CN108310765B - Image display method and device, storage medium and electronic device - Google Patents

Image display method and device, storage medium and electronic device Download PDF

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CN108310765B
CN108310765B CN201711339544.0A CN201711339544A CN108310765B CN 108310765 B CN108310765 B CN 108310765B CN 201711339544 A CN201711339544 A CN 201711339544A CN 108310765 B CN108310765 B CN 108310765B
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client
task
prop
server
projectile
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CN108310765A (en
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房磊
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Tencent Technology Shenzhen Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Information Transfer Between Computers (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The invention discloses a method and a device for displaying an image, a storage medium and an electronic device. Wherein, the method comprises the following steps: detecting a target event, wherein the target event is an event triggered on a first client; searching a first task corresponding to a target event, wherein the first task is used for indicating that a first prop is transmitted in a virtual scene of a target application; and sending a first message to a server of the target application, and displaying a scene image corresponding to the execution process of the first task on the first client, wherein the first message is used for synchronizing the first task on the first client to the server. The invention solves the technical problem of larger network delay in the related technology.

Description

Image display method and device, storage medium and electronic device
Technical Field
The invention relates to the field of internet, in particular to a method and a device for displaying an image, a storage medium and an electronic device.
Background
With the development of multimedia technology and the popularization of wireless networks, people's entertainment activities become more and more abundant, such as playing games through handheld media devices, playing stand-alone games or online games through computers, and various game types, such as barrage shooting games, adventure games, simulation games, role playing games, leisure chess and card games, and other games.
In most types of games, a player may choose to play with other players, such as the current market-driven bullet shooting game, where multiple players may participate simultaneously online. In the game process, in order to realize game picture synchronization among all players, the projectile is generated by initiating the shooting behavior of the players, informing the server, uniformly generating projectiles by the server, and then informing the clients to perform projectile expression at the clients, as shown in fig. 1:
step S101, the terminal 11 sends the firing information on the client to the server 13;
step S102, the server generates a projectile when receiving firing information;
step S103, the server sends the indication of 'projectile generation' to the client through a projectile synchronization message;
step S104, generating a projectile when the client receives the projectile synchronization message;
step S105, the server sends the indication of projectile hitting to the client, and the client generates the expression of a game picture hit by the projectile when receiving the indication;
step S106, destroying the projectile by the server;
step S107, the server sends the indication of destroying the projectile to the client through a projectile synchronization message;
in step S108, the client destroys the projectile when receiving the instruction of "destroy projectile".
In the technical scheme, a larger network delay is generated when one projectile comes back, the firing response delay during the presentation of the client can be caused by the network delay, the player waits for the response of the server to be transmitted after pressing the firing key, and the player usually waits for about 150-.
Aiming at the technical problem of larger network delay in the related technology, no effective solution is provided at present.
Disclosure of Invention
The embodiment of the invention provides a method and a device for displaying an image, a storage medium and an electronic device, which are used for at least solving the technical problem of larger network delay in the related technology.
According to an aspect of an embodiment of the present invention, there is provided a method of displaying an image, the method including: detecting a target event, wherein the target event is an event triggered on a first client, and the first client is a client of a target application; searching a first task corresponding to a target event, wherein the first task is used for indicating that a first prop is transmitted in a virtual scene of a target application; and sending a first message to a server of the target application, and displaying a scene image corresponding to the execution process of the first task on the first client, wherein the first message is used for synchronizing the first task on the first client to the server.
According to an aspect of the embodiments of the present invention, there is also provided a method of displaying an image, the method including: the method comprises the steps of obtaining a first message of a first client, wherein the first client is a client of a target application, the first message is used for synchronizing a first task of a first account on the first client to a server of a target game, the first task is used for indicating that a first task is transmitted to a first object in a virtual scene of the target application, and the first client is used for displaying a scene image corresponding to the first task; and sending an execution result of the first task to the first client, and instructing the first client to display a scene image corresponding to the execution result through the execution result, wherein the execution result is used for indicating whether the first object is hit by the first tacker or not.
According to another aspect of embodiments of the present invention, there is provided a display apparatus of an image, the apparatus including: the system comprises a first acquisition unit, a second acquisition unit and a third acquisition unit, wherein the first acquisition unit is used for detecting a target event, the target event is an event triggered on a first client, and the first client is a client of a target application; the system comprises a searching unit, a processing unit and a display unit, wherein the searching unit is used for searching a first task corresponding to a target event, and the first task is used for indicating that a first prop is transmitted in a virtual scene of a target application; and the processing unit is used for sending a first message to the server of the target application and displaying a scene image corresponding to the execution process of the first task on the first client, wherein the first message is used for synchronizing the first task on the first client to the server.
According to another aspect of the embodiments of the present invention, there is also provided a display apparatus of an image, the apparatus including: the second acquisition unit is used for acquiring a first message of a first client, wherein the first client is a client of a target application, the first message is used for synchronizing a first task of a first account on the first client to a server of a target game, the first task is used for indicating that a first track is transmitted to a first object in a virtual scene of the target application, and the first client is used for displaying a scene image corresponding to the first task; and the first sending unit is used for sending an execution result of the first task to the first client, and instructing the first client to display a scene image corresponding to the execution result through the execution result, wherein the execution result is used for indicating whether the first road tool hits the first object.
According to another aspect of the embodiments of the present invention, there is also provided a storage medium including a stored program which, when executed, performs the above-described method.
According to another aspect of the embodiments of the present invention, there is also provided an electronic device, including a memory, a processor, and a computer program stored on the memory and executable on the processor, wherein the processor executes the above method through the computer program.
In the embodiment of the invention, when a target event is detected, a first task corresponding to the target event is searched, wherein the first task is used for indicating that a first prop is transmitted in a virtual scene of a target application; the method comprises the steps of sending a first message to a server of a target application, displaying a scene image corresponding to an execution process of a first task on a first client, wherein the first message is used for synchronizing the first task on the first client to the server, and because the first client directly displays the scene image corresponding to the first task after determining the first task without waiting for interaction with the server and then displaying the scene image, the technical problem of large network delay in the related technology can be solved, and the technical effects of eliminating the network delay and improving user experience are achieved.
