CN112044064A - Game skill display method, device, equipment and storage medium - Google Patents

Game skill display method, device, equipment and storage medium Download PDF

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Publication number
CN112044064A
CN112044064A CN202010910833.7A CN202010910833A CN112044064A CN 112044064 A CN112044064 A CN 112044064A CN 202010910833 A CN202010910833 A CN 202010910833A CN 112044064 A CN112044064 A CN 112044064A
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CN
China
Prior art keywords
skill
game
target
specific area
display
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Pending
Application number
CN202010910833.7A
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Chinese (zh)
Inventor
青平乐
宋绍飞
葛力维
赵忠健
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Perfect World Beijing Software Technology Development Co Ltd
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Perfect World Beijing Software Technology Development Co Ltd
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Priority to CN202010910833.7A priority Critical patent/CN112044064A/en
Publication of CN112044064A publication Critical patent/CN112044064A/en
Pending legal-status Critical Current

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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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/41Structure of client; Structure of client peripherals
    • H04N21/422Input-only peripherals, i.e. input devices connected to specially adapted client devices, e.g. global positioning system [GPS]
    • H04N21/4223Cameras
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/431Generation of visual interfaces for content selection or interaction; Content or additional data rendering
    • H04N21/4312Generation of visual interfaces for content selection or interaction; Content or additional data rendering involving specific graphical features, e.g. screen layout, special fonts or colors, blinking icons, highlights or animations
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4781Games

Abstract

The embodiment of the application provides a game skill display method, device, equipment and storage medium. In the embodiment of the application, a skill display interface can be presented in response to the skill display instruction; determining target skills required to be displayed; controlling a role model placed in a specific area to display a skill effect corresponding to the target skill; shooting the character model by using a camera placed in the specific area, and playing the content shot by the camera in the skill display interface so as to display the target skill. Therefore, in the embodiment of the application, the character module in the specific area is used as the model, the character model is shot flexibly in real time through the camera in the specific area, and the game skill can be projected in the skill display interface in real time, so that the flexibility of the skill display visual angle can be improved, a large amount of skill recording videos do not need to be stored in advance, and the storage resources can be effectively saved.

Description

Game skill display method, device, equipment and storage medium
Technical Field
The present application relates to the field of game processing technologies, and in particular, to a game skill display method, apparatus, device, and storage medium.
Background
Currently, it is often necessary to store skills for game characters to record video. And playing the skill recording video to display the skill of the game role.
However, in this display scheme, a large amount of storage resources are required to be occupied to store the skill recording video, and the display can only be performed according to the recorded viewing angle, so that the display effect is quite rigid.
Disclosure of Invention
Aspects of the present application provide a game skill display method, device, apparatus, and storage medium, so as to reduce storage resources occupied by game skill display and/or improve flexibility of display viewing angle.
The embodiment of the application provides a game skill display method, which comprises the following steps:
presenting a skill display interface in response to the skill display instruction;
determining target skills required to be displayed;
controlling a role model placed in a specific area to display a skill effect corresponding to the target skill;
shooting the character model by using a camera placed in the specific area, and playing the content shot by the camera in the skill display interface so as to display the target skill.
The embodiment of the present application further provides a game skill display device, including:
the interaction module is used for responding to the skill display instruction and presenting a skill display interface;
the determining module is used for determining the target skills required to be displayed;
the control module is used for controlling the role model placed in the specific area to display the skill effect corresponding to the target skill;
and the display module is used for shooting the role model by utilizing the cameras placed in the specific area and playing the contents shot by the cameras in the skill display interface so as to display the target skills.
The embodiment of the application also provides a computing device, which comprises a memory and a processor;
the memory is to store one or more computer instructions;
the processor is coupled with the memory for executing the one or more computer instructions for:
presenting a skill display interface in response to the skill display instruction;
determining target skills required to be displayed;
controlling a role model placed in a specific area to display a skill effect corresponding to the target skill;
shooting the character model by using a camera placed in the specific area, and playing the content shot by the camera in the skill display interface so as to display the target skill.
Embodiments of the present application also provide a computer-readable storage medium storing computer instructions that, when executed by one or more processors, cause the one or more processors to perform the aforementioned game skill demonstration method.
In the embodiment of the application, a skill display interface can be presented in response to the skill display instruction; determining target skills required to be displayed; controlling a role model placed in a specific area to display a skill effect corresponding to the target skill; shooting the character model by using a camera placed in the specific area, and playing the content shot by the camera in the skill display interface so as to display the target skill. Therefore, in the embodiment of the application, the character module in the specific area is used as the model, the character model is shot flexibly in real time through the camera in the specific area, and the game skill can be projected in the skill display interface in real time, so that the flexibility of the skill display visual angle can be improved, a large amount of skill recording videos do not need to be stored in advance, and the storage resources can be effectively saved.
Drawings
The accompanying drawings, which are included to provide a further understanding of the application and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the application and together with the description serve to explain the application and not to limit the application. In the drawings:
FIG. 1 is a schematic flow chart of a game skill demonstration method according to an exemplary embodiment of the present application;
FIG. 2 is a schematic illustration of a particular region provided by an exemplary embodiment of the present application;
FIG. 3 is a schematic illustration of a skill presentation interface provided in an exemplary embodiment of the present application;
FIG. 4 is a schematic diagram of a game skill demonstration apparatus according to an exemplary embodiment of the present application;
fig. 5 is a schematic structural diagram of a computing device according to an exemplary embodiment of the present application.
Detailed Description
In order to make the objects, technical solutions and advantages of the present application more apparent, the technical solutions of the present application will be described in detail and completely with reference to the following specific embodiments of the present application and the accompanying drawings. It should be apparent that the described embodiments are only some of the embodiments of the present application, 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 application.
Aiming at the technical problems that the existing game skill display scheme needs to occupy a large amount of storage resources to store skill recording videos and the display effect is more rigid, some embodiments of the application embodiment: a skill display interface may be presented in response to the skill display instruction; determining target skills required to be displayed; controlling a role model placed in a specific area to display a skill effect corresponding to the target skill; shooting the character model by using a camera placed in the specific area, and playing the content shot by the camera in the skill display interface so as to display the target skill. Therefore, in the embodiment of the application, the character model is shot flexibly in real time through the camera in the specific area, and the game skill can be projected in the skill display interface in real time, so that the flexibility of the skill display visual angle can be improved, and a large amount of skill recording videos do not need to be stored in advance, so that the storage resources can be effectively saved.
The technical solutions provided by the embodiments of the present application are described in detail below with reference to the accompanying drawings.
Fig. 1 is a schematic flow chart of a game skill demonstration method according to an exemplary embodiment of the present application. As shown in fig. 1, the method includes:
step 100, responding to a skill display instruction, and presenting a skill display interface;
step 101, determining target skills to be displayed;
step 102, controlling the role model placed in the specific area to display a skill effect corresponding to the target skill;
and 103, shooting the character model by using a camera placed in a specific area, and playing the content shot by the camera in a skill display interface to display the target skill.
