CN112076468B - Virtual environment picture display method, device, equipment and storage medium - Google Patents

Virtual environment picture display method, device, equipment and storage medium Download PDF

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Publication number
CN112076468B
CN112076468B CN202010983658.4A CN202010983658A CN112076468B CN 112076468 B CN112076468 B CN 112076468B CN 202010983658 A CN202010983658 A CN 202010983658A CN 112076468 B CN112076468 B CN 112076468B
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replenishment
virtual
virtual object
area
virtual environment
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CN112076468A (en
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刘智洪
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Tencent Technology Shenzhen Co Ltd
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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
    • A63F13/45Controlling the progress of the video game
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Processing Or Creating Images (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The application discloses a display method, a display device, display equipment and a storage medium of a virtual environment picture, and belongs to the field of human-computer interaction. The method comprises the following steps: displaying a virtual environment picture, wherein the virtual environment picture comprises a supply area, and the supply area is used for representing the position of a supply box prop in the virtual environment; displaying, in response to the first virtual object being located in the replenishment area, occupancy information in the virtual environment screen, the occupancy information for prompting the replenishment area to be occupied by the first virtual object; and displaying a supply box prop in the supply area according to the occupation information, wherein the supply box prop belongs to the first virtual object. Whether the supply box channel tool belongs to the first virtual object or not is determined by judging whether the first virtual object occupies the supply area or not, so that the position of the supply box channel tool in the virtual environment cannot be predicted by a user, and the diversification and the intensity of the battle are increased.

Description

Virtual environment picture display method, device, equipment and storage medium
Technical Field
The present application relates to the field of human-computer interaction, and in particular, to a method, an apparatus, a device, and a storage medium for displaying a virtual environment image.
Background
In an application program based on a three-dimensional virtual environment, such as a first-person shooting game, a user can control a virtual object to obtain a supply box prop in the virtual environment, wherein at least one virtual prop is arranged in the supply box prop and used for supplying consumption of the virtual object to the virtual prop in the game process.
The virtual object obtains the supply box prop in two ways: firstly, calling a virtual carrier (such as a helicopter) through a calling prop (such as a signal bomb) of a virtual object device, and airdropping a box prop to the position of the virtual object by the virtual carrier in an airdropping mode; secondly, in the game process, the virtual vehicle aircasts box props to the virtual environment at a fixed air route and a fixed time interval.
Two kinds of control virtual object that provide obtain the mode of supplying the case stage property among the above-mentioned technical scheme, the user can both predict time and the position that supplies the case stage property to descend in virtual environment in advance to control virtual object and remove the position that supplies the case stage property probably to descend in advance, and then obtain supplying the case stage property, will lengthen the game duration of single office like this, when the number of people of online pair office is more simultaneously (for example, evening or a large amount of users are online simultaneously on the weekend), server operating pressure is great.
Disclosure of Invention
The embodiment of the application provides a display method, a display device, display equipment and a storage medium of a virtual environment picture, wherein whether a supply box channel tool belongs to a first virtual object is determined by judging whether the first virtual object occupies a supply area, so that a user cannot predict the position of the supply box channel tool in the virtual environment, and the diversification and the intensity of battles are increased. The technical scheme is as follows:
according to an aspect of the present application, there is provided a method for displaying a virtual environment screen, the method including:
displaying a virtual environment picture, wherein the virtual environment picture comprises a supply area, and the supply area is used for representing the position of a supply box prop appearing in the virtual environment;
displaying occupancy information in the virtual environment screen in response to a first virtual object being located in the replenishment area, the occupancy information being used to prompt the replenishment area to be occupied by the first virtual object;
and displaying the replenishment box path in the replenishment area according to the occupation information, wherein the replenishment box path belongs to the first virtual object.
According to another aspect of the present application, there is provided a display apparatus of a virtual environment screen, the apparatus including:
the system comprises a display module, a display module and a display module, wherein the display module is used for displaying a virtual environment picture, the virtual environment picture comprises a supply area, and the supply area is used for representing the position of a supply box prop in a virtual environment;
the display module is used for responding to the situation that a first virtual object is located in the replenishment area, and displaying occupation information in the virtual environment picture, wherein the occupation information is used for prompting that the replenishment area is occupied by the first virtual object;
and the display module is used for displaying the supply box channel tool in the supply area according to the occupation information, and the supply box channel tool belongs to the first virtual object.
According to another aspect of the present application, there is provided a computer device comprising: a processor and a memory, the memory having stored therein at least one instruction, at least one program, a set of codes, or a set of instructions, the at least one instruction, the at least one program, the set of codes, or the set of instructions being loaded and executed by the processor to implement the method of displaying a picture of a virtual environment as described above.
According to another aspect of the present application, there is provided a computer-readable storage medium having stored therein at least one instruction, at least one program, code set, or set of instructions that is loaded and executed by a processor to implement the display method of a virtual environment screen as described above.
According to another aspect of the present application, there is provided a computer program product or computer program comprising computer instructions stored in a computer readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and executes the computer instructions to cause the computer device to execute the display method of the virtual environment screen as described above.
The beneficial effects that technical scheme that this application embodiment brought include at least:
whether the supply box channel tool belongs to the first virtual object is determined by judging whether the first virtual object occupies a supply area, so that the position of the supply box tool in a virtual environment cannot be predicted by a user, the virtual object cannot be controlled to move to the position where the supply box possibly appears in advance, the right of ownership of the supply box tool is determined by occupying the supply area, the mode that the virtual object acquires the virtual tool becomes more random and diversified, the diversification and the intensity of battle are increased, the game duration of a single game is shortened, and when the number of people who simultaneously perform online battle (such as night or a large number of users on the weekend) is large, the service pressure of a server is reduced.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the description below are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings without creative efforts.
FIG. 1 is a block diagram of a computer system provided in an exemplary embodiment of the present application;
FIG. 2 is a schematic diagram of a state synchronization technique provided by an exemplary embodiment of the present application;
FIG. 3 is a schematic diagram of a frame synchronization technique provided by an exemplary embodiment of the present application;
FIG. 4 is a flowchart of a method for displaying a virtual environment screen according to an exemplary embodiment of the present application;
fig. 5 is a flowchart of a method for displaying a virtual environment screen according to another exemplary embodiment of the present application;
FIG. 6 is a diagram of a virtual environment screen provided by an exemplary embodiment of the present application;
FIG. 7 is a diagram of a virtual environment screen provided by another exemplary embodiment of the present application;
FIG. 8 is a diagram of a virtual environment screen provided by another exemplary embodiment of the present application;
FIG. 9 is a schematic illustration of a virtual environment screen provided by another exemplary embodiment of the present application;
FIG. 10 is a schematic illustration of a virtual environment screen provided by another exemplary embodiment of the present application;
FIG. 11 is a diagram of a virtual environment screen provided by another exemplary embodiment of the present application;
FIG. 12 is a diagram of a virtual environment screen provided by another exemplary embodiment of the present application;
FIG. 13 is a schematic illustration of a virtual environment screen provided in accordance with another exemplary embodiment of the present application;
fig. 14 is a flowchart of a method for displaying a virtual environment screen according to another exemplary embodiment of the present application;
FIG. 15 is a diagram of a virtual environment screen provided by another exemplary embodiment of the present application;
FIG. 16 is a block diagram of a display device of a virtual environment screen provided in an exemplary embodiment of the present application;
fig. 17 is a schematic device structure diagram of a computer apparatus according to an exemplary embodiment of the present application.
Detailed Description
To make the objects, technical solutions and advantages of the present application more clear, the following detailed description of the embodiments of the present application will be made with reference to the accompanying drawings.
First, terms referred to in the embodiments of the present application will be described:
virtual environment: is a virtual environment that is displayed (or provided) when an application is run on the terminal. The virtual environment may be a simulation environment of a real world, a semi-simulation semi-fictional environment, or a pure fictional environment. The virtual environment may be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment, which is not limited in this application. The following embodiments are illustrated with the virtual environment being a three-dimensional virtual environment.
Virtual object: refers to a movable object in a virtual environment. The movable object can be a virtual character, a virtual animal, an animation character, etc., such as: characters, animals, plants, oil drums, walls, stones, etc. displayed in a three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional volumetric model created based on animated skeletal techniques. Each virtual object has its own shape and volume in the three-dimensional virtual environment, occupying a portion of the space in the three-dimensional virtual environment. A virtual object broadly refers to one or more virtual objects in a virtual environment.
