CN110801628A - Method, device, equipment and medium for controlling virtual object to restore life value - Google Patents

Method, device, equipment and medium for controlling virtual object to restore life value Download PDF

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Publication number
CN110801628A
CN110801628A CN201911043594.3A CN201911043594A CN110801628A CN 110801628 A CN110801628 A CN 110801628A CN 201911043594 A CN201911043594 A CN 201911043594A CN 110801628 A CN110801628 A CN 110801628A
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China
Prior art keywords
virtual object
value
virtual
life value
life
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Granted
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CN201911043594.3A
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Chinese (zh)
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CN110801628B (en
Inventor
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
    • A63F13/50Controlling 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
    • A63F13/525Changing parameters of virtual cameras
    • A63F13/5255Changing parameters of virtual cameras according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character
    • 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
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5372Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • 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

Abstract

The application discloses a method, a device, equipment and a medium for controlling a virtual object to recover a life value, and belongs to the field of computers. The method comprises the following steps: displaying a virtual environment picture, wherein the virtual environment picture is a picture for observing a virtual environment from a visual angle of a virtual object, and the virtual environment picture comprises a life value of the virtual object; when the virtual object is damaged, reducing the life value from a first numerical value to a second numerical value corresponding to the damaged virtual object; acquiring the motion state of the virtual object in the virtual environment; and controlling the virtual object to automatically recover the second numerical value of the life value according to the motion state. The method and the device have the advantages that the second numerical value of the life value of the virtual object is controlled to be automatically restored by acquiring the motion state of the virtual object in the virtual environment, the man-machine interaction mode without too much operation is provided, and the user can control the virtual object to automatically restore the life value without controlling the virtual object to use a specific prop or carrying out a specific means.

Description

Method, device, equipment and medium for controlling virtual object to restore life value
Technical Field
The present application relates to the field of computers, and in particular, to a method, an apparatus, a device, and a medium for controlling a virtual object to restore a life value.
Background
In an application program based on a three-dimensional virtual environment, such as a first-person shooter game, a user can control a virtual object to attack other virtual objects in the virtual environment, the virtual object is attacked by the other virtual objects, each virtual object in the virtual environment is provided with a progress bar representing a life value, and when the life value is reduced to zero, the life of the virtual object in the virtual environment is ended.
The damage suffered by the virtual object comprises damage caused by the virtual object (such as the virtual object is controlled by a user to fall from a high place) and damage caused by other virtual objects in the virtual environment to the virtual object, and the life value of the virtual object is reduced according to the received damage frequency, for example, when the virtual object receives the attack for ten times, the life value of the virtual object is reduced to zero; when the number of attacks received by the virtual object is five, the life value of the virtual object is reduced to half of the total life value. The user can control the virtual object to recover the life value by using the virtual prop, the life values recovered by the virtual props of different types are different, and the rates for recovering the life values in the same time are also different.
Based on the above situation, the user needs to control the virtual object to use the virtual item or to recover the life value by a specific means, and the step of recovering the life value of the virtual object is cumbersome.
Disclosure of Invention
The embodiment of the application provides a method, a device, equipment and a medium for controlling a virtual object to recover a life value, and can solve the problem that the step of recovering the life value of the virtual object in the related art is complex. The technical scheme is as follows:
according to an aspect of the present application, there is provided a method of controlling a virtual object to restore a vital value, the method including:
displaying a virtual environment picture, wherein the virtual environment picture is a picture for observing a virtual environment from a visual angle of a virtual object, and the virtual environment picture comprises a life value of the virtual object;
when the virtual object is injured, reducing the life value from a first numerical value to a corresponding second numerical value after injury;
acquiring the motion state of the virtual object in the virtual environment;
and controlling the virtual object to automatically recover the second numerical value of the life value according to the motion state.
According to another aspect of the present application, there is provided an apparatus for controlling a virtual object to restore a vital value, the apparatus comprising:
the display module is used for displaying a virtual environment picture, wherein the virtual environment picture is a picture for observing a virtual environment from a visual angle of a virtual object, and the virtual environment picture comprises a life value of the virtual object;
the control module is used for reducing the life value from a first numerical value to a second numerical value corresponding to the damaged virtual object when the virtual object is damaged;
the acquisition module is used for acquiring the motion state of the virtual object in the virtual environment;
the control module is used for controlling the virtual object to automatically recover the second numerical value of the life value according to the motion state.
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, set of codes, or set of instructions, which is loaded and executed by the processor to implement the method of controlling a virtual object to restore a vital value 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, set of codes or set of instructions that is loaded and executed by the processor to implement the method of controlling a virtual object to restore a vital value as described above.
The beneficial effects brought by the technical scheme provided by the embodiment of the application at least comprise:
by acquiring the motion state of the virtual object in the virtual environment and controlling the virtual object to automatically recover the second numerical value of the life value according to the motion state, the method and the device provide a man-machine interaction mode without too much operation, so that a user can realize the automatic recovery of the life value of the virtual object without controlling the virtual object to use a specific prop or a specific means.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without creative efforts.
FIG. 1 is a schematic diagram of an interface for controlling a virtual object to restore a vital value according to an exemplary embodiment of the present application;
FIG. 2 is a block diagram of an implementation environment provided by an exemplary embodiment of the present application;
FIG. 3 is a flowchart of a method for controlling a virtual object to restore a vital value according to an exemplary embodiment of the present application;
FIG. 4 is a schematic view of a camera model corresponding to a perspective of a virtual object provided by an exemplary embodiment of the present application;
FIG. 5 is a flowchart of a method for controlling a virtual object to restore a vital value according to another exemplary embodiment of the present application;
FIG. 6 is a schematic diagram of an interface for controlling a virtual object to restore a life value in a static state according to an exemplary embodiment of the present application;
FIG. 7 is a schematic diagram of an interface for controlling a virtual object to restore a vital value in a mobile state according to an exemplary embodiment of the present application;
FIG. 8 is a graph illustrating a relationship between a target moving speed and a target vital value recovery rate provided by an exemplary embodiment of the present application;
FIG. 9 is a flowchart of a method for controlling a virtual object to restore a vital value in a game according to an exemplary embodiment of the present application;
FIG. 10 is a flowchart of a method for controlling a virtual object to restore a vital value in conjunction with a server according to an exemplary embodiment of the present application;
FIG. 11 is a schematic illustration of an interface for prompting a life value of a virtual object as provided by an exemplary embodiment of the present application;
FIG. 12 is a block diagram of an apparatus for controlling a virtual object to restore a vital value according to an exemplary embodiment of the present application;
fig. 13 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, embodiments of the present application will be described in further detail below with reference to the accompanying drawings.
First, terms referred to in the embodiments of the present application are 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. In an embodiment of the application, the virtual environment picture includes a progress bar corresponding to a life value of the virtual object.
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.
The life value is as follows: the life length of the virtual object in the virtual environment is represented, and when the life value is zero, the life of the virtual object in the virtual environment is finished. Optionally, the damage suffered by the virtual object in the virtual environment is from the virtual object itself (such as damage caused by the user controlling the virtual object to fall from a height), or from other virtual objects in the virtual environment (such as other users controlling other virtual objects to attack the virtual object using a weapon), or from inherent damage in the virtual environment (such as damage to the virtual object by swamps, poison circles, etc. in the virtual environment). When the virtual object is injured, the life value of the virtual object is decreased. Optionally, the life value of the virtual object is reduced to different degrees according to the number of injuries suffered, or the life value of the virtual object is reduced to different degrees according to different types of injuries.
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 joins the battle as a starting time and the time when the last client exits the battle as an ending 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 battle mode is not limited in the embodiment of the present application.
The method provided in the present application may be applied to a virtual reality application program, a three-dimensional map program, a military simulation program, a First-person shooter game (FPS), a Multiplayer Online Battle sports game (MOBA), and the like, and the following embodiments are exemplified by the application in Games.