Drawings
The accompanying drawings, which are included to provide a further understanding of the invention and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the invention and together with the description serve to explain the invention without limiting the invention. In the drawings:
fig. 1 is a flowchart of an alternative image display method in the related art;
fig. 2 is a schematic diagram of a hardware environment of a display method of an image according to an embodiment of the present invention;
FIG. 3 is a flow chart of an alternative method of displaying an image according to an embodiment of the present invention;
FIG. 4 is a schematic illustration of an alternative game image according to an embodiment of the present invention;
FIG. 5 is a schematic illustration of an alternative game image according to an embodiment of the present invention;
FIG. 6 is a schematic illustration of an alternative game image according to an embodiment of the present invention;
FIG. 7 is a flow chart of an alternative method of displaying an image according to an embodiment of the present invention;
FIG. 8 is a schematic illustration of an alternative game image according to an embodiment of the present invention;
FIG. 9 is a schematic view of an alternative image display device according to an embodiment of the present invention;
and
fig. 10 is a block diagram of a terminal according to an embodiment of the present invention.
Detailed Description
In order to make the technical solutions of the present invention better understood, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are only a part of the embodiments of the present invention, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
It should be noted that the terms "first," "second," and the like in the description and claims of the present invention and in the drawings described above are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used is interchangeable under appropriate circumstances such that the embodiments of the invention described herein are capable of operation in sequences other than those illustrated or described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
First, partial terms or terms appearing in the description of the embodiments of the present invention are applied to the following explanations:
shooting game: a shooting game (Shooter game), abbreviated as STG, is one of game types, and is also one of action games, such as a Shooter game that uses firearms to fire, shoot, and injure enemies by hitting or exploding.
A sight: a portion of the firearm sighting device is typically located at the center of the screen.
Throwing a body: ammunition with flight path and flight process launched by a weapon in the game is specified in the scheme.
And (3) projectile hitting: if the projectile collides with an enemy unit, the projectile is considered to hit an enemy, causing injury in the game.
Network delay: network latency refers to the time it takes for a wide variety of data to be transmitted over a network protocol (e.g., TCP/IP) in a network medium.
A true projectile body: the server is used to actually determine the projectile that hit.
False projectile body: the projectile used by the client to make the performance, i.e., the projectile that the player sees.
Camera (lens): in a game, a scene viewed by a player is captured by a camera (lens) in a game engine.
According to an aspect of the embodiments of the present invention, there is provided a method embodiment of a method of displaying an image.
Alternatively, in the present embodiment, the above-described image display method may be applied to a hardware environment constituted by the server 201 and the terminal 203 as shown in fig. 2. As shown in fig. 2, a server 201 is connected to a terminal 203 through a network, including but not limited to: the terminal 203 is not limited to a PC, a mobile phone, a tablet computer, etc. the terminal may be a wide area network, a metropolitan area network, or a local area network. The image display method according to the embodiment of the present invention may be executed by the server 201, the terminal 203, or both the server 201 and the terminal 203. The terminal 203 may execute the image display method according to the embodiment of the present invention by a client installed thereon.
Alternatively, the terminal 203 of the present application may include any one or both of the user terminal 203A and the user terminal 203B as shown in fig. 2.
For example, when there is one player participating in the target game of the present application, then the terminal 203 is one of the user terminal 203A and the user terminal 203B; when there are a plurality of players participating in the target game of the present application, the terminal 203 includes a user terminal 203A and a user terminal 203B, where the user terminal 203A represents a terminal used by a current player (i.e., a first account), the user terminal 203A is installed with a first client, the user terminal 203B represents other players (i.e., a second account) besides the current player, the number of the user terminals 203B may be one or more, and one is taken as an example in the embodiment of the present application for illustrative purposes. Embodiments of the present application are detailed below in conjunction with the steps shown in fig. 2:
in step S21, when detecting a target event (e.g., a game operation event), the first client displays a scene screen (e.g., a screen of a game scene) corresponding to the target event. The target event is an event triggered on the first client.
Step S211, finding a first task corresponding to the target event, where the first task is used to instruct to transmit a first prop in a virtual scene of the target application.
In step S212, a scene image corresponding to the execution process of the first task is displayed on the first client.
In step S22, the first client sends a first message to the server of the target application, and synchronizes a first task on the first client to the server through the first message.
It should be noted that, when the first client synchronizes the first task to the server, since the transmission of the first message needs to consume a certain time, in order to ensure the synchronization of the server and the first task of the first client, the server controls the whole process of the first task with the trigger time of the first task of the first client as the criterion.
Step S23, the server sends a third message to the second client, synchronizes the first task on the first client to the second client through the third message, and the second client displays the scene image corresponding to the first task according to the trigger time of the first task and the transmission delay between the second client and the server.
The server synchronizes the first task to other terminals by taking the triggering time of the first task of the first client as a criterion.
It should be noted that the above embodiment is described by taking a plurality of players participating in the target game of the present application as an example, and when there is one player participating in the target game of the present application, the step of the user terminal 203B interacting with the server may not be included in fig. 2. Embodiments of the present application are described below from the terminal side and the server side, respectively:
fig. 3 is a flowchart of an alternative image display method according to an embodiment of the present invention, and as shown in fig. 3, the method executed on the terminal side may include the following steps:
step S302, a target event is detected, where the target event is an event triggered on a first client, the first client is a client of a target application, and a user account, such as a first account, may be logged in the client.
The above target applications are games that allow to execute the task of launching props, such as game applications, military simulation applications, social applications, etc. for the sake of description uniformity, the game applications are described as examples in the following, and the game types of the game applications include, but are not limited to, a shot-curtain game, a shooting game, an adventure game, a leisure game, a multiplayer online tactical competition game, etc. The first client is a client formed by installing an application of a target game on a mobile terminal, a PC, or other devices.
The target event may be a game event triggered in the first client, such as an event triggered by touch, button, gesture, or the like.
Step S304, a first task corresponding to the target event is searched, where the first task is used to instruct to launch a first prop (also referred to as a projectile) in a virtual scene of the target application.
Different events correspond to different game tasks, for example, different virtual keys on the first client correspond to different game tasks, so that the first task corresponding to the target event can be searched after the target event is detected.
The first object may be an object in the target game, such as the non-player controlled character NPC, other player characters, and the like. The first prop is a prop which allows a target game to attack other objects by shooting (for example, a character corresponding to the first account is thrown by itself, or a firearm bow and an arrow are shot).
Step S306, sending a first message to the server of the target application, and displaying a scene image corresponding to the execution process of the first task on the first client, where the first message is used to synchronize the first task on the first client to the server.
The applicant analyzes the related art and realizes that the round-trip of the related art causes a large network delay, which causes the player to feel that the game is insensitive, uncomfortable and bad.
In the application, after a game event (namely, a target event) is detected on a first client, the first client performs expression directly (displays a scene image corresponding to an execution process of a first task) without waiting for a response of a server and then performs expression (namely, does not wait for a response of the server to a first message, or displays a scene image corresponding to an execution process of a first task on the first client before receiving a response message of the server to the first message), so that the instantaneity of projectile generation can be ensured, the user experience can be improved, and a player can feel that a game reaction is very sensitive and the operation hand feeling is very good.
