CN111672108A - Virtual object display method, device, terminal and storage medium - Google Patents

Virtual object display method, device, terminal and storage medium Download PDF

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Publication number
CN111672108A
CN111672108A CN202010477793.1A CN202010477793A CN111672108A CN 111672108 A CN111672108 A CN 111672108A CN 202010477793 A CN202010477793 A CN 202010477793A CN 111672108 A CN111672108 A CN 111672108A
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China
Prior art keywords
virtual object
virtual
target
defeated
displaying
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CN202010477793.1A
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Chinese (zh)
Inventor
杨子舟
张跃
张勇
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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Priority to CN202010477793.1A priority Critical patent/CN111672108A/en
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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
    • A63F13/53Controlling 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8076Shooting

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

Abstract

The application discloses a virtual object display method, a virtual object display device, a virtual object display terminal and a virtual object storage medium, and belongs to the technical field of computers. The method comprises the steps of displaying a first virtual object on a first target position in a virtual scene, responding to the fact that the first virtual object is defeated, determining a first target time length, wherein the first target time length is a numerical value obtained by adding a competition time length which is carried out when the first virtual object is defeated and a second target time length, responding to the fact that the first target time length is larger than or equal to a third target time length, displaying a second virtual object on a second target position in the virtual scene when the competition time length which is carried out reaches the first target time length, and avoiding the fact that a user loses an attack target due to the fact that the first virtual object is forced to be defeated in a fighting process of the user and the first virtual object.

Description

Virtual object display method, device, terminal and storage medium
Technical Field
The present application relates to the field of computer technologies, and in particular, to a method, an apparatus, a terminal, and a storage medium for displaying a virtual object.
Background
With the development of computer technology and the diversification of terminal functions, more and more mobile phone games are emerging, wherein MOBA (Multiplayer Online Battle Arena) games gradually become an important game in mobile phone games. In the current MOBA game, a player can control a controlled virtual object to kill a certain type of target virtual object, so that the controlled virtual object obtains some special gain effects, for example, the target virtual object may include two virtual monsters in different forms, namely a small dragon and a big dragon, the player can obtain a certain gain effect after killing the small dragon, and the player can obtain a gain effect with a larger amplitude than that of killing the small dragon after killing the big dragon, and the gain effect may be experience improvement, gold coin acquisition and the like.
In a general MOBA game, when a first target duration after opening is reached, a small dragon is refreshed at a certain fixed position point in a virtual scene (the position point is also commonly referred to as a "refreshing point"), a player operates a controlled virtual object to kill the small dragon, a certain gain effect is obtained, when a second target duration after opening is reached, if the small dragon which is not killed exists at the refreshing point, the system forces the small dragon to die and directly replaces the small dragon with a large dragon, and after the player operates the controlled virtual object to kill the large dragon, a gain effect with a larger amplitude than that after killing the small dragon is obtained.
In the process, the small dragon is forced to die and refresh the large dragon when the second target is reached, and if a player is fighting with the small dragon at the moment, the player can suddenly lose an attack target, so that the previous efforts are paid to the east, and therefore the interactive mode is single, the operation difficulty is high, the man-machine interaction efficiency is low, and the user experience is influenced.
Disclosure of Invention
The embodiment of the application provides a display method, a display device, a display terminal and a storage medium of a virtual object, which can enrich the interaction mode of an MOBA game, reduce the operation difficulty, improve the human-computer interaction efficiency and optimize the user experience. The technical scheme is as follows:
in one aspect, a method for displaying a virtual object is provided, and the method includes:
displaying a first virtual object at a first target location in a virtual scene;
responding to the first virtual object being defeated, and determining a first target time length, wherein the first target time length is a numerical value obtained by adding a competitive time length which is already carried out when the first virtual object is defeated and a second target time length;
and in response to the first target duration being greater than or equal to a third target duration, displaying a second virtual object at a second target position in the virtual scene when the duration of the ongoing competition reaches the first target duration, wherein the gain amplitude provided by the second virtual object is different from the gain amplitude provided by the first virtual object.
In one aspect, there is provided an apparatus for displaying a virtual object, the apparatus including:
a first display module for displaying a first virtual object at a first target location in a virtual scene;
a first determining module, configured to determine a first target duration in response to the first virtual object being defeated, where the first target duration is a value obtained by adding a second target duration to a duration of a competition that has been performed when the first virtual object is defeated;
and the second display module is used for responding to that the first target time length is greater than or equal to a third target time length, and displaying a second virtual object at a second target position in the virtual scene when the duration of the performed competition reaches the first target time length, wherein the gain amplitude provided by the second virtual object is different from the gain amplitude provided by the first virtual object.
In one possible embodiment, the apparatus further comprises:
a third display module, configured to display a refresh countdown of at least one of the first virtual object or the second virtual object in the virtual scene, where the refresh countdown is used to prompt a time difference between the first virtual object or the second virtual object and a next display time.
In one aspect, a terminal is provided and includes one or more processors and one or more memories, where at least one program code is stored in the one or more memories and loaded by the one or more processors and executed to implement the operations performed by the method for displaying virtual objects according to any of the possible implementations described above.
In one aspect, a storage medium is provided, in which at least one program code is stored, the at least one program code being loaded by a processor and executed to implement the operations performed by the method for displaying a virtual object according to any one of the above possible implementations.
In one aspect, a computer program product is provided that includes one or more instructions executable by one or more processors of a terminal to enable the terminal to perform operations performed to implement a method of displaying a virtual object as described in any one of the possible implementations above.
The beneficial effects brought by the technical scheme provided by the embodiment of the application at least comprise:
by displaying a first virtual object at a first target position in a virtual scene, determining a first target time length in response to the first virtual object being defeated, wherein the first target time length is a value obtained by adding a competition time length which has been carried out when the first virtual object is defeated and a second target time length, and in response to the first target time length being greater than or equal to a third target time length, displaying a second virtual object at a second target position in the virtual scene when the competition time length which has been carried out reaches the first target time length, wherein the gain amplitude provided by the second virtual object is different from the gain amplitude provided by the first virtual object, the processing logic for triggering and displaying the second virtual object is triggered, so that the second virtual object is not refreshed when the first virtual object reaches the second target time length after being defeated, and a user is prevented from fighting with the first virtual object, the second virtual object is refreshed to force the first virtual object to be defeated, so that the user loses the attack target, the interaction mode is enriched, the operation difficulty is reduced, the human-computer interaction efficiency is improved, the interest of the game is improved, and the user experience is optimized.
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 virtual world of a typical MOBA game provided by an exemplary embodiment of the present application;
FIG. 2 is a schematic view of a virtual world viewed from a perspective of blue provided by another exemplary embodiment of the present application;
FIG. 3 is a schematic view of a virtual world viewed from a perspective of the red provided by another exemplary embodiment of the present application;
FIG. 4 is a schematic illustration of a user interface displayed on a terminal as provided by another exemplary embodiment of the present application;
FIG. 5 is a schematic illustration of a user interface displayed on a terminal as provided by another exemplary embodiment of the present application;
FIG. 6 is a schematic diagram of a virtual world provided by another exemplary embodiment of the present application;
FIG. 7 is a schematic illustration of a virtual world provided by another exemplary embodiment of the present application;
FIG. 8 is a schematic illustration of a mirrored virtual world of another exemplary MOBA game provided by another exemplary embodiment of the present application;
FIG. 9 is a schematic illustration of a mirrored virtual world of another exemplary MOBA game provided by another exemplary embodiment of the present application;
FIG. 10 is a schematic illustration of a mirrored virtual world of another exemplary MOBA game provided by another exemplary embodiment of the present application;
fig. 11 is a schematic implementation environment diagram of a display method of a virtual object according to an embodiment of the present application;
fig. 12 is a flowchart of a method for displaying a virtual object according to an embodiment of the present application;
fig. 13 is a flowchart of a method for displaying a virtual object according to an embodiment of the present application;
FIG. 14 is a schematic diagram of a first virtual object provided by an embodiment of the present application;
FIG. 15 is a schematic flowchart of a method for displaying a virtual object according to an embodiment of the present application;
FIG. 16 is a diagram illustrating a method for displaying a virtual object according to an embodiment of the present disclosure;
FIG. 17 is a logical framework diagram of a method for displaying a virtual object according to an embodiment of the present disclosure;
FIG. 18 is a schematic flowchart of a method for displaying a virtual object according to an embodiment of the present application;
fig. 19 is a schematic structural diagram of a display apparatus for a virtual object according to an embodiment of the present application;
fig. 20 is a schematic structural diagram of a terminal according to an 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.
