场景元素,且接收到用户按下特定按键(比如T键)的操作时,计算机设备可以显示上述第一提示或者第二提示。
在一种可能的实现方式中,上述指定操作可以是目标操作的前置操作,比如,假设目标操作是点击技能按键的操作,该点击技能按键的操作包括按下技能按键和释放技能按键这两步骤,其中,按下技能按键的操作可以为上述指定操作。
比如,请参考图7,其示出了本身实施例涉及的提示信息展示示意图。如图7所示,当用户控制准星指向场景元素71附近时,场景元素71上叠加显示了一个提示图案72,当场景元素与第一虚拟对象之间的距离小于距离阈值时,该提示图像72可以显示为绿色,提示用户可以直接拉取该场景元素对应的目标虚拟道具;而当场景元素与第一虚拟对象之间的距离不小于距离阈值时,该提示图像72可以显示为红色,提示用户当前场景元素过远,无法直接拉取该场景元素对应的目标虚拟道具。
步骤404,将与场景元素对应的目标虚拟道具拉取至目标位置,以展示第二场景画面。
在一种可能的实现方式中,上述目标虚拟道具是场景元素本身。
在本申请实施例的一个示意性的方案中,场景元素本身即为一个可以由第一虚拟对象进行交互的虚拟道具,比如,场景元素是第一虚拟对象可拾取或者可互动的虚拟道具;例如,场景元素可以是积分道具(比如夺旗模式下的旗子)、虚拟武器、虚拟资源等等。用户可以控制第一虚拟对象直接将虚拟场景中远处可见的目标虚拟道具拉取到近处,以便快速控制第一虚拟对象拾取或者互动。
比如,请参考图7,其示出了本申请实施例涉及的虚拟道具拉取示意图。其中,假设在图 7中,用户控制准星指向场景元素71,并且提示图案72显示为绿色,此时,用户执行道具拉取操作,计算机设备控制第一虚拟对象的手部73执行拉取动作。之后,如图8所示,场景元素71作为目标虚拟道具,被拉取至第一虚拟对象附近。
也就是说,当玩家控制的角色面向指定道具,且玩家角色和道具的距离小于技能的施法距离,此时玩家长按使用技能按键,则指定道具前会出现一个绿色可执行标识。若玩家和道具的距离大于或者等于施法距离,则道具前出现红色不可执行标识。若玩家和道具之间有障碍物遮挡,则技能无法进行瞄准,无法使用。当道具拉取技能处于可执行状态,此时玩家松开处于长按状态下的技能释放按键,则技能释放,将指定道具拉取到玩家角色面前。可选的,道具拉取技能释放成功后,道具拉取技能的冷却时间重新开始计算。
在一种可能的实现方式中,上述场景元素是携带或者装备目标虚拟道具的第二虚拟对象。
在本申请实施例的一个示意性的方案中,该场景元素可以是装备或者携带虚拟道具的其它虚拟对象(比如其它玩家控制的虚拟角色)。
在本申请实施例中,用户也可以通过控制第一虚拟对象从虚拟场景中其它虚拟对象的身上远程拉取目标虚拟道具。
示例性地,上述第二虚拟对象可以是与第一虚拟对象处于同一阵营的队友,或者,也可以是与第一虚拟对象处于不同阵营(比如对抗阵营或者中立阵营等)的其它虚拟对象;比如,在夺旗模式下,可以从对方阵营的虚拟对象身上拉取携带的旗子或者装备的武器等等。
比如,请参考图9,其示出了本申请实施例涉及的虚拟道具拉取示意图。如图9所示,以夺旗模式下的射击游戏场景为例,第二虚拟对象92携带有旗子91,玩家控制第一虚拟对象的准星瞄准第二虚拟对象92之后,执行目标操作(比如按下Q键),此时,第二虚拟对象92身上的旗子91将被拉取到第一虚拟对象的附近,以便玩家可以控制第一虚拟对象直接拾取旗子91。
可选的,在上述场景元素是携带或者装备目标虚拟道具的第二虚拟对象的情况下,响应于针对第二虚拟对象的道具拉取操作,获取第二虚拟对象的状态值;响应于状态值满足道具拉取条件,在虚拟场景界面中展示第二场景画面。示例性地,针对第二虚拟对象的道具拉取操作包括准星指向第二虚拟对象且接收到目标操作。示例性地,针对第二虚拟对象的道具拉取操作包括对第二虚拟对象的触发操作。