Supplying the box prop: the box type prop is a box type prop filled with virtual props, and a supply box way is used for supplying the virtual props consumed in the virtual environment for virtual objects. When the virtual object obtains the supply box prop, the virtual prop loaded in the supply box prop can be obtained. The virtual props in the supply box props are randomly distributed, at least one virtual prop is arranged in each supply box prop, and when a plurality of virtual props are arranged in each supply box prop, the virtual props belong to the same type or different types, such as a shooting type virtual prop, a throwing type virtual prop, a protection type virtual prop, a life value (or energy value) supplementing type virtual prop, accessory type virtual props (such as a magazine and 4-time mirrors) and the like. Illustratively, the user may control the virtual object to select a desired virtual item from the supply channel items, and a virtual item in a supply channel item may be obtained by one virtual object or a plurality of virtual objects.
A collision box: the virtual model is set on a model corresponding to a virtual element and is invisible on a user interface, and the virtual element is any element included in a virtual environment, such as a virtual prop, a virtual object, and a certain area in the virtual environment. The embodiment of the application comprises two collision boxes, wherein one collision box is arranged aiming at a supply area, and the other collision box is arranged aiming at a supply box channel tool. The collision box corresponding to the replenishment area is used for displaying corresponding occupation information according to the identity of the virtual object occupying the replenishment area at present; when a plurality of virtual objects are located in the replenishment area, the collision box corresponding to the replenishment area is used for switching and displaying the occupation information into the interruption occupation information according to the plurality of virtual objects located in the replenishment area. And the collision box corresponding to the supply box prop is used for enabling the virtual object close to the supply box prop to obtain the virtual prop in the supply box prop. Illustratively, the crash box is a model for simulating the shape of the virtual element, and the closer the shape and size of the crash box are to the model of the virtual element, the more accurate the judgment result of the crash box is. Illustratively, for ease of calculation, the crash box may be a regular, computationally-advantageous shape, or a combination of a plurality of regular, computationally-advantageous shapes, such as a cuboid, cube, cylinder, sphere, cone, or the like.
First Person shooter game (FPS): the shooting game is a shooting game that a user can play from a first-person perspective, and a screen of a virtual environment in the game is a screen that observes the virtual environment from a perspective of a first virtual object. In the game, at least two virtual objects carry out a single-game fighting mode in a virtual environment, the virtual objects achieve the purpose of survival in the virtual environment by avoiding attacks initiated by other virtual objects and dangers (such as poison circle, marshland and the like) existing in the virtual environment, when the life value of the virtual objects in the virtual environment is zero, the life of the virtual objects in the virtual environment is ended, and finally the virtual objects which survive in the virtual environment are winners. Optionally, each client may control one or more virtual objects in the virtual environment with the time when the first client joined the battle as a start time and the time when the last client exited the battle as an end time. Optionally, the competitive mode of the battle may include a single battle mode, a double group battle mode or a multi-person group battle mode, and the competitive mode is not limited in the embodiment of the application.
The method provided in the present application may be applied to a virtual reality application program, a three-dimensional map program, an FPS game, a Multiplayer Online tactical sports game (MOBA), and the like, and the following embodiments are exemplified by applications in Games.
The game based on the virtual environment is composed of one or more maps of game worlds, the virtual environment in the game simulates the scene of a real world, the user can control the virtual object in the game to walk, run, jump, shoot, fight, drive, be attacked by other virtual objects, be injured by the virtual environment, attack other virtual objects, obtain virtual props in the supplementary box props, help teammates and other actions, the interactivity is strong, and a plurality of users can form a team on line to play a competitive game. When a plurality of virtual objects fight in a virtual environment (the virtual objects belong to different teams), the virtual objects use a plurality of virtual props, the virtual objects continuously consume the virtual props along with the lapse of fighting time, and the virtual objects can obtain the virtual props by attacking other virtual objects (after the attacked virtual objects are killed, the virtual objects pick up the virtual props equipped with the killed virtual objects), or the virtual objects obtain the virtual props by obtaining a supply box prop.
The embodiment of the application provides a display method of a virtual environment picture, whether a supply box channel tool belongs to a first virtual object is determined by judging whether the first virtual object occupies a supply area, so that a user cannot predict the position of the supply box tool in the virtual environment, and further cannot control the virtual object to move to the position where the supply box possibly appears in advance, thereby increasing the diversification and the intensity of battles, shortening the game duration of a single game, and reducing the service pressure of a server.
FIG. 1 shows a block diagram of a computer system provided in an exemplary embodiment of the present application. The computer system 100 includes: a first terminal 120, a server 140, and a second terminal 160.
The first terminal 120 is installed and operated with an application program supporting a virtual environment. The application program may be any one of a Virtual Reality application program, a three-dimensional map program, an FPS game, an MOBA game, a multi-player gunfight type survival game, a large-fleeing-and-killing type shooting game, a Virtual Reality (VR) application program, and an Augmented Reality (AR) program. The first terminal 120 is a terminal used by a first user who uses the first terminal 120 to control a first virtual object located in a virtual environment to perform activities including, but not limited to: adjusting at least one of body pose, walking, running, jumping, riding, aiming, picking up, obtaining supply tank props, attacking other virtual objects. Illustratively, the first virtual object is a first virtual person, such as a simulated person object or an animated person object.
The first terminal 120 is connected to the server 140 through a wireless network or a wired network.
The server 140 includes at least one of a server, a plurality of servers, a cloud computing platform, and a virtualization center. Illustratively, the server 140 includes a processor 144 and a memory 142, where the memory 142 includes a receiving module 1421, a control module 1422 and a sending module 1423, and the receiving module 1421 is configured to receive a request sent by a client, for example, receive a request sent by the client to use a casing property; the control module 1422 is configured to place the supply box lane tool in a virtual environment; the sending module 1423 is configured to send a response to the client, such as sending a message to the client that the virtual item in the supplemented item has been acquired. The server 140 is used to provide background services for applications that support a three-dimensional virtual environment. Alternatively, the server 140 undertakes the primary computing job and the first terminal 120 and the second terminal 160 undertakes the secondary computing job; alternatively, the server 140 undertakes the secondary computing work and the first terminal 120 and the second terminal 160 undertakes the primary computing work; alternatively, the server 140, the first terminal 120, and the second terminal 160 perform cooperative computing by using a distributed computing architecture.
The server 140 may employ synchronization techniques to make the visual appearance consistent among multiple clients. Illustratively, the synchronization techniques employed by the server 140 include: a state synchronization technique or a frame synchronization technique.
State synchronization techniques
In an alternative embodiment based on fig. 1, the server 140 employs a state synchronization technique to synchronize with multiple clients. In the state synchronization technique, as shown in fig. 2, the combat logic runs in the server 140. When a state change occurs to a virtual object in the virtual environment, the server 140 sends the state synchronization result to all clients, such as clients 1 to 10.
In one example, client 1 sends a request to server 140, where the request is used to request virtual object 1 to perform an operation of acquiring a supply item, server 140 determines whether virtual object 1 can perform the operation of acquiring the supply item, and acquires a virtual item loaded in the supply item channel device when virtual object 1 performs the operation of acquiring the supply item. Then, the server 140 sends the virtual object for obtaining the supply box prop to all the clients, and all the clients update the local data and the interface expression according to the obtaining condition of the supply box prop.
Frame synchronization technique
In an alternative embodiment based on fig. 1, the server 140 employs a frame synchronization technique to synchronize with multiple clients. In the frame synchronization technique, as shown in fig. 3, combat logic operates in each client. Each client sends a frame synchronization request to the server, where the frame synchronization request carries data changes local to the client. After receiving a frame synchronization request, the server 140 forwards the frame synchronization request to all clients. And after each client receives the frame synchronization request, processing the frame synchronization request according to local combat logic, and updating local data and interface expression.
The second terminal 160 is installed and operated with an application program supporting a virtual environment. The application program may be any one of a Virtual Reality application program, a three-dimensional map program, an FPS game, an MOBA game, a multi-player gunfight type survival game, a large-fleeing-and-killing type shooting game, a Virtual Reality (VR) application program, and an Augmented Reality (AR) program. The second terminal 160 is a terminal used by a second user who uses the second terminal 160 to control a second virtual object located in the virtual environment to perform an activity including, but not limited to: adjusting at least one of body posture, walking, running, jumping, riding, aiming, picking up, obtaining supply tank props, attacking other virtual objects. Illustratively, the second virtual object is a second virtual person, such as a simulated person object or an animated person object.
Optionally, the first virtual character object and the second virtual character object are in the same virtual environment. Alternatively, the first avatar object and the second avatar object may belong to the same team, organization, business, have a friend relationship, or have temporary communication rights. Alternatively, the first virtual character object and the second virtual character object may belong to different camps, different teams, different organizations, or have an enemy relationship.
Optionally, the applications installed on the first terminal 120 and the second terminal 160 are the same, or the applications installed on the two terminals are the same type of application on different operating system platforms (android or IOS). The first terminal 120 may generally refer to one of a plurality of terminals, and the second terminal 160 may generally refer to one of a plurality of terminals, and this embodiment is only illustrated by the first terminal 120 and the second terminal 160. The device types of the first terminal 120 and the second terminal 160 are the same or different, and include: at least one of a smartphone, a tablet, an e-book reader, an MP3 player, an MP4 player, a laptop portable computer, and a desktop computer. The following embodiments are illustrated with the terminal comprising a smartphone.