The game based on the virtual environment is often composed of one or more maps of game world, the virtual environment in the game simulates the scene of the 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 other virtual objects, attack other virtual objects and other actions in the virtual environment, the interactivity is strong, and a plurality of users can form a team on line to play a competitive game. Each virtual object has a corresponding life value, when the life value of the virtual object is zero, the life of the virtual object in the virtual environment is finished, namely the current round of game in which the user participates is finished, or the user needs to restart the current round of game, other virtual objects with the life values which are not zero in the game continue to play until the life values of all the virtual objects in the game are zero, and the game is finished. Therefore, the user needs to control the virtual object to maintain a state with a non-zero life value, and the survival time of the virtual object in the virtual environment is prolonged. When the life value of the virtual object is reduced, the life value can be recovered by using the virtual prop or performing special treatment on the virtual object, the life values of the virtual object can be recovered to different degrees by using different types of virtual props or different types of special treatment, and the life value of the virtual object can be recovered only in the preset mode.
Fig. 1 illustrates a schematic diagram of a user interface for controlling a virtual object to restore a life value according to an exemplary embodiment of the present application.
As shown in fig. 1 (a), a virtual environment screen, which is an environment screen viewed from a first perspective of a virtual object, is displayed on the interface 10, and a movement control 102, another virtual object 103, and a life value 105 of the virtual object are also displayed on the interface 10. The user controls the virtual object to move in the virtual environment by moving the control 102, and the other virtual objects 103 are virtual objects controlled by other users. Optionally, the virtual environment picture is an environment picture in a building, in which virtual environment at least one other virtual object 103 is present. Optionally, the virtual object may attack the other virtual object 103 using a virtual weapon (such as a sniping gun), and the other virtual object 103 may also attack the virtual object. Optionally, the life value 105 of the virtual object is displayed in the interface 10 in the form of a progress bar, illustratively, the total life value of the virtual object is 100, the total life value is also a first numerical value of the life value of the virtual object, when the other virtual object 103 attacks the virtual object, the life value 105 of the virtual object is reduced to 20, and the life value 105 is a second numerical value of the life value of the virtual object, as shown in (a) of fig. 1. At this time, the application program corresponding to the game controls the virtual object to automatically restore the life value 105 according to the motion state of the virtual object, and after a certain period of time, the life value 105 of the virtual object is restored to the life value 106 shown in fig. 1 (b) in the interface 11. Optionally, during the process of restoring the life value 105 to the life value 106 by the virtual object, the virtual object continues to be attacked by other virtual objects 103 or not by other virtual objects 103. Optionally, in the process of restoring the life value of the virtual object, the virtual object is in a static state or a moving state.
Fig. 2 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 can be any one of a virtual reality application program, a three-dimensional map program, a military simulation program, an FPS game, an MOBA game and a multi-player gun battle type survival game. 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 an activity including, but not limited to, at least one of the following: adjusting body posture, crawling, walking, running, riding, jumping, driving, shooting, throwing, attacking, being attacked by other virtual objects, and being harmed in a virtual environment. Illustratively, the first virtual object is a first virtual character, such as a simulated character object or an animated character object. Alternatively, the first virtual object may be an object under attack or harm, and may also be an object that attacks other virtual objects. The first virtual object has a first life value, which is optionally a full state, i.e. a state that cannot be increased any more, or a state that has been decreased, i.e. a state that can be increased.
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, the memory 142 in turn including a display module 1421, a control module 1422, and a receiving module 1423. The server 140 is used to provide background services for applications that support a three-dimensional virtual environment. Alternatively, the server 140 undertakes primary computational work and the first and second terminals 120, 160 undertake secondary computational work; 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 second terminal 160 is installed and operated with an application program supporting a virtual environment. The application program can be any one of a virtual reality application program, a three-dimensional map program, a military simulation program, an FPS game, an MOBA game and a multi-player gun battle type survival game. The second terminal 160 is a terminal used by a second user, and the second user uses the second terminal 160 to control a second virtual object located in the virtual environment to perform an activity, which includes but is not limited to at least one of the following ways: adjusting body posture, crawling, walking, running, riding, jumping, driving, shooting, throwing, attacking, being attacked by other virtual objects, and being harmed in a virtual environment. Illustratively, the second virtual object is a second virtual character, such as a simulated character object or an animated character object. Alternatively, the second virtual object may be an object under attack or harm, and may also be an object that attacks other virtual objects. The second virtual object has a second life value, which is optionally a full state, i.e. a state that cannot be increased any more, or a state that has been decreased, i.e. a state that can be increased. Optionally, the first life value of the first virtual object is greater than the second life value of the second virtual object, or the first life value of the first virtual object is less than the second life value of the second virtual object, or the first life value of the first virtual object is equal to the second life value of the second virtual object. The injuries suffered by the first virtual object and the second virtual object are of the same type or different types.
Optionally, the first virtual character and the second virtual character are in the same virtual environment. Alternatively, the first avatar and the second avatar may belong to the same team, the same organization, have a friend relationship, or have temporary communication rights.
Alternatively, 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 of different control system platforms. 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 described above may be greater or fewer. 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. 3 is a flowchart illustrating a method for controlling a virtual object to restore a life value according to an exemplary embodiment of the present application, which may be applied to the first terminal 120 or the second terminal 160 in the computer system shown in fig. 2 or other terminals in the computer system. The method comprises the following steps:
step 301, displaying a virtual environment picture, where the virtual environment picture is a picture for observing a virtual environment from a perspective of a virtual object, and the virtual environment picture includes a life value of the virtual object.
Optionally, the virtual environment screen is a screen for observing the virtual environment from the perspective of the first virtual object. The perspective refers to an observation angle when observing in the virtual environment at a first person perspective or a third person perspective of the virtual object. Optionally, in an embodiment of the present application, the viewing angle is an angle when a virtual object is observed by a camera model in a virtual environment.
Optionally, the camera model automatically follows the virtual object in the virtual environment, that is, when the position of the virtual object in the virtual environment changes, the camera model changes while following the position of the virtual object in the virtual environment, and the camera model is always within the preset distance range of the virtual object in the virtual environment. Optionally, the relative positions of the camera model and the virtual object do not change during the automatic following process.
The camera model refers to a three-dimensional model located around a virtual object in a virtual environment, and when a first-person perspective is adopted, the camera model is located near or at the head of the virtual object; when the third person perspective is adopted, the camera model may be located behind and bound to the virtual object, or may be located at any position away from the virtual object by a preset distance, and the virtual object located in the virtual environment may be observed from different angles by the camera model. Optionally, the viewing angle includes other viewing angles, such as a top viewing angle, in addition to the first person viewing angle and the third person viewing angle; the camera model may be located overhead of the virtual object head when a top view is employed, which is a view of viewing the virtual environment from an overhead top view. Optionally, the camera model is not actually displayed in the virtual environment, i.e. the camera model is not displayed in the virtual environment displayed by the user interface.
To illustrate the case where the camera model is located at an arbitrary position away from the virtual object by a preset distance, optionally, one virtual object corresponds to one camera model, and the camera model can rotate around the virtual object as a rotation center, for example: the camera model is rotated with any point of the virtual object as a rotation center, the camera model not only rotates in angle but also shifts in displacement during the rotation, and the distance between the camera model and the rotation center is kept constant during the rotation, that is, the camera model is rotated on the surface of a sphere with the rotation center as a sphere center, wherein any point of the virtual object may be a head, a trunk or any point around the virtual object, which is not limited in the embodiment of the present application. Optionally, when the camera model observes the virtual object, the center of the view angle of the camera model points in a direction in which a point of the spherical surface on which the camera model is located points at the center of the sphere.