The terms "first," "second," and the like in this application are used for distinguishing between similar items and items that have substantially the same function or similar functionality, and it should be understood that "first," "second," and "nth" do not have any logical or temporal dependency or limitation on the number or order of execution.
The term "at least one" in this application means one or more, and the meaning of "a plurality" means two or more, for example, a plurality of first locations means two or more first locations.
Virtual scene: is a virtual scene that is displayed (or provided) by an application program when the application program runs on a terminal. The virtual scene may be a simulation environment of a real world, a semi-simulation semi-fictional virtual environment, or a pure fictional virtual environment. The virtual scene may be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene, and the dimension of the virtual scene is not limited in the embodiment of the present application. For example, a virtual scene may include sky, land, ocean, etc., the land may include environmental elements such as deserts, cities, etc., and a user may control a virtual object to move in the virtual scene. Optionally, the virtual scene may also be used for virtual scene engagement between at least two virtual objects, in which virtual resources are available for use by the at least two virtual objects. Optionally, the virtual scene may include two symmetric regions, and the virtual objects belonging to two enemy camps occupy one of the two regions respectively, and destroy a target building/site/base/crystal deep in the other region as a winning target, where the symmetric regions include a lower left corner region and an upper right corner region, and further include a middle left side region and a middle right side region.
Virtual object: refers to a movable object in a virtual scene. 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 the virtual scene. The virtual object may be an avatar in the virtual scene that is virtual to represent the user. A plurality of virtual objects may be included in the virtual scene, each virtual object having its own shape and volume in the virtual scene, occupying a portion of the space in the virtual scene. Optionally, when the virtual scene is a three-dimensional virtual scene, optionally, the virtual object may be a three-dimensional stereo model, the three-dimensional stereo model may be a three-dimensional character constructed based on a three-dimensional human skeleton technology, and the same virtual object may exhibit different external images by wearing different skins. In some embodiments, the virtual object may also be implemented by using a 2.5-dimensional or 2-dimensional model, which is not limited in this application.
Alternatively, the virtual object may be a Player Character controlled by an operation on the client, or may be a Non-Player Character (NPC) provided in the virtual scene interaction. Alternatively, the virtual object may be a virtual character playing a game in a virtual scene. Optionally, the number of virtual objects participating in the interaction in the virtual scene may be preset, or may be dynamically determined according to the number of clients participating in the interaction.
Target virtual object: the target virtual object refers to a virtual object which is not controlled by a user, namely, the target virtual object is the NPC object, and the target virtual object may be in various forms such as a virtual creature, a virtual article, a virtual ghost and the like. The target virtual object may be affiliated to a certain user formation participating in the countermeasure, or may not be affiliated to any user formation participating in the countermeasure (i.e., the neutral virtual object).
Neutral virtual objects: a target virtual object that is not affiliated with any user struggling to participate in the confrontation may be colloquially referred to as a "neutral virtual object". The neutral virtual object may perform an antagonistic action with a virtual object in any one of the user battles, in other words, the neutral virtual object may attack a virtual object in any one of the user battles, or may be attacked by a virtual object in any one of the user battles, for example, the neutral virtual object may include the first virtual object and the second virtual object according to the embodiment of the present application. The neutral virtual object is usually used as an attractive competitive resource and provides a gain effect for an capturer, for example, the neutral virtual object can be competed by various users in battle, and the battle in which the user who competes (or kills) the neutral virtual object is located can obtain the gain effect provided by the neutral virtual object.
MOBA (Multiplayer Online Battle Arena) game: the game is a game which provides a plurality of base points in a virtual scene, and users in different camps control virtual objects to fight in the virtual scene, take charge of the base points or destroy enemy camp base points. For example, the MOBA game may divide the user into at least two enemy camps, and different virtual teams divided into the at least two enemy camps occupy respective map areas, respectively, to compete with one another with a winning condition as a target. Such winning conditions include, but are not limited to: the method comprises the following steps of occupying site points or destroying enemy battle site points, killing virtual objects of enemy battle, ensuring the survival of the enemy battle in a specified scene and time, seizing certain resources, and exceeding the interaction score of the other party in the specified time. For example, the MOBA game may divide the user into two enemy paradigms, and disperse the virtual objects controlled by the user in the virtual scene to compete with each other, so as to destroy or occupy all the spots of the enemy as winning conditions.
Optionally, each virtual team includes one or more virtual objects, such as 1, 2, 3, or 5 virtual objects, and the tactical competition can be divided into a 1V1 competitive puzzle, a 2V2 competitive puzzle, a 3V3 competitive puzzle, a 5V5 competitive puzzle, and the like according to the number of virtual objects in each team participating in the tactical competition, where 1V1 means "1 to 1", and details thereof are not described here.
Alternatively, the MOBA game may be played in units of rounds (or rounds), and the map of each tactical competition may be the same or different. The duration of a play of the MOBA game is from the moment the game is started to the moment the winning condition is achieved.
In the MOBA game, the user may control the virtual object to freely fall, glide, open a parachute to fall, run, jump, crawl, bend over, and the like in the sky of the virtual scene, or may control the virtual object to swim, float, or dive in the sea, and the like.
In the MOBA game, the user may also control the virtual objects to release skills to combat other virtual objects, for example, the skill types of which may include attack skills, defense skills, treatment skills, assistance skills, killing skills, etc., each virtual object may have a respective fixed skill or skills, while different virtual objects typically have different skills that may produce different effects. For example, if the virtual object releases the attack skill to hit the enemy virtual object, a certain damage to the enemy virtual object is caused, which is usually represented by deducting a part of virtual life value of the enemy virtual object, and for example, if the virtual object releases the treatment skill to hit the friend virtual object, a certain treatment is generated to the friend virtual object, which is usually represented by replying a part of virtual life value of the friend virtual object, and other various skills can generate corresponding action effects, and are not enumerated here one by one.
In the MOBA game, the neutral virtual objects can be provided in the virtual scene, and the neutral virtual objects are not affiliated to any user battle participating in the confrontation, such as the first virtual object and the second virtual object related to the embodiment of the application, such a neutral virtual object is usually used as a competition resource for two teams participating in a competition, each member of the two teams can attack the neutral virtual object by controlling the virtual object, each member of the team where the member of the neutral virtual object is first defeated (or killed) can obtain a certain magnitude of gain effect (commonly referred to as Buff), different types of neutral virtual objects usually provide different magnitudes of gain effects, for example, when the first virtual object is a small dragon and the second virtual object is a large dragon, the gain effect provided by the large dragon is usually much larger than that provided by the small dragon.
Two typical MOBA games are described separately below.
The first typical MOBA game.
Fig. 1 is a virtual world two-dimensional map of a typical MOBA game. In the typical MOBA game, virtual characters are divided into two camps of a red square and a blue square, each camps respectively has five virtual characters, and ten virtual characters in total carry out a MOBA game match.
As shown in fig. 1, the virtual world map is square and divided into two parts, two bases (crystals) for formation are respectively arranged at two ends of a diagonal line of the square, namely a blue base 1001 and a red base 1002; three attack lines connecting the blue base 1001 and the red base 1002 are: an upper lane 1003, a middle lane 1004, and a lower lane 1005; public area: channel 1006, and field 1007.
The virtual characters of two camps are respectively born at respective base positions, five virtual characters of the same camp initiate attack to an enemy along three attack directions respectively, and the game winner can be obtained by destroying the base of the other camp. The blue-square matrix is born at a blue-square base 1001, the red-square matrix is born at a red-square base 1002, and virtual characters of the two matrixes observe the virtual world from a viewing angle that the base of the two matrixes is positioned at the lower left corner of the observation viewing angle. That is, the blue avatar views the virtual world at a first perspective 1008, the red avatar views the virtual world at a second perspective 1009, and the three attack directions are, from left to right, an up, a mid, and a down, respectively, for the respective perspectives. Illustratively, as shown in FIG. 2, the virtual world is viewed from a first perspective 1008 of the blue virtual character, where the blue base 1001 is located in the lower left corner of the virtual world view; as shown in fig. 3, the virtual world is viewed from a second perspective 1009 of the virtual character in red, where the red base 1002 is located at the lower left corner of the virtual world frame.