When the first client performs the presentation, the first task may be synchronized to the server side, and the server performs further operations, such as determining an execution result of the first task, performing synchronization processing on the presentation of the first task on the remaining clients (e.g., the second client), and the like.
Through the steps S302 to S306, when a target event is detected, a first task corresponding to the target event is searched, where the first task is used to instruct to transmit a first prop in a virtual scene of a target application; the method comprises the steps of sending a first message to a server of a target application, displaying a scene image corresponding to an execution process of a first task on a first client, wherein the first message is used for synchronizing the first task on the first client to the server, and because the first client directly displays the scene image corresponding to the first task after determining the first task without waiting for interaction with the server and then displaying the scene image, the technical problem of large network delay in the related technology can be solved, and the technical effects of eliminating the network delay and improving user experience are achieved.
In the technical solution provided in step S302, a target event is detected, where the target event is an event triggered on the first client. Ways to detect the target event include, but are not limited to, the following:
(1) game machine handle
The game pad can be connected with a terminal where the first client is located in a wired or wireless (such as bluetooth, near field communication NFC, and the like) manner, each button or knob on the game pad corresponds to a corresponding game event, or a combination of multiple buttons and knobs corresponds to a corresponding game event, and the obtained game event is an event triggered by the button or knob on the game pad.
(2) Touch control screen
The terminal where the first client is located may include a touch screen, and the player may trigger a corresponding game event through an operation interface (e.g., a virtual key, a sliding operation on the touch screen, etc.) provided by the touch screen, where the obtained game event is an event triggered by an operation on the touch screen.
(3) Gesture recognition
The terminal where the first client is located may include a gesture recognition module (e.g., a camera, which may exist independently from the terminal or be integrated on the terminal), and the player may send a corresponding game event to the first client through different gestures, where the obtained game event is an event recognized by the gesture recognition module.
In the technical solution provided in step S304, a first task corresponding to the target event is searched, where the first task is used to instruct to transmit a first prop in a virtual scene of the target application.
The game event may correspond to a detected electrical signal (e.g., an electrical signal generated during touch or key operation) or an image signal (e.g., a gesture image recognized by the gesture recognition module) on the terminal, and the game event needs to be converted into a corresponding game task in the game at the first client.
Alternatively, a data table may be preset on the client, the association relationship between different game events and corresponding game tasks is stored in the data table, and the first task corresponding to the target event is searched, that is, the first task can be realized by searching the data table.
In the technical solution provided in step S306, a first message is sent to the server of the target application, and a scene image corresponding to the execution process of the first task is displayed on the first client, where the first message is used to synchronize the first task on the first client to the server.
In step S306, the functions of the position synchronization and the time synchronization are mainly realized, and the following description is made one by one.
(1) Position synchronization
Optionally, when a scene image corresponding to an execution process of the first task is displayed on the first client, in a process of flying the first prop, the scene image is displayed according to a first flight trajectory of the first prop, and the position point on the first flight trajectory includes a first position point where the first prop is located when the first prop is launched.
Optionally, in the above technical solution, "displaying the scene image according to the first flight trajectory of the first prop" may be implemented as follows:
step S31, determining a first flight path while or before displaying the scene image according to the first flight path of the first prop.
The related technical scheme can directly launch the projectile from the center of the camera (which can be considered as the direction from the center of the screen to the sight of the sight), but not from the muzzle which is intuitively understood, and generally can accelerate the projectile speed in order to enable a player to neglect the problem of wrong initial positions of the projectile, wherein the initial positions of the projectile are located at the center of the screen, although the projectile is in line with the sight, the projectile does not accord with the launching law, and the parabola which is observed by a normal player and flies the projectile does not accord with the launching law. To overcome this problem, the present application determines the trajectory of the projectile in the following manner.
As shown in fig. 4 and 5 (which is a top view of the scenario shown in fig. 4), a player may fire a first object 403 through a firing prop 405, and prior to firing, may adjust the center of gravity 401 (e.g., move from point a to point B to aim at the first object 403). When the first flight trajectory is determined, a first position point C and a third position point D may be obtained, where the first position point may be an exit of a first prop of the shooting prop, such as a muzzle, and the third position point is a position point obtained by positioning the first object in the virtual scene when the first prop is launched to the first object (i.e., the aimed object), i.e., a point at which the shooting prop 405 is actually aimed.
The trajectory connecting the first position point and the third position point is set as the first flight trajectory (vector β shown in fig. 5, that is, vector
Figure BDA0001508059910000111
) The first flight path does not pass through a fourth position point (namely, a point B) where the second prop is located, and the second prop is a prop (namely, an alignment center) used for positioning the first object.
Step S32, determining a second position point of the first item on the first flight trajectory at a first time (any time), where the first time is a time in the flight process of the first item.
Optionally, the second position point where the first prop is located at any time may be determined according to the flight speed of the first prop, that is, the product between the flight speed and the flight time (the difference between the current time and the launch time) is the flight distance, that is, the point of the flight distance passed on the first flight trajectory is the second position point.
Optionally, the flight acceleration of the first prop may also be considered, and the second position point is determined by the flight acceleration, the initial flight speed, and the flight time of the first prop, and the calculation method is similar to that described above, and is not described herein again.
In step S33, as shown in fig. 6, a first scene image (i.e., a game image) is displayed at a first time, and the first scene image is a game image in which the first prop 407 is formed at a second position.
The target game is a network game, in order to prevent local cheating, a task execution result of the game task is finally confirmed by the server, and in the process of displaying the scene image according to the first flight trajectory of the first prop, the following situations may be included:
one is as follows: as the game progresses, a new object (obstacle) appears on the original first flight path
And displaying a second scene image at a second moment under the condition that the execution result of the first task issued by the server is used for showing that the second object appears at the fourth position point, wherein the second scene image is a scene image used for showing that the second object is hit by the first road tool at the fourth position point, the fourth position is a position point on the first flight track, and the second moment is the moment when the first road tool flies to the fourth position point.
The second step is as follows: as the game progresses, no new object appears on the original first flight path
In a case where the execution result is used to indicate that the first object is hit by the first item at the third location point (which may also be referred to as a projectile hit), a third scene image is displayed at a third time, the third scene image is a scene image used to indicate that the first object is hit by the first item at the third location point, and the third time is a time when the first item flies to the third location point.