在本申请实施例中,当场景元素是第二虚拟对象时,若第二虚拟对象的状态值满足拉取条件,则第一虚拟对象可以通过道具拉取操作(如,准星瞄准加目标操作)的方式,从第二虚拟对象身上拉取其携带的目标虚拟道具。
示例性地,上述状态值可以指示第二虚拟对象的状态。上述道具拉取条件可以由开发人员预先设定。
比如,该状态可以是直接指示第二虚拟对象身上的目标虚拟道具是否允许被拉取;比如,当状态值为1,表示第二虚拟对象身上的目标虚拟道具允许被拉取,也即表示状态值满足道具拉取条件;当状态值为0,表示第二虚拟对象身上的目标虚拟道具不允许被拉取,也即表示状态值不满足道具拉取条件。此时,该状态可以由第二虚拟对象的其它信息决定,比如,可以由第二虚拟对象是否具有屏蔽目标虚拟道具被拉取的增益状态或道具决定,或者,可以由第二虚拟对象的健康状态(比如生命值或者体力值)决定。
或者,该状态也可以间接指示第二虚拟对象身上的目标虚拟道具是否允许被拉取;比如,以状态是第二虚拟对象的生命值/体力值的比例状态为例,当第二虚拟对象的生命值/体力值(状态值)小于某一比例阈值(比如小于50%),则表示第二虚拟对象身上的目标虚拟道具允许被拉取,也即表示状态值满足道具拉取条件,否则表示表示第二虚拟对象身上的目标虚拟道具不允许被拉取,也即表示状态值不满足道具拉取条件。
在一种可能的实现方式中,上述场景元素是存储有目标虚拟道具的虚拟容器。
在本申请实施例的一个示意性的方案中,该场景元素也可以是存储有至少一个虚拟道具的虚拟容器,比如虚拟补给箱等等。
在本申请实施例中,用户也可以通过控制第一虚拟对象从虚拟场景中的虚拟容器中远程拉取目标虚拟道具。
在一种可能的实现方式中,目标虚拟道具是与场景元素对应的至少两个虚拟道具中的随机一个虚拟道具;
或者,目标虚拟道具是与场景元素对应的至少两个虚拟道具中的一个特定类型的虚拟道具;
或者,目标虚拟道具是与场景元素对应的至少两个虚拟道具中,优先级最高的一个虚拟道具。
在本申请实施例中,如果场景元素对应有两个或者两个以上虚拟道具,比如,场景元素是其它虚拟对象或者虚拟容器,则用户控制第一虚拟对象对场景元素执行道具拉取操作时,计算机设备可以从场景元素对应的两个或者两个以上虚拟道具中选取一个虚拟道具作为上述目标虚拟道具。其中,计算机设备可以随机选择目标虚拟道具,或者,按照道具类型选择目标虚拟道具,或者,按照优先级选择目标虚拟道具。
可选的,在按照道具类型选择目标虚拟道具时,如果场景元素对应的至少两个虚拟道具中,特定类型的虚拟道具的数量大于1,则计算机设备可以从特定类型的虚拟道具中随机选择一个,或者按照排放顺序选择一个,作为目标虚拟道具。
示例性地,上述特定类型可以是预先设置的道具类型,或者,该特定类型也可以是由用户预先设置的道具类型,或者,该特定类型也可以是由用户在执行道具拉取操作时确定的道具类型。或者,当上述场景元素是第二虚拟对象时,上述特定类型也可以是通过第二虚拟对象在虚拟场景中的身份确定的道具类型。示例性地,特定类型还可以称为目标类型。
比如,当特定类型是由用户预先设置的道具类型时,用户可以在虚拟场景运行之前或者运行过程中,打开道具类型设置界面,并在道具类型设置界面中设置特定类型,比如,设置弹药类型或医疗类型作为特定类型,后续在虚拟场景运行过程中,当用户控制第一虚拟对象对场景元素执行道具拉取操作时,计算机设备可以控制第一虚拟对象拉取用户设置的特定类型的目标虚拟道具;例如,假设用户预先设置特定类型为弹药类型,则用户控制第一虚拟对象对场景元素执行道具拉取操作时,计算机设备控制第一虚拟对象从场景元素对应的虚拟道具中,拉取与第一虚拟对象当前武器匹配的虚拟弹药。
再比如,当特定类型是由用户在执行道具拉取操作时确定的道具类型时,在虚拟场景运行过程中,在用户控制第一虚拟对象对场景元素执行道具拉取操作时,或者,在用户控制第一虚拟对象对场景元素执行道具拉取操作之前,则可以弹出至少两个候选道具类型的选项,由用户选择其中一个选项对应的道具类型作为上述特定类型。例如,假设用户控制第一虚拟对象对场景元素执行道具拉取操作时,用户在弹出的候选道具类型的选项中选择医疗类型的选项,则计算机设备控制第一虚拟对象从场景元素对应的虚拟道具中拉取虚拟医疗包。
