HK40035736B - Method and apparatus for using virtual throwing prop, terminal and storage medium - Google Patents
Method and apparatus for using virtual throwing prop, terminal and storage medium Download PDFInfo
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Description
技术领域Technical Field
本申请实施例涉及计算机技术领域,特别涉及一种虚拟投掷道具的使用方法、装置、终端及存储介质。The embodiments of the present application relate to the field of computer technology, and in particular to a method, device, terminal, and storage medium for using a virtual throwing prop.
背景技术Background Art
对战游戏是多个用户账号在同一场景内进行竞技的游戏,玩家可以操控虚拟环境中的虚拟对象进行行走、奔跑、攀爬、射击等动作,并且多个玩家可以在线组队在同一个虚拟环境中协同完成某项任务。A battle game is a game in which multiple user accounts compete in the same scene. Players can control virtual objects in the virtual environment to perform actions such as walking, running, climbing, and shooting. Multiple players can also team up online to collaborate on a task in the same virtual environment.
游戏过程中,玩家控制虚拟对象投掷虚拟投掷道具的过程为:将虚拟武器切换至虚拟投掷道具,点击道具使用控件控制虚拟对象投掷道具,以此攻击虚拟环境中的其他虚拟对象,虚拟投掷道具被投掷出后在一定时间内(比如3s)或满足一定条件(比如,有其他虚拟对象经过)时发生爆炸,对一定范围内的虚拟对象造成伤害。During the game, the player controls the virtual object to throw the virtual throwing props as follows: switch the virtual weapon to the virtual throwing prop, click the prop and use the control to control the virtual object to throw the prop to attack other virtual objects in the virtual environment. After the virtual throwing prop is thrown, it explodes within a certain time (for example, 3 seconds) or when certain conditions are met (for example, other virtual objects pass by), causing damage to virtual objects within a certain range.
然而,相关技术中使用虚拟投掷道具时首先需切换道具,在实时对战过程中,切换速度过慢容易影响对局时机,且虚拟投掷道具被投掷后引爆机制单一,易被躲避,造成虚拟投掷道具命中率较低,导致虚拟投掷道具的使用率较低。However, when using virtual throwing props in related technologies, the props must first be switched. During real-time combat, the switching speed is too slow, which can easily affect the timing of the game. In addition, the detonation mechanism of the virtual throwing props after being thrown is simple and easy to dodge, resulting in a low hit rate of the virtual throwing props and a low usage rate of the virtual throwing props.
发明内容Summary of the Invention
本申请实施例提供了一种虚拟投掷道具的使用方法、装置、终端及存储介质,通过改变虚拟投掷道具的触发方式,提高命中率,进一步提高虚拟投掷道具在对战过程中的使用率。所述技术方案如下:The embodiments of the present application provide a method, device, terminal, and storage medium for using virtual throwing props. By changing the triggering method of the virtual throwing props, the hit rate is improved, and the utilization rate of the virtual throwing props in the battle process is further improved. The technical solution is as follows:
一方面,本申请实施例提供了一种虚拟投掷道具的使用方法,所述方法包括:In one aspect, an embodiment of the present application provides a method for using a virtual throwing prop, the method comprising:
响应于对道具切换控件的触发操作,显示道具投掷控件,所述道具切换控件用于触发切换使用虚拟投掷道具;In response to a triggering operation on a prop switching control, a prop throwing control is displayed, wherein the prop switching control is used to trigger switching to use a virtual throwing prop;
响应于对所述道具投掷控件的触发操作,控制虚拟对象投掷所述虚拟投掷道具,并将所述道具切换控件切换为道具触发控件;In response to a trigger operation on the prop throwing control, controlling the virtual object to throw the virtual throwing prop, and switching the prop switching control to a prop triggering control;
响应于对所述道具触发控件的触发操作,触发所述虚拟投掷道具的道具效果。In response to a triggering operation on the prop triggering control, a prop effect of the virtual throwing prop is triggered.
另一方面,本申请实施例提供了一种虚拟投掷道具的使用装置,所述装置包括:On the other hand, an embodiment of the present application provides a device for using a virtual throwing prop, the device comprising:
控件显示模块,用于响应于对道具切换控件的触发操作,显示道具投掷控件,所述道具切换控件用于触发切换使用虚拟投掷道具;A control display module, configured to display a prop throwing control in response to a triggering operation on a prop switching control, wherein the prop switching control is used to trigger switching to use a virtual throwing prop;
道具投掷模块,用于响应于对所述道具投掷控件的触发操作,控制虚拟对象投掷所述虚拟投掷道具,并将所述道具切换控件切换为道具触发控件;A prop throwing module, configured to control the virtual object to throw the virtual throwing prop in response to a triggering operation on the prop throwing control, and switch the prop switching control to a prop triggering control;
道具触发模块,用于响应于对所述道具触发控件的触发操作,触发所述虚拟投掷道具的道具效果。The prop trigger module is used to trigger the prop effect of the virtual throwing prop in response to the trigger operation of the prop trigger control.
另一方面,本申请实施例提供了一种终端,所述终端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方面所述的虚拟投掷道具的使用方法。On the other hand, an embodiment of the present application provides a terminal, which includes a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set or an instruction set, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by the processor to implement the method for using the virtual throwing props as described in the above aspects.
另一方面,本申请实施例提供了一种计算机可读存储介质,所述计算机可读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方面所述的虚拟投掷道具的使用方法。On the other hand, an embodiment of the present application provides a computer-readable storage medium, which stores at least one instruction, at least one program, code set or instruction set, and the at least one instruction, the at least one program, the code set or instruction set is loaded and executed by a processor to implement the method of using the virtual throwing props as described in the above aspects.
另一方面,本申请实施例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。终端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,使得该终端执行上述方面的各种可选实现方式中提供的虚拟投掷道具的使用方法。In another aspect, embodiments of the present application provide a computer program product or computer program, comprising computer instructions stored in a computer-readable storage medium. A processor of a terminal reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the terminal to perform the method for using a virtual throwing prop provided in various optional implementations of the aforementioned aspects.
本申请实施例提供的技术方案的有益效果至少包括:The beneficial effects of the technical solutions provided by the embodiments of the present application include at least:
本申请实施例中,终端控制虚拟对象投掷虚拟投掷道具后,将原先用于进行投掷道具切换的道具切换控件切换为道具触发控件,使玩家通过对道具触发控件进行触发操作即可触发虚拟投掷道具的道具效果,即通过改变虚拟投掷道具的触发方式,使玩家可自主控制触发虚拟投掷道具,进而在对战中选择合适时机触发,提高虚拟投掷道具在对局过程中的命中率,从而提高虚拟投掷道具的使用率。In an embodiment of the present application, after the terminal controls the virtual object to throw the virtual throwing props, the prop switching control originally used to switch the throwing props is switched to a prop trigger control, so that the player can trigger the prop effect of the virtual throwing props by triggering the prop trigger control. That is, by changing the triggering method of the virtual throwing props, the player can independently control the triggering of the virtual throwing props, and then choose the appropriate time to trigger during the battle, thereby improving the hit rate of the virtual throwing props during the game, thereby improving the utilization rate of the virtual throwing props.
附图说明BRIEF DESCRIPTION OF THE DRAWINGS
图1示出了本申请一个实施例提供的实施环境的示意图;FIG1 is a schematic diagram showing an implementation environment provided by an embodiment of the present application;
图2示出了本申请一个示例性实施例提供的虚拟投掷道具的使用方法的流程图;FIG2 is a flowchart showing a method for using a virtual throwing prop provided by an exemplary embodiment of the present application;
图3示出了本申请一个示例性实施例示出的触发虚拟投掷道具的过程示意图;FIG3 is a schematic diagram showing a process of triggering a virtual prop throwing according to an exemplary embodiment of the present application;
图4示出了本申请另一个示例性实施例提供的虚拟投掷道具的使用方法的流程图;FIG4 shows a flowchart of a method for using a virtual throwing prop provided by another exemplary embodiment of the present application;
图5示出了本申请一个示例性实施例提供的虚拟投掷道具的道具标识及作用范围标识在地图展示控件中的显示示意图;FIG5 shows a schematic diagram showing a display of a prop identifier and an effective range identifier of a virtual throwing prop in a map display control provided by an exemplary embodiment of the present application;
图6示出了本申请另一个示例性实施例提供的虚拟投掷道具的使用方法的流程图;FIG6 shows a flowchart of a method for using a virtual throwing prop provided by another exemplary embodiment of the present application;
图7示出了本申请一个示例性实施例提供的虚拟对象在不同触发距离时虚拟投掷道具使用情况的示意图;FIG7 is a schematic diagram showing the use of virtual throwing props at different triggering distances for a virtual object provided by an exemplary embodiment of the present application;
图8示出了本申请一个示例性实施例示出的虚拟干扰道具对虚拟投掷道具投掷干扰的示意图;FIG8 is a schematic diagram showing a virtual interference prop interfering with a virtual throwing prop in accordance with an exemplary embodiment of the present application;
图9示出了本申请另一个示例性实施例提供的虚拟投掷道具的使用方法的流程图;FIG9 shows a flowchart of a method for using a virtual throwing prop provided by another exemplary embodiment of the present application;
图10示出了本申请另一个示例性实施例提供的虚拟投掷道具的使用方法的流程图;FIG10 shows a flowchart of a method for using a virtual throwing prop provided by another exemplary embodiment of the present application;
图11是本申请一个示例性实施例提供的虚拟投掷道具的使用装置的结构框图;FIG11 is a structural block diagram of a device for using a virtual throwing prop provided by an exemplary embodiment of the present application;
图12示出了本申请一个示例性实施例提供的终端的结构框图。FIG12 shows a structural block diagram of a terminal provided by an exemplary embodiment of the present application.
具体实施方式DETAILED DESCRIPTION
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。In order to make the objectives, technical solutions and advantages of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.
在本文中提及的“多个”是指两个或两个以上。“和/或”,描述关联对象的关联关系,表示可以存在三种关系,例如,A和/或B,可以表示:单独存在A,同时存在A和B,单独存在B这三种情况。字符“/”一般表示前后关联对象是一种“或”的关系。In this document, "plurality" refers to two or more. "And/or" describes a relationship between associated objects, indicating that three possible relationships exist. For example, "A and/or B" can mean: A exists alone, A and B exist simultaneously, or B exists alone. The character "/" generally indicates an "or" relationship between the associated objects.
首先,对本申请实施例中涉及的名词进行介绍:First, the nouns involved in the embodiments of this application are introduced:
虚拟环境:是应用程序在终端上运行时显示(或提供)的虚拟环境。该虚拟环境可以是对真实世界的仿真环境,也可以是半仿真半虚构的环境,还可以是纯虚构的环境。虚拟环境可以是二维虚拟环境、2.5维虚拟环境和三维虚拟环境中的任意一种,本申请对此不加以限定。下述实施例以虚拟环境是三维虚拟环境为例进行说明。A virtual environment is a virtual environment displayed (or provided) when an application is running on a terminal. This virtual environment can be a simulation of the real world, a semi-simulated and semi-imaginary environment, or a purely imaginary environment. This application does not limit this to any of the following: a two-dimensional virtual environment, a 2.5-dimensional virtual environment, or a three-dimensional virtual environment. The following embodiments utilize a three-dimensional virtual environment as an example.
虚拟对象:是指虚拟环境中的可活动对象。该可活动对象可以是虚拟人物、虚拟动物、动漫人物等,比如:在三维虚拟环境中显示的人物、动物。可选地,虚拟对象是基于动画骨骼技术创建的三维立体模型。每个虚拟对象在三维虚拟环境中具有自身的形状和体积,占据三维虚拟环境中的一部分空间。Virtual objects are movable objects in a virtual environment. These movable objects can be virtual characters, virtual animals, or animated characters, such as people or animals displayed in a 3D virtual environment. Alternatively, virtual objects can be 3D models created using animation skeletal technology. Each virtual object has its own unique shape and volume within the 3D virtual environment and occupies a portion of the space within the 3D virtual environment.
射击游戏:包括第一人称射击游戏和第三人称射击游戏。其中,第一人称射击游戏是指用户能够以第一人称视角进行的射击游戏,游戏中的虚拟环境的画面是以第一虚拟对象的视角对虚拟环境进行观察的画面。第三人称射击游戏则是指通过第三人称视角进行的射击游戏,游戏中的虚拟环境的画面是以第三人称视角(比如位于第一虚拟对象的头部后方)对虚拟环境进行观察的画面。Shooting games: These include first-person shooters and third-person shooters. First-person shooters are games played from a first-person perspective, where the virtual environment is viewed from the perspective of the first virtual object. Third-person shooters are games played from a third-person perspective, where the virtual environment is viewed from a third-person perspective (e.g., from behind the first virtual object's head).