The game skill display method provided by the embodiment can be applied to game scenes to realize display of game skills. In a game scenario, game characters are usually configured with various game skills, and the game skills corresponding to different game characters may not be completely the same. For example, the game skill may be a specific behavioral ability that the game character possesses in the game, and the game skill includes, but is not limited to, an attack skill, a defense skill, a dance skill, a work skill, and the like. In various types of games, game skills are various, and game characters are also various.
In this embodiment, a specific area may be created in advance, and the character model and the camera may be placed in the specific area.
Fig. 2 is a schematic diagram of a specific area provided in an exemplary embodiment of the present application. Referring to fig. 2, in the present embodiment, a specific area may be created in a game scene. The particular region may be located within a user-invisible area in the game scene. In practical applications, a specific area may be created outside the game map in the game scene. For example, in FIG. 2, the particular area is located below the game map, and the particular area is not visible to the user. In addition, one or more game maps may exist in the game scene, and for this reason, specific areas may be created under the one or more game maps, respectively, to obtain the specific areas under the respective game maps. In this way, when players are located in different game maps, game skill shows can be made based on the corresponding specific areas. Of course, the setting position of the specific region shown in fig. 2 is only exemplary, and in this embodiment, the specific region may be set at other positions, which is not limited herein.
In this embodiment, a specific space can be created in the game scene as a specific area. For example, a specific space is created under the game map a as a specific area under the game map a. The shape of the specific region is not limited in this embodiment, and the specific region may be a hollow rectangular parallelepiped as shown in fig. 2, and may also be a cylinder or other feasible shapes.
In addition, it is worth mentioning that the cameras in a specific area are distinguished from the main character cameras in the game scene. The main role camera is used for shooting a game main role in the game process, namely, a game role controlled by a user. The cameras in the specific area of the present embodiment are used to capture the aforementioned character model. The application occasions of the two cameras are different and independent.
On this basis, in step 100 of the present implementation, a skill presentation interface may be presented in response to the skill presentation instruction.
The skill demonstration instruction can be generated by a user through a specified operation, for example, the user clicks a "skill preview" button in a game homepage to generate the skill demonstration instruction. Of course, the skill display instruction may also be generated by being triggered by other triggering events, and the generation manner of the skill display instruction is not limited in this embodiment.
In this embodiment, the skill display interface is used to present a skill effect. The skill presentation interface is a specific UI interface. During the game, the skill display interface can be switched to from the game interface in response to the skill display instruction.
Fig. 3 is a schematic diagram of a skill demonstration interface provided in an exemplary embodiment of the present application. Referring to fig. 3, in the embodiment, at least one skill control may be displayed in the skill display interface. The user may perform a selection operation on at least one skill control as desired.
It should be noted that, in this embodiment, at least one skill control displayed in the skill display interface is replaceable. As mentioned above, game skills corresponding to different game characters may not be identical, and for this reason, in this embodiment, identification information of the game character may be configured in the skill display instruction, so that at least one skill control matching the game character included in the skill display instruction may be determined, and the determined at least one skill control may be displayed in the skill display interface. Therefore, the skill control displayed in the skill display interface can be flexibly switched along with the difference of game roles, and the wildcard property of the skill display interface is realized. That is, different game roles can share the same skill display interface, and different game roles can be adapted by switching skill controls in the skill display interface.
In step 101, the target skills that need to be exhibited may be determined.
In one possible implementation, based on at least one skill control presented in the skill presentation interface, the user may perform a skill control selection operation in the skill presentation interface to select one or more skill controls from the at least one skill control presented in the skill presentation interface. Accordingly, in the embodiment, the skill corresponding to the selected skill control can be determined as the target skill in response to the skill control selection operation occurring in the skill display interface.
Of course, other implementations may also be employed in the present embodiments to determine the desired demonstrated target skills. For example, the user may directly configure the description information of the target skill into the skill display instruction, so that the target skill may be determined directly based on the skill display instruction, and the method for determining the target skill is not limited in this embodiment.
After the target skill is determined, in step 102, the character model placed in the specific area may be controlled to show a skill effect corresponding to the target skill.
In one implementation, the character model can be configured as a generic model. That is, different players and different game characters share the same character model, in which case the appearance attributes of the character model are configurable, and the configuration scheme can be performed during step 103. On the basis, in step 102, the character models placed in the specific areas can be controlled to show skill effects corresponding to target skills on behalf of different players or different game characters.
In another implementation, the role model can be configured as a specialized model. In practical applications, different character models can be configured for different player characters, and in this case, the appearance attributes of the character models can be consistent with the actual appearance attributes of the player characters. On this basis, in step 102, the character model corresponding to the player character may be found first, and then the character model corresponding to the player character is controlled to display the skill effect corresponding to the target skill.
Of course, the character model may be configured according to other granularities besides the two granularities, for example, different game characters configure different character models, and the like, which is not limited in this embodiment. Accordingly, in step 102, the correct character model is determined, and the corresponding character model is controlled to perform skill display.
In addition, it should be noted that, when a plurality of game maps exist in the game scene, in step 102, a target game map corresponding to the skill display instruction may be determined, and the character model in the specific area under the target game map is controlled to display the skill effect corresponding to the target skill. In practical application, when the skill display instruction is initiated, the game map where the player character is located may be used as the target game map, and of course, the user may also specify the game map, which is not limited in this embodiment.
In this embodiment, an action parameter corresponding to the target skill may be determined, and the character model in the specific area is controlled to execute the skill action according to the action parameter. Taking the target skill as the attack skill as an example, the attack action parameters corresponding to the target skill can be determined, and the role model is controlled to execute the attack action according to the attack action parameters. Wherein, the attack action parameters corresponding to different attack class skills may not be completely the same. For example, the attack action parameters corresponding to the general attack skill and the attack skill are not identical, and accordingly, the general attack action and the attack action executed by the character model will not be identical.
In practical application, special effect parameters corresponding to the target skills can be determined, and the skill special effects are displayed according to the special effect parameters. Usually, the special effect parameters and the action parameters may be configured in combination, the special effect parameters matched with different action parameters may be different, and some action parameters may not need to be configured. By combining and configuring the special effect parameters and the action parameters, the skill special effect can be rendered while the character model is controlled to execute the skill action. In this case, the skill action and the skill special effect of the character model constitute the skill effect of the target skill.
In step 103, the character model can be photographed by using a camera placed in a specific area, and the contents photographed by the camera are played in the skill display interface to display the target skill.
In this embodiment, cameras placed in a specific area may be invoked in response to a skill demonstration instruction. For example, during a game, the cameras placed in a particular area may be switched from the aforementioned main character cameras to tune up the cameras placed in the particular area.
In this embodiment, the content shot by the camera can be played in the skill display interface in various implementation manners.
In an optional implementation manner, the content shot by the camera placed in the specific area may be subjected to matting to extract the character model, and the picture content corresponding to the character model is projected to the skill display interface, so that the content shot by the camera is played in the skill display interface. For example, a specific background, such as a green background, can be set for the character model in a specific area so as to perform matting on content shot by a camera placed in the specific area.
In this implementation manner, the picture content corresponding to the character model can be merged into the interface background in the skill display interface, and the interface background in the skill display interface can be switched as required to switch at least one skill control or other background content displayed in the skill display interface. That is, the skill display interface can be formed by fusing the content shot by the camera placed in the specific area and the interface background, so that the variability of the skill display interface can be effectively improved.
