WO2024109365A1 - 虚拟对象的控制方法、装置、设备、介质及产品 - Google Patents

虚拟对象的控制方法、装置、设备、介质及产品 Download PDF

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Publication number
WO2024109365A1
WO2024109365A1 PCT/CN2023/123763 CN2023123763W WO2024109365A1 WO 2024109365 A1 WO2024109365 A1 WO 2024109365A1 CN 2023123763 W CN2023123763 W CN 2023123763W WO 2024109365 A1 WO2024109365 A1 WO 2024109365A1
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WO
WIPO (PCT)
Prior art keywords
prop
virtual
accessory
attack
functional
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Application number
PCT/CN2023/123763
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English (en)
French (fr)
Inventor
吴佳俊
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腾讯科技(深圳)有限公司
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Publication of WO2024109365A1 publication Critical patent/WO2024109365A1/zh

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets

Definitions

  • Embodiments of the present application relate to the field of virtual environments, and in particular, to a method, device, equipment, medium, and product for controlling a virtual object.
  • players use virtual guns to play shooting games, and consume virtual bullets configured in the virtual guns to attack virtual objects that need to be attacked, so as to reduce the attribute value of the virtual objects.
  • the virtual magazine equipped with virtual bullets in the virtual gun will be automatically discarded, so that the player can equip the virtual gun with a new virtual magazine and attack the virtual object.
  • the gameplay of using virtual guns only through shooting is relatively simple, which not only has poor appeal to players, but also makes it impossible to continue attacking virtual objects due to the bullet changing operation, affecting the efficiency of human-computer interaction.
  • the embodiments of the present application provide a control method, device, equipment, medium and product for a virtual object, which can avoid the waste of the first prop accessory after use, not only increasing the utilization rate of the first prop accessory, but also expanding the gameplay of the game and improving the fun of the game.
  • the technical solution is as follows.
  • a method for controlling a virtual object which is executed by a computer device, and the method comprises:
  • the first prop accessory is switched, the first prop accessory is separated from the virtual prop and transformed into a functional prop, wherein the functional prop is used to assist the master virtual object in attacking the interactive element.
  • a control device for a virtual object comprising:
  • An object display module used for displaying a master virtual object and interactive elements in a virtual scene, wherein the master virtual object is equipped with a virtual prop, and the virtual prop includes a first prop accessory;
  • an operation receiving module configured to control the master virtual object to attack the interactive element using the virtual prop in response to an attack operation on the interactive element, wherein the virtual prop attacks by consuming prop filling elements in the first prop accessory;
  • An accessory switching module configured to control the master virtual object to switch the first prop accessory of the virtual prop to a second prop accessory in response to an accessory switching operation
  • the prop transformation module is used to separate the first prop accessory from the virtual prop and transform it into a functional prop after the first prop accessory is switched, wherein the functional prop is used to assist the main control virtual object to attack the interactive element.
  • a computer device comprising a processor and a memory, the memory storing at least one instruction, at least one program, a code set or an instruction set, the at least one instruction, the at least one program, a code set or an instruction set.
  • the segment program, the code set or the instruction set is loaded and executed by the processor to implement the control method of the virtual object as described in any of the above embodiments of the present application.
  • a computer-readable storage medium wherein at least one instruction, at least one program, a code set or an instruction set is stored in the storage medium, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by a processor to implement a control method for a virtual object as described in any of the above-mentioned embodiments of the present application.
  • a computer program product or a computer program is provided, the computer program product or the computer program includes computer instructions, the computer instructions are stored in a computer-readable storage medium.
  • a processor of a 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 control method of the virtual object described in any of the above embodiments.
  • the main control virtual object In response to the attack operation on the interactive element, the main control virtual object is controlled to use the virtual prop to attack the interactive element; in response to the accessory switching operation, the main control virtual object is controlled to switch the first prop accessory of the virtual prop to the second prop accessory, and the first prop accessory is separated from the virtual prop and transformed into a functional prop. Therefore, after the first prop accessory is switched to the second prop accessory, the switched first prop accessory is transformed into a functional prop that can assist the main control virtual object in attacking the interactive element, avoiding the waste of the first prop accessory after use, which not only increases the utilization rate of the first prop accessory, but also expands the gameplay of the game, fully enhances the fun of the game, and improves the efficiency of human-computer interaction.
  • FIG1 is a structural block diagram of an electronic device provided by an exemplary embodiment of the present application.
  • FIG2 is a block diagram of a computer system provided by an exemplary embodiment of the present application.
  • FIG3 is a flow chart of a method for controlling a virtual object provided by an exemplary embodiment of the present application.
  • FIG4 is an interface diagram of a method for controlling a virtual object provided by another exemplary embodiment of the present application.
  • FIG5 is a schematic diagram of an interface for using virtual props to attack interactive elements provided by an exemplary embodiment of the present application
  • FIG6 is a schematic diagram of an interface for shooting at any area using a virtual prop provided by an exemplary embodiment of the present application
  • FIG7 is a schematic diagram of an interface for an accessory switching operation provided by an exemplary embodiment of the present application.
  • FIG8 is a schematic diagram of an interface of a functional prop in a virtual scene provided by an exemplary embodiment of the present application.
  • FIG9 is a schematic diagram of an interface of an explosion animation provided by an exemplary embodiment of the present application.
  • FIG10 is a flowchart of a method for controlling a virtual object provided by yet another exemplary embodiment of the present application.
  • FIG11 is a flowchart of a method for controlling a virtual object when a virtual prop is implemented as a virtual firearm, provided by an exemplary embodiment of the present application;
  • FIG12 is a flowchart of a method for controlling a virtual object provided by another exemplary embodiment of the present application.
  • FIG13 is a schematic diagram of an interface for level selection provided by an exemplary embodiment of the present application.
  • FIG14 is a schematic diagram of a skill selection interface provided by an exemplary embodiment of the present application.
  • FIG15 is a structural block diagram of a control device for a virtual object provided by an exemplary embodiment of the present application.
  • FIG. 16 is a structural block diagram of a terminal provided by an exemplary embodiment of the present application.
  • Virtual world is a virtual world displayed (or provided) when an application is running on a terminal.
  • the virtual world can be a simulation of the real world, a semi-simulation and semi-fictitious world, or a purely fictitious world.
  • the virtual world can be any of a two-dimensional virtual world, a 2.5-dimensional virtual world, and a three-dimensional virtual world, which is not limited in this application. The following embodiments are illustrated by taking the virtual world as a three-dimensional virtual world.
  • Virtual model a model used in the virtual world to imitate the real world.
  • the virtual model occupies a certain volume in the virtual world.
  • the virtual model includes: terrain model, building model, animal and plant model, virtual props Models, virtual vehicle models, and virtual character models.
  • terrain models include: ground, mountains, water, stones, steps, etc.
  • building models include: houses, walls, containers, and fixed facilities inside buildings: tables, chairs, cabinets, beds, etc.
  • animal and plant models include: trees, flowers, birds, etc.
  • virtual prop models include: virtual guns, medicine boxes, airdrops, etc.
  • virtual vehicle models include: cars, ships, helicopters, etc.
  • virtual character models include: people, animals, cartoon characters, etc.
  • Virtual character refers to an active object in a virtual world.
  • the active object may be a virtual character, a virtual animal, an animated character, etc., such as a person, an animal, a plant, an oil drum, a wall, a stone, etc. displayed in a three-dimensional virtual world.
  • the virtual character is a three-dimensional stereoscopic model created based on animation skeleton technology.
  • Each virtual character has its own shape and volume in the three-dimensional virtual world and occupies a part of the space in the three-dimensional virtual world.
  • players use virtual guns to play shooting games, and consume virtual bullets configured in the virtual guns to attack virtual objects that need to be attacked, so as to reduce the attribute value of the virtual objects.
  • the virtual magazine equipped with virtual bullets in the virtual gun will be automatically discarded, so that the player can continue to use the virtual gun to attack virtual objects in the virtual scene.
  • the gameplay of using virtual guns only through shooting is relatively simple, and the game appeal to players is poor.
  • a method for controlling a virtual object which can avoid the waste of the first prop accessory after use, not only increasing the utilization rate of the first prop accessory, but also expanding the gameplay of the game and improving the fun of the game.
  • the control method of the virtual object obtained by training for this application includes at least one of a variety of virtual scenes such as a virtual shooting scene and a virtual battle scene when applied. It is worth noting that the above application scenarios are only illustrative examples. The control method of the virtual object provided in this embodiment can also be applied to other scenarios, and the embodiment of the present application does not limit this.
  • this application can display a prompt interface, pop-up window or output voice prompt information, and the prompt interface, pop-up window or voice prompt information is used to prompt the user that its relevant data is currently being collected, so that this application only starts to execute the relevant steps of obtaining relevant data of users after obtaining the confirmation operation issued by the user to the prompt interface or pop-up window, otherwise (that is, when the confirmation operation issued by the user to the prompt interface or pop-up window is not obtained), the relevant steps of obtaining relevant data of users are terminated, that is, the relevant data of users are not obtained.
  • all user data collected by this application are collected with the consent and authorization of the user, and the collection, use and processing of relevant user data need to comply with the relevant laws, regulations and standards of relevant countries and regions.
  • the terminal in the present application may be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III, Moving Picture Experts Compression Standard Audio Layer 3) player, an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Compression Standard Audio Layer 4) player, etc.
  • the terminal is installed and running with an application that supports a virtual environment, such as an application that supports a three-dimensional virtual environment.
  • the application may be any one of a virtual reality application, a three-dimensional map program, a third-person shooting game (Third-Person Shooting game, TPS), a first-person shooting game (First-Person Shooting game, FPS), and a multiplayer online tactical competitive game (Multiplayer Online Battle Arena Games, MOBA).
  • the application may be a stand-alone application, such as a stand-alone three-dimensional game program, or a network-connected application.
  • FIG1 shows a block diagram of an electronic device provided by an exemplary embodiment of the present application.
  • the electronic device 100 includes: an operating system 120 and an application 122 .
  • the operating system 120 is the underlying software that provides application programs 122 with secure access to the computer's hardware.
  • the application 122 is an application that supports a virtual environment.
  • the application 122 is an application that supports a three-dimensional virtual environment.
  • the application 122 may be any one of a virtual reality application, a three-dimensional map program, a TPS game, an FPS game, a MOBA game, and a multiplayer gunfight survival game.
  • the application 122 may be a stand-alone application, such as a stand-alone three-dimensional game program, or a network-connected application.
  • FIG2 shows a block diagram of a computer system provided by an exemplary embodiment of the present application.
  • the computer system 200 includes: a first device 220 , a server 240 , and a second device 260 .
  • the first device 220 is installed and runs an application that supports a virtual environment.
  • the application can be any one of a virtual reality application, a three-dimensional map program, a TPS game, an FPS game, a MOBA game, and a multiplayer shooter survival game.
  • the first device 220 is a device used by a first user, and the first user uses the first device 220 to control a first virtual object in a virtual environment to perform an activity, and the activity includes but is not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing.
  • the first virtual object is a first virtual character, such as a simulated character or an anime character.
  • the first device 220 is connected to the server 240 via a wireless network or a wired network.
  • the server 240 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center.
  • the server 240 is used to provide background services for applications that support a three-dimensional virtual environment.
  • the server 240 undertakes the main computing work, and the first device 220 and the second device 260 undertake the secondary computing work; or, the server 240 undertakes the secondary computing work, and the first device 220 and the second device 260 undertake the main computing work; or, the server 240, the first device 220, and the second device 260 adopt a distributed computing architecture to perform collaborative computing.
  • the second device 260 is installed and runs an application that supports a virtual environment.
  • the application may be any one of a virtual reality application, a three-dimensional map program, an FPS game, a MOBA game, and a multiplayer shooter survival game.
  • the second device 260 is a device used by a second user, and the second user uses the second device 260 to control a second virtual object in the virtual environment to perform an activity, the activity including but not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing.
  • the second virtual object is a second virtual character, such as a simulated character or an anime character.
  • first virtual character and the second virtual character are in the same virtual environment.
  • first virtual character and the second virtual character may belong to the same team, the same organization, have a friend relationship, or have temporary communication permissions.
  • first virtual character and the second virtual character may also belong to different teams, different organizations, or two hostile groups.
  • the applications installed on the first device 220 and the second device 260 are the same, or the applications installed on the two devices are the same type of applications on different control system platforms.
  • the first device 220 may refer to one of a plurality of devices
  • the second device 260 may refer to one of a plurality of devices. This embodiment is only illustrated by the first device 220 and the second device 260.
  • the device types of the first device 220 and the second device 260 are the same or different, and the device types include at least one of a game console, a desktop computer, a smart phone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, and a laptop computer. The following embodiments are illustrated by the device being a desktop computer.
  • the number of the above devices may be more or less.
  • the above device may be only one, or the above devices may be dozens or hundreds, or more.
  • the embodiment of the present application does not limit the number and type of devices.
  • the server 240 can be implemented as a physical server or a cloud server in the cloud, where cloud technology refers to a hosting technology that unifies hardware, software, network and other resources in a wide area network or a local area network to achieve data computing, storage, processing and sharing.
  • Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, application technology, etc. based on the cloud computing business model application, which can form a resource pool and be used on demand, flexibly and conveniently.
  • the method provided in the embodiments of the present application can be applied to a cloud gaming scenario, whereby the calculation of data logic during the game is completed through the cloud server, while the terminal is responsible for the display of the game interface.
  • the server 240 may also be implemented as a node in a blockchain system.
  • the control method of the virtual object provided in the present application is explained. Taking the method executed by a computer device as an example, if the method is applied to a terminal, as shown in Figure 3, the method includes the following steps 310 to 340.
  • Step 310 Display the main virtual object and interactive elements in the virtual scene.
  • the virtual scene is the scene displayed when the application is running on the terminal device.
  • the virtual scene can be a simulation environment of the real world, for example, the virtual scene is a scene obtained by simulating the real world based on the real world; it can also be a semi-simulation and semi-fictional scene, for example, the virtual scene includes scenes that exist in the real world (such as: traffic, roads, etc.) and fictional scenes (such as: Island A, Volcano B, etc. that do not exist in the real world); it can also be a purely fictional scene, for example: the scenes and things in the virtual scene have no corresponding existence in the real world (such as: monsters, demons, etc.).
  • the virtual scene is at least one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene.
  • the virtual scene loading process there may be a process of converting the two-dimensional virtual scene to a three-dimensional virtual scene, or there may be a process of switching from a three-dimensional virtual scene to a two-dimensional virtual scene, etc.
  • the virtual scene includes the sky, land, ocean, etc., and the land may include environmental elements such as grassland, desert, and city, and the user can control the virtual object to move in the virtual scene.
  • the virtual scene includes, in addition to the main virtual object controlled by the player, interactive elements, where the interactive elements are used to indicate virtual objects that perform virtual interactions with the main virtual object.
  • the interactive element includes at least one of virtual elements such as virtual buildings, virtual obstacles, other virtual objects, etc.
  • the interactive element is a virtual object that is in a different camp from the main virtual object; or, the interactive element is a virtual object that is in the same camp as the main virtual object; or, the interactive element is a non-player character (NPC) configured by the system by default; or, the interactive element is a summoned object of a local virtual object; or, the interactive element is a virtual monster, virtual wild monster, etc. configured by the system by default.
  • NPC non-player character
  • the terminal sends a position confirmation request to the server to determine the position of the interactive element in the virtual scene, and then receives a position confirmation feedback sent by the server, in which the position confirmation feedback marks the position information of the interactive element in the virtual scene.
  • the master virtual object is equipped with virtual props.
  • the master virtual object is used to indicate the virtual object controlled by the player.
  • the master virtual object is a virtual character controlled by the player through the operation terminal; or, the master virtual object is a virtual pet controlled by the player through the operation terminal.
  • Virtual props refer to items that are used to decorate or arrange the virtual environment, or to assist players and provide convenience for them.
  • Virtual props can be consumables that decrease with use during the game, such as virtual firearms, virtual bows and arrows, food, medicine, synthetic materials, etc.; they can also be task items set up to complete plot tasks in the game, such as letters, skill books, intelligence books, etc.; they can also be equipment that assists virtual objects in completing tasks in the game through extraction, purchase, reward, pickup, etc., such as helmets, armor, shoes, backpacks, etc.
  • Virtual props are one of the above virtual props, and virtual props include first prop accessories.
  • the first prop accessory is used to assist the main control virtual object to use the virtual prop to realize the prop function of the virtual prop.
  • the virtual prop is implemented as a virtual firearm
  • the first prop accessory is a virtual magazine included in the virtual firearm, which is used to assist the main virtual object to use the virtual firearm to achieve a shooting function corresponding to the virtual firearm
  • the virtual prop is implemented as a virtual bow and arrow
  • the first prop accessory is a virtual quiver included in the virtual bow and arrow, which is used to assist the virtual bow and arrow to achieve a shooting function corresponding to the virtual bow and arrow, etc.
  • Step 320 in response to the attack operation on the interactive element, control the master virtual object to use the virtual props to attack the interactive element.
  • the player's operation of using virtual props is received, thereby controlling the main virtual object to use the virtual props; when the operation of using virtual props is performed on interactive elements in the virtual scene, the operation is an attack operation of using virtual props to attack the interactive elements.
  • the virtual props are implemented as virtual guns, and the shooting operation of the player controlling the main virtual object to use the virtual gun to shoot is received, and the shooting operation is used as the above-mentioned use operation; the player's shooting operation on the interactive element is received, so as to control the main virtual object to use the virtual gun to attack the interactive element, and the shooting operation is used as the above-mentioned attack operation.
  • the virtual props are implemented as a virtual bow and arrow, which receives the shooting operation of the player controlling the main virtual object to use the virtual bow and arrow to shoot, and uses the shooting operation as the above-mentioned use operation, etc.; receives the player's shooting operation on the interactive element, thereby controlling the main virtual object to use the virtual bow and arrow to attack the interactive element, and uses the shooting operation as the above-mentioned attack operation, etc.
  • the virtual prop attacks by consuming prop filling elements in the first prop accessory.
  • the first prop accessory is filled with prop filling elements, and the prop filling elements are used to be consumed in the process of using the virtual props to realize the prop function corresponding to the virtual props.
  • the virtual prop is implemented as a virtual firearm
  • the first prop accessory is implemented as a virtual magazine loaded in the virtual firearm
  • the virtual magazine is filled with virtual bullets
  • the virtual bullets are the prop filling elements of the virtual magazine
  • the virtual prop is implemented as a virtual bow and arrow
  • the first prop accessory is implemented as a virtual quiver included in the virtual bow and arrow
  • the virtual quiver is filled with virtual arrows
  • the virtual arrows are the prop filling elements of the virtual quiver.