在游戏中,至少两个虚拟对象在虚拟环境中进行单局对战模式,虚拟对象通过躲避其他虚拟对象发起的伤害和虚拟环境中存在的危险来达到在虚拟环境中存活的目的,当虚拟对象在虚拟环境中的生命值为零时,虚拟对象在虚拟环境中的生命结束,最后存活在虚拟环境中的虚拟对象是获胜方。可选地,该对战以第一个客户端加入对战的时刻作为开始时刻,以最后一个客户端退出对战的时刻作为结束时刻,每个客户端可以控制虚拟环境中的一个或多个虚拟对象。可选地,该对战的竞技模式可以包括单人对战模式、双人小组对战模式或者多人大组对战模式,本申请实施例对对战模式不加以限定。In the game, at least two virtual objects engage in a single-game battle mode in a virtual environment. The virtual objects survive in the virtual environment by avoiding damage initiated by other virtual objects and dangers in the virtual environment. When the health value of the virtual object in the virtual environment reaches zero, the life of the virtual object in the virtual environment ends, and the virtual object that survives the last in the virtual environment is the winner. Optionally, the battle starts at the moment when the first client joins the battle and ends at the moment when the last client exits the battle. Each client can control one or more virtual objects in the virtual environment. Optionally, the competitive mode of the battle can include a single-player battle mode, a two-player team battle mode, or a multi-player group battle mode. The embodiment of the present application does not limit the battle mode.
虚拟道具:是指虚拟对象在虚拟环境中能够使用的道具,包括能够改变其他虚拟对象的属性值的虚拟武器,补给道具,防御道具,用于虚拟对象释放技能时通过手部展示的虚拟道具,以及虚拟对象的部分身体躯干,比如手部、腿部。其中,能够改变其他虚拟对象的属性值的虚拟道具,包括远距离虚拟道具,近距离虚拟道具,投掷类虚拟道具。Virtual props: These are props that virtual objects can use in a virtual environment. These include virtual weapons that can change the properties of other virtual objects, supply items, defensive items, virtual props displayed by the hands of virtual objects when they unleash skills, and parts of the virtual object's torso, such as hands and legs. Virtual props that can change the properties of other virtual objects include long-range virtual props, close-range virtual props, and throwing virtual props.
本申请中提供的方法可以应用于虚拟现实应用程序、三维地图程序、第一/第三人称射击游戏、多人在线战术竞技游戏(Multiplayer Online Battle Arena Games,MOBA)等,下述实施例是以在游戏中的应用来举例说明。The method provided in this application can be applied to virtual reality applications, three-dimensional map programs, first/third-person shooter games, multiplayer online battle arena games (MOBA), etc. The following embodiments are illustrated by using applications in games.
基于虚拟环境的游戏往往由一个或多个游戏世界的地图构成,游戏中的虚拟环境模拟现实世界的场景,用户可以操控游戏中的虚拟对象在虚拟环境中进行行走、跑步、跳跃、射击、格斗、驾驶、切换使用虚拟道具、使用虚拟道具伤害其他虚拟对象等动作,交互性较强,并且多个用户可以在线组队进行竞技游戏。Games based on virtual environments are often composed of one or more game world maps. The virtual environment in the game simulates scenes in the real world. Users can control virtual objects in the game to walk, run, jump, shoot, fight, drive, switch to using virtual props, use virtual props to harm other virtual objects, and other actions in the virtual environment. The interactivity is strong, and multiple users can team up online to play competitive games.
游戏对局过程中,玩家可控制虚拟对象投掷虚拟投掷道具进行攻击,比如,投掷手雷可降低其他虚拟对象的生命值,投掷烟雾弹、闪光弹等可对其他虚拟对象造成干扰。然而相关技术中,在玩家控制虚拟对象投掷虚拟投掷道具后,虚拟投掷道具只有在投掷时间达到阈值或满足一定条件后才会发挥道具效果,在此期间,玩家只能被动等待,容易错过发挥道具效果的最佳时机,导致道具命中率较低。并且在使用虚拟投掷道具时,需进行道具切换,而在与其他玩家进行对战的过程中,切换过慢容易影响对局,使得玩家更倾向于使用其他虚拟道具进行攻击,进而使得虚拟投掷道具的使用率较低。During a game, players can control virtual objects to throw virtual throwing props to attack. For example, throwing grenades can reduce the health of other virtual objects, and throwing smoke bombs, flash bombs, etc. can interfere with other virtual objects. However, in related technologies, after a player controls a virtual object to throw a virtual throwing prop, the virtual throwing prop will only take effect after the throwing time reaches a threshold or meets certain conditions. During this period, the player can only passively wait, which can easily miss the best time to exert the prop effect, resulting in a low prop hit rate. In addition, when using virtual throwing props, prop switching is required. During the game against other players, switching too slowly can easily affect the game, making players more inclined to use other virtual props to attack, which in turn leads to a low usage rate of virtual throwing props.
为了提高虚拟投掷道具的命中率以及在对战过程中的使用率,本申请实施例中,改变虚拟投掷道具的触发方式,使玩家在控制虚拟对象投掷虚拟道具后,可主动选择虚拟投掷道具的触发时机。对局中,玩家可提前控制虚拟对象投掷虚拟投掷道具至目标地点,在对战过程中无需切换道具,也可触发虚拟投掷道具的道具效果,提高虚拟投掷道具的使用率。且相较于相关技术中需被动等待虚拟投掷道具发挥效果的方式,主动触发使得其余玩家无法得知周围是否存在虚拟投掷道具,降低了其余虚拟对象躲避的概率,进而提高虚拟投掷道具的命中率。In order to improve the hit rate of virtual throwing props and their usage rate during combat, in an embodiment of the present application, the triggering method of the virtual throwing props is changed so that after the player controls the virtual object to throw the virtual props, he can actively select the triggering time of the virtual throwing props. During the game, the player can control the virtual object to throw the virtual throwing props to the target location in advance. Without switching props during the battle, the prop effect of the virtual throwing props can also be triggered, thereby improving the usage rate of the virtual throwing props. In addition, compared with the method in the related art that requires passively waiting for the virtual throwing props to take effect, the active triggering makes it impossible for other players to know whether there are virtual throwing props around, reducing the probability of other virtual objects dodging and thus improving the hit rate of the virtual throwing props.
请参考图1,其示出了本申请一个实施例提供的实施环境的示意图。该实施环境可以包括:第一终端110、服务器120和第二终端130。Please refer to FIG1 , which shows a schematic diagram of an implementation environment provided by an embodiment of the present application. The implementation environment may include: a first terminal 110 , a server 120 , and a second terminal 130 .
第一终端110安装和运行有支持虚拟环境的应用程序111,该应用程序111可以是多人在线对战程序。当第一终端运行应用程序111时,第一终端110的屏幕上显示应用程序111的用户界面。该应用程序111可以是MOBA游戏、大逃杀射击游戏、模拟战略游戏(Simulation Game,SLG)的任意一种。在本实施例中,以该应用程序111是第一人称射击(First-Person Shooting,FPS)游戏来举例说明。第一终端110是第一用户112使用的终端,第一用户112使用第一终端110控制位于虚拟环境中的第一虚拟对象进行活动,第一虚拟对象可以称为第一用户112的主控虚拟对象。第一虚拟对象的活动包括但不限于:调整身体姿态、爬行、步行、奔跑、骑行、飞行、跳跃、驾驶、拾取、射击、攻击、投掷、释放技能中的至少一种。示意性的,第一虚拟对象是第一虚拟人物,比如仿真人物或动漫人物。A first terminal 110 has an application 111 installed and running that supports a virtual environment. Application 111 can be a multiplayer online game (MOBA) program. When application 111 is running on the first terminal, the user interface of application 111 is displayed on the screen of the first terminal 110. Application 111 can be any of a MOBA game, a battle royale shooter game, and a simulation strategy game (SLG). In this embodiment, application 111 is a first-person shooter (FPS) game. First terminal 110 is used by a first user 112. First user 112 uses first terminal 110 to control a first virtual object in the virtual environment. The first virtual object can be referred to as the first user's 112 primary virtual object. The first virtual object's activities include, but are not limited to, at least one of adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up items, shooting, attacking, throwing, and performing skills. Illustratively, the first virtual object is a first virtual character, such as a simulated or animated character.
第二终端130安装和运行有支持虚拟环境的应用程序131,该应用程序131可以是多人在线对战程序。当第二终端130运行应用程序131时,第二终端130的屏幕上显示应用程序131的用户界面。该客户端可以是MOBA游戏、大逃杀射击游戏、SLG游戏中的任意一种,在本实施例中,以该应用程序131是FPS游戏来举例说明。第二终端130是第二用户132使用的终端,第二用户132使用第二终端130控制位于虚拟环境中的第二虚拟对象进行活动,第二虚拟对象可以称为第二用户132的主控虚拟角色。示意性的,第二虚拟对象是第二虚拟人物,比如仿真人物或动漫人物。The second terminal 130 has an application 131 installed and running that supports a virtual environment. This application 131 can be a multiplayer online battle program. When the second terminal 130 runs application 131, the user interface of application 131 is displayed on the screen of the second terminal 130. The client can be any of a MOBA game, a battle royale shooter game, or a SLG game. In this embodiment, application 131 is an FPS game as an example. The second terminal 130 is used by a second user 132. The second user 132 uses the second terminal 130 to control a second virtual object in the virtual environment to perform activities. The second virtual object can be referred to as the second user's 132 primary virtual character. Illustratively, the second virtual object is a second virtual person, such as a simulated or animated character.
可选地,第一虚拟对象和第二虚拟对象处于同一虚拟世界中。可选地,第一虚拟对象和第二虚拟对象可以属于同一个阵营、同一个队伍、同一个组织、具有好友关系或具有临时性的通讯权限。可选的,第一虚拟对象和第二虚拟对象可以属于不同的阵营、不同的队伍、不同的组织或具有敌对关系。Optionally, the first virtual object and the second virtual object are in the same virtual world. Optionally, the first virtual object and the second virtual object may belong to the same camp, the same team, the same organization, have a friendship relationship, or have temporary communication permissions. Optionally, the first virtual object and the second virtual object may belong to different camps, different teams, different organizations, or have a hostile relationship.
可选地,第一终端110和第二终端130上安装的应用程序是相同的,或两个终端上安装的应用程序是不同操作系统平台(安卓或IOS)上的同一类型应用程序。第一终端110可以泛指多个终端中的一个,第二终端130可以泛指多个终端中的另一个,本实施例仅以第一终端110和第二终端130来举例说明。第一终端110和第二终端130的设备类型相同或不同,该设备类型包括:智能手机、平板电脑、电子书阅读器、动态影像专家压缩标准音频层面3(Moving Picture Experts Group Audio Layer III,MP3)播放器、动态影像专家压缩标准音频层面4(Moving Picture Experts Group Audio Layer IV,MP4)播放器、膝上型便携计算机和台式计算机中的至少一种。Optionally, the applications installed on the first terminal 110 and the second terminal 130 are the same, or the applications installed on the two terminals are the same type of applications on different operating system platforms (Android or iOS). The first terminal 110 can generally refer to one of multiple terminals, and the second terminal 130 can generally refer to another of the multiple terminals. This embodiment only uses the first terminal 110 and the second terminal 130 as an example. The first terminal 110 and the second terminal 130 can be of the same or different device types, including at least one of a smartphone, a tablet computer, an e-book reader, a Moving Picture Experts Group Audio Layer III (MP3) player, a Moving Picture Experts Group Audio Layer IV (MP4) player, a laptop computer, and a desktop computer.
图1中仅示出了两个终端,但在不同实施例中存在多个其它终端可以接入服务器120。可选地,还存在一个或多个终端是开发者对应的终端,在该终端上安装有支持虚拟环境的应用程序的开发和编辑平台,开发者可在该终端上对应用程序进行编辑和更新,并将更新后的应用程序安装包通过有线或无线网络传输至服务器120,第一终端110和第二终端130可从服务器120下载应用程序安装包实现对应用程序的更新。FIG1 shows only two terminals, but in different embodiments, multiple other terminals may be connected to the server 120. Optionally, one or more terminals may be developers' terminals, on which a development and editing platform for applications supporting a virtual environment is installed. Developers may edit and update applications on these terminals and transmit the updated application installation packages to the server 120 via a wired or wireless network. The first terminal 110 and the second terminal 130 may download the application installation packages from the server 120 to update the applications.