Those skilled in the art will appreciate that the number of terminals may be greater or less. For example, the number of the terminals may be only one, or several tens or hundreds of the terminals, or more. The number of terminals and the type of the device are not limited in the embodiments of the present application.
Fig. 4 is a flowchart illustrating a display method of a virtual environment screen according to an exemplary embodiment of the present application, where the method may be applied to the first terminal 120 or the second terminal 160 in the computer system 100 shown in fig. 1 or other terminals in the computer system. The method comprises the following steps:
step 401, displaying a virtual environment picture, where the virtual environment picture includes a replenishment area, and the replenishment area is used to indicate a position where the replenishment box prop appears in the virtual environment.
Illustratively, an application program supporting a virtual environment is run on a terminal used by a user, and when the user runs the application program, a screen corresponding to the application program is displayed on a display screen of the terminal. Taking a game application as an example, when the game application is running, a display screen of the terminal displays a virtual environment picture in the game. Illustratively, the virtual environment screen is a screen obtained by observing the virtual environment with the first virtual object as a viewing angle.
And displaying a replenishment area in the virtual environment picture, wherein the replenishment area is positioned at any position in the virtual environment or at a preset position in the virtual environment, and the position of the preset position in the virtual environment is fixed. Illustratively, the replenishment area occurs at any time during a one-spot battle, i.e., multiple times (rounds) during a one-spot battle, or once at a fixed time during a one-spot battle. When the replenishment areas appear in one battle, the number of replenishment areas appearing in the virtual environment at a time is the same or random, and the embodiment of the present application is described by taking an example in which the number of replenishment areas appearing in the virtual environment at a time is random. When the replenishment areas appear in one battle, the time intervals between two adjacent replenishment areas are the same or random, that is, the replenishment areas are displayed in the virtual environment screen at regular time intervals, or the replenishment areas appear in the virtual environment screen at random time intervals.
Illustratively, the replenishment area is a two-dimensional graphic, e.g., the replenishment area is a circular area, a rectangular area, a triangular area, a pentagonal area, a hexagonal area, or a polygonal area located on the floor of the virtual environment. Illustratively, the replenishment area is a three-dimensional model, for example, the replenishment area is a hemispherical area, a cubic area, a cylindrical area, a conical area, or a tetrahedral area located in a three-dimensional virtual environment, and the shape of the replenishment area is not limited in the embodiments of the present application.
Further, the virtual environment displayed by the virtual environment screen includes: at least one element selected from the group consisting of mountains, flat ground, rivers, lakes, oceans, deserts, sky, plants, buildings, and vehicles.
Step 402, in response to the first virtual object being located in the replenishment area, displaying occupancy information in the virtual environment screen, the occupancy information being used to prompt that the replenishment area is occupied by the first virtual object.
The occupation information is prompt information displayed after the virtual object occupies the replenishment area, and the occupation information is in one-to-one correspondence with the virtual object entering the replenishment area, that is, when the virtual object entering the replenishment area is the virtual object a, the occupation information is displayed on a terminal used by a user controlling the virtual object a.
Taking a game application as an example, when a user sees that a replenishment area is displayed in a virtual environment picture, the first virtual object is controlled to move into the replenishment area, at this time, the first virtual object occupies the replenishment area, and the terminal used by the user observes that occupation information including at least one of characters, numbers, graphics, signs, symbols and letters is displayed on the virtual environment picture, for example, the occupation information is "you have occupied area" or "in possession", and the occupation information is displayed at any position in the virtual environment picture, for example, the occupation information is displayed at the middle of the virtual environment picture.
When the first virtual object occupies the replenishment area A, the first virtual object sends an occupation request to the server corresponding to the game application program, the server sends an occupation response to the game application program according to the occupation request, data of the first virtual object occupying the replenishment area A are synchronized to the game application programs corresponding to other virtual objects, the game application programs corresponding to the other virtual objects update interface expressions, and occupation information of the first virtual object occupying the replenishment area A is also displayed.
And 403, displaying a supply box prop in the supply area according to the occupation information, wherein the supply box prop belongs to the first virtual object.
The supply box prop is a box-type prop used for loading the virtual prop. The supply box channel tool comprises at least one type of virtual prop, the supply box channel tool comprises at least one virtual prop, and at least one virtual object obtains the virtual prop from the supply box prop. The virtual props are virtual props used by virtual objects in a virtual environment, and comprise multiple types including at least one of shooting type virtual props, throwing type virtual props, protection type virtual props, supplementary life value type virtual props and accessory type virtual props.
Illustratively, the occupation information includes a progress bar, and when the progress bar is completely loaded, the replenishment box prop is displayed in the replenishment area. Illustratively, the occupancy information includes countdown information that when the countdown is zero, the replenishment box prop is displayed in the replenishment area.
Illustratively, the display time of the supply box prop is provided with a display time threshold, and when the display time exceeds the display time threshold, the supply box prop cancels display in the virtual environment no matter whether a virtual prop remains in the supply box prop or not. Illustratively, when all the virtual props in the supply box props are acquired, namely no virtual prop exists in the supply box props, the supply box props are cancelled to be displayed in the virtual environment.
After the supply box prop is displayed in the supply area, the user controls the first virtual object to obtain the virtual prop in the supply box prop, illustratively, the first virtual object does not take all the virtual props in the supply box prop, and other virtual objects can also obtain the remaining virtual props in the supply box prop.
In summary, in the method provided in this embodiment, whether the supply box channel tool belongs to the first virtual object is determined by determining whether the first virtual object occupies the supply area, so that the user cannot predict the position of the supply box tool in the virtual environment, and further cannot control the virtual object to move to a position where the supply box may appear in advance, and determine the right of ownership of the supply box tool by occupying the supply area, so that the manner in which the virtual object acquires the virtual object becomes more random and diversified, the diversity and the intensity of battles are increased, the game duration of a game of a single game is shortened, and when the number of people in the same game is large (for example, a large number of users are online at night or on the weekend), the service pressure of the server is reduced.
The process of displaying the additional box property on the virtual environment picture is explained by combining the user interface.
Fig. 5 is a flowchart illustrating a method for displaying a virtual environment screen according to another exemplary embodiment of the present application. The method may be applied in the first terminal 120 or the second terminal 160 in the computer system 100 as shown in fig. 1 or in other terminals in the computer system. The method comprises the following steps:
step 501, displaying a virtual environment picture, where the virtual environment picture includes a replenishment area, and the replenishment area is used for representing a position where a replenishment box prop appears in the virtual environment.
As shown in fig. 6, the virtual environment screen 10 is a screen obtained by observing the virtual environment from the viewpoint of the first virtual object 13. A replenishment area 11 is displayed on the virtual environment screen 10, and the replenishment area 11 is a circular (or elliptical) area and is positioned on the floor of the virtual environment. Illustratively, the location of the replenishment area 11 is randomly generated, and the time at which the replenishment area 11 is displayed in the virtual environment is random.
The user controls the first virtual object 13 to move towards the replenishment area 11 so that the first virtual object 13 occupies the replenishment area 11. The occupancy information of the replenishment area 11 occupied will be displayed on the virtual environment screen.
The display of occupancy information includes the following two cases: 1. the replenishment area comprises a virtual object, and occupation information corresponding to the virtual object is displayed; 2. at least two virtual objects are included in the replenishment area, and occupation information corresponding to a winning virtual object is displayed among the virtual objects through competition. Two cases will be described separately.
1. The replenishment area includes a virtual object, and occupancy information corresponding to the virtual object is displayed.
Step 502, in response to the first virtual object being located in the replenishment area, acquiring first collision information generated when the first virtual object collides with the first collision box, wherein the first collision information is used for indicating that the first virtual object enters the replenishment area.
The replenishment area is provided with a first collision box for detecting the identity of the virtual object entering the replenishment area, thereby determining whether to display the occupancy information or interrupt the occupancy information in the virtual environment screen.
As shown in fig. 7, the first crash box 14 is provided in the replenishment area 11, the first crash box 14 is a virtual model that is bound to the model corresponding to the replenishment area 11 and is invisible on the user interface, and the closer the shape and size of the first crash box 14 are to the model corresponding to the replenishment area 11, the more accurate the first crash box 14 is in detecting the identity of the virtual object. For example, the supply area 11 is circular, and the first crash box 14 is spherical with a radius corresponding to the radius of the supply area 11. Illustratively, for convenience of calculation, the first crash box 14 may be a regular shape that facilitates calculation, or a combination of a plurality of regular shapes that facilitate calculation, and the embodiment is described by taking the first crash box 14 as a cube. One of the replenishment zones is provided with a crash box, it being noted that the first crash box 14 is a model not visible to the user, and is only illustrated in fig. 7.