Optionally, the camera model may also observe the virtual object at a preset angle in different directions of the virtual object.
Referring to fig. 4, schematically, a point is determined in the virtual object 11 as a rotation center 12, and the camera model rotates around the rotation center 12, and optionally, the camera model is configured with an initial position, which is a position at the upper rear of the virtual object (for example, a rear position of the brain). Illustratively, as shown in fig. 4, the initial position is position 13, and when the camera model rotates to position 14 or position 15, the direction of the angle of view of the camera model changes as the camera model rotates.
Optionally, 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.
Each virtual object has an initial life value when entering the virtual environment, the initial life value refers to the maximum life value of the virtual object in the game, and the life value of the virtual object is not larger than the initial life value at any time in the game. After the virtual object is damaged, the life value is reduced on the basis of the original life value, and when the life value is zero, the life of the virtual object in the virtual environment is finished. In one example, the initial life value of the virtual object is 100, and the life value is reduced from 100 to 85 after the virtual object is injured. The life value reduction amount is related to the damage to the virtual object, if the damage to the virtual object is an attack of other virtual objects, the life value reduction amount is related to weapons used by other virtual objects, and the life value reduction amount is in positive correlation with the lethality of the weapons.
Optionally, the life value displayed in the virtual environment screen is an initial life value of the virtual object, or a corresponding life value of the virtual object after being damaged. Alternatively, the user may see the life value of the virtual object controlled by the user in the virtual environment screen, and the user may also see the life values of other virtual objects controlled by other users in the virtual environment screen. Optionally, the vital value is displayed in the virtual environment screen in a digital display manner, or is displayed in the virtual environment screen in a progress bar display manner. Alternatively, the vital value is displayed at an arbitrary position in the virtual environment screen. Illustratively, the life value is displayed at the bottom in the virtual environment screen in a display manner of a progress bar.
Step 302, when the virtual object is damaged, reducing the life value from a first value to a second value corresponding to the damaged virtual object.
Optionally, the injury suffered by the virtual object comprises self-injury of the virtual object, injury in the virtual environment, and injury of other virtual objects to the virtual object. Illustratively, the self-injury of the virtual object includes injuries to the controlled virtual object caused by misoperation of the user, such as falling and falling of the virtual object from a high place, accidental injury of the virtual object caused by using props, and the like. Illustratively, the damage in the virtual environment includes damage caused by an unfavorable condition of the virtual environment to the virtual object, such as a toxic balloon, a marshland, an obstacle, which is set in the virtual environment, and the virtual object is damaged due to the unfavorable condition. Illustratively, the damage to the virtual object by the other virtual object includes using props, weapons, skills, law, and the like to damage the virtual object, such as using a pistol to attack the virtual object by the other virtual object.
The first value is a corresponding life value of the virtual object before the last injury, and optionally, the first value is an initial life value of the virtual object or a corresponding life value after the last injury. The second value is a corresponding life value of the virtual object after the last injury. Illustratively, the initial life value of the virtual object is 100, and after the virtual object is damaged for the first time, the life value of the virtual object is 80, so that the first value is 100 and the second value is 80; after the virtual object is injured for the second time, the life value of the virtual object is 65, the first value is 80, and the second value is 65.
Step 303, acquiring a motion state of the virtual object in the virtual environment.
The motion state of the virtual object in the virtual environment includes at least one of a stationary state and a moving state. The virtual object can be in at least one state of standing, sitting, squatting, lying on back, lying prone and lying on side in the virtual environment, and the virtual object can be in at least one state of walking, running, jumping, rolling, swimming, flying, riding, driving, attacking, shooting, throwing and fighting in the virtual environment.
And step 304, controlling the virtual object to automatically recover the second numerical value of the life value according to the motion state.
The recovery rate of the life value of the virtual object is related to the motion state of the virtual object. Alternatively, the relationship between the recovery rate of the vital value and the motion state is a discrete-type relationship, or the relationship between the recovery rate of the vital value and the motion state is a continuous-type relationship. Optionally, the moving speed of the virtual object and the recovery rate of the life value are in a positive correlation, and the greater the moving speed of the virtual object, the greater the recovery rate of the life value. In one example, the recovery rate of the life value of the virtual object is 3 unit life values per second when the virtual object is in a stationary state, and the recovery rate of the life value is 8 unit life values per second when the virtual object moves at a certain moving speed.
In one example, the second value of the life value of the virtual object is 50, the application program corresponding to the game obtains the moving speed of the virtual object, the recovery rate of the life value is determined to be 10 unit life values per second according to the moving speed of the virtual object, the recovery duration of the life value is multiplied by the recovery rate, and the obtained product is added to the second value (50), so that the virtual object automatically recovers the second value of the life value, as shown in fig. 1.
In summary, by acquiring the motion state of the virtual object in the virtual environment and controlling the virtual object to automatically restore the second numerical value of the life value according to the motion state, the present application provides a human-computer interaction mode without too many operations, so that the user can realize the automatic restoration of the life value by controlling the virtual object without controlling the virtual object to use a specific prop or performing a specific means. The user can adjust the game strategy by utilizing the life value recovery rate of the virtual object, for example, the virtual object with high life value recovery rate is responsible for defense work in the virtual environment, so that the probability of game winning is improved.
Fig. 5 is a flowchart illustrating a method for controlling a virtual object to restore a vital value 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 a computer system as shown in fig. 2 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 is a picture for observing a virtual environment from a virtual object perspective, and the virtual environment picture includes a life value of the virtual object.
As shown in fig. 6 (a), a life value 101 corresponding to the damaged virtual object is displayed on the interface 12, the life value 101 is displayed on the interface 12 in a display form of a progress bar, and a diagonal line in the progress bar indicates the remaining life value of the virtual object.
Step 502, when the virtual object is injured, reducing the life value from a first value to a second value corresponding to the injured virtual object.
Schematically, taking the example that the virtual object is in a static state in the virtual environment as an example, in the interface 12, the life value 101 is a first numerical value of the life value of the virtual object, as shown in fig. 6 (a), and in the interface 13, the life value 104 is a second numerical value of the life value of the virtual object, as shown in fig. 6 (b).
Illustratively, taking the example that the virtual object is in a moving state in the virtual environment, in the interface 12, the life value 107 is a first numerical value of the life value of the virtual object, as shown in (a) of fig. 7, and optionally in the interface 14, the life value 108 is a second numerical value of the life value of the virtual object, as shown in (b) of fig. 7.
Step 503, acquiring the motion state of the virtual object in the virtual environment.
Illustratively, the motion states of the virtual object in the virtual environment are a standing state and a running state.
And step 504a, when the motion state of the virtual object in the virtual environment comprises a static state, controlling the virtual object to automatically recover the second numerical value of the life value at a recovery rate corresponding to the static state.
Illustratively, the virtual object is in a standing state in the virtual environment. The application program corresponding to the game acquires a recovery rate corresponding to the standing state, and controls the virtual object to automatically recover the second numerical value of the life value at the recovery rate, and after a period of time, the life value of the virtual object is automatically recovered from the life value 101 shown in fig. 6 (a) to the life value 104 shown in fig. 6 (b).
Optionally, controlling the virtual object to automatically restore the second value of the vital value at a restoration rate corresponding to the still state includes at least two methods: firstly, a client sends a recovery rate corresponding to a static state to a server; secondly, the client sends the corresponding speed of the virtual object in the static state to the server, and the server acquires the recovery rate.
The first method comprises the following steps:
step 5041a, sending the first recovery rate corresponding to the quiescent state to the server.
And the client used by the user sends a first recovery rate corresponding to the static state to the server. Optionally, the first recovery rate is a default recovery rate set by an application corresponding to the game, or a recovery rate automatically generated by the client according to the static state of the virtual object.
At step 5042a, a first vital value increase is received, the first vital value increase being calculated by the server based on the first recovery rate.