类似的,在按照优先级选择目标虚拟道具时,如果场景元素对应的至少两个虚拟道具中,优先级最高的虚拟道具的数量大于1,则计算机设备可以从优先级最高的虚拟道具中随机选择一个,或者按照排放顺序选择一个,作为目标虚拟道具。
再比如,当特定类型是通过第二虚拟对象在虚拟场景中的身份确定的道具类型时,假设第二虚拟对象是医疗兵,则特定类型可以是医疗类型(对应医疗包等等),假设第二虚拟对象是补给兵,则特定类型可以是弹药类型(对应虚拟弹药)。
在一种可能的实现方式中,当场景元素是虚拟场景中的第二虚拟对象时,上述的优先级可以是按照虚拟道具的摆放位置确定的优先级。上述摆放位置是与虚拟对象具有的多种不同的道具放置栏位对应的位置,比如,上述道具放置栏位可以分为主武器栏位(用于装备当前主武器),副武器栏位(用于装备当前副武器),快捷键栏位(用于装备快捷使用的道具,比如医疗包,投掷道具等等),背包栏位(用于存放未装备的道具)等等,其中,主武器栏位的优先级最高,副武器栏位的优先级次之,以此类推,假设用户控制第一虚拟对象对第二虚拟对象执行道具拉取操作时,第二虚拟对象装备有主武器,则优先拉取第二虚拟对象装备的主 武器;若第二虚拟对象未装备主武器,而只装备了副武器,则优先拉取第二虚拟对象装备的副武器。
在一种可能的实现方式中,当场景元素是虚拟场景中的虚拟容器时,上述的优先级可以是根据虚拟道具的类型确定的优先级。计算机设备中存储有虚拟道具的类型和优先级的对应关系,根据虚拟容器中的虚拟道具的类型,能够确定虚拟容器中的虚拟道具的优先级,进而将优先级最高的一个虚拟道具作为目标虚拟道具。虚拟道具的类型和优先级的对应关系可以由开发人员预先设置得到。
在一种可能的实现方式中,响应于场景元素与第一虚拟对象之间存在障碍物,将目标虚拟道具拉取至障碍物相对于第一虚拟对象的另一侧。
在本申请实施例中,若场景元素与第一虚拟对象之间存在障碍物,且场景元素处于第一虚拟对象的视野范围内,则用户控制第一虚拟对象对场景元素执行道具拉取操作时,计算机设备可以控制第一虚拟对象拉取目标虚拟道具,并且,该目标虚拟道具在向第一虚拟对象移动时,在与障碍物发生碰撞的位置停止移动。也就是说,响应于场景元素与第一虚拟对象之间存在障碍物,将目标虚拟道具拉取至与障碍物发生碰撞的位置。
步骤405,响应于接收到交互操作,控制第一虚拟对象与目标虚拟道具执行交互。
在本申请实施例中,当目标虚拟道具被拉取至第一虚拟对象的交互范围时,用户可以控制第一虚拟对象与目标虚拟道具进行交互,比如,拾取目标虚拟道具,或者,与目标虚拟道具进行互动。
综上所述,本申请实施例提供的虚拟场景中的道具控制方案,在虚拟场景中,对于第一虚拟对象之外的场景元素,当该场景元素对应有虚拟道具时,通过道具拉取操作的执行,可以将该场景元素对应的目标虚拟道具向第一虚拟对象拉近,从而减少了用户控制第一虚拟对象接近目标虚拟道具所需要耗费的时长,使得第一虚拟对象能够更快捷的与虚拟道具进行交互,从而极大的提高了用户控制虚拟对象与虚拟道具进行交互时的人机交互效率,进而可以减少单局对战的持续时间,节约计算机设备所消耗的电量和数据流量。
此外,目标虚拟道具可以是其他虚拟对象携带或装备的道具,从而能够加快获取其他虚拟对象携带或装备的道具的效率,例如,加快与队友之间传递道具的效率,或者,加快偷取敌人的道具的效率等,提高用户的交互体验,进而提高交互率。
再有,在场景元素与第一虚拟对象之间的距离小于距离阈值时,再执行后续的虚拟道具拉取过程,有利于提高道具拉取过程的规范性。通过展示第一提示/第二提示来告知用户是否允许拉取目标虚拟道具,有利于提高用户控制第一虚拟对象将目标虚拟道具拉近的操作的成功率。