When the first virtual object enters the replenishment area, the first virtual object collides with the first collision box to generate first collision information, and the game application program acquires the first collision information, wherein the first collision information comprises at least one of the following information: the identity of the virtual object that collided with the first crash box, the number of virtual objects that collided, and the location of the first crash box (replenishment area) in the virtual environment.
Step 503, displaying the occupation information in the virtual environment screen according to the first collision information.
The game application displays occupancy information corresponding to the replenishment area based on the first collision information, and as shown in fig. 8, the first virtual object 13 is positioned in the replenishment area 11, occupies the replenishment area 11, and the occupancy information 15 is displayed on the virtual environment screen 20. Illustratively, the occupancy information 15 includes characters, signs, numbers, and letters, "occupied" indicates that the replenishment area 11 is occupied by the first virtual object 13, "a" indicates the area identification of the replenishment area 11 (a unique area identification is associated with each replenishment area), "0 meter" indicates the distance between the first virtual object 13 and the replenishment area 11.
2. At least two virtual objects are included in the replenishment area, and occupation information corresponding to the winning virtual object is displayed among the virtual objects through competition.
Step 504, in response to that the first virtual object is located in the replenishment area and the second virtual object also enters the replenishment area, acquiring second collision information generated when the second virtual object collides with the first collision box, wherein the second collision information is used for indicating that the second virtual object enters the replenishment area.
Illustratively, as shown in fig. 9, when the first virtual object 13 is already located in the replenishment area 11, the second virtual object 17 also enters the replenishment area 11, and at this time, the second virtual object 17 and the first virtual object occupy the replenishment area 11 at the same time. The replenishment area 11 is provided with a first crash box 14, the first crash box 14 also detecting a second virtual object 17 entering the replenishment area 11. Similarly, when the first crash box 14 collides with the second virtual object 17, second collision information is generated, and the second collision information includes at least one of the following information: the identity of the virtual object that collided with the first crash box, the number of virtual objects that collided, and the location of the first crash box (replenishment area) in the virtual environment.
And 505, switching and displaying the occupation information into interruption occupation information according to the second collision information, wherein the interruption occupation information is used for prompting that the process of occupying the replenishment area by the first virtual object is interrupted by the second virtual object.
The game application displays the occupancy information corresponding to the replenishment area based on the second collision information, as shown in fig. 9. The first virtual object 13 and the second virtual object 17 are located in the replenishment area 11 at the same time, and the replenishment area display 16 is displayed on the virtual environment screen, the replenishment area display 16 including characters, numerals, letters, and marks, "in dispute" indicating that the replenishment area 11 is "preempted" by the first virtual object 13 and the second virtual object 17, "a" indicating the area identification of the replenishment area 11 (a unique area identification is associated with each replenishment area), "2 meters" indicating the distance between the first virtual object 13 and the replenishment area 11.
When the replenishment area includes at least two virtual objects, the virtual objects determine the ownership of the replenishment area through the fight, and illustratively, the first virtual object fights against the second virtual object, and when one virtual object kills another virtual object (the life value of the killed virtual object is zero), the ownership of the replenishment area belongs to the winning virtual object (the killed virtual object). It is understood that, when the replenishment area includes a plurality of virtual objects, the ownership of the replenishment area is determined by competition among the plurality of virtual objects, and the final winning virtual object occupies the replenishment area, the occupation information is displayed in the virtual environment screen.
Step 506, in response to the duration that the occupation information is displayed in the virtual environment picture exceeding the display duration threshold, displaying a replenishment trunk item in the replenishment area.
Illustratively, the occupation information is provided with a display time period threshold, the display time period threshold is represented by a smoke effect, as shown in the upper graph of fig. 10, the time period of the occupation information is represented by the smoke effect 18, the smoke effect 18 gradually decreases in concentration along with the change of time, when the smoke disappears, the occupation information is no longer displayed on the virtual environment picture, and a replenishment box prop 19 is displayed in the replenishment area, as shown in the lower graph of fig. 10. Illustratively, the occupancy information is provided with countdown information, and when the countdown time returns to zero, the virtual environment screen no longer displays the occupancy information, and the replenishment box property 19 is displayed in the replenishment area. Illustratively, the occupation information is provided with a loading progress bar, and when the loading of the loading progress bar is finished, the virtual environment picture does not display the occupation information any more, and the replenishment box prop 19 is displayed in the replenishment area.
And 507, responding to the receiving of the obtaining operation on the supply box prop, and controlling the first virtual object to obtain the virtual prop from the supply box prop.
The supply box prop is provided with a second collision box. The identity of the first virtual object is determined using the second crash box, such that the first virtual object obtains the virtual item from the supply tank item. Step 507 may be replaced by the following steps:
step 5071, in response to the first virtual object approaching the supply tank prop, obtaining third collision information generated when the first virtual object collides with the second collision box.
As shown in the upper diagram of fig. 11, a replenishment item box 19 is displayed in the replenishment area 11, the replenishment item box is provided with a second collision box 21, when the first virtual object approaches the replenishment item box, the first virtual object collides with the second collision box to generate third collision information, and the game application program acquires the third collision information, wherein the third collision information includes at least one of the following information: the identity of the virtual object colliding with the second crash box 21, the number of virtual objects colliding, and the location of the second crash box (refill box prop) in the virtual environment. It should be noted that the second crash box is not displayed in the virtual environment screen, that is, the user cannot see the second crash box when controlling the virtual object to play the game, and fig. 11 is only an illustration.
And step 5072, displaying an acquisition control on the virtual environment picture according to the third collision information.
The game application third collision information determines that there is a virtual object occupying the replenishment area 11, illustratively the first virtual object 13, and the capture control 22 is displayed on the virtual environment screen viewed from the perspective of the first virtual object 13, as shown in the upper diagram of fig. 12. In one example, the acquisition control 22 is named as an acquisition airdrop control, and the name of the acquisition control is not limited in the embodiments of the present application.
Step 5073, in response to receiving the obtaining operation on the obtaining control, controlling the first virtual object to obtain the virtual item from the supply tank item.
When the terminal used by the user is a terminal with a touch display screen, such as a smart phone or a tablet computer, the obtaining operation includes: a single click operation, a double click operation (including at least one of a double-finger double click operation and a single-finger double click operation), a long press operation, a slide operation, a drag operation, a hover operation, and combinations thereof.
When the terminal used by the user is a terminal connected with an external access device, such as a desktop computer, the obtaining operation includes an operation generated when the external input device is triggered, for example, the obtaining operation is an operation generated when the user clicks a left mouse button.
Illustratively, a user controls the first virtual object 13 by using a smartphone, and the user controls the first virtual object 13 to obtain the virtual item from the supply box item 19 by clicking the obtaining control 22. At this time, a virtual environment screen as shown in the lower diagram of fig. 12 is displayed, a progress bar 23 corresponding to the acquisition of the virtual item is displayed in the virtual environment screen, and when the progress bar 23 is loaded completely (the progress bar is filled with black), the first virtual object 13 acquires the virtual item in the supplementary item 19.
As shown in fig. 13, the first virtual object 13 acquires the virtual item 24, and a prompt message 25 is displayed on the virtual environment screen, where the prompt message 25 is used to prompt the user that the first virtual object 13 acquires the virtual item. Illustratively, the first virtual object 13 obtains the continuous killing type virtual prop 24, where the continuous killing type prop refers to a virtual prop obtained after the virtual object continuously kills a preset number of virtual objects in a virtual environment, and generally the killing force (or attacking force) of the type of virtual prop is relatively strong.
In summary, in the method provided in this embodiment, whether the supply box channel tool belongs to the first virtual object is determined by determining whether the first virtual object occupies the supply area, so that the user cannot predict the position of the supply box tool in the virtual environment, and further cannot control the virtual object to move to a position where the supply box may appear in advance, and determine the right of ownership of the supply box tool by occupying the supply area, so that the manner in which the virtual object acquires the virtual object becomes more random and diversified, the diversity and the intensity of battles are increased, the game duration of a game of a single game is shortened, and when the number of people in the same game is large (for example, a large number of users are online at night or on the weekend), the service pressure of the server is reduced.
The occupation information is displayed by acquiring the first collision information generated when the first virtual object collides with the first collision box, so that the occupation information represents that the replenishment area is occupied by the first virtual object, the first virtual object can be ensured to accurately acquire the replenishment box prop and acquire the virtual prop in the replenishment box prop, and the mode that the virtual object acquires the virtual prop becomes more random and diversified.