Set up the visual angle of two camps like this, no matter the virtual character of user control belongs to red side camps or belongs to blue side camps, the base of enemy's camps is far away in the upper right corner of virtual world picture forever, and the attack direction of virtual character is the upper right direction of virtual world picture also forever, helps the user to control the virtual character. However, such an arrangement also has a problem that the lower route of the blue side is the upper route of the red side, when the virtual character of the blue side and the virtual character of the red side are both located at the junction (river channel) between the lower route of the blue side and the upper route of the red side, the user interface seen by the blue side user on the terminal is as shown in fig. 4, and a part of the virtual world picture is blocked by a UI (user interface) control 1010, but the area of the river channel 1006 that is more dangerous (the virtual character of the red side, such as a stabber, may suddenly attack from the river channel 1006) is not blocked, so the view of the blue side user is wider. As shown in fig. 5, part of the virtual world picture is also blocked by the UI control 1010, and the dangerous river channel 1006 area is blocked by the UI control, which affects the view of the user in the red, so that the user in the red is not convenient to observe the river channel 1006 area and is easily killed by a hacker in the blue.
Therefore, the down 1005 is more secure than the up 1003.
The five avatars in the same row are typically five different types of avatars, which may be, for example:
a soldier: the blood volume is more, and the defence power is higher, and the offensive power is higher, and the attack distance is short, and it is more nimble to remove, has certain displacement skill usually, can resist enemy's injury to a certain extent, or causes the injury to enemy. Displacement skills are skills that can cause a virtual character to move faster, or to rush a distance in a direction, or to move instantaneously from one point to another.
A juridical: the blood volume is extremely low, the defense power is extremely low, the attack power is very high and is a legal injury, the attack distance is long, the movement is not flexible, and the enemy is easy to attack and kill, so the enemy is usually attacked under the protection of a fighter or a tank/auxiliary.
Tank/assistance: the blood volume is very much, the defense power is very high, the attack power is extremely low, the attack distance is short, and the device is generally suitable for preventing injury to teammates in front of teams and protecting other teammates.
Shooting: similar to the jurisdictions, except that the shooter has very high physical injury, is eligible for persistent export, and attacks against defense towers and bases.
Stabbing: the blood volume is lower, the defense power is lower, the offensive power is high, the attack distance is short, the movement is very flexible, and the moving device generally has a plurality of displacement skills, is suitable for initiating assault to a legal person or a shooter of an enemy and has the capability of instantly killing the legal person or the shooter of the enemy.
Due to the characteristics of different types of virtual characters, the advantages and disadvantages of the upper road and the lower road in the visual field are combined, and the different types of virtual characters usually initiate attack to the enemy in a fixed attack direction. Attack is typically initiated by the shooter (and tank/satellite) from a safer down road 1005 to the enemy; initiating an attack by a jurisdictional on the way 1004 to an adversary; initiating an attack from a more dangerous ascent 1003 to the enemy by a soldier with a displacement advantage; the guests are mainly moving in the wild 1007 and serve teammates who support the on-road 1004 or off-road 1005.
This can result in the virtual character competing with an enemy virtual character of a different type from itself, the blue player competing against the red player, and the blue player competing against the red player, affecting game fairness and user experience. Illustratively, as shown in fig. 6, a blue shooter number 1011 attacks from a blue lower road 1005 to the red, a blue fighter number 1012 attacks from a blue upper road 1003 to the red, a red shooter number 1013 attacks from a red lower road 1005 to the blue, and a red fighter number attacks from a red upper road 1005 to the blue. I.e., shooter number 1011 versus fighter number two 1014, fighter number one 1012 versus fighter number two 1013.
In order to make the game more fair and more rational, the first shooter 1011 on the blue side fights the second shooter 1013 on the red side and the first fighter 1012 on the blue side fights the second fighter 1014 on the red side, as shown in fig. 7. In order to realize such a match method, it is necessary to solve a problem how to make the blue lower road and the red lower road the same route, that is, to change the blue lower road and the red lower road to each other, so that the original lower road is changed into the upper road and the original upper road is changed into the lower road. Illustratively, the up-down road in the red is changed to the positions of the up-road 1003 and the down-road 1005 as shown in fig. 7. The blue lower road 1005 is similarly set to the red lower road 1005, and the blue upper road 1003 is similarly set to the red upper road 1003.
The second typical MOBA game realizes this more rational engagement.
A second typical MOBA game.
The second typical MOBA game mode is the same as the first typical MOBA game in game playing, the virtual world is also a square, the base of the first camp and the base of the second camp are also positioned on the diagonal line of the square, and the five virtual characters in each camp initiate attack to the enemy along three attack directions respectively. The difference is that the way down of first formation is the way down of second formation simultaneously, and the way up of first formation is the way up of second formation simultaneously. The second typical MOBA game is to realize such a more rational match in the following way.
First there is a first virtual world and then a second virtual world mirrored about the ground plane of the first virtual world. As shown in fig. 8, there is a first virtual world 1101, and a second virtual world 1103 in which the first virtual world 1101 is symmetrical with respect to a ground plane 1102, i.e., the second virtual world is a mirror reflection of the first virtual world.
If the direction perpendicular to the ground plane of the first virtual world and pointing to the sky is the y-axis positive half-axis direction 1104, the virtual world seen by the user controlling the first virtual character burst is the first virtual world observed in the space with the viewing angle located at the y-axis positive half-axis, as shown in fig. 9, the first virtual world observed by the user controlling the first virtual character burst. The virtual world viewed by the user who controls the second marketing virtual character is the second virtual world viewed in the space whose view angle is located on the negative half axis of the y-axis, and as shown in fig. 10, the second virtual world viewed by the user who controls the second marketing virtual character. It can be seen that the first virtual world 1101 and the second virtual world 1103 are opposite worlds, and this method can realize that the way of going up and down of the second marketing is reversed, and the way of going down seen by the user controlling the virtual character of the second marketing is also the way of going down seen by the user controlling the virtual character of the first marketing.
The second typical MOBA game shows two virtual worlds which are mirror images of each other to two users in camp respectively, wherein the users in the first camp observe the first virtual world from the visual angle of a positive half shaft of a y axis and control virtual characters to move in the first virtual world; and the users in the second row observe the second virtual world from the view angle of the negative half shaft of the y axis and control the virtual characters to move in the second virtual world. Because the first virtual world and the second virtual world are two completely opposite worlds, the server needs to set two sets of operation logics for the first virtual world and the second virtual world respectively, and the first operation logic is used for calculating the activity information of the virtual character of the first camp in the first virtual world, for example: the movement position, the skill release direction and the like are moved, the activity information of the virtual character of the second battle in the second virtual world is calculated by using the second operation logic, and then the operation result of one virtual world needs to be displayed on the other virtual world.
Hereinafter, a system architecture according to the present application will be described.
Fig. 11 is a schematic implementation environment diagram of a display method of a virtual object according to an embodiment of the present application. Referring to fig. 11, the implementation environment 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 scene. The application program may be any one of a MOBA Game, a Massively Multiplayer Online Role Playing Game (MMORPG), a First-Person Shooting Game (FPS), a third-Person Shooting Game, a virtual reality application program, a three-dimensional map program, a military simulation program, or a Multiplayer gunfight type survival Game. The first terminal 120 may be a terminal used by the first user, and assuming that the first user is assigned to the blue-square camp after the first user opens the office, the first user uses the first terminal 120 to operate a certain virtual object located in the blue-square camp in the virtual scene for activities, which include, but are not limited to: releasing skills, adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing. Illustratively, a virtual object of the blueprint may be a virtual character, such as a simulated character or an animated character.
The server 140 may include at least one of a server, a plurality of servers, a cloud computing platform, or a virtualization center. The server 140 is used to provide background services for applications that support virtual scenarios. Alternatively, the server 140 may undertake primary computational tasks and the first and second terminals 120, 160 may undertake secondary computational tasks; 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 scene. The application program can be any one of an MOBA game, an MMORPG game, an FPS game, a third person shooting game, a virtual reality application program, a three-dimensional map program, a military simulation program or a multi-player gunfight survival game. The second terminal 160 may be a terminal used by the second user, and assuming that the second user is assigned to the red square camp after the second user opens the office, the second user uses the second terminal 160 to operate a certain virtual object located in the red square camp in the virtual scene for an activity, which includes but is not limited to: releasing skills, adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing. Illustratively, the virtual object of the red square formation may be a virtual character, such as a simulated character or an animated character.