In addition, the skill special effect rendering can be directly performed in the display area of the character model in the skill display interface, and of course, the skill special effect rendering can also be performed in a specific area, and the skill special effect is synchronously extracted in the composition process, which is not limited herein.
In other alternative implementations, partial screenshots may also be performed on the content shot by the camera placed in the specific area, for example, a screen area where the character model is located is intercepted from the content shot by the camera placed in the specific area, and the intercepted screen area is projected into the skill presentation interface. In the same way as the above optional implementation, the captured image area may be merged into an interface background in the skill display interface. Of course, in this embodiment, other implementations may also be adopted to project the content captured by the cameras placed in the specific area into the skill display interface, and this embodiment is not limited thereto.
In this way, the user can view the skill effect displayed by the character model from the skill display interface, thereby realizing the preview of the target skill.
It should be noted that, for the two configuration modes of the character model mentioned above, when the character model is configured as a general model, in step 103, the appearance attributes corresponding to the player character may also be rendered for the character model, and the skill effect presented by the character model after the appearance attributes are rendered is displayed in the skill display interface.
In addition, in the embodiment, the skill display interface can be switched to the game interface in response to the skill display quitting instruction; switching from a camera placed in a specific area to a main character camera in a game scene; and displaying the picture of the game character shot by the main character camera in the game scene interface.
For example, the user may close the skill presentation interface to generate a skill presentation exit instruction. In the case of the skill display quitting instruction, in the embodiment, the game interface and the main character camera can be restored to continue the game.
Accordingly, in the embodiment, a skill display interface can be presented in response to the skill display instruction; determining target skills required to be displayed; controlling a role model placed in a specific area to display a skill effect corresponding to the target skill; shooting the character model by using a camera placed in the specific area, and playing the content shot by the camera in the skill display interface so as to display the target skill. Therefore, in the embodiment of the application, the character model is shot flexibly in real time through the camera in the specific area, and the game skill can be projected in the skill display interface in real time, so that the flexibility of the skill display visual angle can be improved, and a large amount of skill recording videos do not need to be stored in advance, so that the storage resources can be effectively saved.
In the above or below embodiments, in the process of shooting a character model by using a camera placed in a specific area, shooting parameters of the camera may be adjusted in response to shooting adjustment operations occurring in the skill presentation interface; and controlling the camera to shoot the character model according to the shooting parameters.
In this embodiment, the shooting adjustment operation may be a screen sliding operation, a direction button clicking operation, or the like. For example, for the screen sliding operation, parameters such as the sliding distance and the sliding angle of the user can be collected and converted into shooting parameters. For another example, for the direction button clicking operation, a direction adjustment button may be preset in the background of the skill display interface, and accordingly, parameters such as the number of times, the corresponding direction, the duration, and the like of the direction button clicked by the user may be collected and converted into shooting parameters.
The shooting parameters include, but are not limited to, a shooting angle of view, a camera position, and the like.
Accordingly, in the embodiment, the user can adjust the position and the shooting angle of view of the camera placed in the specific area at any time according to the watching requirement, so that the skill effect of the target skill can be comprehensively watched.
In the above or below embodiments, some game skills may exist for objects associated with game character generation skills. For example, for attack-class skills, there are attacked objects.
In order to more fully show the skill effect, in the present embodiment, a skill association model may be placed in a specific area, for example, under the aforementioned attack-type skill, the skill association model may be used as an attacked model.
Based on this, in this embodiment, when the target skill is a skill of a specified type, the associated action parameter corresponding to the target skill may be determined, and the skill association model is controlled to execute the associated action according to the associated action parameter, so as to show the skill association effect. Wherein the specified type of skill includes, but is not limited to, an attack-class skill or other skill in which there may be an object associated with the game character generating skill. For example, for an attack-class skill, an attacked action parameter corresponding to the target skill can be determined; and controlling the attacked model to execute the attacked action according to the attacked action parameters.
In this way, the skill effect corresponding to the target skill may include the skill effect shown by the character model mentioned in the foregoing embodiment and the skill association effect shown by the skill association model in the embodiment.
Similarly, the camera in the specific area may be used to synchronously shoot the skill association model, and the content shot by the camera is played in the skill display interface, and for the projection process, reference may be made to the scheme of shooting and projecting the character model in the foregoing embodiment, and details are not repeated here.
In addition, a skill association special effect may also be configured for the skill association model, and for the implementation of the skill association special effect, reference may be made to the scheme for the character model to show the skill special effect in the foregoing embodiment, which is not described herein again.
Accordingly, in the embodiment, the cooperative action and the special effect generated between the role model and the skill related model can be displayed in the skill display interface, so that the target skill can be more completely displayed.
It should be noted that, in the present embodiment, for other types of skills than the aforementioned specific type of skills, the skill-related model may be hidden in the specific area to avoid affecting the skill effect displayed by the character model.
Hereinafter, an exemplary description of the technical solution will be given by taking the attack skills a as an example.
First, referring to fig. 2, a black BOX model BOX, such as a hollow rectangular parallelepiped shown in fig. 2, may be created in advance under a game map, a stake model is placed in the BOX as a skill association model, a character model and a camera B are placed, and a main character camera a is also placed in a game scene.
During the game, the master camera A can follow the player-controlled legal role and display the shot content in the game interface.
Currently, if a player wants to play a game skill show for a legal character (player character) he is controlling, the player may click on a skill show entry in the game home page, which may trigger a switch from the game interface to the skill show interface, and may also trigger a switch from master camera a to camera B and take a picture of the character model in the BOX with camera B.
At this time, in this embodiment, the skill controls corresponding to the previewable skills corresponding to the legal role, such as general attack, sudden attack, magic a, magic B, and the like, may be displayed in the skill display interface. In this embodiment, the character model shot by the camera B may also be projected into the skill display interface. In this way, the skill presentation interface will include the projection of the character model and the previewable skills corresponding to the legal character.
The player may click on a skill control in the skill presentation interface to select a desired target skill for presentation, e.g., the player has selected a general attack skill. Then in this embodiment. A skill execution instruction may be used for the character model, and the motion parameters of the general skill, the associated motion parameters, and the like may be configured in the skill execution instruction. And based on the skill execution instruction, the role model is controlled to execute the general attack action, and the stake model is controlled to execute the attacked action.
The camera B can shoot the role model and the stake model in the process of executing actions by the role model and the stake model, and project shot contents to the skill display interface in real time. Meanwhile, in the embodiment, a skill special effect can be synchronously rendered in the skill display interface according to the special effect parameters corresponding to the general skill in the action executing process of the role model and the stake model.
Thus, the player can complete the preview of the general skills in the skill display interface.
The player may also click on other skill controls in the skill presentation interface to change the target skill, e.g., to magic a skill. In this embodiment, the role model and the stake model may be controlled to stop the action of the general attack skill, and the role model and the stake model may be controlled to execute the relevant action of the magic a skill and render the skill special effect of the magic a in the skill display interface. Thus, the player can switch to viewing the skill effect of the magic a skill.