When the first virtual object is located in the replenishment area and the second virtual object also enters the replenishment area, interruption occupation information is displayed by acquiring second collision information generated when the second virtual object collides with the first collision box, the interruption occupation information indicates that the process of occupying the replenishment area by the first virtual object is interrupted by the second virtual object, so that the first virtual object and the second virtual object are triggered to occupy the scene of the replenishment area for acquiring the replenishment box prop, and the diversification and the intensity of the battle are increased.
The occupation right of the replenishment area is seized through the fight between the first virtual object and the second virtual object, the interruption occupation information is switched and displayed to be occupation information according to the winning virtual object, and the occupation information shows that the replenishment area is occupied by the winning virtual object, so that the winning virtual object can accurately obtain the replenishment box prop and obtain the virtual prop in the replenishment box prop, and the mode that the virtual object obtains the virtual prop becomes more random and diversified.
Through setting up the long threshold value of demonstration duration to occupation information to the time of long threshold value control supply case way utensil demonstration in the supply region is shown to trigger other virtual objects and occupy the supply region, thereby make the mode of obtaining supply case property more random diversification, increased the diversification and the intensity of fight.
Through implement the operation of acquireing on supply tank stage property for first virtual object can acquire virtual stage property from supply tank stage property, thereby makes the mode that virtual object acquireed virtual stage property diversified more at random, has increased the diversification and the violent degree of fight.
Through setting up the second collision box on supply box stage property, be close to the collision box as first virtual object, through acquireing the third collision information display that first virtual object and second collision box produced when colliding and acquireing the controlling part for the user can acquire the virtual stage property in the supply box stage property through triggering acquisition controlling part control first virtual object more directly perceivedly.
Fig. 14 is a flowchart illustrating a method for displaying a virtual environment screen according to another exemplary embodiment of the present application, which may be applied to the first terminal 120 or the second terminal 160 in the computer system 100 shown in fig. 1 or other terminals in the computer system. The method comprises the following steps:
step 1401, start.
The terminal used by the user is provided with a game application program, and the user starts the game application program on the terminal and displays the virtual environment picture.
At step 1402, the game application begins to refresh the replenishment area.
Illustratively, the game application sends a refresh request to the server, the refresh request requesting the game application to refresh the replenishment area in the virtual environment screen. The server randomly selects n number of region position points (n is a positive integer) from the virtual environment, generates n number of replenishment regions from the n number of region position points, transmits the generated n number of replenishment regions to the game application, and the game application displays a virtual environment screen from the n number of replenishment regions.
Illustratively, the server sends n randomly selected area location points to the game application program, and the game application program generates a replenishment area according to the n location points and refreshes a virtual environment screen, where the refreshed virtual environment screen includes the generated replenishment area.
Illustratively, the server sends all regional position points in the virtual environment, which may generate the replenishment areas, to the game application, and the game application randomly selects n regional position points from the virtual environment, generates n replenishment areas according to the n regional position points, and displays a virtual environment screen according to the n replenishment areas.
In some embodiments, the replenishment areas repeat multiple rounds in a game, with the number and location of replenishment areas occurring in each round being random. Schematically, a virtual environment screen displays the generation process of N rounds of replenishment areas, N replenishment areas are generated in the ith round, i and N are positive integers, and i is less than or equal to N.
As shown in fig. 15, the virtual environment screen is a screen obtained by observing the virtual environment from a top view. In the virtual environment screen, 7 circles of different sizes are displayed, the circles corresponding to 7 replenishment areas, and the 7 replenishment areas are generated from 7 area position points selected at random in the virtual environment. Illustratively, the 7 make-up zones are the make-up zones generated by the 3 rd round in a one-wheel strategy. Schematically, the size of the circle corresponds to the size of the supply area one by one, and also corresponds to the virtual props in the supply trunk. Illustratively, 7 replenishment areas are generated in a fixed order by the numbers shown in fig. 15, or 7 replenishment areas are generated simultaneously. Illustratively, in a one-wheel-pair office process, 2 make-up zones are generated for round 2, 10 make-up zones are generated for round 1, with a 3 minute time interval between round 1 and round 2, and a 5 minute time interval between round 2 and round 3.
Illustratively, in response to all of the replenishment areas generated in round i being occupied, the game application re-randomly selects m (m is a positive integer) area position points from the virtual environment according to a preset condition, and generates m replenishment areas in round i +1 according to the m area position points. The preset condition includes at least one of the following conditions: the generation time of the latest round of replenishment area; the number of generated replenishment areas in the last round; a generation location of a most recent round of replenishment area in the virtual environment; when the latest round of replenishment area is occupied by the virtual object, the team to which the virtual object belongs; fight information for the first virtual object and the second virtual object.
In one example, if 7 replenishment areas generated in the 3 rd round are occupied by the virtual object, the area position point corresponding to the 4 th round replenishment area is randomly selected and generated from the virtual environment again, the area position point corresponding to the 4 th round replenishment area is selected according to the fight information of the first virtual object and the second virtual object, when the first virtual object occupies the replenishment area in the 3 rd round, the second virtual object is killed, and when the area position point corresponding to the 4 th round replenishment area is selected, the position of the second virtual object is closer to the position of the first virtual object, and the position of the first virtual object is farther from the position of the second virtual object.
The random described in the embodiment of the present application means that the generation of the replenishment area is not regular, the selection of the area position point is not regular, and even if the game application is refreshed an unlimited number of times, the user cannot know the generation rule of the replenishment area and the selection rule of the area position point from the virtual environment screen.
A preview map corresponding to the virtual environment is displayed on the virtual environment screen, and as shown in fig. 6, the preview map is displayed on the upper right corner of the virtual environment screen, and after the replenishment area is generated, a positioning mark corresponding to the replenishment area is displayed on the preview map, the positioning mark indicating the position of the replenishment area in the virtual environment. In fig. 6, english letters "a", "B", and "C" indicate positions of replenishment areas in the virtual environment.
At step 1403, whether the virtual object is located within the supplemental area.
After generating the replenishment area, the game application determines whether the first virtual object is located within the replenishment area. If the first virtual object is located in the replenishment area, go to step 1404; if the first virtual object is not located in the supplemental area, go to step 1402.
At step 1404, an occupancy countdown is started.
When the first virtual object is located within the replenishment area, the game application begins counting down the occupancy of the replenishment area by the first virtual object. Illustratively, a countdown prompting message or a corresponding loading progress bar is displayed on the virtual environment screen.
Step 1405, whether the countdown is stopped.
The gaming application determines whether the occupancy countdown has stopped. If the occupancy countdown has stopped (zeroed), go to step 1406; if the occupancy countdown has not stopped, step 1414 is entered.
Step 1406, the occupancy succeeds in generating smoke.
When the occupancy countdown is stopped, the smoke special effect is displayed in the virtual environment picture.
Step 1407, whether the smoke is extinguished.
The concentration of the smoke is reduced along with the change of time, and the game application program judges whether the special smoke effect disappears. If the special smoke effect disappears, entering step 1408; if the smoke effect does not disappear, the process returns to step 1406.
Step 1408, a supply box prop appears.
When the special smoke effect disappears, the virtual environment picture displays the supply box prop, and the supply box prop is located in the supply area.
And step 1409, judging whether to click to obtain a supply box prop or not.
The game application program judges whether the user clicks the acquisition control to acquire the supply box prop. If the user clicks the acquisition control to acquire the supply box prop, the step 1410 is entered; if the user does not click the acquisition control to acquire the supply box prop, return to step 1408.
At step 1410, the get progress bar countdown.
When the user clicks the acquisition control to acquire the supply box prop, the game application program acquires progress bar countdown which is used for representing the completion state of the first virtual object when the supply box prop is acquired. And when the countdown is finished (zero), the first virtual object finishes acquiring the virtual prop.
Step 1411, whether the countdown of the progress bar is finished is obtained.
The game application program judges whether the countdown of the acquired progress bar is finished, and if the countdown of the acquired progress bar is finished, the step 1412 is entered; if the countdown of the acquisition progress bar is not finished, the process returns to step 1410.
And step 1412, acquiring the virtual item successfully.
And when the countdown of the progress bar is finished, the first virtual object successfully acquires the virtual prop.
Step 1414, whether the second virtual object enters a supplemental area.
After the first virtual object enters the replenishment area, the game application performs occupancy countdown, at which time the game application determines whether a second virtual object enters the replenishment area, and if the second virtual object also enters the replenishment area, the process proceeds to step 1415; if the second virtual object does not enter the compensation area, return to step 1404.
Step 1415, the interrupt is preempted.
When the second virtual object also enters the replenishment area, the process of the first virtual object occupying the replenishment area is interrupted by the second virtual object.
Step 1416, whether to kill the second virtual object.
Responding to the first virtual object and the second virtual object to carry out fighting, and acquiring a fighting result of the first virtual object and the second virtual object; and switching again and displaying the interrupted occupation information as occupation information according to the fight result, wherein the occupation information corresponds to the virtual object winning in the fight.