Optionally, the first vital value increase is obtained by multiplying the recovery duration by the vital value recovered per unit time.
At step 5043a, the virtual object is automatically restored to the second value of the vital value based on the first vital value increment amount.
And adding the first life value increment and the second numerical value of the life value to obtain a final life value recovered by the virtual object, and controlling the virtual object to automatically recover the life value from the second numerical value to the final life value.
The second method comprises the following steps:
in step 5041A, the speed of the virtual object in the stationary state is transmitted to the server.
Illustratively, the speed of the virtual object in the static state is zero, and the speed of the client sending the virtual object to the server is zero.
Step 5042A, receiving a second vital value increase, where the second vital value increase is calculated by the server according to a second recovery rate, and the second recovery rate is determined by the server according to a corresponding speed in the static state.
Illustratively, the server determines the second recovery rate based on the speed being zero. Optionally, the second recovery rate is a server default configured recovery rate, or a recovery rate that is automatically generated by the server based on the speed being zero.
In step 5043A, the virtual object is automatically restored to the second value of the vital value according to the second vital value increment amount.
This step is consistent with the principle of step 5043a and will not be described herein.
And step 504b, when the motion state of the virtual object in the virtual environment comprises a moving state, controlling the virtual object to automatically recover the second numerical value of the life value at a recovery rate corresponding to the moving state.
Illustratively, the virtual object is in a running state in the virtual environment. The application program corresponding to the game acquires a recovery rate corresponding to the running state and controls the virtual object to automatically recover the second value of the life value at the recovery rate, and after a period of time, the life value of the virtual object is automatically recovered from the life value 107 shown in (a) of fig. 7 to the life value 108 shown in (b) of fig. 7.
Optionally, there are at least two cases for controlling the virtual object to automatically restore the second value of the vital value at the restoration rate corresponding to the moving state: first, the relationship between the moving speed and the recovery rate is a discrete relationship; second, the relationship between the moving speed and the recovery rate is a continuous type relationship. Each case includes at least one of the two methods described above.
The first method corresponding to the first case comprises the following steps:
step 5041b, determining a first target recovery rate from at least two candidate recovery rates according to a speed interval in which the first target moving speed of the virtual object is located, wherein each candidate recovery rate corresponds to a respective speed interval.
Optionally, the unit of the speed of the virtual object in the virtual environment is kilometers per hour, and the speed intervals are divided into three types: a low-speed section (the moving speed of the virtual object is 0 to 10), a medium-speed section (the moving speed of the virtual object is 10 to 30), and a high-speed section (the moving speed of the virtual object is greater than 30).
Illustratively, the candidate recovery rate corresponding to the low-speed interval is a recovery life value 1 per second, the candidate recovery rate corresponding to the medium-speed interval is a recovery life value 2 per second, and the candidate recovery rate corresponding to the high-speed interval is a recovery life value 3 per second.
In one example, the first target moving speed of the virtual object is 15 km/h, the speed section in which the speed is located is a middle speed section, and the candidate recovery rate corresponding to the speed section is a recovery life value of 2 per second.
Step 5042b, send the first target recovery rate to the server.
Illustratively, the client sends the first target recovery rate to the server at a recovery life value of 2 per second.
Step 5043b, receiving a third vital value increase, where the third vital value increase is calculated by the server according to the first target recovery rate.
At step 5044b, the virtual object is automatically restored to the second value of the vital value according to the third vital value increment amount control.
Step 5043b and step 5044b are consistent with the principles of step 5042a and step 5043a, respectively, and are not described herein in detail.
The second method corresponding to the first case is that the server determines the recovery rate of the life value according to the moving speed of the virtual object, and the principle of determining the recovery rate is consistent with the principle of the first method corresponding to the first case, and the method comprises the following steps:
in step 5041B, the second target moving speed of the virtual object is transmitted to the server.
Step 5042B, receiving a fourth vital value increment, where the fourth vital value increment is calculated by the server according to the second target recovery rate, and the second target recovery rate is determined by the server according to the candidate recovery rate corresponding to the speed interval where the second target moving speed is located.
In step 5043B, the virtual object is automatically restored to the second value of the vital value according to the fourth vital value increase amount control.
The first method corresponding to the second case comprises the following steps:
step 5041c, obtaining a third target recovery rate corresponding to the third target moving speed according to the third target moving speed of the virtual object and a relation curve, wherein the relation curve is a curve representing a corresponding relation between the target moving speed and the target recovery rate of the virtual object.
Fig. 8 is a diagram illustrating a relationship between a target moving speed and a target recovery rate according to an exemplary embodiment of the present application. Optionally, the relation curve is located in a planar rectangular coordinate system, an X axis of the planar rectangular coordinate system represents the target moving speed of the virtual object, a Y axis of the planar rectangular coordinate system represents the target recovery rate of the life value, or the X axis represents the target recovery rate of the life value, and the Y axis represents the target moving speed of the virtual object. Optionally, the function corresponding to the relationship curve is a first-order function, a second-order function, an exponential function, a logarithmic function, or a trigonometric function, and the function corresponding to the relationship curve is not limited in the present application. Illustratively, the function corresponding to the relationship curve is a direct proportional function, and the target recovery rate of the vital value and the target moving speed are in a direct correlation relationship.
Illustratively, the function for this relationship curve is y ═ kx, where k is a constant. The target moving speed of the virtual object is a, the target restoration rate for obtaining the life value is ka.
Step 5042c, send the third target recovery rate to the server.
Illustratively, the client sends the target recovery rate ka to the server.
Step 5043c, receiving a fifth vital value increase, the fifth vital value increase calculated by the server based on the third target recovery rate.
And a step 5044c, automatically restoring the second value of the life value by the virtual object according to the fifth life value increment amount control.
Step 5043c and step 5044c are consistent with the principles of step 5042a and step 5043a, respectively, and are not described herein in detail.
The second method for the second case is to determine the recovery rate of the life value by the server according to the target moving speed of the virtual object and the relationship curve, and the principle of determining the recovery rate is consistent with the principle of the first method for the second case, and the second method for the second case includes the following steps:
step 5041C, a fourth target movement speed of the virtual object is sent to the server.
Step 5042C, receiving a sixth vital value increment, where the sixth vital value increment is calculated by the server according to a fourth target recovery rate, and the fourth target recovery rate is determined by the server according to the target moving speed and the relationship curve.
At step 5043C, the virtual object is automatically restored to the second value of the vital value according to the sixth vital value increase amount control.
The two cases and the two methods can be independently implemented or can be implemented in combination, and similarly, when other cases and methods exist, at least one of the methods and at least one of the cases can be independently implemented or can be implemented in combination.
In summary, the methods provided by the embodiments of the present application provide various methods for determining a recovery rate of a life value, and the recovery rate of the life value is determined by a speed of a virtual object in a virtual environment, so that a second value of the life value of the virtual object is controlled to be automatically recovered according to the recovery rate of the life value. The application provides a man-machine interaction mode without too many operations, so that a user can realize automatic recovery of the second numerical value of the life value by controlling the virtual object without too many operations.
FIG. 9 is a flowchart illustrating a method for controlling a virtual object to restore a life value in a game according to an exemplary embodiment of the present application. The method may be applied in the first terminal 120 or the second terminal 160 in a computer system as shown in fig. 2 or in other terminals in the computer system. The method comprises the following steps:
step 901 begins.
And starting the game by starting the application program corresponding to the game.
In step 902, the life value of the game start virtual object is 100.
Alternatively, the life value of the virtual object may be expressed in percentage form, for example, the life value of the virtual object is 100% at the beginning of the game, and the life value of the virtual object is 75% after the virtual object is damaged. In some embodiments, the vital value is also named energy value or blood volume, which is not limited in this application.
Step 903, whether the virtual object is damaged.