The player can slide the screen as required in the process of watching skill display to adjust the position or shooting angle of view of the camera B, and the camera B can synchronously adjust shooting parameters, so that flexible angle of view and omnibearing skill effect display can be carried out according to the requirements of the player.
According to the game skill display scheme provided by the implementation, a large number of skill recording videos do not need to be stored, and the user can flexibly adjust the skill display visual angle, so that the occupation of storage resources can be effectively reduced, the problem of scene loading is avoided, and a better display effect is obtained.
It should be noted that the execution subjects of the steps of the methods provided in the above embodiments may be the same device, or different devices may be used as the execution subjects of the methods. For example, the execution subjects of steps 101 to 103 may be device a; for another example, the execution subject of steps 101 and 102 may be device a, and the execution subject of step 103 may be device B; and so on.
In addition, in some of the flows described in the above embodiments and the drawings, a plurality of operations are included in a specific order, but it should be clearly understood that the operations may be executed out of the order presented herein or in parallel, and the sequence numbers of the operations, such as 101, 102, etc., are merely used for distinguishing different operations, and the sequence numbers do not represent any execution order per se. Additionally, the flows may include more or fewer operations, and the operations may be performed sequentially or in parallel.
The game skill demonstration method provided by the embodiment can be executed by a game skill demonstration device. Fig. 4 is a schematic structural diagram of a game skill demonstration apparatus according to an exemplary embodiment of the present application, and referring to fig. 4, the game skill demonstration apparatus may include: an interaction module 40, a determination module 41, a control module 42, and a presentation module 43.
An interaction module 40 operable to present a skill presentation interface in response to the skill presentation instruction;
a determination module 41 operable to determine a target skill to be exhibited;
the control module 42 is used for controlling the character models placed in the specific area to display the skill effect corresponding to the target skill;
and the display module 43 is configured to capture the character model by using a camera placed in the specific area, and play the content captured by the camera in the skill display interface to display the target skill.
In a game scenario, game characters are usually configured with various game skills, and the game skills corresponding to different game characters may not be completely the same. For example, the game skill may be a specific behavioral ability that the game character possesses in the game, and the game skill includes, but is not limited to, an attack skill, a defense skill, a dance skill, a work skill, and the like. In various types of games, game skills are various, and game characters are also various.
In this embodiment, the control module 42 may create a specific area in advance and place the character model and the camera in the specific area.
Referring to fig. 2, in the present embodiment, the control module 42 may create a specific area in the game scene. The particular region may be located within a user-invisible area in the game scene. In practice, the control module 42 may create a specific area outside the game map in the game scene. For example, in FIG. 2, the particular area is located below the game map, and the particular area is not visible to the user. In addition, one or more game maps may exist in the game scene, and for this reason, specific areas may be created under the one or more game maps, respectively, to obtain the specific areas under the respective game maps. In this way, when players are located in different game maps, game skill shows can be made based on the corresponding specific areas. Of course, the setting position of the specific region shown in fig. 2 is only exemplary, and in this embodiment, the specific region may be set at other positions, which is not limited herein.
In this embodiment, the control module 42 may create a specific space in the game scene in advance as the specific area. For example, a specific space is created under the game map a as a specific area under the game map a. The shape of the specific region is not limited in this embodiment, and the specific region may be a hollow rectangular parallelepiped as shown in fig. 2, and may also be a cylinder or other feasible shapes.
In addition, it is worth mentioning that the cameras in a specific area are distinguished from the main character cameras in the game scene. The main role camera is used for shooting a game main role in the game process, namely, a game role controlled by a user. The cameras in the specific area of the present embodiment are used to capture the aforementioned character model. The application occasions of the two cameras are different and independent.
On this basis, interaction module 40 may present a skill presentation interface in response to the skill presentation instructions.
The skill demonstration instruction can be generated by a user through a specified operation, for example, the user clicks a "skill preview" button in a game homepage to generate the skill demonstration instruction. Of course, the skill display instruction may also be generated by being triggered by other triggering events, and the generation manner of the skill display instruction is not limited in this embodiment.
In this embodiment, the skill display interface is used to present a skill effect. The skill presentation interface is a specific UI interface. During the game, the skill display interface can be switched to from the game interface in response to the skill display instruction.
Referring to fig. 3, in the embodiment, at least one skill control may be displayed in the skill display interface. The user may perform a selection operation on at least one skill control as desired.
It should be noted that, in this embodiment, at least one skill control displayed in the skill display interface is replaceable. As mentioned above, game skills corresponding to different game characters may not be identical, and for this reason, in this embodiment, identification information of the game character may be configured in the skill display instruction, so that the interaction module 40 may determine at least one skill control matching the game character included in the skill display instruction, and display the determined at least one skill control in the skill display interface. Therefore, the skill control displayed in the skill display interface can be flexibly switched along with the difference of game roles, and the wildcard property of the skill display interface is realized. That is, different game roles can share the same skill display interface, and different game roles can be adapted by switching skill controls in the skill display interface.
In this embodiment, determination module 41 may determine the target skills that need to be exhibited.
In one possible implementation, based on at least one skill control presented in the skill presentation interface, the user may perform a skill control selection operation in the skill presentation interface to select one or more skill controls from the at least one skill control presented in the skill presentation interface. Accordingly, in this embodiment, the determining module 41 may determine, as the target skill, the skill corresponding to the selected skill control in response to the skill control selection operation occurring in the skill display interface.
Of course, other implementations may also be employed in the present embodiments to determine the desired demonstrated target skills. For example, the user may directly configure the description information of the target skill into the skill display instruction, so that the target skill may be determined directly based on the skill display instruction, and the method for determining the target skill is not limited in this embodiment.
After determining the target skill, the control module 42 may control the character model placed in the specific area to display a skill effect corresponding to the target skill.
In one implementation, the character model can be configured as a generic model. That is, different players and different game characters share the same character model, in which case, the appearance attributes of the character model are configurable, and the configuration scheme can be performed by the presentation module 43. On the basis, the control module 42 can control the character models placed in the specific areas to show skill effects corresponding to target skills on behalf of different players or different game characters.
In another implementation, the role model can be configured as a specialized model. In practical applications, different character models can be configured for different player characters, and in this case, the appearance attributes of the character models can be consistent with the actual appearance attributes of the player characters. On this basis, the control module 42 may first find the character model corresponding to the player character, and then control the character model corresponding to the player character to display the skill effect corresponding to the target skill.
Of course, the character model may be configured according to other granularities besides the two granularities, for example, different game characters configure different character models, and the like, which is not limited in this embodiment. Accordingly, the control module 42 may first determine the correct character model and control the corresponding character model to perform skill demonstration.
In addition, it should be noted that, when a plurality of game maps exist in the game scene, the control module 42 may determine a target game map corresponding to the skill display instruction, and control the character model in a specific area under the target game map to display a skill effect corresponding to the target skill. In practical application, when the skill display instruction is initiated, the game map where the player character is located may be used as the target game map, and of course, the user may also specify the game map, which is not limited in this embodiment.
