WO2024098984A1 - 一种虚拟道具的控制方法、装置、设备以及存储介质 - Google Patents

一种虚拟道具的控制方法、装置、设备以及存储介质 Download PDF

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Publication number
WO2024098984A1
WO2024098984A1 PCT/CN2023/121301 CN2023121301W WO2024098984A1 WO 2024098984 A1 WO2024098984 A1 WO 2024098984A1 CN 2023121301 W CN2023121301 W CN 2023121301W WO 2024098984 A1 WO2024098984 A1 WO 2024098984A1
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Prior art keywords
virtual
prop
throwing
target
operation object
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PCT/CN2023/121301
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English (en)
French (fr)
Inventor
刘智洪
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腾讯科技(深圳)有限公司
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Publication of WO2024098984A1 publication Critical patent/WO2024098984A1/zh

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Definitions

  • the present application relates to the field of computers, and in particular to virtual prop control technology.
  • a fighting game is a game in which multiple user accounts compete in the same scene.
  • Players can control virtual objects in the virtual environment to perform actions such as walking, running, climbing, and shooting.
  • Multiple players can also team up online to collaboratively complete a task in the same virtual environment.
  • the player when the player controls the virtual operation object to operate the virtual props, the player can usually only control the virtual operation object to use its right hand to operate the virtual props, for example, the virtual operation object is controlled to use the right hand to manipulate the virtual attack props, the virtual operation object is controlled to use the right hand to throw the virtual throwing object, etc. That is, during the current game, the operation mode of the virtual props is relatively single, and when the user needs to control the virtual operation object to switch the virtual props, the virtual operation object needs to put down the virtual prop currently held in the right hand first, and then replace it with other virtual props, which takes a long time.
  • the embodiments of the present application provide a control method, apparatus, device and storage medium for a virtual prop, which are used to increase the operation modes of the virtual prop and shorten the time spent on switching between different virtual props.
  • the present application provides a method for controlling a virtual prop, which is executed by a terminal and includes:
  • the first game interface is used to carry a virtual environment where a first virtual operation object is located, the first game interface includes a virtual prop selection control set, and the virtual prop selection control set includes virtual prop selection controls corresponding to each virtual prop carried by the first virtual operation object;
  • the first virtual operation object is controlled to throw a second target virtual prop corresponding to the second target virtual prop selection control, wherein the equipping operation of the first target virtual prop and the throwing operation of the second target virtual prop are implemented through different parts of the first virtual operation object.
  • control device for a virtual prop comprising:
  • a display module used for displaying a first game interface, the first game interface is used to carry the virtual environment where the first virtual operation object is located, the first game interface includes a virtual prop selection control set, and the virtual prop selection control set includes virtual prop selection controls corresponding to each virtual prop carried by the first virtual operation object;
  • an equipping module configured to, in response to a first operation on a first target virtual prop selection control in the virtual prop selection control set, control the first virtual operation object to equip a first virtual prop selection control corresponding to the first target virtual prop selection control; Target virtual props;
  • a throwing module is used to control the first virtual operation object to throw a second target virtual prop corresponding to the second target virtual prop selection control in response to a second operation on a second target virtual prop selection control in the virtual prop selection control set, wherein the equipping operation of the first target virtual prop and the throwing operation of the second target virtual prop are implemented through different parts of the first virtual operation object.
  • a computer device including: a memory, a processor, and a bus system;
  • the memory is used to store programs
  • the processor is used to execute the program in the memory, and the processor is used to execute the above-mentioned methods according to the instructions in the program code;
  • the bus system is used to connect the memory and the processor so that the memory and the processor can communicate with each other.
  • Another aspect of the present application provides a computer-readable storage medium, in which instructions are stored.
  • the computer-readable storage medium is run on a computer, the computer is enabled to execute the above-mentioned methods.
  • Another aspect of the present application provides a computer program product or a computer program, the computer program product or the computer program includes computer instructions, the computer instructions are stored in a computer-readable storage medium.
  • the processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the methods provided by the above aspects.
  • the embodiments of the present application have the following advantages: during the game operation process, the virtual control object is supported to control the virtual props through its different parts.
  • the control method for the virtual props is enriched, that is, the control method for the virtual props is no longer limited to the control through the right hand of the virtual operation object, and can also be controlled by other parts of the virtual operation object (such as the left hand).
  • the control method for the virtual props is no longer limited to the control through the right hand of the virtual operation object, the user does not need to perform the switching operation of the virtual props, but directly controls other virtual props through other parts of the virtual control object.
  • the virtual control object holds a virtual attack prop in the right hand
  • the user can control the virtual control object to throw other virtual props through its left hand, shortening the time-consuming related operations.
  • FIG1 is a schematic diagram of an implementation environment of a method for controlling a virtual prop in an embodiment of the present application
  • FIG2 is a schematic diagram of an embodiment of a method for controlling a virtual prop in an embodiment of the present application
  • FIG3 is a schematic diagram of a set of virtual item selection controls in a first game interface in an embodiment of the present application
  • FIG4 is a schematic diagram of an operation of a virtual item selection control in a first game interface in an embodiment of the present application
  • FIG5a is a schematic diagram of an operation mode option control in a second game interface in an embodiment of the present application.
  • FIG5b is a schematic diagram of a second game interface in which a dagger is thrown by the left hand and a gun is equipped by the right hand in an embodiment of the present application;
  • FIG6 is a schematic diagram of an operation of throwing a dagger in the first game interface in an embodiment of the present application.
  • FIG. 7 is a schematic diagram of another embodiment of a method for controlling a virtual prop in an embodiment of the present application.
  • FIG8 is a schematic diagram of setting option controls in the third game interface in an embodiment of the present application.
  • FIG9 is a schematic diagram of an embodiment of a control device for a virtual prop in an embodiment of the present application.
  • FIG10 is a schematic diagram of another embodiment of a control device for a virtual prop in an embodiment of the present application.
  • FIG11 is a schematic diagram of another embodiment of a control device for a virtual prop in an embodiment of the present application.
  • FIG12 is a schematic diagram of another embodiment of a control device for a virtual prop in an embodiment of the present application.
  • FIG13 is a schematic diagram of another embodiment of a control device for a virtual prop in an embodiment of the present application.
  • FIG14 is a schematic diagram of another embodiment of a control device for a virtual prop in an embodiment of the present application.
  • FIG. 15 is a schematic diagram of another embodiment of a control device for a virtual prop in an embodiment of the present application.
  • the present application provides the following technical solutions: displaying a first game interface, the first game interface is used to carry the virtual environment where the first virtual operation object is located, the first game interface includes a virtual prop selection control set, and the virtual prop selection control set includes virtual prop selection controls corresponding to each virtual prop carried by the first virtual operation object; in response to a first operation on a first target virtual prop selection control in the virtual prop selection control set, controlling the first virtual operation object to equip the first target virtual prop corresponding to the first target virtual prop selection control; in response to a second operation on a second target virtual prop selection control in the virtual prop selection control set, controlling the first virtual operation object to throw the second target virtual prop corresponding to the second target virtual prop selection control, wherein the equipping operation of the first target virtual prop and the throwing operation of the second target virtual prop are implemented through different parts of the first virtual operation object, such as the right hand and
  • the virtual control object is supported to control the virtual props through its different parts; on the one hand, the control method of the virtual props is enriched, that is, the control method of the virtual props is no longer limited to the control through the right hand of the virtual control object, and can also be controlled through other parts of the virtual control object (such as the left hand); on the other hand, when the control method of the virtual props is no longer limited to the control through the right hand of the virtual control object, the user does not need to perform the switching operation of the virtual props, but can directly control other virtual props through other parts of the virtual control object. For example, when the virtual control object holds a virtual attack prop in the right hand, the user can control the virtual control object to throw other virtual props through its left hand, thereby shortening the time of related operations.
  • Virtual environment is a virtual environment displayed (or provided) when an application is running on a terminal.
  • the virtual environment can be a simulated environment corresponding to the real world, a semi-simulated and semi-fictitious environment, or a purely fictitious environment.
  • the virtual environment can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment, and this application does not limit this.
  • the following embodiments are described by taking the virtual environment being a three-dimensional virtual environment as an example.
  • Virtual operation object refers to an active object in a virtual environment.
  • the active object can be a virtual person, a virtual animal, an animated character, etc., such as a person or an animal displayed in a three-dimensional virtual environment.
  • the virtual operation object is a three-dimensional model created based on animation skeleton technology.
  • Each virtual operation object has its own The shape and volume of the object occupy a part of the space in the three-dimensional virtual environment.
  • Shooting games including first-person shooting games and third-person shooting games.
  • First-person shooting games refer to shooting games played by users from a first-person perspective, and the images of the virtual environment in the game are images of the virtual environment observed from the perspective of the first virtual operation object controlled by the user.
  • Third-person shooting games refer to shooting games played from a third-person perspective, and the images of the virtual environment in the game are images of the virtual environment observed from a third-person perspective (for example, behind the head of the first virtual operation object controlled by the user).
  • At least two virtual operation objects perform a single battle in a virtual environment.
  • the virtual operation objects survive in the virtual environment by avoiding damage initiated by other virtual operation objects and dangers in the virtual environment.
  • the life value of the virtual operation object in the virtual environment is zero, the life of the virtual operation object in the virtual environment ends, and the virtual operation object that survives the last battle in the virtual environment is the winner.
  • the battle starts at the moment when the first client joins the battle and ends at the moment when the last client exits the battle.
  • Each client can control one or more virtual operation objects in the virtual environment.
  • the competitive mode of the battle can include a single-player battle mode, a two-player team battle mode, or a multi-player group battle mode. The embodiment of the present application does not limit the battle mode.
  • Virtual props refers to props that virtual operation objects can use in virtual environments, including attack props, supply props, defense props, and virtual props displayed by the hands of virtual operation objects when they release skills.
  • virtual props that can change the attribute values of other virtual operation objects include long-distance virtual props, short-distance virtual props, and throwing virtual props.
  • the method provided in the present application can be applied to virtual reality applications, three-dimensional map programs, first/third-person shooter games, multiplayer online tactical competitive games (Multiplayer Online Battle Arena Games, MOBA), etc.
  • the following embodiments are illustrated by using applications in games.
  • FIG1 shows a schematic diagram of an implementation environment provided by an embodiment of the present application.
  • the implementation environment may include: a first terminal 110 , a server 120 , and a second terminal 130 .
  • An application 111 supporting a virtual environment is installed and run in the first terminal 110.
  • the application 111 may be a multiplayer online battle program.
  • the user interface of the application 111 is displayed on the screen of the first terminal 110.
  • the application 111 may be any one of a MOBA game, a battle royale shooting game, and a simulation strategy game (SLG).
  • the application 111 is taken as an example of a first-person shooting (FPS) game.
  • the first terminal 110 is a terminal used by a first user 112.
  • the first user 112 uses the first terminal 110 to control a first virtual operation object located in a virtual environment to perform activities.
  • the first virtual operation object may be referred to as the main virtual operation object of the first user 112.
  • the activities of the first virtual operation 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 operation object is a first virtual character, such as a simulated character or an anime character.
  • the second terminal 130 has an application 131 installed and running that supports a virtual environment.
  • the application 131 may be a multiplayer online battle program.
  • the screen of the second terminal 130 displays the user interface of the application 131.
  • the application 131 may be any one of a MOBA game, a shooting game, and an SLG game.
  • the application 131 is an FPS game.
  • the second user 132 uses the second terminal 130 to control the second virtual operation object in the virtual environment to perform activities.
  • the second virtual operation object can be called the main virtual operation object of the second user 132.
  • the second virtual operation object is a second virtual character, such as a simulated character or an animated character.
  • the first virtual operation object and the second virtual operation object are in the same virtual world.
  • the first virtual operation object and the second virtual operation object may belong to the same camp, the same team, the same organization, have a friend relationship, or have temporary communication permissions.
  • the first virtual operation object and the second virtual operation 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 first terminal 110 and the second terminal 130 are the same application on different operating system platforms (Android or IOS).
  • the first terminal 110 may refer to one of a plurality of terminals, and the second terminal 130 may refer to another of a plurality of terminals. This embodiment is only illustrated by taking the first terminal 110 and the second terminal 130 as examples.
  • 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, Moving Picture Experts Group Audio Layer III (MP3) players, Moving Picture Experts Group Audio Layer IV (MP4) players, laptop computers, desktop computers, notebook computers, PDAs, personal computers, smart TVs, smart watches, vehicle-mounted devices, wearable devices, virtual reality (VR) devices, augmented reality (AR) devices, etc.
  • MP3 Moving Picture Experts Group Audio Layer III
  • MP4 Moving Picture Experts Group Audio Layer IV
  • laptop computers desktop computers
  • notebook computers notebook computers
  • PDAs Personal computers
  • smart TVs smart watches
  • vehicle-mounted devices wearable devices
  • VR virtual reality
  • AR augmented reality
  • terminals there may be multiple other terminals accessing the server 120.
  • terminals there are one or more terminals corresponding to developers, on which a development and editing platform for applications supporting a virtual environment is installed, and developers can edit and update applications on the terminals, and transmit the updated application installation package to the server 120 via 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 via a wireless network or a wired network.
  • the server 120 may be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDN), and big data and artificial intelligence platforms.
  • the server 120 is used to provide background services for applications that support virtual environments.
  • the server 120 undertakes the main computing work and the terminal undertakes the secondary computing work; or, the server 120 undertakes the secondary computing work and the terminal undertakes the main computing work; or, a distributed computing architecture is used between the server 120 and the terminal 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 (I/O interface) 125.
  • the processor 122 is used to load instructions stored in the server 120 and process data in the user account database 123 and the battle service module 124;
  • the user account database 123 is used to store data of user accounts used by the first terminal 110, the second terminal 130, and other terminals, such as the user account's avatar, the user account's nickname, the user account's level, the service area where the user account is located, etc.;
  • the battle service module 124 is used to provide multiple battle rooms for users to battle.
  • 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 following takes the first terminal 110 or the second terminal 130 in the implementation environment shown in FIG. 1 or other terminals in the implementation environment as an example of the execution subject to introduce the control method of the virtual props in the present application. Please refer to FIG. 2.
  • An embodiment of the control method of the virtual props in the embodiment of the present application includes:
  • the first game interface includes a virtual prop selection control set, where the virtual prop selection control set includes virtual prop selection controls corresponding to each virtual prop carried by the first virtual operation object.
  • the method of the embodiment of the present application is applied to a virtual environment, and the virtual environment includes a first virtual operation object and a second virtual operation object, and the first virtual operation object and the second virtual operation object may belong to different camps.
  • the terminal displays the virtual environment through a virtual environment screen.
  • the virtual environment screen is a screen that observes the virtual environment from the perspective of the virtual operation object
  • the first game interface in the embodiment of the present application is a virtual environment screen that observes the virtual environment from the perspective of the first virtual operation object.
  • the viewing angle refers to the observation angle when observing in the virtual environment from the first-person perspective or the third-person perspective of the virtual operation object.
  • the viewing angle is the angle when observing the virtual environment through a camera model in the virtual environment.