The first terminal 120 and the second terminal 160 may be directly or indirectly connected to the server 140 through wired or wireless communication, and the connection manner is not limited in this embodiment of the application.
In some embodiments, a virtual object of the blue-square camp controlled by the first terminal 120 and a virtual object of the red-square camp controlled by the second terminal 160 are in the same virtual scene, and the two virtual objects in different camps can interact in the virtual scene. It should be noted that, when the first user and the second user belong to different camps (in the above example, the first user belongs to a blue-square camp and the second user belongs to a red-square camp), two virtual objects respectively controlled by the first user and the second user are in an opponent relationship with each other, and the virtual objects in the opponent relationship can be combated in a manner of releasing skills from each other. In other embodiments, when the first user and the second user belong to the same camp (for example, the first user and the second user both belong to a red camp, or both belong to a blue camp), the two virtual objects respectively controlled by the first user and the second user may also be in a teammate relationship, and the two virtual objects may have a temporary communication right, and of course, the two virtual objects may also obtain a permanent communication right by adding friends to each other.
The server 140 may be an independent physical server, a server cluster or a distributed system formed by a plurality of physical servers, or a cloud server providing basic cloud computing services such as a cloud service, a cloud database, cloud computing, a cloud function, cloud storage, a Network service, cloud communication, a middleware service, a domain name service, a security service, a Content Delivery Network (CDN), a big data and artificial intelligence platform, and the like.
The first terminal 120 or the second terminal 160 may be a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, an MP3(Moving Picture Experts Group Audio Layer III, motion Picture Experts compression standard Audio Layer 3) player, an MP4(Moving Picture Experts Group Audio Layer IV, motion Picture Experts compression standard Audio Layer 4) player, an e-book reader, and the like, but is not limited thereto.
It should be noted that the applications installed on the first terminal 120 and the second terminal 160 may be the same, or the applications installed on the two terminals may be the same type of application of different operating 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 may be the same or different. 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. 12 is a flowchart of a method for displaying a virtual object according to an embodiment of the present application. Referring to fig. 12, the embodiment is applied to a terminal, which may be the first terminal 120 or the second terminal 160 shown in fig. 11, and includes the following steps:
1201. the terminal displays a first virtual object at a first target position in a virtual scene.
The terminal may be a terminal used by any user, a virtual object currently controlled by the terminal is referred to as a "controlled virtual object", and a user may perform an antagonistic action by manipulating the controlled virtual object and the neutral virtual object displayed in the virtual scene, for example, the user manipulates the controlled virtual object to release an attack skill to the neutral virtual object, or the user manipulates the controlled virtual object to launch a virtual prop to the neutral virtual object, and the like.
The neutral virtual object refers to a virtual object that is not affiliated to any user battle participating in the countermeasure, and the neutral virtual object may perform the countermeasure action with the virtual object that is affiliated to any user battle participating in the countermeasure, in other words, the neutral virtual object may attack the virtual object that is affiliated to any user battle participating in the countermeasure, or may be attacked by the virtual object that is affiliated to any user battle participating in the countermeasure, for example, the neutral virtual object may include the first virtual object and the second virtual object related to the embodiment of the present application. The neutral virtual object is usually used as a competition resource for capturing by two teams participating in the competition, the members of the two teams can attack the neutral virtual object by controlling the virtual object, each member of the team where the member of the neutral virtual object is first defeated (or killed) can obtain a certain amplitude of gain effect, different types of neutral virtual objects usually provide different amplitudes of gain effect, for example, when the first virtual object is a small dragon and the second virtual object is a large dragon, the gain effect provided by the large dragon is usually much larger than that provided by the small dragon.
In some embodiments, the terminal displays an operation interface in response to an opening operation of the user, and the operation interface may include a virtual scene, a selection control of a virtual object, a selection control of a virtual item, and the like. The terminal may detect, in real time, a selection operation of a user on each virtual object in the operation interface, and determine the selected virtual object as a controlled virtual object of the local war, where, optionally, the selection operation may be a click operation, a long-time press operation, or the like, and may also be a trigger operation on a shortcut key corresponding to any virtual object, which is not limited in this embodiment of the present application. Since in some MOBA games, a user can select multiple virtual objects to play at one time and control multiple virtual objects to play at the same time in the game, the controlled virtual object in the embodiment of the present application refers to the virtual object currently controlled by the user, and is colloquially referred to as a "master virtual object".
After a user selects a controlled virtual object in an operation interface, a terminal starts a game, loads a virtual scene, and displays the controlled virtual object and at least one skill control of the skill of the controlled virtual object in the virtual scene, where the skill control is used to provide a user interaction interface of the skill, for example, the skill control may be displayed in a virtual scene in a floating manner in the form of a graphic button, and the graphic button may be a circular button, a rectangular button, or an irregular button. Optionally, a skill identifier corresponding to the skill may be displayed on the skill control, and the skill identifier may be an identification pattern, a string of identification texts, or a string of identification codes.
In some embodiments, the terminal may further display other UI (User Interface) controls, such as a map control, a store control, a joystick, and the like, in the virtual scene, and the content of the controls displayed in the virtual scene is not specifically limited in the embodiments of the present disclosure.
In some embodiments, after the user performs the opening operation, when the length of the played competition reaches the fifth target, the terminal may create, for the first time, a three-dimensional model of a first virtual object at a first target position in the virtual scene to display the first virtual object, where the first virtual object is used to provide a gain effect with a first gain amplitude for each virtual object in a battle in which the user who beats the first virtual object is located, and when the user beats the first virtual object, the virtual life value of the first virtual object is reduced to zero, which may also be referred to as killing the first virtual object. In one example, the first virtual object may be a dragon-shaped virtual creature, colloquially referred to as a "dragoon". The fifth target time period may be any value greater than or equal to 0, such as 3 minutes.
After the first virtual object is displayed, each user participating in the game can click and kill the first virtual object by manipulating the controlled virtual object to release skills or using props and the like, and if any user participating in the game finishes clicking and killing, all virtual objects in the formation where the controlled virtual object controlled by the user is located can obtain a gain effect of a first gain amplitude. Next, the terminal may determine whether to continue displaying the next first virtual object or to further step the first virtual object to display the second virtual object by performing steps 1202 and 1203 described below.
In some embodiments, the first virtual object may correspond to multiple element attributes, each time the terminal displays the first virtual object, the terminal may determine the element attribute that the terminal has this time for the first virtual object, the first virtual object with different element attributes may have different display modes, for example, different colors, different light effects, different shapes, and the like, the element attributes determine the gain type provided by the first virtual object when the first virtual object is defeated, it should be noted that the element attributes may only determine the gain type but may not change the gain amplitude, that is, the first virtual object with different element attributes may provide gain effects of different gain types, but the gain effects of different gain types all belong to the first gain amplitude, so that balance on the attributes can be achieved.
1202. And the terminal responds to the first virtual object being defeated, and determines a first target time length, wherein the first target time length is a numerical value obtained by adding the competitive time length which is already carried out when the first virtual object is defeated and a second target time length.
In the foregoing process, the terminal may maintain a global timer, and obtain, by using the global timer, a length of time that the first virtual object has been executed when being defeated, if an opening time is taken as a timing starting point, the length of time that the first virtual object has been executed when being defeated is equal to the defeated time of the first virtual object, in another example, if an early morning of the day is taken as the timing starting point, the length of time that the first virtual object has been executed when being defeated is equal to a time interval between the defeated time and the opening time of the first virtual object, which is not specifically limited by the timing starting point of the global timer in the embodiment of the present application.
After obtaining the duration of the competition that has been performed when the first virtual object is defeated by the global timer, the terminal may determine, as the first target duration, a value obtained by adding the duration of the competition that has been performed when the first virtual object is defeated to a second target duration, where the second target duration is any one of values greater than or equal to 0, and for example, the second target duration is 3 minutes.
In some embodiments, the terminal may compare the first target duration with the second target duration, and in response to the first target duration being greater than or equal to the third target duration, execute step 1203, otherwise, in response to the first target duration being less than the third target duration, may display the first virtual object again at the first target location when the duration of the ongoing competition reaches the first target duration, which may be colloquially referred to as "refreshing the display of the first virtual object", and optionally, in response to the first target duration being less than the third target duration, may display the first virtual object at the first target location at fixed time intervals.