In this embodiment, the control module 42 may determine an action parameter corresponding to the target skill, and control the character model in the specific area to execute the skill action according to the action parameter. Taking the target skill as the attack skill as an example, the control module 42 may determine an attack action parameter corresponding to the target skill, and control the character model to execute the attack action according to the attack action parameter. Wherein, the attack action parameters corresponding to different attack class skills may not be completely the same. For example, the attack action parameters corresponding to the general attack skill and the attack skill are not identical, and accordingly, the general attack action and the attack action executed by the character model will not be identical.
In practical applications, the control module 42 may further determine a special effect parameter corresponding to the target skill, and display the skill special effect according to the special effect parameter. Usually, the special effect parameters and the action parameters may be configured in combination, the special effect parameters matched with different action parameters may be different, and some action parameters may not need to be configured. By configuring the special effect parameters and the action parameters in combination, the control module 42 may render the skill special effect while controlling the character model to perform the skill action. In this case, the skill action and the skill special effect of the character model constitute the skill effect of the target skill.
The display module 43 may capture the character model by using the cameras placed in the specific area, and play the content captured by the cameras in the skill display interface to display the target skills.
In this embodiment, the display module 43 may call a camera placed in a specific area in response to the skill display instruction. For example, during the course of a game, the display module 43 may switch from the aforementioned main character camera to a camera placed in a particular area to turn up the camera placed in the particular area.
In this embodiment, the display module 43 may use multiple implementation manners to play the content captured by the camera in the skill display interface.
In an optional implementation manner, the display module 43 may perform matting on content shot by a camera placed in a specific area to extract a character model, and project picture content corresponding to the character model into a skill display interface, so as to play the content shot by the camera in the skill display interface. For example, a specific background, such as a green background, can be set for the character model in a specific area so as to perform matting on content shot by a camera placed in the specific area.
In this implementation manner, the picture content corresponding to the character model can be merged into the interface background in the skill display interface, and the interface background in the skill display interface can be switched as required to switch at least one skill control or other background content displayed in the skill display interface. That is, the skill display interface can be formed by fusing the content shot by the camera placed in the specific area and the interface background, so that the variability of the skill display interface can be effectively improved.
In addition, the display module 43 may directly perform rendering of the skill special effect in the display area of the character model in the skill display interface, and certainly, may also perform rendering of the skill special effect in a specific area, and in the composition process, the skill special effect is synchronously extracted, which is not limited herein.
In other alternative implementations, the presentation module 43 may also perform partial screenshot on the content captured by the camera placed in the specific area, for example, a screen area where the character model is located is captured from the content captured by the camera placed in the specific area, and the captured screen area is projected into the skill presentation interface. In the same way as the above optional implementation, the captured image area may be merged into an interface background in the skill display interface. Of course, in this embodiment, other implementations may also be adopted to project the content captured by the cameras placed in the specific area into the skill display interface, and this embodiment is not limited thereto.
In this way, the user can view the skill effect displayed by the character model from the skill display interface, thereby realizing the preview of the target skill.
It should be noted that, for the two configuration modes of the character model mentioned above, when the character model is configured as a general model, the display module 43 may further render appearance attributes corresponding to the player character for the character model, and display the skill effect presented by the character model after rendering the appearance attributes in the skill display interface.
In addition, in this embodiment, the interaction module 40 may also switch from the skill display interface to the game interface in response to the skill display exit instruction; switching from a camera placed in a specific area to a main character camera in a game scene; and displaying the picture of the game character shot by the main character camera in the game scene interface.
For example, the user may close the skill presentation interface to generate a skill presentation exit instruction. In the case of a skill demonstration exit instruction, in this embodiment, the interaction module 40 may return to the game interface and the main character camera to continue playing the game.
Accordingly, in the embodiment, a skill display interface can be presented in response to the skill display instruction; determining target skills required to be displayed; controlling a role model placed in a specific area to display a skill effect corresponding to the target skill; shooting the character model by using a camera placed in the specific area, and playing the content shot by the camera in the skill display interface so as to display the target skill. Therefore, in the embodiment of the application, the character model is shot flexibly in real time through the camera in the specific area, and the game skill can be projected in the skill display interface in real time, so that the flexibility of the skill display visual angle can be improved, and a large amount of skill recording videos do not need to be stored in advance, so that the storage resources can be effectively saved.
In the above or below embodiments, the display module 43 may adjust the shooting parameters of the camera in response to the shooting adjustment operation occurring in the skill display interface during the shooting of the character model by using the camera placed in the specific area; and controlling the camera to shoot the character model according to the shooting parameters.
In this embodiment, the shooting adjustment operation may be a screen sliding operation, a direction button clicking operation, or the like. For example, for the screen sliding operation, parameters such as the sliding distance and the sliding angle of the user can be collected and converted into shooting parameters. For another example, for the direction button clicking operation, a direction adjustment button may be preset in the background of the skill display interface, and accordingly, parameters such as the number of times, the corresponding direction, the duration, and the like of the direction button clicked by the user may be collected and converted into shooting parameters.
The shooting parameters include, but are not limited to, a shooting angle of view, a camera position, and the like.
Accordingly, in the embodiment, the user can adjust the position and the shooting angle of view of the camera placed in the specific area at any time according to the watching requirement, so that the skill effect of the target skill can be comprehensively watched.
In the above or below embodiments, some game skills may exist for objects associated with game character generation skills. For example, for attack-class skills, there are attacked objects.
In order to more fully demonstrate the skill effect, in the present embodiment, the control module 42 may place the skill association model in a specific area in advance, for example, under the aforementioned attack-type skill, the skill association model may be used as an attacked model.
Based on this, in this embodiment, the control module 42 may determine the associated action parameter corresponding to the target skill when the target skill is a designated type of skill, and control the skill association model to execute the associated action according to the associated action parameter, so as to show the skill association effect. Wherein the specified type of skill includes, but is not limited to, an attack-class skill or other skill in which there may be an object associated with the game character generating skill. For example, for an attack-class skill, control module 42 may determine an attacked action parameter corresponding to the target skill; and controlling the attacked model to execute the attacked action according to the attacked action parameters.
In this way, the skill effect corresponding to the target skill may include the skill effect shown by the character model mentioned in the foregoing embodiment and the skill association effect shown by the skill association model in the embodiment.
Similarly, the control module 42 may utilize the cameras in the specific area to synchronously shoot the skill association model, and play the content shot by the cameras in the skill display interface, and for the projection process, reference may be made to the scheme of shooting and projecting the character model in the foregoing embodiment, and details are not repeated here.
In addition, a skill association special effect may also be configured for the skill association model, and for the implementation of the skill association special effect, reference may be made to the scheme for the character model to show the skill special effect in the foregoing embodiment, which is not described herein again.
Accordingly, in the embodiment, the cooperative action and the special effect generated between the role model and the skill related model can be displayed in the skill display interface, so that the target skill can be more completely displayed.
It should be noted that, in the present embodiment, for other types of skills than the aforementioned specific type of skills, the skill-related model may be hidden in the specific area to avoid affecting the skill effect displayed by the character model.
The game skill demonstration apparatus described above may be implemented as software or as a combination of software and hardware, which may be integrally provided in a computing device. Fig. 5 is a schematic structural diagram of a computing device according to an exemplary embodiment of the present application, and with reference to fig. 5, the computing device includes: a memory 50 and a processor 51.