第一终端110、第二终端130以及其它终端通过无线网络或有线网络与服务器120相连。The first terminal 110 , the second terminal 130 and other terminals are connected to the server 120 via a wireless network or a wired network.
服务器120包括一台服务器、多台服务器组成的服务器集群、云计算平台和虚拟化中心中的至少一种。服务器120用于为支持三维虚拟环境的应用程序提供后台服务。可选地,服务器120承担主要计算工作,终端承担次要计算工作;或者,服务器120承担次要计算工作,终端承担主要计算工作;或者,服务器120和终端之间采用分布式计算架构进行协同计算。Server 120 includes at least one of a single server, a server cluster consisting of multiple servers, a cloud computing platform, and a virtualization center. Server 120 provides backend services for applications that support 3D virtual environments. Optionally, server 120 performs primary computing tasks, while terminals perform secondary computing tasks; alternatively, server 120 performs secondary computing tasks, while terminals perform primary computing tasks; alternatively, server 120 and terminals utilize a distributed computing architecture for collaborative computing.
在一个示意性的例子中,服务器120包括存储器121、处理器122、用户账号数据库123、对战服务模块124、面向用户的输入/输出接口(Input/Output Interface,I/O接口)125。其中,处理器122用于加载服务器120中存储的指令,处理用户账号数据库123和对战服务模块124中的数据;用户账号数据库123用于存储第一终端110、第二终端130以及其它终端所使用的用户账号的数据,比如用户账号的头像、用户账号的昵称、用户账号的等级,用户账号所在的服务区;对战服务模块124用于提供多个对战房间供用户进行对战,比如1V1对战、3V3对战、5V5对战等;面向用户的I/O接口125用于通过无线网络或有线网络和第一终端110和/或第二终端130建立通信交换数据。In an illustrative example, the server 120 includes a memory 121, a processor 122, a user account database 123, a battle service module 124, and a user-oriented input/output interface (I/O interface) 125. The processor 122 is configured to load instructions stored in the server 120 and process data in the user account database 123 and the battle service module 124. The user account database 123 is configured to store user account data used by the first terminal 110, the second terminal 130, and other terminals, such as user account avatars, user account nicknames, user account levels, and the service areas where the user accounts are located. The battle service module 124 is configured to provide multiple battle rooms for users to engage in battles, such as 1v1 battles, 3v3 battles, 5v5 battles, etc. The user-oriented I/O interface 125 is configured to establish communication and exchange data with the first terminal 110 and/or the second terminal 130 via a wireless network or a wired network.
请参考图2,其示出了本申请一个示例性实施例提供的虚拟投掷道具的使用方法的流程图。本实施例以该方法用于图1所示实施环境中的第一终端110或第二终端130或该实施环境中的其它终端为例进行说明,该方法包括如下步骤:Please refer to Figure 2, which shows a flow chart of a method for using a virtual throwing prop provided by an exemplary embodiment of the present application. This embodiment uses the method as an example of the first terminal 110 or the second terminal 130 in the implementation environment shown in Figure 1, or other terminals in the implementation environment. The method includes the following steps:
步骤201,响应于对道具切换控件的触发操作,显示道具投掷控件,道具切换控件用于触发切换使用虚拟投掷道具。Step 201: In response to a triggering operation on a prop switching control, a prop throwing control is displayed, where the prop switching control is used to trigger switching to use a virtual throwing prop.
本申请实施例的方法应用于虚拟环境中,虚拟环境中包括第一虚拟对象和第二虚拟对象,第一虚拟对象和第二虚拟对象属于不同阵营。在一种可能的实施方式中,终端通过虚拟环境画面显示虚拟环境。可选地,虚拟环境画面是以虚拟对象的视角对虚拟环境进行观察的画面。视角是指以虚拟对象的第一人称视角或者第三人称视角在虚拟环境中进行观察时的观察角度。可选地,本申请的实施例中,视角是在虚拟环境中通过摄像机模型对虚拟对象进行观察时的角度。The method of an embodiment of the present application is applied to a virtual environment, which includes a first virtual object and a second virtual object, and the first virtual object and the second virtual object belong to different camps. In one possible implementation, the terminal displays the virtual environment through a virtual environment screen. Optionally, the virtual environment screen is a screen that observes the virtual environment from the perspective of the virtual object. The viewing angle refers to the observation angle when observing the virtual environment from the first-person perspective or the third-person perspective of the virtual object. Optionally, in an embodiment of the present application, the viewing angle is the angle when observing the virtual object through a camera model in the virtual environment.
可选地,摄像机模型在虚拟环境中对虚拟对象进行自动跟随,即,当虚拟对象在虚拟环境中的位置发生改变时,摄像机模型跟随虚拟对象在虚拟环境中的位置同时发生改变,且该摄像机模型在虚拟环境中始终处于虚拟对象的预设距离范围内。可选地,在自动跟随过程中,摄像头模型和虚拟对象的相对位置不发生变化。Optionally, the camera model automatically follows the virtual object in the virtual environment. Specifically, when the position of the virtual object in the virtual environment changes, the camera model simultaneously follows the position of the virtual object in the virtual environment, and the camera model always remains within a preset distance range of the virtual object in the virtual environment. Optionally, during the automatic following process, the relative position of the camera model and the virtual object does not change.
摄像机模型是指在虚拟环境中位于虚拟对象周围的三维模型,当采用第一人称视角时,该摄像机模型位于虚拟对象的头部附近或者位于虚拟对象的头部;当采用第三人称视角时,该摄像机模型可以位于虚拟对象的后方并与虚拟对象进行绑定,也可以位于与虚拟对象相距预设距离的任意位置,通过该摄像机模型可以从不同角度对位于虚拟环境中的虚拟对象进行观察,可选地,该第三人称视角为第一人称的过肩视角时,摄像机模型位于虚拟对象(比如,虚拟人物的头肩部)的后方。可选地,除第一人称视角和第三人称视角外,视角还包括其他视角,比如俯视视角;当采用俯视视角时,该摄像机模型可以位于虚拟对象头部的上空,俯视视角是以从空中俯视的角度进行观察虚拟环境的视角。可选地,该摄像机模型在虚拟环境中不会进行实际显示,即,在用户界面显示的虚拟环境中不显示该摄像机模型。A camera model refers to a three-dimensional model located around a virtual object in a virtual environment. When a first-person perspective is used, the camera model is located near or at the head of the virtual object. When a third-person perspective is used, the camera model can be located behind the virtual object and bound to the virtual object, or can be located at any position at a preset distance from the virtual object. The virtual object in the virtual environment can be observed from different angles through the camera model. Optionally, when the third-person perspective is a first-person over-the-shoulder perspective, the camera model is located behind the virtual object (e.g., the head and shoulders of the virtual character). Optionally, in addition to the first-person perspective and the third-person perspective, the perspective also includes other perspectives, such as a bird's-eye view. When a bird's-eye view is used, the camera model can be located above the head of the virtual object. The bird's-eye view is a perspective of observing the virtual environment from an aerial perspective. Optionally, the camera model will not be actually displayed in the virtual environment, that is, the camera model will not be displayed in the virtual environment displayed in the user interface.
在一种可能的实施方式中,虚拟环境界面中显示有道具切换控件,道具切换控件用于将控制当前虚拟对象进行攻击的控件切换为控制虚拟对象使用虚拟投掷道具的道具投掷控件,也可用于将道具投掷控件切换回控制虚拟对象进行攻击的其他控件,当终端接收到对道具切换控件的触发操作时,将攻击控件切换为道具投掷控件。可选的,本申请实施例中,触发操作可为单击操作、双击操作、长按操作、拖动操作和滑动操作中的至少一种。需要说明的是,本申请实施例对具体触发操作不做限定。In one possible implementation, a prop switching control is displayed in the virtual environment interface. The prop switching control is used to switch the control that controls the current virtual object to attack to a prop throwing control that controls the virtual object to use virtual throwing props. It can also be used to switch the prop throwing control back to other controls that control the virtual object to attack. When the terminal receives a trigger operation on the prop switching control, the attack control is switched to the prop throwing control. Optionally, in an embodiment of the present application, the trigger operation may be at least one of a single-click operation, a double-click operation, a long press operation, a drag operation, and a sliding operation. It should be noted that the embodiment of the present application does not limit the specific trigger operation.
示意性的,如图3所示,虚拟环境界面中显示有道具切换控件302,当前虚拟对象正在执行射击动作,当玩家点击道具切换控件302时,终端可将射击控件303切换为道具投掷控件304,此时,虚拟环境界面中显示道具投掷控件304。Schematically, as shown in FIG3 , a prop switching control 302 is displayed in the virtual environment interface. The current virtual object is performing a shooting action. When the player clicks the prop switching control 302 , the terminal can switch the shooting control 303 to a prop throwing control 304 . At this time, the prop throwing control 304 is displayed in the virtual environment interface.
可选的,本申请实施例中,虚拟投掷道具指具有主动触发功能的虚拟投掷道具。在一种可能的实施方式中,玩家可在进入对局前可装备具有主动触发功能的虚拟投掷道具,即在显示虚拟环境界面前,首先显示虚拟道具装备界面,在该界面,玩家可选择具有主动触发功能的虚拟投掷道具,比如,主动触发式手雷、烟雾弹以及闪光弹等。Optionally, in the embodiments of the present application, the virtual throwing props refer to virtual throwing props with an active trigger function. In one possible implementation, players can equip virtual throwing props with an active trigger function before entering a game. That is, before the virtual environment interface is displayed, a virtual prop equipping interface is first displayed. On this interface, players can select virtual throwing props with an active trigger function, such as active trigger grenades, smoke bombs, and flash bombs.
在另一种可能的实施方式中,具有主动触发功能的虚拟投掷道具可在进入对局后在虚拟环境中拾取,虚拟环境中的虚拟投掷道具可由虚拟对象掉落,也可在固定地点生成,本实施例不做限定。In another possible implementation, virtual throwing props with active triggering functions can be picked up in the virtual environment after entering the game. The virtual throwing props in the virtual environment can be dropped by virtual objects or generated at a fixed location, which is not limited in this embodiment.
步骤202,响应于对道具投掷控件的触发操作,控制虚拟对象投掷虚拟投掷道具,并将道具切换控件切换为道具触发控件。Step 202: In response to a trigger operation on the prop throwing control, the virtual object is controlled to throw the virtual throwing prop, and the prop switching control is switched to the prop triggering control.
在一种可能的实施方式中,当终端接收到对道具投掷控件的触发操作时,将控制虚拟对象投掷虚拟投掷道具,投掷时,虚拟环境界面中显示虚拟投掷道具的投掷路线。玩家可通过对道具投掷控件的不同触发操作,使虚拟投掷道具的投掷路线发生改变,进而投掷至虚拟环境中的目标地点。In one possible implementation, when a terminal receives a trigger operation on a prop throwing control, it controls a virtual object to throw a virtual throwing prop. During the throwing process, the virtual throwing prop's throwing path is displayed in the virtual environment interface. The player can change the throwing path of the virtual throwing prop by different trigger operations on the prop throwing control, thereby throwing the virtual throwing prop to a target location in the virtual environment.
可选的,投掷路线可根据虚拟投掷道具的初速度、投掷方向以及重力加速度获取。当控制虚拟对象投掷虚拟投掷道具时,终端获取虚拟投掷道具的初速度、方向,再利用重力加速度即可确定虚拟投掷道具的射线轨迹,根据固定距离间隔取n个点,组成射线轨迹,显示在虚拟环境画面中。Optionally, the throwing path can be derived based on the initial velocity, throwing direction, and gravitational acceleration of the virtual throwing prop. When controlling a virtual object to throw the virtual throwing prop, the terminal obtains the initial velocity and direction of the virtual throwing prop, and then uses gravitational acceleration to determine the ray trajectory of the virtual throwing prop. The ray trajectory is formed by selecting n points at fixed intervals and displayed in the virtual environment.