  • the camera model automatically follows the virtual operation object in the virtual environment, that is, when the position of the virtual operation object in the virtual environment changes, the camera model changes simultaneously with the change of the position of the virtual operation object in the virtual environment, and the camera model is always within a preset distance range of the virtual operation object in the virtual environment.
  • the relative position of the camera model and the virtual operation object does not change.
  • the camera model refers to a three-dimensional model located around the virtual operation object in the virtual environment.
  • the camera model can be located near the head of the virtual operation object or at the head of the virtual operation object;
  • the camera model can be located behind the virtual operation object and bound to the virtual operation object, or can be located at any position at a preset distance from the virtual operation object.
  • the virtual operation object located in the virtual environment can be observed from different angles.
  • the camera model is located behind the virtual operation object (for example, the head and shoulders of the virtual character).
  • the perspective also includes other perspectives, such as a bird's-eye view; when the bird's-eye view is adopted, the camera model can be located above the head of the virtual operation object, and the bird's-eye view is a perspective of observing the virtual environment from an aerial bird's-eye view.
  • the camera model will not be actually displayed in the virtual environment, that is, the camera model is not displayed in the virtual environment displayed by the user interface.
  • a virtual item selection control set is displayed in the first game interface (also referred to as a virtual environment interface), and the virtual item selection control set includes virtual item selection controls corresponding to various virtual items carried by the first virtual operation object.
  • the virtual item selection controls are used to control the first virtual operation object to use its corresponding virtual item.
  • the first game interface displays the virtual item selection control set.
  • the virtual item selection control 100 may include a virtual item selection control 101 corresponding to the virtual item "dagger", a virtual item selection control 102 corresponding to the virtual item "gun”, and a virtual item selection control 103 corresponding to the virtual item "grenade".
  • the virtual item selection control 101 corresponding to the virtual item "dagger” and the virtual item selection control 102 corresponding to the virtual item "gun” can be called virtual attack item selection controls in this embodiment
  • the virtual item selection control 103 corresponding to the virtual item "grenade” can be called virtual throwing item selection controls in this embodiment.
  • the first game interface displays a virtual prop selection control set 100
  • the virtual prop selection control 100 may include a virtual prop selection control 101 corresponding to the virtual prop "dagger", a virtual prop selection control 102 corresponding to the virtual prop "gun”, and a virtual prop selection control 103 corresponding to the virtual prop "grenade”.
  • the first virtual operation object is performing a shooting action.
  • the terminal can switch the virtual prop "gun” currently used by the first virtual operation object to the virtual prop "grenade", and display the picture of the first virtual operation object equipped with the "grenade” in the first game interface.
  • This virtual prop switching method is usually time-consuming and cumbersome.
  • control the first virtual operation object In response to a first operation on a first target virtual prop selection control in the virtual prop selection control set, control the first virtual operation object to equip a first target virtual prop corresponding to the first target virtual prop selection control.
  • the first virtual operation object is controlled to switch the first target virtual prop to an equipment mode.
  • the first game interface displays the virtual prop selection control set 100, and the virtual prop selection control 100 may include a virtual prop selection control 101 corresponding to a virtual prop “dagger”, a virtual prop selection control 102 corresponding to a virtual prop “gun”, and a virtual prop selection control 103 corresponding to a virtual prop “grenade”.
  • the first virtual operation object can be controlled to equip the virtual prop "gun", for example, the first virtual operation object is controlled to equip the virtual prop "gun” on the right hand; when the first virtual operation object is already equipped with the virtual prop "gun”, if a first operation triggered by a virtual prop selection control 101 corresponding to a virtual prop "dagger" is received, the first virtual operation object can be controlled to switch to equipping the virtual prop "dagger", that is, the first virtual operation object is controlled to equip the virtual prop "dagger" on the right hand.
  • the first target virtual prop in the embodiment of the present application can be any kind of virtual prop that can be equipped, such as virtual attack props such as guns and daggers.
  • the first target virtual prop can be equipped on the right hand of the first virtual operation object. It is understandable that if the equipment mode in this embodiment is to equip the prop with the left hand, when the terminal receives the first operation of selecting the control for the first target virtual prop, the first virtual operation object will be controlled to equip the first target virtual prop to the left hand. If the equipment mode in this embodiment is to equip the prop with the right hand, when the terminal receives the first operation of selecting the control for the first target virtual prop, the first virtual operation object will be controlled to equip the first target virtual prop to the right hand.
  • the specific situation is freely set by the user and is not limited here.
  • control the first virtual operation object In response to a second operation on a second target virtual prop selection control in the virtual prop selection control set, control the first virtual operation object to throw a second target virtual prop corresponding to the second target virtual prop selection control, wherein the equipping operation of the first target virtual prop and the throwing operation of the second target virtual prop are implemented through different parts of the first virtual operation object.
  • the terminal when the terminal receives a second operation on a second target virtual prop selection control in the virtual prop selection control set, the first virtual operation object is controlled to throw the second target virtual prop.
  • the throwing route of the second target virtual prop is displayed in the first game interface. The player can change the throwing route of the second target virtual prop by performing different trigger operations on the second target virtual prop selection control, and then throw it to the target location in the virtual environment.
  • the second target virtual prop in the embodiment of the present application can be any kind of virtual prop that can be thrown, such as virtual attack props such as grenades and daggers.
  • the first target virtual prop and the second target virtual prop can be the same virtual prop.
  • the virtual prop "dagger” it supports both the virtual operation object holding it for close-range attack and the virtual operation object throwing it, so it can be used as both the first target virtual prop and the second target virtual prop; of course, the first target virtual prop and the second target virtual prop can also be different virtual props, for example, the first target virtual prop is the virtual prop "gun", and the second target virtual prop is the virtual prop "dagger", the virtual prop "grenade”, etc.
  • the part used by the first virtual operation object when throwing the second target virtual prop is different from the part used by the first virtual operation object to equip the first target virtual prop; for example, when the first virtual operation object equips the first target virtual prop with its right hand, the first virtual operation object can be controlled to throw the second target virtual prop with its left hand; for another example, when the first virtual operation object equips the first target virtual prop with its left hand, the first virtual operation object can be controlled to throw the second target virtual prop with its right hand.
  • the throwing route of the second target virtual prop can be determined according to the initial throwing velocity, throwing direction and gravity acceleration of the second target virtual prop.
  • the terminal obtains the initial velocity and direction of the second target virtual prop, and then uses the gravity acceleration to determine the ray trajectory of the second target virtual prop. Take n points at fixed distance intervals to form a ray trajectory, which is displayed in the first game interface.
  • the above-mentioned ray trajectory is composed of a throwing parabola between the throwing starting point position of the second target virtual prop and the throwing end point position of the second target virtual prop.
  • the throwing starting point position of the second target virtual prop is the position where the second target virtual prop is located, that is, the position where the first virtual operation object throws the second target virtual prop; the throwing end point position of the second target virtual prop is the expected landing point position of the second target virtual prop.
  • the above-mentioned landing point can be detected based on the area where the throwing end point position of the second target virtual prop is located.
  • the waiting position of the second target virtual prop is The running trajectory is displayed as the above-mentioned throwing parabola.
  • the running trajectory of the second target virtual prop is displayed as a parabola between the current position and the farthest point that the second target virtual prop can reach.
  • the shape of the above-mentioned throwing parabola can be determined by the distance from the throwing starting point position of the second target virtual prop to the throwing end point position of the target virtual prop.
  • the shape of the above-mentioned throwing parabola is variable, and its curvature can be negatively correlated with the above-mentioned distance, that is, the longer the distance, the smaller the curvature.
  • the shape of the above-mentioned throwing parabola can also be fixed, that is, it can be a curve with a fixed curvature.
  • the first game interface can also display the prop logo of the second target virtual prop at the target location.
  • the damage value to the second virtual operation object can be determined according to the hit position of the second target virtual prop and the second virtual operation object, and then the health value of the second virtual operation object can be reduced according to the damage value. For example, If the head or heart is hit, the health value of the second virtual operation object can be directly reset to zero; if the limbs are hit, the health value of the second virtual operation object will be reduced by 10%.
  • the life value of the second virtual operation object is directly reset to zero.
  • the specific situation is not limited here, as long as the hit effect can be achieved.
  • the player can pre-configure the target virtual prop selection control through the configuration interface to have both the function of triggering the equipping of the target virtual prop and the function of triggering the throwing of the target virtual prop.
  • the terminal can display a second game interface, which is a virtual prop setting interface corresponding to the first virtual operation object.
  • the second game interface includes an operation mode option control, and the operation mode option control is used to indicate that the first virtual operation object has a left-hand throwing operation mode and a right-hand equipment mode for the target virtual prop; in response to a third operation on the operation mode option control, the operation mode of the target virtual prop is configured to be a left-hand throwing operation mode and a right-hand equipment mode.
  • the second game interface shown in FIG. 5a may include multiple operation mode option controls for setting the virtual props, wherein the operation mode option control 501 is an option control for setting a "two-handed prop".
  • the specific description of the operation mode option control may be displayed through a pop-up window.
  • the specific description of the operation mode option control 501 may be set to "the dagger in the secondary attack prop may be thrown with the left hand”.
  • the first virtual operation object may be controlled to equip the virtual prop "dagger" with the right hand through the first operation, and the first virtual operation object may be controlled to throw the virtual prop "dagger” with the left hand (also referred to as a long-range attack) through the second operation.
  • the terminal may only control the first virtual operation object to equip the secondary attack prop "dagger" with the right hand for melee attack (such as controlling the first virtual operation object to perform stabbing, chopping, etc.).
  • the left hand throwing of the second target virtual attack prop can be performed while the right hand continues to be equipped with the first target virtual attack prop, and there is no need to switch the first target virtual attack prop that the right hand of the first virtual operation object has been equipped with.
  • the first game interface shown in FIG5b shows that the first virtual operation object throws the virtual prop "dagger" with the left hand while the right hand of the first virtual operation object is equipped with the virtual prop "gun".
  • FIG. 5a and FIG. 5b only show the scenario where the first target virtual prop and the second target virtual prop are virtual attack props.
  • the first target virtual prop or the second target virtual prop can also be a defense prop or other props, which are not limited here.
  • a template state machine which is called a template state machine because the animation state machines for both hands will directly reference it; then create two animations, one for the left hand and one for the right hand, while the whole body action state is responsible for playing the overall animation, and the left and right hand animation state machines are responsible for playing separate left and right hand animations. Since each animation will only play its bound bone nodes, the left hand animation state machine will only control the bone nodes of the virtual operation object's left hand.
  • a state machine The basic idea of a state machine is to make a virtual operation object perform a specific action at a given moment. It may vary depending on the type of game. Common actions include idle, walking, running and jumping, etc. Each action is called a state. Generally speaking, when a character switches from one state to another immediately, certain restrictions are required. For example, the character state can only switch from the running state to the jumping state, but cannot switch directly from the static state to the running and jumping state. The above restrictions are called state transition conditions. Putting together the state set, state transition conditions and variables that record the current state constitutes the simplest state machine.
  • the terminal can also execute the right-hand throw of the second target virtual prop while continuing to keep the first virtual operation object's left hand equipped with the first target virtual prop, and there is no need to switch the virtual prop already equipped in the left hand of the first virtual operation object.
  • the terminal controls the first virtual operation object to throw the second target virtual prop, and the second target virtual prop does not disappear.
  • the prop mark of the second target virtual prop can be displayed at the prop position after it is thrown, and then the player can control the first virtual operation object to move to the vicinity of the prop position and perform corresponding operations on the prop mark to recycle the second target virtual prop.
  • the terminal controls the first virtual operation object to throw the virtual prop "dagger" to position A, and then the terminal controls the first virtual operation object to move to the vicinity of position A, and then clicks the icon mark corresponding to the virtual prop "dagger" to pick up the virtual prop "dagger".
  • the first operation is a single click
  • the second operation is a double click
  • the first operation is a single click operation
  • the second operation is a long press for more than 2 seconds
  • the first operation is double-clicked once, and the second operation is double-clicked twice, etc.
  • the first operation and the second operation can be different.
  • step 202 may be performed first and then step 203; or step 203 may be performed first and then step 202.
  • the above describes the throwing scheme and equipment scheme of the virtual props.
  • the present embodiment may further provide a method for controlling the virtual throwing props.
  • the following describes the method for controlling the virtual props in the present application by taking the first terminal 110 or the second terminal 130 in the implementation environment shown in FIG. 1 or other terminals in the implementation environment as the execution subject as an example. Please refer to FIG. 7.
  • An embodiment of the method for controlling the virtual props in the present application includes:
  • Display a third game interface which is a game setting interface corresponding to the first virtual operation object.
  • the third game interface includes a left-hand throwing option control, and the left-hand throwing option control is used to instruct the first virtual operation object to throw the virtual throwing prop with the left hand when the right hand is equipped with the virtual prop.
  • the target virtual throwing prop selection control in order to implement the left-hand throwing operation of the target virtual throwing prop through the target virtual throwing prop selection control, can be configured in advance through a setting interface to have the function of triggering left-hand throwing of the target virtual throwing prop.
  • the terminal displays a third game interface, which is a game setting interface corresponding to the first virtual operation object, and the third game interface includes a left-hand throwing option control, which is used to instruct the first virtual operation object to throw the target virtual throwing prop with the left hand when the right hand is equipped with a virtual prop;
  • the fifth operation of the hand throwing option control configures the operation mode of the target virtual throwing prop to throw the target virtual throwing prop with the left hand when the first virtual operation object is equipped with the virtual prop in the right hand.
  • the third game interface as shown in FIG8 may include multiple setting option controls for the game application (such as sound setting option controls, picture quality setting option controls, etc.), wherein the left-hand throwing option control 801 is used to set as shown in FIG8, that is, set to a "switch option”. After clicking the left-hand throwing option control 801 to "on", the target virtual throwing props in the game application are set to be thrown with the left hand.
  • multiple setting option controls for the game application such as sound setting option controls, picture quality setting option controls, etc.
  • the first game interface includes a virtual prop selection control set, where the virtual prop selection control set includes virtual prop selection controls corresponding to each virtual prop carried by the first virtual operation object.
  • the virtual prop selection control set may include the target virtual throwing prop selection control, and the target virtual throwing prop is the virtual throwing prop that the first virtual operation object has carried.
  • the method of the embodiment of the present application is applied to a virtual environment, and the virtual environment includes a first virtual operation object and a second virtual operation object, and the first virtual operation object and the second virtual operation object may belong to different camps.
  • the terminal displays the virtual environment through a virtual environment screen.
  • the virtual environment screen is a screen that observes the virtual environment from the perspective of the virtual operation object.
  • the viewing angle refers to the observation angle when observing the virtual environment from the first-person perspective or the third-person perspective of the virtual operation object.
  • the viewing angle is the angle when observing the virtual environment through a camera model in the virtual environment.
  • the camera model automatically follows the virtual operation object in the virtual environment, that is, when the position of the virtual operation object in the virtual environment changes, the camera model changes simultaneously with the change of the position of the virtual operation object in the virtual environment, and the camera model is always within a preset distance range of the virtual operation object in the virtual environment.
  • the relative position of the camera model and the virtual operation object does not change.
  • a virtual prop selection control set is displayed in the first game interface (also referred to as a virtual environment interface), and the virtual prop selection control set includes virtual prop selection controls for various virtual props carried by the first virtual operation object.