Memory 50 is used to store computer programs and may be configured to store other various data to support operations on the computing platform. Examples of such data include instructions for any application or method operating on the computing platform, contact data, phonebook data, messages, pictures, videos, and so forth.
The memory 50 may be implemented by any type or combination of volatile or non-volatile memory devices, such as Static Random Access Memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable read-only memory (EPROM), programmable read-only memory (PROM), read-only memory (ROM), magnetic memory, flash memory, magnetic or optical disks.
A processor 51 coupled to the memory 50 for executing computer programs in the memory for:
presenting a skill display interface in response to the skill display instruction;
determining target skills required to be displayed;
controlling a role model placed in a specific area to display a skill effect corresponding to a target skill;
shooting the character model by using a camera placed in a specific area, and playing contents shot by the camera in a skill display interface so as to display the target skill.
In a game scenario, game characters are usually configured with various game skills, and the game skills corresponding to different game characters may not be completely the same. For example, the game skill may be a specific behavioral ability that the game character possesses in the game, and the game skill includes, but is not limited to, an attack skill, a defense skill, a dance skill, a work skill, and the like. In various types of games, game skills are various, and game characters are also various.
In this embodiment, the processor 51 may create a specific area in advance and place the character model and the camera in the specific area.
Referring to fig. 2, in the present embodiment, the processor 51 may create a specific area in the game scene. The particular region may be located within a user-invisible area in the game scene. In practical applications, a specific area may be created outside the game map in the game scene. For example, in FIG. 2, the particular area is located below the game map, and the particular area is not visible to the user. In addition, one or more game maps may exist in the game scene, and for this reason, specific areas may be created under the one or more game maps, respectively, to obtain the specific areas under the respective game maps. In this way, when players are located in different game maps, game skill shows can be made based on the corresponding specific areas. Of course, the setting position of the specific region shown in fig. 2 is only exemplary, and in this embodiment, the specific region may be set at other positions, which is not limited herein.
In this embodiment, the processor 51 may create a specific space in the game scene in advance as the specific area. For example, a specific space is created under the game map a as a specific area under the game map a. The shape of the specific region is not limited in this embodiment, and the specific region may be a hollow rectangular parallelepiped as shown in fig. 2, and may also be a cylinder or other feasible shapes.
In addition, it is worth mentioning that the cameras in a specific area are distinguished from the main character cameras in the game scene. The main role camera is used for shooting a game main role in the game process, namely, a game role controlled by a user. The cameras in the specific area of the present embodiment are used to capture the aforementioned character model. The application occasions of the two cameras are different and independent.
On this basis, the processor 51 may present a skill presentation interface in response to the skill presentation instructions.
The skill demonstration instruction can be generated by a user through a specified operation, for example, the user clicks a "skill preview" button in a game homepage to generate the skill demonstration instruction. Of course, the skill display instruction may also be generated by being triggered by other triggering events, and the generation manner of the skill display instruction is not limited in this embodiment.
In this embodiment, the skill display interface is used to present a skill effect. The skill presentation interface is a specific UI interface. During the game, the skill display interface can be switched to from the game interface in response to the skill display instruction.
Referring to fig. 3, in the embodiment, at least one skill control may be displayed in the skill display interface. The user may perform a selection operation on at least one skill control as desired.
It should be noted that, in this embodiment, at least one skill control displayed in the skill display interface is replaceable. As mentioned above, game skills corresponding to different game characters may not be identical, and for this reason, in this embodiment, identification information of the game character may be configured in the skill display instruction, so that the processor 51 may determine at least one skill control matching the game character included in the skill display instruction, and display the determined at least one skill control in the skill display interface. Therefore, the skill control displayed in the skill display interface can be flexibly switched along with the difference of game roles, and the wildcard property of the skill display interface is realized. That is, different game roles can share the same skill display interface, and different game roles can be adapted by switching skill controls in the skill display interface.
In this embodiment, the processor 51 may determine the target skills that need to be exhibited.
In one possible implementation, based on at least one skill control presented in the skill presentation interface, the user may perform a skill control selection operation in the skill presentation interface to select one or more skill controls from the at least one skill control presented in the skill presentation interface. Accordingly, in this embodiment, the processor 51 may determine, as the target skill, the skill corresponding to the selected skill control in response to the skill control selection operation occurring in the skill presentation interface.
Of course, other implementations may also be employed in the present embodiments to determine the desired demonstrated target skills. For example, the user may directly configure the description information of the target skill into the skill display instruction, so that the target skill may be determined directly based on the skill display instruction, and the method for determining the target skill is not limited in this embodiment.
After determining the target skill, the processor 51 may control the character model placed in the specific area to show a skill effect corresponding to the target skill.
In one implementation, the character model can be configured as a generic model. That is, different players and different game characters share the same character model, in this case, the appearance attributes of the character model are configurable, and the configuration scheme can be performed in the subsequent process. On this basis, the processor 51 may control the character models placed in the specific area to exhibit skill effects corresponding to the target skills on behalf of different players or different game characters.
In another implementation, the role model can be configured as a specialized model. In practical applications, different character models can be configured for different player characters, and in this case, the appearance attributes of the character models can be consistent with the actual appearance attributes of the player characters. On this basis, the processor 51 may first find the character model corresponding to the player character, and then control the character model corresponding to the player character to display the skill effect corresponding to the target skill.
Of course, the character model may be configured according to other granularities besides the two granularities, for example, different game characters configure different character models, and the like, which is not limited in this embodiment. Accordingly, the processor 51 may determine the correct character model and control the corresponding character model to perform skill demonstration.
In addition, it should be noted that, when a plurality of game maps exist in the game scene, the processor 51 may determine a target game map corresponding to the skill display instruction, and control the character model in a specific area under the target game map to display a skill effect corresponding to the target skill. In practical application, when the skill display instruction is initiated, the game map where the player character is located may be used as the target game map, and of course, the user may also specify the game map, which is not limited in this embodiment.
In one possible implementation, the processor 51 may determine an action parameter corresponding to the target skill, and control the character model in the specific area to perform the skill action according to the action parameter. Taking the target skill as the attack skill as an example, the processor 51 may determine an attack action parameter corresponding to the target skill, and control the character model to execute the attack action according to the attack action parameter. Wherein, the attack action parameters corresponding to different attack class skills may not be completely the same. For example, the attack action parameters corresponding to the general attack skill and the attack skill are not identical, and accordingly, the general attack action and the attack action executed by the character model will not be identical.
In practical applications, the processor 51 may further determine a special effect parameter corresponding to the target skill, and display the skill special effect according to the special effect parameter. Usually, the special effect parameters and the action parameters may be configured in combination, the special effect parameters matched with different action parameters may be different, and some action parameters may not need to be configured. By combining the configuration special effect parameters and the action parameters, the processor 51 can render a skill special effect while controlling the character model to perform a skill action. In this case, the skill action and the skill special effect of the character model constitute the skill effect of the target skill.
The processor 51 may capture the character model using a camera placed in a specific area and play the contents captured by the camera in the skill presentation interface to present the target skill.