The first virtual object and the second virtual object mutually attack, and the winning virtual object can occupy the supply area. Illustratively, the game application obtains a winning virtual object, or determines whether there is a virtual object that was killed. If the first virtual object kills the second virtual object, go to step 1417; if the first virtual object does not kill the second virtual object, return to step 1415.
At step 1417, the occupancy countdown continues.
And when the first virtual object kills the second virtual object, the first virtual object continues to occupy the supply area, and counting time continuously when the first virtual object occupies the countdown.
And step 1413, ending.
The steps 1402 to 1412 can be repeatedly performed in one game, until one game is over.
In summary, in the method provided in this embodiment, whether the supply box channel tool belongs to the first virtual object is determined by determining whether the first virtual object occupies the supply area, so that the user cannot predict the position of the supply box tool in the virtual environment, and further cannot control the virtual object to move to a position where the supply box may appear in advance, and determine the right of ownership of the supply box tool by occupying the supply area, so that the manner in which the virtual object acquires the virtual object becomes more random and diversified, the diversity and the intensity of battles are increased, the game duration of a game of a single game is shortened, and when the number of people in the same game is large (for example, a large number of users are online at night or on the weekend), the service pressure of the server is reduced.
The following are embodiments of the apparatus of the present application, and for details not described in detail in the embodiments of the apparatus, reference may be made to corresponding descriptions in the above method embodiments, and details are not described herein again.
Fig. 16 is a schematic structural diagram illustrating a display device of a virtual environment screen according to an exemplary embodiment of the present application. The apparatus can be implemented as all or a part of a terminal by software, hardware or a combination of both, and includes:
a display module 1610, configured to display a virtual environment picture, where the virtual environment picture includes a replenishment area, and the replenishment area is used to indicate a position where a replenishment box prop appears in a virtual environment;
the display module 1610 is configured to, in response to that the first virtual object is located in the replenishment area, display occupation information in the virtual environment screen, where the occupation information is used to prompt that the replenishment area is occupied by the first virtual object;
the display module 1610 is configured to display a supplemental box prop in the supplemental area according to the occupation information, where the supplemental box prop belongs to the first virtual object.
In an alternative embodiment, the replenishment area is provided with a first crash box; the apparatus includes an acquisition module 1620;
the acquiring module 1620 is configured to acquire first collision information generated when the first virtual object collides with the first collision box in response to that the first virtual object is located in the replenishment area, where the first collision information is used to indicate that the first virtual object enters the replenishment area; the display module 1610 is configured to display occupancy information in a virtual environment screen according to the first collision information.
In an optional embodiment, the obtaining module 1620 is configured to obtain second collision information generated when the second virtual object collides with the first collision box in response to that the first virtual object is located in the replenishment area and that the second virtual object also enters the replenishment area, where the second collision information is used to indicate that the second virtual object enters the replenishment area; the display module 1610 is configured to switch and display the occupation information into interruption occupation information according to the second collision information, where the interruption occupation information is used to prompt that the process of occupying the replenishment area by the first virtual object is interrupted by the second virtual object.
In an optional embodiment, the obtaining module 1620 is configured to obtain a result of the engagement between the first virtual object and the second virtual object in response to the engagement between the first virtual object and the second virtual object; the display module 1610 is configured to display the occupation interrupting information as occupation information again according to the result of the battle, where the occupation information corresponds to the virtual object winning in the battle.
In an alternative embodiment, the occupancy information is provided with a display duration threshold;
the display module 1610 is configured to display a replenishment channel item in the replenishment area in response to a time duration that the occupation information is displayed in the virtual environment picture exceeding a display time duration threshold.
In an alternative embodiment, the apparatus includes a control module 1630;
the control module 1630 is configured to, in response to receiving the obtaining operation on the supply box prop, control the first virtual object to obtain the virtual prop from the supply box prop.
In an alternative embodiment, the replenishment tank prop is provided with a second crash box;
the display module 1610 is configured to, in response to that the first virtual object approaches the supply box prop, obtain third collision information generated when the first virtual object collides with the second collision box; displaying an acquisition control on the virtual environment picture according to the third collision information;
the control module 1630 is configured to, in response to receiving the obtaining operation on the obtaining control, control the first virtual object to obtain the virtual item from the supply item.
In an alternative embodiment, the control module 1630 is configured to randomly select n area location points from the virtual environment, where n is a positive integer; generating n replenishment areas according to the n area position points; the display module 1610 is configured to display a virtual environment picture according to the n replenishment areas.
In an optional embodiment, the virtual environment picture displays the generation processes of N rounds of replenishment areas, N replenishment areas are replenishment areas generated in the ith round, i and N are positive integers, and i is less than or equal to N;
the control module 1630 is configured to, in response to that all replenishment areas generated in the ith round are occupied, reselect m area position points from the virtual environment at random according to a preset condition, where m is a positive integer; m replenishment zones in the (i + 1) th round are generated from the m zone location points.
In an alternative embodiment, the preset condition includes at least one of the following conditions:
the generation time of the latest round of replenishment area;
the number of generated replenishment areas in the last round;
the generation position of the latest round of replenishment area in the virtual environment;
when the latest round of replenishment area is occupied by the virtual object, the team to which the virtual object belongs;
fight information for the first virtual object and the second virtual object.
In an optional embodiment, the display module 1610 is configured to display a preview map corresponding to a virtual environment in a virtual environment screen; and after the replenishment area is generated, displaying a positioning mark corresponding to the replenishment area on the preview map, wherein the positioning mark is used for representing the position of the replenishment area in the virtual environment.
In summary, in the apparatus provided in this embodiment, whether the supply box channel tool belongs to the first virtual object is determined by determining whether the first virtual object occupies the supply area, so that the user cannot predict the position of the supply box tool in the virtual environment, and further cannot control the virtual object to move to a position where the supply box may appear in advance, and determine the right of ownership of the supply box tool by occupying the supply area, so that the manner in which the virtual object acquires the virtual object becomes more random and diversified, the diversity and the intensity of battles are increased, the game duration of a game of a single game is shortened, and when the number of people in the same game is large (for example, a large number of users are online at night or on the weekend), the service pressure of the server is reduced.
The occupation information is displayed by acquiring the first collision information generated when the first virtual object collides with the first collision box, so that the occupation information represents that the replenishment area is occupied by the first virtual object, the first virtual object can be ensured to accurately acquire the replenishment box prop and acquire the virtual prop in the replenishment box prop, and the mode that the virtual object acquires the virtual prop becomes more random and diversified.
When the first virtual object is located in the replenishment area and the second virtual object also enters the replenishment area, the interruption occupation information is displayed by acquiring second collision information generated when the second virtual object collides with the first collision box, the interruption occupation information indicates that the process of occupying the replenishment area by the first virtual object is interrupted by the second virtual object, so that the first virtual object and the second virtual object are triggered to occupy the replenishment area for acquiring the replenishment box prop, and the diversification and the intensity of the battle are increased.
The occupation right of the replenishment area is robbed through the fight between the first virtual object and the second virtual object, the interruption occupation information is switched and displayed to be occupation information according to the winning virtual object, and the occupation information represents that the replenishment area is occupied by the winning virtual object, so that the winning virtual object can accurately obtain the replenishment box prop and obtain the virtual prop in the replenishment box prop, and the mode that the virtual object obtains the virtual prop becomes more random and diversified.
Through setting a display duration threshold value for the occupation information, the time of the replenishment channel tool displayed in the replenishment region is controlled by the display duration threshold value, and the replenishment region is seized by triggering other virtual objects, so that the mode of acquiring the replenishment channel tool is more random and diversified, and the diversification and the furiousness of the battle are increased.
Through implement the operation of acquireing on supply tank stage property for first virtual object can obtain virtual stage property from supply tank stage property, thereby makes the mode that virtual object acquireed virtual stage property diversified more at random, has increased the diversification and the fierce degree of fight.
Through setting up the second collision box on supply tank stage property, the third collision information that produces when first virtual object is close to the collision box and through acquireing first virtual object and second collision box collision shows and acquires the control for the user can acquire the virtual stage property in the supply tank stage property through triggering acquisition control more directly perceivedly.
The replenishment area is generated by randomly selecting the area position points in the virtual environment, so that the generation position of the replenishment area has diversity change, the position diversification of the replenishment prop box in the virtual environment is ensured, and the fighting diversification and the intensity are increased.
After n replenishment areas generated in one round are occupied, m replenishment areas of the next round are generated by randomly selecting m area position points from the virtual environment again according to preset conditions, and the mode of acquiring the replenishment box props by the virtual object is diversified and randomized through the change of the replenishment areas, so that the fierce degree of the battle is increased.
Through enumerating preset conditions, the virtual environment can generate a round of replenishment area under various scenes, the generation scene of the replenishment area is enriched, the mode of acquiring the replenishment box prop by the virtual object is diversified and randomized through the change of the replenishment area, and the fierce degree of battle is aggravated.