为改变虚拟投掷道具的触发方式,本申请实施例中,引入道具触发控件。在一种可能的实施方式中,当终端控制虚拟对象投掷虚拟投掷道具后,将道具切换控件切换为道具触发控件。可选的,切换控件可在虚拟投掷道具投出后落地前进行切换,也可在虚拟投掷道具落地后进行切换,本申请实施例对切换控件的时机不做限定。且为避免过多控件的显示,本申请实施例中,仅将道具切换控件切换为道具触发控件,并未新增额外控件,避免对画面的过多遮挡。In order to change the triggering method of the virtual throwing props, a prop trigger control is introduced in an embodiment of the present application. In one possible implementation, after the terminal controls the virtual object to throw the virtual throwing props, the prop switching control is switched to the prop trigger control. Optionally, the switching control can be switched before the virtual throwing props land after being thrown, or it can be switched after the virtual throwing props land. The embodiment of the present application does not limit the timing of switching controls. And to avoid the display of too many controls, in the embodiment of the present application, only the prop switching control is switched to the prop trigger control, and no additional controls are added to avoid excessive obstruction of the screen.
需要说明的是,本申请实施例中,仅在具有主动触发功能的虚拟投掷道具被投掷后,终端会将道具切换控件切换为道具触发控件,而其余虚拟投掷道具被投掷后,道具切换控件不会发生切换。It should be noted that in the embodiment of the present application, only after the virtual throwing props with active triggering function are thrown, the terminal will switch the prop switching control to the prop triggering control, while after the other virtual throwing props are thrown, the prop switching control will not be switched.
可选的,道具触发控件可以按钮、道具爆炸模型等图案形式进行显示;也可以文字方式进行显示,比如,“触发”;也可以控件图标的形式进行显示,本申请实施例对道具触发控件的显示形式不做限定。Optionally, the prop trigger control can be displayed in the form of a button, a prop explosion model, or other graphic form; it can also be displayed in the form of text, such as "trigger"; it can also be displayed in the form of a control icon. The embodiment of the present application does not limit the display form of the prop trigger control.
示意性的,如图3所示,当玩家点击道具投掷控件304后,终端控制虚拟对象投掷手雷305,并显示有投掷路线306,当手雷305被投掷出去后,道具切换控件302切换为道具触发控件307。Schematically, as shown in FIG3 , when the player clicks the prop throwing control 304 , the terminal controls the virtual object to throw a grenade 305 and displays a throwing route 306 . After the grenade 305 is thrown, the prop switching control 302 switches to the prop triggering control 307 .
步骤203,响应于对道具触发控件的触发操作,触发虚拟投掷道具的道具效果。Step 203: In response to the triggering operation on the prop triggering control, trigger the prop effect of the virtual throwing prop.
在一种可能的实施方式中,当终端接收到对道具触发控件的触发操作时,触发虚拟投掷道具的道具效果,即玩家可通过对道具投掷控件的触发操作,触发虚拟投掷道具的道具效果,无需被动等待虚拟投掷道具被触发。可选的,为模拟实际中对象控制炸弹等投掷类物品发挥作用的画面,当玩家触发道具投掷控件后,通过虚拟对象展示触发动画,比如,虚拟对象取出触发装置(遥控器、手机等),并对触发装置进行操作,操作结束后,虚拟环境画面显示虚拟投掷道具的道具效果。In one possible embodiment, when the terminal receives a trigger operation on the prop trigger control, the prop effect of the virtual throwing prop is triggered. That is, the player can trigger the prop throwing effect of the virtual throwing prop by triggering the prop throwing control, without having to passively wait for the virtual throwing prop to be triggered. Optionally, to simulate the scene of an object controlling a bomb or other throwing object in real life, when the player triggers the prop throwing control, a trigger animation is displayed through a virtual object. For example, the virtual object removes a trigger device (remote control, mobile phone, etc.) and operates the trigger device. After the operation is completed, the virtual environment screen displays the prop effect of the virtual throwing prop.
可选的,不同虚拟投掷道具具有不同的道具效果。示意性的,虚拟投掷道具为手雷时,道具效果为爆炸,可降低其他虚拟对象的生命值;当虚拟投掷道具为烟雾弹时,道具效果为释放烟雾,可遮挡其他虚拟对象的部分视野;当虚拟投掷道具为闪光弹时,道具效果为强光,可对其他虚拟对象造成短暂致盲效果。Optionally, different virtual throwing props can have different prop effects. For example, if the virtual throwing prop is a grenade, the prop effect is an explosion, which can reduce the health of other virtual objects; if the virtual throwing prop is a smoke bomb, the prop effect is the release of smoke, which can partially block the vision of other virtual objects; and if the virtual throwing prop is a flashbang, the prop effect is a strong light, which can temporarily blind other virtual objects.
示意性的,如图3所示,当玩家点击道具触发控件307后,手雷305爆炸,降低作用范围内其他虚拟对象的生命值。Schematically, as shown in FIG3 , when the player clicks the prop trigger control 307 , the grenade 305 explodes, reducing the health of other virtual objects within the range of action.
可选的,触发虚拟投掷道具的道具效果后,终端将道具触发控件重新切换为道具切换控件,玩家可继续通过道具切换控件切换至道具投掷控件,投掷虚拟投掷道具。Optionally, after triggering the prop effect of the virtual throwing prop, the terminal switches the prop trigger control back to the prop switching control, and the player can continue to switch to the prop throwing control through the prop switching control to throw the virtual throwing prop.
本申请实施例中,终端控制虚拟对象投掷虚拟投掷道具后,将原先用于进行投掷道具切换的道具切换控件切换为道具触发控件,使玩家通过对道具触发控件进行触发操作即可触发虚拟投掷道具的道具效果,即通过改变虚拟投掷道具的触发方式,使玩家可自主控制触发虚拟投掷道具,进而在对战中选择合适时机触发,提高虚拟投掷道具在对局过程中的命中率,从而提高虚拟投掷道具的使用率。In an embodiment of the present application, after the terminal controls the virtual object to throw the virtual throwing props, the prop switching control originally used to switch the throwing props is switched to a prop trigger control, so that the player can trigger the prop effect of the virtual throwing props by triggering the prop trigger control. That is, by changing the triggering method of the virtual throwing props, the player can independently control the triggering of the virtual throwing props, and then choose the appropriate time to trigger during the battle, thereby improving the hit rate of the virtual throwing props during the game, thereby improving the utilization rate of the virtual throwing props.
在一种可能的场景中,虚拟投掷道具具有粘附性,当虚拟投掷道具被投掷后持续粘附在附着物上。且为避免虚拟投掷道具被投掷至较远处(即玩家视野之外),使玩家无法观察虚拟投掷道具周侧情况,进而无法选择触发时机,本申请实施例中,可通过在地图显示控件上显示虚拟投掷道具的具体位置信息及其作用范围使玩家更直观了解虚拟投掷道具的周侧情况。In one possible scenario, the virtual throwing prop has adhesive properties and remains attached to the object after being thrown. To prevent the virtual throwing prop from being thrown too far away (i.e., outside the player's field of view), preventing the player from observing the surroundings of the virtual throwing prop and, consequently, from selecting a triggering time, in an embodiment of the present application, the specific location information and range of the virtual throwing prop can be displayed on a map display control, allowing the player to more intuitively understand the surroundings of the virtual throwing prop.
请参考图4,其示出了本申请另一个示例性实施例提供的虚拟投掷道具的使用方法的流程图。本实施例以该方法用于图1所示实施环境中的第一终端110或第二终端130或该实施环境中的其它终端为例进行说明,该方法包括如下步骤:Please refer to Figure 4, which shows a flowchart of a method for using a virtual throwing prop provided by another exemplary embodiment of the present application. This embodiment uses the method as an example of using the first terminal 110 or the second terminal 130 in the implementation environment shown in Figure 1, or other terminals in the implementation environment. The method includes the following steps:
步骤401,响应于对道具切换控件的触发操作,显示道具投掷控件,道具切换控件用于触发切换使用虚拟投掷道具。Step 401: In response to a triggering operation on a prop switching control, a prop throwing control is displayed, where the prop switching control is used to trigger switching to use a virtual throwing prop.
步骤402,响应于对道具投掷控件的触发操作,控制虚拟对象投掷虚拟投掷道具,并将道具切换控件切换为道具触发控件。Step 402: In response to a trigger operation on the prop throwing control, the virtual object is controlled to throw the virtual throwing prop, and the prop switching control is switched to the prop triggering control.
步骤401与步骤402的实施方式可参考上述步骤201与步骤202,本实施例在此不做赘述。The implementation of step 401 and step 402 may refer to the above-mentioned step 201 and step 202, and will not be described in detail in this embodiment.
步骤403,确定投掷过程中虚拟投掷道具的运动法线方向。Step 403: Determine the normal direction of the movement of the virtual throwing prop during the throwing process.
为确定虚拟投掷道具的附着位置,在一种可能的实施方式中,在虚拟投掷道具处于飞行状态时,终端将沿虚拟投掷道具的射线轨迹方向的预设距离内进行射线检测,确定射线轨迹方向上的虚拟对象,比如,该预设距离可为50cm。为确定虚拟对象的具体位置,还需确定虚拟对象的法线方向,进而确定虚拟对象的具体位置,终端控制虚拟投掷道具附着于虚拟对象上。To determine the attachment location of a virtual throwing prop, in one possible implementation, while the virtual throwing prop is in flight, the terminal performs ray detection within a preset distance along the virtual throwing prop's trajectory to identify a virtual object in that direction. For example, the preset distance can be 50 cm. To determine the specific location of the virtual object, the normal direction of the virtual object must also be determined. The terminal then controls the virtual throwing prop to attach to the virtual object.
步骤404,响应于运动法线方向上的预设距离范围内存在虚拟附着物,控制虚拟投掷道具粘附在虚拟附着物,虚拟附着物包括静态附着物和动态附着物中的至少一种。Step 404 : In response to a virtual attachment existing within a preset distance range in the direction of the motion normal, controlling the virtual throwing prop to adhere to the virtual attachment, where the virtual attachment includes at least one of a static attachment and a dynamic attachment.
可选的,本申请实施例中虚拟投掷道具可具粘附性,当终端检测到虚拟投掷道具的运动法线方向上的预设距离内存在虚拟附着物时,可控制虚拟投掷道具持续粘附在虚拟附着物上。Optionally, in the embodiment of the present application, the virtual throwing props may be adhesive. When the terminal detects the presence of a virtual attachment within a preset distance in the direction of the normal line of motion of the virtual throwing props, the virtual throwing props may be controlled to continue to adhere to the virtual attachment.
可选的,虚拟附着物可为静态附着物和动态附着物中的至少一种。静态附着物是指虚拟环境中无法进行移动,或者,在一段时间内保持静止状态的对象,如墙壁、石头、桌椅、无人骑行的自行车、无人驾驶的机动车、无人驾驶的飞机、各种植物等;动态附着物指虚拟环境中能够进行移动,或者,在一段时间内呈移动状态(包括旋转状态)的对象,如虚拟对象、正在奔跑的虚拟对象(或正在进行其他动作的虚拟对象)、正在行驶的机动车、正在被虚拟对象使用的自行车、正在飞行的飞机、被虚拟对象投掷的石头、被虚拟对象提起的油桶等。Optionally, the virtual attachments may be at least one of static attachments and dynamic attachments. Static attachments refer to objects that cannot be moved in the virtual environment, or remain stationary for a period of time, such as walls, stones, tables and chairs, unmanned bicycles, unmanned motor vehicles, unmanned aircraft, various plants, etc.; dynamic attachments refer to objects that can be moved in the virtual environment, or are in a moving state (including a rotating state) for a period of time, such as virtual objects, running virtual objects (or virtual objects performing other actions), moving motor vehicles, bicycles being used by virtual objects, flying aircraft, stones thrown by virtual objects, oil drums lifted by virtual objects, etc.
步骤405,获取投掷后虚拟投掷道具在虚拟环境中所处的道具位置。Step 405: Obtain the prop position of the virtual throwing prop in the virtual environment after the throwing.
为使玩家更直观得知虚拟投掷道具被投掷后的位置,在一种可能的实施方式中,虚拟投掷道具被投掷后,终端获取虚拟投掷道具在虚拟环境中所处的道具位置。可选的,位置可根据虚拟投掷道具在虚拟环境中的坐标确定。To allow players to more intuitively understand the position of the virtual throwing prop after being thrown, in one possible embodiment, after the virtual throwing prop is thrown, the terminal obtains the prop position of the virtual throwing prop in the virtual environment. Optionally, the position can be determined based on the coordinates of the virtual throwing prop in the virtual environment.