And thirdly: the position of the first object is changed along with the game
In a case where the execution result is used to indicate that the first object has left the position before the first tackles fly to the third position point, a fifth game image (i.e., a fifth scene image) is displayed at the third timing, the fifth game image being a game image used to indicate when the first tackles pass the third position point.
It should be noted that the trajectory generated at the server side may be different from the first flight trajectory at the terminal side, and as shown in fig. 5, the trajectory generated at the server side may be a trajectory from the fourth position point B to the third position point D (i.e., the vector α, i.e., the vector α)
Figure BDA0001508059910000121
) For the clients other than the first client, the display may also be performed according to the trajectory (the position of the camera of the corresponding client needs to be considered when displaying).
(2) Time synchronization
The time synchronization here mainly embodies the synchronization of the task progress of each client maintained on the server side.
Optionally, in the process of performing step S302 to step S306, the first client may obtain a second message sent by the server, where the second message is used to indicate a second task on the second client and a second timestamp of the second client when the second task is triggered; and displaying a fourth scene image corresponding to the second task on the first client according to at least the second time stamp.
The second task is used for indicating that a third prop is transmitted in the virtual scene, when the second task is triggered on the second client, the second client sends a second message to the server of the target game, and simultaneously displays a scene image corresponding to the second task on the second client, and the second message is used for synchronizing the second task on the second client to the server, similar to when the first task is triggered on the first client.
After receiving the second message, the server determines the trigger time of the second task according to the second timestamp and the transmission delay determination between the server and the second client, if the time systems between the server and the second client are the same, the time represented by the second timestamp is the trigger time, the time of the current schedule is the sum of the trigger time and the transmission delay, if the time systems between the server and the second client are different, the difference between the time systems needs to be considered, and the calculation is performed according to the above manner, if the server is one unit time faster than the second client, the trigger time is the time represented by the second timestamp plus one unit time, and the time of the current schedule is the sum of the trigger time and the transmission delay plus one unit time.
Optionally, when a fourth scene image corresponding to the second task is displayed on the first client at least according to the second timestamp, a fifth location point of the third prop is determined according to the second timestamp and the first network delay, the fifth location point is a location point on the second flight trajectory, the second flight trajectory is a trajectory of the third prop flying in the virtual scene, and the first network delay includes a message transmission delay between the first client and the server and a message transmission delay between the server and the second client.
The calculation method is similar to the above, for example, the time system adopted by the first client, the server and the second client is the same, when the first client receives the second message, the progress of the task at the second task is the sum of the time represented by the second timestamp and the first network delay, and the first client starts to show from the progress.
That is, the server and the first client enter the game task from a point in the middle of the second task.
Optionally, to enhance the user experience, it can be embodied as follows:
k is S/(S-S1), where K denotes a progress presentation acceleration magnification, S denotes a length of the second flight estimate, and S1 denotes a length of the third track that has been flown at the time of the first client. Similarly, for the image representing the flight of the third prop, it is presented in K times the original speed.
Optionally, in step S306, the sending the first message to the server of the target application includes: generating a first message according to a current first timestamp of the first client and a first task; and sending a first message to a server, wherein the server is used for indicating a second client to display a scene image corresponding to a first task triggered at a first time stamp, and the second client is a client of a target game logged with a second account participating in the target game.
It should be noted that the game image (i.e., scene image) related to the first task may also be displayed on the second client side in a manner similar to that described above.
According to an aspect of the embodiments of the present invention, there is provided a method embodiment of a method of displaying an image. The method performed at the server side may comprise the steps of:
step 42, obtaining a first message of a first client, where the first client is a client of a target application, the first message is used to synchronize a first task of a first account on the first client to a server of a target game, the first task is used to instruct to transmit a first prop in a virtual scene of the target application, and the first client is used to display a scene image corresponding to the first task.
Step S44, sending an execution result of the first task to the first client, and instructing the first client to display a scene image corresponding to the execution result through the execution result, wherein the execution result is used for indicating whether the first item hits the first object.
Through the embodiment, when the client detects the target event, the client searches for the first task corresponding to the target event, wherein the first task is used for indicating that the first prop is transmitted in the virtual scene of the target application; the method comprises the steps of sending a first message to a server of a target application, displaying a scene image corresponding to an execution process of a first task on a first client, wherein the first message is used for synchronizing the first task on the first client to the server, and because the first client directly displays the scene image corresponding to the first task after determining the first task without waiting for interaction with the server and then displaying the scene image, the technical problem of large network delay in the related technology can be solved, and the technical effects of eliminating the network delay and improving user experience are achieved.
Optionally, after acquiring the first message of the first client, the trigger time of the first task may be determined according to a second network delay and a first timestamp indicated by the first message, where the first timestamp is a timestamp on the first client when the first task is triggered, and the second network delay is a transmission delay between the first client and the server.
Optionally, after determining the trigger time of the first task according to the second network delay and the first timestamp indicated by the first message, a third message may be sent to the second client, where the third message is used to indicate the trigger time of the first task, and the second client is used to display the scene image corresponding to the first task according to the trigger time and the transmission delay between the second client and the server.
For the display of the game image (i.e., the scene image) described above, reference may be made to the foregoing embodiments.
As an alternative embodiment, the following detailed description of the embodiments of the present application takes a shooting game as an example:
in order to solve the problem that a server cannot respond timely after a client is fired, in the technical scheme of the application, a false projectile is directly generated at a muzzle after the client is fired, when the server synchronously generates a true projectile at the center of a camera, the true projectile is hidden and is subjected to flight expression by the false projectile, and finally the false projectile is destroyed when true projectile destroying information sent by the server is received. The flight speed, whether the true projectile and the false projectile are subjected to gravity and the coefficients of the received gravity are completely consistent, as shown in fig. 7:
in step S701, the current player fires at the first game client of the first terminal 71.
Step S702, the first game client generates a false projectile according to built-in logic.
Since the weapon is fired with the projectile fired from the muzzle and the aiming is through the orientation of the camera, the firing direction of the projectile needs to be calculated, otherwise it may happen that the player finds that a certain point is aimed, but sees that the projectile did not hit that point.
As shown in fig. 4 and 5, the camera is located outside the center of the screen, and the gunpoint position is marked as C, and the player aims at the point D, it is necessary to calculate the direction b (i.e. the direction of the β vector) according to the center point position of the camera and the direction a (i.e. the direction of the α vector), so as to ensure that the dummy projectile can fly to the point D of the aiming point of the player normally and smoothly.