  • the prop filling elements in the first prop accessories included in the virtual props will be consumed as the virtual props are used.
  • the following description is made by taking the virtual props as virtual guns as an example.
  • an attack operation of consuming virtual bullets to attack interactive elements is realized; or, by controlling the main virtual object to use virtual guns to fire virtual bullets at any area in the virtual scene, the purpose of consuming props to fill elements is achieved.
  • an attack animation corresponding to the attack operation is displayed.
  • the terminal receives the attack operation of the player controlling the main virtual object using virtual props on the interactive elements, it sends operation data corresponding to the attack operation to the server to request the server to send rendering data corresponding to the operation data.
  • the terminal After receiving the rendering data sent by the server, the terminal renders the rendering data to the terminal interface, thereby displaying the attack animation corresponding to the attack operation.
  • Step 330 in response to the accessory switching operation, controlling the master virtual object to switch the first prop accessory of the virtual prop to the second prop accessory.
  • the first prop accessory has an element filling capacity corresponding to it, and the element filling capacity is used to indicate the maximum capacity of the prop filling element in the first prop accessory. For example, if the first prop accessory includes a maximum of 50 prop filling elements, then the number 50 is the element filling capacity corresponding to the first prop accessory.
  • the element filling capacity is the capacity configured by default for the first prop accessory; or, the element filling capacity is a capacity that changes with the player's level, etc.
  • the second prop accessory is any prop accessory that can be assembled on the virtual prop.
  • the second prop accessory is a prop accessory of the same type as the first prop accessory, such as the first prop accessory is a virtual magazine filled with virtual bullets, and the second prop accessory is another virtual magazine filled with virtual bullets; or, the second prop accessory is a prop accessory of a different type from the first prop accessory, such as the first prop accessory is a virtual magazine filled with virtual bullets, and the second prop accessory is a special magazine filled with virtual grenades, etc.
  • the model and element filling capacity of the second prop accessory can be the same as or different from those of the first prop accessory.
  • the element filling capacity of the first prop accessory is 50, and the element filling capacity of the second prop accessory after switching is 30; or, the model of the prop filling element filled in the first prop accessory is model A, and the model of the prop filling element filled in the second prop accessory after switching is model B, etc.
  • the accessory switching operation is used to indicate an operation of switching a first prop accessory to a second prop accessory.
  • the triggering operation of the accessory switching control is used as the accessory switching operation.
  • an accessory switching control is displayed on the terminal display interface.
  • the main control virtual object is controlled to switch the first prop accessory in the virtual prop to the second prop accessory, thereby realizing the accessory switching operation.
  • the trigger operation includes multiple operation forms such as a click operation and a long press operation.
  • the master virtual object in response to the consumption quantity of the prop filling elements in the first prop accessory reaching the consumption threshold, the master virtual object is controlled to switch the first prop accessory of the virtual prop to the second prop accessory.
  • the consumption threshold is a comparison benchmark for the consumption of the prop filling element.
  • the consumption threshold is a value configured by the system by default; or, the consumption threshold is a value set by the player; or, the consumption threshold is a value that changes with the element filling capacity of the first prop accessory, etc.
  • the number of prop filling elements consumed is determined by determining the element filling capacity of the first prop accessory and the prop filling elements remaining in the first prop accessory after the prop filling element is consumed. For example, if 1 prop filling element is consumed during one attack, and when determining the number of prop filling elements consumed during multiple attacks, the element filling capacity of the first prop accessory is predetermined to be 50, and the prop filling elements remaining in the first prop accessory after multiple attacks are 35, then the number of prop filling elements consumed is determined to be 15, that is, the master virtual object has made 15 attacks; or, if 5 prop filling elements are consumed during one attack (such as 5 virtual bullets are fired in succession), and when determining the number of prop filling elements consumed during multiple attacks, the element filling capacity of the first prop accessory is predetermined to be 50, and the prop filling elements remaining in the first prop accessory after multiple attacks are 35, then the number of prop filling elements consumed is determined to be 15, that is, the master virtual object has made 3 attacks, etc
  • the consumption threshold is described as a value configured by default in the system.
  • the master virtual object is controlled to switch the first prop accessory in the virtual prop to the second prop accessory.
  • the prop filling element being consumed is an illustrative case where the consumption quantity of the prop filling element reaches the consumption threshold. That is, when the prop filling element in the first prop accessory is consumed, the first prop accessory will be switched to the second prop accessory filled with the prop filling element.
  • the consumption threshold is a value set by the player as an example. For example, the player sets the consumption threshold when the item filling element is consumed to 20%; or the player sets the message threshold when all the item filling elements are consumed.
  • the above content introduces the situation where the prop filling elements are consumed as the situation where the consumption quantity reaches the consumption threshold.
  • the condition of the prop filling elements being consumed is used as the trigger condition for switching to the second prop accessory. It can not only avoid the problem of invalid configuration of the first prop accessory on the virtual prop, but also switch to the second prop accessory more timely without affecting the game process, which greatly improves the efficiency of the game, enriches the player's game experience, and can also reasonably improve the efficiency of data resource transmission through the process of allocating data resources.
  • the prop filling elements filled in the first prop accessory will be gradually consumed, and when the consumption number of prop filling elements in the first prop accessory reaches the consumption threshold, the accessory switching animation will be displayed.
  • the accessory switching animation is an animation effect corresponding to the accessory switching operation, that is, the accessory switching animation is an animation effect of switching a first prop accessory that consumes prop filling elements to a second prop accessory filled with prop filling elements.
  • both the first prop accessory and the second prop accessory are virtual prop accessories that can be loaded onto a virtual prop
  • the first prop accessory is a virtual prop accessory that has undergone the above-mentioned consumption process and has consumed prop filling elements
  • the second prop accessory is a virtual prop accessory other than the first prop accessory that can be loaded onto a virtual prop.
  • the first prop accessory in response to the consumption quantity of the prop filling elements in the first prop accessory reaching the consumption threshold, the first prop accessory is automatically switched to the second prop accessory.
  • the system controls the master virtual object by default to perform an accessory switching action to switch the first prop accessory to a second prop accessory; or, when the consumption quantity of prop filling elements in a first prop accessory reaches a consumption threshold and the master virtual object is equipped with a second prop accessory, the system controls the master virtual object by default to perform an accessory switching action to switch the first prop accessory to a second prop accessory.
  • a switching prompt message is displayed to prompt the player that the consumption of the prop filling elements in the current first prop accessory has reached the consumption threshold.
  • the master virtual object in response to receiving an accessory switching operation, is controlled to switch the first prop accessory of the virtual prop to a second prop accessory.
  • the player knows the degree of consumption of the prop filling element based on the switching prompt message, and can choose to replace the first prop accessory by performing an accessory switching operation.
  • the virtual prop accessory assembled in the virtual prop switches from the first prop accessory to the second prop accessory, and the player can control the main virtual object to consume the prop filling elements in the second prop accessory to carry out the subsequent game process.
  • Step 340 after the first prop accessory is switched, the first prop accessory is separated from the virtual prop and transformed into a functional prop.
  • the first prop accessory falls off from the virtual prop and falls on a virtual surface in the virtual scene; or, after the master virtual object performs an accessory switching action, the first prop accessory is separated from the virtual prop and put into a virtual backpack corresponding to the master virtual object, etc.
  • the functional props are used to assist the main control virtual object to attack the interactive elements.
  • the functional props have designated functions and assist the main control virtual object with the designated functions.
  • the functional prop has the same appearance as the first prop accessory.
  • the first prop accessory is a virtual magazine, and its appearance is a rectangular magazine shape; after the first prop accessory is switched and detached from the virtual prop, the accessory function of the first prop accessory for filling the prop filling element is changed, and the first prop accessory is transformed into a functional prop with a specified function, but its appearance shape is maintained, that is, the functional prop is a prop with a magazine shape and a specified function.
  • the functional prop has a different appearance from the first prop accessory.
  • the first prop accessory is a virtual magazine, and its appearance is a rectangular magazine shape; after the first prop accessory is switched and detached from the virtual prop, the accessory function of the first prop accessory for filling the prop filling element is changed, the first prop accessory is changed into a functional prop with a specified function, and the appearance of the first prop accessory is changed to obtain a functional prop with a different appearance from the first prop accessory.
  • the functional prop is a prop with a spherical shape and a specified function.
  • the designated function is a function corresponding to the functional prop, which is used to achieve an auxiliary effect of assisting the main control virtual object by exerting the designated function.
  • the designated function is a function configured by the system by default and associated with the functional prop; or, the designated function is a function selected by the player from at least two preset candidate functions, etc.
  • the designated function is a virtual explosion function, that is, when the functional props play the designated function, the virtual explosion attack is used to assist the main control virtual object to attack the interactive element.
  • the designated function is a deceleration function, that is, when the functional props play the designated function, the movement speed of the interactive elements within a preset range is slowed down, thereby making it easier for the main control virtual object to attack the interactive elements.
  • the designated function is a virtual smoke release function, that is, when the functional props play the designated function, the release of virtual smoke assists the main control virtual object to attack the interactive elements.
  • the designated function is a hidden attack function.
  • a functional prop falls on a virtual surface (such as a virtual ground) in a virtual scene, the functional prop is hidden under the virtual surface.
  • the interactive element triggers the hidden functional prop, the corresponding hidden attack effect is achieved.
  • an explosion attack is performed on the interactive element.
  • the designated function is a function with a gain effect, wherein the function with a gain effect includes a therapeutic function, At least one of the multiple positive functions such as mana enhancement function and level enhancement function.
  • functional props are used to increase the attribute value, combat value, etc. of the main virtual object and other virtual objects of the same camp, so as to assist the main virtual object to attack the interactive elements in a side way.
  • taking the healing function as an example of a function with a gain effect after the functional props fall on the virtual surface in the virtual scene, the virtual objects (the main virtual object and other virtual objects of the same camp) within the preset healing range are healed to enhance the health value of the virtual objects, etc.
  • a plurality of candidate functions are pre-configured; based on a selection operation of a designated function from the plurality of candidate functions, the functional prop performs the designated function.
  • the player selects a single candidate function from a plurality of pre-configured candidate functions as the designated function corresponding to the functional item.
  • the plurality of pre-configured candidate functions are a virtual explosion function, a virtual smoke release function, a hidden function, etc. If the player selects the virtual explosion function as the designated function corresponding to the functional item, the functional item performs the virtual explosion function.
  • the functional props when the functional props play a designated function, the functional props are displayed to produce a special effect animation of the designated function in the virtual scene, for example, the functional props are displayed to produce an explosion animation of a virtual explosion function in the virtual scene.
  • the functional props in response to the functional props satisfying a preset condition, are controlled to perform a designated function in the virtual scene.
  • the functional props are controlled to perform an explosion attack in the virtual scene, wherein the explosion attack is used to reduce the attribute value of the interactive element within a preset range.
  • the functional props are controlled to perform a deceleration attack in the virtual scene, wherein the deceleration attack is used to reduce the moving speed of the interactive elements within a preset range.
  • the preset conditions are used to indicate the pre-set conditions for the functional props to perform designated functions.
  • the above content introduces the attack forms of functional props with different effects in virtual scenes.
  • the functional props can change the element conditions of the interactive elements within the preset range by playing the corresponding designated functions, avoiding the problem of the single function of the accessories caused by only playing the accessory function of the first prop accessory.
  • the functional props converted after the first prop accessory is separated from the virtual props can realize designated functional forms such as explosion attack and deceleration attack, so that the functional forms of the first prop accessories can be enriched with the help of the converted functional props, and the interactive elements within the preset range can be attacked more targetedly.
  • the interactive process improves the diversity of the players' gameplay using virtual props and the first prop accessories to attack, and also improves the human-computer interaction efficiency of the players during the game.
  • the functional props play a designated function.
  • the time is counted from the time when the first prop accessory is transformed into a virtual prop, and the time is compared with a preset time threshold.
  • the functional prop plays a designated function, such as an explosion function, a deceleration function, etc.
  • the functional prop does not play a designated function.
  • the functional prop performs a designated function.
  • collision box detection is performed on functional props and interactive elements.
  • the functional prop collides with the interactive element, and the functional prop plays a designated function in the virtual scene.
  • the main control virtual object in response to the attack operation on the interactive element, is controlled to use the virtual prop to attack the interactive element; in response to the accessory switching operation, the main control virtual object is controlled to switch the first prop accessory of the virtual prop to the second prop accessory, and the first prop accessory is transformed into a functional prop after being separated from the virtual prop. Therefore, after the first prop accessory is switched to the second prop accessory, the switched first prop accessory is transformed into a functional prop and assists the main control virtual object in attacking the interactive element, avoiding the waste of the first prop accessory after use, which not only increases the utilization rate of the first prop accessory, but also expands the gameplay of the game, fully enhances the fun of the game, and improves the efficiency of human-computer interaction.
  • the functional prop is controlled to perform an explosion attack in the virtual scene. It can also be implemented as the following steps 410 to 440.
  • Step 410 Display the main virtual object and interactive elements in the virtual scene.
  • the main control virtual object is equipped with virtual props, and the virtual props include first prop accessories.
  • the main control virtual object is used to indicate the virtual object controlled by the player, for example, the main control virtual object is a virtual character controlled by the player through the operation terminal.
  • the first prop accessory is used to assist the main control virtual object to use the virtual prop to realize the prop function of the virtual prop.
  • the virtual scene includes, in addition to the main virtual object controlled by the player, interactive elements, where the interactive elements are used to indicate virtual objects that perform virtual interactions with the main virtual object.
  • the terminal sends a position confirmation request to the server to determine the position of the interactive element in the virtual scene, and then receives a position confirmation feedback sent by the server, in which the position confirmation feedback marks the position information of the interactive element in the virtual scene.
  • Step 420 in response to the attack operation on the interactive element, control the master virtual object to use the virtual props to attack the interactive element.
  • the receiving player controls the main virtual object to use virtual props to attack the interactive elements.
  • the prop filling elements in the first prop accessories assembled in the virtual props will be consumed, so as to realize the process of attacking the interactive elements with the help of the prop filling elements.
  • FIG5 it is a schematic diagram of the interface of a virtual scene.
  • the virtual scene includes a main virtual object 510 controlled by a player and at least one interactive element 520.
  • the interactive element 520 will attack the main virtual object 510 in the virtual scene.
  • the player can control the main virtual object 510 to move in the virtual scene to avoid the attack of the interactive element 520, and can also use virtual props 530 to attack the interactive element 520.
  • the virtual props 530 are implemented as virtual guns.
  • the player controls the main virtual object 510 to use the virtual guns to shoot at the interactive element to cause damage to the interactive element 520.
  • the virtual props are equipped with a first prop accessory.
  • the main control virtual object uses the virtual props, it provides power to the virtual props through the first prop accessory, and uses the prop filling element in the first prop accessory to cause attack damage to the interactive element.
  • the virtual props 530 are implemented as virtual firearms, and the first prop accessory installed in the virtual firearm is a virtual magazine, and the virtual magazine includes virtual bullets (the virtual magazine and virtual bullets are located in the virtual firearm, not shown in Figure 5).
  • the virtual bullets filled in the virtual magazine are used to achieve the purpose of causing damage to the interactive element 520.
  • the virtual props are implemented as virtual guns, and the main virtual object is controlled to use the virtual guns to shoot and attack the interactive elements; or, the virtual props are implemented as virtual bows and arrows, and the main virtual object is controlled to use the virtual bows and arrows to shoot and attack the interactive elements, etc.
  • the prop filling element falls on the interactive element, causing attack damage to the interactive element.
  • the attribute values of the interactive element such as virtual health and virtual mana are reduced.
  • the master virtual object 510 uses a virtual gun to attack the interactive element 520.
  • the virtual scene includes a master virtual object 610, and the master virtual object 610 uses a virtual gun to fire virtual bullets at any virtual area in the virtual environment.
  • the main virtual object in response to an attack operation directed at an interactive element, is controlled to use a virtual prop to launch a prop filling element in a first prop accessory to the interactive element; in response to the prop filling element staying on the interactive element for a preset time, an explosion effect of a virtual explosion attack by the prop filling element on the interactive element is displayed.
  • the interactive element is delayed in damage. For example, the length of time the prop filling element stays on the interactive element is counted, and when the length of time reaches a preset length, the prop filling element performs a virtual explosion attack on the interactive element, thereby achieving delayed damage to the interactive element.
  • the first degree of damage is caused to the interactive element; when the prop filling element stays on the interactive element for a preset time, the second degree of damage is caused to the interactive element through a virtual explosion attack. degree of damage.
  • the prop-filling element when the prop-filling element stays on the interactive element, the prop-filling element causes the first degree of erosion damage to the interactive element, reducing the attribute value of the interactive element with a smaller degree of damage; when the prop-filling element stays on the interactive element for a preset time, the prop-filling element generates a virtual explosion attack on the interactive element and causes the second degree of damage to the interactive element, reducing the attribute value of the interactive element with a larger degree of damage.
  • the above content introduces the content of launching prop-filling elements and displaying explosion effects based on the dwelling time.
  • prop-filling elements with attack functions are placed above interactive elements, and then according to the dwelling time of prop-filling elements on interactive elements, it is measured whether to carry out an explosion attack on interactive elements through prop-filling elements, so that not only can the interactive elements be immediately damaged (such as the dwelling time is 0 or a very short 0.001 seconds, etc.), but also the purpose of delayed damage to interactive elements can be achieved with the help of the dwelling time, such as the dwelling time is 2 seconds, 10 seconds, etc.
  • While enriching the gameplay it improves the fun of the game, and can also carry out more diverse attack processes on interactive elements, improve the effectiveness of the player's attack process, and improve the efficiency of human-computer interaction.
  • an attack animation of the master virtual object using a virtual prop to attack the interactive element is displayed.
  • Step 430 in response to the accessory switching operation, controlling the master virtual object to switch the first prop accessory of the virtual prop to the second prop accessory.
  • the accessory switching operation is used to indicate an operation of switching a first prop accessory to a second prop accessory.
  • the triggering operation for the accessory switching operation is used as the accessory switching operation.
  • the master virtual object in response to the consumption quantity of the prop filling elements in the first prop accessory reaching the consumption threshold, the master virtual object is controlled to switch the first prop accessory of the virtual prop to the second prop accessory.
  • the virtual prop accessory assembled on the virtual prop is the second prop accessory, and the first prop accessory is separated from the virtual prop and falls on the surrounding side of the main virtual object; or, when the first prop accessory is switched to the second prop accessory, the first prop accessory is separated from the virtual prop and stored in the virtual backpack of the main virtual object, etc.