可选的,当虚拟投掷道具附着于静态附着物时,虚拟投掷道具在虚拟环境中所处道具位置不发生变化;当虚拟投掷道具附着于动态附着物时,虚拟投掷道具在虚拟环境中所处位置随动态附着物的变化而变化。比如,当虚拟投掷道具附着于虚拟环境中其他虚拟对象时,终端实时获取其他虚拟对象的坐标信息,进而获得虚拟投掷道具在虚拟环境中所处的道具位置。Optionally, when the virtual throwing prop is attached to a static attachment, the prop's position in the virtual environment remains unchanged; when the virtual throwing prop is attached to a dynamic attachment, the virtual throwing prop's position in the virtual environment changes as the dynamic attachment changes. For example, when the virtual throwing prop is attached to other virtual objects in the virtual environment, the terminal obtains the coordinate information of the other virtual objects in real time, thereby obtaining the prop's position in the virtual environment.
步骤406,基于道具位置在地图展示控件中显示虚拟投掷道具的道具标识。Step 406: Display the item identifier of the virtual throwing item in the map display control based on the item position.
在一种可能的实施方式中,获取虚拟投掷道具在虚拟环境中的道具位置后,在地图展示控件中显示虚拟投掷道具的道具标识。其中,地图展示控件用于显示局部或全部虚拟环境区域,且可对位于虚拟环境中的虚拟对象的位置进行显示,其中,可通过不同颜色的标识区分不同阵营的虚拟对象。示意性,如图5所示,地图展示控件501中显示有虚拟投掷道具的道具标识502。In one possible implementation, after obtaining the location of a virtual throwing item in the virtual environment, an item identifier for the virtual throwing item is displayed in a map display control. The map display control is used to display a portion or the entire virtual environment area and can display the locations of virtual objects within the virtual environment. Different colors can be used to distinguish virtual objects belonging to different factions. As an example, as shown in FIG5 , a virtual throwing item identifier 502 is displayed in a map display control 501.
可选的,虚拟投掷道具的道具标识可通过点、圆或道具模型等形式显示,本申请实施例不做限定。Optionally, the prop identification of the virtual throwing prop can be displayed in the form of a point, a circle or a prop model, etc., which is not limited in this embodiment of the present application.
步骤407,确定虚拟投掷道具的作用范围。Step 407: Determine the effective range of the virtual throwing prop.
可选的,虚拟投掷道具具有一定作用范围,仅对作用范围内的其他虚拟对象造成伤害或干扰,而对作用范围外的其他虚拟对象无影响。因此,为使玩家可选择更为合适的触发时机,在一种可能的实施方式中,当确定虚拟投掷道具的道具位置后,还需确定虚拟投掷道具的作用范围。其中,作用范围可为以虚拟投掷道具为中心,固定距离之内的范围。且还可预先设置在作用范围内不同位置的不同伤害程度或干扰程度。Optionally, the virtual throwing prop has a specific range of effect, causing damage or interference only to other virtual objects within the range, while having no effect on other virtual objects outside of it. Therefore, to allow players to choose a more appropriate triggering time, in one possible implementation, after determining the virtual throwing prop's position, the virtual throwing prop's range of effect must also be determined. The range of effect can be defined as a fixed distance centered on the virtual throwing prop. Different levels of damage or interference can also be pre-set for different locations within the range of effect.
示意性的,当虚拟投掷道具为手雷时,其作用范围可为距离手雷10m内;当虚拟对象位于距离手雷3m内时,降低生命值80点,当虚拟对象与手雷距离大于3m,小于6m时,降低生命值50点,当虚拟对象与手雷距离大于6m,小于10m时,降低生命值20点。For example, when the virtual throwing prop is a grenade, its effective range can be within 10 meters from the grenade; when the virtual object is within 3 meters from the grenade, the health value is reduced by 80 points; when the distance between the virtual object and the grenade is greater than 3 meters and less than 6 meters, the health value is reduced by 50 points; when the distance between the virtual object and the grenade is greater than 6 meters and less than 10 meters, the health value is reduced by 20 points.
步骤408,基于作用范围,在地图展示控件中道具标识的周侧显示作用范围标识。Step 408: Based on the scope of action, a scope of action identifier is displayed around the item identifier in the map display control.
在一种可能的实施方式中,根据获取的虚拟投掷道具的作用范围,终端在地图展示控件中显示其作用范围标识。In a possible implementation, based on the acquired action range of the virtual throwing item, the terminal displays an action range identifier thereof in a map display control.
示意性的,如图5所示,在虚拟投掷道具的道具标识502周侧显示作用范围标识503。在地图展示控件中还显示有玩家所控制的虚拟对象的标识504以及不同阵营的虚拟对象的标识505,其中,虚拟对象的标识505指示当前该虚拟对象位于虚拟投掷道具的作用范围内,此时,玩家即可通过触发虚拟投掷道具的道具效果对该虚拟对象造成伤害或干扰。Schematically, as shown in FIG5 , an effective range indicator 503 is displayed around the virtual throwing item's item indicator 502. Also displayed in the map display control are an indicator 504 of the player's controlled virtual object and indicators 505 of virtual objects of different factions. The virtual object indicator 505 indicates that the virtual object is currently within the effective range of the virtual throwing item. At this point, the player can trigger the item effect of the virtual throwing item to damage or interfere with the virtual object.
步骤409,响应于对道具触发控件的触发操作,且道具触发控件满足触发条件,触发虚拟投掷道具的道具效果,触发条件包括触发距离条件和触发干扰条件中的至少一种。Step 409 , in response to the triggering operation on the prop triggering control, and the prop triggering control meeting the triggering condition, triggering the prop effect of the virtual throwing prop, wherein the triggering condition includes at least one of a triggering distance condition and a triggering interference condition.
为更加真实地模拟出实际对虚拟道具的控制效果,本申请实施例中,还引入触发条件,在不同情况下,虚拟对象可能存在无法触发虚拟投掷道具的情形。In order to more realistically simulate the actual control effect of the virtual props, in the embodiment of the present application, a trigger condition is also introduced. In different situations, the virtual object may not be able to trigger the virtual throwing props.
可选的,触发条件可包括触发距离和触发干扰条件中的至少一种。下面将对不同触发条件下,虚拟投掷道具的使用进行示例性说明。Optionally, the trigger condition may include at least one of a trigger distance and a trigger interference condition. The following will illustrate the use of the virtual throwing props under different trigger conditions.
请参考图6,本步骤可被替换为如下步骤:Please refer to Figure 6, this step can be replaced by the following steps:
步骤409A,响应于对道具触发控件的触发操作,获取虚拟环境中虚拟对象与虚拟投掷道具之间的触发距离。Step 409A: In response to the trigger operation on the prop trigger control, a trigger distance between the virtual object and the virtual throwing prop in the virtual environment is obtained.
可选的,当触发条件为触发距离时,在虚拟投掷道具被投掷后,终端获取虚拟环境中虚拟对象与虚拟投掷道具间的触发距离,其中触发距离可根据虚拟对象与虚拟投掷道具的坐标确定,触发距离即虚拟对象与虚拟投掷道具间直线距离。Optionally, when the trigger condition is the trigger distance, after the virtual throwing prop is thrown, the terminal obtains the trigger distance between the virtual object and the virtual throwing prop in the virtual environment, where the trigger distance can be determined based on the coordinates of the virtual object and the virtual throwing prop, and the trigger distance is the straight-line distance between the virtual object and the virtual throwing prop.
步骤409B,响应于触发距离小于虚拟投掷道具对应的触发距离阈值,确定满足触发距离条件,并触发虚拟投掷道具的道具效果。Step 409B: In response to the trigger distance being less than the trigger distance threshold corresponding to the virtual throwing item, it is determined that the trigger distance condition is met, and the item effect of the virtual throwing item is triggered.
在一种可能的实施方式中,当获取的触发距离小于虚拟投掷道具对应的触发距离阈值时,满足触发距离条件,可触发虚拟投掷道具的道具效果。In a possible implementation, when the acquired trigger distance is less than a trigger distance threshold corresponding to the virtual throwing item, the trigger distance condition is met, and the item effect of the virtual throwing item can be triggered.
可选的,触发距离阈值可以根据道具类型确定,不同道具对应不同触发距离阈值。比如,手雷等伤害类虚拟投掷道具的触发距离可为100m,烟雾弹等干扰类虚拟投掷道具的触发距离可为50m。Optionally, the trigger distance threshold can be determined based on the item type, with different items corresponding to different trigger distance thresholds. For example, the trigger distance for damaging virtual throwing items like grenades can be 100 meters, while the trigger distance for disruptive virtual throwing items like smoke bombs can be 50 meters.
示意性的,如图7所示,虚拟对象位于手雷701的触发距离阈值702以内,此时,玩家触发道具触发控件,可控制手雷701爆炸。Schematically, as shown in FIG7 , the virtual object is located within a trigger distance threshold 702 of a grenade 701 . At this time, the player triggers the prop trigger control to control the grenade 701 to explode.
步骤409C,响应于触发距离大于触发距离阈值,确定不满足触发距离条件,并显示第一提示信息,第一提示信息用于提示与虚拟投掷道具之间的距离超过触发距离阈值。Step 409C: in response to the trigger distance being greater than the trigger distance threshold, determining that the trigger distance condition is not satisfied, and displaying a first prompt message, the first prompt message being used to prompt that the distance between the virtual throwing prop and the virtual throwing prop exceeds the trigger distance threshold.
在一种可能的实施方式中,当获取的触发距离大于虚拟投掷道具对应的触发距离阈值时,不满足触发距离条件,玩家触发道具触发控件时,虚拟环境界面中将显示第一提示信息,此时,玩家无法触发虚拟投掷道具的道具效果。In a possible implementation, when the acquired trigger distance is greater than the trigger distance threshold corresponding to the virtual throwing item, the trigger distance condition is not met. When the player triggers the item trigger control, a first prompt message will be displayed in the virtual environment interface. At this time, the player cannot trigger the item effect of the virtual throwing item.
可选的,第一提示信息可以文字形式在虚拟环境界面中显示,比如,可为“您已在触发范围之外”,以此提醒玩家虚拟对象与虚拟投掷道具的触发距离已大于触发距离阈值,也可以警告图标的形式进行显示。可选的,第一提示信息可在固定时长后消失,如5s;也可持续显示在虚拟环境界面中,直至虚拟对象与虚拟投掷道具的触发距离小于触发距离阈值。Optionally, the first prompt message can be displayed in the virtual environment interface in text form, such as "You are out of the trigger range," to remind the player that the trigger distance between the virtual object and the virtual throwing prop is greater than the trigger distance threshold. Alternatively, the first prompt message can be displayed in the form of a warning icon. Optionally, the first prompt message can disappear after a fixed duration, such as 5 seconds, or it can remain displayed in the virtual environment interface until the trigger distance between the virtual object and the virtual throwing prop is less than the trigger distance threshold.
可选的,第一提示信息可在虚拟环境界面顶端中部、底端中部或右侧底部等位置进行显示,本实施例不做限定。Optionally, the first prompt information may be displayed at a position such as the top middle, bottom middle, or right bottom of the virtual environment interface, which is not limited in this embodiment.
在一种可能的实施方式中,当玩家接收到第一提示信息时,可控制虚拟对象移动,当虚拟对象与虚拟投掷道具的触发距离小于触发距离阈值时,玩家可以触发虚拟投掷道具的道具效果。In one possible implementation, when the player receives the first prompt information, the player can control the movement of the virtual object. When the trigger distance between the virtual object and the virtual throwing prop is less than a trigger distance threshold, the player can trigger the prop effect of the virtual throwing prop.
示意性的,如图7所示,虚拟对象位于触发距离阈值702以外,此时,玩家触发道具触发控件时,虚拟环境界面将显示第一提示信息703,其中,第一提示信息703以文字形式在底端中部展示。Schematically, as shown in FIG7 , the virtual object is outside the trigger distance threshold 702 . At this time, when the player triggers the prop trigger control, the virtual environment interface will display a first prompt message 703 , wherein the first prompt message 703 is displayed in the middle of the bottom in text form.
在另一种可能的实施方式中,终端实时检测虚拟对象与虚拟投掷道具的触发距离,当触发距离小于触发距离阈值时,道具触发控件正常显示;当触发距离大于触发距离阈值时,道具触发控件将异常显示,比如,道具触发控件变灰暗,或者道具触发控件处于不可触发状态。In another possible implementation, the terminal detects the trigger distance between the virtual object and the virtual throwing prop in real time. When the trigger distance is less than the trigger distance threshold, the prop trigger control is displayed normally; when the trigger distance is greater than the trigger distance threshold, the prop trigger control will be displayed abnormally, for example, the prop trigger control becomes gray, or the prop trigger control is in an untriggerable state.