If the virtual object is damaged, generating a damage value, and entering step 904; if the virtual object is not damaged, the life value of the virtual object remains the life value at the start of the game (100).
And 904, deducting the life value according to the injury value.
The deduction of the vital value from the injury value is described with reference to fig. 10. FIG. 10 is a flowchart illustrating a method for restoring a vital value in conjunction with a server-controlled virtual object according to an exemplary embodiment of the present application. The method may be applied in the first terminal 120 or the second terminal 160 in a computer system as shown in fig. 2 or in other terminals in the computer system. The method comprises the following steps:
in step 1001, the client a sends an injury value for attacking the client B to the server.
The injury value represents the corresponding life value reduction amount after other virtual objects injure the virtual object. Optionally, a first account is logged in the client a, where the first account corresponds to the virtual object a, and a second account is logged in the client B, where the second account corresponds to the virtual object B. The damage suffered by the virtual object b comprises the damage of the virtual object a to the virtual object b. Optionally, the client a determines the damage value according to at least one of the following factors: the weapon used by virtual object a and the level of virtual object a in the game (i.e., the level of the first account number).
In step 1002, the server checks the damage value sent by the client a.
Optionally, whether the damage value is reasonable or not is checked according to the grade of the first account and the weapon used by the virtual object a, so that the user is prevented from controlling the virtual object a to generate an unreasonable damage value on the virtual object b through an improper means (such as plug-in) by the client A.
And step 1003, the server sends the verified damage value to the client B.
In step 1004, the ue B reduces the life value from the first value to a second value corresponding to the damaged life value according to the damage value.
Virtual object a is another virtual object with respect to virtual object b.
Reducing the vital value from the first value to a corresponding second value after injury according to the injury value further comprises the steps of:
1. the client B determines the damage type of the virtual object a;
2. determining a damage value according to the damage type;
3. determining the corresponding relation between the injury value and the reduction of the life value;
4. and reducing the life value from the first numerical value to a corresponding second numerical value after injury according to the corresponding relation.
Optionally, the injury type of the virtual object a is determined according to the weapon used by the virtual object or the manner of injury. Optionally, the correspondence between the injury value and the life value reduction is a default setting for the game, or is automatically generated based on the actual injury value, which may be linear or non-linear.
In one example, the first value of the vital value of the virtual object B is 100, the client B determines that the weapon used by the virtual object a is a dagger, the injury value is 10 according to the fact that the used weapon is a dagger, and the correspondence relationship between the injury value and the vital value reduction amount satisfies y ═ mx + n, wherein m and n are both constants, so that the vital value reduction amount can be determined to be 10m + n, and the first value (100) and the vital value reduction amount (10m + n) are subtracted to obtain the second value (100-10m-n) of the vital value corresponding to the virtual object after injury.
Step 905, whether the life value is 0.
If the life value of the virtual object is 0, ending the life of the virtual object in the game; if the life value of the virtual object is not 0, the process proceeds to step 906. Optionally, the current round of game is over, or the virtual object can not enter the game after a period of time, and the life value of the virtual object entering the game is 100. When the life values of all the virtual objects in the game are 0, the game is ended.
Step 906, wait for the vital value to be restored.
Step 907, whether a recovery time interval is reached.
Illustratively, the recovery time interval is 10 seconds, i.e., a certain life value is recovered every 10 seconds. If the recovery time interval is reached, go to step 908; if the recovery time interval has not been reached, the process returns to step 907.
Step 908, restore the life value of the virtual object.
Step 908 is described in conjunction with steps 1005 through 1008 in fig. 10.
Step 1005, the client B sends a life value recovery request to the server, where the life value recovery request carries the identifier and the moving speed of the virtual object.
The relationship between the identification of the virtual object, the moving speed and the life value recovery parameter will be described with reference to the table.
Watch 1
Figure BDA0002253513770000181
The identifier 2019102213090001 of the virtual object is used to indicate the 0001 st virtual object entering the game at 13 o' clock 09/22/10/2019, and the type of the identifier of the virtual object is not limited in the present embodiment.
Step 1006, the server obtains a life value recovery parameter corresponding to the client B.
Illustratively, the life value recovery parameter of the virtual object B controlled by the client B is a recovery life value of 3 per second.
Step 1007, the server sends the corresponding vital value restoration parameter to the client B.
And step 1008, the client B controls the virtual object to automatically restore the second numerical value of the life value according to the life value restoration parameter.
Illustratively, if the life value is restored 3 per second and the restoration time length is 10 seconds, the life value of the virtual object restored in 10 seconds is 30, and the second value of the life value is added to the restored life value (30) in the virtual object, so as to control the second value of the life value of the virtual object to be automatically restored.
Step 909, whether the life value reaches a maximum value.
If the vital value reaches the maximum value (e.g., the maximum value of the vital value is 100), go to step 910; if the life value does not reach the maximum value, the process returns to step 908.
Optionally, when the life value of the virtual object is smaller than the preset threshold, the user determines that the life value of the virtual object is smaller than the preset threshold through the change of the virtual environment picture.
The client receives prompt information sent by the server, the prompt information is used for prompting that the life value of a virtual object corresponding to the client account is smaller than a preset threshold value, and a corresponding virtual environment picture is displayed according to the prompt information, wherein the virtual environment picture is different from a corresponding environment picture when the virtual object is not damaged.
With reference to fig. 11, a life value 106 of the virtual object is displayed on the interface 15, at this time, the virtual object has a very small life value, the virtual environment screen displayed in the interface 15 is provided with a mark 109, the mark 109 is used for prompting the user that the remaining life value of the virtual object is small, and the user can control the virtual object to avoid according to the interface 15, so that the virtual object recovers the life value. In some embodiments, the user is prompted that the life value of the controlled virtual object is small by changing the color, the hue, the brightness, the contrast, or the display information on the interface 15, and the prompting mode is not limited in the present application.
And step 910, ending.
It is understood that the correspondence between the moving speed of the virtual object and the recovery rate of the vital value is not unique. The relationship between the moving speed and the recovery rate of the life value may be a linear function, or a nonlinear function, or a combination of a linear function and a nonlinear function, such as that the maximum life value of the virtual object is 100, and when the life value of the virtual object is greater than 60, the correspondence between the recovery rate of the life value and the moving speed of the virtual object is a linear function; when the life value of the virtual object is less than 60, the correspondence between the recovery rate of the life value and the moving speed of the virtual object is a nonlinear function.
In summary, the second numerical value of the life value corresponding to the damaged virtual object is determined according to the injury value, and the recoverable life value of the virtual object is determined according to the life value recovery parameter, so that the user controls the virtual object to automatically recover the second numerical value of the life value. The method has the advantages that the man-machine interaction mode without too many operations is provided, and the game strategy can be adjusted by the method that the user can automatically recover the life value by using the virtual object, so that the probability of winning games is improved, and the method is beneficial to enhancing the matching degree between the users.
The above embodiments describe the above method based on the application scenario of the game, and the following describes the above method by way of example in the application scenario of military simulation.
The simulation technology is a model technology which reflects system behaviors or processes by applying software and hardware through an experiment of simulating a real environment.
The military simulation program is a program specially constructed for military application by using a simulation technology, and is used for carrying out quantitative analysis on sea, land, air and other operational elements, weapon equipment performance, operational actions and the like, further accurately simulating a battlefield environment, presenting a battlefield situation and realizing the evaluation of an operational system and the assistance of decision making.