In this embodiment, the processor 51 may invoke cameras placed in a particular area in response to the skill exposure instruction. For example, during a game, the processor 51 may switch from the aforementioned master corner camera to a camera placed in a particular area to tune up a camera placed in a particular area.
In this embodiment, the processor 51 may implement playing the content captured by the camera in the skill display interface in various implementations.
In an alternative implementation manner, the processor 51 may perform matting on content shot by a camera placed in a specific area to extract a character model, and project picture content corresponding to the character model into a skill display interface, so as to realize playing the content shot by the camera in the skill display interface. For example, a specific background, such as a green background, can be set for the character model in a specific area so as to perform matting on content shot by a camera placed in the specific area.
In this implementation manner, the picture content corresponding to the character model can be merged into the interface background in the skill display interface, and the interface background in the skill display interface can be switched as required to switch at least one skill control or other background content displayed in the skill display interface. That is, the skill display interface can be formed by fusing the content shot by the camera placed in the specific area and the interface background, so that the variability of the skill display interface can be effectively improved.
In addition, the processor 51 may directly perform rendering of the skill special effect in the display area of the character model in the skill display interface, and certainly, may also perform rendering of the skill special effect in a specific area, and in the composition process, the skill special effect is synchronously extracted, which is not limited herein.
In other alternative implementations, the processor 51 may also perform partial screenshot on the content captured by the camera placed in the specific area, for example, a screen area where the character model is located is intercepted from the content captured by the camera placed in the specific area, and the intercepted screen area is projected into the skill presentation interface. In the same way as the above optional implementation, the captured image area may be merged into an interface background in the skill display interface. Of course, in this embodiment, other implementations may also be adopted to project the content captured by the cameras placed in the specific area into the skill display interface, and this embodiment is not limited thereto.
In this way, the user can view the skill effect displayed by the character model from the skill display interface, thereby realizing the preview of the target skill.
It should be noted that, for the two configuration modes of the character model mentioned above, when the character model is configured as a general model, the processor 51 may further render appearance attributes corresponding to the player character for the character model, and display the skill effect of the character model after rendering the appearance attributes in the skill display interface.
In addition, in this embodiment, the processor 51 may also switch from the skill display interface to the game interface in response to the skill display exit instruction; switching from a camera placed in a specific area to a main character camera in a game scene; and displaying the picture of the game character shot by the main character camera in the game scene interface.
For example, the user may close the skill presentation interface to generate a skill presentation exit instruction. In the case of a skill demonstration quit instruction, in the embodiment, the processor 51 may restore to the game interface and the main character camera to continue the game.
Accordingly, in the embodiment, a skill display interface can be presented in response to the skill display instruction; determining target skills required to be displayed; controlling a role model placed in a specific area to display a skill effect corresponding to the target skill; shooting the character model by using a camera placed in the specific area, and playing the content shot by the camera in the skill display interface so as to display the target skill. Therefore, in the embodiment of the application, the character model is shot flexibly in real time through the camera in the specific area, and the game skill can be projected in the skill display interface in real time, so that the flexibility of the skill display visual angle can be improved, and a large amount of skill recording videos do not need to be stored in advance, so that the storage resources can be effectively saved.
In the above or below embodiments, the processor 51 may adjust the shooting parameters of the camera in response to the shooting adjustment operation occurring in the skill demonstration interface during the shooting of the character model by the camera placed in the specific area; and controlling the camera to shoot the character model according to the shooting parameters.
In this embodiment, the shooting adjustment operation may be a screen sliding operation, a direction button clicking operation, or the like. For example, for the screen sliding operation, parameters such as the sliding distance and the sliding angle of the user can be collected and converted into shooting parameters. For another example, for the direction button clicking operation, a direction adjustment button may be preset in the background of the skill display interface, and accordingly, parameters such as the number of times, the corresponding direction, the duration, and the like of the direction button clicked by the user may be collected and converted into shooting parameters.
The shooting parameters include, but are not limited to, a shooting angle of view, a camera position, and the like.
Accordingly, in the embodiment, the user can adjust the position and the shooting angle of view of the camera placed in the specific area at any time according to the watching requirement, so that the skill effect of the target skill can be comprehensively watched.
In the above or below embodiments, some game skills may exist for objects associated with game character generation skills. For example, for attack-class skills, there are attacked objects.
In order to more fully demonstrate the skill effect, in the present embodiment, the processor 51 may place a skill association model in a specific area in advance, for example, under the aforementioned attack-type skill, the skill association model may be used as an attacked model.
Based on this, in this embodiment, the processor 51 may determine the associated action parameter corresponding to the target skill when the target skill is a specified type of skill, and control the skill association model to execute the associated action according to the associated action parameter, so as to show the skill association effect. Wherein the specified type of skill includes, but is not limited to, an attack-class skill or other skill in which there may be an object associated with the game character generating skill. For example, for an attack-class skill, the processor 51 may determine an attacked action parameter corresponding to the target skill; and controlling the attacked model to execute the attacked action according to the attacked action parameters.
In this way, the skill effect corresponding to the target skill may include the skill effect shown by the character model mentioned in the foregoing embodiment and the skill association effect shown by the skill association model in the embodiment.
Similarly, the processor 51 may utilize the cameras in the specific area to synchronously photograph the skill association model, and play the content photographed by the cameras in the skill display interface, and for the projection process, reference may be made to the scheme of photographing and projecting the character model in the foregoing embodiment, and details are not repeated here.
In addition, a skill association special effect may also be configured for the skill association model, and for the implementation of the skill association special effect, reference may be made to the scheme for the character model to show the skill special effect in the foregoing embodiment, which is not described herein again.
Accordingly, in the embodiment, the cooperative action and the special effect generated between the role model and the skill related model can be displayed in the skill display interface, so that the target skill can be more completely displayed.
It should be noted that, in the present embodiment, for other types of skills than the aforementioned specific type of skills, the skill-related model may be hidden in the specific area to avoid affecting the skill effect displayed by the character model.
Further, as shown in fig. 5, the computing device further includes: communication components 52, display 53, power components 54, audio components 55, and the like. Only some of the components are schematically shown in fig. 5, and the computing device is not meant to include only the components shown in fig. 5.
Accordingly, the present application further provides a computer-readable storage medium storing a computer program, where the computer program can implement the steps that can be executed by a computing device in the foregoing method embodiments when executed.
The communication component in fig. 5 is configured to facilitate wired or wireless communication between the device where the communication component is located and other devices. The device where the communication component is located can access a wireless network based on a communication standard, such as a WiFi, a 2G, 3G, 4G/LTE, 5G and other mobile communication networks, or a combination thereof. In an exemplary embodiment, the communication component receives a broadcast signal or broadcast related information from an external broadcast management system via a broadcast channel. In one exemplary embodiment, the communication component further includes a Near Field Communication (NFC) module to facilitate short-range communications. For example, the NFC module may be implemented based on Radio Frequency Identification (RFID) technology, infrared data association (IrDA) technology, Ultra Wideband (UWB) technology, Bluetooth (BT) technology, and other technologies.