When the client generates the false projectile, ray detection is performed through the position and the orientation of the sight (which refers to a function implemented by a program, the function is to perform ray detection through a given starting point and a given direction and return to a first point intersecting with a scene or a role), after a point which the projectile should finally hit is detected, a vector obtained by subtracting the point from the muzzle position is used as the orientation of the false projectile, namely, the direction of a beta vector in fig. 5, and the initial position of the false projectile is the muzzle position. This is done to maximize the consistency of the true and false projectile hits as shown in figure 8 (true projectile is oriented vertically screen inward).
Step S703 is executed, and the first client synchronously sends the firing information to the server 73 at the same time as step S702.
Step S704, the server generates a true projectile.
(1) In relation to position synchronization
In order to solve the above problems, the client and the server adopt different processing schemes. When the projectile is generated at the server end, the initial position of the projectile is in the center position of the camera, the initial orientation is the orientation of the camera, the flight track of the projectile is consistent with the straight line aimed by the player, and the projectile can be accurately hit.
And finally, the projectile generating time of the server side and the projectile generating time of the client side are inconsistent, so that the projectile positions of the client side and the server are not synchronous.
(2) With respect to time synchronization
It can be seen that when a player launches a projectile forward, the client generates a false projectile first, and the server generates a true projectile only after receiving a request from the client, so that the false projectile of the client and the true projectile of the server are out of synchronization in position, the true projectile always lags behind the false projectile, and the higher the delay, the larger the error.
And after generating the true projectile, the server compensates the position of the true projectile according to the network delay time, so that the position of the true projectile is consistent with the position of the false projectile of the client.
Step S705, the server sends an instruction of "generate true projectile" to the first client using a projectile synchronization message.
Step S706, the true projectile is hung on the false projectile on the first client.
Step S707, the server sends the instruction of "hit by projectile" to the first client.
Step S708, the server destroys the projectile.
Step S709, the server sends an instruction of "destroying a true projectile" to the first client by using the projectile synchronization message.
Step S710, the first client destroys the true and false projectile.
The above-mentioned flow is an interactive flow between the first terminal and the server, and in order to synchronize the game screen of each client, the server may also perform synchronization processing with the other terminals (i.e. the second terminal 75 participating in the same game with the first terminal) when generating a real projectile, hitting the real projectile, and destroying the real projectile, which is described below by taking the generation of the real projectile as an example:
while step S705 is being executed, step S711 is executed, and the server transmits an instruction of "generate a real projectile" to the second client on the second terminal 75 by using a projectile synchronization message.
Step S712, the second client generates a projectile.
By using the technical scheme of the application, the problem of delay of firing response can be solved by generating the false projectile through the client; the aiming point of the player is consistent with the hit point of the false projectile body used for expression, and the shooting hand feeling is ensured; the method solves the derivative problem of the synchronization of the positions of the client false projectile and the server true projectile caused by the introduction of the false projectile, and further avoids the phenomenon that the actual shooting result is inconsistent with the picture seen by a player because the true projectile hits a certain target and the false projectile does not hit.
It should be noted that, for simplicity of description, the above-mentioned method embodiments are described as a series of acts or combination of acts, but those skilled in the art will recognize that the present invention is not limited by the order of acts, as some steps may occur in other orders or concurrently in accordance with the invention. Further, those skilled in the art should also appreciate that the embodiments described in the specification are preferred embodiments and that the acts and modules referred to are not necessarily required by the invention.
Through the above description of the embodiments, those skilled in the art can clearly understand that the method according to the above embodiments can be implemented by software plus a necessary general hardware platform, and certainly can also be implemented by hardware, but the former is a better implementation mode in many cases. Based on such understanding, the technical solutions of the present invention may be embodied in the form of a software product, which is stored in a storage medium (e.g., ROM/RAM, magnetic disk, optical disk) and includes instructions for enabling a terminal device (e.g., a mobile phone, a computer, a server, or a network device) to execute the method according to the embodiments of the present invention.
According to another aspect of the embodiments of the present invention, there is also provided an image display apparatus for implementing the above-described image display method. Fig. 9 is a schematic diagram of an alternative image display apparatus according to an embodiment of the present invention, as shown in fig. 9, the apparatus may include: a first obtaining unit 901, a searching unit 903 and a processing unit 905.
A first obtaining unit 901, configured to detect a target event, where the target event is an event triggered on a first client, and the first client is a client of a target application.
The above target applications are games that allow to execute the task of launching props, such as game applications, military simulation applications, social applications, etc. for the sake of description uniformity, the game applications are described as examples in the following, and the game types of the game applications include, but are not limited to, a shot-curtain game, a shooting game, an adventure game, a leisure game, a multiplayer online tactical competition game, etc. The first client is a client formed by installing an application of a target game on a mobile terminal, a PC, or other devices.
The target event may be a game event triggered in the first client, such as an event triggered by touch, button, gesture, or the like.
A searching unit 903, configured to search for a first task corresponding to the target event, where the first task is used to instruct to transmit a first prop in a virtual scene of the target application.
Different events correspond to different game tasks, for example, different virtual keys on the first client correspond to different game tasks, so that the first task corresponding to the target event can be searched after the target event is detected.
The first object may be an object in the target game, such as the non-player controlled character NPC, other player characters, and the like. The first prop is a prop which allows a target game to attack other objects by shooting (for example, a character corresponding to the first account is thrown by itself, or a firearm bow and an arrow are shot).
The processing unit 905 is configured to send a first message to a server of a target application, and display a scene image corresponding to an execution process of a first task on a first client, where the first message is used to synchronize the first task on the first client to the server.
The applicant analyzes the related art and realizes that the round-trip of the related art causes a large network delay, which causes the player to feel that the game is insensitive, uncomfortable and bad.
In the application, after the game event is detected on the first client, the first client is directly performed with the performance (the scene image corresponding to the execution process of the first task is displayed on the first client), and the performance is performed without waiting for the response of the server (namely, the response of the server to the first message is not required to be waited, or the scene image corresponding to the execution process of the first task is displayed on the first client before the response message of the server to the first message is received), so that the instantaneity of the projectile can be ensured, the user experience can be improved, and a player can feel that the game reaction is very sensitive and the operation hand feeling is good.
When the first client performs the presentation, the first task is synchronized to the server side, and the server performs further operations, such as determining the execution result of the first task, performing synchronization processing on the presentation of the first task on the other clients (e.g., the second client), and the like.
It should be noted that the first obtaining unit 901 in this embodiment may be configured to execute step S302 in this embodiment, the searching unit 903 in this embodiment may be configured to execute step S304 in this embodiment, and the processing unit 905 in this embodiment may be configured to execute step S306 in this embodiment.