  • the virtual prop selection control is used to control the first virtual operation object to use its corresponding virtual prop.
  • the virtual prop selection control includes a virtual prop selection control and a virtual throwing prop selection control.
  • the first game interface displays the virtual prop selection control set 100
  • the virtual prop selection control 100 may include a virtual prop selection control 101 corresponding to the virtual prop “dagger”, a virtual prop selection control 102 corresponding to the virtual prop “gun”, and a virtual prop selection control 103 corresponding to the virtual prop “grenade”.
  • the virtual prop selection control 101 corresponding to the virtual prop “dagger” and the virtual prop selection control 102 corresponding to the virtual prop “gun” can be referred to as the virtual attack prop selection control in this embodiment
  • the virtual prop selection control 103 corresponding to the virtual prop “grenade” can be referred to as the virtual throwing prop selection control in this embodiment. It can be understood that the virtual attack prop selection control and the virtual throwing prop selection control can be switched.
  • the first game interface displays the virtual item selection control set 100, which may include a virtual item selection control 101 corresponding to the virtual item “dagger”, a virtual item selection control 102 corresponding to the virtual item “gun”, and a virtual item selection control 103 corresponding to the virtual item “grenade”.
  • the first virtual operation object is performing a shooting action.
  • the terminal may switch the virtual item “gun” equipped by the first virtual operation object to the virtual item “grenade”, and in the first virtual operation object, the virtual item “gun” equipped by the first virtual operation object is switched to the virtual item “grenade”.
  • a game interface displays a screen showing the first virtual operation object equipped with the virtual prop "grenade”.
  • control the first virtual operation object In response to a second operation on the target virtual throwing prop selection control, control the first virtual operation object to throw the target throwing prop with the left hand.
  • the target virtual throwing prop in the embodiment of the present application can essentially be one of the second target virtual props mentioned above. Accordingly, triggering the second operation by selecting the target virtual throwing prop corresponding to the target virtual throwing prop is the same as triggering the second operation by selecting the second target virtual prop corresponding to the second target virtual prop mentioned above.
  • the first virtual operation object is controlled to throw the target virtual throwing prop with the left hand.
  • the throwing route of the target virtual throwing prop is displayed in the first game interface. The player can change the throwing route of the target virtual throwing prop by different trigger operations of the target virtual throwing prop selection control, and then throw it to the target location in the virtual environment.
  • the first virtual operation object can be controlled to perform the left-hand throwing of the target virtual throwing prop while the right hand of the first virtual operation object continues to be equipped with the virtual prop, and there is no need to switch the virtual prop equipped in the right hand of the first virtual operation object.
  • the principle of both the left and right hands performing corresponding actions can be as follows:
  • a template state machine which is called a template state machine because the animation state machines for both hands will directly reference it; then create two animations, one for the left hand and one for the right hand, while the whole body action state is responsible for playing the overall animation, and the left and right hand animation state machines are responsible for playing separate left and right hand animations. Since each animation will only play its bound bone nodes, the left hand animation state machine will only control the bone nodes of the left hand of the virtual operation object.
  • the basic idea of a state machine is to make a virtual object perform a specific action at a given moment.
  • the action type may vary depending on the type of game. Common actions include idle, walking, running, and jumping, etc.
  • Each action is called a state.
  • certain restrictions are required. For example, the character state can only switch from the running state to the jumping state, but not directly from the static state to the running and jumping state.
  • state transition conditions are called state transition conditions.
  • the throwing route can be obtained according to the throwing initial velocity, throwing direction and gravity acceleration of the target virtual throwing prop.
  • the terminal obtains the initial velocity and direction of the target virtual throwing prop, and then uses gravity acceleration to determine the ray trajectory of the target virtual throwing prop, and takes n points at fixed distance intervals to form a ray trajectory, which is displayed in the first game interface.
  • the ray trajectory is composed of a throwing parabola between the throwing starting point of the target virtual throwing prop and the throwing end point of the target virtual throwing prop.
  • the throwing starting point of the target virtual throwing prop is the position of the target virtual throwing prop, that is, the position for controlling the virtual operation object to throw the virtual throwing prop; the throwing end point of the target virtual throwing prop is the expected landing point of the target virtual throwing prop.
  • the landing point can be detected based on the area where the throwing end point of the target virtual throwing prop is located.
  • the trajectory of the virtual throwing prop to be run is displayed as the throwing parabola.
  • the trajectory of the virtual throwing prop to be run is displayed as the throwing parabola.
  • the trajectory of the virtual throwing prop to be run is displayed as a parabola between the current position and the farthest point that the virtual throwing prop can reach.
  • the shape of the throwing parabola can be determined by the distance from the throwing starting point of the target virtual throwing prop to the throwing end point of the target virtual throwing prop.
  • the shape of the throwing parabola is variable, and its curvature can be negatively correlated with the distance, that is, the longer the distance, the smaller the curvature.
  • the shape of the throwing parabola can also be fixed, that is, it can be a curve with a fixed curvature.
  • the virtual throwing props refer to virtual throwing props with active triggering functions.
  • players can equip virtual throwing props with active triggering functions before entering the game, that is, before displaying the virtual environment interface, first display the virtual prop equipment interface, in which players can select virtual throwing props with active triggering functions, such as active triggering grenades, smoke bombs, and flash bombs.
  • virtual throwing props with active triggering functions can be picked up in the virtual environment after entering the game. Virtual throwing props in the virtual environment can be dropped by other virtual operation objects, or generated at a fixed location, which is not limited in this embodiment.
  • the prop effect of the target virtual throwing prop can be triggered by a trigger operation.
  • the terminal receives a trigger operation on the target virtual throwing prop
  • the prop effect of the target virtual throwing prop is triggered, that is, the player can trigger the prop effect of the target virtual throwing prop through the trigger operation, without passively waiting for the target virtual throwing prop to be triggered.
  • the trigger animation is displayed through the virtual operation object.
  • the virtual operation object takes out the trigger device (remote control, mobile phone, etc.) and operates the trigger device.
  • the virtual environment screen (i.e., the first game interface) displays the prop effect of the target virtual throwing prop.
  • different virtual throwing props have different prop effects.
  • the prop effect is an explosion, which can reduce the health of other virtual operation objects;
  • the virtual throwing prop is a smoke bomb, the prop effect is the release of smoke, which can partially block the vision of other virtual operation objects;
  • the virtual throwing prop is a flash bomb, the prop effect is a strong light, which can cause a temporary blinding effect on other virtual operation objects.
  • the virtual throwing prop has a certain range of action, and only causes damage or interference to other virtual operation objects within the range of action, but has no effect on other virtual operation objects outside the range of action. Therefore, in order to allow the player to choose a more appropriate triggering time, in a possible implementation, after determining the prop position of the virtual throwing prop, it is also necessary to determine the range of action of the virtual throwing prop.
  • the range of action can be a range within a fixed distance centered on the virtual throwing prop. And different degrees of damage or interference at different positions within the range of action can also be pre-set.
  • the target virtual throwing prop is a grenade
  • the life value of the third virtual operation object is reduced, wherein the third virtual operation object is one or more, and the reduced life value is related to the distance between the third virtual operation object and the explosion position of the target virtual throwing prop. That is, the closer to the explosion position, the more life value is reduced; the farther from the explosion position, the less life value is reduced.
  • the effective range of a grenade can be within 10 meters of the grenade; when the distance between the virtual operation object and the explosion position of the grenade is within 3 meters, the health value is reduced by 80 points; when the distance between the virtual operation object and the explosion position of the grenade is greater than 3 meters and less than 6 meters, the health value is reduced by 50 points; when the distance between the virtual operation object and the explosion position of the grenade is greater than 6 meters and less than 10 meters, the health value is reduced by 20 points.
  • the terminal in order to determine the position of the target virtual throwing prop, in a possible implementation manner, when the target virtual throwing prop is in a flying state, the terminal will be along the preset distance of the ray trajectory direction of the target virtual throwing prop
  • the system performs ray detection within the ray detection range to determine virtual environment objects (such as cars, walls, stones, etc.) in the direction of the ray trajectory.
  • the preset distance can be 50 cm.
  • FIG. 9 is a schematic diagram of an embodiment of the control device of the virtual props in the present application.
  • the control device 20 of the virtual props includes:
  • Display module 201 used to display a first game interface, the first game interface is used to carry the virtual environment where the first virtual operation object is located, the first game interface includes a virtual prop selection control set, and the virtual prop selection control set includes virtual prop selection controls corresponding to each virtual prop carried by the first virtual operation object;
  • An equipping module 202 is configured to control the first virtual operation object to equip a first target virtual prop corresponding to the first target virtual prop selection control in response to a first operation on a first target virtual prop selection control in the virtual prop selection control set;
  • the throwing module 203 is used to control the first virtual operation object to throw the second target virtual prop corresponding to the second target virtual prop selection control in response to the second operation on the second target virtual prop selection control in the virtual prop selection control set, wherein the equipment operation of the first target virtual prop and the throwing operation of the second target virtual prop are implemented through different parts of the first virtual operation object.
  • a control device for virtual props is provided.
  • the above device is used to support the virtual control object to control the virtual props through its different parts; on the one hand, the control method for virtual props is enriched, that is, the control method for virtual props is no longer limited to control through the right hand of the virtual control object, and can also be controlled through other parts of the virtual control object (such as the left hand); on the other hand, when the control method for virtual props is no longer limited to control through the right hand of the virtual control object, the user can directly control other virtual props through other parts of the virtual control object without performing the switching operation of the virtual props. For example, when the virtual control object holds a virtual attack prop in its right hand, the user can control the virtual control object to throw other virtual props through its left hand, shortening the time of related operations.
  • the display module 201 is further used to display a second game interface, the second game interface is a virtual prop setting interface corresponding to the first virtual operation object, the second game interface includes an operation mode option control, the operation mode option control is used to indicate that the first virtual operation object has a left-hand throwing operation mode and a right-hand equipment mode for the target virtual prop;
  • the control device further includes a configuration module 204, wherein the configuration module 204 is used to configure the operation mode of the target virtual prop to be a left-hand throwing operation mode and a right-hand equipment mode in response to a third operation on the operation mode option control.
  • a control device for a virtual item is provided.
  • the operation mode of the target virtual item in the game process is changed through the operation mode option control, so that the operation mode is increased from a single operation mode to two switchable operation modes, thereby enriching the operation mode of the target virtual item and improving the playability of the game.
  • the control device further includes an acquisition module 205.
  • the acquisition module 205 Used to obtain a first prop position and a first throwing parabola of the second target virtual prop in the virtual environment after being thrown;
  • the display module 201 is further used to display the first throwing parabola on the first game interface, and to display the prop identifier of the second target virtual prop on the first game interface based on the first prop position.
  • a control device for a virtual prop is provided.
  • the player can more intuitively obtain the throwing effect of the second target virtual prop, thereby increasing the playability of the game.
  • control device 20 of the virtual props provided in the embodiment of the present application, as shown in Figure 12, the control device also includes a recycling module 206, which is used to control the first virtual operation object to recycle the second target virtual prop in response to the fourth operation on the prop identifier.
  • a control device for a virtual prop is provided.
  • the second target virtual prop is ensured to be recyclable, so that the second target virtual prop can be used multiple times, thereby increasing the playability of the game.
  • control device 20 of the virtual props provided in the embodiment of the present application, as shown in FIG. 13 , the control device further includes a processing module 207, and the processing module 207 is used to reduce the life value of the second virtual operation object when the second target virtual prop hits the second virtual operation object, wherein the reduced life value is related to the hit position of the second target virtual prop on the second virtual operation object;
  • the life value of the second virtual operation object is reset to zero.
  • a control device for a virtual item is provided.
  • the attack effect of the second target virtual item is displayed through an intuitive game screen, thereby improving the game experience of the game player.
  • the throwing module 203 is specifically used to control the first virtual operation object to throw the second target virtual prop with the left hand when the right hand is equipped with the virtual prop;
  • the throwing module 202 is specifically used to control the first virtual operation object to throw the second target virtual prop with the right hand when the left hand is equipped with the virtual prop.
  • a control device for a virtual prop is provided.
  • the right hand can also be equipped with other props, which can reduce the process of prop switching and improve the efficiency of prop operation.
  • the first operation is any one of a single-click operation, a double-click operation, a sliding operation and a long-press operation;
  • the second operation is any one of a single click operation, a double click operation, a slide operation, and a long press operation.
  • a control device for a virtual prop is provided.
  • the device is used to provide multiple operation modes, which can increase the feasibility of the solution.
  • the display module 201 is further used to display the third game interface.
  • the third game interface is a game setting interface corresponding to the first virtual operation object, and the third game interface includes a left-hand throwing option control, and the left-hand throwing option control is used to instruct the first virtual operation object to throw the target virtual throwing prop with the left hand when the right hand is equipped with a virtual prop;
  • the configuration module 204 is further configured to configure the target virtual throwing prop to have a left-hand throwing function in response to a fifth operation on the left-hand throwing option control.
  • a control device for a virtual prop is provided.
  • a left-hand throwing mode of the target virtual throwing prop is added, which can reduce the process of prop switching and improve the prop operation efficiency.
  • the throwing module 203 is also used to control the first virtual operation object to throw the target throwing prop with its left hand in response to the second operation of the target virtual throwing prop selection control in the virtual prop selection control set.
  • a control device for a virtual prop is provided.
  • a left-hand throwing mode of a target virtual throwing prop is added, which can reduce the process of prop switching and improve the prop operation efficiency.
  • the acquisition module 205 is further used to acquire a second prop position and a second throwing parabola of the target virtual throwing prop in the virtual environment after throwing;
  • the display module 201 is further used to display the second throwing parabola on the first game interface, and to display the throwing target position of the target virtual throwing prop on the first game interface based on the second prop position.
  • a control device for a virtual prop is provided.
  • a player can more intuitively obtain the throwing effect of the target virtual throwing prop, thereby increasing the playability of the game.
  • the processing module 207 is also used to reduce the life value of the third virtual operation object when there is a third virtual operation object within the action range of the target virtual throwing prop, wherein the third virtual operation object is one or more, and the reduced life value is related to the distance between the third virtual operation object and the throwing target position of the target virtual throwing prop.
  • a control device for a virtual prop is provided.
  • the attack effect of the target virtual throwing prop is displayed through an intuitive game screen, thereby improving the game experience of the game player.
  • the control device for virtual props provided in the present application can be used in a server.
  • Figure 14 is a schematic diagram of a server structure provided in an embodiment of the present application.
  • the server 300 may have relatively large differences due to different configurations or performances, and may include one or more central processing units (CPU) 322 (for example, one or more processors) and memory 332, and one or more storage media 330 (for example, one or more mass storage devices) for storing application programs 342 or data 344.
  • the memory 332 and the storage medium 330 can be short-term storage or permanent storage.
  • the program stored in the storage medium 330 may include one or more modules (not shown in the figure), and each module may include a series of instruction operations on the server.
  • the central processing unit 322 It can be configured to communicate with the storage medium 330 and execute a series of instruction operations in the storage medium 330 on the server 300.
  • the server 300 may also include one or more power supplies 326, one or more wired or wireless network interfaces 350, one or more input and output interfaces 358, and/or one or more operating systems 341, such as Windows Server TM , Mac OS X TM , Unix TM , Linux TM , FreeBSD TM , etc.
