IP Library Granted Patent US 12,090,401
Granted Patent B2
US 12,090,401 · App. 17/588,156 · Granted Sep 17, 2024

Virtual object control method and apparatus, terminal, and storage medium

Inventor: Zhihong Liu (Shenzhen, CN)
Assignee: TENCENT TECHNOLOGY (SHENZHEN) COMPANY LIMITED
A63F13/533A63F13/537A63F13/837A63F13/92
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Quick Facts
Patent No.
US 12,090,401
App. No.
17/588,156
Granted
Sep 17, 2024
Kind
B2
Abstract

A virtual object control method includes: displaying a mode selection interface of a shooting game; starting, in response to a selection instruction for a target game mode in the mode selection interface, a game battle of the target game mode, and displaying a battle interface of the game battle; controlling a first virtual object to operate in a virtual environment provided by the game battle; controlling, in response to a shooting instruction for a virtual firearm used by the first virtual object, the virtual firearm to fire a virtual bullet; and determining, when the virtual bullet hits a second virtual object in the game battle, that the second virtual object is switched from a alive state to a death state.

Claims (76)

1. A virtual object control method, performed by a terminal comprising a processor coupled to a display screen, the method comprising:

displaying, by the processor, a mode selection interface of a shooting game on the display screen, the mode selection interface comprising at least one game mode;

starting, in response to a selection instruction for a target game mode in the mode selection interface, a game battle of the target game mode, and displaying a battle interface of the game battle on the display screen;

controlling, by the processor, a first virtual object to operate in a virtual environment provided by the game battle;

controlling, in response to a shooting instruction for a virtual firearm used by the first virtual object, the virtual firearm to fire a virtual bullet, a damage value of the virtual bullet being greater than or equal to a hit point value of a virtual object in the game battle;

increasing, by the processor, an available quantity of virtual bullets equipped on the virtual firearm after different durations based on whether the virtual bullet hits a second virtual object in the game battle, comprising:

in response to the virtual bullet hits the second virtual object, determining that the second virtual object is switched from an alive state to a death state and increasing the available quantity by a first value after a first duration; and

in response to the virtual bullet does not hit the second virtual object, increasing the available quantity of virtual bullets equipped on the virtual firearm by a second value after a second duration that is longer than the first duration; and

displaying, by the processor, a progress bar in the battle interface on the display screen during a process of increasing the available quantity of virtual bullets, wherein the progress bar indicates incremental progress of the available quantity of virtual bullets.

2. The method according to claim 1 , further comprising:

detecting whether the available quantity of virtual bullets is zero after the shooting instruction is received; and

responding to the shooting instruction when the available quantity of virtual bullets is not zero.

3. The method according to claim 2 , wherein before the responding to the shooting instruction, the method further comprises:

obtaining an interval duration between a moment at which the shooting instruction is received and a moment at which a previous virtual bullet is fired; and

performing the operation of responding to the shooting instruction when the interval duration is greater than a preset duration.

4. The method according to claim 1 , wherein after the starting a game battle of the target game mode, the method further comprises:

receiving firearm configuration information transmitted by a server, wherein the firearm configuration information is used for configuring the virtual firearm used by the first virtual object in the game battle; and

determining the virtual firearm used by the first virtual object according to the firearm configuration information.

5. The method according to claim 4 , wherein

each virtual object in the game battle is configured to use the same virtual firearm;

or,

at least two virtual objects in the game battle are configured to use different virtual firearms.

6. The method according to claim 1 , further comprising:

obtaining, when the game battle ends, a kill quantity of the first virtual object in the game battle; and

displaying a battle result of the first virtual object in the game battle according to the kill quantity.

7. The method according to claim 1 , further comprising:

controlling, in response to an obtaining instruction of the first virtual object for a virtual projectile, the first virtual object to obtain a capability additive effect comprised in the virtual projectile, wherein

the capability additive effect is used for increasing a capability value of the first virtual object.

8. The method according to claim 1 , further comprising:

controlling, after the virtual bullet hits the second virtual object, the virtual bullet to penetrate the second virtual object, to continuously move in a designated direction; and

controlling the virtual bullet to stop moving when a moving state of the virtual bullet meets a condition.

9. The method according to claim 8 , wherein controlling the virtual bullet to stop moving when a moving state of the virtual bullet meets a condition comprises:

controlling the virtual bullet to stop moving in response to detecting that the virtual bullet has flew and reached a preset distance after the virtual bullet hits the second virtual object.

10. The method according to claim 9 , wherein controlling the virtual bullet to stop moving when a moving state of the virtual bullet meets a condition comprises:

controlling the virtual bullet to stop moving in response to detecting that the virtual bullet hits a virtual obstacle within the preset distance and

controlling the virtual bullet to stop moving in response to the virtual bullet hitting additional n second virtual objects within the preset distance, n being a positive integer.