步骤409D,响应于对道具触发控件的触发操作,确定虚拟环境内虚拟干扰道具的触发情况,虚拟干扰道具用于干扰使用预设虚拟道具,预设虚拟道具包括虚拟投掷道具。Step 409D: In response to the triggering operation on the prop trigger control, the triggering status of the virtual interference prop in the virtual environment is determined, where the virtual interference prop is used to interfere with the use of the preset virtual prop, and the preset virtual prop includes a virtual throwing prop.
可选的,触发条件还包括触发干扰条件。在一种可能的实施方式中,其他玩家可通过虚拟干扰道具对虚拟投掷道具的触发进行干扰,比如,可通过电磁脉冲(ElectroMagnetic Pulse,EMP)手雷等干扰虚拟投掷道具的触发。因此,终端需确定虚拟环境内虚拟干扰道具的触发情况。Optionally, the trigger condition also includes a trigger interference condition. In one possible implementation, other players can interfere with the triggering of the virtual throwing item using virtual interference props, such as electromagnetic pulse (EMP) grenades. Therefore, the terminal needs to determine the triggering status of the virtual interference props in the virtual environment.
步骤409E,响应于虚拟环境内不包含处于触发状态的虚拟干扰道具,确定满足触发干扰条件,并触发虚拟投掷道具的道具效果。Step 409E: In response to the virtual environment not containing a virtual interference prop in a triggered state, determining that the interference triggering condition is met, and triggering the prop effect of the virtual throwing prop.
在一种可能的实施方式中,当终端检测到虚拟环境内不存在处于触发状态的虚拟干扰道具时,则确定满足触发干扰条件,可触发虚拟投掷道具的道具效果。In a possible implementation, when the terminal detects that there is no virtual interference prop in a triggered state in the virtual environment, it is determined that the triggering interference condition is met, and the prop effect of the virtual throwing prop can be triggered.
步骤409F,响应于虚拟环境内包含处于触发状态的虚拟干扰道具,确定不满足触发干扰条件,并显示第二提示信息,第二提示信息用于提示对虚拟投掷道具的触发操作受到干扰。Step 409F: In response to the virtual environment containing a virtual interference prop in a triggered state, determining that the trigger interference condition is not satisfied, and displaying a second prompt message, the second prompt message is used to prompt that the trigger operation of the virtual throwing prop is interfered with.
在一种可能的实施方式中,当终端检测到虚拟环境内存在处于触发状态的虚拟干扰道具时,则确定不满足触发干扰条件,虚拟环境界面中将显示第二提示信息,用于提示玩家虚拟投掷道具的触发受到干扰。In one possible implementation, when the terminal detects the presence of a virtual interference prop in a triggered state in the virtual environment, it determines that the trigger interference condition is not met, and a second prompt message is displayed in the virtual environment interface to prompt the player that the triggering of the virtual throwing prop is interfered with.
可选的,第二提示信息可以文字形式在虚拟环境界面中显示,比如,可为“已被干扰,无法触发”,以此提醒玩家虚拟投掷道具的触发已被虚拟干扰道具干扰,也可以干扰图案的形式进行显示。可选的,第二提示信息可在固定时长后消失,如5s;也可持续显示在虚拟环境界面中,直至虚拟环境中不存在触发状态的虚拟干扰道具。Optionally, the second prompt message can be displayed in the virtual environment interface in text form, such as "Interference has been caused, and the trigger cannot be triggered," to remind the player that the triggering of the virtual throwing item has been interfered with by the virtual interference item. Alternatively, the second prompt message can be displayed in the form of an interference pattern. Optionally, the second prompt message can disappear after a fixed duration, such as 5 seconds, or it can remain displayed in the virtual environment interface until the triggering virtual interference item no longer exists in the virtual environment.
在一种可能的实施方式中,当玩家接收到第二提示信息时,可对虚拟干扰道具进行破坏,比如,开火摧毁,使虚拟干扰道具失效,进而触发虚拟投掷道具的道具效果。In a possible implementation, when the player receives the second prompt information, the player may destroy the virtual interference props, for example, by firing and destroying them, thereby rendering the virtual interference props ineffective, thereby triggering the prop effect of the virtual throwing props.
可选的,虚拟干扰道具可分为作用于整个虚拟环境的虚拟干扰道具以及作用于局部范围的虚拟干扰道具。因此,在确定虚拟环境内虚拟道具的触发情况时,还需确定虚拟对象和虚拟投掷道具是否位于虚拟干扰道具的干扰范围内,若位于干扰范围内,是视为虚拟干扰道具对虚拟投掷道具的触发产生干扰,若在干扰范围外,则视为虚拟干扰道具对虚拟投掷道具的触发无影响。Optionally, virtual interference props can be divided into those that affect the entire virtual environment and those that affect a localized area. Therefore, when determining the triggering of virtual props within the virtual environment, it is also necessary to determine whether the virtual objects and virtual throwing props are within the interference range of the virtual interference props. If they are within the interference range, the virtual interference props are considered to interfere with the triggering of the virtual throwing props. If they are outside the interference range, the virtual interference props are considered to have no effect on the triggering of the virtual throwing props.
示意性的,如图8所示,虚拟环境中包含处于触发状态的EMP手雷801以及手雷803,其中EMP手雷801可对手雷803的触发产生干扰,且标识有EMP手雷801的干扰范围802,当虚拟对象以及手雷位于干扰范围802以外时,EMP手雷801并不会对手雷803的触发造成干扰,此时可控制虚拟对象触发手雷803。当虚拟对象位于EMP手雷801干扰范围802以内,而手雷803位于干扰范围802以外时,EMP手雷801则会对手雷803的触发造成干扰,此时,玩家触发道具触发控件,虚拟环境界面中将显示第二提示信息804,提示当前无法触发手雷。Schematically, as shown in FIG8 , a virtual environment includes EMP grenade 801 and grenade 803 in a triggered state. EMP grenade 801 can interfere with the triggering of grenade 803, and is marked with an interference range 802 of EMP grenade 801. When the virtual object and grenade are outside interference range 802, EMP grenade 801 does not interfere with the triggering of grenade 803, and the virtual object can be controlled to trigger grenade 803. When the virtual object is within interference range 802 of EMP grenade 801, while grenade 803 is outside interference range 802, EMP grenade 801 interferes with the triggering of grenade 803. At this time, when the player triggers the item trigger control, a second prompt message 804 will be displayed in the virtual environment interface, indicating that the grenade cannot be triggered.
在一种可能的实施方式中,触发条件包含触发距离和触发干扰条件中的一种,比如,在任何距离范围内满足触发干扰时,均可触发虚拟投掷道具的道具效果;或者在满足触发距离时,无论是否存在虚拟干扰道具的干扰均可触发虚拟投掷道具的道具效果。In one possible implementation, the trigger condition includes one of a trigger distance and a trigger interference condition. For example, when the trigger interference is met within any distance range, the prop effect of the virtual throwing prop can be triggered; or when the trigger distance is met, the prop effect of the virtual throwing prop can be triggered regardless of whether there is interference from a virtual interference prop.
在另一种可能的实施方式中,触发条件包括触发距离和触发干扰条件,即只有同时满足触发距离在触发距离阈值内且无虚拟干扰道具的干扰才可触发虚拟投掷道具的道具效果。In another possible implementation, the trigger condition includes a trigger distance and a trigger interference condition, that is, the prop effect of the virtual throwing prop can be triggered only when the trigger distance is within the trigger distance threshold and there is no interference from the virtual interference prop.
本申请实施例中,通过在地图展示控件上显示虚拟投掷道具的道具标识以及其作用范围标识,使玩家直观得知虚拟投掷道具在虚拟环境中具体位置信息以及作用范围,避免因投掷距离较远而无法得知虚拟投掷道具周侧情况,且可更好选择触发虚拟投掷道具的触发时机,提高命中率。In an embodiment of the present application, by displaying the prop identifier of the virtual throwing prop and its range identifier on the map display control, the player can intuitively know the specific location information and range of the virtual throwing prop in the virtual environment, avoiding the inability to know the surrounding situation of the virtual throwing prop due to the long throwing distance, and can better choose the triggering time of the virtual throwing prop, thereby improving the hit rate.
且本申请实施例中,还引入虚拟投掷道具的触发条件,触发条件包括触发距离或触发干扰条件,当虚拟投掷道具与虚拟对象的触发距离在触发距离阈值内或虚拟投掷道具未被虚拟干扰道具干扰时,才可触发虚拟投掷道具的道具效果,提高对战游戏真实性。In addition, in an embodiment of the present application, trigger conditions for virtual throwing props are also introduced. The trigger conditions include trigger distance or trigger interference conditions. When the trigger distance between the virtual throwing props and the virtual object is within the trigger distance threshold or the virtual throwing props are not interfered with by the virtual interference props, the prop effect of the virtual throwing props can be triggered, thereby improving the authenticity of the battle game.
在一种可能的实施方式中,虚拟环境中包含不同阵营的虚拟对象。当玩家控制虚拟对象投掷虚拟投掷道具后,敌方虚拟对象可对该虚拟投掷道具造成破坏。可选的,敌方虚拟对象可通过使用枪支类虚拟武器,如步枪,狙击枪等开枪摧毁,也可通过投掷类虚拟道具,如手雷,燃烧瓶等摧毁,本申请实施例不做限定。In one possible implementation, the virtual environment includes virtual objects from different factions. When a player controls a virtual object to throw a virtual throwing prop, an enemy virtual object can damage the virtual throwing prop. Alternatively, the enemy virtual object can be destroyed by shooting a virtual firearm, such as a rifle or sniper rifle, or by throwing virtual props, such as a grenade or a Molotov cocktail, although this embodiment of the present application is not limiting.
在一种可能的实施方式中,响应于虚拟投掷道具被破坏,终端将道具触发控件切换为道具切换控件。即当终端检测到虚拟投掷道具被破坏时,将道具触发控件切换为道具切换控件,提醒玩家虚拟投掷道具已被破坏,避免玩家触发道具触发控件后无法触发虚拟投掷道具的道具效果,且切换后,玩家可继续控制虚拟对象投掷虚拟投掷道具。In one possible embodiment, in response to the virtual throwing prop being destroyed, the terminal switches the prop trigger control to a prop switching control. That is, when the terminal detects that the virtual throwing prop has been destroyed, the prop trigger control switches to a prop switching control, notifying the player that the virtual throwing prop has been destroyed. This prevents the player from being unable to trigger the prop effect of the virtual throwing prop after triggering the prop trigger control. After the switch, the player can continue to control the virtual object to throw the virtual throwing prop.
在一种可能的情形中,虚拟对象携带有多个虚拟投掷道具,本申请实施例中,当虚拟对象投掷多个虚拟投掷道具时,也可通过道具触发控件的多次触发操作,依次触发多个虚拟投掷道具的道具效果。In one possible scenario, the virtual object carries multiple virtual throwing props. In an embodiment of the present application, when the virtual object throws multiple virtual throwing props, multiple trigger operations of the prop trigger control can also be used to trigger the prop effects of the multiple virtual throwing props in sequence.
请参考图9,其示出了本申请另一个示例性实施例提供的虚拟投掷道具的使用方法的流程图。本实施例以该方法用于图1所示实施环境中的第一终端110或第二终端130或该实施环境中的其它终端为例进行说明,该方法包括如下步骤:Please refer to Figure 9, which shows a flowchart of a method for using a virtual throwing prop provided by another exemplary embodiment of the present application. This embodiment uses the method as an example of the first terminal 110 or the second terminal 130 in the implementation environment shown in Figure 1, or other terminals in the implementation environment. The method includes the following steps:
步骤901,响应于对道具切换控件的触发操作,显示道具投掷控件,道具切换控件用于触发切换使用虚拟投掷道具。Step 901: In response to a triggering operation on a prop switching control, a prop throwing control is displayed, where the prop switching control is used to trigger switching to use a virtual throwing prop.
步骤901的实施方式可参考上述步骤201,本实施例不再赘述。The implementation of step 901 may refer to the above-mentioned step 201 and will not be described in detail in this embodiment.
步骤902,响应于对道具投掷控件的n次触发操作,控制虚拟对象投掷n件虚拟投掷道具,n为小于等于m的正整数,并将道具切换控件切换为道具触发控件。Step 902: In response to n trigger operations on the prop throwing control, control the virtual object to throw n virtual throwing props, where n is a positive integer less than or equal to m, and switch the prop switching control to the prop triggering control.