In one example, soldiers establish a virtual battlefield at a terminal where military simulation programs are located and fight in a team. The soldier controls a virtual object in the virtual battlefield environment to perform at least one operation of standing, squatting, sitting, lying on the back, lying on the stomach, lying on the side, walking, running, climbing, driving, shooting, throwing, being injured, reconnaissance, close-up combat and the like in the virtual battlefield environment. The battlefield virtual environment comprises: at least one natural form of flat ground, mountains, plateaus, basins, deserts, rivers, lakes, oceans and vegetation, and site forms of buildings, vehicles, ruins, training fields and the like. The virtual object includes: virtual characters, virtual animals, cartoon characters, etc., each virtual object having its own shape and volume in the three-dimensional virtual environment occupies a part of the space in the three-dimensional virtual environment.
Based on the above, in one example, soldiers are divided into two groups of four soldiers, with soldier a controlling virtual object a in the first group, soldier B controlling virtual object B in the first group, soldier C controlling virtual object C in the second group, and soldier D controlling virtual object D in the second group. The life values of the virtual objects are all 100, and the winning condition is that the life values of a group of the virtual objects are all 0.
Illustratively, the virtual object a has the strongest defense capability in the first group, that is, the recovery rate of the life value of the virtual object a is the highest, and the reduction rate of the life value is the lowest, and the defense capability of the virtual object b is the weakest, that is, the recovery rate of the life value of the virtual object b is the lowest, and the reduction rate of the life value is the highest. The virtual object c has the strongest defense capability in the second group, and the virtual object d has the weakest defense capability in the second group.
Optionally, the first group of soldiers may customize the battle plan to arrange virtual object a in front of the team for defense and virtual object b behind the team for replacement. Similarly, the second soldier may arrange virtual object c in front of the team and virtual object d behind the team. During the actual combat, the virtual object a and the virtual object c attack each other, and the reduced life values (i.e., the second numerical values) of the virtual object a and the virtual object c are determined according to the respective weapons and attack modes used. And restoring the second numerical value of the life value according to the motion states of the virtual object a and the virtual object c. Alternatively, when the life value of the virtual object a is lower than a set value, the virtual object b is arranged in front of the team and the virtual object a is arranged behind the team, so that the virtual object a has sufficient time to recover the life value. Optionally, when the life value of the virtual object a is lower than the preset threshold, another virtual environment picture is displayed on the client used by the soldier a, and the virtual environment picture is different from the corresponding environment picture when the virtual object a is not damaged. When the soldier A sees the virtual environment picture, the life value of the virtual object a is determined to be smaller than a preset threshold value, and the virtual object a can be controlled to avoid or change a battle plan.
In summary, in the embodiment of the present application, the method for controlling a virtual object is applied to a military simulation program, and a battle plan can be adjusted by using a life value recovery rate of the virtual object, so that a success rate of soldier battles is improved, and the method is beneficial to enhancing a cooperation degree between soldiers.
The following are embodiments of the apparatus of the present application, and for details that are 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. 12 is a schematic structural diagram illustrating an apparatus for controlling a virtual object to restore a vital value 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 1210, a control module 1220 and an acquisition module 1230, wherein the display module 1210 is an optional module.
A display module 1210, configured to display a virtual environment picture, where the virtual environment picture is a picture obtained by observing a virtual environment from a perspective of a virtual object, and the virtual environment picture includes a life value of the virtual object;
the control module 1220 is configured to reduce the life value from a first value to a second value corresponding to the damaged virtual object when the virtual object is damaged;
an obtaining module 1230, configured to obtain a motion state of the virtual object in the virtual environment;
and the control module 1220 is configured to control the virtual object to automatically restore the second value of the life value according to the motion state.
In an alternative embodiment, the motion state includes a stationary state and a moving state; the control module 1220 is configured to, when the motion state of the virtual object in the virtual environment includes a static state, control the virtual object to automatically restore the second value of the life value at a restoration rate corresponding to the static state; or, when the motion state of the virtual object in the virtual environment includes a moving state, controlling the virtual object to automatically restore the second value of the vital value at a restoration rate corresponding to the moving state.
In an alternative embodiment, the apparatus further comprises a transmitting module 1240 and a receiving module 1250;
the sending module 1240 is configured to send a first recovery rate corresponding to the static state to the server; the receiving module 1250 is configured to receive a first life value increment, where the first life value increment is calculated by the server according to the first recovery rate; the control module 1220 is configured to control the virtual object to automatically restore the second value of the life value according to the first life value increment; or, the sending module 1240 is configured to send, to the server, the corresponding speed of the virtual object in the static state; the receiving module 1250 is configured to receive a second life value increment, where the second life value increment is calculated by the server according to a second recovery rate, and the second recovery rate is determined by the server according to a corresponding speed in a static state; the control module 1220 is configured to control the virtual object to automatically restore the second numerical value of the life value according to the second life value increment amount.
In an optional embodiment, the control module 1220 is configured to determine, according to a speed interval in which a first target moving speed of the virtual object is located, a first target recovery rate from among at least two candidate recovery rates, where each candidate recovery rate corresponds to a respective speed interval; the sending module 1240 is configured to send the first target recovery rate to the server; the receiving module 1250 is configured to receive a third life value increment, where the third life value increment is calculated by the server according to the first target recovery rate; the control module 1220 is configured to control the virtual object to automatically restore the second numerical value of the life value according to the third life value increment; or, the sending module 1240 is configured to send the second target moving speed of the virtual object to the server; the receiving module 1250 is configured to receive a fourth life value increment, where the fourth life value increment is calculated by the server according to the second target recovery rate, and the second target recovery rate is determined by the server according to the candidate recovery rate corresponding to the speed interval where the second target moving speed is located; the control module 1220 is configured to control the virtual object to automatically restore the second numerical value of the life value according to the fourth life value increment amount.
In an optional embodiment, the control module 1220 is configured to obtain a third target recovery rate corresponding to a third target moving speed according to the third target moving speed of the virtual object and a relationship curve, where the relationship curve is a curve representing a correspondence between the target moving speed and the target recovery rate of the virtual object; the sending module 1240 is configured to send the third target recovery rate to the server; the receiving module 1250 is configured to receive a fifth life value increment, where the fifth life value increment is calculated by the server according to the third target recovery rate; the control module 1220 is configured to control the virtual object to automatically restore the second numerical value of the life value according to the fifth life value increment amount; or, the sending module 1240 is configured to send the fourth target moving speed of the virtual object to the server; the receiving module 1250 is configured to receive a sixth life value increment, where the sixth life value increment is calculated by the server according to a fourth target recovery rate, and the fourth target recovery rate is determined by the server according to the target moving speed and the relationship curve; the control module 1220 is configured to control the virtual object to automatically restore the second numerical value of the life value according to the sixth life value increment amount.
In an optional embodiment, the sending module 1240 is configured to send a life value restoration request to the server, where the life value restoration request carries the identifier and the moving speed of the virtual object;
the receiving module 1250 is configured to receive a life value recovery parameter, where the life value recovery parameter is obtained by the server according to the identifier and the moving speed of the virtual object;
the control module 1220 is configured to control the virtual object to automatically restore the second value of the life value according to the life value restoration parameter.
In an optional embodiment, the damage suffered by the virtual object includes damage to the virtual object caused by other virtual objects, and the other virtual objects correspond to the target client account;
the receiving module 1250 is configured to receive the injury value sent by the server, where the injury value represents a life value reduction amount corresponding to the virtual object that is injured by another virtual object, and the injury value is sent to the server by the target client account;
the control module 1220 is configured to reduce the life value from a first value to a second value corresponding to the damaged life value according to the damage value.
In an alternative embodiment, the control module 1220 is configured to determine the damage type of the other virtual objects; determining a damage value according to the damage type; determining the corresponding relation between the injury value and the reduction of the life value; and reducing the life value from the first numerical value to a corresponding second numerical value after injury according to the corresponding relation.
In an optional embodiment, the receiving module 1250 is configured to receive a prompt message sent by the server, where the prompt message is used to prompt that a life value of a virtual object corresponding to the client account is smaller than a preset threshold;
the display module 1210 is configured to display a corresponding virtual environment picture according to the prompt information, where the virtual environment picture is different from the corresponding environment picture when the virtual object is not damaged.