It should be noted here that the modules described above are the same as the examples and application scenarios implemented by the corresponding steps, but are not limited to the disclosure of the above embodiments. It should be noted that the modules described above as a part of the apparatus may operate in a hardware environment as shown in fig. 2, and may be implemented by software or hardware.
Through the module, when a target event is detected, a first task corresponding to the target event is searched, wherein the first task is used for indicating that a first prop is transmitted in a virtual scene of a target application; the method comprises the steps of sending a first message to a server of a target application, displaying a scene image corresponding to an execution process of a first task on a first client, wherein the first message is used for synchronizing the first task on the first client to the server, and because the first client directly displays the scene image corresponding to the first task after determining the first task without waiting for interaction with the server and then displaying the scene image, the technical problem of large network delay in the related technology can be solved, and the technical effects of eliminating the network delay and improving user experience are achieved.
The processing unit may include: the display module is used for displaying the scene image according to the first flight track of the first prop in the process of flying the first prop, wherein the position point on the first flight track comprises a first position point where the first prop is located when the first prop is launched.
Alternatively, the display module may include: the determining submodule is used for determining a second position point of the first prop on the first flight track at a first moment, wherein the first moment is a moment in the flight process of the first prop; the first display submodule is used for displaying a first scene image at a first moment, wherein the first scene image is a scene image formed with a first prop at a second position point.
Optionally, the processing unit may include: the acquiring module is used for acquiring a first position point and a third position point at the same time or before a scene image is displayed according to a first flight track of the first prop, wherein the third position point is a position point obtained by positioning a first object in a virtual scene when the first prop is launched to the first object; and the determining module is used for determining that a track for connecting the first position point and the third position point is a first flight track, wherein the first flight track does not pass through a fourth position point where the second prop is located, and the second prop is a prop used for positioning the first object.
Optionally, the display module may further include: the second display sub-module is used for displaying a second scene image at a second moment when an execution result of the first task issued by the server is used for indicating that a second object appears at a fourth position point, wherein the second scene image is a scene image used for indicating that the second object is hit by the first road tool at the fourth position point, the fourth position is a position point on the first flight trajectory, and the second moment is a moment when the first road tool flies to the fourth position point; and the third display sub-module is used for displaying a third scene image at a third moment when the execution result is used for indicating that the first object is hit by the first track tool at a third position point, wherein the third scene image is used for indicating that the first object is hit by the first track tool at the third position point, and the third moment is the moment when the first track tool flies to the third position point.
The processing unit may further include an interaction module operable to: generating a first message according to a current first timestamp of the first client and a first task; and sending a first message to a server, wherein the server is used for indicating a second client to display a scene image corresponding to a first task triggered at a first time stamp, and the second client is a client of a target game logged with a second account participating in the target game.
The above-described interaction module may further be configured to: acquiring a second message sent by the server, wherein the second message is used for indicating a second task on a second client and a second timestamp of the second client when the second task is triggered; the display module may be further configured to display a fourth scene image corresponding to the second task on the first client according to at least the second timestamp.
The second task is used for instructing to transmit a third prop in the virtual scene, wherein the display module is further used for: determining a fifth position point of the third prop according to the second timestamp and the first network delay, wherein the fifth position point is a position point on a second flight track, the second flight track is a track of the third prop flying in the virtual scene, and the first network delay comprises message transmission delay between the first client and the server and message transmission delay between the server and the second client; and displaying a fourth scene image with the third prop formed at the fifth position.
According to another aspect of the embodiments of the present invention, there is also provided an image display apparatus for implementing the above-described image display method. The apparatus may include:
the second acquiring unit is used for acquiring a first message of a first client, wherein the first client is a client of a target application, the first message is used for synchronizing a first task of a first account on the first client to a server of a target game, the first task is used for indicating that a first prop is transmitted in a virtual scene of the target application, and the first client is used for displaying a scene image corresponding to the first task;
and the first sending unit is used for sending an execution result of the first task to the first client, and instructing the first client to display a scene image corresponding to the execution result through the execution result, wherein the execution result is used for indicating whether the first road tool hits the first object.
Through the embodiment, when the client detects the target event, the client searches for the first task corresponding to the target event, wherein the first task is used for indicating that the first prop is transmitted in the virtual scene of the target application; the method comprises the steps of sending a first message to a server of a target application, displaying a scene image corresponding to an execution process of a first task on a first client, wherein the first message is used for synchronizing the first task on the first client to the server, and because the first client directly displays the scene image corresponding to the first task after determining the first task without waiting for interaction with the server and then displaying the scene image, the technical problem of large network delay in the related technology can be solved, and the technical effects of eliminating the network delay and improving user experience are achieved.
Optionally, the apparatus may further include: the determining unit is configured to determine, after acquiring a first message of a first client, a trigger time of the first task according to a second network delay and a first timestamp indicated by the first message, where the first timestamp is a timestamp on the first client when the first task is triggered, and the second network delay is a transmission delay between the first client and a server.
Optionally, the apparatus may further include: and the second sending unit is used for sending a third message to the second client after determining the trigger time of the first task according to the second network delay and the first timestamp indicated by the first message, wherein the third message is used for indicating the trigger time of the first task, and the second client is used for displaying the scene image corresponding to the first task according to the trigger time and the transmission delay between the second client and the server.
By using the technical scheme of the application, the problem of delay of firing response can be solved by generating the false projectile through the client; the aiming point of the player is consistent with the hit point of the false projectile body used for expression, and the shooting hand feeling is ensured; the method solves the derivative problem of the synchronization of the positions of the client false projectile and the server true projectile caused by the introduction of the false projectile, and further avoids the phenomenon that the actual shooting result is inconsistent with the picture seen by a player because the true projectile hits a certain target and the false projectile does not hit.
It should be noted here that the modules described above are the same as the examples and application scenarios implemented by the corresponding steps, but are not limited to the disclosure of the above embodiments. It should be noted that the modules described above as a part of the apparatus may be run in a hardware environment as shown in fig. 2, may be implemented by software, and may also be implemented by hardware, where the hardware environment includes a network environment.
According to another aspect of the embodiment of the present invention, there is also provided a server or a terminal for implementing the display method of the image.
Fig. 10 is a block diagram of a terminal according to an embodiment of the present invention, and as shown in fig. 10, the terminal may include: one or more (only one shown in fig. 10) processors 1001, memory 1003, and transmission apparatus 1005 (such as the transmission apparatus in the above embodiments), as shown in fig. 10, the terminal may further include an input-output device 1007.