  • the above content introduces the use of the consumption of prop filling elements as the implementation form of the accessory switching operation.
  • the terminal can automatically switch the first prop accessory to the second prop accessory, such as switching the first prop accessory that has been consumed to the second prop accessory that is filled with prop filling elements, so as to use the second prop accessory to carry out the subsequent game process.
  • FIG. 7 it is a schematic diagram of the master virtual object performing an accessory switching action. Based on the accessory switching operation, the master virtual object 710 performs an accessory switching action on the virtual prop 720 in the virtual scene, thereby switching the first prop accessory 730 to the second prop accessory, and the first prop accessory 730 is separated from the virtual prop 720 and falls on the virtual surface in the virtual scene.
  • Step 440 after the first prop accessory is switched, the first prop accessory is separated from the virtual prop and transformed into a functional prop.
  • the functional props are used to assist the main control virtual object to attack the interactive elements.
  • the functional props have a specified function and assist the main control virtual object with the help of the specified function.
  • the following description is taken as an example that the specified function of the functional props is a virtual explosion function.
  • special effect prompt information is displayed.
  • the special effect prompt information is used to prompt that the functional props will attack the interactive elements after a preset time threshold.
  • the first prop accessory separated from the virtual prop is transformed into a functional prop and falls on the surrounding side of the main control virtual object, and special effect prompt information is displayed around the functional prop to prompt the player that the first prop accessory will produce a virtual explosion function, thereby attacking the interactive element.
  • the special effect prompt information is displayed in the form of a pattern; or, the special effect prompt information is displayed in the form of text; or, the special effect prompt information is displayed in the form of a countdown, etc.
  • the virtual aperture 740 is the special effect prompt information mentioned above, which is used to prompt the player that the functional props will generate a virtual explosion function in the virtual scene, thereby attacking the interactive elements.
  • the above content introduces the special effect prompt information.
  • the special effect prompt information not only can the player be shown the process of the first prop accessory being successfully transformed into a functional prop, but the player can also be prompted with the attack status of the designated function corresponding to the functional prop, so as to remind the player to avoid being affected by damage. It is also helpful to prompt the player to attract more interactive elements to the vicinity of the functional prop within the preset time threshold, so that more interactive elements can be targeted for damage. This not only greatly improves the fun of the game, but also allows players to understand the game progress more intuitively through information prompts, thereby improving the efficiency of human-computer interaction.
  • the distance between the main control virtual object and the functional prop is inversely correlated with the display effect of the special effect prompt information.
  • the display brightness of the special effect prompt information becomes weaker; or, when the distance between the main control virtual object and the functional prop increases, the display range of the special effect prompt information becomes smaller, etc.
  • the display of the characteristic prompt information is cancelled.
  • the above content introduces that the display effect of the special effect prompt information is inversely correlated with the distance between the main control virtual object and the functional props.
  • the display of the inverse correlation is helpful for players to more intuitively know the distance relationship between the main control virtual object and the functional props they control through the display of the special effect prompt information, so as to avoid the functional props in the functional preparation state in a targeted manner, and have a more interesting game process while avoiding harm to themselves, thereby improving the efficiency of human-computer interaction.
  • the functional props in response to the functional props satisfying a preset condition, are controlled to perform an explosion attack in the virtual scene.
  • the explosion attack is used to reduce the attribute value of the interactive elements within a preset range.
  • the preset conditions are used to indicate the pre-set conditions for the functional props to perform designated functions.
  • the functional prop in response to a preset duration threshold of the functional prop in the virtual scene, is controlled to perform an explosion attack in the virtual scene.
  • the time is counted from the time when the first prop accessory is transformed into a virtual prop, and the time is compared with a preset time threshold.
  • the functional prop is controlled to perform an explosion attack in the virtual scene.
  • the functional prop does not perform an explosion attack first.
  • the functional prop in response to a collision between the functional prop and the interactive element, is controlled to perform an explosion attack in the virtual scene.
  • collision box detection is performed on functional props and interactive elements.
  • the functional prop collides with the interactive element, and the functional prop is controlled to perform an explosion attack in the virtual scene.
  • the preset range is the area that the functional prop can affect when performing a specified function. For example, when a functional prop explodes in a virtual scene, the functional prop explodes and attacks the interactive elements within the preset range, thereby reducing the attribute value of the interactive elements.
  • the attribute value of the interactive element includes at least one of multiple attribute values such as virtual health value, virtual mana value, virtual experience value, virtual skill value, etc.
  • attribute values such as virtual health value, virtual mana value, virtual experience value, virtual skill value, etc.
  • the functional prop explodes in the virtual scene and makes an explosion attack on the interactive element within the preset range
  • the virtual health value of the interactive element is reduced
  • the functional prop explodes in the virtual scene and makes an explosion attack on the interactive element within the preset range
  • the virtual health value and virtual experience value of the interactive element are reduced.
  • the interactive elements within the preset range are additionally damaged, which expands the use scenarios of the functional props and enhances the game experience of the players.
  • FIG. 8 is a schematic diagram of a functional prop in a virtual scene.
  • the main virtual object 810 is equipped with a virtual prop, and an aperture 830 is displayed next to the functional prop 820 to remind the player that the functional prop 820 is about to produce a virtual explosion function.
  • an explosion attack of a first attack degree is performed on the interactive element; based on the explosion accompanying effect generated by the functional props, an accompanying attack of a second attack degree is performed on the interactive element.
  • the attack damage of the first attack level is greater than the attack damage of the second attack level.
  • the above content explains the explosion attack and the accompanying attack.
  • the accompanying explosion effect produced by the explosion can also cause secondary damage to the interactive elements, thereby maximizing the attack form of the functional props and further improving the impact of the functional props.
  • the game's fun and human-computer interaction efficiency are improved while maintaining the authenticity of the game.
  • the accessory trigger control in response to the separation time of the functional prop from the virtual prop reaching a preset time threshold, the accessory trigger control is displayed; in response to receiving a trigger operation on the accessory trigger control, the functional prop is controlled to perform an explosion attack in the virtual scene.
  • the accessory trigger control is used to control the functional props to perform explosion attacks in the virtual scene.
  • an accessory trigger control is displayed in the virtual scene to indicate to the player that the separation time of the functional props has reached the preset time threshold.
  • the functional props are controlled to perform an explosion attack in the virtual scene.
  • the player can control the functional props to perform an explosion attack in the virtual scene by performing a trigger operation on the accessory trigger control.
  • an explosion attack animation is displayed.
  • an explosion animation of the functional prop performing an explosion attack in the virtual scene is displayed.
  • the functional props will perform an explosion attack in the virtual scene and display the corresponding explosion animation.
  • the switched first prop accessory is transformed into a functional prop and assists the main control virtual object to attack the interactive elements, avoiding the waste of the first prop accessory after use.
  • This not only increases the utilization rate of the first prop accessory, but also expands the gameplay of the game, fully enhances the fun of the game, and improves the efficiency of human-computer interaction.
  • the specified function implemented by the functional props is introduced as a virtual explosion function.
  • the duration of the functional props in the virtual scene reaches a preset duration threshold, the functional props are controlled to perform an explosion attack in the virtual scene, so that the functional props can play their corresponding virtual explosion function, which is conducive to assisting the main control virtual object to attack the interactive elements in the virtual scene through the virtual explosion function, which not only expands the scope of use of the functional props, but also greatly enhances the playability of the game and improves the player's experience.
  • the functional props are thrown into the designated area to attack the interactive elements in the designated area.
  • the embodiment shown in FIG3 above can also be implemented as the following steps 1010 to 1050 .
  • Step 1010 Display the main virtual object and interactive elements in the virtual scene.
  • the main control virtual object is equipped with virtual props, and the virtual props include first prop accessories.
  • the main virtual character is located in the virtual scene, but when the virtual scene is displayed, there is a first-person perspective corresponding to the main virtual object displayed in the display interface on the terminal, and the first-person perspective is used as the main virtual object displayed.
  • Step 1010 has been described in the above steps 310 and 410 and will not be repeated here.
  • Step 1020 in response to the attack operation on the interactive element, control the master virtual object to use the virtual props to attack the interactive element.
  • the virtual prop attacks by consuming prop filling elements in the first prop accessory.
  • the virtual prop is implemented as a virtual firearm
  • the first prop accessory corresponding to the virtual firearm is implemented as a virtual magazine
  • the prop filling element filled in the virtual magazine is implemented as a virtual bullet.
  • the virtual prop is implemented as a virtual bow and arrow
  • the first prop accessory corresponding to the virtual bow and arrow is implemented as a virtual quiver
  • the prop filling element filled in the virtual quiver is implemented as a virtual arrow.
  • step 1020 has been described in the above steps 320 and 420, and the embodiments of the present application do not limit this.
  • Step 1030 in response to the accessory switching operation, controlling the master virtual object to switch the first prop accessory of the virtual prop to the second prop accessory.
  • the accessory switching operation is used to indicate an operation of switching a first prop accessory to a second prop accessory.
  • Step 1030 has been described in the above steps 330 and 430 and will not be repeated here.
  • Step 1040 after the first prop accessory is switched, the first prop accessory is separated from the virtual prop and transformed into a functional prop.
  • Step 1040 has been described in the above steps 340 and 440 and will not be repeated here.
  • Step 1050 receiving a throwing operation on the functional prop.
  • the functional props are props that are separate from the virtual props, and the player can perform independent operations on the functional props, for example, the independent operation is implemented as a throwing operation on the functional props.
  • the throwing operation is used to throw functional props to the designated area.
  • the designated area is a pre-selected area; or, the designated area is an area in the virtual scene where the functional props fall.
  • the designated area can be implemented as an interactive element, or as a virtual surface, a virtual building, etc. in the virtual scene.
  • the player triggers the prompt information for the throwing operation to realize the throwing operation on the functional props; or, the player triggers the throwing control appearing in the virtual scene to realize the throwing operation on the functional props, etc.
  • a throwing animation of a functional prop being thrown into a designated area is displayed.
  • a throwing animation of the functional prop being thrown is displayed, the starting point of the functional prop in the throwing animation is the location of the virtual prop, and the starting point of the functional prop in the throwing animation is a designated area in the virtual scene.
  • the functional props are controlled to perform designated functions in the virtual scene.
  • the functional prop when the functional prop is thrown into a designated area, the functional prop is controlled to perform an explosion attack in the virtual scene; or when the functional prop is thrown into a designated area, the functional prop is controlled to perform a deceleration attack in the virtual scene, etc.
  • the above content introduces the action form after the first prop accessory is separated from the virtual prop and transformed into a functional prop.
  • the functional props that can play the specified function can be thrown in the specified area, so that the functional props can realize the targeted action process of the specified function based on the specified area.
  • the functional props can perform explosive attacks, deceleration attacks, etc. on the interactive elements within the specified range. Not only can the functional props achieve richer attack effects, but also the players can perform more targeted attacks on the interactive elements in the specified area through throwing operations. While giving full play to the tactical planning ability of the players in the virtual game, it enhances the fun of the game and improves the efficiency of human-computer interaction.
  • the first prop accessory in response to the number of prop filling elements remaining in the first prop accessory being a first number, The first prop accessory is converted into a first functional prop with a first attack strength; in response to the number of prop filling elements remaining in the first prop accessory being a second number, the first prop accessory is converted into a second functional prop with a second attack strength.
  • the first number is greater than the second number, and the first attack degree is greater than the second attack degree.
  • the functional props are implemented as a virtual magazine configured in a virtual firearm.
  • the virtual explosion function of the virtual magazine is stronger; when the number of virtual bullets in the virtual magazine is small, the virtual explosion function of the virtual magazine is weaker, etc.
  • the above content introduces that the first prop accessory is converted into a functional prop with different attack strengths according to the number of prop filling elements left in the first prop accessory.
  • the first prop accessory can be converted into a first functional prop with greater attack strength, so that not only can the designated function be achieved with the help of the functional prop, but also a more powerful designated function can be exerted with the help of the prop filling elements; similarly, when the number of prop filling elements left in the first prop accessory is small, the first prop accessory can be converted into a second functional prop with smaller attack strength.
  • Differential attack strength can improve the authenticity of the attack of the functional prop, avoid the problem of not fully consuming the prop filling elements and failing to exert a good attack effect, greatly enhance the player's sense of participation in the game process, and improve the efficiency of human-computer interaction.
  • the switched first prop accessory is transformed into a functional prop and assists the main control virtual object to attack the interactive elements, avoiding the waste of the first prop accessory after use.
  • This not only increases the utilization rate of the first prop accessory, but also expands the gameplay of the game, fully enhances the fun of the game, and improves the efficiency of human-computer interaction.
  • a method of utilizing functional props by throwing is introduced. After the first prop accessory is transformed into a functional prop, when a throwing operation of the functional prop is received, the functional prop is thrown to a designated area, so that it is beneficial to use the throwing effect of the functional prop to perform the designated function corresponding to the functional prop in the designated area, and it is also beneficial to attack the interactive elements in the designated area, which expands the use of the functional props and improves the fun of the game and the efficiency of human-computer interaction.
  • the virtual prop is implemented as a virtual firearm
  • the first prop accessory in the virtual prop is implemented as a first virtual magazine in the virtual firearm.
  • FIG11 the embodiment shown in FIG3 above can also be implemented as the following steps 1110 to 1140.
  • Step 1110 displaying the main virtual object and interactive elements in the virtual scene.
  • the main control virtual object is equipped with a virtual prop, and the virtual prop includes a first prop accessory.
  • the virtual prop equipped by the main control virtual object is a virtual firearm
  • the first prop accessory included in the virtual firearm is a first virtual magazine.
  • Step 1120 in response to the attack operation on the interactive element, control the master virtual object to use a virtual gun to shoot and attack the interactive element.
  • the virtual bullets in the virtual magazine are consumed during the shooting attack.
  • the master virtual object In response to the attack operation on the interactive element, the master virtual object is controlled to use the virtual props to attack the interactive element.
  • the player controls the main virtual object to use a virtual gun to perform a shooting attack, and consumes virtual bullets in the first virtual magazine during the shooting attack.
  • the player uses a virtual gun to shoot an interactive element in a virtual scene, and consumes virtual bullets during the shooting attack.
  • Step 1130 in response to the virtual bullets in the virtual magazine being consumed, the main control virtual object is controlled to switch the first virtual magazine in the virtual firearm to other prop accessories.
  • the virtual clip is automatically switched to other prop accessories.
  • the virtual bullets in the first virtual clip mounted on the virtual firearm are consumed. If the virtual bullets in the virtual clip are consumed, that is, there are no virtual bullets in the first virtual clip, the main control virtual object automatically switches the first virtual clip to other prop accessories, such as: switching the first virtual clip to the second virtual clip (another virtual clip other than the first virtual clip); or, switching the first virtual clip to other accessories.
  • the second virtual clip is partially filled with virtual bullets; or, the second virtual clip is fully filled with virtual bullets, etc.
  • Step 1140 after the first virtual magazine is switched, the first prop accessory is detached from the virtual prop and transformed into a functional prop.
  • the functional prop generates a specified function in the virtual scene, and the specified function is a function corresponding to the first virtual clip.
  • the designated function is a function configured by the system by default and associated with the first virtual magazine; or, the designated function is a function selected by the player from at least two preset candidate functions, etc.
  • virtual props can also be implemented as other virtual props such as virtual attacks and virtual medicine bottles.
  • first prop accessories corresponding to the virtual props and the prop filling elements filled therein are implemented in corresponding forms, and the embodiments of the present application are not limited to this.
  • the switched first prop accessory is transformed into a functional prop and assists the main control virtual object to attack the interactive elements, avoiding the waste of the first prop accessory after use.
  • This not only increases the utilization rate of the first prop accessory, but also expands the gameplay of the game, fully enhances the fun of the game, and improves the efficiency of human-computer interaction.
  • a control method for a virtual object when a virtual prop is implemented as a virtual firearm is introduced.
  • a virtual magazine in a virtual firearm is switched and becomes a virtual prop, and generates a specified function in a virtual scene
  • the virtual magazine is fully utilized after being used, and the specified function generated by the transformed functional prop in the virtual scene can also generate an attack effect in the virtual scene through the virtual prop after being converted, so that the first virtual magazine after being consumed can also generate an attack effect in the virtual scene, which expands the gameplay of the game, fully enhances the fun of the game, and improves the efficiency of human-computer interaction.
  • control method of the virtual object is applied to a shooting game, which is called a method of turning an empty magazine into an explosive in the shooting game.
  • a shooting game which is called a method of turning an empty magazine into an explosive in the shooting game.
  • FIG12 the embodiment shown in FIG3 can also be implemented as the following steps 1210 to 1280.
  • Step 1210 enter the target level.
  • the game enters the target level selected by the player.
  • FIG. 13 it is a schematic diagram of level selection, which includes three common levels 1310 and one ultimate level 1320 , and the three common levels 1310 include level 1, level 2 and level 3.
  • the main virtual object controlled by the player performs a challenge alone; or, the main virtual object controlled by the player teams up with at least one other virtual object to challenge, such as the main virtual object teams up with the other two matched virtual objects to perform the common level 1310 .
  • the level duration of the three ordinary levels 1310 is fixed. If the main controlling virtual object challenges alone, the game ends (GameOver) when the main controlling virtual object is eliminated. If the main controlling virtual object is not eliminated within the level duration, the challenge is successful. Alternatively, if the main controlling virtual object and at least one other virtual object form a team to challenge, the game ends when the main controlling virtual object and the other virtual objects are both eliminated. If there is at least one virtual object that has not been eliminated within the level duration, the challenge is successful, etc.
  • the normal level 1310 is a stage for the master virtual object to gain experience points, commonly known as the farm stage; build is constructed in the farm stage.
  • the master virtual object passes the first three common levels 1310, it can choose to enter the final level 1320.
  • the first three common levels 1310 are progressive levels, that is, when the master virtual object passes level 1, level 2 is opened; or, the first three common levels 1310 are open levels, that is, the player can choose any level to play the game at will. For example: As shown in FIG. 13 , the player selects level 1 as the target level and performs the game battle process of level 1.
  • Step 1220 Display the candidate skill list.
  • a candidate skill selection list is displayed.
  • a skill selection interface is displayed, wherein the skill selection interface includes at least two candidate skills.
  • the game randomly obtains candidate skills (Super Perk) and constructs a Build at a certain time rhythm.