  • the steps performed in the above embodiment can be based on the server structure shown in FIG. 14 .
  • the control device of the virtual props provided in this application can be used in a terminal device. Please refer to FIG15. For the sake of convenience, only the part related to the embodiment of this application is shown. For specific technical details not disclosed, please refer to the method part of the embodiment of this application.
  • the terminal device is a smart phone as an example for explanation:
  • FIG15 is a block diagram showing a partial structure of a smartphone related to a terminal device provided in an embodiment of the present application.
  • the smartphone includes components such as a radio frequency (RF) circuit 410, a memory 420, an input unit 430, a display unit 440, a sensor 450, an audio circuit 460, a wireless fidelity (WiFi) module 470, a processor 480, and a power supply 490.
  • RF radio frequency
  • the RF circuit 410 can be used for receiving and sending signals during information transmission or communication. In particular, after receiving the downlink information of the base station, it is sent to the processor 480 for processing; in addition, the designed uplink data is sent to the base station.
  • the RF circuit 410 includes but is not limited to an antenna, at least one amplifier, a transceiver, a coupler, a low noise amplifier (LNA), a duplexer, etc.
  • the RF circuit 410 can also communicate with the network and other devices through wireless communication.
  • the above-mentioned wireless communication can use any communication standard or protocol, including but not limited to the global system of mobile communication (GSM), general packet radio service (GPRS), code division multiple access (CDMA), wideband code division multiple access (WCDMA), long term evolution (LTE), email, short messaging service (SMS), etc.
  • GSM global system of mobile communication
  • GPRS general packet radio service
  • CDMA code division multiple access
  • WCDMA wideband code division multiple access
  • LTE long term evolution
  • email short messaging service
  • SMS short messaging service
  • the memory 420 can be used to store software programs and modules.
  • the processor 480 executes various functional applications and data processing of the smartphone by running the software programs and modules stored in the memory 420.
  • the memory 420 may mainly include a program storage area and a data storage area, wherein the program storage area may store an operating system, an application required for at least one function (such as a sound playback function, an image playback function, etc.), etc.; the data storage area may store data created according to the use of the smartphone (such as audio data, a phone book, etc.), etc.
  • the memory 420 may include a high-speed random access memory, and may also include a non-volatile memory, such as at least one disk storage device, a flash memory device, or other volatile solid-state storage devices.
  • the input unit 430 can be used to receive input digital or character information, and to generate key signal input related to the user settings and function control of the smartphone.
  • the input unit 430 may include a touch panel 431 and other input devices 432.
  • the touch panel 431 also known as a touch screen, can collect user touch operations on or near it (such as operations performed by the user using fingers, stylus, or any other suitable object or accessory on or near the touch panel 431), and drive the corresponding connection device according to a pre-set program.
  • the touch panel 431 may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch direction and detects the touch operation.
  • the touch controller receives the touch information from the touch detection device, converts it into the touch point coordinates, and sends it to the processor 480, and can receive and execute the commands sent by the processor 480.
  • the touch panel 431 can be implemented in various types such as resistive, capacitive, infrared, and surface acoustic wave.
  • the input unit 430 can also include other input devices 432.
  • other input devices 432 can include but are not limited to one or more of a physical keyboard, function keys (such as volume control keys, switch keys, etc.), a trackball, a mouse, a joystick, etc.
  • the display unit 440 may be used to display information input by the user or information provided to the user and various menus of the smartphone.
  • the display unit 440 may include a display panel 441.
  • the display panel 441 may be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), etc.
  • the touch panel 431 may cover the display panel 441. When the touch panel 431 detects a touch operation on or near it, it is transmitted to the processor 480 to determine the type of the touch event, and then the processor 480 provides a corresponding visual output on the display panel 441 according to the type of the touch event.
  • the touch panel 431 and the display panel 441 are used as two independent components to implement the input and output functions of the smartphone, in some embodiments, the touch panel 431 and the display panel 441 may be integrated to implement the input and output functions of the smartphone.
  • the smartphone may also include at least one sensor 450, such as a light sensor, a motion sensor, and other sensors.
  • the light sensor may include an ambient light sensor and a proximity sensor, wherein the ambient light sensor may adjust the brightness of the display panel 441 according to the brightness of the ambient light, and the proximity sensor may turn off the display panel 441 and/or the backlight when the smartphone is moved to the ear.
  • the accelerometer sensor can detect the magnitude of acceleration in all directions (generally three axes), and can detect the magnitude and direction of gravity when stationary.
  • the audio circuit 460, the speaker 461, and the microphone 462 can provide an audio interface between the user and the smartphone.
  • the audio circuit 460 can transmit the received audio data to the speaker 461 after converting the received audio data into an electrical signal, which is converted into a sound signal for output; on the other hand, the microphone 462 converts the collected sound signal into an electrical signal, which is received by the audio circuit 460 and converted into audio data, and then the audio data is output to the processor 480 for processing, and then sent to another smartphone through the RF circuit 410, or the audio data is output to the memory 420 for further processing.
  • WiFi is a short-range wireless transmission technology. Smartphones can help users send and receive emails, browse web pages, and access streaming media through WiFi module 470, which provides users with wireless broadband Internet access.
  • FIG. 15 shows WiFi module 470, it is understandable that it is not a necessary component of the smartphone and can be omitted as needed without changing the essence of the invention.
  • Processor 480 is the control center of the smartphone. It uses various interfaces and lines to connect various parts of the entire smartphone. It executes various functions of the smartphone and processes data by running or executing software programs and/or modules stored in memory 420, and calling data stored in memory 420, thereby monitoring the smartphone as a whole.