The memory 1003 may be used to store software programs and modules, such as program instructions/modules corresponding to the image display method and apparatus in the embodiments of the present invention, and the processor 1001 executes various functional applications and data processing by running the software programs and modules stored in the memory 1003, that is, implements the image display method described above. The memory 1003 may include high-speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some examples, the memory 1003 may further include memory located remotely from the processor 1001, which may be connected to a terminal over a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof.
The transmitting device 1005 is used for receiving or transmitting data via a network, and can also be used for data transmission between a processor and a memory. Examples of the network may include a wired network and a wireless network. In one example, the transmitting device 1005 includes a Network adapter (NIC) that can be connected to a router via a Network cable and other Network devices to communicate with the internet or a local area Network. In one example, the transmitting device 1005 is a Radio Frequency (RF) module, which is used for communicating with the internet in a wireless manner.
Among them, the memory 1003 is used to store an application program, in particular.
The processor 1001 may call an application stored in the memory 1003 via the transmitting device 1005 to perform the following steps:
detecting a target event, wherein the target event is an event triggered on a first client;
searching a first task corresponding to a target event, wherein the first task is used for indicating that a first prop is transmitted in a virtual scene of a target application;
and sending a first message to a server of the target application, and displaying a scene image corresponding to the execution process of the first task on the first client, wherein the first message is used for synchronizing the first task on the first client to the server.
The processor 1001 is further configured to perform the following steps:
the method comprises the steps of obtaining a first message of a first client, wherein the first message is used for synchronizing a first task of a first account on the first client to a server of a target game, the first task is used for indicating that a first prop is transmitted in a virtual scene of a target application, and the first client is used for displaying a scene image corresponding to the first task;
and sending an execution result of the first task to the first client, and instructing the first client to display a scene image corresponding to the execution result through the execution result, wherein the execution result is used for indicating whether the first object is hit by the first tacker or not.
By adopting the embodiment of the invention, when the target event is detected, the first task corresponding to the target event is searched, and the first task is used for indicating that the first prop is transmitted in the virtual scene of the target application; the method comprises the steps of sending a first message to a server of a target application, displaying a scene image corresponding to an execution process of a first task on a first client, wherein the first message is used for synchronizing the first task on the first client to the server, and because the first client directly displays the scene image corresponding to the first task after determining the first task without waiting for interaction with the server and then displaying the scene image, the technical problem of large network delay in the related technology can be solved, and the technical effects of eliminating the network delay and improving user experience are achieved.
Optionally, the specific examples in this embodiment may refer to the examples described in the above embodiments, and this embodiment is not described herein again.
It can be understood by those skilled in the art that the structure shown in fig. 10 is only an illustration, and the terminal may be a terminal device such as a smart phone (e.g., an Android phone, an iOS phone, etc.), a tablet computer, a palm computer, and a Mobile Internet Device (MID), a PAD, etc. Fig. 10 is a diagram illustrating a structure of the electronic device. For example, the terminal may also include more or fewer components (e.g., network interfaces, display devices, etc.) than shown in FIG. 10, or have a different configuration than shown in FIG. 10.
Those skilled in the art will appreciate that all or part of the steps in the methods of the above embodiments may be implemented by a program instructing hardware associated with the terminal device, where the program may be stored in a computer-readable storage medium, and the storage medium may include: flash disks, Read-Only memories (ROMs), Random Access Memories (RAMs), magnetic or optical disks, and the like.
The embodiment of the invention also provides a storage medium. Alternatively, in the present embodiment, the storage medium described above may be used for program codes for executing a display method of an image.
Optionally, in this embodiment, the storage medium may be located on at least one of a plurality of network devices in a network shown in the above embodiment.
Optionally, in this embodiment, the storage medium is configured to store program code for performing the following steps:
s41, detecting a target event, wherein the target event is an event triggered on the first client;
s42, searching a first task corresponding to the target event, wherein the first task is used for indicating that a first prop is transmitted in a virtual scene of the target application;
and S43, sending a first message to the server of the target application, and displaying a scene image corresponding to the execution process of the first task on the first client, wherein the first message is used for synchronizing the first task on the first client to the server.
Optionally, the storage medium is further arranged to store program code for performing the steps of:
s51, acquiring a first message of a first client, wherein the first message is used for synchronizing a first task of a first account on the first client to a server of a target game, the first task is used for indicating that a first prop is transmitted in a virtual scene of a target application, and the first client is used for displaying a scene image corresponding to the first task;
s52, sending an execution result of the first task to the first client, and instructing the first client to display a scene image corresponding to the execution result by the execution result, where the execution result is used to indicate whether the first road furniture hits the first object.
Optionally, the specific examples in this embodiment may refer to the examples described in the above embodiments, and this embodiment is not described herein again.
Optionally, in this embodiment, the storage medium may include, but is not limited to: a U-disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a removable hard disk, a magnetic or optical disk, and other various media capable of storing program codes.
The above-mentioned serial numbers of the embodiments of the present invention are merely for description and do not represent the merits of the embodiments.
The integrated unit in the above embodiments, if implemented in the form of a software functional unit and sold or used as a separate product, may be stored in the above computer-readable storage medium. Based on such understanding, the technical solution of the present invention may be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for causing one or more computer devices (which may be personal computers, servers, network devices, etc.) to execute all or part of the steps of the method according to the embodiments of the present invention.
In the above embodiments of the present invention, the descriptions of the respective embodiments have respective emphasis, and for parts that are not described in detail in a certain embodiment, reference may be made to related descriptions of other embodiments.
In the several embodiments provided in the present application, it should be understood that the disclosed client may be implemented in other manners. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units is only one type of division of logical functions, and there may be other divisions when actually implemented, for example, a plurality of units or components may be combined or may be integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, units or modules, and may be in an electrical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present invention may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, and can also be realized in a form of a software functional unit.
The foregoing is only a preferred embodiment of the present invention, and it should be noted that, for those skilled in the art, various modifications and decorations can be made without departing from the principle of the present invention, and these modifications and decorations should also be regarded as the protection scope of the present invention.

Claims (15)

1. A method for displaying an image, comprising:
detecting a target event, wherein the target event is a firing event triggered in a first client, and the first client is a client of a target application;
searching a first task corresponding to the target event, wherein the first task is used for indicating that a first prop is launched to a first object in a virtual scene of the target application, and the first prop is a fake projectile;
sending a first message to a server of the target application, and displaying a scene image corresponding to the first task in the first client according to a first flight track of the first prop in the process of flying the first prop, wherein the first message is used for synchronizing the first task in the first client to the server;
receiving an instruction issued by the server, generating a true projectile in the first client, and hanging the true projectile on the false projectile in the first client;
acquiring an execution result of the first task issued by the server, and displaying a scene image corresponding to the execution result in the first client according to the execution result, wherein the execution result is used for indicating whether the first road tool hits the first object;
destroying the true projectile and the false projectile in the first client.