  • a candidate skill selection list which includes three candidate skills, namely, survival skill 1410, control skill 1420 and blasting skill 1430, wherein the survival skill 1410 is used to instruct the main control virtual object controlled by the player to automatically revive once after knocking down a monster when in a fallen state, and to restore additional attribute values; the control skill 1420 is used to instruct the main control virtual object controlled by the player to produce an additional blood-sucking effect when causing damage to the nano monsters (interactive elements that need to be attacked) in a stiff state; the blasting skill 1430 is used to instruct the main control virtual object controlled by the player to have a 100% probability of the first three bullets of the virtual sniper rifle sticking to the nano monster when the magazine (magazine) is full of bullets, resulting in a 3-second delayed explosion.
  • survival skill 1410 is used to instruct the main control virtual object controlled by the player to automatically revive once after knocking down a monster when in a fallen state, and to restore additional attribute values
  • the control skill 1420 is used to instruct the main control virtual object
  • Step 1230 select the target skill to equip.
  • the target skill selected in the list is equipped to the virtual character controlled by the player, so that the virtual character can use the target skill.
  • a selection operation of a target skill from among at least two candidate skills is received.
  • the selection operation is used to display the target skill configured for the virtual props equipped by the main control virtual object, and the target skill is used to assist the main control virtual object to play the prop function of the virtual props.
  • the blasting skill 1430 is used as the target skill, and the blasting skill 1430 is configured for the virtual prop, so that the master virtual object triggers the virtual prop.
  • the above content introduces the selection operation of the target skill in the skill selection interface.
  • the skill selection interface multiple candidate skills are displayed, thereby providing players with a more diverse selection process, and then determining the target skill based on the selection of multiple candidate skills.
  • the target skill can assist the main control virtual object to more specifically play the prop function of the virtual prop, thereby combining the player's independent selection and the game configuration effect to achieve a more diverse game process and enrich the game presentation effect.
  • Step 1240 attack the virtual wild monster to consume virtual bullets.
  • the virtual prop equipped by the main virtual object is a virtual firearm, which is equipped with a first virtual magazine filled with virtual bullets.
  • the player controls the main virtual object to attack virtual monsters (such as the above-mentioned nano monsters) in the virtual scene by consuming virtual bullets, thereby causing attack damage to the virtual monsters and reducing the attribute values of the virtual monsters.
  • virtual monsters such as the above-mentioned nano monsters
  • Step 1250 automatically reload when virtual bullets are exhausted.
  • the main control virtual object is automatically controlled to switch from the first virtual magazine to the second virtual magazine, thereby achieving an automatic bullet replacement effect.
  • Step 1260 The first virtual magazine and the virtual firearm are separated.
  • the first virtual magazine is separated from the virtual firearm.
  • Step 1270 the first virtual magazine turns into an explosive and falls automatically.
  • the first virtual clip after the first virtual clip is separated from the virtual firearm, it falls on the virtual surface in the virtual scene, thereby realizing the automatic falling process.
  • the first virtual clip after the first virtual clip is separated from the virtual firearm, it automatically turns into an explosive that can realize the virtual explosion function.
  • Step 1280 The first virtual magazine explodes after a preset time to cause damage.
  • the first virtual clip generates a virtual explosion function after a preset time after being separated from the virtual firearm, thereby damaging the virtual monster in the virtual scene; or, the first virtual clip generates a virtual explosion function after a preset time after falling on the virtual surface. Generate a virtual explosion function to cause damage to virtual monsters in the virtual scene.
  • the switched first prop accessory is transformed into a functional prop and assists the main control virtual object to attack the interactive elements, avoiding the waste of the first prop accessory after use.
  • This not only increases the utilization rate of the first prop accessory, but also expands the gameplay of the game, fully enhances the fun of the game, and improves the efficiency of human-computer interaction.
  • FIG. 15 is a structural block diagram of a virtual object control device provided by an exemplary embodiment of the present application. As shown in FIG. 15 , the device includes the following parts:
  • the object display module 1510 is used to display a master virtual object and interactive elements in a virtual scene, wherein the master virtual object is equipped with a virtual prop, and the virtual prop includes a first prop accessory;
  • the operation receiving module 1520 is used to control the master virtual object to attack the interactive element using the virtual prop in response to the attack operation on the interactive element, wherein the virtual prop attacks by consuming the prop filling element in the first prop accessory;
  • An accessory switching module 1530 configured to control the master virtual object to switch the first prop accessory of the virtual prop to the second prop accessory in response to an accessory switching operation;
  • the prop transformation module 1540 is used to separate the first prop accessory from the virtual prop and transform it into a functional prop after the first prop accessory is switched, wherein the functional prop is used to assist the main virtual object to attack the interactive element.
  • the prop transformation module 1540 is also used to control the functional prop to perform an explosion attack in the virtual scene in response to the functional prop satisfying a preset condition, and the explosion attack is used to reduce the attribute value of the interactive element within a preset range.
  • the prop transformation module 1540 is also used to control the functional prop to perform a deceleration attack in the virtual scene in response to the functional prop meeting a preset condition, and the deceleration attack is used to reduce the movement speed of the interactive element within a preset range.
  • the prop transformation module 1540 is further used to control the master virtual object to switch the first prop accessory of the virtual prop to the second prop accessory in response to the consumption quantity of the prop filling elements in the first prop accessory reaching a consumption threshold.
  • the prop transformation module 1540 is further used to control the master virtual object to switch the first prop accessory in the virtual prop to the second prop accessory in response to the prop filling element in the first prop accessory being consumed.
  • the prop transformation module 1540 is further used to receive a throwing operation on the functional prop, and control the master virtual object to throw the virtual prop to a designated area.
  • the prop transformation module 1540 is also used to, in response to the number of prop filling elements remaining in the first prop accessory being a first number, convert the first prop accessory into a first functional prop with a first attack strength; in response to the number of prop filling elements remaining in the first prop accessory being a second number, convert the first prop accessory into a second functional prop with a second attack strength; wherein the first number is greater than the second number, and the first attack degree is greater than the second attack degree.
  • the operation receiving module 1520 is also used to control the master virtual object to use the virtual prop to launch the prop filling element in the first prop accessory to the interactive element in response to an attack operation against the interactive element; in response to the prop filling element staying on the interactive element for a preset time, the prop filling element performs an explosion attack on the interactive element.
  • the prop transformation module 1540 is also used to display special effect prompt information, and the special effect prompt information is used to prompt that the functional prop will attack the interactive element after a preset time threshold.
  • the distance between the main control virtual object and the functional prop is inversely correlated with the display effect of the special effect prompt information.