In some embodiments, if an element attribute is added to the first virtual object, the terminal may randomly select one of all the element attributes as the element attribute of the first virtual object to be displayed for the first time when the first virtual object is refreshed for the first time, and then, when the first virtual object is defeated subsequently, if the first target duration is not satisfied and is greater than or equal to the third target duration, the first virtual object may be refreshed for multiple times.
In an exemplary scenario, assuming that the fifth target duration is 3 minutes, the terminal refreshes one little dragon at the first target location 3 minutes after the opening time (the fifth target duration), the first little dragon is defeated 3 minutes after the opening time, if the opening time is taken as the starting point of the timing, the terminal acquires from the global timer that the competition duration that has been performed when the little dragon is defeated is 3 minutes and 3 minutes (the second target duration is 3 minutes), the terminal may determine the value of 6 minutes obtained by adding 3 minutes (the competition duration that has been performed when the little dragon is defeated) and 3 minutes (the second target duration) as the first target duration, assuming that the second target duration is 14 minutes, since 6 minutes (the first target duration) is less than 14 minutes (the third target duration), the displayed little dragon at 6 minutes and half time is still refreshed, the logic thereof may follow the refreshing logic of the display time point, it is also possible to follow the refresh logic based on the killing time point, as will be described in detail in the following embodiment, assuming that the second dragon is killed at 7 minutes, according to the similar logic, since the first target time length obtained by adding 7 minutes and 3 minutes is 10 minutes and still less than the third target time length by 14 minutes, then the dragon is still refreshed at 10 minutes, and assuming that the third dragon is killed at 12 minutes, according to the similar logic, since the first target time length obtained by adding 12 minutes and 3 minutes is 15 minutes and is still greater than the third target time length by 14 minutes, the following step 203 is executed, and the dragon (the second virtual object) is refreshed at the second target position.
1203. And the terminal responds that the first target time length is greater than or equal to a third target time length, and displays a second virtual object at a second target position in the virtual scene when the duration of the performed competition reaches the first target time length, wherein the gain amplitude provided by the second virtual object is different from the gain amplitude provided by the first virtual object.
In the foregoing process, when the first target duration is greater than or equal to the third target duration, the terminal may determine, by using the global timer, whether the duration of the ongoing competition reaches the first target duration, and if the duration of the ongoing competition reaches the first target duration, create a three-dimensional model of a second virtual object at a second target position and display the second virtual object, where the second virtual object is used to provide a gain effect with a second gain amplitude for each virtual object in a business where a user who kills the second virtual object is located, for example, the user may complete the defeat of the second virtual object by killing the second virtual object. Wherein the second gain amplitude is different from the first gain amplitude, and the second gain amplitude is generally larger than the first gain amplitude. In one example, the second virtual object may also be a dragon-shaped virtual creature, but the volume of the second virtual object is larger than the volume of the first virtual object, and is therefore colloquially referred to as a "big dragon".
After the second virtual object is displayed, similarly, each user participating in the game play can defeat the second virtual object by manipulating the controlled virtual object to release skills or using props, and if any user participating in the game play completes defeating or defeating, all virtual objects in the business where the controlled virtual object controlled by the user is located can obtain the gain effect of the second gain amplitude.
In the process of displaying the second virtual object, the terminal can enable the first virtual object to be advanced to the second virtual object by adding a target BUFF to the first virtual object, and when the first virtual object is detected to carry the target BUFF, the terminal triggers to switch and display the second virtual object.
In some embodiments, the second virtual object may correspond to multiple element attributes, when the terminal displays the second virtual object, the element attribute that is possessed this time may be determined for the second virtual object, the second virtual object with different element attributes may have different display modes, for example, different colors, different light effects, different shapes, and the like, the element attribute determines a gain type that the second virtual object provides when being defeated, it should be noted that the element attribute may only determine the gain type but may not change a gain amplitude, that is, the second virtual object with different element attributes may provide gain effects of different gain types, but the gain effects of different gain types all belong to the second gain amplitude, so that balance on the attributes can be achieved.
The method provided by the embodiment of the application, by displaying a first virtual object at a first target position in a virtual scene, determining a first target time length in response to the first virtual object being defeated, wherein the first target time length is a value obtained by adding a competition time length which has been carried out when the first virtual object is defeated and a second target time length, and displaying a second virtual object at a second target position in the virtual scene in response to the first target time length being greater than or equal to a third target time length when the competition time length which has been carried out reaches the first target time length, wherein a gain amplitude provided by the second virtual object is different from a gain amplitude provided by the first virtual object, the processing logic for triggering and displaying the second virtual object ensures that the second virtual object is refreshed when the first virtual object reaches the second target after being defeated, thereby avoiding a user fighting with the first virtual object, the second virtual object is refreshed to force the first virtual object to be defeated, so that the user loses the attack target, the interaction mode is enriched, the operation difficulty is reduced, the human-computer interaction efficiency is improved, the interest of the game is improved, and the user experience is optimized.
All the above optional technical solutions may be combined arbitrarily to form the optional embodiments of the present disclosure, and are not described herein again.
Fig. 13 is a flowchart of a method for displaying a virtual object according to an embodiment of the present application. Referring to fig. 13, the embodiment is applied to a terminal, which may be the first terminal 120 or the second terminal 160 shown in fig. 11, and includes the following steps:
1301. the terminal displays the virtual scene.
In the above process, the terminal responds to the opening operation of the user, and displays an operation interface, where the operation interface may include a virtual scene, a selection control of a virtual object, a selection control of a virtual item, and the like. The opening operation is used for triggering the starting of one game, and may be a click operation on an opening control, and the like.
The terminal may detect, in real time, a selection operation of a user on each virtual object in the operation interface, and determine the selected virtual object as a controlled virtual object of the local war, where, optionally, the selection operation may be a click operation, a long-time press operation, or the like, and may also be a trigger operation on a shortcut key corresponding to any virtual object, which is not limited in this embodiment of the present application. Since in some MOBA games, a user can select multiple virtual objects to play at one time and control multiple virtual objects to play at the same time in the game, the controlled virtual object in the embodiment of the present application refers to the virtual object currently controlled by the user, and is colloquially referred to as a "master virtual object".
After a user selects a controlled virtual object in an operation interface, a terminal starts a game, loads a virtual scene, and displays the controlled virtual object and at least one skill control of the skill of the controlled virtual object in the virtual scene, where the skill control is used to provide a user interaction interface of the skill, for example, the skill control may be displayed in a virtual scene in a floating manner in the form of a graphic button, and the graphic button may be a circular button, a rectangular button, or an irregular button. Optionally, a skill identifier corresponding to the skill may be displayed on the skill control, and the skill identifier may be an identification pattern, a string of identification texts, or a string of identification codes.
In some embodiments, the terminal may further display other UI (User Interface) controls, such as a map control, a store control, a joystick, and the like, in the virtual scene, and the content of the controls displayed in the virtual scene is not specifically limited in the embodiments of the present disclosure.
In the process of displaying the skill control, the terminal may read a target configuration file, where configuration information of the controlled virtual object is stored in the target configuration file, and based on the configuration information in the target configuration file, may determine each skill of the controlled virtual object and respective meta information of each skill, where the meta information may include a release mechanism, a cooling time, a duration, an action effect, and the like of each skill, and display each skill control according to the meta information of each skill.
1302. And when the duration of the competition performed by the terminal reaches the fifth target duration, displaying a first virtual object at the first target position in the virtual scene for the first time, wherein the first virtual object has any one of the multiple element attributes.
The fifth target time period may be any value greater than or equal to 0, such as 3 minutes.
The first virtual object is configured to provide a gain effect with a first gain amplitude for each virtual object in a battle of a user who kills the first virtual object, for example, the user may complete the killing of the first virtual object by killing the first virtual object. In one example, the first virtual object may be a dragon-shaped virtual creature, colloquially referred to as a "dragoon".
In the above process, the terminal may randomly select one element attribute from the multiple element attributes as an element attribute of a first virtual object to be displayed for the first time, create a three-dimensional model of the first virtual object at the first target position, and display the first virtual object, so as to increase randomness and fairness in the game competition.