2. The method of claim 1, wherein the location point on the first flight trajectory comprises a first location point at which the first prop was launched.
3. The method of claim 2, wherein displaying an image of a scene according to a first flight trajectory of the first prop comprises:
determining a second position point of the first prop at a first moment on the first flight track, wherein the first moment is a moment in the flight process of the first prop;
and displaying a first scene image at the first moment, wherein the first scene image is a scene image formed with the first prop at the second position point.
4. The method of claim 2 or 3, wherein, simultaneously with or prior to displaying the image of the scene according to the first flight trajectory of the first prop, the method further comprises:
acquiring the first position point and a third position point, wherein the third position point is a position point obtained by positioning the first object in the virtual scene when the first prop is launched to the first object;
determining a track for connecting the first position point and the third position point as the first flight track, wherein the first flight track does not pass through a fourth position point where a second prop is located, and the second prop is a prop used for positioning the first object.
5. The method of claim 2 or 3, wherein displaying an image of a scene from the first flight trajectory of the first prop comprises:
displaying a second scene image at a second time when the execution result is used for representing that a second object appears at a fourth position point, wherein the second scene image is a scene image used for representing that the second object is hit by the first track tool at the fourth position point, the fourth position point is a position point on the first flight trajectory, and the second time is a time when the first track tool flies to the fourth position point;
and displaying a third scene image at a third time when the execution result is used for indicating that the first object is hit by the first track tool at a third position point, wherein the third scene image is used for indicating that the first object is hit by the first track tool at the third position point, and the third time is the time when the first track tool flies to the third position point.
6. The method of claim 1 or 2, wherein sending the first message to the server of the target application comprises:
generating the first message according to the current first timestamp of the first client and the first task;
sending the first message to the server, wherein the server is configured to instruct a second client to display a scene image corresponding to the first task triggered at the first timestamp, and the second client is a client of the target application.
7. The method according to claim 1 or 2, characterized in that the method further comprises:
acquiring a second message issued by the server, wherein the second message is used for indicating a second task in a second client and a second timestamp of the second client when the second task is triggered;
and displaying a fourth scene image corresponding to the second task in the first client according to at least a second time stamp.
8. The method of claim 7, wherein the second task is configured to instruct launching of a third prop in the virtual scene, and wherein displaying, in the first client, a fourth scene image corresponding to the second task according to at least a second timestamp comprises:
determining a fifth position point of the third prop according to the second timestamp and a first network delay, wherein the fifth position point is a position point on a second flight trajectory, the second flight trajectory is a trajectory of the third prop flying in the virtual scene, and the first network delay comprises a message transmission delay between the first client and the server and a message transmission delay between the server and the second client;
displaying the fourth scene image with the third prop formed at the fifth position.
9. A method for displaying an image, comprising:
the method comprises the steps of obtaining a first message of a first client, wherein the first client is a client of a target application, the first message is used for synchronizing a first task in the first client to a server of the target application, the first task is used for indicating that a first prop is emitted to a first object in a virtual scene of the target application, in the process of flying the first prop, a scene image corresponding to the first task is displayed in the first client according to a first flying track of the first prop, and the first prop is a false projectile;
sending a first instruction to the first client, wherein the first instruction is used for instructing the first client to hang a true projectile generated in the first client on the false projectile;
sending an execution result of the first task to the first client, and instructing the first client to display a scene image corresponding to the execution result through the execution result, wherein the execution result is used for indicating whether the first tacker hits the first object;
sending a second instruction to the first client, wherein the second instruction is used for instructing the first client to destroy the true projectile and the false projectile in the first client.
10. The method of claim 9, wherein after retrieving the first message for the first client, the method further comprises:
determining a trigger time of the first task according to a second network delay and a first timestamp indicated by the first message, wherein the first timestamp is a timestamp in the first client when the first task is triggered, and the second network delay is a transmission delay between the first client and the server.
11. The method of claim 9, wherein after determining the trigger time for the first task based on a second network delay and a first timestamp indicated by the first message, the method further comprises:
and sending a third message to a second client, wherein the third message is used for indicating the trigger time of the first task, and the second client is used for displaying the scene image corresponding to the first task according to the trigger time and the transmission delay between the second client and the server.
12. An apparatus for displaying an image, comprising:
the system comprises a first acquisition unit, a second acquisition unit and a third acquisition unit, wherein the first acquisition unit is used for detecting a target event, the target event is a firing event triggered in a first client, and the first client is a client of a target application;
the searching unit is used for searching a first task corresponding to the target event, wherein the first task is used for indicating that a first prop is launched to a first object in a virtual scene of the target application, and the first prop is a false projectile;
the processing unit is configured to send a first message to a server of the target application, and display a scene image corresponding to the first task in the first client according to a first flight trajectory of the first prop in a process of flying the first prop, where the first message is used to synchronize the first task in the first client to the server;
the device is also used for receiving an instruction sent by the server, generating a true projectile in the first client, and hanging the true projectile on the false projectile in the first client;
the device is further configured to obtain an execution result of the first task issued by the server, and display a scene image corresponding to the execution result in the first client according to the execution result, where the execution result is used to indicate whether the first road tool hits the first object;
the apparatus is further configured to destroy the true projectile and the false projectile in the first client.
13. An apparatus for displaying an image, comprising:
a second obtaining unit, configured to obtain a first message of a first client, where the first client is a client of a target application, the first message is used to synchronize a first task in the first client to a server of the target application, the first task is used to instruct a first prop to be transmitted to a first object in a virtual scene of the target application, and in a process of flying the first prop, a scene image corresponding to the first task is displayed in the first client according to a first flight trajectory of the first prop, and the first prop is a false projectile;
the apparatus is further configured to send a first instruction to the first client, where the first instruction is configured to instruct the first client to hang a true projectile generated in the first client on the false projectile;
a first sending unit, configured to send an execution result of the first task to the first client, and instruct the first client to display a scene image corresponding to the execution result through the execution result, where the execution result is used to instruct whether the first tacker hits the first object;
the device is further configured to send a second instruction to the first client, where the second instruction is used to instruct the first client to destroy the true projectile and the false projectile in the first client.
14. A storage medium, characterized in that the storage medium comprises a stored program, wherein the program when executed performs the method of any of the preceding claims 1 to 11.
15. An electronic device comprising a memory, a processor and a computer program stored on the memory and executable on the processor, wherein the processor executes the method of any of the preceding claims 1 to 11 by means of the computer program.
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