以应用到游戏场景中为例,本申请上述实施例提供了一种在游戏中可使用的技能,玩家通过使用此技能,可以将指定道具(即上述目标虚拟道具)快速拉取到玩家角色(即上述第一虚拟对象)面前,该指定道具既可以为在地图上生成的道具,也可以为敌人或队友身上已捡取的道具,或者,也可以是补给箱等虚拟容器中存储的道具。该技能可以节省了玩家之前需要控制玩家角色跑到道具附近才能拾取的时间;当作用到队友身上时,起到了快速传递道具的作用;而作用到敌人身上时,起到了快速偷取道具的目的。
相关技术中,玩家想要拾取指定道具或物品,只能通过移动到道具的可拾取范围内,才可以进行拾取/互动,而移动过程需要花费一定的时间。同时若该道具也处于移动状态,则玩家也需要花费一定时间进行追逐。在移动或追逐的过程中,实际都消耗了玩家的时间,这会延长游戏单局的时间,进而浪费计算机设备所消耗的电量和数据流量。
此外,一般情况下,如果玩家想要获得敌人身上的道具,需要将敌人击败,才能进行捡取,而使用本申请提供的技能,可以直接从玩家身上偷取指定道具,大大节约战斗时间;同时如果是队友身上存在此类道具,一般情况下队友需要将道具扔到地上,玩家再跑到道具放置处进行捡取,而使用此技能可以直接从队友身上获得道具,节省了“扔-跑-捡”的时间。
也就是说,本申请上述实施例提供的技能将会大大缩短玩家移动到道具位置的时间,缩短单局时间,加快单局节奏。如一般射击游戏中需要击败敌人才能获取敌人身上的道具,而通过此技能可以不击败敌人,直接从敌人身上拉取道具;或者也可以从队友身上获取指定道具,起到了快速传递的作用。
以游戏场景为例,请参考图10,其是本申请一示例性实施例示出的拉取虚拟道具的控制流程图。如图10所示,该拉取虚拟道具的控制流程可以如下:
S1001,玩家进入单局游戏,并获得道具拉取技能。
S1002,玩家长按技能释放按钮。
S1003,排查玩家视野范围内是否存在指定道具;若是,进入S1005,否则,进入S1004。
S1004,若玩家视野内没有指定道具,则技能无法释放。
S1005,若此时玩家的视野中存在指定道具,则判断道具和玩家的直线距离是否小于技能的施法距离;若是,进入S1006,否则,返回S1002。
若距离不小于施法距离,则道具上出现红色标志,此时技能无法释放,需玩家拉近与道具的距离。
S1006,若距离小于技能的施法距离,则道具上显示为绿色标志,以提示距离在可施法距离内。
S1007,玩家瞄准绿色标志的道具,并松开处于长按状态下的技能释放按钮,则执行技能释放。
S1008,技能释放成功后,会将玩家瞄准的道具拉取到玩家身边。
S1009,技能释放完毕后会进入冷却状态,待冷却完毕,技能可重新释放。
图11示出了本申请一示例性实施例提供的虚拟场景中的道具控制装置的方框图。该虚拟场景中的道具控制装置可以应用在计算机设备中,以执行如图3或图4所示的方法中的全部或者部分步骤。如图11所示,该虚拟场景中的道具控制装置,包括:
界面展示模块1101,用于展示虚拟场景界面,所述虚拟场景界面用于显示虚拟场景的场景画面,所述虚拟场景中包含第一虚拟对象;
第一画面展示模块1102,用于在所述虚拟场景界面中展示第一场景画面;所述第一场景画面中包含所述第一虚拟对象之外的场景元素;
第二画面展示模块1103,用于响应于针对所述场景元素的道具拉取操作,在所述虚拟场景界面中展示第二场景画面;所述第二场景画面是将与所述场景元素对应的目标虚拟道具向所述第一虚拟对象拉近的动画。
在一种可能的实现方式中,所述目标虚拟道具是所述场景元素本身。
在一种可能的实现方式中,所述场景元素是携带或者装备所述目标虚拟道具的第二虚拟对象。
在一种可能的实现方式中,所述第二画面展示模块1103,用于响应于针对所述第二虚拟对象的道具拉取操作,获取所述第二虚拟对象的状态值;响应于所述状态值满足道具拉取条件,在所述虚拟场景界面中展示所述第二场景画面。