Referring to fig. 13, a block diagram of a computer device 1300 according to an exemplary embodiment of the present application is shown. The computer device 1300 may be a portable mobile terminal, such as: smart phones, tablet computers, MP3 players (Moving Picture Experts Group Audio Layer III, motion video Experts compression standard Audio Layer 3), MP4 players (Moving Picture Experts Group Audio Layer IV, motion video Experts compression standard Audio Layer 4). Computer device 1300 may also be referred to by other names such as user equipment, portable terminal, etc.
Generally, computer device 1300 includes: a processor 1301 and a memory 1302.
Processor 1301 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like. The processor 1301 may be implemented in at least one hardware form of a DSP (Digital Signal Processing), an FPGA (Field-Programmable Gate Array), and a PLA (Programmable Logic Array). The processor 1301 may also include a main processor and a coprocessor, where the main processor is a processor for processing data in an awake state, and is also referred to as a Central Processing Unit (CPU); a coprocessor is a low power processor for processing data in a standby state. In some embodiments, the processor 1301 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing content that the display screen needs to display. In some embodiments, processor 1301 may further include an AI (Artificial Intelligence) processor for processing computational operations related to machine learning.
The memory 1302 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 1302 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, a non-transitory computer readable storage medium in memory 1302 is used to store at least one instruction for execution by processor 1301 to implement the method of controlling a virtual object to restore a vital value provided herein.
In some embodiments, computer device 1300 may also optionally include: a peripheral interface 1303 and at least one peripheral. Specifically, the peripheral device includes: at least one of radio frequency circuitry 1304, touch display 1305, camera 1306, audio circuitry 1307, positioning component 1308, and power supply 1309.
Peripheral interface 1303 may be used to connect at least one peripheral associated with I/O (Input/Output) to processor 1301 and memory 1302. In some embodiments, processor 1301, memory 1302, and peripheral interface 1303 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1301, the memory 1302, and the peripheral device interface 1303 may be implemented on a separate chip or circuit board, which is not limited in this embodiment.
The Radio Frequency circuit 1304 is used to receive and transmit RF (Radio Frequency) signals, also called electromagnetic signals. The radio frequency circuitry 1304 communicates with communication networks and other communication devices via electromagnetic signals. The radio frequency circuit 1304 converts an electrical signal into an electromagnetic signal to transmit, or converts a received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1304 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, and so forth. The radio frequency circuitry 1304 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, generations of mobile communication networks (2G, 3G, 4G, and 5G), Wireless local area networks, and/or WiFi (Wireless Fidelity) networks. In some embodiments, the radio frequency circuit 1304 may also include NFC (Near Field Communication) related circuits, which are not limited in this application.
The touch display 1305 is used to display a UI (User Interface). The UI may include graphics, text, icons, video, and any combination thereof. The touch display 1305 also has the capability to collect touch signals on or over the surface of the touch display 1305. The touch signal may be input to the processor 1301 as a control signal for processing. The touch display 1305 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 1305 may be one, providing the front panel of the computer device 1300; in other embodiments, the touch display 1305 may be at least two, respectively disposed on different surfaces of the computer device 1300 or in a folded design; in still other embodiments, the touch display 1305 may be a flexible display disposed on a curved surface or on a folded surface of the computer device 1300. Even more, the touch screen 1305 may be arranged in a non-rectangular irregular pattern, i.e., a shaped screen. The touch Display 1305 may be made of LCD (Liquid Crystal Display), OLED (organic light-Emitting Diode), or the like.
The camera assembly 1306 is used to capture images or video. Optionally, camera assembly 1306 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 1306 may also include a flash. The flash lamp can be a monochrome temperature flash lamp or a bicolor 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 at different color temperatures.
The audio circuit 1307 is used to provide an audio interface between the user and the computer device 1300. The audio circuit 1307 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, and inputting the electric signals to the processor 1301 for processing, or inputting the electric signals to the radio frequency circuit 1304 for realizing voice communication. The microphones may be multiple and placed at different locations on the computer device 1300 for stereo sound acquisition or noise reduction purposes. 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 1301 or the radio frequency circuitry 1304 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, audio circuitry 1307 may also include a headphone jack.
The Location component 1308 is used to locate the current geographic Location of the computer device 1300 for navigation or LBS (Location Based Service). The Positioning component 1308 can be a Positioning component based on the Global Positioning System (GPS) in the united states, the beidou System in china, or the galileo System in russia.
The power supply 1309 is used to supply power to the various components in the computer device 1300. The power source 1309 may be alternating current, direct current, disposable or rechargeable. When the power source 1309 comprises 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 may also be used to support fast charge technology.
In some embodiments, computer device 1300 also includes one or more sensors 1310. The one or more sensors 1310 include, but are not limited to: acceleration sensor 1311, gyro sensor 1312, pressure sensor 1313, fingerprint sensor 1314, optical sensor 1315, and proximity sensor 1316.
The acceleration sensor 1311 may detect the magnitude of acceleration in three coordinate axes of the coordinate system established with the computer apparatus 1300. For example, the acceleration sensor 1311 may be used to detect components of gravitational acceleration in three coordinate axes. The processor 1301 may control the touch display screen 1305 to display the user interface in a landscape view or a portrait view according to the gravitational acceleration signal collected by the acceleration sensor 1311. The acceleration sensor 1311 may also be used for acquisition of motion data of a game or a user.
The gyro sensor 1312 may detect a body direction and a rotation angle of the computer device 1300, and the gyro sensor 1312 may cooperate with the acceleration sensor 1311 to collect a 3D motion of the user with respect to the computer device 1300. Processor 1301, based on the data collected by gyroscope sensor 1312, may perform the following functions: motion sensing (such as changing the UI according to a user's tilting operation), image stabilization at the time of photographing, game control, and inertial navigation.
The pressure sensors 1313 may be disposed on the side bezel of the computer device 1300 and/or underneath the touch display 1305. When the pressure sensor 1313 is provided on the side frame of the computer device 1300, a user's grip signal for the computer device 1300 can be detected, and left-right hand recognition or shortcut operation can be performed based on the grip signal. When the pressure sensor 1313 is disposed on the lower layer of the touch display 1305, it is possible to control an operability control on the UI interface according to a pressure operation of the user on the touch display 1305. The operability control comprises at least one of a button control, a scroll bar control, an icon control and a menu control.
The fingerprint sensor 1314 is used for collecting the fingerprint of the user to identify the identity of the user according to the collected fingerprint. When the identity of the user is identified as a trusted identity, the processor 1301 authorizes the user to perform relevant sensitive operations, including unlocking a screen, viewing encrypted information, downloading software, paying, changing settings, and the like. The fingerprint sensor 1314 may be disposed on the front, back, or side of the computer device 1300. When a physical key or vendor Logo is provided on the computer device 1300, the fingerprint sensor 1314 may be integrated with the physical key or vendor Logo.
The optical sensor 1315 is used to collect the ambient light intensity. In one embodiment, the processor 1301 can control the display brightness of the touch display screen 1305 according to the intensity of the ambient light collected by the optical sensor 1315. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 1305 is increased; when the ambient light intensity is low, the display brightness of the touch display 1305 is turned down. In another embodiment, the processor 1301 can also dynamically adjust the shooting parameters of the camera assembly 1306 according to the ambient light intensity collected by the optical sensor 1315.
A proximity sensor 1316, also known as a distance sensor, is typically disposed on the front face of the computer device 1300. The proximity sensor 1316 is used to capture the distance between the user and the front face of the computer device 1300. In one embodiment, the touch display 1305 is controlled by the processor 1301 to switch from the bright screen state to the dark screen state when the proximity sensor 1316 detects that the distance between the user and the front face of the computer device 1300 gradually decreases; the touch display 1305 is controlled by the processor 1301 to switch from the breath-screen state to the light-screen state when the proximity sensor 1316 detects that the distance between the user and the front surface of the computer device 1300 is gradually increasing.