  • the prop transformation module 1540 is also used to perform an explosion attack of a first attack degree on the interactive element based on the explosion attack of the functional prop in the virtual scene; and to perform a concomitant attack of a second attack degree on the interactive element based on the accompanying explosion effect produced by the functional prop; wherein the attack damage of the first attack degree is greater than the attack damage of the second attack degree.
  • the object display module 1510 is also used to display a skill selection interface, which includes at least two candidate skills; receiving a selection operation for a target skill among the at least two candidate skills, and the selection operation is used to configure the target skill for the virtual prop equipped by the master virtual object, and the target skill is used to assist the master virtual object in performing the prop function of the virtual prop.
  • the virtual prop is implemented as a virtual firearm, and the first prop accessory is implemented as a virtual magazine in the virtual firearm;
  • the operation receiving module 1520 is further used to control the master virtual object to use the virtual firearm to shoot and attack the interactive element in response to the attack operation on the interactive element, wherein the virtual bullets in the virtual magazine are consumed during the shooting and attack process;
  • the prop conversion module 1540 is also used to control the master virtual object to switch the virtual magazine in the virtual firearm to other prop accessories in response to the virtual bullets in the virtual magazine being consumed.
  • the switched first prop accessory is transformed into a functional prop and assists the main control virtual object to attack the interactive elements, avoiding the waste of the first prop accessory after use.
  • This not only increases the utilization rate of the first prop accessory, but also expands the gameplay of the game, fully enhances the fun of the game, and improves the efficiency of human-computer interaction.
  • control device for virtual objects provided in the above embodiments is only illustrated by the division of the above functional modules. In practical applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above.
  • control device for virtual objects provided in the above embodiments and the control method embodiment of virtual objects belong to the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.
  • FIG16 shows a block diagram of an electronic device 1600 provided by an exemplary embodiment of the present application.
  • the electronic device 1600 may be a portable mobile terminal, such as a smart phone, a vehicle-mounted terminal, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 player (Moving Picture Experts Group Audio Layer IV), a laptop computer or a desktop computer.
  • the electronic device 1600 may also be referred to as a user device, a portable terminal, a laptop terminal, a desktop terminal or other names.
  • the electronic device 1600 includes a processor 1601 and a memory 1602 .
  • the processor 1601 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc.
  • the memory 1602 may include one or more computer-readable storage media, which may be non-transitory.
  • the electronic device 1600 further includes one or more sensors, including but not limited to: a proximity sensor, a gyroscope sensor, and a pressure sensor.
  • sensors including but not limited to: a proximity sensor, a gyroscope sensor, and a pressure sensor.
  • the electronic device 1600 also includes other components. Those skilled in the art will understand that the structure shown in Figure 16 does not constitute a limitation on the electronic device 1600, and it may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
  • the embodiment of the present application further provides a computer device, which can be implemented as a terminal or a server as shown in Figure 2.
  • the computer device includes a processor and a memory, in which at least one instruction, at least one program, a code set or an instruction set is stored, and the at least one instruction, at least one program, a code set or an instruction set is loaded and executed by the processor to implement the control method of the virtual object provided by the above-mentioned method embodiments.
  • the embodiment of the present application also provides a computer-readable storage medium, which stores at least At least one instruction, at least one program, code set or instruction set, at least one instruction, at least one program, code set or instruction set is loaded and executed by a processor to implement the control method of the virtual object provided by the above-mentioned method embodiments.
  • the embodiments of the present application also provide a computer program product or a computer program, which includes a computer instruction stored in a computer-readable storage medium.
  • the processor of the computer device reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the computer device executes the control method of the virtual object described in any of the above embodiments.
  • the computer readable storage medium may include: a read-only memory (ROM), a random access memory (RAM), a solid state drive (SSD), or an optical disk.
  • the random access memory may include a resistance random access memory (ReRAM) and a dynamic random access memory (DRAM).
  • ReRAM resistance random access memory
  • DRAM dynamic random access memory

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Abstract

一种虚拟对象的控制方法、装置、设备、介质及产品,涉及虚拟环境领域。该方法包括:显示虚拟场景中的主控虚拟对象和互动元素(310);响应于针对互动元素的攻击操作,控制主控虚拟对象使用虚拟道具攻击互动元素(320);响应于配件切换操作,控制主控虚拟对象将虚拟道具的第一道具配件切换为第二道具配件(330);在第一道具配件被切换后,第一道具配件从虚拟道具脱离,并转变为功能道具(340)。

Description

虚拟对象的控制方法、装置、设备、介质及产品
本申请要求于2022年11月24日提交的申请号为202211484689.0、发明名称为“虚拟对象的控制方法、装置、设备、介质及产品”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
本申请实施例涉及虚拟环境领域,特别涉及一种虚拟对象的控制方法、装置、设备、介质及产品。
背景技术
随着文化娱乐水平的提高,人们对虚拟世界的生活体验和要求也越来越高,游戏作为虚拟世界的一种表现方式,成为众多人释放压力的渠道。目前的游戏应用中,为了充分提高玩家在游戏过程中的玩法趣味性,设置了各式各样的互动方式。
相关技术中,玩家会使用虚拟枪械进行射击游戏,通过消耗虚拟枪械中配置的虚拟子弹,对需要攻击的虚拟对象进行攻击操作,以降低虚拟对象的属性值。
当玩家进行换弹操作后,虚拟枪械中装配虚拟子弹的虚拟弹夹会被自动舍弃,以便于玩家在虚拟枪械装配新的虚拟弹夹并攻击虚拟对象,然而单单通过射击方式利用虚拟枪械的玩法较为单一,不仅对玩家的游戏吸引力较差,也会因为换弹操作无法对虚拟对象继续进行攻击,影响人机交互效率。
发明内容
本申请实施例提供了一种虚拟对象的控制方法、装置、设备、介质及产品,能够避免第一道具配件使用后的浪费,不仅增大了第一道具配件的利用率,也扩展了游戏的玩法,提升了游戏的趣味性。所述技术方案如下。
一方面,提供了一种虚拟对象的控制方法,由计算机设备执行,所述方法包括:
显示虚拟场景中的主控虚拟对象和互动元素,所述主控虚拟对象装备有虚拟道具,所述虚拟道具中包括第一道具配件;
响应于针对所述互动元素的攻击操作,控制所述主控虚拟对象使用所述虚拟道具攻击所述互动元素,其中,所述虚拟道具通过消耗所述第一道具配件中的道具填充元素进行攻击;
响应于配件切换操作,控制所述主控虚拟对象将所述虚拟道具的所述第一道具配件切换为第二道具配件;
在所述第一道具配件被切换后,所述第一道具配件从所述虚拟道具脱离,并转变为功能道具,其中,所述功能道具用于协助所述主控虚拟对象攻击所述互动元素。
另一方面,提供了一种虚拟对象的控制装置,所述装置包括:
对象显示模块,用于显示虚拟场景中的主控虚拟对象和互动元素,所述主控虚拟对象装备有虚拟道具,所述虚拟道具中包括第一道具配件;
操作接收模块,用于响应于针对所述互动元素的攻击操作,控制所述主控虚拟对象使用所述虚拟道具攻击所述互动元素,其中,所述虚拟道具通过消耗所述第一道具配件中的道具填充元素进行攻击;
配件切换模块,用于响应于配件切换操作,控制所述主控虚拟对象将所述虚拟道具的第一道具配件切换为第二道具配件;
道具转变模块,用于在所述第一道具配件被切换后,所述第一道具配件从所述虚拟道具脱离,并转变为功能道具,其中,所述功能道具用于协助所述主控虚拟对象攻击所述互动元素。
另一方面,提供了一种计算机设备,所述计算机设备包括处理器和存储器,所述存储器中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一 段程序、所述代码集或指令集由所述处理器加载并执行以实现如上述本申请实施例中任一所述虚拟对象的控制方法。
另一方面,提供了一种计算机可读存储介质,所述存储介质中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由处理器加载并执行以实现如上述本申请实施例中任一所述的虚拟对象的控制方法。
另一方面,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实施例中任一所述的虚拟对象的控制方法。
本申请实施例提供的技术方案带来的有益效果至少包括:
响应于针对互动元素的攻击操作,控制主控虚拟对象使用虚拟道具对互动元素进行攻击;响应于配件切换操作,控制主控虚拟对象将虚拟道具的第一道具配件切换为第二道具配件,第一道具配件从虚拟道具脱离后转变为功能道具。从而在第一道具配件切换为第二道具配件后,被切换掉的第一道具配件转变为能够协助主控虚拟对象攻击互动元素的功能道具,避免第一道具配件使用后的浪费,不仅增大了第一道具配件的利用率,也扩展了游戏的玩法,充分提升了游戏的趣味性,提高人机交互效率。
附图说明
图1是本申请一个示例性实施例提供的电子设备的结构框图;
图2是本申请一个示例性实施例提供的计算机系统的结构框图;
图3是本申请一个示例性实施例提供的虚拟对象的控制方法的流程图;
图4是本申请另一个示例性实施例提供的虚拟对象的控制方法的界面图;
图5是本申请一个示例性实施例提供的使用虚拟道具攻击互动元素的界面示意图;
图6是本申请一个示例性实施例提供的使用虚拟道具向任意区域射击的界面示意图;
图7是本申请一个示例性实施例提供的配件切换操作的界面示意图;
图8是本申请一个示例性实施例提供的功能道具在虚拟场景中的界面示意图;
图9是本申请一个示例性实施例提供的爆炸动画的界面示意图;
图10是本申请再一个示例性实施例提供的虚拟对象的控制方法的流程图;
图11是本申请一个示例性实施例提供的虚拟道具实现为虚拟枪械时虚拟对象的控制方法的流程图;
图12是本申请其余一个示例性实施例提供的虚拟对象的控制方法的流程图;
图13是本申请一个示例性实施例提供的关卡选择的界面示意图;
图14是本申请一个示例性实施例提供的技能选择界面的界面示意图;
图15是本申请一个示例性实施例提供的虚拟对象的控制装置的结构框图;
图16是本申请一个示例性实施例提供的终端的结构框图。
具体实施方式
为使本申请的目的、技术方案和优点更加清楚,下面将结合附图对本申请实施方式作进一步地详细描述。
首先,针对本申请实施例中涉及的名词进行简单介绍。
虚拟世界:是应用程序在终端上运行时显示(或提供)的虚拟世界。该虚拟世界可以是对真实世界的仿真世界,也可以是半仿真半虚构的世界,还可以是纯虚构的世界。虚拟世界可以是二维虚拟世界、2.5维虚拟世界和三维虚拟世界中的任意一种,本申请对此不加以限定。下述实施例以虚拟世界是三维虚拟世界来举例说明。
虚拟模型:是虚拟世界中用于模仿真实世界的模型。示例性的,虚拟模型在虚拟世界中占据一定的体积。示例性的,虚拟模型包括:地形模型、建筑模型、动植物模型、虚拟道具 模型、虚拟载具模型、虚拟角色模型。例如,地形模型包括:地面、山川、水流、石块、台阶等;建筑模型包括:房屋、围墙、集装箱、以及建筑内部的固定设施:桌椅、柜子、床等;动植物模型包括:树木、花草、飞鸟等;虚拟道具模型包括:虚拟枪械、药箱、空投等;虚拟载具模型包括:汽车、船舶、直升机等;虚拟角色模型包括:人物、动物、动漫人物等。
虚拟角色:是指虚拟世界中的可活动对象。该可活动对象可以是虚拟角色、虚拟动物、动漫人物等,比如:在三维虚拟世界中显示的人物、动物、植物、油桶、墙壁、石块等。可选地,虚拟角色是基于动画骨骼技术创建的三维立体模型。每个虚拟角色在三维虚拟世界中具有自身的形状和体积,占据三维虚拟世界中的一部分空间。
相关技术中,玩家会使用虚拟枪械进行射击游戏,通过消耗虚拟枪械中配置的虚拟子弹,对需要攻击的虚拟对象进行攻击操作,以降低虚拟对象的属性值。当玩家进行换弹操作时,虚拟枪械中装配有虚拟子弹的虚拟弹夹会被自动舍弃,以便于玩家继续使用虚拟枪械对虚拟场景中的虚拟对象进行攻击,然而单单通过射击方式利用虚拟枪械的玩法较为单一,对玩家的游戏吸引力较差。
本申请实施例中,提供了一种虚拟对象的控制方法,能够避免第一道具配件使用后的浪费,不仅增大了第一道具配件的利用率,也扩展了游戏的玩法,提升了游戏的趣味性。针对本申请训练得到的虚拟对象的控制方法,在应用时包括虚拟射击场景、虚拟对战场景等多种虚拟场景中的至少一种。值得注意的是,上述应用场景仅为示意性的举例,本实施例提供的虚拟对象的控制方法还可以应用于其他场景中,本申请实施例对此不加以限定。
需要进行说明的是,本申请在收集用户的相关数据之前以及在收集用户的相关数据的过程中,都可以显示提示界面、弹窗或输出语音提示信息,该提示界面、弹窗或语音提示信息用于提示用户当前正在搜集其相关数据,使得本申请仅仅在获取到用户对该提示界面或者弹窗发出的确认操作后,才开始执行获取用户相关数据的相关步骤,否则(即未获取到用户对该提示界面或者弹窗发出的确认操作时),结束获取用户相关数据的相关步骤,即不获取用户的相关数据。换句话说,本申请所采集的所有用户数据都是在用户同意并授权的情况下进行采集的,且相关用户数据的收集、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。