在一种可能的实现方式中,所述场景元素是存储有所述目标虚拟道具的虚拟容器。
在一种可能的实现方式中,所述目标虚拟道具是与所述场景元素对应的至少两个虚拟道具中的随机一个虚拟道具;或者,所述目标虚拟道具是与所述场景元素对应的至少两个虚拟道具中的一个特定类型的虚拟道具;或者,所述目标虚拟道具是与所述场景元素对应的至少两个虚拟道具中,优先级最高的一个虚拟道具。
在一种可能的实现方式中,所述第二画面展示模块1103,用于基于所述第一虚拟对象在所述虚拟场景中的位置获取互动范围内的目标位置;所述互动范围是允许所述第一虚拟对象与其中的虚拟道具进行交互的最大范围;将所述目标虚拟道具拉取至所述目标位置,以展示所述第二场景画面。
在一种可能的实现方式中,所述第二画面展示模块1103,用于响应于所述场景元素与所述第一虚拟对象之间不存在障碍物,基于所述第一虚拟对象在所述虚拟场景中的位置获取互动范围内的目标位置。
在一种可能的实现方式中,所述第二画面展示模块1103,还用于响应于所述场景元素与所述第一虚拟对象之间存在障碍物,将所述目标虚拟道具拉取至与所述障碍物发生碰撞的位置。
在一种可能的实现方式中,所述道具拉取操作包括准星指向所述场景元素且接收到释放道具拉取技能的操作。
在一种可能的实现方式中,所述装置还包括:
解锁模块,用于响应于所述第一虚拟对象在所述虚拟场景中执行技能解锁行为,为所述第一虚拟对象解锁所述道具拉取技能。
在一种可能的实现方式中,所述技能解锁行为包括以下行为中的至少一种:
与所述虚拟场景中的虚拟物完成参考类型互动;
完成所述虚拟场景中的技能解锁任务;
在所述虚拟场景中收集到与所述道具拉取技能对应的虚拟道具或者虚拟资源。
在一种可能的实现方式中,所述第二画面展示模块1103,用于获取所述场景元素与所述第一虚拟对象之间的距离;响应于所述场景元素与所述第一虚拟对象之间的距离小于距离阈值,基于所述第一虚拟对象在所述虚拟场景中的位置获取互动范围内的目标位置。
在一种可能的实现方式中,所述装置还包括:
第一提示模块,用于响应于所述场景元素与所述第一虚拟对象之间的距离小于所述距离阈值,基于所述场景元素展示第一提示;所述第一提示用于提示允许拉取所述场景元素对应的所述目标虚拟道具。
在一种可能的实现方式中,所述装置还包括:
第二提示模块,用于响应于所述场景元素与所述第一虚拟对象之间的距离不小于所述距离阈值,基于所述场景元素展示第二提示;所述第二提示用于提示不允许拉取所述场景元素对应的所述目标虚拟道具。
在一种可能的实现方式中,所述第一虚拟对象与所述互动范围中的虚拟道具进行交互包括:所述第一虚拟对象对所述互动范围中的虚拟道具进行拾取、使用中的至少一种操作。
综上所述,本申请实施例提供的虚拟场景中的道具控制方案,在虚拟场景中,对于第一虚拟对象之外的场景元素,当该场景元素对应有虚拟道具时,通过道具拉取操作的执行,可以将该场景元素对应的目标虚拟道具向第一虚拟对象拉近,从而减少了用户控制第一虚拟对象接近目标虚拟道具所需要耗费的时长,使得第一虚拟对象能够更快捷的与虚拟道具进行交互,从而极大的提高了用户控制虚拟对象与虚拟道具进行交互时的人机交互效率,进而可以减少单局对战的持续时间,节约计算机设备所消耗的电量和数据流量。
此外,目标虚拟道具可以是其他虚拟对象携带或装备的道具,从而能够加快获取其他虚拟对象携带或装备的道具的效率,例如,加快与队友之间传递道具的效率,或者,加快偷取敌人的道具的效率等,提高用户的交互体验,进而提高交互率。
再有,在场景元素与第一虚拟对象之间的距离小于距离阈值时,再执行后续的虚拟道具拉取过程,有利于提高道具拉取过程的规范性。通过展示第一提示/第二提示来告知用户是否允许拉取目标虚拟道具,有利于提高用户控制第一虚拟对象将目标虚拟道具拉近的操作的成功率。