11. The method according to claim 1 , further comprising:

transmitting a detection ray from a designated position from which the virtual bullet is fired, wherein a trajectory of the detection ray overlaps with a movement trajectory of the virtual bullet; and

determining whether the virtual bullet hits the second virtual object in the game battle by determining whether the detection ray intersects a collision box of the second virtual object.

12. The method according to claim 1 , wherein the first duration is 0.

13. A virtual object control apparatus, comprising a processor coupled to a display screen, and a memory; one or more programs being stored in the memory, the processor being configured, when executing the one or more programs, to:

display a mode selection interface of a shooting game on the display screen, the mode selection interface comprising at least one game mode;

start, in response to a selection instruction for a target game mode in the mode selection interface, a game battle of the target game mode, and display a battle interface of the game battle on the display screen;

control a first virtual object to operate in a virtual environment provided by the game battle;

control, in response to a shooting instruction for a virtual firearm used by the first virtual object, the virtual firearm to fire a virtual bullet, a damage value of the virtual bullet being greater than or equal to a hit point value of a virtual object in the game battle;

increase an available quantity of virtual bullets equipped on the virtual firearm after different durations based on whether the virtual bullet hits a second virtual object in the game battle, comprising:

in response to the virtual bullet hits the second virtual object, determining that the second virtual object is switched from an alive state to a death state and increasing the available quantity by a first value after a first duration; and;

in response to the virtual bullet does not hit the second virtual object, increasing the available quantity of virtual bullets equipped on the virtual firearm by a second value after a second duration that is longer than the first duration; and

display a progress bar in the battle interface on the display screen during a process of increasing the available quantity of virtual bullets, wherein the progress bar indicates incremental progress of the available quantity of virtual bullets.

14. The apparatus according to claim 13 , wherein the processor is further configured to:

detect whether the available quantity of virtual bullets is zero after the shooting instruction is received; and

respond to the shooting instruction when the available quantity of virtual bullets is not zero.

15. The apparatus according to claim 14 , wherein before responding to the shooting instruction, the processor is further configured to:

obtain an interval duration between a moment at which the shooting instruction is received and a moment at which a previous virtual bullet is fired; and

perform the operation of responding to the shooting instruction when the interval duration is greater than a preset duration.

16. The apparatus according to claim 13 , wherein after starting the game battle of the target game mode, the processor is further configured to:

receive firearm configuration information transmitted by a server, wherein the firearm configuration information is used for configuring the virtual firearm used by the first virtual object in the game battle; and

determine the virtual firearm used by the first virtual object according to the firearm configuration information.

17. The apparatus according to claim 16 , wherein

each virtual object in the game battle is configured to use the same virtual firearm;

or,

at least two virtual objects in the game battle are configured to use different virtual firearms.

18. The apparatus according to claim 13 , wherein the processor is further configured to:

obtain, when the game battle ends, a kill quantity of the first virtual object in the game battle; and

display a battle result of the first virtual object in the game battle according to the kill quantity.

19. The apparatus according to claim 13 , wherein the processor is further configured to:

control, in response to an obtaining instruction of the first virtual object for a virtual projectile, the first virtual object to obtain a capability additive effect comprised in the virtual projectile, wherein the capability additive effect is used for increasing a capability value of the first virtual object.

20. A non-transitory computer-readable storage medium, 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, the code set, or the instruction set being loaded and executed by a processor coupled to a display screen to implement:

displaying a mode selection interface of a shooting game on the display screen, the mode selection interface comprising at least one game mode;

starting, in response to a selection instruction for a target game mode in the mode selection interface, a game battle of the target game mode, and displaying a battle interface of the game battle on the display screen;

controlling a first virtual object to operate in a virtual environment provided by the game battle;

controlling, in response to a shooting instruction for a virtual firearm used by the first virtual object, the virtual firearm to fire a virtual bullet, a damage value of the virtual bullet being greater than or equal to a hit point value of a virtual object in the game battle;

increasing an available quantity of virtual bullets equipped on the virtual firearm after different durations based on whether the virtual bullet hits a second virtual object in the game battle, comprising:

in response to the virtual bullet hits the second virtual object, determining that the second virtual object is switched from an alive state to a death state and increasing the available quantity by a first value after a first duration; and

in response to the virtual bullet does not hit the second virtual object, increasing the available quantity of virtual bullets equipped on the virtual firearm by a second value after a second duration that is longer than the first duration; and

displaying a progress bar in the battle interface on the display screen during a process of increasing the available quantity of virtual bullets, wherein the progress bar indicates incremental progress of the available quantity of virtual bullets.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Jan 28, 2022
From: LIU, ZHIHONG
To: TENCENT TECHNOLOGY (SHENZHEN) COMPANY LIMITED
Reel/Frame 058817/0187 →
Priority Claims (1)
CN 202010018370.3 · Jan 8, 2020 · national
Continuity (2)
Continuation PCTCN2020126227 · Nov 3, 2020
Related Publication 20220152496A1 · May 19, 2022
Cited By (1)
US 12,508,501