本申请中的终端可以是台式计算机、膝上型便携计算机、手机、平板电脑、电子书阅读器、MP3(Moving Picture Experts Group Audio Layer III,动态影像专家压缩标准音频层面3)播放器、MP4(Moving Picture Experts Group Audio Layer IV,动态影像专家压缩标准音频层面4)播放器等等。该终端中安装和运行有支持虚拟环境的应用程序,比如支持三维虚拟环境的应用程序。该应用程序可以是虚拟现实应用程序、三维地图程序、第三人称射击游戏(Third-Person Shooting game,TPS)、第一人称射击游戏(First-Person Shooting game,FPS)、多人在线战术竞技游戏(Multiplayer Online Battle Arena Games,MOBA)中的任意一种。可选地,该应用程序可以是单机版的应用程序,比如单机版的三维游戏程序,也可以是网络联机版的应用程序。
图1示出了本申请一个示例性实施例提供的电子设备的结构框图。该电子设备100包括:操作系统120和应用程序122。
操作系统120是为应用程序122提供对计算机硬件的安全访问的基础软件。
应用程序122是支持虚拟环境的应用程序。可选地,应用程序122是支持三维虚拟环境的应用程序。该应用程序122可以是虚拟现实应用程序、三维地图程序、TPS游戏、FPS游戏、MOBA游戏、多人枪战类生存游戏中的任意一种。该应用程序122可以是单机版的应用程序,比如单机版的三维游戏程序,也可以是网络联机版的应用程序。
图2示出了本申请一个示例性实施例提供的计算机系统的结构框图。该计算机系统200包括:第一设备220、服务器240和第二设备260。
第一设备220安装和运行有支持虚拟环境的应用程序。该应用程序可以是虚拟现实应用程序、三维地图程序、TPS游戏、FPS游戏、MOBA游戏、多人枪战类生存游戏中的任意一种。第一设备220是第一用户使用的设备,第一用户使用第一设备220控制位于虚拟环境中的第一虚拟对象进行活动,该活动包括但不限于:调整身体姿态、爬行、步行、奔跑、骑行、跳跃、驾驶、拾取、射击、攻击、投掷中的至少一种。示意性的,第一虚拟对象是第一虚拟人物,比如仿真人物角色或动漫人物角色。
第一设备220通过无线网络或有线网络与服务器240相连。
服务器240包括一台服务器、多台服务器、云计算平台和虚拟化中心中的至少一种。服务器240用于为支持三维虚拟环境的应用程序提供后台服务。可选地,服务器240承担主要计算工作,第一设备220和第二设备260承担次要计算工作;或者,服务器240承担次要计算工作,第一设备220和第二设备260承担主要计算工作;或者,服务器240、第一设备220和第二设备260三者之间采用分布式计算架构进行协同计算。
第二设备260安装和运行有支持虚拟环境的应用程序。该应用程序可以是虚拟现实应用程序、三维地图程序、FPS游戏、MOBA游戏、多人枪战类生存游戏中的任意一种。第二设备260是第二用户使用的设备,第二用户使用第二设备260控制位于虚拟环境中的第二虚拟物体进行活动,该活动包括但不限于:调整身体姿态、爬行、步行、奔跑、骑行、跳跃、驾驶、拾取、射击、攻击、投掷中的至少一种。示意性的,第二虚拟物体是第二虚拟人物,比如仿真人物角色或动漫人物角色。
可选地,第一虚拟人物和第二虚拟人物处于同一虚拟环境中。可选地,第一虚拟人物和第二虚拟人物可以属于同一个队伍、同一个组织、具有好友关系或具有临时性的通讯权限。可选地,第一虚拟人物和第二虚拟人物也可以属于不同队伍、不同组织、或具有敌对性的两个团体。
可选地,第一设备220和第二设备260上安装的应用程序是相同的,或两个设备上安装的应用程序是不同控制系统平台的同一类型应用程序。第一设备220可以泛指多个设备中的一个,第二设备260可以泛指多个设备中的一个,本实施例仅以第一设备220和第二设备260来举例说明。第一设备220和第二设备260的设备类型相同或不同,该设备类型包括:游戏主机、台式计算机、智能手机、平板电脑、电子书阅读器、MP3播放器、MP4播放器和膝上型便携计算机中的至少一种。以下实施例以设备是台式计算机来举例说明。
本领域技术人员可以知晓,上述设备的数量可以更多或更少。比如上述设备可以仅为一个,或者上述设备为几十个或几百个,或者更多数量。本申请实施例对设备的数量和设备类型不加以限定。
值得注意的是,上述服务器240可以实现为物理服务器,也可以实现为云端的云服务器,其中,云技术(Cloud technology)是指在广域网或局域网内将硬件、软件、网络等系列资源统一起来,实现数据的计算、储存、处理和共享的一种托管技术。云技术基于云计算商业模式应用的网络技术、信息技术、整合技术、管理平台技术、应用技术等的总称,可以组成资源池,按需所用,灵活便利。
在一些实施例中,本申请实施例提供的方法可以应用于云游戏场景中,从而通过云服务器完成游戏过程中数据逻辑的计算,而终端负责游戏界面的显示。
在一些实施例中,上述服务器240还可以实现为区块链系统中的节点。
结合上述名词简介和应用场景,对本申请提供的虚拟对象的控制方法进行说明,以该方法由计算机设备执行为例,如该方法应用于终端,如图3所示,该方法包括如下步骤310至步骤340。
步骤310,显示虚拟场景中的主控虚拟对象和互动元素。
可选地,虚拟场景是应用程序在终端设备上运行时显示的场景。虚拟场景既可以是对真实世界的仿真环境,例如:该虚拟场景是以现实世界构建基础,对现实世界进行仿真模拟后得到的场景;也可以是半仿真半虚构的场景,例如:虚拟场景中包括现实世界中存在的场景(如:交通、道路等)和虚构的场景(如:现实世界中不存在的A岛屿、B火山等);还可以是纯虚构的场景,例如:虚拟场景中的场景、事物等在现实世界中都没有对应的存在(如:怪兽、魔王等)。
可选地,虚拟场景为是二维虚拟场景、2.5维虚拟场景或者三维虚拟场景中的至少一种。在虚拟场景加载过程中,可能存在由二维虚拟场景转换为三维虚拟场景的过程,或者,可能存在由三维虚拟场景切换为二维虚拟场景的过程等。示意性的,虚拟场景包括天空、陆地、海洋等,陆地上可以包括草地、沙漠、城市等环境元素,用户可以控制虚拟对象在虚拟场景中进行移动。
在一个可选的实施例中,虚拟场景中除包括玩家控制的主控虚拟对象外,还包括互动元素,互动元素用于指示与主控虚拟对象进行虚拟互动的虚拟对象。
可选地,互动元素包括虚拟建筑物、虚拟障碍物、其他虚拟对象等虚拟元素中的至少一种。
示意性的,互动元素为与主控虚拟对象处于不同阵营的虚拟对象;或者,互动元素为与主控虚拟对象处于相同阵营的虚拟对象;或者,互动元素为系统默认配置的非玩家角色(Non-Player Character,NPC);或者,互动元素为地方虚拟对象的召唤物;或者,互动元素为系统默认配置的虚拟怪兽、虚拟野怪等。
示意性的,终端向服务器发送位置确认请求,以确定互动元素在虚拟场景中的位置,随后接收服务器发送的位置确认反馈,该位置确认反馈中标记了互动元素在虚拟场景中的位置信息等。
其中,主控虚拟对象装备有虚拟道具。
主控虚拟对象用于指示玩家所控制的虚拟对象,例如:主控虚拟对象为玩家通过操作终端控制的虚拟人物;或者,主控虚拟对象为玩家通过操作终端控制的虚拟宠物等。
虚拟道具是指在虚拟环境中,装饰、布置虚拟环境或者辅助玩家、为玩家提供方便的物品。虚拟道具既可以是在游戏进行过程中,随使用而减少的消耗品,如:虚拟枪械、虚拟弓箭、食物、药品、合成原料等;也可以是为完成游戏中的剧情任务而设置的任务品,如:书信、技能书、情报簿等;还可以是通过抽取、购买、奖励、拾取等方式在游戏中辅助虚拟对象完成任务的装备品,如:头盔、铠甲、鞋子、背包等。虚拟道具为上述虚拟道具中的一种,且虚拟道具中包括第一道具配件。
示意性的,第一道具配件用于辅助主控虚拟对象使用虚拟道具实现虚拟道具的道具功能。
可选地,虚拟道具实现为虚拟枪械,第一道具配件为虚拟枪械中包括的虚拟弹夹,该虚拟弹夹用于辅助主控虚拟对象使用虚拟枪械实现与虚拟枪械对应的射击功能;或者,虚拟道具实现为虚拟弓箭,第一道具配件为虚拟弓箭中包括的虚拟箭囊,该虚拟箭囊用于辅助虚拟弓箭实现与虚拟弓箭对应的射击功能等。
步骤320,响应于针对互动元素的攻击操作,控制主控虚拟对象使用虚拟道具攻击互动元素。
示意性的,在游戏过程中,接收玩家对虚拟道具的使用操作,从而控制主控虚拟对象使用虚拟道具;当针对虚拟场景中的互动元素进行虚拟道具的使用操作时,该使用操作为使用虚拟道具对互动元素进行攻击的攻击操作。
例如:虚拟道具实现为虚拟枪械,接收玩家控制主控虚拟对象使用虚拟枪械进行射击的射击操作,将射击操作作为上述的使用操作;接收玩家针对互动元素的射击操作,从而控制主控虚拟对象使用虚拟枪械对互动元素进行攻击,将该射击操作作为上述的攻击操作。
或者,虚拟道具实现为虚拟弓箭,接收玩家控制主控虚拟对象使用虚拟弓箭进行射击的射击操作,将射击操作作为上述的使用操作等;接收玩家针对互动元素的射击操作,从而控制主控虚拟对象使用虚拟弓箭对互动元素进行攻击,将该射击操作作为上述的攻击操作等。
其中,虚拟道具通过消耗第一道具配件中的道具填充元素进行攻击。
第一道具配件中填充有道具填充元素,道具填充元素用于在使用虚拟道具的过程中进行消耗,以实现虚拟道具对应的道具功能。
例如:虚拟道具实现为虚拟枪械,第一道具配件实现为虚拟枪械中装载的虚拟弹夹,在虚拟弹夹中填充有虚拟子弹,该虚拟子弹即为虚拟弹夹的道具填充元素;或者,虚拟道具实现为虚拟弓箭,第一道具配件实现为虚拟弓箭中包括的虚拟箭囊,在虚拟箭囊中填充有虚拟箭,该虚拟箭即为虚拟箭囊的道具填充元素。
在玩家控制主控虚拟对象使用虚拟道具时,随着对虚拟道具的使用,会消耗虚拟道具中包括的第一道具配件中的道具填充元素。
示意性的,以虚拟道具实现为虚拟枪械为例进行如下说明。通过控制主控虚拟对象针对互动元素使用虚拟枪械,从而实现消耗虚拟子弹对互动元素进行攻击的攻击操作;或者,通过控制主控虚拟对象使用虚拟枪械向虚拟场景中的任意区域发射虚拟子弹而达到消耗道具填充元素的目的等。
在一个可选的实施例,在控制主控虚拟对象使用虚拟道具攻击互动元素时,显示与攻击操作对应的攻击动画。
示意性的,在游戏过程中,终端接收到玩家控制主控虚拟对象使用虚拟道具对互动元素进行的攻击操作后,向服务器发送与攻击操作对应的操作数据,以请求服务器下发与操作数据对应的渲染数据,终端在接收到服务器下发的渲染数据后,将渲染数据渲染至终端界面上,从而显示与攻击操作对应的攻击动画。
值得注意的是,以上仅为示意性的举例,本申请实施例对此不加以限定。
步骤330,响应于配件切换操作,控制主控虚拟对象将虚拟道具的第一道具配件切换为第二道具配件。
可选地,第一道具配件对应有元素填充容量,元素填充容量用于指示第一道具配件中道具填充元素的最大容量。例如:第一道具配件中最多包括50个道具填充元素,则数量50即为与第一道具配件对应的元素填充容量。
在一些实施例中,元素填充容量为第一道具配件所默认配置的容量;或者,元素填充容量是随着玩家等级变化而变化的容量等。
可选地,第二道具配件为能够装配在虚拟道具上的任意道具配件。例如:第二道具配件为第一道具配件属于同种类的道具配件,如:第一道具配件为填充虚拟子弹的虚拟弹夹,第二道具配件为另一个填充虚拟子弹虚拟弹夹;或者,第二道具配件为与第一道具配件不同种类的道具配件,如:第一道具配件为填充虚拟子弹的虚拟弹夹,第二道具配件为填充虚拟榴弹的一个特殊弹夹等。
示意性的,当第二道具配件和第一道具配件属于同种类的道具配件时,第二道具配件的型号、元素填充容量可以与第一道具配件相同,也可以与第一道具配件不同。例如:第一道具配件的元素填充容量为50,切换后的第二道具配件的元素填充容量为30;或者,第一道具配件中填充的道具填充元素的型号为A型号,切换后的第二道具配件中填充的道具填充元素的型号为B型号等。
值得注意的是,以上仅为示意性的举例,本申请实施例对此不加以限定。
其中,配件切换操作用于指示将第一道具配件切换为第二道具配件的操作。
在一个可选的实施例中,将对配件切换控件的触发操作作为配件切换操作。
例如:在终端显示界面上显示有配件切换控件,玩家对配件切换控件进行触发操作后,控制主控虚拟对象将虚拟道具中的第一道具配件切换为第二道具配件,从而实现配件切换操 作。可选地,触发操作包括点击操作、长按操作等多种操作形式。
在一个可选的实施例中,响应于第一道具配件中道具填充元素的消耗数量达到消耗阈值,控制主控虚拟对象将虚拟道具的第一道具配件切换为第二道具配件。
其中,消耗阈值为道具填充元素的消耗数量的比较基准。可选地,消耗阈值是系统默认配置的数值;或者,消耗阈值为玩家自行设置的数值;或者,消耗阈值是随第一道具配件的元素填充容量变化的数值等。
在消耗第一道具配件中道具填充元素时,通过确定第一道具配件的元素填充容量以及消耗道具填充元素后第一道具配件中余留的道具填充元素,确定道具填充元素的消耗数量。例如:在一次攻击过程中消耗1个道具填充元素,在确定多次攻击过程中消耗的道具填充元素的数量时,预先确定第一道具配件的元素填充容量为50,在多次攻击后第一道具配件中余留的道具填充元素为35,则确定消耗的道具填充元素的数量为15,即:主控虚拟对象进行了15次攻击;或者,在一次攻击过程中消耗5个道具填充元素(如:连发5个虚拟子弹),在确定多次攻击过程中消耗的道具填充元素的数量时,预先确定第一道具配件的元素填充容量为50,在多次攻击后第一道具配件中余留的道具填充元素为35,则确定消耗的道具填充元素的数量为15,即:主控虚拟对象进行了3次攻击等。
可选地,以消耗阈值为系统默认配置的数值为例进行说明。响应于第一道具配件中的道具填充元素被消耗完毕,控制主控虚拟对象将虚拟道具中的第一道具配件切换为第二道具配件。
其中,道具填充元素被消耗完毕为道具填充元素的消耗数量达到消耗阈值的一种示意性的情况。也即:当第一道具配件中的道具填充元素被消耗完毕,会将第一道具配件切换为装填有道具填充元素的第二道具配件。
可选地,以消耗阈值为玩家自行设置的数值为例进行说明。例如:玩家设置道具填充元素消耗至20%为消耗阈值;或者,玩家设置道具填充元素全部消耗完毕为消息阈值等。
上述内容介绍将道具填充元素消耗完毕的情况作为消耗数量达到消耗阈值的情况。当第一道具配件中的道具填充元素被消耗完毕,则无法借助第一道具配件消耗道具填充元素进行攻击过程,使得第一道具配件无法通过装配在虚拟道具上的过程实现攻击作用,因此将道具填充元素消耗完毕的条件作为切换第二道具配件的触发条件,不仅能够避免第一道具配件无效配置在虚拟道具上的问题,还能够更及时地切换为第二道具配件而不影响游戏进程,大大提升了游戏进行效率,丰富玩家的游戏体验,也能够合理通过调配数据资源的过程,提高数据资源传输效率。
在一个可选的实施例中,随着主控虚拟对象对虚拟道具的使用,会逐渐消耗第一道具配件中填充的道具填充元素,且当第一道具配件中道具填充元素的消耗数量达到消耗阈值,会显示配件切换动画。
其中,配件切换动画是与配件切换操作对应的动画效果,也即:配件切换动画为将消耗道具填充元素的第一道具配件切换为填充有道具填充元素的第二道具配件的动画效果。
可选地,第一道具配件和第二道具配件均为可以装填在虚拟道具上的虚拟道具配件,其中,第一道具配件为经过上述消耗过程、被消耗了道具填充元素的虚拟道具配件;第二道具配件为第一道具配件之外、可以装填在虚拟道具上的虚拟道具配件。
在一个可选的实施例中,响应于第一道具配件中的道具填充元素的消耗数量达到消耗阈值,自动将第一道具配件切换为第二道具配件。
示意性的,当第一道具配件中的道具填充元素的消耗数量达到消耗阈值,系统默认控制主控虚拟对象执行配件切换动作,以将第一道具配件切换为第二道具配件;或者,当第一道具配件中的道具填充元素的消耗数量达到消耗阈值且主控虚拟对象装备有第二道具配件,系统默认控制主控虚拟对象执行配件切换动作,以将第一道具配件切换为第二道具配件。
在一个可选的实施例中,响应于第一道具配件中的道具填充元素的消耗数量达到消耗阈 值,显示切换提示消息。
示意性的,当第一道具配件中的道具填充元素的消耗数量达到消耗阈值,显示切换提示消息,以提示玩家当前第一道具配件中道具填充元素的消耗已经达到了消耗阈值。
可选地,响应于接收到配件切换操作,控制主控虚拟对象将虚拟道具的第一道具配件切换为第二道具配件。
示意性的,玩家基于切换提示消息知悉道具填充元素的消耗程度,可以通过执行配件切换操作选择对第一道具配件进行更换。
在主控虚拟对象执行完配件切换动作后,虚拟道具中装配的虚拟道具配件从第一道具配件切换为第二道具配件,玩家可以控制主控虚拟对象通过消耗第二道具配件中的道具填充元素,进行后续游戏过程。
值得注意的是,当从第一道具配件切换为第二道具配件后,随着游戏过程中对第二道具配件中装填的道具填充元素的消耗,可能存在对第二道具配件执行的配件切换操作,此时的第二道具配件即可称为第一道具配件,也即:配件切换操作在游戏过程中可以执行多次。以上仅为示意性的举例,本申请实施例对此不加以限定。
步骤340,在第一道具配件被切换后,第一道具配件从虚拟道具脱离,并转变为功能道具。
示意性的,在主控虚拟对象执行配件切换动作后,第一道具配件从虚拟道具中脱落,并掉落在虚拟场景中的虚拟表面上;或者,在主控虚拟对象执行配件切换动作后,第一道具配件从虚拟道具中分离,并收纳入主控虚拟对象对应的虚拟背包中等。
其中,功能道具用于协助主控虚拟对象攻击互动元素。功能道具具有指定功能,并借助指定功能协助主控虚拟对象。
可选地,功能道具与第一道具配件具有相同外观。例如:第一道具配件为虚拟弹夹,其外观为矩形的弹夹形状;在第一道具配件被切换并从虚拟道具脱离后,转变第一道具配件用于填充道具填充元素的配件功能,将该第一道具配件转变为具有指定功能的功能道具,但保持其外观形状,即:功能道具为具有弹夹形状且具有指定功能的道具。
可选地,功能道具与第一道具配件具有不同外观。例如:第一道具配件为虚拟弹夹,其外观为矩形的弹夹形状;在第一道具配件被切换并从虚拟道具脱离后,转变第一道具配件用于填充道具填充元素的配件功能,将该第一道具配件转变为具有指定功能的功能道具,并转变第一道具配件的外观从而得到与第一道具配件外观不同的功能道具。如:功能道具为具有球体形状且具有指定功能的道具。
其中,指定功能为与功能道具对应的功能,用于通过发挥指定功能实现协助主控虚拟对象的辅助效果。
可选地,指定功能为系统默认配置的、与功能道具相关联的功能;或者,指定功能为玩家从预先设定的至少两种候选功能中选择的功能等。
示意性的,指定功能为虚拟爆炸功能,即:在功能道具发挥指定功能时,通过虚拟爆炸攻击协助主控虚拟对象对互动元素进行攻击。
示意性的,指定功能为减速功能,即:在功能道具发挥指定功能时,减慢预设范围内互动元素的移动速度,从而便于主控虚拟对象对互动元素进行攻击。
示意性的,指定功能为虚拟烟雾释放功能,即:在功能道具发挥指定功能时,通过虚拟烟雾的释放协助主控虚拟对象对互动元素进行攻击。
示意性的,指定功能为隐藏攻击功能。例如:功能道具在掉落在虚拟场景中的虚拟表面(如:虚拟地面)后,功能道具隐藏在虚拟表面之下,当互动元素触发到该隐藏的功能道具后,实现对应的隐藏攻击效果。如:当互动元素踩在隐藏的功能道具上后,对互动元素进行爆炸攻击。
示意性的,指定功能为具有增益效果的功能,其中,具有增益效果的功能包括治疗功能、 法力值提升功能、等级提升功能等多种正向功能中的至少一种。例如:功能道具用于增加主控虚拟对象和相同阵营的其他虚拟对象的属性值、战斗值等,从而以侧面方式辅助主控虚拟对象对互动元素进行攻击。如:以具有增益效果的功能为治疗功能为例进行说明,功能道具在掉落在虚拟场景中的虚拟表面后,对处于预设治疗范围内的虚拟对象(主控虚拟对象和相同阵营的其他虚拟对象)进行治疗,以提升虚拟对象的生命值等。
在一个可选的实施例中,预先配置有多个候选功能;基于对多个候选功能中指定功能的选择操作,功能道具发挥指定功能。
示意性的,玩家在游戏前或者游戏过程中,从预先配置的多个候选功能中独选择一个候选功能作为功能道具对应的指定功能。例如:预先配置的多个候选功能为虚拟爆炸功能、虚拟烟雾释放功能、隐藏功能等,若玩家选择虚拟爆炸功能作为功能道具对应的指定功能,功能道具发挥虚拟爆炸功能。
在一个可选的实施例中,在功能道具发挥指定功能时,显示功能道具在虚拟场景中产生指定功能的特效动画。例如:显示功能道具在虚拟场景中产生虚拟爆炸功能的爆炸动画等。
在一个可选的实施例中,响应于功能道具满足预设条件,控制功能道具在虚拟场景中发挥指定功能。
可选地,响应于功能道具满足预设条件,控制功能道具在虚拟场景中进行爆炸攻击。其中,爆炸攻击用于降低预设范围内的互动元素的属性值。
可选地,响应于功能道具满足预设条件,控制功能道具在虚拟场景中进行减速攻击。其中,减速攻击用于降低预设范围内的互动元素的移动速度。
其中,预设条件用于指示预先设定的、功能道具发挥指定功能的条件。
上述内容对功能道具在虚拟场景中发挥不同效果的攻击形式进行介绍。当功能道具满足预先设定的预设条件后,功能道具可以通过发挥相应的指定功能,改变预设范围内互动元素的元素情况,避免仅仅发挥第一道具配件的配件功能而导致配件作用单一的问题,通过第一道具配件脱离虚拟道具后转换的功能道具,实现诸如爆炸攻击、减速攻击等指定功能形式,从而能够借助转换后的功能道具,丰富第一道具配件的功能形式,对预设范围内的互动元素进行更加针对性的攻击互动过程,提高玩家使用虚拟道具以及第一道具配件进行攻击的玩法多样性,也提高了玩家在游戏过程中的人机交互效率。
可选地,响应于功能道具在虚拟场景中的时长预设时长阈值,功能道具发挥指定功能。
例如,从第一道具配件转变为虚拟道具起开始统计时长,将该时长与预设时长阈值相比较,当该时长达到预设时长阈值后,功能道具发挥指定功能,如:发挥爆炸功能、减速功能等。可选地,当时长尚未达到预设时长阈值,功能道具先不发挥指定功能。
可选地,响应于功能道具与互动元素发生碰撞,功能道具发挥指定功能。