图12示出了本申请一个示例性实施例提供的计算机设备1200的结构框图。该计算机设备1200可以是便携式移动终端,比如:智能手机、平板电脑、MP3播放器、MP4播放器、笔记本电脑或台式电脑。计算机设备1200还可能被称为用户设备、便携式终端、膝上型终端、台式终端等其他名称。
通常,计算机设备1200包括有:处理器1201和存储器1202。
处理器1201可以包括一个或多个处理核心,比如4核心处理器、8核心处理器等。处理器1201可以采用DSP(Digital Signal Processing,数字信号处理)、FPGA(Field-Programmable Gate Array,现场可编程门阵列)、PLA(Programmable Logic Array,可编程逻辑阵列)中的至少一种硬件形式来实现。
存储器1202可以包括一个或多个计算机可读存储介质,该计算机可读存储介质可以是非暂态的。存储器1202还可包括高速随机存取存储器,以及非易失性存储器,比如一个或多个磁盘存储设备、闪存存储设备。在一些实施例中,存储器1202中的非暂态的计算机可读存储介质用于存储至少一个计算机指令,该至少一个计算机指令用于被处理器1201所执行,以使计算机设备1200实现本申请中方法实施例提供的虚拟场景中的道具控制方法。
在一些实施例中,计算机设备1200还可选包括有:显示屏1205。显示屏1205用于展示虚拟场景界面以及在虚拟场景界面中显示虚拟场景的场景画面等。
本领域技术人员可以理解,图12中示出的结构并不构成对计算机设备1200的限定,可以包括比图示更多或更少的组件,或者组合某些组件,或者采用不同的组件布置。
图13示出了本申请一示例性实施例示出的计算机设备1300的结构框图。该计算机设备1300可以实现为本申请上述方案中的虚拟场景中的道具控制设备。计算机设备1300包括中央处理单元(Central Processing Unit,CPU)1301、包括随机存取存储器(Random Access Memory,RAM)1302和只读存储器(Read-Only Memory,ROM)1303的系统存储器1304,以及连接系统存储器1304和中央处理单元1301的系统总线1305。计算机设备1300还包括帮助计算机内的各个器件之间传输信息的基本输入/输出系统(Input/Output系统,I/O系统)1306,和用于存储操作系统1313、应用程序1314和其他程序模块1315的大容量存储设备1307。
基本输入/输出系统1306包括有用于显示信息的显示器1308和用于用户输入信息的诸如鼠标、键盘之类的输入设备1309。其中,显示器1308和输入设备1309都通过连接到系统总线1305的输入/输出控制器1310连接到中央处理单元1301。基本输入/输出系统1306还可以包括输入/输出控制器1310以用于接收和处理来自键盘、鼠标、或电子触控笔等多个其他设备的输入。类似地,输入/输出控制器1310还提供输出到显示屏、打印机或其他类型的输出设备。
大容量存储设备1307通过连接到系统总线1305的大容量存储控制器(未示出)连接到中央处理单元1301。大容量存储设备1307及其相关联的计算机可读介质为计算机设备1300提供非易失性存储。也就是说,大容量存储设备1307可以包括诸如硬盘或者只读光盘(Compact Disc Read-Only Memory,CD-ROM)驱动器之类的计算机可读介质(未示出)。
不失一般性,计算机可读介质可以包括计算机存储介质和通信介质。计算机存储介质包括以用于存储诸如计算机可读指令、数据结构、程序模块或其他数据等信息的任何方法或技术实现的易失性和非易失性、可移动和不可移动介质。计算机存储介质包括RAM、ROM、可擦除可编程只读寄存器(Erasable Programmable Read Only Memory,EPROM)、电子抹除式可复写只读存储器(Electrically-Erasable Programmable Read-Only Memory,EEPROM)闪存或其他固态存储其技术,CD-ROM、数字多功能光盘(Digital Versatile Disc,DVD)或其他光学存储、磁带盒、磁带、磁盘存储或其他磁性存储设备。当然,本领域技术人员可知计算机存储介质不局限于上述几种。上述的系统存储器1304和大容量存储设备1307可以统称为存储器。