在一种可能的实施方式中,虚拟对象携带有多个虚拟投掷道具,当玩家第一次触发道具投掷控件时,终端控制虚拟对象投掷第一个虚拟投掷道具,当玩家第二次触发道具投掷控件时,终端控制虚拟投掷对象投掷第二个虚拟投掷道具,当玩家第n次触发道具投掷控件时,终端控制虚拟对象投掷第n个虚拟投掷道具。可选的,n件虚拟投掷道具可被投掷至虚拟环境中同一位置,也可被投掷至不同位置,本申请实施例不做限定。In one possible embodiment, a virtual object carries multiple virtual throwing props. When a player triggers a prop throwing control for the first time, the terminal controls the virtual object to throw the first virtual throwing prop. When the player triggers the prop throwing control for the second time, the terminal controls the virtual object to throw the second virtual throwing prop. When the player triggers the prop throwing control for the nth time, the terminal controls the virtual object to throw the nth virtual throwing prop. Optionally, the n virtual throwing props can be thrown to the same location in the virtual environment or to different locations, which is not limited in this embodiment of the application.
可选的,控制虚拟对象投掷n件虚拟投掷道具后,终端将道具切换控件切换为道具触发控件,通过对道具触发控件的触发操作控制触发n件虚拟投掷道具的道具效果。Optionally, after controlling the virtual object to throw n virtual throwing props, the terminal switches the prop switching control to a prop triggering control, and controls the triggering of the prop effects of the n virtual throwing props by triggering the prop triggering control.
可选的,当终端控制虚拟对象投掷n件虚拟投掷道具后,可通过其余道具切换控件切换至其余虚拟道具。比如,当玩家在投掷完多枚手雷后,需切换回步枪攻击,则可通过枪支道具切换控件将道具投掷控件切换至射击控件。Optionally, after the terminal controls the virtual object to throw n virtual throwing props, the remaining prop switching controls can be used to switch to other virtual props. For example, after throwing multiple grenades, if the player needs to switch back to the rifle attack, the gun prop switching control can be used to switch the prop throwing control to the shooting control.
步骤903,响应于对道具触发控件的第i次触发操作,触发第i虚拟投掷道具的道具效果,i为小于等于n的正整数。Step 903: In response to the i-th trigger operation on the prop trigger control, trigger the prop effect of the i-th virtual throwing prop, where i is a positive integer less than or equal to n.
可选的,触发虚拟投掷道具的道具效果的顺序与投掷虚拟投掷道具的顺序相对应。在一种可能的实施方式中,当玩家第一次触发道具触发控件时,终端触发第一个虚拟投掷道具的道具效果,其中,第一个虚拟投掷道具可为第一个被投掷的虚拟投掷道具,也可为最后一个被投掷的虚拟投掷道具,即可按照投掷的顺序或倒序控制虚拟投掷道具发挥道具效果。Optionally, the order in which the virtual throwing props' effects are triggered corresponds to the order in which the virtual throwing props are thrown. In one possible embodiment, when the player triggers the prop trigger control for the first time, the terminal triggers the prop effect of the first virtual throwing prop, where the first virtual throwing prop can be the first or the last virtual throwing prop to be thrown. That is, the virtual throwing props can be controlled to exert their prop effects in the order in which they were thrown or in reverse order.
可选的,当接收到道具触发控件的第i次触发操作,且满足触发条件时,触发第i虚拟投掷道具的道具效果,触发条件包括触发距离和触发干扰中的至少一种。Optionally, when the i-th trigger operation of the prop trigger control is received and the trigger condition is met, the prop effect of the i-th virtual throwing prop is triggered, and the trigger condition includes at least one of the trigger distance and the trigger interference.
示意性的,当终端控制虚拟对象投掷3个手雷时,获取3个手雷分别与虚拟对象的触发距离,其中,第一个手雷触发距离为120m,第二个手雷触发距离为80m,第三个手雷触发距离为50m,而手雷触发距离阈值为100m,因此,此时玩家仅可引爆第二个与第三个手雷,无法引爆第一个手雷。Schematically, when the terminal controls the virtual object to throw three grenades, the trigger distances of the three grenades and the virtual object are obtained. Among them, the trigger distance of the first grenade is 120m, the trigger distance of the second grenade is 80m, and the trigger distance of the third grenade is 50m. The grenade trigger distance threshold is 100m. Therefore, at this time, the player can only detonate the second and third grenades, and cannot detonate the first grenade.
可选的,当虚拟对象投掷n个虚拟投掷道具后,终端还可检测n个虚拟投掷道具是否被破坏,当存在被破坏的虚拟投掷道具时,玩家仅可触发未被破坏的虚拟投掷道具的道具效果。Optionally, after the virtual object throws n virtual throwing props, the terminal may further detect whether the n virtual throwing props are destroyed. When there are destroyed virtual throwing props, the player may only trigger the prop effects of the undestroyed virtual throwing props.
步骤904,响应于对道具触发控件的第n次触发操作,将道具触发控件切换为道具切换控件。Step 904: In response to the nth trigger operation on the prop trigger control, the prop trigger control is switched to a prop switching control.
在一种可能的实施方式中,当玩家第n次触发道具触发控件后,终端控制第n个虚拟投掷道具触发道具效果,此时,全部被投掷的虚拟投掷道具已被全部触发,需将道具触发控件切换为道具切换控件,使玩家可继续控制虚拟对象投掷虚拟投掷道具。In one possible implementation, after the player triggers the prop trigger control for the nth time, the terminal controls the nth virtual throwing prop to trigger the prop effect. At this time, all the thrown virtual throwing props have been triggered, and the prop trigger control needs to be switched to the prop switching control so that the player can continue to control the virtual object to throw the virtual throwing props.
本申请实施例中,当玩家控制的虚拟对象装备有多个虚拟投掷道具时,可通过道具投掷控件投掷多个虚拟投掷道具,且通过道具触发控件,触发多个虚拟投掷道具的道具效果,增强对其余虚拟对象的伤害程度或干扰程度,进一步提高虚拟投掷道具的使用率。In an embodiment of the present application, when the virtual object controlled by the player is equipped with multiple virtual throwing props, multiple virtual throwing props can be thrown through the prop throwing control, and the prop trigger control can be used to trigger the prop effects of multiple virtual throwing props, thereby increasing the degree of damage or interference to other virtual objects and further improving the utilization rate of virtual throwing props.
结合上述各个实施例,在一个示意性的例子中,以虚拟投掷道具为手雷为例,虚拟投掷道具的使用的过程如图10所示。In combination with the above embodiments, in an illustrative example, taking a virtual throwing prop as a grenade as an example, the process of using the virtual throwing prop is shown in FIG10 .
步骤1001,切换出手雷;Step 1001, switch out the grenade;
步骤1002,检测玩家是否点击道具投掷控件,若是,则执行步骤1003,若否,则执行步骤1001;Step 1002: Detect whether the player clicks the item throwing control. If so, execute step 1003; if not, execute step 1001.
步骤1003,显示投掷路线;Step 1003, displaying the throwing route;
步骤1004,检测手雷是否投掷,若是,则执行步骤1005,若否,则执行步骤1003;Step 1004, detecting whether a grenade has been thrown, if so, executing step 1005, if not, executing step 1003;
步骤1005,手雷按照投掷方向飞行;Step 1005: The grenade flies in the throwing direction;
步骤1006,检测手雷是否碰到物体,若是,则执行步骤1007,若否,则执行步骤1005;Step 1006, detecting whether the grenade hits an object, if so, executing step 1007, if not, executing step 1005;
步骤1007,粘附在物体上;Step 1007, adhering to the object;
步骤1008,检测玩家是否点击道具触发控件,若是,则执行步骤1009,若否,则执行步骤1007;Step 1008: Check whether the player clicks the item to trigger the control. If so, execute step 1009; if not, execute step 1007.
步骤1009,手雷爆炸;Step 1009, the grenade explodes;
步骤1010,检测伤害范围内是否有目标,若是,则执行步骤1011,若否,则执行步骤1009;Step 1010, detecting whether there is a target within the damage range, if so, executing step 1011, if not, executing step 1009;
步骤1011,计算目标伤害。Step 1011, calculate target damage.
图11是本申请一个示例性实施例提供的虚拟投掷道具的使用装置的结构框图,该装置包括:FIG11 is a block diagram of a device for using a virtual throwing prop provided by an exemplary embodiment of the present application, the device comprising:
控件显示模块1101,用于响应于对道具切换控件的触发操作,显示道具投掷控件,所述道具切换控件用于触发切换使用虚拟投掷道具;A control display module 1101 is configured to display a prop throwing control in response to a triggering operation on a prop switching control, wherein the prop switching control is configured to trigger switching to use a virtual throwing prop;
道具投掷模块1102,用于响应于对所述道具投掷控件的触发操作,控制虚拟对象投掷所述虚拟投掷道具,并将所述道具切换控件切换为道具触发控件;A prop throwing module 1102 is configured to control the virtual object to throw the virtual throwing prop in response to a triggering operation on the prop throwing control, and switch the prop switching control to a prop triggering control;
道具触发模块1103,用于响应于对所述道具触发控件的触发操作,触发所述虚拟投掷道具的道具效果。The prop triggering module 1103 is used to trigger the prop effect of the virtual throwing prop in response to the triggering operation of the prop triggering control.
可选的,所述道具触发模块1103,还用于:Optionally, the prop triggering module 1103 is further used to:
响应于对所述道具触发控件的触发操作,且所述道具触发控件满足触发条件,触发所述虚拟投掷道具的道具效果,所述触发条件包括触发距离条件和触发干扰条件中的至少一种。In response to a triggering operation on the prop triggering control, and the prop triggering control meeting a triggering condition, the prop effect of the virtual throwing prop is triggered, and the triggering condition includes at least one of a triggering distance condition and a triggering interference condition.
可选的,所述触发条件包括所述触发距离条件;Optionally, the trigger condition includes the trigger distance condition;
可选的,所述道具触发模块1103,包括:Optionally, the prop triggering module 1103 includes:
获取单元,用于响应于对所述道具触发控件的触发操作,获取虚拟环境中所述虚拟对象与所述虚拟投掷道具之间的触发距离;an acquiring unit, configured to acquire a triggering distance between the virtual object and the virtual throwing prop in the virtual environment in response to a triggering operation on the prop triggering control;
触发单元,用于响应于所述触发距离小于所述虚拟投掷道具对应的触发距离阈值,确定满足所述触发距离条件,并触发所述虚拟投掷道具的道具效果;a triggering unit, configured to determine that the trigger distance condition is satisfied and trigger the prop effect of the virtual throwing prop in response to the trigger distance being less than a trigger distance threshold corresponding to the virtual throwing prop;
可选的,所述装置还包括:Optionally, the device further includes:
第一显示模块,用于响应于所述触发距离大于所述触发距离阈值,确定不满足所述触发距离条件,并显示第一提示信息,所述第一提示信息用于提示与所述虚拟投掷道具之间的距离超过触发距离阈值。The first display module is configured to determine that the trigger distance condition is not satisfied and display a first prompt message in response to the trigger distance being greater than the trigger distance threshold, wherein the first prompt message is configured to prompt that the distance between the virtual throwing prop and the virtual throwing prop exceeds the trigger distance threshold.
可选的,所述触发条件包括所述触发干扰条件;Optionally, the trigger condition includes the trigger interference condition;
可选的,所述道具触发模块1103,还包括:Optionally, the item triggering module 1103 further includes:
第一确定单元,用于响应于对所述道具触发控件的触发操作,确定所述虚拟环境内虚拟干扰道具的触发情况,所述虚拟干扰道具用于干扰使用预设虚拟道具,所述预设虚拟道具包括所述虚拟投掷道具;a first determining unit, configured to determine, in response to a triggering operation on the prop triggering control, a triggering condition of a virtual interference prop in the virtual environment, wherein the virtual interference prop is used to interfere with the use of a preset virtual prop, and the preset virtual prop includes the virtual throwing prop;
第二确定单元,用于响应于所述虚拟环境内不包含处于触发状态的所述虚拟干扰道具,确定满足所述触发干扰条件,并触发所述虚拟投掷道具的道具效果;a second determining unit, configured to determine that the trigger interference condition is satisfied and trigger the item effect of the virtual throwing item in response to the virtual environment not containing the virtual interference item in a triggered state;
可选的,所述装置还包括:Optionally, the device further includes:
第二显示模块,用于响应于所述虚拟环境内包含处于触发状态的所述虚拟干扰道具,确定不满足所述触发干扰条件,并显示第二提示信息,所述第二提示信息用于提示对所述虚拟投掷道具的触发操作受到干扰。The second display module is used to determine that the trigger interference condition is not met in response to the virtual interference prop being in a triggered state in the virtual environment, and display a second prompt information, wherein the second prompt information is used to prompt that the trigger operation of the virtual throwing prop is interfered with.