例如:在游戏过程中对功能道具与互动元素进行碰撞盒检测,当功能道具对应的道具碰撞盒与互动元素对应的对象碰撞盒之间存在交集,确定功能道具与互动元素发生碰撞,功能道具在虚拟场景中发挥指定功能。
值得注意的是,以上仅为示意性的举例,本申请实施例对此不加以限定。
综上所述,响应于针对互动元素的攻击操作,控制主控虚拟对象使用虚拟道具对互动元素进行攻击;响应于配件切换操作,控制主控虚拟对象将虚拟道具的第一道具配件切换为第二道具配件,第一道具配件从虚拟道具脱离后转变为功能道具。从而在第一道具配件切换为第二道具配件后,被切换掉的第一道具配件转变为功能道具并协助主控虚拟对象攻击互动元素,避免第一道具配件使用后的浪费,不仅增大了第一道具配件的利用率,也扩展了游戏的玩法,充分提升了游戏的趣味性,提高人机交互效率。
在一个可选的实施例中,在第一道具配件转变为功能道具后,当功能道具满足预设条件,控制功能道具在虚拟场景进行爆炸攻击。示意性的,如图4所示,上述图3所示出的实施例 还可以实现为如下步骤410至步骤440。
步骤410,显示虚拟场景中的主控虚拟对象和互动元素。
其中,主控虚拟对象装备有虚拟道具,虚拟道具中包括第一道具配件。
主控虚拟对象用于指示玩家所控制的虚拟对象,例如:主控虚拟对象为玩家通过操作终端控制的虚拟人物。示意性的,第一道具配件用于辅助主控虚拟对象使用虚拟道具实现虚拟道具的道具功能。
在一个可选的实施例中,虚拟场景中除包括玩家控制的主控虚拟对象外,还包括互动元素,互动元素用于指示与主控虚拟对象进行虚拟互动的虚拟对象。
示意性的,终端向服务器发送位置确认请求,以确定互动元素在虚拟场景中的位置,随后接收服务器发送的位置确认反馈,该位置确认反馈中标记了互动元素在虚拟场景中的位置信息等。
步骤420,响应于针对互动元素的攻击操作,控制主控虚拟对象使用虚拟道具攻击互动元素。
示意性的,在游戏过程中,接收玩家控制主控虚拟对象使用虚拟道具对互动元素进行攻击的攻击操作。
在使用虚拟道具的过程中,会消耗虚拟道具中装配的第一道具配件中的道具填充元素,以借助道具填充元素实现对互动元素进行攻击的过程。
如图5所示,为虚拟场景的界面示意图。虚拟场景中包括玩家控制的主控虚拟对象510以及至少一个互动元素520,互动元素520在虚拟场景中会向主控虚拟对象510发动攻击,玩家可以控制主控虚拟对象510在虚拟场景中移动以躲避互动元素520的攻击,还可以使用虚拟道具530向互动元素520发动攻击。例如:虚拟道具530实现为虚拟枪械,玩家控制主控虚拟对象510使用虚拟枪械向互动元素进行射击,以对互动元素520造成伤害。
其中,虚拟道具装配有第一道具配件,主控虚拟对象在使用虚拟道具时,通过第一道具配件为虚拟道具提供动力,并通过第一道具配件中的道具填充元素,对互动元素造成攻击伤害。如图5所示,虚拟道具530实现为虚拟枪械,装配在虚拟枪械中的第一道具配件为虚拟弹夹,虚拟弹夹中包括虚拟子弹(虚拟弹夹和虚拟子弹位于虚拟枪械中,图5中未示出),玩家在控制主控虚拟对象510使用虚拟枪械向互动元素进行射击时,借助虚拟弹夹中填充的虚拟子弹实现对互动元素520造成伤害的目的。
示意性的,虚拟道具实现为虚拟枪械,控制主控虚拟对象使用虚拟枪械对互动元素进行射击攻击;或者,虚拟道具实现为虚拟弓箭,控制主控虚拟对象使用虚拟弓箭对互动元素进行射击攻击等。
示意性的,在主控虚拟对象使用虚拟道具向互动元素发射道具填充元素后,道具填充元素落在互动元素身上,对互动元素造成攻击伤害。例如:使得互动元素的虚拟血量、虚拟法力值等属性值减少。
如图5所示,主控虚拟对象510使用虚拟枪械向互动元素520进行攻击。如图6所示,在虚拟场景中包括主控虚拟对象610,主控虚拟对象610使用虚拟枪械向虚拟环境中的任意虚拟区域发射虚拟子弹等。
在一个可选的实施例中,响应于针对互动元素的攻击操作,控制主控虚拟对象使用虚拟道具将第一道具配件中的道具填充元素发射至互动元素;响应于道具填充元素在互动元素上停留的时长达到预设时长,显示道具填充元素对互动元素进行虚拟爆炸攻击的爆炸特效。
示意性的,在道具填充元素落在互动元素上后,对互动元素进行延迟伤害。例如:统计道具填充元素在互动元素上停留的停留时长,当停留时长达到预设时长,道具填充元素在互动元素上发生虚拟爆炸攻击,从而实现对互动元素的延迟伤害。
可选地,在道具填充元素停留在互动元素上时,对互动元素造成第一程度的伤害;当道具填充元素在互动元素上停留的时长达到预设时长,通过虚拟爆炸攻击对互动元素造成第二 程度的伤害。
例如:在道具填充元素停留在互动元素上的过程中,道具填充元素对互动元素造成第一程度的侵蚀伤害,以较小的伤害程度减少互动元素的属性值;当道具填充元素在互动元素上停留的时长达到预设时长,道具填充元素在互动元素上产生虚拟爆炸攻击,并对互动元素造成第二程度的伤害,以较大的伤害程度减少互动元素的属性值。
上述内容介绍了通过发射道具填充元素并基于停留时长显示爆炸特效的内容。通过向互动元素发射道具填充元素,使得具有攻击功能的道具填充元素位于互动元素之上,进而根据道具填充元素在互动元素上的停留时长,衡量是否通过道具填充元素对互动元素进行爆炸攻击,从而不仅可以对互动元素进行即时伤害(如停留时长为0或者极短的0.001秒等),还可以借助停留时长实现为互动元素进行延时伤害的目的,如停留时长为2秒、10秒等。在丰富游戏玩法的同时,提高了游戏的趣味性,还能够对互动元素进行更多样化的攻击过程,提升玩家攻击过程的有效性,提升人机交互效率。
在一些实施例中,显示主控虚拟对象使用虚拟道具对互动元素进行攻击的攻击动画。
步骤430,响应于配件切换操作,控制主控虚拟对象将虚拟道具的第一道具配件切换为第二道具配件。
其中,配件切换操作用于指示将第一道具配件切换为第二道具配件的操作。
可选地,将对配件切换操作的触发操作作为配件切换操作。
可选地,响应于第一道具配件中道具填充元素的消耗数量达到消耗阈值,控制主控虚拟对象将虚拟道具的第一道具配件切换为第二道具配件。
在一些实施例中,当第一道具配件切换为第二道具配件后,虚拟道具装配的虚拟道具配件为第二道具配件,第一道具配件从虚拟道具中分离并落在主控虚拟对象的周侧;或者,当第一道具配件切换为第二道具配件后,第一道具配件从虚拟道具中分离并收纳在主控虚拟对象的虚拟背包中等。
上述内容介绍将道具填充元素的消耗情况作为配件切换操作的实现形式,在第一道具配件中的道具填充元素达到消耗阈值后,视为达到配件切换条件,终端可以自动将第一道具配件切换为第二道具配件,如将消耗殆尽的第一道具配件切换为填满道具填充元素的第二道具配件等,从而借助第二道具配件进行后续游戏过程。通过道具填充元素的消耗情况评估配件切换操作,能够更加灵活地进行配件切换过程,避免因为道具填充元素消耗完毕导致玩家自主更换配件的低效问题,大大提高了游戏过程中的人机交互效率。
示意性的,如图7所示,为主控虚拟对象执行配件切换动作的示意图。基于配件切换操作,主控虚拟对象710在虚拟场景中对虚拟道具720执行配件切换动作,从而将第一道具配件730切换为第二道具配件,且第一道具配件730从虚拟道具720分离后,掉落在虚拟场景中的虚拟表面上。
步骤440,在第一道具配件被切换后,第一道具配件从虚拟道具脱离,并转变为功能道具。
其中,功能道具用于协助主控虚拟对象攻击互动元素。功能道具具有指定功能,并借助指定功能协助主控虚拟对象。以功能道具具有的指定功能为虚拟爆炸功能为例进行如下说明。
在一个可选的实施例中,在第一道具配件转变为功能道具后,显示特效提示信息。
其中,特效提示信息用于提示功能道具将在预设时长阈值后攻击互动元素。
示意性的,从虚拟道具中分离的第一道具配件转变为功能道具后落在主控虚拟对象的周侧,在功能道具周围显示特效提示信息,以提示玩家第一道具配件将会产生虚拟爆炸功能,从而攻击互动元素。
可选地,特效提示信息以图案形式展现;或者,特效提示信息以文字形式展现;或者,特效提示信息以倒计时形式展现等。
可选地,如图7所示,第一道具配件730转化为功能道具并掉落在虚拟表面上后,显示 虚拟光圈740,该虚拟光圈740即为上述的特效提示信息,用于提示玩家功能道具将会在虚拟场景中产生虚拟爆炸功能,从而攻击互动元素。
上述内容介绍了特效提示信息,通过特效提示信息不仅能够向玩家展示第一道具配件成功转变为功能道具的过程,还能够提示玩家功能道具对应的指定功能的攻击情况,以提醒玩家避免受到波及伤害的情况发生,还有利于提示玩家在预设时长阈值内将更多的互动元素吸引至功能道具附近,从而可以对更多的互动元素进行针对性伤害,不仅大大提高了游戏趣味性,还可以通过信息提示的方式,便于玩家更直观地了解到游戏进程,提升人机交互效率。
在一个可选的实施例中,主控虚拟对象与功能道具之间的距离,与特效提示信息的显示效果呈反相关关系。
示意性的,当主控虚拟对象距离功能道具的距离增大后,特效提示信息的显示亮度变弱;或者,当主控虚拟对象距离功能道具的距离增大后,特效提示信息的显示范围变小等。可选地,当主控虚拟对象位于功能道具的攻击范围之外,取消显示特征提示信息。
上述内容介绍特效提示信息的显示效果与主控虚拟对象和功能道具之间的距离为反相关关系。通过反相关关系的显示情况,有利于玩家通过特效提示信息的显示情况,更加直观地知悉其控制的主控虚拟对象和功能道具之间的距离关系,从而对处于功能发挥预备状态的功能道具进行针对性地躲避,在避免伤及自身的前提下,进行更趣味性的游戏过程,提高人机交互效率。
值得注意的是,以上仅为示意性的举例,本申请实施例对此不加以限定。
在一个可选的实施例中,响应于功能道具满足预设条件,控制功能道具在虚拟场景中进行爆炸攻击。
其中,爆炸攻击用于降低预设范围内的互动元素的属性值。
其中,预设条件用于指示预先设定的、功能道具发挥指定功能的条件。
可选地,响应于功能道具在虚拟场景中的时长预设时长阈值,控制功能道具在虚拟场景中进行爆炸攻击。
例如,从第一道具配件转变为虚拟道具起开始统计时长,将该时长与预设时长阈值相比较,当该时长达到预设时长阈值后,控制功能道具在虚拟场景中进行爆炸攻击。可选地,当时长尚未达到预设时长阈值,功能道具先不进行爆炸攻击。
可选地,响应于功能道具与互动元素发生碰撞,控制功能道具在虚拟场景中进行爆炸攻击。
例如:在游戏过程中对功能道具与互动元素进行碰撞盒检测,当功能道具对应的道具碰撞盒与互动元素对应的对象碰撞盒之间存在交集,确定功能道具与互动元素发生碰撞,控制功能道具在虚拟场景中进行爆炸攻击。
其中,预设范围为功能道具在进行指定功能时所能影响的区域范围。例如:当功能道具在虚拟场景中爆炸,该功能道具对预设范围内的互动元素进行爆炸攻击,从而减少互动元素的属性值。
可选地,互动元素的属性值包括虚拟生命值、虚拟法力值、虚拟经验值、虚拟技能值等多种属性值中的至少一种。例如:当功能道具在虚拟场景中爆炸并对预设范围内的互动元素进行爆炸攻击时,减少了互动元素的虚拟生命值;或者,当功能道具在虚拟场景中爆炸并对预设范围内的互动元素进行爆炸攻击时,减少了互动元素的虚拟生命值以及虚拟经验值。借助功能道具在虚拟场景中的爆炸攻击,对预设范围内的互动元素进行额外伤害,扩展了功能道具的使用场景,提升了玩家的游戏体验。
示意性的,如图8所示,为功能道具在虚拟场景中的示意图。主控虚拟对象810装备有虚拟道具,功能道具820旁显示光圈830,以提示玩家功能道具820即将产生虚拟爆炸功能。
示意性的,如图9所示,功能道具(已爆炸,图中未示出)在虚拟场景中进行虚拟爆炸, 从而产生爆炸动画,爆炸动画中存在虚拟烟雾910。
在一些实施例中,基于功能道具在虚拟场景中进行爆炸攻击,对互动元素进行第一攻击程度的爆炸攻击;基于功能道具所产生的爆炸伴随效果,对互动元素进行第二攻击程度的伴随攻击。
其中,第一攻击程度的攻击伤害大于第二攻击程度的攻击伤害。
例如:功能道具在虚拟场景中进行虚拟爆炸时,对互动元素造成较高程度的攻击伤害;功能道具在虚拟场景中进行虚拟爆炸后,在虚拟场景中出现爆炸伴随效果(虚拟烟雾),并对处于虚拟烟雾中的互动元素造成较低程度的攻击伤害等。
上述内容对爆炸攻击及伴随攻击进行说明。在功能道具发挥爆炸功能之外,还可以通过爆炸产生的爆炸伴随效果,对其中的互动元素进行二次伤害,从而更大限度地发挥功能道具的攻击形式,进一步提高功能道具的影响力度,还通过差异性地第一攻击程度和第二攻击程度,在保有游戏真实性的同时,提升游戏的趣味性以及人机交互效率。
在一个可选的实施例中,响应于功能道具从虚拟道具分离的分离时长达到预设时长阈值,显示配件触发控件;响应于接收到对配件触发控件的触发操作,控制功能道具在虚拟场景中进行爆炸攻击。
其中,配件触发控件用于控制功能道具在虚拟场景中进行爆炸攻击。
示意性的,当功能道具从虚拟道具分离的分离时长达到预设时长阈值,在虚拟场景中显示配件触发控件,以指示玩家功能道具的分离时长达到了预设时长阈值。
基于对配件触发控件的触发操作,控制功能道具在虚拟场景中进行爆炸攻击。示意性的,玩家可以通过对配件触发控件进行的触发操作,控制功能道具在虚拟场景中进行爆炸攻击。
例如:玩家点击配件触发控件,以实现对配件触发控件的触发操作;或者,玩家长按配件触发控件,以实现对配件触发控件的触发操作等。
在一个可选的实施例中,响应于功能道具在虚拟场景中爆炸,显示爆炸攻击动画。
示意性的,响应于功能道具从虚拟道具分离的分离时长达到预设时长阈值,显示功能道具在虚拟场景中进行爆炸攻击的爆炸动画。
例如:当功能道具从虚拟道具分离的分离时长达到系统默认配置的时长阈值,功能道具在虚拟场景中进行爆炸攻击,并显示对应的爆炸动画。
综上所述,在第一道具配件切换为第二道具配件后,被切换掉的第一道具配件转变为功能道具并协助主控虚拟对象攻击互动元素,避免第一道具配件使用后的浪费,不仅增大了第一道具配件的利用率,也扩展了游戏的玩法,充分提升了游戏的趣味性,提高人机交互效率。
在本申请实施例中,介绍了功能道具实现的指定功能为虚拟爆炸功能。当功能道具在虚拟场景中的时长达到预设时长阈值,控制功能道具在虚拟场景中进行爆炸攻击,从而使得功能道具能够发挥其对应的虚拟爆炸功能,有利于辅助主控虚拟对象通过该虚拟爆炸功能对虚拟场景中的互动元素进行攻击,不仅扩大了功能道具的使用范围,还大大增强了游戏的可玩性,提升玩家的使用体验。
在一个可选的实施例中,功能道具通过投掷的方式投掷至指定区域,从而对指定区域内的互动元素进行攻击。示意性的,如图10所示,上述图3所示出的实施例还可以实现为如下步骤1010至步骤1050。
步骤1010,显示虚拟场景中的主控虚拟对象和互动元素。
其中,主控虚拟对象装备有虚拟道具,虚拟道具中包括第一道具配件。
可选地,以第一人称视角显示虚拟场景时,主控虚拟角色位于虚拟场景中,但是在显示虚拟场景时,在终端上显示界面中存在显示主控虚拟对象对应的第一人称视角的情况,将该第一人称视角作为显示的主控虚拟对象。
步骤1010已在上述步骤310和步骤410中进行了说明,此处不再赘述。
步骤1020,响应于针对互动元素的攻击操作,控制主控虚拟对象使用虚拟道具攻击互动元素。
其中,虚拟道具通过消耗第一道具配件中的道具填充元素进行攻击。
在一些实施例中,虚拟道具实现为虚拟枪械,与虚拟枪械对应的第一道具配件实现为虚拟弹夹,虚拟弹夹中填充的道具填充元素实现为虚拟子弹。则在接收到对虚拟枪械的触发操作后,控制主控虚拟对象使用虚拟枪械对互动元素进行攻击,在攻击过程中,对虚拟枪械装配的虚拟弹夹中填充的虚拟子弹进行消耗。
在一些实施例中,虚拟道具实现为虚拟弓箭,与虚拟弓箭对应的第一道具配件实现为虚拟箭囊,虚拟箭囊中填充的道具填充元素实现为虚拟箭。则在接收到对虚拟弓箭的触发操作后,控制主控虚拟对象使用虚拟弓箭对互动元素进行攻击,在攻击过程中,对虚拟弓箭装配的虚拟箭囊中填充的虚拟箭进行消耗等。
值得注意的是,以上仅为示意性的举例,步骤1020已在上述步骤320和步骤420中进行了说明,本申请实施例对此不加以限定。
步骤1030,响应于配件切换操作,控制主控虚拟对象将虚拟道具的第一道具配件切换为第二道具配件。
其中,配件切换操作用于指示将第一道具配件切换为第二道具配件的操作。
步骤1030已在上述步骤330和步骤430中进行了说明,此处不再赘述。
步骤1040,在第一道具配件被切换后,第一道具配件从虚拟道具脱离,并转变为功能道具。
步骤1040已在上述步骤340和步骤440中进行了说明,此处不再赘述。
步骤1050,接收对功能道具的投掷操作。
可选地,功能道具是与虚拟道具相分离的道具,玩家能够对功能道具进行独立操作,例如:该独立操作实现为对功能道具的投掷操作。
其中,投掷操作用于将功能道具投掷至指定区域。
示意性的,指定区域为预先选择的区域;或者,指定区域为功能道具所落在虚拟场景中的区域。指定区域既可以实现为互动元素,也可以实现为虚拟场景中的虚拟表面、虚拟建筑物等。
示意性的,玩家对提示进行投掷操作的提示信息进行触发,实现对功能道具的投掷操作;或者,玩家基于对虚拟场景中出现的投掷控件进行触发,实现对功能道具的投掷操作等。
在一个可选的实施例中,显示功能道具投掷至指定区域的投掷动画。
示意性的,在接收到投掷操作后,显示功能道具被投掷的投掷动画,该投掷动画中功能道具的起点为虚拟道具所在位置,该投掷动画中功能道具的起点为虚拟场景中的指定区域。
在一个可选的实施例中,当功能道具被投掷到指定区域后,控制功能道具在虚拟场景中进行指定功能。
示意性的,当功能道具与指定区域相接触后,功能道具在指定区域产生指定功能。
可选地,当功能道具被投掷到指定区域后,控制功能道具在虚拟场景中进行爆炸攻击;或者当功能道具被投掷到指定区域后,控制功能道具在虚拟场景中进行减速攻击等。
上述内容介绍了在第一道具配件从虚拟道具上脱离并转变为功能道具后的作用形式。通过对功能道具进行投掷操作,可以将能够发挥指定功能的功能道具投掷在指定区域,以便功能道具基于指定区域实现指定功能的针对性作用过程。例如将功能道具投掷在指定区域后,使得功能道具能够对指定范围内的互动元素进行爆炸攻击、减速攻击等,不仅借助功能道具实现更加丰富的攻击效果,也能够使得玩家通过投掷操作对指定区域的互动元素进行更针对性地攻击过程,在发挥玩家在虚拟游戏中的战术策划能力的同时,加强游戏趣味性,提高人机交互效率。
在一个可选的实施例中,响应于第一道具配件中遗留的道具填充元素的数量为第一数量, 第一道具配件转化为具有第一攻击强度的第一功能道具;响应于第一道具配件中遗留的道具填充元素的数量为第二数量,第一道具配件转化为具有第二攻击强度的第二功能道具。
其中,第一数量大于第二数量,第一攻击程度大于第二攻击程度。
示意性的,在切换为功能道具的第一道具配件中仍然存在道具填充元素,确定功能道具中道具填充元素的数量,当功能道具中道具填充元素的数量较大时,该功能道具所发挥指定功能的攻击程度较强;当功能道具中道具填充元素的数量较小时,该功能道具所发挥指定功能的攻击程度较弱。
例如:功能道具实现为虚拟枪械中配置的虚拟弹夹,当虚拟弹夹中虚拟子弹的数量较多时,该虚拟弹夹所发挥的虚拟爆炸功能的程度较强;当虚拟弹夹中虚拟子弹的数量较少时,该虚拟弹夹所发挥的虚拟爆炸功能的程度较弱等。
上述内容介绍了根据第一道具配件中遗留的道具填充元素的数量,将第一道具配件转化为不同攻击强度的功能道具。当第一道具配件中遗留的道具填充元素的数量较多时,可以将第一道具配件转化为攻击强度更大的第一功能道具,从而不仅能够借助功能道具实现指定功能,还能够借助道具填充元素发挥更强大的指定功能;同理,当第一道具配件中遗留的道具填充元素的数量较少时,可以将第一道具配件转化为攻击强度较小的第二功能道具,差异性地攻击强度能够提升功能道具的攻击真实性,避免道具填充元素未消耗完毕导致未发挥良好攻击效果的问题,大大提升了玩家游戏过程的参与感,提高人机交互效率。
值得注意的是,以上仅为示意性的举例,本申请实施例对此不加以限定。
综上所述,在第一道具配件切换为第二道具配件后,被切换掉的第一道具配件转变为功能道具并协助主控虚拟对象攻击互动元素,避免第一道具配件使用后的浪费,不仅增大了第一道具配件的利用率,也扩展了游戏的玩法,充分提升了游戏的趣味性,提高人机交互效率。
在本申请实施例中,介绍了通过投掷方式利用功能道具的方法。在第一道具配件转变为功能道具后,当在接收对功能道具的投掷操作后,功能道具投掷至指定区域,从而有利于借助功能道具的投掷效果,在指定区域内施展功能道具对应的指定功能,也有利于对指定区域内的互动元素进行攻击操作,扩大了功能道具的使用方式,提升了游戏的趣味性以及人机交互效率。
在一个可选的实施例中,虚拟道具实现为虚拟枪械,虚拟道具中的第一道具配件实现为虚拟枪械中的第一虚拟弹夹。示意性的,如图11所示,上述图3所示出的实施例还可以实现为如下步骤1110至步骤1140。
步骤1110,显示虚拟场景中的主控虚拟对象和互动元素。
其中,主控虚拟对象装备有虚拟道具,虚拟道具中包括第一道具配件。示意性的,主控虚拟对象装备的虚拟道具为虚拟枪械,虚拟枪械中包括的第一道具配件为第一虚拟弹夹。
可选地,第一虚拟弹夹对应有虚拟弹夹容量,用于指示其中填充的道具填充元素的最大数量限制。例如:第一虚拟弹夹的虚拟弹夹容量为60,则表示其中填充的道具填充元素的最大数量限制为60。
步骤1120,响应于针对互动元素的攻击操作,控制主控虚拟对象使用虚拟枪械对互动元素进行射击攻击。
其中,在射击攻击过程中消耗虚拟弹夹中的虚拟子弹。
响应于针对互动元素的攻击操作,控制主控虚拟对象使用虚拟道具对互动元素进行攻击。
示意性的,玩家控制主控虚拟对象使用虚拟枪械进行射击攻击,并在射击攻击中消耗第一虚拟弹夹中的虚拟子弹。例如:玩家使用虚拟枪械对虚拟场景中的互动元素进行射击攻击,在射击攻击的过程中消耗虚拟子弹。
步骤1130,响应于虚拟弹夹中的虚拟子弹消耗完毕,控制主控虚拟对象将虚拟枪械中的第一虚拟弹夹切换为其他道具配件。