Optionally, the first virtual objects with different element attributes may have different display modes, for example, different colors, different light effects, different shapes, and the like, where the element attributes determine the gain types provided by the first virtual object when the first virtual object is defeated, it should be noted that the element attributes may only determine the gain types but may not change the gain amplitudes, that is, the first virtual objects with different element attributes may provide gain effects of different gain types, but the gain effects of different gain types all belong to the first gain amplitudes, so that balance on the attributes can be achieved, and a situation that a small dragon with a certain element attribute is strong is avoided.
In an exemplary scenario, fig. 14 is a schematic diagram of a first virtual object provided in an embodiment of the present application, please refer to fig. 14, taking the first virtual object as a small dragon as an example, the small dragon may correspond to four element attributes of wind, fire, soil and water, respectively, the small drags carrying the element attributes may be referred to as a wind dragon 1401, a fire dragon 1402, a soil dragon 1403 and a water dragon 1404, respectively, the small drags carrying different element attributes may provide gain effects with a first gain amplitude but different gain types for a virtual object in a killing party camp, for example, the wind dragon 1401 may provide a moving speed of the virtual object, so that the virtual object obtains a higher moving speed after leaving a combat state, the fire dragon 1402 may increase a percentage of damage values caused by the virtual object, so that the virtual object can hit higher damage values in the combat state, the soil dragon 1403 may provide a blood volume shield for the virtual object after leaving the combat state, so that the virtual object has a higher defense coefficient in a weak state, the dragon 1404 can provide a percentage of its return blood volume by the injury value when the virtual object inflicts an injury, so that the virtual object can increase the return rate of its own blood volume in a battle state. In fig. 14, after the player hits and kills dragon 1401, dragon 1402, dragon 1403, and dragon 1404, the player may obtain corresponding dragon BUFF, and dragon BUFF, respectively, different BUFFs respectively correspond to the different gain types, and when displaying, the player may use the text display method shown in fig. 14, or surround the virtual object operated by the player with different light effects, which is not specifically limited in the embodiment of the present application.
After the first virtual object is displayed, each user participating in the game can click and kill the first virtual object by manipulating the controlled virtual object to release skills or using props and the like, and if any user participating in the game finishes clicking and killing, all virtual objects in the formation where the controlled virtual object controlled by the user is located can obtain a gain effect of a first gain amplitude. Next, the terminal may determine whether to continue to display the next first virtual object or to further rank the first virtual object to display the second virtual object by performing step 1303-.
1303. And the terminal responds to the first virtual object being defeated, and determines a first target time length, wherein the first target time length is a numerical value obtained by adding the competitive time length which is already carried out when the first virtual object is defeated and a second target time length.
In the foregoing process, the terminal may maintain a global timer, and obtain, by using the global timer, a length of time that the first virtual object has been executed when being defeated, if an opening time is taken as a timing starting point, the length of time that the first virtual object has been executed when being defeated is equal to the defeated time of the first virtual object, in another example, if an early morning of the day is taken as the timing starting point, the length of time that the first virtual object has been executed when being defeated is equal to a time interval between the defeated time and the opening time of the first virtual object, which is not specifically limited by the timing starting point of the global timer in the embodiment of the present application.
After obtaining the duration of the competition that has been performed when the first virtual object is defeated by the global timer, the terminal may determine, as the first target duration, a value obtained by adding the duration of the competition that has been performed when the first virtual object is defeated to a second target duration, where the second target duration is any one of values greater than or equal to 0, and for example, the second target duration is 3 minutes.
In some embodiments, the terminal may compare the first target duration to the second target duration, and in response to the first target duration being less than the third target duration, proceed to step 1304, described below, and continue to display the next first virtual object, which may be colloquially referred to as "refreshing the displayed first virtual object," otherwise, in response to the first target duration being greater than or equal to the third target duration, proceed to step 1305, described below.
1304. The terminal responds to the fact that the first target duration is smaller than a third target duration, at least one element attribute corresponding to at least one defeated first virtual object in the virtual scene is determined, any element attribute except the at least one element attribute is determined to be a second element attribute from multiple element attributes, and the first virtual object with the second element attribute is displayed on the first target position in the virtual scene.
In some embodiments, at least one of the first virtual object or the second virtual object corresponds to a plurality of element attributes, any of the plurality of element attributes being used to determine a type of gain that the corresponding at least one of the first virtual object or the second virtual object provides when defeated.
In the foregoing process, when the first target duration is less than the third target duration, the terminal determines that the next displayed first virtual object is still the first virtual object but not the second virtual object, and then further determines the element attributes of the next to-be-displayed first virtual object, and according to the rule that the attributes are not repeated, the terminal first determines the element attributes corresponding to each of the first virtual objects that have been currently defeated, in this embodiment of the present application, because the first virtual object is displayed for the first time in the above step 1302, there is only one defeated first virtual object, and the terminal only needs to determine the element attributes of the first virtual object that has been displayed for the first time, then the determined element attributes are removed from all available multiple element attributes, and one element attribute is randomly selected from the remaining element attributes as the element attributes of the next to-be-displayed first virtual object, thereby achieving the effect of random de-duplication.
It should be noted that, for any subsequent time of refreshing the displayed first virtual object, when the first virtual object is defeated, the above step 1303 still needs to be executed circularly, and when the obtained first target duration is less than the third target duration, the above step 1304 is executed, otherwise, the following step 1305 is executed.
When the refresh display of the first virtual object is triggered, the embodiment of the present application provides two trigger logics, which are described below separately.
Trigger logic based on display time point
And when the display time of the first virtual object which is defeated last time reaches a fourth target time length, executing the operation of displaying the first virtual object with the second element attribute on the first target position in the virtual scene. The fourth target time period may be any value greater than or equal to 0, for example, the fourth target time period may be 5 minutes.
In the above process, it can be seen that, no matter when the user kills the first virtual object, the first virtual object is refreshed at a fixed time interval, the terminal only needs to judge whether the first virtual object which is not killed at the first target position exists at the first target position when the fixed time interval is reached, if so, no operation is executed, and if not, the first virtual object with the new element attribute is refreshed and displayed.
Trigger logic based on failure time point
And when the duration of the ongoing competition reaches the first target duration, executing the operation of displaying the first virtual object with the second element attribute on the first target position in the virtual scene.
In the above process, it can be seen that, since the time difference between the first target time length and the previous time when the first virtual object was defeated is the second target time length, the first virtual object is actually refreshed according to the time point of the previous time when the first virtual object was defeated, and the first virtual object with the new element attribute is refreshed and displayed in the virtual scene after a fixed time interval (the second target time length) every time the first virtual object is defeated.
Regardless of the trigger logic based on the display time point or the trigger logic based on the defeat time point, the process of displaying the first virtual object is similar to the step 1302, but only the element attributes of the displayed first virtual object are different, and the display process is not described herein again.
1305. The terminal responds to the fact that the first target duration is larger than or equal to a third target duration, at least one element attribute corresponding to at least one defeated first virtual object in the virtual scene is determined, any element attribute except the at least one element attribute is determined to be a first element attribute from the multiple element attributes, and when the duration of the ongoing competition reaches the first target duration, a second virtual object with the first element attribute is displayed on a second target position in the virtual scene.
Wherein the third target duration is any value greater than or equal to 0.
The second virtual object is configured to provide a gain effect with a second gain amplitude for each virtual object in a camp where a user who kills the second virtual object is located, for example, the user may complete the defeating of the second virtual object by killing the second virtual object. Wherein the second gain amplitude is different from the first gain amplitude, and the second gain amplitude is generally larger than the first gain amplitude. In one example, the second virtual object may also be a dragon-shaped virtual creature, but the volume of the second virtual object is larger than the volume of the first virtual object, and is therefore colloquially referred to as a "big dragon".
In the above process, when the first target duration is greater than or equal to the third target duration, the terminal determines that the next displayed second virtual object is not the first virtual object, that is, the next displayed first virtual object needs to be ranked, at this time, the element attributes of the second virtual object to be displayed need to be determined, according to the attribute non-repetition rule, the terminal determines each element attribute corresponding to each first virtual object that has been defeated currently, then eliminates each determined element attribute from all available element attributes, and randomly selects one element attribute from the remaining element attributes as the element attribute of the second virtual object to be displayed next time, thereby achieving a "random deduplication" effect.