  • processor 480 may include one or more processing units; optionally, processor 480 may integrate an application processor and a modem processor, wherein the application processor mainly processes the operating system, user interface, and application programs, and the modem processor mainly processes wireless communications. It is understandable that the above-mentioned modem processor may not be integrated into the processor. 480 in.
  • the smart phone also includes a power source 490 (such as a battery) for supplying power to various components.
  • a power source 490 such as a battery
  • the power source can be logically connected to the processor 480 through a power management system, thereby managing functions such as charging, discharging, and power consumption management through the power management system.
  • the smartphone may also include a camera, a Bluetooth module, etc., which will not be described in detail here.
  • the steps executed by the terminal device in the above embodiment may be based on the terminal device structure shown in FIG. 15 .
  • a computer-readable storage medium is also provided in an embodiment of the present application.
  • the computer-readable storage medium stores a computer program, which, when executed on a computer, enables the computer to execute the methods described in the aforementioned embodiments.
  • a computer program product including a program is also provided in an embodiment of the present application.
  • the program is run on a computer, the computer is enabled to execute the methods described in the aforementioned embodiments.
  • the disclosed systems, devices and methods can be implemented in other ways.
  • the device embodiments described above are only schematic.
  • the division of the units is only a logical function division. There may be other division methods in actual implementation, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed.
  • Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be an indirect coupling or communication connection through some interfaces, devices or units, which can be electrical, mechanical or other forms.
  • the units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
  • each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
  • the above-mentioned integrated unit may be implemented in the form of hardware or in the form of software functional units.
  • the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium.
  • the technical solution of the present application is essentially or the part that contributes to the prior art or all or part of the technical solution can be embodied in the form of a software product.
  • the computer software product is stored in a storage medium, including several instructions for a computer device (which can be a personal computer, server, or network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present application.
  • the aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM), random access memory (RAM), disk or optical disk, and other media that can store program codes.

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Abstract

本申请实施例提供了一种虚拟道具的控制方法、装置、设备以及存储介质,用于增加虚拟道具的操作模式,提高游戏的可玩性。包括:显示第一游戏界面,第一游戏界面包括虚拟道具选择控件集合,虚拟道具选择控件集合包括第一虚拟操作对象携带的各个虚拟道具各自对应的虚拟道具选择控件;响应于对第一目标虚拟道具选择控件的第一操作,控制第一虚拟操作对象装备第一目标虚拟道具;响应于对第二目标虚拟道具选择控件的第二操作,控制第一虚拟操作对象投掷第二目标虚拟道具,第一目标虚拟道具的装备操作和第二目标虚拟道具的投掷操作通过第一虚拟操作对象的不同部位实现。

Description

一种虚拟道具的控制方法、装置、设备以及存储介质
本申请要求于2022年11月07日提交中国专利局、申请号为2022113848282、申请名称为“一种虚拟道具的控制方法、装置、设备以及存储介质”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。
技术领域
本申请涉及计算机领域,尤其涉及虚拟道具控制技术。
背景技术
对战游戏是多个用户账号在同一场景内进行竞技的游戏,玩家可以操控虚拟环境中的虚拟操作对象进行行走、奔跑、攀爬、射击等动作,并且多个玩家可以在线组队在同一个虚拟环境中协同完成某项任务。
游戏过程中,玩家控制虚拟操作对象操作虚拟道具时,通常只能控制虚拟操作对象使用其右手操作虚拟道具,例如,控制虚拟操作对象使用右手操控虚拟攻击道具,控制虚拟操作对象使用右手投掷虚拟投掷物,等等。即目前游戏过程中,虚拟道具的操作模式较为单一,并且当用户需要控制虚拟操作对象切换虚拟道具时,需要先使虚拟操作对象放下右手当前持有的虚拟道具,再换上其它的虚拟道具,耗时较长。
发明内容
本申请实施例提供了一种虚拟道具的控制方法、装置、设备以及存储介质,用于增加虚拟道具的操作模式,缩短切换不同虚拟道具时的耗时。
有鉴于此,本申请一方面提供一种虚拟道具的控制方法,由终端执行,包括:
显示第一游戏界面,所述第一游戏界面用于承载第一虚拟操作对象所处的虚拟环境,所述第一游戏界面包括虚拟道具选择控件集合,所述虚拟道具选择控件集合包括所述第一虚拟操作对象携带的各个虚拟道具各自对应的虚拟道具选择控件;
响应于对所述虚拟道具选择控件集合中的第一目标虚拟道具选择控件的第一操作,控制所述第一虚拟操作对象装备所述第一目标虚拟道具选择控件对应的第一目标虚拟道具;
响应于对所述虚拟道具选择控件集合中的第二目标虚拟道具选择控件的第二操作,控制所述第一虚拟操作对象投掷所述第二目标虚拟道具选择控件对应的第二目标虚拟道具,其中,所述第一目标虚拟道具的装备操作和所述第二目标虚拟道具的投掷操作通过所述第一虚拟操作对象的不同部位实现。
本申请另一方面提供一种虚拟道具的控制装置,包括:
显示模块,用于显示第一游戏界面,所述第一游戏界面用于承载所述第一虚拟操作对象所处的虚拟环境,所述第一游戏界面包括虚拟道具选择控件集合,所述虚拟道具选择控件集合包括所述第一虚拟操作对象携带的各个虚拟道具各自对应的虚拟道具选择控件;
装备模块,用于响应于对所述虚拟道具选择控件集合中的第一目标虚拟道具选择控件的第一操作,控制所述第一虚拟操作对象装备所述第一目标虚拟道具选择控件对应的第一 目标虚拟道具;
投掷模块,用于响应于对所述虚拟道具选择控件集合中的第二目标虚拟道具选择控件的第二操作,控制所述第一虚拟操作对象投掷所述第二目标虚拟道具选择控件对应的第二目标虚拟道具,其中,所述第一目标虚拟道具的装备操作和所述第二目标虚拟道具的投掷操作通过所述第一虚拟操作对象的不同部位实现。
本申请另一方面提供一种计算机设备,包括:存储器、处理器以及总线系统;
其中,存储器用于存储程序;
处理器用于执行存储器中的程序,处理器用于根据程序代码中的指令执行上述各方面的方法;
总线系统用于连接存储器以及处理器,以使存储器以及处理器进行通信。
本申请的另一方面提供了一种计算机可读存储介质,计算机可读存储介质中存储有指令,当其在计算机上运行时,使得计算机执行上述各方面的方法。
本申请的另一个方面,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计算机可读存储介质中。计算机设备的处理器从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各方面所提供的方法。
从以上技术方案可以看出,本申请实施例具有以下优点:在游戏操作过程中,支持虚拟操控对象通过其不同的部位操控虚拟道具。一方面,丰富了对于虚拟道具的操控方式,即使得虚拟道具的操控方式不再只局限于通过虚拟操作对象的右手来操控,也可以通过虚拟操作对象的其它部位(如左手)来操控。另一方面,在对于虚拟道具的操控方式不再局限于通过虚拟操作对象的右手来操控的情况下,用户可以无需执行虚拟道具的切换操作,而直接通过虚拟操控对象的其它部位来操控其它虚拟道具,例如,在虚拟操控对象右手持有虚拟攻击道具的情况下,用户可以控制虚拟操控对象通过其左手投掷其它虚拟道具,缩短相关操作耗时。
附图说明
图1为本申请实施例中虚拟道具的控制方法的一个实施环境的示意图;
图2为本申请实施例中虚拟道具的控制方法的一个实施例示意图;
图3为本申请实施例中第一游戏界面中虚拟道具选择控件集合的一个示意图;
图4为本申请实施例中第一游戏界面中虚拟道具选择控件的一个操作示意图;
图5a为本申请实施例中第二游戏界面中操作模式选项控件的一个示意图;
图5b为本申请实施例中第二游戏界面中左手投掷匕首右手装备枪的一个示意图;
图6为本申请实施例中第一游戏界面中投掷匕首的一个操作示意图;
图7为本申请实施例中虚拟道具的控制方法的另一个实施例示意图;
图8为本申请实施例中第三游戏界面中设置选项控件的一个示意图;
图9为本申请实施例中虚拟道具的控制装置的一个实施例示意图;
图10为本申请实施例中虚拟道具的控制装置的另一个实施例示意图;
图11为本申请实施例中虚拟道具的控制装置的另一个实施例示意图;
图12为本申请实施例中虚拟道具的控制装置的另一个实施例示意图;
图13为本申请实施例中虚拟道具的控制装置的另一个实施例示意图;
图14为本申请实施例中虚拟道具的控制装置的另一个实施例示意图;
图15为本申请实施例中虚拟道具的控制装置的另一个实施例示意图。
具体实施方式
本申请的说明书和权利要求书及上述附图中的术语“第一”、“第二”、“第三”、“第四”等(如果存在)是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便这里描述的本申请的实施例例如能够以除了在这里图示或描述的那些以外的顺序实施。此外,术语“包括”和“对应于”以及他们的任何变形,意图在于覆盖不排他的包含,例如,包含了一系列步骤或单元的过程、方法、系统、产品或设备不必限于清楚地列出的那些步骤或单元,而是可包括没有清楚地列出的或对于这些过程、方法、产品或设备固有的其它步骤或单元。
为了解决相关技术中游戏虚拟道具的操作模式单一、用户控制虚拟操控对象切换虚拟道具时所需的耗时较长等技术问题,本申请提供如下技术方案:显示第一游戏界面,该第一游戏界面用于承载第一虚拟操作对象所处的虚拟环境,该第一游戏界面包括虚拟道具选择控件集合,虚拟道具选择控件集合包括该第一虚拟操作对象携带的各个虚拟道具各自对应的虚拟道具选择控件;响应于对虚拟道具选择控件集合中的第一目标虚拟道具选择控件的第一操作,控制第一虚拟操作对象装备该第一目标虚拟道具选择控件对应的第一目标虚拟道具;响应于对虚拟道具选择控件集合中的第二目标虚拟道具选择控件的第二操作,控制第一虚拟操作对象投掷该第二目标虚拟道具选择控件对应的第二目标虚拟道具,其中,第一目标虚拟道具的装备操作和第二目标虚拟道具的投掷操作通过第一虚拟操作对象的不同部位实现,如分别通过第一虚拟操作对象的右手和左手来实现。
这样在游戏操作过程中,支持虚拟操控对象通过其不同的部位操控虚拟道具;一方面,丰富了对于虚拟道具的操控方式,即使得虚拟道具的操控方式不再只局限于通过虚拟操作对象的右手来操控,也可以通过虚拟操作对象的其它部位(如左手)来操控;另一方面,在对于虚拟道具的操控方式不再局限于通过虚拟操作对象的右手来操控的情况下,用户可以无需执行虚拟道具的切换操作,而直接通过虚拟操控对象的其它部位来操控其它虚拟道具,例如,在虚拟操控对象右手持有虚拟攻击道具的情况下,用户可以控制虚拟操控对象通过其左手投掷其它虚拟道具,缩短相关操作耗时。
下面对本申请中涉及的部分名词进行说明:
虚拟环境:是应用程序在终端上运行时显示(或提供)的虚拟环境。该虚拟环境可以是真实世界对应的仿真环境,也可以是半仿真半虚构的环境,还可以是纯虚构的环境。虚拟环境可以是二维虚拟环境、2.5维虚拟环境和三维虚拟环境中的任意一种,本申请对此不加以限定。下述实施例以虚拟环境是三维虚拟环境为例进行说明。
虚拟操作对象:是指虚拟环境中的可活动对象。该可活动对象可以是虚拟人物、虚拟动物、动漫人物等,比如:在三维虚拟环境中显示的人物、动物。可选地,虚拟操作对象是基于动画骨骼技术创建的三维立体模型。每个虚拟操作对象在三维虚拟环境中具有自身 的形状和体积,占据三维虚拟环境中的一部分空间。
射击游戏:包括第一人称射击游戏和第三人称射击游戏。其中,第一人称射击游戏是指用户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用户操控的第一虚拟操作对象的视角对虚拟环境进行观察的画面。第三人称射击游戏则是指通过第三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三人称视角(比如位于用户操控的第一虚拟操作对象的头部后方)对虚拟环境进行观察的画面。
在游戏中,至少两个虚拟操作对象在虚拟环境中进行单局对战,虚拟操作对象通过躲避其他虚拟操作对象发起的伤害和虚拟环境中存在的危险,来达到在虚拟环境中存活的目的,当虚拟操作对象在虚拟环境中的生命值为零时,虚拟操作对象在虚拟环境中的生命结束,最后存活在虚拟环境中的虚拟操作对象是获胜方。可选地,该对战以第一个客户端加入对战的时刻作为开始时刻,以最后一个客户端退出对战的时刻作为结束时刻,每个客户端可以控制虚拟环境中的一个或多个虚拟操作对象。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。
虚拟道具:是指虚拟操作对象在虚拟环境中能够使用的道具,包括能够改变其他虚拟操作对象的属性值的攻击道具,补给道具,防御道具,虚拟操作对象释放技能时通过手部展示的虚拟道具。其中,能够改变其他虚拟操作对象的属性值的虚拟道具,包括远距离虚拟道具,近距离虚拟道具,投掷类虚拟道具等。
本申请提供的方法可以应用于虚拟现实应用程序、三维地图程序、第一/第三人称射击游戏、多人在线战术竞技游戏(Multiplayer Online Battle Arena Games,MOBA)等,下述实施例是以在游戏中的应用来举例说明。
请参考图1,其示出了本申请一个实施例提供的实施环境的示意图。该实施环境可以包括:第一终端110、服务器120和第二终端130。