根据本公开的各种实施例,计算机设备1300还可以通过诸如因特网等网络连接到网络上的远程计算机运行。也即计算机设备1300可以通过连接在系统总线1305上的网络接口单元1311连接到网络1312,或者说,也可以使用网络接口单元1311来连接到其他类型的网络或远程计算机系统(未示出)。
存储器还包括至少一条计算机指令,至少一条计算机指令存储于存储器中,中央处理器 1301通过执行该至少一条指令、至少一段程序、代码集或指令集来实现上述各个实施例所示的虚拟场景中的道具控制方法中的全部或者部分步骤。
在一示例性实施例中,还提供了一种包括指令的非易失性(也可以称为非临时性)计算机可读存储介质,例如包括至少一条计算机指令的存储器,上述至少一条计算机指令可由处理器执行,以使计算机完成上述图3或图4任一实施例所示的方法的全部或者部分步骤。例如,非临时性计算机可读存储介质可以是ROM、RAM、CD-ROM、磁带、软盘和光数据存储设备等。
在一示例性实施例中,还提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在非易失性计算机可读存储介质中。计算机设备的处理器从非易失性计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该计算机设备执行上述图3或图4任一实施例所示方法的全部或部分步骤。
本领域技术人员在考虑说明书及实践这里公开的发明后,将容易想到本申请的其它实施方案。本申请旨在涵盖本申请的任何变型、用途或者适应性变化,这些变型、用途或者适应性变化遵循本申请的一般性原理并包括本申请未公开的本技术领域中的公知常识或惯用技术手段。说明书和实施例仅被视为示例性的,本申请的真正范围由权利要求指出。
应当理解的是,本申请并不局限于上面已经描述并在附图中示出的精确结构,并且可以在不脱离其范围进行各种修改和改变。本申请的范围仅由所附的权利要求来限制。
Claims (20)
- 一种虚拟场景中的道具控制方法,其中,所述方法由计算机设备执行,所述方法包括:展示虚拟场景界面,所述虚拟场景界面用于显示虚拟场景的场景画面,所述虚拟场景中包含第一虚拟对象;在所述虚拟场景界面中展示第一场景画面;所述第一场景画面中包含所述第一虚拟对象之外的场景元素;响应于针对所述场景元素的道具拉取操作,在所述虚拟场景界面中展示第二场景画面;所述第二场景画面是将与所述场景元素对应的目标虚拟道具向所述第一虚拟对象拉近的动画。
- 根据权利要求1所述的方法,其中,所述目标虚拟道具是所述场景元素本身。
- 根据权利要求1所述的方法,其中,所述场景元素是携带或者装备所述目标虚拟道具的第二虚拟对象。
- 根据权利要求3所述的方法,其中,所述响应于针对所述场景元素的道具拉取操作,在所述虚拟场景界面中展示第二场景画面,包括:响应于针对所述第二虚拟对象的道具拉取操作,获取所述第二虚拟对象的状态值;响应于所述状态值满足道具拉取条件,在所述虚拟场景界面中展示所述第二场景画面。
- 根据权利要求1所述的方法,其中,所述场景元素是存储有所述目标虚拟道具的虚拟容器。
- 根据权利要求3至5任一所述的方法,其中,所述目标虚拟道具是与所述场景元素对应的至少两个虚拟道具中的随机一个虚拟道具;或者,所述目标虚拟道具是与所述场景元素对应的至少两个虚拟道具中的一个特定类型的虚拟道具;或者,所述目标虚拟道具是与所述场景元素对应的至少两个虚拟道具中,优先级最高的一个虚拟道具。