After determining the element attribute of the second virtual object, the terminal may determine, by using the global timer, whether the duration of the ongoing competition reaches the first target duration, and if the duration of the ongoing competition reaches the first target duration, create a three-dimensional model of the second virtual object at the second target position and display the second virtual object. In the process of displaying the second virtual object, the terminal can enable the first virtual object to be advanced to the second virtual object by adding a target BUFF to the first virtual object, and when the first virtual object is detected to carry the target BUFF, the terminal triggers to switch and display the second virtual object.
The process of displaying the second virtual object is similar to the step 1203, and is not described herein again.
After the second virtual object is displayed, similarly, each user participating in the game play can defeat the second virtual object by manipulating the controlled virtual object to release skills or using props, and if the defeat is completed by any user participating in the game play, all the virtual objects in the business where the controlled virtual object controlled by the user is located can obtain the gain effect of the second gain amplitude.
In some embodiments, the second virtual object may correspond to multiple element attributes, when the terminal displays the second virtual object, the element attribute that is possessed this time may be determined for the second virtual object, the second virtual object with different element attributes may have different display modes, for example, different colors, different light effects, different shapes, and the like, the element attribute determines a gain type that the second virtual object provides when being defeated, it should be noted that the element attribute may only determine the gain type but may not change a gain amplitude, that is, the second virtual object with different element attributes may provide gain effects of different gain types, but the gain effects of different gain types all belong to the second gain amplitude, so that balance on the attributes can be achieved.
In an exemplary scenario, taking the second virtual object as a big dragon as an example, the big dragon may also be called an ancient huge dragon, the big dragon may respectively correspond to four element attributes of wind, fire, soil and water, the big dragon carrying the element attributes may be respectively called an ancient dragon, an ancient dragon and an ancient dragon, and the big dragon carrying different element attributes may provide a gain effect with a second gain amplitude but with different gain types for the virtual object of killing the square camp. For example, compared with the small dragon corresponding to the element attribute, the ancient dragon can increase the higher percentage of the injury value caused by the virtual object and the injury carries with the burning effect, so that the virtual object can hit the higher injury carrying with the burning effect in the fighting state, the ancient dragon can provide the moving speed of the virtual object and the injury carries with the burning effect, so that the virtual object hits with the injury carrying with the burning effect in the fighting state and obtains the higher moving speed after the fighting state is separated, the ancient dragon can provide the percentage of the blood volume recovered by the injury value and the injury carries with the burning effect when the virtual object causes the injury, so that the virtual object can hit with the injury carrying with the burning effect in the fighting state and increase the recovery ratio of the blood volume, the ancient dragon can provide the blood volume shield and the injury carries with the burning effect after the virtual object is separated from the fighting state, the virtual object can make the injury carrying burning effect in the fighting state and has higher defense coefficient in the weak state.
In step 1305, it is provided that, in the case of carrying the element attribute, in response to that the first target duration is greater than or equal to the third target duration, the terminal displays a second virtual object at a second target position in the virtual scene when the duration of the ongoing competition reaches the first target duration. Under the processing logic, as long as the duration of the ongoing competition reaches the third target duration, the next virtual object to be refreshed is determined as the second virtual object, but the display time (the first target duration after the opening) of the second virtual object needs to be determined according to the failure time point of the last first virtual object.
In some embodiments, processing logic is further provided that is based on the defeated number of the first virtual object, when the terminal obtains the defeated number of at least one virtual object that has been defeated in the virtual scene in response to the first target duration being greater than or equal to the third target duration, and displays the second virtual object in the second target position in the virtual scene when the performed competition duration reaches the first target in response to the defeated number being greater than the target number. Wherein the target number is any number greater than or equal to 0.
That is, even after the duration of the ongoing competition reaches the third target duration, if the defeated number of the first virtual objects does not reach the target number, the second virtual objects need to be refreshed after the defeated number of the first virtual objects reaches the target number, and the second virtual objects need to be refreshed only when the conditions that the duration of the competition is greater than the third target duration and the defeated number is greater than the target number are met.
In some embodiments, the terminal may further display a refresh countdown of at least one of the first virtual object or the second virtual object in the virtual scene, where the refresh countdown is used to prompt a time difference between the next display time and the first virtual object or the second virtual object, so as to conveniently and intuitively prompt the user of the type and the countdown of the next refreshed virtual object, and improve the game experience of the user.
Fig. 15 is a schematic flowchart of a method for displaying a virtual object according to an embodiment of the present application, please refer to fig. 15, in an exemplary scenario, as shown in 1500, it is assumed that 4 element attributes coexist: wind, water, soil and fire, assuming that the fifth target duration is 3 minutes, then at 3 minutes after the opening moment (the fifth target duration), the element attribute randomly selected by the terminal for the first dragon is fire, at this time, a dragon (the first virtual object) is refreshed at the first target position, the dragon is beat by the player half 3 minutes after the opening moment, assuming that the second target duration is 3 minutes, the terminal can determine the value of 6 minutes and half obtained by adding 3 minutes and half (the competition duration that the dragon has been beat when the dragon is beat) and 3 minutes (the second target duration) as the first target duration, assuming that the second target duration is 14 minutes, since 6 minutes and half (the first target duration) is less than 14 minutes (the third target duration), the dragon is still displayed at the next refresh, and since the first dragon is a dragon, the terminal remains wind, water, soil and fire, One of the three element attributes is randomly selected as an element attribute of a second dragon, taking the second dragon as an example of the dragon, the refresh logic of the dragon can follow the refresh logic of the display time point (for example, one dragon is refreshed every 5 minutes, the first dragon is refreshed in 3 minutes, and the second dragon is refreshed in 8 minutes), and also can follow the refresh logic based on the killing time point (the next dragon is refreshed when a player reaches 3 minutes after killing the last dragon, the first dragon is killed in half 3 minutes, and the second dragon is refreshed in half 6 minutes).
In this example, taking the refresh logic based on the killing time point as an example, the terminal refreshes and displays the dragon at 6 minutes and half time, assuming that the dragon is defeated by the player at 7 minutes, according to a similar logic, since the first target time length obtained by adding 7 minutes and 3 minutes is 10 minutes and is still 14 minutes less than the third target time length, the next time the display is still a dragon, since the first dragon is a dragon and the second dragon is a dragon, the terminal randomly selects one of the two remaining wind and water element attributes as the element attribute of the third dragon, taking the third dragon as an example, the terminal refreshes and displays the dragon at 10 minutes, assuming that the dragon is defeated at 12 minutes, according to a similar logic, since the first target time length obtained by adding 12 minutes and 3 minutes is 15 minutes, which is now 14 minutes greater than the third target time length, therefore, the next time the display is refreshed, the big dragon (not the small dragon) is refreshed, at this time, the big dragon (the second virtual object) is refreshed at the second target position in 15 minutes, and since the three small drags are respectively fire, soil and water, and only the wind in the four element attributes is the optional element attribute, the big dragon refreshed in 15 minutes is definitely the ancient dragon.
Fig. 16 is a schematic view of a display method of a virtual object provided in an embodiment of the present application, please refer to fig. 16, where a first dragon refreshed and displayed in a virtual scene is assumed to be a dragon 1601, a second dragon refreshed and displayed in the virtual scene is assumed to be a dragon 1602 after the dragon 1601 is killed, a third dragon refreshed and displayed in the virtual scene is assumed to be a dragon 1603 after the dragon 1602 is killed, and an ancient dragon 1604 is refreshed and displayed in the virtual scene after the dragon 1603 is killed.
The method provided by the embodiment of the application, by displaying a first virtual object at a first target position in a virtual scene, determining a first target time length in response to the first virtual object being defeated, wherein the first target time length is a value obtained by adding a competition time length which has been carried out when the first virtual object is defeated and a second target time length, and displaying a second virtual object at a second target position in the virtual scene in response to the first target time length being greater than or equal to a third target time length when the competition time length which has been carried out reaches the first target time length, wherein a gain amplitude provided by the second virtual object is different from a gain amplitude provided by the first virtual object, the processing logic for triggering and displaying the second virtual object ensures that the second virtual object is refreshed when the first virtual object reaches the second target after being defeated, thereby avoiding a user fighting with the first virtual object, the second virtual object is refreshed to force the first virtual object to be defeated, so that the user loses the attack target, the interaction mode is enriched, the operation difficulty is reduced, the human-computer interaction efficiency is improved, the interest of the game is improved, and the user experience is optimized.