第一终端110中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MOBA游戏、大逃杀射击游戏、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是第一人称射击(First-Person Shooting,FPS)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操作对象进行活动,第一虚拟操作对象可以称为第一用户112的主控虚拟操作对象。第一虚拟操作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,第一虚拟操作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中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、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操作对象进行活动,第二虚拟操作对象可以称为第二用户132的主控虚拟操作对象。示意性的,第二虚拟操作对象是第二虚拟人物,比如仿真人物或动漫人物。
可选地,第一虚拟操作对象和第二虚拟操作对象处于同一虚拟世界中。可选地,第一虚拟操作对象和第二虚拟操作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,第一虚拟操作对象和第二虚拟操作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,或第一终端110和第二终端130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、动态影像专家压缩标准音频层面3(Moving Picture Experts Group Audio Layer III,MP3)播放器、动态影像专家压缩标准音频层面4(Moving Picture Experts Group Audio Layer IV,MP4)播放器、膝上型便携计算机、台式计算机、笔记本电脑、掌上电脑、个人电脑、智能电视、智能手表、车载设备、可穿戴设备、虚拟现实(Virtual Reality,VR)设备、增强现实(Augmented Reality,AR)设备等。
图1中仅示出了两个终端,但在不同实施例中可以存在多个其它终端接入服务器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可以是独立的物理服务器,也可以是多个物理服务器构成的服务器集群或者分布式系统,还可以是提供云服务、云数据库、云计算、云函数、云存储、网络服务、云通信、中间件服务、域名服务、安全服务、内容分发网络(Content Delivery Network,CDN)、以及大数据和人工智能平台等基础云计算服务的云服务器。服务器120用于为支持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/0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、用户账号的等级,用户账号所在的服务区等等;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/0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。
可以理解的是,在本申请的具体实施方式中,涉及到游戏数据等相关的数据,当本申请以上实施例运用到具体产品或技术中时,需要获得用户许可或者同意,且相关数据的收集、使用和处理需要遵守相关国家和地区的相关法律法规和标准。
结合上述介绍,下面以图1所示实施环境中的第一终端110或第二终端130或者实施环境中的其他终端作为执行主体为例,对本申请中虚拟道具的控制方法进行介绍,请参阅图2,本申请实施例中虚拟道具的控制方法的一个实施例包括:
201、显示第一游戏界面,该第一游戏界面用于承载该第一虚拟操作对象所处的虚拟环境,该第一游戏界面包括虚拟道具选择控件集合,该虚拟道具选择控件集合包括该第一虚拟操作对象携带的各个虚拟道具各自对应的虚拟道具选择控件。
本申请实施例的方法应用于虚拟环境中,虚拟环境中包括第一虚拟操作对象和第二虚拟操作对象,第一虚拟操作对象和第二虚拟操作对象可以属于不同阵营。在一种可能的实施方式中,终端通过虚拟环境画面显示虚拟环境。可选地,虚拟环境画面是以虚拟操作对象的视角对虚拟环境进行观察的画面,本申请实施例中的第一游戏界面即为以第一虚拟操作对象的视角对虚拟环境进行观察的虚拟环境画面。视角是指以虚拟操作对象的第一人称视角或者第三人称视角在虚拟环境中进行观察时的观察角度。可选地,本申请的实施例中,视角是在虚拟环境中通过摄像机模型对虚拟环境进行观察时的角度。
可选地,摄像机模型在虚拟环境中对虚拟操作对象进行自动跟随,即,当虚拟操作对象在虚拟环境中的位置发生改变时,摄像机模型跟随虚拟操作对象在虚拟环境中位置的改变同时发生改变,且该摄像机模型在虚拟环境中始终处于虚拟操作对象的预设距离范围内。可选地,在自动跟随过程中,摄像头模型和虚拟操作对象的相对位置不发生变化。
摄像机模型是指在虚拟环境中位于虚拟操作对象周围的三维模型,当采用第一人称视角时,该摄像机模型可以位于虚拟操作对象的头部附近或者位于虚拟操作对象的头部;当采用第三人称视角时,该摄像机模型可以位于虚拟操作对象的后方并与虚拟操作对象进行绑定,也可以位于与虚拟操作对象相距预设距离的任意位置,通过该摄像机模型可以从不同角度对位于虚拟环境中的虚拟操作对象进行观察。可选地,该第三人称视角为第一人称的过肩视角时,摄像机模型位于虚拟操作对象(比如,虚拟人物的头肩部)的后方。可选地,除第一人称视角和第三人称视角外,视角还包括其他视角,比如俯视视角;当采用俯视视角时,该摄像机模型可以位于虚拟操作对象头部的上空,俯视视角是以从空中俯视的角度观察虚拟环境的视角。可选地,该摄像机模型在虚拟环境中不会进行实际显示,即,在用户界面显示的虚拟环境中不显示该摄像机模型。
在本实施例中,该第一游戏界面(也可以称为虚拟环境界面)中显示有虚拟道具选择控件集合,该虚拟道具选择控件集合中包括该第一虚拟操作对象已携带的各种虚拟道具各自对应的虚拟道具选择控件。该虚拟道具选择控件用于控制该第一虚拟操作对象使用其对应的虚拟道具。
一种示意性方案中,如图3所示,该第一游戏界面显示有该虚拟道具选择控件集合 100,该虚拟道具选择控件100中可以包括虚拟道具“匕首”对应的虚拟道具选择控件101,虚拟道具“枪”对应的虚拟道具选择控件102,以及虚拟道具“手雷”对应的虚拟道具选择控件103。其中,虚拟道具“匕首”对应的虚拟道具选择控件101和虚拟道具“枪”对应的虚拟道具选择控件102可以称为本实施例中虚拟攻击道具选择控件,而该虚拟道具“手雷”对应的虚拟道具选择控件103可以称为本实施例中虚拟投掷道具选择控件。
可以理解的是,该虚拟攻击道具选择控件和该虚拟投掷道具选择控件之间可以进行切换。在相关技术方案中,如图4所示,该第一游戏界面显示有虚拟道具选择控件集合100,该虚拟道具选择控件100中的可以包括虚拟道具“匕首”对应的虚拟道具选择控件101,虚拟道具“枪”对应的虚拟道具选择控件102以及虚拟道具“手雷”对应的虚拟道具选择控件103。当前该第一虚拟操作对象正在进行射击动作,当玩家点击该虚拟道具选择控件103,则终端可以将该第一虚拟操作对象当前使用的虚拟道具“枪”切换为虚拟道具“手雷”,并在该第一游戏界面中显示该第一虚拟操作对象装备该“手雷”的画面,这种虚拟道具的切换方式通常耗时较长,较为繁琐。
202、响应于对虚拟道具选择控件集合中的第一目标虚拟道具选择控件的第一操作,控制该第一虚拟操作对象装备该第一目标虚拟道具选择控件对应的第一目标虚拟道具。
在一种可能实现方式中,当终端接收到针对虚拟道具选择控件集合中的第一目标虚拟道具选择控件的第一操作时,将控制该第一虚拟操作对象将该第一目标虚拟道具切换至装备模式。一种示例性方案中,如图3所示,该第一游戏界面显示有该虚拟道具选择控件集合100,该虚拟道具选择控件100中的可以包括虚拟道具“匕首”对应的虚拟道具选择控件101,虚拟道具“枪”对应的虚拟道具选择控件102以及虚拟道具“手雷”对应的虚拟道具选择控件103。若接收到针对虚拟道具“枪”对应的虚拟道具选择控件102触发的第一操作,则可以控制第一虚拟操作对象装备虚拟道具“枪”,例如控制第一虚拟操作对象在右手上装备虚拟道具“枪”;在第一虚拟操作对象已装备了虚拟道具“枪”的情况下,若接收到针对虚拟道具“匕首”对应的虚拟道具选择控件101触发的第一操作,则可以控制第一虚拟操作对象切换装备虚拟道具“匕首”,即控制该第一虚拟操作对象在右手上装备虚拟道具“匕首”。
应理解,本申请实施例中的第一目标虚拟道具可以为可装备的任一种虚拟道具,如枪、匕首等虚拟攻击道具,通常情况下,第一目标虚拟道具可以装备在第一虚拟操作对象的右手上。可以理解的是,若本实施例中装备模式为左手装备道具,则当终端接收到针对第一目标虚拟道具选择控件的第一操作时,将控制该第一虚拟操作对象将该第一目标虚拟道具装备至左手。若本实施例中装备模式为右手装备道具,则当终端接收到针对第一目标虚拟道具选择控件的第一操作时,将控制该第一虚拟操作对象将该第一目标虚拟道具装备至右手。具体情况由用户自由设定,此处不做限定。
203、响应于对虚拟道具选择控件集合中的第二目标虚拟道具选择控件的第二操作,控制第一虚拟操作对象投掷第二目标虚拟道具选择控件对应的第二目标虚拟道具,其中,第一目标虚拟道具的装备操作和第二目标虚拟道具的投掷操作通过第一虚拟操作对象的不同部位实现。
在一种可能实现方式中,当终端接收到对该虚拟道具选择控件集合中的第二目标虚拟道具选择控件的第二操作时,将控制该第一虚拟操作对象将该第二目标虚拟道具进行投掷。投掷时,该第一游戏界面中显示该第二目标虚拟道具的投掷路线。玩家可以通过对该第二目标虚拟道具选择控件的不同触发操作,使得该第二目标虚拟道具的投掷路线发生改变,进而投掷至虚拟环境中的目标地点。
应理解,本申请实施例中的第二目标虚拟道具可以为可投掷的任一种虚拟道具,如手雷、匕首等虚拟攻击道具。应理解,在实际应用中,第一目标虚拟道具和第二目标虚拟道具可以为相同的虚拟道具,例如对于虚拟道具“匕首”而言,其既支持虚拟操作对象手持进行近身攻击,又支持虚拟操作对象投掷,因此其既可以作为第一目标虚拟道具,又可以作为第二目标虚拟道具;当然,第一目标虚拟道具和第二目标虚拟道具也可以为不同的虚拟道具,例如第一目标虚拟道具为虚拟道具“枪”,第二目标虚拟道具为虚拟道具“匕首”、虚拟道具“手雷”等。
在本申请实施例中,第一虚拟操作对象投掷第二目标虚拟道具时使用的部位与第一虚拟操作对象装备第一目标虚拟道具所使用的部位不同;例如,在第一虚拟操作对象通过其右手装备第一目标虚拟道具的情况下,可以控制第一虚拟操作对象通过其左手投掷第二目标虚拟道具;又例如,在第一虚拟操作对象通过其左手装备第一目标虚拟道具的情况下,可以控制第一虚拟操作对象通过其右手投掷第二目标虚拟道具。
可选的,第二目标虚拟道具的投掷路线可根据该第二目标虚拟道具的投掷初速度、投掷方向以及重力加速度确定。当控制第一虚拟操作对象投掷第二目标虚拟道具时,终端获取第二目标虚拟道具的初速度、方向,再利用重力加速度即可确定第二目标虚拟道具的射线轨迹,根据固定距离间隔取n个点,组成射线轨迹,显示在该第一游戏界面中。一个示例性方案中,上述射线轨迹由该第二目标虚拟道具的投掷起点位置到该第二目标虚拟道具的投掷终点位置之间的投掷抛物线组成,上述该第二目标虚拟道具的投掷起点位置为第二目标虚拟道具所在的位置,也即,为第一虚拟操作对象投出该第二目标虚拟道具的位置;该第二目标虚拟道具的投掷终点位置为第二目标虚拟道具的预计落点位置,上述落点可以基于该第二目标虚拟道具的投掷终点位置所在区域进行检测,当上述区域检测结果为第二目标虚拟道具能够到达时,该第二目标虚拟道具的待运行轨迹则显示为上述投掷抛物线,当上述区域检测结果为第二目标虚拟投掷道具不能够到达时,该第二目标虚拟道具的待运行轨迹则显示为当前位置与该第二目标虚拟道具能够到达的最远点之间的抛物线,上述投掷抛物线的形状可以由该第二目标虚拟道具的投掷起点位置到该目标虚拟道具的投掷终点位置的距离决定,换言之,上述投掷抛物线的形状是可变的,其弧度可以与上述距离呈负相关,也即,距离越远则弧度越小,当然,上述投掷抛物线的形状也可以是固定的,即,可以是弧度固定的曲线。
本实施例中,在显示投掷路线的同时,该第一游戏界面还可以在该目标地点显示该第二目标虚拟道具的道具标识。同时,若该第二目标虚拟道具命中该虚拟环境中的第二虚拟操作对象,则可以根据该第二目标虚拟道具与该第二虚拟操作对象的命中位置确定对于该第二虚拟操作对象的伤害值,然后根据该伤害值减少该第二虚拟操作对象的生命值。比如, 命中头部或心脏,则可以将该第二虚拟操作对象的生命值直接归零;若命中四肢,则将该第二虚拟操作对象的生命值减少百分之十。
或者,直接设置只要该第二目标虚拟道具命中该第二虚拟操作对象,则直接将该第二虚拟操作对象的生命值归零。具体情况此处不做限定,只要可以实现命中效果即可。
可选的,当第一目标虚拟道具和第二目标虚拟道具为同一目标虚拟道具时,为了通过对应的目标虚拟道具选择控件实现对该目标虚拟道具的装备操作和投掷操作,玩家可以预先通过配置界面来配置该目标虚拟道具选择控件既具有触发装备该目标虚拟道具的功能,又具有触发投掷该目标虚拟道具的功能。
此时,该终端可以显示第二游戏界面,该第二游戏界面为该第一虚拟操作对象对应的虚拟道具设置界面,该第二游戏界面包括操作模式选项控件,该操作模式选项控件用于指示该第一虚拟操作对象对目标虚拟道具具有左手投掷操作模式和右手装备模式;响应于对该操作模式选项控件的第三操作,配置该目标虚拟道具的操作模式为左手投掷操作模式和右手装备模式。
一个示例性方案中,如图5a所示的第二游戏界面,其可以包括对该虚拟道具进行设置的多个操作模式选项控件,其中操作模式选项控件501为用于设置“双手道具”的选项控件,在点选该操作模式选项控件501之后,可以通过弹窗显示该操作模式选项控件的具体说明。如图5a所示的方案中,该操作模式选项控件501的具体说明可以设置为“可以将副攻击道具中的匕首进行左手投掷操作”。在点选该操作模式选项控件501之后,通过第一操作可以控制第一虚拟操作对象将虚拟道具“匕首”进行右手装备,通过第二操作可以控制第一虚拟操作对象对虚拟道具“匕首”进行左手投掷(也称为远程攻击)。若未点选该操作模式选项控件501,则该终端仅可以控制该第一虚拟操作对象右手装备该副攻击道具“匕首”进行近战攻击(比如控制该第一虚拟操作对象执行刺、砍等动作)。
可选的,本实施例中,若在该终端接收到该第二操作时,第一虚拟操作对象正右手装备第一目标虚拟攻击道具,则可以在继续保持该右手装备着该第一目标虚拟攻击道具的情况下,执行该第二目标虚拟攻击道具的左手投掷,并不需要切换该第一虚拟操作对象的右手已装备的第一目标虚拟攻击道具。一种示例性方案中,如图5b所示的第一游戏界面,其展示了该第一虚拟操作对象右手装备虚拟道具“枪”的情况下,左手投掷虚拟道具“匕首”。
图5a和图5b仅展示了第一目标虚拟道具和第二目标虚拟道具为虚拟攻击道具的场景,在实际应用中该第一目标虚拟道具或第二目标虚拟道具也可以为防御道具,也可以是其他道具,具体此处不做限定。
在此方案中,控制第一虚拟操作对象通过左右手分别执行相应的动作的原理可以如下:
首先需要建立一个模板状态机,之所以称为模板状态机是因为左右手的动画状态机都将直接引用它;然后分别制作两个动画,一个左手动画,一个右手动画,而全身动作状态负责播放整体动画,左右手动画状态机分别负责播放单独的左手动画和右手动画。由于每个动画都只会播放其绑定的骨节点,因此左手动画状态机只会控制虚拟操作对象左手的骨节点。
状态机的基本思想是使虚拟操作对象在某一给定时刻进行一个特定的动作,动作类型 可因游戏类型的不同而不同,通用的动作包含空闲,走路,跑步和跳跃等,其中每一个动作称为一种状态(States),一般来说,角色从一个状态立即切换到另外一个状态时需要一定的限制条件,比如角色状态只能从跑步状态切换到跳跃状态,而不能直接从静止状态切换到跑跳状态,上述的限制条件被称为状态过度条件(States transition)。将状态集合,状态过度条件以及记录当前状态的变量放在一起,就组成了一个最简单的状态机。
可选的,本实施例中,若终端接收到对第二目标虚拟道具选择控件的第二操作时,正控制该第一虚拟操作对象左手装备第一目标虚拟道具,则该终端还可以在继续保持该第一虚拟操作对象左手装备第一目标虚拟道具的情况下,执行该第二目标虚拟道具的右手投掷,并不需要切换该第一虚拟操作对象的左手已装备的虚拟道具。
可选的,本实施例中,在该第二目标虚拟道具为攻击道具或者防御道具时,该终端控制该第一虚拟操作对象在投掷出该第二目标虚拟道具之后,该第二目标虚拟道具并不会消失,可以在其投掷之后所处的道具位置处显示该第二目标虚拟道具的道具标识,然后玩家可以控制该第一虚拟操作对象移动至该道具位置附近通过对该道具标识执行相应的操作,回收该第二目标虚拟道具。一个示例性方案中,如图6所示,该终端控制该第一虚拟操作对象将该虚拟道具“匕首”投掷到位置A,然后该终端控制该第一虚拟操作对象移动至该位置A附近,然后点选该虚拟道具“匕首”对应的图标标识,从而拾取该虚拟道具“匕首”。
可选的,本实施例中,当第一目标虚拟道具和第二目标虚拟道具为同一目标虚拟道具时,由于第一操作与第二操作均是作用于该目标虚拟道具对应的目标虚拟道具选择控件,为了实现不同的操作模式,需要设置该第一操作与该第二操作存在差异。一种示例性方案中,该第一操作为单击,该第二操作为双击;或者该第一操作为单击操作,该第二操作为长按超过2秒;或者该第一操作双击一次,该第二操作为双击两次等等。具体此处不做限定,只要可以实现该第一操作与该第二操作存在差异即可。
本实施例中,该步骤202与该步骤203之间的时间顺序并不限定,可以先执行该步骤202再执行该步骤203;也可以先执行该步骤203再执行步骤202。