示意性的,当第一虚拟弹夹中的虚拟子弹被消耗完毕,自动从虚拟弹夹切换为其他道具配件。例如:在主控虚拟对象使用虚拟枪械的过程中,装配在虚拟枪械上的第一虚拟弹夹中的虚拟子弹被消耗,若虚拟弹夹中的虚拟子弹被消耗完毕,即:第一虚拟弹夹中不存在虚拟子弹,则主控虚拟对象自动将第一虚拟弹夹切换至其他道具配件,如:将第一虚拟弹夹切换为第二虚拟弹夹(除第一虚拟弹夹之外的另一个虚拟弹夹);或者,将第一虚拟弹夹切换为其他配件。例如:第二虚拟弹夹中填充有部分虚拟子弹;或者,第二虚拟弹夹中填充满虚拟子弹等。
步骤1140,在第一虚拟弹夹被切换后,第一道具配件从虚拟道具脱离,并转变为功能道具。
可选地,功能道具在虚拟场景中产生指定功能。指定功能为与第一虚拟弹夹相对应的功能。
示意性的,指定功能为系统默认配置的、与第一虚拟弹夹相关联的功能;或者,指定功能为玩家从预先设定的至少两种候选功能中选择的功能等。
值得注意的是,以上仅为示意性的举例,虚拟道具还可以实现为虚拟攻击、虚拟药瓶等其他虚拟道具,相应的,虚拟道具对应的第一道具配件以及其中填充的道具填充元素实现为对应的形式,本申请实施例对此不加以限定。
综上所述,在第一道具配件切换为第二道具配件后,被切换掉的第一道具配件转变为功能道具并协助主控虚拟对象攻击互动元素,避免第一道具配件使用后的浪费,不仅增大了第一道具配件的利用率,也扩展了游戏的玩法,充分提升了游戏的趣味性,提高人机交互效率。
在本申请实施例中,介绍了虚拟道具实现为虚拟枪械时的虚拟对象的控制方法。当虚拟枪械中的虚拟弹夹被切换后变为虚拟道具,并在虚拟场景中产生指定功能,从而在借助虚拟弹夹中填充的道具填充元素对互动元素进行攻击的基础上,充分利用了被使用后的虚拟弹夹,通过被转变后的功能道具在虚拟场景中产生的指定功能,使得被消耗后的第一虚拟弹夹也能在虚拟场景中产生攻击效果,扩展了游戏的玩法,充分提升了游戏的趣味性,提高人机交互效率。
在一个可选的实施例中,将上述虚拟对象的控制方法应用于射击游戏中,将其称为射击游戏中将空弹匣变成爆炸物的玩法。示意性的,如图12所示,上述图3所示出的实施例还可以实现为如下步骤1210至步骤1280。
步骤1210,进入目标关卡。
可选地,基于玩家对游戏中关卡的选择操作,进入玩家所选择的目标关卡。
示意性的,如图13所示,为关卡选择示意图,其中包括3个普通关卡1310以及一个终极关卡1320,3个普通关卡1310包括关卡1、关卡2以及关卡3。
在3个普通关卡1310中,玩家控制的主控虚拟对象进行单独挑战;或者,玩家控制的主控虚拟对象与其他至少一个虚拟对象组队挑战,如:主控虚拟对象与其余2个匹配到的虚拟对象组队进行普通关卡1310。
可选地,3个普通关卡1310的关卡时长固定,若主控虚拟对象独自挑战,当主控虚拟对象淘汰,则游戏结束(GameOver),若主控虚拟对象在关卡时长内未被淘汰,则挑战成功;或者,若主控虚拟对象和其他至少一个虚拟对象组队挑战,当主控虚拟对象和其他虚拟对象均被淘汰,则游戏结束,若存在至少一个虚拟对象在关卡时长内未被淘汰,则挑战成功等。
示意性的,普通关卡1310为主控虚拟对象刷经验值的阶段,俗称farm阶段;在farm阶段中构建build。
可选地,在主控虚拟对象通过前3个普通关卡1310后,可以选择进入终极关卡1320。示意性的,前3个普通关卡1310为递进式关卡,即当主控虚拟对象通过关卡1,开放关卡2;或者,前3个普通关卡1310为开放式关卡,即玩家可以随意选择任意关卡进行游戏等。例如: 如图13所示,玩家选择关卡1作为目标关卡,进行关卡1的游戏对战过程。
步骤1220,展示候选技能列表。
示意性的,响应于玩家进入目标关卡,显示候选技能选择列表。
在一个可选的实施例中,显示技能选择界面。其中,技能选择界面中包括至少两种候选技能。
如图13所示,在3个普通关卡1310中,局内以一定时间节奏,随机获得候选技能(Super Perk)并构建Build。
示意性的,如图14所示,为候选技能选择列表,其中包括3个候选技能,分别为生存流技能1410、控制流技能1420以及爆破流技能1430,其中,生存流技能1410用于指示玩家控制的主控虚拟对象在倒地状态下,每击倒一个怪物后自动复活一次,并额外恢复属性值;控制流技能1420用于指示玩家控制的主控虚拟对象对硬直状态的纳米怪(需要攻击的互动元素)造成伤害时,产生额外的吸血效果;爆破流技能1430用于指示玩家控制的主控虚拟对象的弹夹(弹匣)装满子弹时虚拟狙击枪的前3发子弹有100%的概率黏着在纳米怪身上,产生3秒延迟爆炸。
步骤1230,选择目标技能进行装备。
可选地,响应于玩家的选择指令,将列表中被选中的目标技能装备给玩家控制的虚拟角色,使其能够使用目标技能。
在一个可选的实施例中,接收对至少两种候选技能中目标技能的选择操作。
其中,选择操作用于显示为主控虚拟对象装备的虚拟道具配置目标技能,目标技能用于辅助主控虚拟对象发挥虚拟道具的道具功能。
示意性的,如图14所示,基于玩家对爆破流技能1430的选择操作,将爆破流技能1430作为目标技能,并为虚拟道具配置该爆破流技能1430,从而使得主控虚拟对象对虚拟道具进行触发操作。
上述内容对通过技能选择界面中目标技能的选择操作进行介绍。在技能选择界面中显示有多个候选技能,从而为玩家提供更多样化的选择过程,进而基于对多个候选技能的选择确定目标技能,该目标技能能够辅助主控虚拟对象更针对性地发挥虚拟道具的道具功能,从而结合玩家的自主选择和游戏的配置效果,实现更多样化的游戏过程,丰富游戏的展现效果。
步骤1240,攻击虚拟野怪消耗虚拟子弹。
示意性的,主控虚拟对象装备的虚拟道具为虚拟枪械,虚拟枪械中配备有第一虚拟弹夹,第一虚拟弹夹中填充有虚拟子弹,玩家控制主控虚拟对象通过消耗虚拟子弹向虚拟场景中的虚拟野怪(如:上述的纳米怪)进行攻击,从而对虚拟野怪造成攻击伤害,减少虚拟野怪的属性值。
步骤1250,虚拟子弹耗尽时自动换弹。
示意性的,当第一虚拟弹夹中的虚拟子弹被消耗完毕后,自动控制主控虚拟对象从第一虚拟弹夹切换为第二虚拟弹夹,从而实现自动换弹的效果。
步骤1260,第一虚拟弹夹和虚拟枪械分离。
示意性的,在第一虚拟弹夹切换为第二虚拟弹夹的过程中,第一虚拟弹夹与虚拟枪械相分离。
步骤1270,第一虚拟弹夹变成爆炸物自动掉落。
示意性的,第一虚拟弹夹在与虚拟枪械相分离后,落在虚拟场景中的虚拟表面,从而实现自动掉落的过程。可选地,第一虚拟弹夹在与虚拟枪械分离后,自动变为可以实现虚拟爆炸功能的爆炸物。
步骤1280,第一虚拟弹夹预设时间后爆炸造成伤害。
示意性的,第一虚拟弹夹在与虚拟枪械相分离后的预设时间后,产生虚拟爆炸功能,从而对虚拟场景中的虚拟野怪进行伤害;或者,第一虚拟弹夹在落在虚拟表面后的预设时间后, 产生虚拟爆炸功能,从而对虚拟场景中的虚拟野怪进行伤害等。
值得注意的是,以上仅为示意性的举例,本申请实施例对此不加以限定。
综上所述,在第一道具配件切换为第二道具配件后,被切换掉的第一道具配件转变为功能道具并协助主控虚拟对象攻击互动元素,避免第一道具配件使用后的浪费,不仅增大了第一道具配件的利用率,也扩展了游戏的玩法,充分提升了游戏的趣味性,提高人机交互效率。
图15是本申请一个示例性实施例提供的虚拟对象的控制装置的结构框图,如图15所示,该装置包括如下部分:
对象显示模块1510,用于显示虚拟场景中的主控虚拟对象和互动元素,所述主控虚拟对象装备有虚拟道具,所述虚拟道具中包括第一道具配件;
操作接收模块1520,用于响应于针对所述互动元素的攻击操作,控制所述主控虚拟对象使用所述虚拟道具攻击互动元素,其中,所述虚拟道具通过消耗所述第一道具配件中的道具填充元素进行攻击;
配件切换模块1530,用于响应于配件切换操作,控制所述主控虚拟对象将所述虚拟道具的第一道具配件切换为第二道具配件;
道具转变模块1540,用于在所述第一道具配件被切换后,所述第一道具配件从所述虚拟道具脱离,并转变为功能道具,其中,所述功能道具用于协助所述主控虚拟对象攻击所述互动元素。
在一个可选的实施例中,所述道具转变模块1540还用于响应于所述功能道具满足预设条件,控制所述功能道具在虚拟场景中进行爆炸攻击,所述爆炸攻击用于降低预设范围内的所述互动元素的属性值。
在一个可选的实施例中,所述道具转变模块1540还用于响应于所述功能道具满足预设条件,控制所述功能道具在虚拟场景中进行减速攻击,所述减速攻击用于降低预设范围内的所述互动元素的移动速度。
在一个可选的实施例中,所述道具转变模块1540还用于响应于所述第一道具配件中道具填充元素的消耗数量达到消耗阈值,控制所述主控虚拟对象将所述虚拟道具的所述第一道具配件切换为所述第二道具配件。
在一个可选的实施例中,所述道具转变模块1540还用于响应于所述第一道具配件中的道具填充元素被消耗完毕,控制所述主控虚拟对象将所述虚拟道具中的所述第一道具配件切换为所述第二道具配件。
在一个可选的实施例中,所述道具转变模块1540还用于接收对所述功能道具的投掷操作,控制所述主控虚拟对象将所述虚拟道具投掷至指定区域。
在一个可选的实施例中,所述道具转变模块1540还用于响应于所述第一道具配件中遗留的道具填充元素的数量为第一数量,所述第一道具配件转化为具有第一攻击强度的第一功能道具;响应于所述第一道具配件中遗留的道具填充元素的数量为第二数量,所述第一道具配件转化为具有第二攻击强度的第二功能道具;其中,所述第一数量大于所述第二数量,所述第一攻击程度大于所述第二攻击程度。
在一个可选的实施例中,所述操作接收模块1520还用于响应于针对所述互动元素的攻击操作,控制所述主控虚拟对象使用所述虚拟道具将所述第一道具配件中的道具填充元素发射至所述互动元素;响应于所述道具填充元素在所述互动元素上停留的时长达到预设时长,所述道具填充元素对所述互动元素进行爆炸攻击。
在一个可选的实施例中,所述道具转变模块1540还用于显示特效提示信息,所述特效提示信息用于提示所述功能道具将在预设时长阈值后攻击所述互动元素。
在一个可选的实施例中,所述主控虚拟对象与所述功能道具之间的距离,与所述特效提示信息的显示效果呈反相关关系。
在一个可选的实施例中,所述道具转变模块1540还用于基于所述功能道具在所述虚拟场景中进行爆炸攻击,对所述互动元素进行第一攻击程度的爆炸攻击;基于所述功能道具所产生的爆炸伴随效果,对所述互动元素进行第二攻击程度的伴随攻击;其中,所述第一攻击程度的攻击伤害大于所述第二攻击程度的攻击伤害。
在一个可选的实施例中,所述对象显示模块1510还用于显示技能选择界面,所述技能选择界面中包括至少两种候选技能;接收对所述至少两种候选技能中目标技能的选择操作,所述选择操作用于为所述主控虚拟对象装备的虚拟道具配置所述目标技能,所述目标技能用于辅助所述主控虚拟对象发挥所述虚拟道具的道具功能。
在一个可选的实施例中,所述虚拟道具实现为虚拟枪械,所述第一道具配件实现为所述虚拟枪械中的虚拟弹夹;
所述操作接收模块1520还用于响应于针对所述互动元素的攻击操作,控制所述主控虚拟对象使用所述虚拟枪械对所述互动元素进行射击攻击,其中,在射击攻击过程中消耗所述虚拟弹夹中的虚拟子弹;
所述道具转变模块1540还用于响应于所述虚拟弹夹中的虚拟子弹消耗完毕,控制所述主控虚拟对象将所述虚拟枪械中的虚拟弹夹切换为其他道具配件。
综上所述,在第一道具配件切换为第二道具配件后,被切换掉的第一道具配件转变为功能道具并协助主控虚拟对象攻击互动元素,避免第一道具配件使用后的浪费,不仅增大了第一道具配件的利用率,也扩展了游戏的玩法,充分提升了游戏的趣味性,提高人机交互效率。
需要说明的是:上述实施例提供的虚拟对象的控制装置,仅以上述各功能模块的划分进行举例说明,实际应用中,可以根据需要而将上述功能分配由不同的功能模块完成,即将设备的内部结构划分成不同的功能模块,以完成以上描述的全部或者部分功能。另外,上述实施例提供的虚拟对象的控制装置与虚拟对象的控制方法实施例属于同一构思,其具体实现过程详见方法实施例,这里不再赘述。
图16示出了本申请一个示例性实施例提供的电子设备1600的结构框图。该电子设备1600可以是便携式移动终端,比如:智能手机、车载终端、平板电脑、MP3播放器(Moving Picture Experts Group Audio Layer III,动态影像专家压缩标准音频层面3)、MP4(Moving Picture Experts Group Audio Layer IV,动态影像专家压缩标准音频层面4)播放器、笔记本电脑或台式电脑。电子设备1600还可能被称为用户设备、便携式终端、膝上型终端、台式终端等其他名称。
通常,电子设备1600包括有:处理器1601和存储器1602。
处理器1601可以包括一个或多个处理核心,比如4核心处理器、8核心处理器等。
存储器1602可以包括一个或多个计算机可读存储介质,该计算机可读存储介质可以是非暂态的。
在一些实施例中,电子设备1600还包括有一个或多个传感器。该一个或多个传感器包括但不限于:接近传感器、陀螺仪传感器、压力传感器。
在一些实施例中,电子设备1600还包括其他组件部分,本领域技术人员可以理解,图16中示出的结构并不构成对电子设备1600的限定,可以包括比图示更多或更少的组件,或者组合某些组件,或者采用不同的组件布置。
本申请的实施例还提供了一种计算机设备,该计算机设备可以实现为如图2所示的终端或者服务器。该计算机设备包括处理器和存储器,该存储器中存储有至少一条指令、至少一段程序、代码集或指令集,至少一条指令、至少一段程序、代码集或指令集由处理器加载并执行以实现上述各方法实施例提供的虚拟对象的控制方法。
本申请的实施例还提供了一种计算机可读存储介质,该计算机可读存储介质上存储有至 少一条指令、至少一段程序、代码集或指令集,至少一条指令、至少一段程序、代码集或指令集由处理器加载并执行,以实现上述各方法实施例提供的虚拟对象的控制方法。
本申请的实施例还提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在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实施例中任一所述的虚拟对象的控制方法。
可选地,该计算机可读存储介质可以包括:只读存储器(ROM,Read Only Memory)、随机存取记忆体(RAM,Random Access Memory)、固态硬盘(SSD,Solid State Drives)或光盘等。其中,随机存取记忆体可以包括电阻式随机存取记忆体(ReRAM,Resistance Random Access Memory)和动态随机存取存储器(DRAM,Dynamic Random Access Memory)。上述本申请实施例序号仅仅为了描述,不代表实施例的优劣。

Claims (20)

  1. 一种虚拟对象的控制方法,由计算机设备执行,所述方法包括:
    显示虚拟场景中的主控虚拟对象和互动元素,所述主控虚拟对象装备有虚拟道具,所述虚拟道具中包括第一道具配件;
    响应于针对所述互动元素的攻击操作,控制所述主控虚拟对象使用所述虚拟道具攻击所述互动元素,其中,所述虚拟道具通过消耗所述第一道具配件中的道具填充元素进行攻击;
    响应于配件切换操作,控制所述主控虚拟对象将所述虚拟道具的所述第一道具配件切换为第二道具配件;
    在所述第一道具配件被切换后,所述第一道具配件从所述虚拟道具脱离,并转变为功能道具,所述功能道具用于协助所述主控虚拟对象攻击所述互动元素。
  2. 根据权利要求1所述的方法,其中,所述方法还包括:
    响应于所述功能道具满足预设条件,控制所述功能道具在虚拟场景中进行爆炸攻击,所述爆炸攻击用于降低预设范围内的所述互动元素的属性值。
  3. 根据权利要求1所述的方法,其中,所述方法还包括:
    响应于所述功能道具满足预设条件,控制所述功能道具在虚拟场景中进行减速攻击,所述减速攻击用于降低预设范围内的所述互动元素的移动速度。
  4. 根据权利要求1至3任一所述的方法,其中,所述响应于配件切换操作,控制所述主控虚拟对象将所述虚拟道具的第一道具配件切换为第二道具配件,包括:
    响应于所述第一道具配件中道具填充元素的消耗数量达到消耗阈值,控制所述主控虚拟对象将所述虚拟道具的所述第一道具配件切换为所述第二道具配件。
  5. 根据权利要求4所述的方法,其中,所述响应于所述第一道具配件中道具填充元素的消耗数量达到消耗阈值,控制所述主控虚拟对象将所述虚拟道具的所述第一道具配件切换为所述第二道具配件,包括:
    响应于所述第一道具配件中的道具填充元素被消耗完毕,控制所述主控虚拟对象将所述虚拟道具中的所述第一道具配件切换为所述第二道具配件。
  6. 根据权利要求1至5任一所述的方法,其中,所述转变为功能道具之后,还包括:
    接收对所述功能道具的投掷操作,控制所述主控虚拟对象将所述虚拟道具投掷至指定区域。
  7. 根据权利要求1至6任一所述的方法,其中,所述转变为功能道具,包括:
    响应于所述第一道具配件中遗留的道具填充元素的数量为第一数量,所述第一道具配件转化为具有第一攻击强度的第一功能道具;
    响应于所述第一道具配件中遗留的道具填充元素的数量为第二数量,所述第一道具配件转化为具有第二攻击强度的第二功能道具;
    其中,所述第一数量大于所述第二数量,所述第一攻击程度大于所述第二攻击程度。
  8. 根据权利要求1至7任一所述的方法,其中,所述响应于针对所述互动元素的攻击操作,控制所述主控虚拟对象使用所述虚拟道具攻击所述互动元素,包括:
    响应于针对所述互动元素的攻击操作,控制所述主控虚拟对象使用所述虚拟道具将所述第一道具配件中的道具填充元素发射至所述互动元素;
    响应于所述道具填充元素在所述互动元素上停留的时长达到预设时长,所述道具填充元素对所述互动元素进行爆炸攻击。
  9. 根据权利要求1至8任一所述的方法,其中,所述转变为功能道具之后,还包括:
    显示特效提示信息,所述特效提示信息用于提示所述功能道具将在预设时长阈值后攻击所述互动元素。
  10. 根据权利要求9所述的方法,其中,所述主控虚拟对象与所述功能道具之间的距离,与所述特效提示信息的显示效果呈反相关关系。
  11. 根据权利要求1至10任一所述的方法,其中,所述方法还包括:
    基于所述功能道具在所述虚拟场景中进行爆炸攻击,对所述互动元素进行第一攻击程度的爆炸攻击;
    基于所述功能道具所产生的爆炸伴随效果,对所述互动元素进行第二攻击程度的伴随攻击;其中,所述第一攻击程度的攻击伤害大于所述第二攻击程度的攻击伤害。
  12. 根据权利要求1至11任一所述的方法,其中,所述显示虚拟场景中的主控虚拟对象和互动元素之前,还包括:
    显示技能选择界面,所述技能选择界面中包括至少两种候选技能;
    接收对所述至少两种候选技能中目标技能的选择操作,所述选择操作用于为所述主控虚拟对象装备的虚拟道具配置所述目标技能,所述目标技能用于辅助所述主控虚拟对象发挥所述虚拟道具的道具功能。
  13. 根据权利要求1至12任一所述的方法,其中,所述虚拟道具实现为虚拟枪械,所述第一道具配件实现为所述虚拟枪械中的虚拟弹夹;
    所述响应于针对所述互动元素的攻击操作,控制所述主控虚拟对象使用所述虚拟道具攻击所述互动元素,包括:
    响应于针对所述互动元素的攻击操作,控制所述主控虚拟对象使用所述虚拟枪械对所述互动元素进行射击攻击,其中,在射击攻击过程中消耗所述虚拟弹夹中的虚拟子弹;
    所述响应于配件切换操作,控制所述主控虚拟对象将所述虚拟道具的第一道具配件切换为第二道具配件,包括:
    响应于所述虚拟弹夹中的虚拟子弹消耗完毕,控制所述主控虚拟对象将所述虚拟枪械中的虚拟弹夹切换为其他道具配件。
  14. 一种虚拟对象的控制装置,所述装置包括:
    对象显示模块,用于显示虚拟场景中的主控虚拟对象和互动元素,所述主控虚拟对象装备有虚拟道具,所述虚拟道具中包括第一道具配件;
    操作接收模块,用于响应于针对所述互动元素的攻击操作,控制所述主控虚拟对象使用所述虚拟道具攻击所述互动元素,其中,所述虚拟道具通过消耗所述第一道具配件中的道具填充元素进行攻击;
    配件切换模块,用于响应于配件切换操作,控制所述主控虚拟对象将所述虚拟道具的第一道具配件切换为第二道具配件;其中,所述第一道具配件从所述虚拟道具脱离后,转变为功能道具,其中,所述功能道具用于协助所述主控虚拟对象攻击所述互动元素。
  15. 根据权利要求14所述的装置,其中,
    所述道具转变模块,还用于响应于所述功能道具满足预设条件,控制所述功能道具在虚 拟场景中进行爆炸攻击,所述爆炸攻击用于降低预设范围内的所述互动元素的属性值。
  16. 根据权利要求14所述的装置,其中,
    所述道具转变模块,还用于响应于所述功能道具满足预设条件,控制所述功能道具在虚拟场景中进行减速攻击,所述减速攻击用于降低预设范围内的所述互动元素的移动速度。
  17. 根据权利要求14至16任一所述的装置,其中,
    所述配件切换模块,还用于响应于所述第一道具配件中道具填充元素的消耗数量达到消耗阈值,控制所述主控虚拟对象将所述虚拟道具的所述第一道具配件切换为所述第二道具配件。
  18. 一种计算机设备,所述计算机设备包括处理器和存储器,所述存储器中存储有至少一段程序,所述至少一段程序由所述处理器加载并执行以实现如权利要求1至13任一所述的虚拟对象的控制方法。
  19. 一种计算机可读存储介质,所述存储介质中存储有至少一段程序,所述至少一段程序由处理器加载并执行以实现如权利要求1至13任一所述的虚拟对象的控制方法。
  20. 一种计算机程序产品,包括计算机程序或指令,所述计算机程序或指令被处理器执行时实现如权利要求1至13任一所述的虚拟对象的控制方法。
PCT/CN2023/123763 2022-11-24 2023-10-10 虚拟对象的控制方法、装置、设备、介质及产品 WO2024109365A1 (zh)

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