By displaying the preview map of the virtual environment on the virtual environment screen, the user can clarify the positions of the replenishment areas generated in the same round in the virtual environment through the positioning marks on the preview map, so that the user can control the virtual object to move to a replenishment area closest to the user according to the current position.
It should be noted that: in the display device of the virtual environment screen provided in the foregoing embodiment, only the division of the function modules is illustrated, and in practical applications, the function distribution may be completed by different function modules according to needs, that is, the internal structure of the device may be divided into different function modules to complete all or part of the functions described above. In addition, the display apparatus of the virtual environment picture provided in the foregoing embodiment and the display method embodiment of the virtual environment picture belong to the same concept, and specific implementation processes thereof are described in detail in the method embodiments and are not described herein again.
Referring to fig. 17, a block diagram of a computer device 1700 according to an exemplary embodiment of the present application is shown. The computer device 1700 may be a portable mobile terminal, such as: smart phone, tablet pc, MP3 player (Moving Picture Experts Group Audio Layer III, motion Picture Experts compression standard Audio Layer 3), MP4 player (Moving Picture Experts Group Audio Layer IV, motion Picture Experts compression standard Audio Layer 4). Computer device 1700 may also be referred to by other names such as user equipment, portable terminal, etc.
Generally, computer device 1700 includes: a processor 1701 and a memory 1702.
The processor 1701 may include one or more processing cores, such as 4-core processors, 8-core processors, and the like. The processor 1701 may be implemented in at least one hardware form of a DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), PLA (Programmable Logic Array). The processor 1701 may also include a main processor, which is a processor for Processing data in an awake state, also called a Central Processing Unit (CPU), and a coprocessor; a coprocessor is a low power processor for processing data in a standby state. In some embodiments, the processor 1701 may be integrated with a GPU (Graphics Processing Unit) that is responsible for rendering and rendering content that the display screen needs to display. In some embodiments, the processor 1701 may further include an AI (Artificial Intelligence) processor for processing computing operations related to machine learning.
Memory 1702 may include one or more computer-readable storage media, which may be tangible and non-transitory. Memory 1702 may also include high speed random access memory, as well as non-volatile memory, such as one or more magnetic disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer readable storage medium in the memory 1702 is configured to store at least one instruction for execution by the processor 1701 to implement the method for displaying a virtual environment picture provided in the embodiments of the present application.
In some embodiments, computer device 1700 may also optionally include: a peripheral interface 1703 and at least one peripheral. Specifically, the peripheral device includes: at least one of a radio frequency circuit 1704, a touch display screen 1705, a camera assembly 1706, an audio circuit 1707, and a power supply 1708.
The peripheral interface 1703 may be used to connect at least one peripheral associated with I/O (Input/Output) to the processor 1701 and the memory 1702. In some embodiments, the processor 1701, memory 1702, and peripheral interface 1703 are integrated on the same chip or circuit board; in some other embodiments, any one or both of the processor 1701, the memory 1702, and the peripheral interface 1703 may be implemented on separate chips or circuit boards, which are not limited in this embodiment.
The Radio Frequency circuit 1704 is used for receiving and transmitting RF (Radio Frequency) signals, also called electromagnetic signals. The radio frequency circuit 1704 communicates with a communication network and other communication devices via electromagnetic signals. The rf circuit 1704 converts the electrical signal into an electromagnetic signal for transmission, or converts the received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1704 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, etc. The radio frequency circuit 1704 may communicate with other terminals via at least one wireless communication protocol. The wireless communication protocols include, but are not limited to: the world wide web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and/or WiFi, wireless fidelity) networks. In some embodiments, the rf circuit 1704 may further include NFC (Near Field Communication) related circuits, which are not limited in this application.
The touch display screen 1705 is used to display a UI (User Interface). The UI may include graphics, text, icons, video, and any combination thereof. The touch display screen 1705 also has the ability to capture touch signals on or above the surface of the touch display screen 1705. The touch signal may be input as a control signal to the processor 1701 for processing. The touch screen 1705 is used to provide virtual buttons and/or a virtual keyboard, also referred to as soft buttons and/or a soft keyboard. In some embodiments, the touch display screen 1705 may be one, providing the front panel of the computer device 1700; in other embodiments, the number of the touch screen displays 1705 may be at least two, and each may be disposed on a different surface of the computer apparatus 1700 or in a folded design; in still other embodiments, the touch display 1705 may be a flexible display, disposed on a curved surface or on a folded surface of the computer device 1700. Even more, the touch screen 1705 may be arranged in a non-rectangular irregular pattern, i.e., a shaped screen. The touch screen 1705 can be made of LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode), and other materials.
The camera assembly 1706 is used to capture images or video. Optionally, camera assembly 1706 includes a front camera and a rear camera. Generally, a front camera is used for realizing video call or self-shooting, and a rear camera is used for realizing shooting of pictures or videos. In some embodiments, the number of the rear cameras is at least two, and each of the rear cameras is any one of a main camera, a depth-of-field camera and a wide-angle camera, so that the main camera and the depth-of-field camera are fused to realize a background blurring function, and the main camera and the wide-angle camera are fused to realize a panoramic shooting function and a VR (Virtual Reality) shooting function. In some embodiments, camera assembly 1706 may also include a flash. The flash lamp can be a single-color temperature flash lamp or a double-color temperature flash lamp. The double-color-temperature flash lamp is a combination of a warm-light flash lamp and a cold-light flash lamp and can be used for light compensation under different color temperatures.
Audio circuitry 1707 is used to provide an audio interface between a user and computer device 1700. The audio circuit 1707 may include a microphone and a speaker. The microphone is used for collecting sound waves of a user and the environment, converting the sound waves into electric signals, inputting the electric signals to the processor 1701 for processing, or inputting the electric signals to the radio frequency circuit 1704 for voice communication. For stereo capture or noise reduction purposes, multiple microphones may be provided, each at a different location on the computer device 1700. The microphone may also be an array microphone or an omni-directional pick-up microphone. The speaker is used to convert electrical signals from the processor 1701 or the radio frequency circuit 1704 into sound waves. The loudspeaker can be a traditional film loudspeaker or a piezoelectric ceramic loudspeaker. When the speaker is a piezoelectric ceramic speaker, the speaker can be used for purposes such as converting an electric signal into a sound wave audible to a human being, or converting an electric signal into a sound wave inaudible to a human being to measure a distance. In some embodiments, the audio circuitry 1707 may also include a headphone jack.
A power supply 1708 is used to power the various components in the computer device 1700. The power source 1708 may be alternating current, direct current, disposable or rechargeable. When the power supply 1708 includes a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. The wired rechargeable battery is a battery charged through a wired line, and the wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery can also be used to support fast charge technology.
In some embodiments, computer device 1700 also includes one or more sensors 1709. The one or more sensors 1709 include, but are not limited to: acceleration sensor 1710, gyro sensor 1711, pressure sensor 1712, optical sensor 1713, and proximity sensor 1714.
The acceleration sensor 1710 can detect the magnitude of acceleration in three coordinate axes of a coordinate system established with the computer apparatus 1700. For example, the acceleration sensor 1710 may be configured to detect the components of the gravitational acceleration in three coordinate axes. The processor 1701 may control the touch screen 1705 to display a user interface in a landscape view or a portrait view according to the gravitational acceleration signal collected by the acceleration sensor 1710. The acceleration sensor 1710 may also be used for acquisition of motion data of a game or a user.
The gyro sensor 1711 may detect a body direction and a rotation angle of the computer apparatus 1700, and the gyro sensor 1711 may cooperate with the acceleration sensor 1710 to acquire a 3D motion of the user on the computer apparatus 1700. The processor 1701 may implement the following functions based on the data collected by the gyro sensor 1711: motion sensing (such as changing the UI according to a user's tilting operation), image stabilization while shooting, game control, and inertial navigation.
Pressure sensors 1712 may be disposed on the side bezel of computer device 1700 and/or underlying touch display screen 1705. When the pressure sensor 1712 is disposed on the side frame of the computer apparatus 1700, it is possible to detect a user's grip signal for the computer apparatus 1700, and perform right-left-hand recognition or shortcut operation based on the grip signal. When the pressure sensor 1712 is disposed at the lower layer of the touch display screen 1705, the control of the operability control on the UI interface can be realized according to the pressure operation of the user on the touch display screen 1705. The operability control comprises at least one of a button control, a scroll bar control, an icon control, and a menu control.
The optical sensor 1713 is used to collect the ambient light intensity. In one embodiment, the processor 1701 may control the display brightness of the touch display screen 1705 based on the ambient light intensity collected by the optical sensor 1713. Specifically, when the ambient light intensity is higher, the display brightness of the touch display screen 1705 is increased; when the ambient light intensity is low, the display brightness of the touch display screen 1705 is turned down. In another embodiment, the processor 1701 may also dynamically adjust the shooting parameters of the camera assembly 1706 according to the ambient light intensity collected by the optical sensor 1713.