上面对虚拟道具的投掷方案和装备方案进行了说明,下面本实施例还可以提供一种对虚拟投掷道具的控制方法,下面以以图1所示实施环境中的第一终端110或第二终端130或者实施环境中的其他终端为执行主体为例,对本申请中虚拟道具的控制方法进行介绍,请参阅图7,本申请实施例中虚拟道具的控制方法的一个实施例包括:
701、显示第三游戏界面,该第三游戏界面为该第一虚拟操作对象对应的游戏设置界面,该第三游戏界面包括左手投掷选项控件,该左手投掷选项控件用于指示该第一虚拟操作对象在右手装备虚拟道具的情况下左手投掷虚拟投掷道具。
本实施例中,为了通过该目标虚拟投掷道具选择控件实现该目标虚拟投掷道具的左手投掷操作,可以预先通过设置界面来实现配置该目标虚拟投掷道具选择控件具有触发左手投掷该目标虚拟投掷道具的功能。
此时,该终端该显示第三游戏界面,该第三游戏界面为该第一虚拟操作对象对应的游戏设置界面,该第三游戏界面包括左手投掷选项控件,该左手投掷选项控件用于指示该第一虚拟操作对象在右手装备虚拟道具的情况下左手投掷目标虚拟投掷道具;响应于对该左 手投掷选项控件的第五操作,配置该目标虚拟投掷道具的操作模式为在该第一虚拟操作对象在右手装备虚拟道具的情况下左手投掷目标虚拟投掷道具。
一个示例性方案中,如图8所示的第三游戏界面,其可以包括对该游戏应用的多个设置选项控件(比如声音设置选项控件、画面画质设置选项控件等等),其中该左手投掷选项控件801用于设置如图8所示,即设置为“开关选项”,在点选该左手投掷选项控件801为“开”之后,即设置该游戏应用中的目标虚拟投掷道具可以进行左手投掷。
702、显示第一游戏界面,该第一游戏界面用于承载该第一虚拟操作对象所处的虚拟环境,该第一游戏界面包括虚拟道具选择控件集合,该虚拟道具选择控件集合包括该第一虚拟操作对象携带的各个虚拟道具各自对应的虚拟道具选择控件。
在本申请实施例中,该虚拟道具选择控件集合中可以包括该目标虚拟投掷道具选择控件,该目标虚拟投掷道具为该第一虚拟操作对象已携带的虚拟投掷道具。
本申请实施例的方法应用于虚拟环境中,虚拟环境中包括第一虚拟操作对象和第二虚拟操作对象,第一虚拟操作对象和第二虚拟操作对象可以属于不同阵营。在一种可能的实施方式中,终端通过虚拟环境画面显示虚拟环境。可选地,虚拟环境画面是以虚拟操作对象的视角对虚拟环境进行观察的画面。视角是指以虚拟操作对象的第一人称视角或者第三人称视角在虚拟环境中进行观察时的观察角度。可选地,本申请的实施例中,视角是在虚拟环境中通过摄像机模型对虚拟环境进行观察时的角度。
可选地,摄像机模型在虚拟环境中对虚拟操作对象进行自动跟随,即,当虚拟操作对象在虚拟环境中的位置发生改变时,摄像机模型跟随虚拟操作对象在虚拟环境中位置的改变同时发生改变,且该摄像机模型在虚拟环境中始终处于虚拟操作对象的预设距离范围内。可选地,在自动跟随过程中,摄像头模型和虚拟操作对象的相对位置不发生变化。
在本实施例中,该第一游戏界面(也可以称为虚拟环境界面)中显示有虚拟道具选择控件集合,该虚拟道具选择控件集合中包括该第一虚拟操作对象已携带的各种虚拟道具的虚拟道具选择控件。该虚拟道具选择控件用于控制该第一虚拟操作对象使用其对应的虚拟道具。此时该虚拟道具选择控件包括虚拟道具选择控件和虚拟投掷道具选择控件。
一种示意性方案中,如图3所示,该第一游戏界面显示有该虚拟道具选择控件集合100,该虚拟道具选择控件100中的可以包括虚拟道具“匕首”对应的虚拟道具选择控件101,虚拟道具“枪”对应的虚拟道具选择控件102以及虚拟道具“手雷”对应的虚拟道具选择控件103。其中,虚拟道具“匕首”对应的虚拟道具选择控件101和虚拟道具“枪”对应的虚拟道具选择控件102可以称为本实施例中虚拟攻击道具选择控件,而虚拟道具“手雷”对应的虚拟道具选择控件103可以称为本实施例中虚拟投掷道具选择控件。可以理解的是,该虚拟攻击道具选择控件和该虚拟投掷道具选择控件之间可以进行切换。
一种示例性方案中,如图4所示,该第一游戏界面显示有该虚拟道具选择控件集合100,该虚拟道具选择控件100中的可以包括虚拟道具“匕首”对应的虚拟道具选择控件101,虚拟道具“枪”对应的虚拟道具选择控件102以及虚拟道具“手雷”对应的虚拟道具选择控件103。当前该第一虚拟操作对象正在进行射击动作,当玩家点击该虚拟道具选择控件103,则终端可以将该第一虚拟操作对象装备的虚拟道具“枪”切换至虚拟道具“手雷”,并在该第 一游戏界面中显示该第一虚拟操作对象装备该虚拟道具“手雷”的画面。
703、响应于对该目标虚拟投掷道具选择控件的第二操作,控制该第一虚拟操作对象将该目标投掷道具进行左手投掷。
应理解,本申请实施例中的目标虚拟投掷道具本质上可以为上文中第二目标虚拟道具中的一种,相应地,对该目标虚拟投掷道具对应的目标虚拟投掷道具选择控件触发第二操作,与上文中对第二目标虚拟道具对应的第二目标虚拟道具选择控件触发第二操作相同。
在一种可能实现方式中,当终端接收到对该目标虚拟投掷道具选择控件的第二操作时,将控制该第一虚拟操作对象将该目标虚拟投掷道具进行左手投掷。投掷时,该第一游戏界面中显示该目标虚拟投掷道具的投掷路线。玩家可以通过对该目标虚拟投掷道具选择控件的不同触发操作,使得该目标虚拟投掷道具的投掷路线发生改变,进而投掷至虚拟环境中的目标地点。
可选的,本实施例中,若在该终端接收到该第二操作时,第一虚拟操作对象右手装备着另一个虚拟道具,则可以在继续保持第一虚拟操作对象的右手装备着该虚拟道具的情况下,控制第一虚拟操作对象执行该目标虚拟投掷道具的左手投掷,并不需要切换该第一虚拟操作对象的右手已装备的虚拟道具。在此方案中,该左右手均执行相应的动作的原理可以如下:
首先需要建立一个模板状态机,之所以称为模板状态机是因为左右手的动画状态机都将直接引用它;然后分别制作两个动画,一个左手动画,一个右手动画,而全身动作状态负责播放整体动画,左右手动画状态机分别负责播放单独的左手动画和右手动画。由于每个动画都只会播放其绑定的骨节点,因此左手动画状态机只会控制虚拟操作对象的左手的骨节点。
状态机的基本思想是使虚拟操作对象在某一给定时刻进行一个特定的动作,动作类型可因游戏类型的不同而不同,通用的动作包含空闲,走路,跑步和跳跃等,其中每一个动作称为一种状态(States),一般来说,角色从一个状态立即切换到另外一个状态时需要一定的限制条件,比如角色状态只能从跑步状态切换到跳跃状态,而不能直接从静止状态切换到跑跳状态,上述的限制条件被称为状态过度条件(States transition)。将状态集合,状态过度条件以及记录当前状态的变量放在一起,就组成了一个最简单的状态机。
可选的,投掷路线可根据该目标虚拟投掷道具的投掷初速度、投掷方向以及重力加速度获取。当控制虚拟操作对象投掷目标虚拟投掷道具时,终端获取目标虚拟投掷道具的初速度、方向,再利用重力加速度即可确定目标虚拟投掷道具的射线轨迹,根据固定距离间隔取n个点,组成射线轨迹,显示在该第一游戏界面中。一个示例性方案中,上述射线轨迹由该目标虚拟投掷道具的投掷起点位置到该目标虚拟投掷道具的投掷终点位置之间的投掷抛物线组成,上述该目标虚拟投掷道具的投掷起点位置为目标虚拟投掷道具所在的位置,也即,为控制虚拟操作对象投掷该虚拟投掷道具的位置;上述该目标虚拟投掷道具的投掷终点位置为目标虚拟投掷道具的预计落点位置,上述落点可以基于该目标虚拟投掷道具的投掷终点位置所在区域进行检测,当上述区域检测结果为虚拟投掷道具能够到达时,该虚拟投掷道具的待运行轨迹则显示为上述投掷抛物线,当上述区域检测结果为虚拟投掷 道具不能够到达时,该虚拟投掷道具的待运行轨迹则显示为当前位置与该虚拟投掷道具能够到达的最远点之间的抛物线,上述投掷抛物线的形状可以由该目标虚拟投掷道具的投掷起点位置到该目标虚拟投掷道具的投掷终点位置的距离决定,换言之,上述投掷抛物线的形状是可变的,其弧度可以与上述距离呈负相关,即距离越远则弧度越小。当然,上述投掷抛物线的形状也可以是固定的,即可以是弧度固定的曲线。
可选的,虚拟投掷道具指具有主动触发功能的虚拟投掷道具。在一种可能的实施方式中,玩家可在进入对局前装备具有主动触发功能的虚拟投掷道具,即在显示虚拟环境界面前,首先显示虚拟道具装备界面,在该界面,玩家可选择具有主动触发功能的虚拟投掷道具,比如,主动触发式手雷、烟雾弹以及闪光弹等。在另一种可能的实施方式中,具有主动触发功能的虚拟投掷道具可在进入对局后在虚拟环境中拾取,虚拟环境中的虚拟投掷道具可由其它虚拟操作对象掉落,也可在固定地点生成,本实施例不做限定。
在一种可能的实施方式中,该目标虚拟投掷道具的道具效果可以通过触发操作进行触发。当终端接收到对目标虚拟投掷道具的触发操作时,触发目标虚拟投掷道具的道具效果,即玩家可通过触发操作,触发目标虚拟投掷道具的道具效果,无需被动等待目标虚拟投掷道具被触发。可选的,为模拟实际中对象控制炸弹等投掷类物品发挥作用的画面,当玩家触发目标虚拟投掷道具的道具效果后,通过虚拟操作对象展示触发动画,比如,虚拟操作对象取出触发装置(遥控器、手机等),并对触发装置进行操作,操作结束后,虚拟环境画面(即第一游戏界面)显示目标虚拟投掷道具的道具效果。可选的,不同虚拟投掷道具具有不同的道具效果。示意性的,虚拟投掷道具为手雷时,道具效果为爆炸,可降低其他虚拟操作对象的生命值;当虚拟投掷道具为烟雾弹时,道具效果为释放烟雾,可遮挡其他虚拟操作对象的部分视野;当虚拟投掷道具为闪光弹时,道具效果为强光,可对其他虚拟操作对象造成短暂致盲效果。
一个示例性方案中,虚拟投掷道具具有一定作用范围,仅对作用范围内的其他虚拟操作对象造成伤害或干扰,而对作用范围外的其他虚拟操作对象无影响。因此,为使玩家可选择更为合适的触发时机,在一种可能的实施方式中,当确定虚拟投掷道具的道具位置后,还需确定虚拟投掷道具的作用范围。其中,作用范围可为以虚拟投掷道具为中心,固定距离之内的范围。且还可预先设置在作用范围内不同位置的不同伤害程度或干扰程度。一个示例性方案中,若该目标虚拟投掷道具为手雷,则设置该在所述目标虚拟投掷道具的爆炸区域内存在第三虚拟操作对象时,减少所述第三虚拟操作对象的生命值,其中,第三虚拟操作对象为一个或多个,减少的生命值与该第三虚拟操作对象与目标虚拟投掷物道具的爆炸位置之间的距离相关。即距离爆炸位置越近,减少的生命值越多;距离爆炸位置越远,减少的生命值越少。比如,手雷的作用范围可为距离手雷10m内;当虚拟操作对象与手雷的爆炸位置距离在3m内时,降低生命值80点,当虚拟操作对象与手雷的爆炸位置距离大于3m,小于6m时,降低生命值50点,当虚拟操作对象与手雷的爆炸位置距离大于6m,小于10m时,降低生命值20点。
本实施例中,为了确定该目标虚拟投掷道具的位置,在一种可能的实施方式中,在目标虚拟投掷道具处于飞行状态时,终端将沿目标虚拟投掷道具的射线轨迹方向的预设距离 内进行射线检测,确定射线轨迹方向上的虚拟环境对象(如车、墙、石头等等装置),比如,该预设距离可为50cm。然后在其射线检测范围存在虚拟环境对象时,则确定该虚拟环境对象是否会与该目标虚拟投掷道具发生碰撞;若是,则模拟目标虚拟投掷道具与该虚拟环境对象的碰撞效果,改变该目标虚拟投掷道具的投掷路线。
下面对本申请中的虚拟道具的控制装置进行详细描述,请参阅图9,图9为本申请实施例中虚拟道具的控制装置的一个实施例示意图,虚拟道具的控制装置20包括:
显示模块201,用于显示第一游戏界面,所述第一游戏界面用于承载第一虚拟操作对象所处的虚拟环境,所述第一游戏界面包括虚拟道具选择控件集合,所述虚拟道具选择控件集合包括所述第一虚拟操作对象携带的各个虚拟道具各自对应的虚拟道具选择控件;
装备模块202,用于响应于对所述虚拟道具选择控件集合中的第一目标虚拟道具选择控件的第一操作,控制所述第一虚拟操作对象装备所述第一目标虚拟道具选择控件对应的第一目标虚拟道具;
投掷模块203,用于响应于对所述虚拟道具选择控件集合中的第二目标虚拟道具选择控件的第二操作,控制所述第一虚拟操作对象投掷所述第二目标虚拟道具选择控件对应的第二目标虚拟道具,其中,所述第一目标虚拟道具的装备操作和所述第二目标虚拟道具的投掷操作通过所述第一虚拟操作对象的不同部位实现。
本申请实施例中,提供了一种虚拟道具的控制装置。采用上述装置,支持虚拟操控对象通过其不同的部位操控虚拟道具;一方面,丰富了对于虚拟道具的操控方式,即使得虚拟道具的操控方式不再只局限于通过虚拟操作对象的右手来操控,也可以通过虚拟操作对象的其它部位(如左手)来操控;另一方面,在对于虚拟道具的操控方式不再局限于通过虚拟操作对象的右手来操控的情况下,用户可以无需执行虚拟道具的切换操作,而直接通过虚拟操控对象的其它部位来操控其它虚拟道具,例如,在虚拟操控对象右手持有虚拟攻击道具的情况下,用户可以控制虚拟操控对象通过其左手投掷其它虚拟道具,缩短相关操作耗时。
可选地,在上述图9所对应的实施例的基础上,本申请实施例提供的虚拟道具的控制装置20的另一实施例中,当所述第一目标虚拟道具和所述第二目标虚拟道具为同一目标虚拟道具时,如图10所示,该显示模块201,还用于显示第二游戏界面,该第二游戏界面为该第一虚拟操作对象对应的虚拟道具设置界面,该第二游戏界面包括操作模式选项控件,该操作模式选项控件用于指示该第一虚拟操作对象对目标虚拟道具具有左手投掷操作模式和右手装备模式;
该控制装置还包括配置模块204,该配置模块204,用于响应于对该操作模式选项控件的第三操作,配置该目标虚拟道具的操作模式为左手投掷操作模式和右手装备模式。
本申请实施例中,提供了一种虚拟道具的控制装置。采用上述装置,通过操作模式选项控件改变该游戏过程中目标虚拟道具的操作模式,使其由单一的操作模式增加为两种可切换的操作模式,从而丰富目标虚拟道具的操作模式,进而提高游戏的可玩性。
可选地,在上述图9所对应的实施例的基础上,本申请实施例提供的虚拟道具的控制装置20的另一实施例中,如图11所示,该控制装置还包括获取模块205,该获取模块205, 用于获取投掷后该第二目标虚拟道具在虚拟环境中的第一道具位置和第一投掷抛物线;
该显示模块201,还用于在该第一游戏界面显示该第一投掷抛物线,并基于该第一道具位置在该第一游戏界面显示该第二目标虚拟道具的道具标识。
本申请实施例中,提供了一种虚拟道具的控制装置。采用上述装置,通过显示第二目标虚拟道具的投掷位置以及投掷路线,使得玩家可以更直观的获取到该第二目标虚拟道具的投掷效果,增加游戏可玩性。
可选地,在上述图11所对应的实施例的基础上,本申请实施例提供的虚拟道具的控制装置20的另一实施例中,如图12所示,该控制装置还包括回收模块206,用于响应于对该道具标识的第四操作,控制该第一虚拟操作对象回收该第二目标虚拟道具。
本申请实施例中,提供了一种虚拟道具的控制装置。采用上述装置,保证该第二目标虚拟道具可回收,使得该第二目标虚拟道具可以多次使用,增加了游戏的可玩性。
可选地,在上述图9所对应的实施例的基础上,本申请实施例提供的虚拟道具的控制装置20的另一实施例中,如图13所示,该控制装置还包括处理模块207,该处理模块207,用于在该第二目标虚拟道具命中第二虚拟操作对象时,减少该第二虚拟操作对象的生命值,其中,减少的该生命值与该第二目标虚拟道具对该第二虚拟操作对象的命中位置相关;
或,
在该第二目标虚拟道具命中第二虚拟操作对象时,将该第二虚拟操作对象的生命值归零。
本申请实施例中,提供了一种虚拟道具的控制装置。采用上述装置,通过直观的游戏画面展示该第二目标虚拟道具的攻击效果,提高游戏玩家的游戏体验。
可选地,在上述图9所对应的实施例的基础上,本申请实施例提供的虚拟道具的控制装置20的另一实施例中,该投掷模块203,具体用于控制该第一虚拟操作对象在右手装备有虚拟道具的情况下,使用左手投掷该第二目标虚拟道具;
或者,
该投掷模块202,具体用于控制该第一虚拟操作对象在左手装备有虚拟道具的情况下,使用右手投掷该第二目标虚拟道具。
本申请实施例中,提供了一种虚拟道具的控制装置。采用上述装置,该第一虚拟操作对象在对该目标虚拟道具使用投掷模式时,可以同时实现右手也装备了其他的道具,这样可以减少道具切换的过程,提高道具操作效率。
可选地,在上述图9所对应的实施例的基础上,本申请实施例提供的虚拟道具的控制装置20的另一实施例中,该第一操作为单击操作、双击操作、滑动操作和长按操作中的任一种;
该第二操作为单击操作、双击操作、滑动操作和长按操作中的任一种。
本申请实施例中,提供了一种虚拟道具的控制装置。采用上述装置,提供多种操作方式,可以增加方案的可实现性。
可选地,在上述图9所对应的实施例的基础上,本申请实施例提供的虚拟道具的控制装置20的另一实施例中,如图10所示,该显示模块201,还用于显示该第三游戏界面, 该第三游戏界面为该第一虚拟操作对象对应的游戏设置界面,该第三游戏界面包括左手投掷选项控件,该左手投掷选项控件用于指示该第一虚拟操作对象在右手装备虚拟道具的情况下左手投掷目标虚拟投掷道具;
该配置模块204,还用于响应于对该左手投掷选项控件的第五操作,配置该目标虚拟投掷道具具有左手投掷功能。
本申请实施例中,提供了一种虚拟道具的控制装置。采用上述装置,在右手装备有道具的情况下,增加目标虚拟投掷道具的左手投掷模式,这样可以减少道具切换的过程,提高道具操作效率。
可选地,在上述图10所对应的实施例的基础上,本申请实施例提供的虚拟道具的控制装置20的另一实施例中,该投掷模块203,还用于响应于对虚拟道具选择控件集合中的该目标虚拟投掷道具选择控件的第二操作,控制该第一虚拟操作对象左手投掷该目标投掷道具。
本申请实施例中,提供了一种虚拟道具的控制装置。采用上述装置,在右手装备有操作的情况下,增加目标虚拟投掷道具的左手投掷模式,这样可以减少道具切换的过程,提高道具操作效率。
可选地,在上述图11所对应的实施例的基础上,本申请实施例提供的虚拟道具的控制装置20的另一实施例中,该获取模块205,还用于获取投掷后该目标虚拟投掷道具在虚拟环境中的第二道具位置和第二投掷抛物线;
该显示模块201,还用于在该第一游戏界面显示该第二投掷抛物线,并基于该第二道具位置在该第一游戏界面显示该目标虚拟投掷道具的投掷目标位置。
本申请实施例中,提供了一种虚拟道具的控制装置。采用上述装置,通过显示目标虚拟投掷道具的投掷位置以及投掷路线,使得玩家可以更直观的获取到该目标虚拟投掷道具的投掷效果,增加游戏可玩性。