- 根据权利要求1所述的方法,其中,所述在所述虚拟场景界面中展示第二场景画面,包括:基于所述第一虚拟对象在所述虚拟场景中的位置获取互动范围内的目标位置;所述互动范围是允许所述第一虚拟对象与其中的虚拟道具进行交互的最大范围;将所述目标虚拟道具拉取至所述目标位置,以展示所述第二场景画面。
- 根据权利要求7所述的方法,其中,所述基于所述第一虚拟对象在所述虚拟场景中的位置获取互动范围内的目标位置,包括:响应于所述场景元素与所述第一虚拟对象之间不存在障碍物,基于所述第一虚拟对象在所述虚拟场景中的位置获取互动范围内的目标位置。
- 根据权利要求7所述的方法,其中,所述方法还包括:响应于所述场景元素与所述第一虚拟对象之间存在障碍物,将所述目标虚拟道具拉取至与所述障碍物发生碰撞的位置。
- 根据权利要求1所述的方法,其中,所述道具拉取操作包括准星指向所述场景元素且接收到释放道具拉取技能的操作。
- 根据权利要求10所述的方法,其中,所述方法还包括:响应于所述第一虚拟对象在所述虚拟场景中执行技能解锁行为,为所述第一虚拟对象解锁所述道具拉取技能。
- 根据权利要求11所述的方法,其中,所述技能解锁行为包括以下行为中的至少一种:与所述虚拟场景中的虚拟物完成参考类型互动;完成所述虚拟场景中的技能解锁任务;在所述虚拟场景中收集到与所述道具拉取技能对应的虚拟道具或者虚拟资源。
- 根据权利要求7所述的方法,其中,所述基于所述第一虚拟对象在所述虚拟场景中的 位置获取互动范围内的目标位置,包括:获取所述场景元素与所述第一虚拟对象之间的距离;响应于所述场景元素与所述第一虚拟对象之间的距离小于距离阈值,基于所述第一虚拟对象在所述虚拟场景中的位置获取互动范围内的目标位置。
- 根据权利要求13所述的方法,其中,所述方法还包括:响应于所述场景元素与所述第一虚拟对象之间的距离小于所述距离阈值,基于所述场景元素展示第一提示;所述第一提示用于提示允许拉取所述场景元素对应的所述目标虚拟道具。
- 根据权利要求13所述的方法,其中,所述方法还包括:响应于所述场景元素与所述第一虚拟对象之间的距离不小于所述距离阈值,基于所述场景元素展示第二提示;所述第二提示用于提示不允许拉取所述场景元素对应的所述目标虚拟道具。
- 根据权利要求7所述的方法,其中,所述第一虚拟对象与所述互动范围中的虚拟道具进行交互包括:所述第一虚拟对象对所述互动范围中的虚拟道具进行拾取、使用中的至少一种操作。
- 一种虚拟场景中的道具控制装置,其中,所述装置包括:界面展示模块,用于展示虚拟场景界面,所述虚拟场景界面用于显示虚拟场景的场景画面,所述虚拟场景中包含第一虚拟对象;第一画面展示模块,用于在所述虚拟场景界面中展示第一场景画面;所述第一场景画面中包含所述第一虚拟对象之外的场景元素;第二画面展示模块,用于响应于针对所述场景元素的道具拉取操作,在所述虚拟场景界面中展示第二场景画面;所述第二场景画面是将与所述场景元素对应的目标虚拟道具向所述第一虚拟对象拉近的动画。
- 一种计算机设备,其中,所述计算机设备包含处理器和存储器,所述存储器中存储有至少一条计算机指令,所述至少一条计算机指令由所述处理器加载并执行,以使所述计算机设备实现如权利要求1至16任一所述的虚拟场景中的道具控制方法。
- 一种非易失性计算机可读存储介质,其中,所述非易失性计算机可读存储介质中存储有至少一条计算机指令,所述至少一条计算机指令由处理器加载并执行,以使计算机实现如权利要求1至16任一所述的虚拟场景中的道具控制方法。
- 一种计算机程序产品,其中,所述计算机程序产品包括计算机指令,所述计算机指令由计算机设备的处理器读取并执行,使得所述计算机设备执行如权利要求1至16任一所述的虚拟场景中的道具控制方法。
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