The display of fig. 5 includes a screen, which may include a Liquid Crystal Display (LCD) and a Touch Panel (TP). If the screen includes a touch panel, the screen may be implemented as a touch screen to receive an input signal from a user. The touch panel includes one or more touch sensors to sense touch, slide, and gestures on the touch panel. The touch sensor may not only sense the boundary of a touch or slide action, but also detect the duration and pressure associated with the touch or slide operation.
The power supply assembly of fig. 5 described above provides power to the various components of the device in which the power supply assembly is located. The power components may include a power management system, one or more power supplies, and other components associated with generating, managing, and distributing power for the device in which the power component is located.
The audio component of fig. 5 described above may be configured to output and/or input an audio signal. For example, the audio component includes a Microphone (MIC) configured to receive an external audio signal when the device in which the audio component is located is in an operational mode, such as a call mode, a recording mode, and a voice recognition mode. The received audio signal may further be stored in a memory or transmitted via a communication component. In some embodiments, the audio assembly further comprises a speaker for outputting audio signals.
As will be appreciated by one skilled in the art, embodiments of the present application may be provided as a method, system, or computer program product. Accordingly, the present application may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, the present application may take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, and the like) having computer-usable program code embodied therein.
The present application is described with reference to flowchart illustrations and/or block diagrams of methods, apparatus (systems), and computer program products according to embodiments of the application. It will be understood that each flow and/or block of the flow diagrams and/or block diagrams, and combinations of flows and/or blocks in the flow diagrams and/or block diagrams, can be implemented by computer program instructions. These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, embedded processor, or other programmable data processing apparatus to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing apparatus, create means for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be stored in a computer-readable memory that can direct a computer or other programmable data processing apparatus to function in a particular manner, such that the instructions stored in the computer-readable memory produce an article of manufacture including instruction means which implement the function specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be loaded onto a computer or other programmable data processing apparatus to cause a series of operational steps to be performed on the computer or other programmable apparatus to produce a computer implemented process such that the instructions which execute on the computer or other programmable apparatus provide steps for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
In a typical configuration, a computing device includes one or more processors (CPUs), input/output interfaces, network interfaces, and memory.
The memory may include forms of volatile memory in a computer readable medium, Random Access Memory (RAM) and/or non-volatile memory, such as Read Only Memory (ROM) or flash memory (flash RAM). Memory is an example of a computer-readable medium.
Computer-readable media, including both non-transitory and non-transitory, removable and non-removable media, may implement information storage by any method or technology. The information may be computer readable instructions, data structures, modules of a program, or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), Static Random Access Memory (SRAM), Dynamic Random Access Memory (DRAM), other types of Random Access Memory (RAM), Read Only Memory (ROM), Electrically Erasable Programmable Read Only Memory (EEPROM), flash memory or other memory technology, compact disc read only memory (CD-ROM), Digital Versatile Discs (DVD) or other optical storage, magnetic cassettes, magnetic tape magnetic disk storage or other magnetic storage devices, or any other non-transmission medium that can be used to store information that can be accessed by a computing device. As defined herein, a computer readable medium does not include a transitory computer readable medium such as a modulated data signal and a carrier wave.
It should also be noted that the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or apparatus. Without further limitation, an element defined by the phrase "comprising an … …" does not exclude the presence of other like elements in a process, method, article, or apparatus that comprises the element.
The above description is only an example of the present application and is not intended to limit the present application. Various modifications and changes may occur to those skilled in the art. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application shall be included in the protection scope of the present application.

Claims (13)

1. A game skill demonstration method, comprising:
presenting a skill display interface in response to the skill display instruction;
determining target skills required to be displayed;
controlling a role model placed in a specific area to display a skill effect corresponding to the target skill;
shooting the character model by using a camera placed in the specific area, and playing the content shot by the camera in the skill display interface so as to display the target skill.
2. The method of claim 1, wherein the capturing the character model with a camera placed in the specific area comprises:
adjusting shooting parameters of the camera in response to shooting adjustment operations occurring in the skill display interface;
and controlling the camera to shoot the role model according to the shooting parameters.
3. The method of claim 2, wherein the camera parameters include one or more of a camera angle or a camera position.
4. The method according to claim 1, wherein the skill presentation interface comprises at least one skill control, and the determining the target skill to be presented comprises:
and responding to the skill control selection operation generated in the skill display interface, and determining the skill corresponding to the selected skill control as the target skill.
5. The method of claim 4, wherein the skill presentation instruction includes identification information of a game character, the method further comprising:
acquiring at least one skill control matched with the game role;
and displaying the at least one skill control in the skill display interface.
6. The method of claim 1, wherein the controlling the character model placed in the specific area to exhibit a skill effect corresponding to the target skill comprises:
determining attack action parameters corresponding to the target skill;
and controlling the role model to execute the attack action according to the attack action parameters.
7. The method according to claim 6, wherein a attacked model is further placed in the specific area, and the controlling the character model placed in the specific area to show a skill effect corresponding to the target skill further comprises:
determining an attacked action parameter corresponding to the target skill;
and controlling the attacked model to execute the attacked action according to the attacked action parameters so as to show a skill effect corresponding to the target skill.
8. The method according to claim 7, wherein the shooting the character model by using the camera placed in the specific area and playing the content shot by the camera in the skill display interface to display the target skill comprises:
shooting the character model and the attacked model by using a camera placed in the specific area, and playing contents shot by the camera in the skill display interface to display the target skill.
9. The method according to claim 1, before controlling the character model placed in the specific area to exhibit the skill effect corresponding to the target skill, further comprising:
creating the specific area in a game scene;
placing the character model and the camera in the specific area.
10. The method of claim 9, wherein the game scene includes at least one game map, and wherein creating the specific area in the game scene comprises:
respectively creating a specific space below the at least one game map as a specific area below the at least one game map;
the controlling the role model placed in the specific area to show the skill effect corresponding to the target skill comprises the following steps:
determining a target game map associated with the skill presentation instruction;
and controlling the character model placed in the specific area under the target game map to show the skill effect corresponding to the target skill.
11. A game skill display apparatus, comprising:
the interaction module is used for responding to the skill display instruction and presenting a skill display interface;
the determining module is used for determining the target skills required to be displayed;
the control module is used for controlling the role model placed in the specific area to display the skill effect corresponding to the target skill;
and the display module is used for shooting the role model by utilizing the cameras placed in the specific area and playing the contents shot by the cameras in the skill display interface so as to display the target skills.
12. A computing device comprising a memory and a processor;
the memory is to store one or more computer instructions;
the processor is coupled with the memory for executing the one or more computer instructions for:
presenting a skill display interface in response to the skill display instruction;
determining target skills required to be displayed;
controlling a role model placed in a specific area to display a skill effect corresponding to the target skill;
shooting the character model by using a camera placed in the specific area, and playing the content shot by the camera in the skill display interface so as to display the target skill.
13. A computer-readable storage medium storing computer instructions, which when executed by one or more processors, cause the one or more processors to perform the game skill demonstration method of any one of claims 1-10.
CN202010910833.7A 2020-09-02 2020-09-02 Game skill display method, device, equipment and storage medium Pending CN112044064A (en)

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