Those skilled in the art will appreciate that the architecture shown in FIG. 13 is not intended to be limiting of the computer device 1300, 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.
The present application further provides a computer device, comprising: a processor and a memory, the storage medium having at least one instruction, at least one program, a set of codes, or a set of instructions stored therein, the at least one instruction, at least one program, set of codes, or set of instructions being loaded and executed by the processor to implement the method for controlling a virtual object to recover a vital value provided by the above method embodiments.
The present application further provides a computer-readable storage medium, in which at least one instruction, at least one program, a code set, or a set of instructions is stored, and the at least one instruction, the at least one program, the code set, or the set of instructions is loaded and executed by a processor to implement the method for controlling a virtual object to recover a vital value provided by the method embodiments.
It should be understood that reference to "a plurality" herein 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 only exemplary of the present application and should not be taken as limiting, as any modification, equivalent replacement, or improvement made within the spirit and principle of the present application should be included in the protection scope of the present application.

Claims (12)

1. A method of controlling a virtual object to restore a vital value, the method comprising:
displaying a virtual environment picture, wherein the virtual environment picture is a picture for observing a virtual environment from a visual angle of a virtual object, and the virtual environment picture comprises a life value of the virtual object;
when the virtual object is injured, reducing the life value from a first numerical value to a corresponding second numerical value after injury;
acquiring the motion state of the virtual object in the virtual environment;
and controlling the virtual object to automatically recover the second numerical value of the life value according to the motion state.
2. The method of claim 1, wherein the motion state comprises a stationary state and a moving state; the controlling the virtual object to automatically restore the second numerical value of the vital value according to the motion state includes:
when the motion state of the virtual object in the virtual environment comprises a static state, controlling the virtual object to automatically recover the second value of the life value at a recovery rate corresponding to the static state;
or the like, or, alternatively,
when the motion state of the virtual object in the virtual environment comprises a moving state, controlling the virtual object to automatically restore the second value of the life value at a restoration rate corresponding to the moving state.
3. The method of claim 2, wherein controlling the virtual object to automatically resume the second value of the vital value at a resume rate corresponding to a stationary state when the state of motion of the virtual object in the virtual environment comprises the stationary state comprises:
sending a first recovery rate corresponding to the static state to a server; receiving a first life value increment, wherein the first life value increment is calculated by the server according to the first recovery rate; controlling the virtual object to automatically restore the second numerical value of the life value according to the first life value increment;
or the like, or, alternatively,
sending the corresponding speed of the virtual object in the static state to the server; receiving a second life value increment, wherein the second life value increment is calculated by the server according to a second recovery rate, and the second recovery rate is determined by the server according to the corresponding speed in the static state; and controlling the virtual object to automatically recover the second numerical value of the life value according to the second life value increment.
4. The method of claim 2, wherein controlling the virtual object to automatically resume the second value of the vital value at a resume rate corresponding to a moving state when the state of motion of the virtual object in the virtual environment comprises the moving state comprises:
determining a first target recovery rate in at least two candidate recovery rates according to a speed interval where a first target moving speed of the virtual object is located, wherein each candidate recovery rate corresponds to a respective speed interval; sending the first target recovery rate to a server; receiving a third life value increment, wherein the third life value increment is calculated by the server according to the first target recovery rate; controlling the virtual object to automatically restore the second numerical value of the life value according to the third life value increment;
or the like, or, alternatively,
transmitting a second target moving speed of the virtual object to the server; receiving a fourth life value increment, wherein the fourth life value increment is calculated by the server according to a second target recovery rate, and the second target recovery rate is determined by the server according to a candidate recovery rate corresponding to a speed interval where the second target moving speed is located; and controlling the virtual object to automatically recover the second numerical value of the life value according to the fourth life value increment.
5. The method of claim 2, wherein controlling the virtual object to automatically resume the second value of the vital value at a resume rate corresponding to a moving state when the state of motion of the virtual object in the virtual environment comprises the moving state comprises:
obtaining a third target recovery rate corresponding to the third target moving speed according to the third target moving speed of the virtual object and a relation curve, wherein the relation curve is a curve representing the corresponding relation between the target moving speed and the target recovery rate of the virtual object; sending the third target recovery rate to the server; receiving a fifth vital value increment, wherein the fifth vital value increment is calculated by the server according to the third target recovery rate; controlling the virtual object to automatically recover the second numerical value of the life value according to the fifth life value increment;
or the like, or, alternatively,
transmitting a fourth target moving speed of the virtual object to the server; receiving a sixth life value increment, wherein the sixth life value increment is calculated by the server according to a fourth target recovery rate, and the fourth target recovery rate is determined by the server according to the target moving speed and the relation curve; and controlling the virtual object to automatically recover the second numerical value of the life value according to the sixth life value increment.
6. The method according to any one of claims 1 to 5, wherein said controlling said virtual object to automatically restore said vital value further comprises:
sending a life value recovery request to a server, wherein the life value recovery request carries the identification of the virtual object and the moving speed;
receiving a life value recovery parameter, wherein the life value recovery parameter is obtained by the server according to the identification of the virtual object and the moving speed;
and controlling the virtual object to automatically recover the second numerical value of the life value according to the life value recovery parameter.
7. The method of claim 1, wherein the damage inflicted on the virtual object comprises damage inflicted on the virtual object by other virtual objects, the other virtual objects corresponding to the target client account;
reducing the vital value from a first value to a corresponding second value after injury when the virtual object is injured, comprising:
receiving an injury value sent by a server, wherein the injury value represents a life value reduction amount corresponding to the other virtual objects after the other virtual objects damage the virtual objects, and the injury value is sent to the server by the target client account;
and reducing the life value from the first numerical value to the corresponding second numerical value after injury according to the injury value.
8. The method of claim 7, wherein the reducing the vital value from the first value to the second value corresponding to the injury according to the injury value comprises:
determining a type of injury for the other virtual object;
determining the injury value according to the injury type;
determining the corresponding relation between the injury value and the life value reduction amount;
and reducing the life value from the first numerical value to the corresponding second numerical value after injury according to the corresponding relation.
9. The method of any of claims 1 to 5, further comprising:
receiving prompt information sent by a server, wherein the prompt information is used for prompting that the life value of the virtual object corresponding to the client account is smaller than a preset threshold value;
and displaying a corresponding virtual environment picture according to the prompt information, wherein the virtual environment picture is different from the corresponding environment picture when the virtual object is not damaged.
10. An apparatus for controlling a virtual object to restore a vital value, the apparatus comprising:
the display module is used for displaying a virtual environment picture, wherein the virtual environment picture is a picture for observing a virtual environment from a visual angle of a virtual object, and the virtual environment picture comprises a life value of the virtual object;
the control module is used for reducing the life value from a first numerical value to a second numerical value corresponding to the damaged virtual object when the virtual object is damaged;
the acquisition module is used for acquiring the motion state of the virtual object in the virtual environment;
the control module is used for controlling the virtual object to automatically recover the second numerical value of the life value according to the motion state.
11. A computer device comprising a processor and a memory, said memory having stored therein at least one instruction, at least one program, set of codes, or set of instructions, which instruction, program, set of codes, or set of instructions, is loaded and executed by said processor to implement a method of controlling a virtual object to restore a vital value as claimed in any one of claims 1 to 9.
12. A computer storage medium having stored therein at least one instruction, at least one program, a set of codes, or a set of instructions, which is loaded and executed by a processor to implement a method of controlling a virtual object to restore a vital value as claimed in any one of claims 1 to 9.
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