可选的,所述道具投掷模块1102,还用于:Optionally, the prop throwing module 1102 is further configured to:
响应于所述虚拟投掷道具被破坏,将所述道具触发控件切换为所述道具切换控件。In response to the virtual throwing prop being destroyed, the prop trigger control is switched to the prop switching control.
可选的,所述虚拟对象装备有m件所述虚拟投掷道具,m为大于等于2的整数;Optionally, the virtual object is equipped with m virtual throwing props, where m is an integer greater than or equal to 2;
所述道具投掷模块1102,还用于:The prop throwing module 1102 is further used to:
响应于对所述道具投掷控件的n次触发操作,控制所述虚拟对象投掷n件所述虚拟投掷道具,n为小于等于m的正整数。In response to n triggering operations on the prop throwing control, the virtual object is controlled to throw n virtual throwing props, where n is a positive integer less than or equal to m.
所述道具触发模块1103,还用于:The prop trigger module 1103 is further used to:
响应于对所述道具触发控件的第i次触发操作,触发第i虚拟投掷道具的道具效果,i为小于等于n的正整数。In response to the i-th triggering operation on the prop triggering control, the prop effect of the i-th virtual throwing prop is triggered, where i is a positive integer less than or equal to n.
可选的,所述装置还包括:Optionally, the device further includes:
切换模块,用于响应于对所述道具触发控件的第n次触发操作,将所述道具触发控件切换为所述道具切换控件。A switching module is used to switch the prop trigger control to the prop switching control in response to the nth trigger operation on the prop trigger control.
可选的,所述装置还包括:Optionally, the device further includes:
获取模块,用于获取投掷后所述虚拟投掷道具在虚拟环境中所处的道具位置;An acquisition module, used for acquiring the prop position of the virtual throwing prop in the virtual environment after throwing;
第三显示模块,用于基于所述道具位置在地图展示控件中显示所述虚拟投掷道具的道具标识。The third display module is used to display the prop identifier of the virtual throwing prop in the map display control based on the prop position.
可选的,所述装置还包括:Optionally, the device further includes:
第一确定模块,用于确定所述虚拟投掷道具的作用范围;A first determining module is used to determine the range of action of the virtual throwing prop;
第四显示模块,用于基于所述作用范围,在所述地图展示控件中所述道具标识的周侧显示作用范围标识。The fourth display module is used to display the scope of action identifier around the prop identifier in the map display control based on the scope of action.
可选的,所述虚拟道具具有粘附性。Optionally, the virtual prop has adhesive properties.
可选的,所述装置还包括:Optionally, the device further includes:
第二确定模块,用于确定投掷过程中所述虚拟投掷道具的运动法线方向;A second determining module is used to determine the normal direction of the movement of the virtual throwing prop during the throwing process;
控制模块,用于响应于所述运动法线方向上的预设距离范围内存在虚拟附着物,控制所述虚拟投掷道具粘附在所述虚拟附着物,所述虚拟附着物包括静态附着物和动态附着物中的至少一种。The control module is configured to control the virtual throwing prop to adhere to the virtual attachment in response to the presence of a virtual attachment within a preset distance range in the direction of the motion normal, wherein the virtual attachment includes at least one of a static attachment and a dynamic attachment.
综上所述,本申请实施例中,终端控制虚拟对象投掷虚拟投掷道具后,将原先用于进行投掷道具切换的道具切换控件切换为道具触发控件,使玩家通过对道具触发控件进行触发操作即可触发虚拟投掷道具的道具效果,即通过改变虚拟投掷道具的触发方式,使玩家可自主控制触发虚拟投掷道具,进而在对战中选择合适时机触发,提高虚拟投掷道具在对局过程中的命中率,从而提高虚拟投掷道具的使用率。To sum up, in the embodiment of the present application, after the terminal controls the virtual object to throw the virtual throwing props, the prop switching control originally used to switch the throwing props is switched to a prop trigger control, so that the player can trigger the prop effect of the virtual throwing props by triggering the prop trigger control. That is, by changing the triggering method of the virtual throwing props, the player can independently control the triggering of the virtual throwing props, and then choose the appropriate time to trigger during the battle, thereby improving the hit rate of the virtual throwing props during the game, thereby improving the utilization rate of the virtual throwing props.
本申请实施例中,通过在地图展示控件上显示虚拟投掷道具的道具标识以及其作用范围标识,使玩家直观得知虚拟投掷道具在虚拟环境中具体位置信息以及作用范围,避免因投掷距离较远而无法得知虚拟投掷道具周侧情况,且可更好选择触发虚拟投掷道具的触发时机,提高命中率。In an embodiment of the present application, by displaying the prop identifier of the virtual throwing prop and its range identifier on the map display control, the player can intuitively know the specific location information and range of the virtual throwing prop in the virtual environment, avoiding the inability to know the surrounding situation of the virtual throwing prop due to the long throwing distance, and can better choose the triggering time of the virtual throwing prop, thereby improving the hit rate.
且本申请实施例中,还引入虚拟投掷道具的触发条件,触发条件包括触发距离或触发干扰条件,当虚拟投掷道具与虚拟对象的触发距离在触发距离阈值内或虚拟投掷道具及虚拟对象未被虚拟干扰道具干扰时,才可触发虚拟投掷道具的道具效果,提高对战游戏真实性。In addition, in an embodiment of the present application, trigger conditions for virtual throwing props are also introduced. The trigger conditions include trigger distance or trigger interference conditions. When the trigger distance between the virtual throwing props and the virtual object is within the trigger distance threshold or the virtual throwing props and the virtual object are not interfered with by the virtual interference props, the prop effect of the virtual throwing props can be triggered, thereby improving the authenticity of the battle game.
本申请实施例中,当玩家控制的虚拟对象装备有多个虚拟投掷道具时,可通过道具投掷控件投掷多个虚拟投掷道具,且通过道具触发控件,触发多个虚拟投掷道具的道具效果,增强对其余虚拟对象的伤害程度或干扰程度,进一步提高虚拟投掷道具的使用率。In an embodiment of the present application, when the virtual object controlled by the player is equipped with multiple virtual throwing props, multiple virtual throwing props can be thrown through the prop throwing control, and the prop trigger control can be used to trigger the prop effects of multiple virtual throwing props, thereby increasing the degree of damage or interference to other virtual objects and further improving the utilization rate of virtual throwing props.
请参考图12,其示出了本申请一个示例性实施例提供的终端1200的结构框图。该终端1200可以是便携式移动终端,比如:智能手机、平板电脑、动态影像专家压缩标准音频层面3(Moving Picture Experts Group Audio Layer III,MP3)播放器、动态影像专家压缩标准音频层面4(Moving Picture Experts Group Audio Layer IV,MP4)播放器。终端1200还可能被称为用户设备、便携式终端等其他名称。Please refer to Figure 12, which shows a block diagram of a terminal 1200 according to an exemplary embodiment of the present application. Terminal 1200 may be a portable mobile terminal, such as a smartphone, a tablet computer, a Moving Picture Experts Group Audio Layer III (MP3) player, or a Moving Picture Experts Group Audio Layer IV (MP4) player. Terminal 1200 may also be referred to as user equipment, a portable terminal, or other similar names.
通常,终端1200包括有:处理器1201和存储器1202。Typically, the terminal 1200 includes a processor 1201 and a memory 1202 .
处理器1201可以包括一个或多个处理核心,比如4核心处理器、8核心处理器等。处理器1201可以采用数字信号处理(Digital Signal Processing,DSP)、现场可编程门阵列(Field-Programmable Gate Array,FPGA)、可编程逻辑阵列(Programmable LogicArray,PLA)中的至少一种硬件形式来实现。处理器1201也可以包括主处理器和协处理器,主处理器是用于对在唤醒状态下的数据进行处理的处理器,也称中央处理器(CentralProcessing Unit,CPU);协处理器是用于对在待机状态下的数据进行处理的低功耗处理器。在一些实施例中,处理器1201可以在集成有图像处理器(Graphics Processing Unit,GPU),GPU用于负责显示屏所需要显示的内容的渲染和绘制。一些实施例中,处理器1201还可以包括人工智能(Artificial Intelligence,AI)处理器,该AI处理器用于处理有关机器学习的计算操作。The processor 1201 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1201 may be implemented in at least one hardware form of digital signal processing (DSP), field-programmable gate array (FPGA), and programmable logic array (PLA). The processor 1201 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a central processing unit (CPU); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1201 may be integrated with a graphics processing unit (GPU), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1201 may also include an artificial intelligence (AI) processor, which is used to process computing operations related to machine learning.
存储器1202可以包括一个或多个计算机可读存储介质,该计算机可读存储介质可以是有形的和非暂态的。存储器1202还可包括高速随机存取存储器,以及非易失性存储器,比如一个或多个磁盘存储设备、闪存存储设备。在一些实施例中,存储器1202中的非暂态的计算机可读存储介质用于存储至少一个指令,该至少一个指令用于被处理器1201所执行以实现本申请实施例提供的方法。Memory 1202 may include one or more computer-readable storage media, which may be tangible and non-transitory. Memory 1202 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in memory 1202 is used to store at least one instruction, which is used to be executed by processor 1201 to implement the method provided in the embodiments of the present application.
在一些实施例中,终端1200还可选包括有:外围设备接口1203和至少一个外围设备。In some embodiments, the terminal 1200 may optionally further include: a peripheral device interface 1203 and at least one peripheral device.
本领域技术人员可以理解,图12中示出的结构并不构成对终端1200的限定,可以包括比图示更多或更少的组件,或者组合某些组件,或者采用不同的组件布置。Those skilled in the art will understand that the structure shown in FIG12 does not constitute a limitation on the terminal 1200 , and the terminal 1200 may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
本申请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存储有至少一条指令,所述至少一条指令由所述处理器加载并执行以实现如上各个实施例所述的虚拟投掷道具的使用方法。An embodiment of the present application further provides a computer-readable storage medium storing at least one instruction, wherein the at least one instruction is loaded and executed by the processor to implement the method for using the virtual throwing props as described in the above embodiments.
根据本申请的一个方面,提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在计算机可读存储介质中。终端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,使得该终端执行上述方面的各种可选实现方式中提供的虚拟投掷道具的使用方法。According to one aspect of the present application, a computer program product or computer program is provided, comprising computer instructions stored in a computer-readable storage medium. A processor of a terminal reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the terminal to perform the method for using a virtual throwing prop provided in various optional implementations of the aforementioned aspects.
本领域技术人员应该可以意识到,在上述一个或多个示例中,本申请实施例所描述的功能可以用硬件、软件、固件或它们的任意组合来实现。当使用软件实现时,可以将这些功能存储在计算机可读存储介质中或者作为计算机可读存储介质上的一个或多个指令或代码进行传输。计算机可读存储介质包括计算机存储介质和通信介质,其中通信介质包括便于从一个地方向另一个地方传送计算机程序的任何介质。存储介质可以是通用或专用计算机能够存取的任何可用介质。Those skilled in the art will appreciate that in one or more of the above examples, the functions described in the embodiments of the present application can be implemented using hardware, software, firmware, or any combination thereof. When implemented using software, these functions can be stored in a computer-readable storage medium or transmitted as one or more instructions or codes on a computer-readable storage medium. Computer-readable storage media include computer storage media and communication media, wherein communication media include any media that facilitates the transmission of computer programs from one place to another. The storage medium can be any available medium that can be accessed by a general-purpose or special-purpose computer.
以上所述仅为本申请的可选实施例,并不用以限制本申请,凡在本申请的精神和原则之内,所作的任何修改、等同替换、改进等,均应包含在本申请的保护范围之内。The above description is merely an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principles of the present application shall be included in the scope of protection of the present application.
Claims (13)
Publications (2)
| Publication Number | Publication Date |
|---|---|
| HK40035736A HK40035736A (en) | 2021-05-21 |
| HK40035736B true HK40035736B (en) | 2022-09-02 |
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