可选地,在上述图13所对应的实施例的基础上,本申请实施例提供的虚拟道具的控制装置20的另一实施例中,该处理模块207,还用于在该目标虚拟投掷道具的作用范围内存在第三虚拟操作对象时,减少该第三虚拟操作对象的生命值,其中,该第三虚拟操作对象为一个或多个,减少的该生命值与第三虚拟操作对象与该目标虚拟投掷道具的投掷目标位置之间的距离相关。
本申请实施例中,提供了一种虚拟道具的控制装置。采用上述装置,通过直观的游戏画面展示该目标虚拟投掷道具的攻击效果,提高游戏玩家的游戏体验。
本申请提供的虚拟道具的控制装置可用于服务器,请参阅图14,图14是本申请实施例提供的一种服务器结构示意图,该服务器300可因配置或性能不同而产生比较大的差异,可以包括一个或一个以上中央处理器(central processing units,CPU)322(例如,一个或一个以上处理器)和存储器332,一个或一个以上存储应用程序342或数据344的存储介质330(例如一个或一个以上海量存储设备)。其中,存储器332和存储介质330可以是短暂存储或持久存储。存储在存储介质330的程序可以包括一个或一个以上模块(图示没标出),每个模块可以包括对服务器中的一系列指令操作。更进一步地,中央处理器322 可以设置为与存储介质330通信,在服务器300上执行存储介质330中的一系列指令操作。
服务器300还可以包括一个或一个以上电源326,一个或一个以上有线或无线网络接口350,一个或一个以上输入输出接口358,和/或,一个或一个以上操作系统341,例如Windows ServerTM,Mac OS XTM,UnixTM,LinuxTM,FreeBSDTM等等。
上述实施例中所执行的步骤可以基于该图14所示的服务器结构。
本申请提供的虚拟道具的控制装置可用于终端设备,请参阅图15,为了便于说明,仅示出了与本申请实施例相关的部分,具体技术细节未揭示的,请参照本申请实施例方法部分。在本申请实施例中,以终端设备为智能手机为例进行说明:
图15示出的是与本申请实施例提供的终端设备相关的智能手机的部分结构的框图。参考图15,智能手机包括:射频(radio frequency,RF)电路410、存储器420、输入单元430、显示单元440、传感器450、音频电路460、无线保真(wireless fidelity,WiFi)模块470、处理器480、以及电源490等部件。本领域技术人员可以理解,图15中示出的智能手机结构并不构成对智能手机的限定,可以包括比图示更多或更少的部件,或者组合某些部件,或者不同的部件布置。
下面结合图15对智能手机的各个构成部件进行具体的介绍:
RF电路410可用于收发信息或通话过程中,信号的接收和发送,特别地,将基站的下行信息接收后,给处理器480处理;另外,将设计上行的数据发送给基站。通常,RF电路410包括但不限于天线、至少一个放大器、收发信机、耦合器、低噪声放大器(low noise amplifier,LNA)、双工器等。此外,RF电路410还可以通过无线通信与网络和其他设备通信。上述无线通信可以使用任一通信标准或协议,包括但不限于全球移动通讯系统(global system of mobile communication,GSM)、通用分组无线服务(general packet radio service,GPRS)、码分多址(code division multiple access,CDMA)、宽带码分多址(wideband code division multiple access,WCDMA)、长期演进(long term evolution,LTE)、电子邮件、短消息服务(short messaging service,SMS)等。
存储器420可用于存储软件程序以及模块,处理器480通过运行存储在存储器420的软件程序以及模块,从而执行智能手机的各种功能应用以及数据处理。存储器420可主要包括存储程序区和存储数据区,其中,存储程序区可存储操作系统、至少一个功能所需的应用程序(比如声音播放功能、图像播放功能等)等;存储数据区可存储根据智能手机的使用所创建的数据(比如音频数据、电话本等)等。此外,存储器420可以包括高速随机存取存储器,还可以包括非易失性存储器,例如至少一个磁盘存储器件、闪存器件、或其他易失性固态存储器件。
输入单元430可用于接收输入的数字或字符信息,以及产生与智能手机的用户设置以及功能控制有关的键信号输入。具体地,输入单元430可包括触控面板431以及其他输入设备432。触控面板431,也称为触摸屏,可收集用户在其上或附近的触摸操作(比如用户使用手指、触笔等任何适合的物体或附件在触控面板431上或在触控面板431附近的操作),并根据预先设定的程式驱动相应的连接装置。可选的,触控面板431可包括触摸检测装置和触摸控制器两个部分。其中,触摸检测装置检测用户的触摸方位,并检测触摸操 作带来的信号,将信号传送给触摸控制器;触摸控制器从触摸检测装置上接收触摸信息,并将它转换成触点坐标,再送给处理器480,并能接收处理器480发来的命令并加以执行。此外,可以采用电阻式、电容式、红外线以及表面声波等多种类型实现触控面板431。除了触控面板431,输入单元430还可以包括其他输入设备432。具体地,其他输入设备432可以包括但不限于物理键盘、功能键(比如音量控制按键、开关按键等)、轨迹球、鼠标、操作杆等中的一种或多种。
显示单元440可用于显示由用户输入的信息或提供给用户的信息以及智能手机的各种菜单。显示单元440可包括显示面板441,可选的,可以采用液晶显示器(liquid crystal display,LCD)、有机发光二极管(organic light-emitting diode,OLED)等形式来配置显示面板441。进一步的,触控面板431可覆盖显示面板441,当触控面板431检测到在其上或附近的触摸操作后,传送给处理器480以确定触摸事件的类型,随后处理器480根据触摸事件的类型在显示面板441上提供相应的视觉输出。虽然在图15中,触控面板431与显示面板441是作为两个独立的部件来实现智能手机的输入和输入功能,但是在某些实施例中,可以将触控面板431与显示面板441集成而实现智能手机的输入和输出功能。
智能手机还可包括至少一种传感器450,比如光传感器、运动传感器以及其他传感器。具体地,光传感器可包括环境光传感器及接近传感器,其中,环境光传感器可根据环境光线的明暗来调节显示面板441的亮度,接近传感器可在智能手机移动到耳边时,关闭显示面板441和/或背光。作为运动传感器的一种,加速计传感器可检测各个方向上(一般为三轴)加速度的大小,静止时可检测出重力的大小及方向,可用于识别智能手机姿态的应用(比如横竖屏切换、相关游戏、磁力计姿态校准)、振动识别相关功能(比如计步器、敲击)等;至于智能手机还可配置的陀螺仪、气压计、湿度计、温度计、红外线传感器等其他传感器,在此不再赘述。
音频电路460、扬声器461,传声器462可提供用户与智能手机之间的音频接口。音频电路460可将接收到的音频数据转换后的电信号,传输到扬声器461,由扬声器461转换为声音信号输出;另一方面,传声器462将收集的声音信号转换为电信号,由音频电路460接收后转换为音频数据,再将音频数据输出处理器480处理后,经RF电路410以发送给比如另一智能手机,或者将音频数据输出至存储器420以便进一步处理。
WiFi属于短距离无线传输技术,智能手机通过WiFi模块470可以帮助用户收发电子邮件、浏览网页和访问流式媒体等,它为用户提供了无线的宽带互联网访问。虽然图15示出了WiFi模块470,但是可以理解的是,其并不属于智能手机的必须构成,完全可以根据需要在不改变发明的本质的范围内而省略。
处理器480是智能手机的控制中心,利用各种接口和线路连接整个智能手机的各个部分,通过运行或执行存储在存储器420内的软件程序和/或模块,以及调用存储在存储器420内的数据,执行智能手机的各种功能和处理数据,从而对智能手机进行整体监测。可选的,处理器480可包括一个或多个处理单元;可选的,处理器480可集成应用处理器和调制解调处理器,其中,应用处理器主要处理操作系统、用户界面和应用程序等,调制解调处理器主要处理无线通信。可以理解的是,上述调制解调处理器也可以不集成到处理器 480中。
智能手机还包括给各个部件供电的电源490(比如电池),可选的,电源可以通过电源管理系统与处理器480逻辑相连,从而通过电源管理系统实现管理充电、放电、以及功耗管理等功能。
尽管未示出,智能手机还可以包括摄像头、蓝牙模块等,在此不再赘述。
上述实施例中由终端设备所执行的步骤可以基于该图15所示的终端设备结构。
本申请实施例中还提供一种计算机可读存储介质,该计算机可读存储介质中存储有计算机程序,当其在计算机上运行时,使得计算机执行如前述各个实施例描述的方法。
本申请实施例中还提供一种包括程序的计算机程序产品,当其在计算机上运行时,使得计算机执行前述各个实施例描述的方法。
所属领域的技术人员可以清楚地了解到,为描述的方便和简洁,上述描述的系统,装置和单元的具体工作过程,可以参考前述方法实施例中的对应过程,在此不再赘述。
在本申请所提供的几个实施例中,应该理解到,所揭露的系统,装置和方法,可以通过其它的方式实现。例如,以上所描述的装置实施例仅仅是示意性的,例如,所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,例如多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,装置或单元的间接耦合或通信连接,可以是电性,机械或其它的形式。
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本申请各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。上述集成的单元既可以采用硬件的形式实现,也可以采用软件功能单元的形式实现。
所述集成的单元如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在一个计算机可读取存储介质中。基于这样的理解,本申请的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的全部或部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机,服务器,或者网络设备等)执行本申请各个实施例所述方法的全部或部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(read-only memory,ROM)、随机存取存储器(random access memory,RAM)、磁碟或者光盘等各种可以存储程序代码的介质。
以上所述,以上实施例仅用以说明本申请的技术方案,而非对其限制;尽管参照前述实施例对本申请进行了详细的说明,本领域的普通技术人员应当理解:其依然可以对前述各实施例所记载的技术方案进行修改,或者对其中部分技术特征进行等同替换;而这些修改或者替换,并不使相应技术方案的本质脱离本申请各实施例技术方案的精神和范围。

Claims (15)

  1. 一种虚拟道具的操作方法,由终端执行,包括:
    显示第一游戏界面,所述第一游戏界面用于承载第一虚拟操作对象所处的虚拟环境,所述第一游戏界面包括虚拟道具选择控件集合,所述虚拟道具选择控件集合包括所述第一虚拟操作对象携带的各个虚拟道具各自对应的虚拟道具选择控件;
    响应于对所述虚拟道具选择控件集合中的第一目标虚拟道具选择控件的第一操作,控制所述第一虚拟操作对象装备所述第一目标虚拟道具选择控件对应的第一目标虚拟道具;
    响应于对所述虚拟道具选择控件集合中的第二目标虚拟道具选择控件的第二操作,控制所述第一虚拟操作对象投掷所述第二目标虚拟道具选择控件对应的第二目标虚拟道具,其中,所述第一目标虚拟道具的装备操作和所述第二目标虚拟道具的投掷操作通过所述第一虚拟操作对象的不同部位实现。
  2. 根据权利要求1所述的方法,当所述第一目标虚拟道具和所述第二目标虚拟道具为同一目标虚拟道具时,所述方法还包括:
    显示第二游戏界面,所述第二游戏界面为所述第一虚拟操作对象对应的虚拟道具设置界面,所述第二游戏界面包括操作模式选项控件,所述操作模式选项控件用于指示所述第一虚拟操作对象对所述目标虚拟道具具有左手投掷操作模式和右手装备模式;
    响应于对所述操作模式选项控件的第三操作,配置所述目标虚拟道具的操作模式为左手投掷操作模式和右手装备模式。
  3. 根据权利要求1所述的方法,在所述响应于对所述虚拟道具选择控件集合中的第二目标虚拟道具选择控件的第二操作,控制所述第一虚拟操作对象投掷所述第二目标虚拟道具选择控件对应的第二目标虚拟道具之后,所述方法还包括:
    获取所述第二目标虚拟道具在所述虚拟环境中的第一道具位置和第一投掷抛物线;
    在所述第一游戏界面显示所述第一投掷抛物线,并基于所述第一道具位置在所述第一游戏界面显示所述第二目标虚拟道具的道具标识。
  4. 根据权利要求3所述的方法,所述方法还包括:
    响应于对所述道具标识的第四操作,控制所述第一虚拟操作对象回收所述第二目标虚拟道具。
  5. 根据权利要求1所述的方法,在所述响应于对所述虚拟道具选择控件集合中的第二目标虚拟道具选择控件的第二操作,控制所述第一虚拟操作对象投掷所述第二目标虚拟道具选择控件对应的第二目标虚拟道具之后,所述方法还包括:
    在所述第二目标虚拟道具命中第二虚拟操作对象时,减少所述第二虚拟操作对象的生命值,其中,减少的所述生命值与所述第二目标虚拟道具对所述第二虚拟操作对象的命中位置相关;
    或,
    在所述第二目标虚拟道具命中第二虚拟操作对象时,将所述第二虚拟操作对象的生命值归零。
  6. 根据权利要求1所述的方法,所述控制所述第一虚拟操作对象投掷所述第二目标 虚拟道具选择控件对应的第二目标虚拟道具,包括:
    控制所述第一虚拟操作对象在右手装备有虚拟道具的情况下,使用左手投掷所述第二目标虚拟道具;
    或者,
    控制所述第一虚拟操作对象在左手装备有虚拟道具的情况下,使用右手投掷所述第二目标虚拟道具。
  7. 根据权利要求1所述的方法,所述第一操作为单击操作、双击操作、滑动操作和长按操作中的任一种;
    所述第二操作为单击操作、双击操作、滑动操作和长按操作中的任一种。
  8. 根据权利要求1至7中任一项所述的方法,所述方法还包括:
    显示第三游戏界面,所述第三游戏界面为所述第一虚拟操作对象对应的游戏设置界面,所述第三游戏界面包括左手投掷选项控件,所述左手投掷选项控件用于指示所述第一虚拟操作对象在右手装备虚拟道具的情况下左手投掷目标虚拟投掷道具;
    响应于对所述左手投掷选项控件的第五操作,配置所述目标虚拟投掷道具具有左手投掷功能。
  9. 根据权利要求8所述的方法,所述响应于对所述虚拟道具选择控件集合中的第二目标虚拟道具选择控件的第二操作,控制所述第一虚拟操作对象投掷所述第二目标虚拟道具选择控件对应的第二目标虚拟道具,包括:
    响应于对所述虚拟道具选择控件集合中的目标虚拟投掷道具选择控件的第二操作,控制所述第一虚拟操作对象左手投掷所述目标投掷道具。
  10. 根据权利要求9所述的方法,在所述控制所述第一虚拟操作对象左手投掷所述目标投掷道具之后,所述方法还包括:
    获取所述目标虚拟投掷道具在所述虚拟环境中的第二道具位置和第二投掷抛物线;
    在所述第一游戏界面显示所述第二投掷抛物线,并基于所述第二道具位置在所述第一游戏界面显示所述目标虚拟投掷道具的投掷目标位置。
  11. 根据权利要求9所述的方法,在所述响应于对所述虚拟道具选择控件集合中的目标虚拟投掷道具选择控件的第二操作,控制所述第一虚拟操作对象左手投掷所述目标投掷道具之后,所述方法还包括:
    在所述目标虚拟投掷道具的作用范围内存在第三虚拟操作对象时,减少所述第三虚拟操作对象的生命值,其中,所述第三虚拟操作对象为一个或多个,减少的所述生命值与所述第三虚拟操作对象与所述目标虚拟投掷道具的投掷目标位置之间的距离相关。
  12. 一种虚拟道具的操作装置,包括:
    显示模块,用于显示第一游戏界面,所述第一游戏界面用于承载所述第一虚拟操作对象所处的虚拟环境,所述第一游戏界面包括虚拟道具选择控件集合,所述虚拟道具选择控件集合包括所述第一虚拟操作对象携带的各个虚拟道具各自对应的虚拟道具选择控件;
    装备模块,用于响应于对所述虚拟道具选择控件集合中的第一目标虚拟道具选择控件的第一操作,控制所述第一虚拟操作对象装备所述第一目标虚拟道具选择控件对应的第一 目标虚拟道具;
    投掷模块,用于响应于对所述虚拟道具选择控件集合中的第二目标虚拟道具选择控件的第二操作,控制所述第一虚拟操作对象投掷所述第二目标虚拟道具选择控件对应的第二目标虚拟道具,其中,所述第一目标虚拟道具的装备操作和所述第二目标虚拟道具的投掷操作通过所述第一虚拟操作对象的不同部位实现。
  13. 一种计算机设备,包括:存储器、处理器以及总线系统;
    其中,所述存储器用于存储程序;
    所述处理器用于执行所述存储器中的程序,所述处理器用于根据程序代码中的指令执行权利要求1至11中任一项所述的方法;
    所述总线系统用于连接所述存储器以及所述处理器,以使所述存储器以及所述处理器进行通信。
  14. 一种计算机可读存储介质,包括指令,当其在计算机上运行时,使得计算机执行如权利要求1至11中任一项所述的方法。
  15. 一种计算机程序产品,包括计算机程序或者指令,所述计算机程序或者所述指令被处理器执行时,实现权利要求1至11任一项所述的方法。
PCT/CN2023/121301 2022-11-07 2023-09-26 一种虚拟道具的控制方法、装置、设备以及存储介质 WO2024098984A1 (zh)

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