A proximity sensor 1714, also known as a distance sensor, is typically provided on the front side of the computer device 1700. Proximity sensor 1714 is used to capture the distance between the user and the front of computer device 1700. In one embodiment, the processor 1701 controls the touch display screen 1705 to switch from a bright screen state to a rest screen state when the proximity sensor 1714 detects that the distance between the user and the front surface of the computer device 1700 is gradually decreased; when the proximity sensor 1714 detects that the distance between the user and the front of the computer device 1700 is gradually increasing, the processor 1701 controls the touch display screen 1705 to switch from the breath screen state to the bright screen state.
Those skilled in the art will appreciate that the architecture shown in FIG. 17 is not intended to be limiting of the computer device 1700 and may include more or fewer components than those shown, or some components may be combined, or a different arrangement of components may be used.
An embodiment of the present application further provides a computer device, where the computer device includes a processor and a memory, where the memory stores at least one instruction, at least one program, a code set, or a set of instructions, and the at least one instruction, the at least one program, the code set, or the set of instructions is loaded and executed by the processor to implement the display method of the virtual environment picture provided in the foregoing method embodiments.
The embodiment of the present application further provides a computer-readable storage medium, where at least one instruction, at least one program, a code set, or an instruction set is stored in the storage medium, and the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by a processor to implement the display method of the virtual environment screen provided by each method embodiment described above.
Embodiments of the present application also provide a computer program product or a computer program, which includes computer instructions stored in a computer-readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and executes the computer instructions to cause the computer device to execute the display method of the virtual environment screen as described above.
It should be understood that reference herein to "a plurality" means two or more. "and/or" describes the association relationship of the associated objects, meaning that there may be three relationships, e.g., a and/or B, which may mean: a exists alone, A and B exist simultaneously, and B exists alone. The character "/" generally indicates that the former and latter associated objects are in an "or" relationship.
It will be understood by those skilled in the art that all or part of the steps for implementing the above embodiments may be implemented by hardware, or may be implemented by a program instructing relevant hardware, where the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a magnetic disk or an optical disk, etc.
The above description is intended only to illustrate the alternative embodiments of the present application, and should not be construed as limiting the present application, and any modifications, equivalents, improvements and the like made within the spirit and principle of the present application should be included in the protection scope of the present application.

Claims (11)

1. A method for displaying a virtual environment screen of a shooting game, the method comprising:
randomly selecting n area position points from a virtual environment, wherein n is a positive integer;
generating n replenishment areas according to the n area position points;
displaying the virtual environment pictures according to the N replenishment areas, wherein the virtual environment pictures comprise replenishment areas, the replenishment areas are used for representing positions of replenishment box props appearing in the virtual environment, the virtual environment pictures display N times of replenishment area generation processes, the N replenishment areas are replenishment areas generated by the ith round, i and N are positive integers, and i is less than or equal to N;
displaying, in response to a first virtual object being located in the replenishment area, occupancy information in the virtual environment screen, the occupancy information being used to prompt the replenishment area to be occupied by the first virtual object; the occupancy information is provided with a display duration threshold; the display time length threshold is represented by a smoke special effect, and the smoke special effect gradually reduces the concentration along with the increase of the occupying time length;
responding to disappearance of a smoke special effect corresponding to the occupation information, and displaying the supply box props in the supply area, wherein the supply box props belong to the first virtual object, and the size of the supply area corresponds to virtual props in the supply box props;
in response to that all the replenishment areas generated by the ith round are occupied, re-determining an i +1 th round replenishment range from the virtual environment according to a preset condition, and randomly selecting m area position points from the i +1 th round replenishment range, wherein m is a positive integer; the preset condition comprises fight information of the first virtual object and the second virtual object when the ith round occupies the replenishment area, and the fight information indicates a loser virtual object generated by fight between the first virtual object and the second virtual object;
and generating m replenishment areas in the (i + 1) th round according to the m area position points.
2. The method of claim 1, wherein the replenishment zone is provided with a first crash box;
the displaying, in response to the first virtual object being located in the supplemental area, occupancy information in the virtual environment screen, comprising:
acquiring first collision information generated when the first virtual object collides with the first collision box in response to the first virtual object being located in the replenishment area, wherein the first collision information is used for indicating that the first virtual object enters the replenishment area;
and displaying the occupation information in the virtual environment picture according to the first collision information.
3. The method of claim 2, further comprising:
acquiring second collision information generated when the second virtual object collides with the first collision box in response to the first virtual object being located in the replenishment area and the second virtual object also entering the replenishment area, wherein the second collision information is used for indicating that the second virtual object enters the replenishment area;
and switching and displaying the occupation information into interruption occupation information according to the second collision information, wherein the interruption occupation information is used for prompting that the process of occupying the replenishment area by the first virtual object is interrupted by the second virtual object.
4. The method according to claim 3, wherein the switching display of the occupancy information as the occupancy interruption information according to the second collision information, after comprises:
responding to the first virtual object and the second virtual object to carry out fighting, and acquiring a fighting result of the first virtual object and the second virtual object;
and switching and displaying the interrupted occupation information again as the occupation information according to the fight result, wherein the occupation information corresponds to the virtual object winning in the fight.
5. The method of any of claims 1 to 4, further comprising:
and responding to the receiving of the obtaining operation on the supply box prop, and controlling the first virtual object to obtain the virtual prop from the supply box prop.
6. The method of claim 5, wherein the refill cartridge is provided with a second crash box;
the responding to the receiving of the obtaining operation on the supply box prop, controlling the virtual object to obtain the virtual prop from the supply box prop, comprising:
responding to the first virtual object approaching to the supply box prop, and acquiring third collision information generated when the first virtual object collides with the second collision box;
displaying an acquisition control on the virtual environment picture according to the third collision information;
and responding to the received obtaining operation on the obtaining control, and controlling the first virtual object to obtain the virtual prop from the supply prop.
7. The method according to any one of claims 1 to 4, wherein the preset condition further comprises at least one of the following conditions:
the generation time of the latest round of replenishment areas;
the number of generations of the most recent round of replenishment area;
a generation location of the most recent round of replenishment area in the virtual environment;
when the last round of replenishment area is occupied by the virtual object, the team to which the virtual object belongs.
8. The method of any of claims 1 to 4, further comprising:
displaying a preview map corresponding to the virtual environment in the virtual environment picture;
and after responding to the generation of the replenishment area, displaying a positioning mark corresponding to the replenishment area on the preview map, wherein the positioning mark is used for representing the position of the replenishment area in the virtual environment.
9. A display apparatus for displaying a virtual environment picture of a shooting game, the apparatus comprising:
the control module is used for randomly selecting n area position points from the virtual environment, wherein n is a positive integer; generating n replenishment areas according to the n area position points;
the display module is used for displaying the virtual environment picture according to the N replenishment areas, the virtual environment picture comprises the replenishment areas, the replenishment areas are used for representing positions of replenishment box props appearing in the virtual environment, the virtual environment picture displays the generation process of N rounds of replenishment areas, the N replenishment areas are replenishment areas generated by the ith round, i and N are positive integers, and i is less than or equal to N;
the display module is further configured to display occupation information in the virtual environment screen in response to that a first virtual object is located in the replenishment area, where the occupation information is used to prompt that the replenishment area is occupied by the first virtual object; the occupancy information is provided with a display duration threshold; the display time length threshold is represented by a smoke special effect, and the smoke special effect gradually reduces the concentration along with the increase of the occupying time length;
the display module is further configured to display the replenishment box prop in the replenishment area in response to disappearance of the smoke special effect corresponding to the occupation information, where the replenishment box prop belongs to the first virtual object, and the size of the replenishment area corresponds to a virtual prop in the replenishment box props;
the control module is further configured to determine an i +1 th round of replenishment range from the virtual environment again according to preset conditions in response to that all replenishment areas generated in the i-th round are occupied, and randomly select m area position points from the i + 1-th round of replenishment range, where m is a positive integer; generating m replenishment areas in the (i + 1) th round according to the m area position points; the preset condition includes fight information of the first virtual object and the second virtual object when the ith round occupies the replenishment area, and the fight information indicates a loser virtual object generated by fight between the first virtual object and the second virtual object.
10. A computer device comprising a processor and a memory, wherein at least one instruction is stored in the memory, and wherein the at least one instruction is loaded and executed by the processor to implement the method for displaying a virtual environment picture according to any one of claims 1 to 8.
11. A computer-readable storage medium, wherein at least one instruction is stored in the storage medium, and the at least one instruction is loaded and executed by a processor to implement the method for displaying the virtual environment picture according to any one of claims 1 to 8.
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