All the above optional technical solutions may be combined arbitrarily to form the optional embodiments of the present disclosure, and are not described herein again.
Fig. 17 is a logical framework diagram of a method for displaying a virtual object according to an embodiment of the present application, please refer to fig. 17, and for simplicity, the first virtual object and the second virtual object are collectively referred to as "a neutral virtual creature", which means that the first virtual object and the second virtual object do not belong to any campsite, and in a refresh design of the neutral virtual creature, a trigger logic for refresh is diversified, an Identification (Identification, ID) of a unit neutral virtual creature is not changed after configuration, and the Identification of the unit neutral virtual creature is simply referred to as "unit ID".
In the present embodiment, a three-layer logical framework is provided, including a presentation layer 1701, a control layer 1702, and a base layer 1703. The presentation layer 1701 is used to present a refresh presentation of the neutral virtual creature and the attached modules; the control layer 1703 is used for providing a unit refresh control function, and can be started at any place and any unit according to a configurable rule, closed according to the configurable rule, replaced according to the configurable rule, and advanced according to the configurable rule, the refresh logic of the neutral virtual creature is configured by the control layer 1703 in a self-defining way, for the refresh rule, triggering according to a fixed time interval, triggering according to a killing event, triggering at regular time, and the like can be provided, and for the refresh unit ID, random refreshing within a configuration range, replacement refreshing according to event triggering, and the like can be adopted; the base layer 1703 is used to provide base data and triggers, which are base layer implementation units of the unit refresh control function in the control layer 1702.
Fig. 18 is a schematic flowchart of a method for displaying a virtual object according to an embodiment of the present application, please refer to fig. 18, and as shown in 1800, a master control module controls on and off of a trigger, the master control module first determines whether to turn off the trigger, if so, the trigger is turned off, specifically, a cancellation module turns off a refresh logic of a current neutral virtual creature, otherwise, the trigger is turned on to turn on the refresh logic of the current neutral virtual creature, after the start is completed, a progressive trigger, a unit refresh controller, a replacement trigger, and other triggers are respectively executed by a timing component, based on trigger results of the progressive trigger, the unit refresh controller, and the replacement trigger, when the neutral virtual creature is generated by triggering, a unit ID generator is called to create a unit virtual creature (which may be a little dragon or a big dragon), and in addition, the other triggers may also be executed by the timing component, to trigger other modules to perform additional functions (e.g., display countdown, display kill prompt, etc.).
In the above process, the basic component of the trigger configuration is called a trigger element, and the trigger element is also the root of the framework. A plurality of trigger elements may be combined by logical operations (or, and) to form a trigger tuple, which may now include: a time point trigger element, a unit birth trigger element, a unit death trigger element, a Buff addition trigger element and a birth frequency trigger element. The trigger element is the basis for the extensible trigger, and if more and more complex triggers need to be built subsequently, technicians can automatically extend more types of triggers by configuring a small number of trigger elements.
In the above process, since the refreshing and time of the neutral virtual creature in the unit are not separated, and timing such as birth countdown and departure countdown is required, the timing component is indispensable, and the unit refresh controller strongly depends on a key data, namely, the interval time, which is divided into two types: the interval of fixed frequency update and the interval of update by unit death point correspond to the refresh logic based on the display time point and the refresh logic based on the killing time point, respectively.
In the above process, the unit refresh controller performs the unit refresh control driving by timing parameters of the components or external events. The unit refresh controller comprises a random sequence control module, and the random sequence control module can achieve the effect of random deduplication by using a non-repetitive random algorithm and can also support certain unit refresh logic configurations.
In the above process, the unit ID generator performs the unit ID calculation to be refreshed according to the step trigger and the replacement trigger and the unit ID in the configuration.
In the above process, the step trigger may upgrade the neutral virtual creature at the current unit refresh point by adding Buff when the step condition is satisfied, that is, the first virtual object is stepped to the second virtual object.
In the above process, the replacement trigger may replace the unit ID of the current unit refresh point with another set of IDs when the replacement condition is satisfied.
In the above process, other triggers are used for triggering of some accessory module logic, like indicator triggers, etc.
In the embodiment of the application, the configuration freedom degree and the expansibility are improved by adopting a frame based on the trigger elements, in the subsequent work, technicians can create more possible triggers through the existing trigger element combinations, in addition, the static data and the rule configuration are combined through the basic data configuration, the configuration is more flexible, in addition, in the process, the repeated work is reduced through a tuple mode, the game quality is improved, and finally, the non-repeated random algorithm is applied, the refreshing gain of a unit is not repeated, and the fighting rhythm and the character gain are more effective.
Fig. 19 is a schematic structural diagram of a display apparatus for virtual objects according to an embodiment of the present application, please refer to fig. 19, the apparatus including:
a first display module 1901, configured to display a first virtual object at a first target position in a virtual scene;
a first determining module 1902, configured to determine, in response to the first virtual object being defeated, a first target duration, where the first target duration is a value obtained by adding a duration of a game that has been performed when the first virtual object was defeated to a second target duration;
a second display module 1903, configured to, in response to that the first target duration is greater than or equal to a third target duration, display a second virtual object at a second target position in the virtual scene when the duration of the ongoing competition reaches the first target duration, where a gain amplitude provided by the second virtual object is different from a gain amplitude provided by the first virtual object.
The device provided by the embodiment of the application, by displaying a first virtual object at a first target position in a virtual scene, determining a first target time length in response to the first virtual object being defeated, wherein the first target time length is a value obtained by adding a competition time length that has been conducted when the first virtual object is defeated and a second target time length, and in response to the first target time length being greater than or equal to a third target time length, displaying a second virtual object at a second target position in the virtual scene when the competition time length that has been conducted reaches the first target time length, wherein a gain amplitude provided by the second virtual object is different from a gain amplitude provided by the first virtual object, the processing logic for triggering and displaying the second virtual object ensures that the second virtual object is refreshed when the first virtual object reaches the second target after being defeated, thereby avoiding a user fighting with the first virtual object, the second virtual object is refreshed to force the first virtual object to be defeated, so that the user loses the attack target, the interaction mode is enriched, the operation difficulty is reduced, the human-computer interaction efficiency is improved, the interest of the game is improved, and the user experience is optimized.
In one possible embodiment, at least one of the first virtual object or the second virtual object corresponds to a plurality of element attributes, any of the plurality of element attributes being used to determine a type of gain that the corresponding at least one of the first virtual object or the second virtual object provides when defeated.
In one possible implementation, the second display module 1903 is configured to:
determining at least one element attribute corresponding to at least one defeated first virtual object in the virtual scene;
determining any one element attribute other than the at least one element attribute as a first element attribute from the plurality of element attributes;
displaying the second virtual object with the first element attribute on the second target position in the virtual scene.
In a possible embodiment, based on the apparatus composition of fig. 19, the apparatus further comprises:
a second determining module, configured to determine, in response to that the first target duration is less than the third target duration, at least one element attribute corresponding to at least one defeated first virtual object in the virtual scene; determining any one element attribute except the at least one element attribute as a second element attribute from the plurality of element attributes;
the first display module 1901 is further configured to display the first virtual object with the second element attribute at the first target position in the virtual scene.
In one possible implementation, the first display module 1901 is configured to:
when the duration of the ongoing competition reaches the first target duration, executing the operation of displaying the first virtual object with the second element attribute on the first target position in the virtual scene; or the like, or, alternatively,
and when the display time of the first virtual object which is defeated last time reaches a fourth target time length, executing the operation of displaying the first virtual object with the second element attribute on the first target position in the virtual scene.
In one possible implementation, the second display module 1903 is configured to:
responding to the first target duration being greater than or equal to the third target duration, and acquiring the defeated number of at least one defeated virtual object in the virtual scene;
in response to the defeated number being greater than a target number, displaying the second virtual object at the second target location in the virtual scene when the length of the elapsed game time reaches the first target length.
In a possible embodiment, based on the apparatus composition of fig. 19, the apparatus further comprises:
and a third display module, configured to display a refresh countdown of at least one of the first virtual object or the second virtual object in the virtual scene, where the refresh countdown is used to prompt a time difference between the first virtual object or the second virtual object and a next display time.
All the above optional technical solutions may be combined arbitrarily to form the optional embodiments of the present disclosure, and are not described herein again.
It should be noted that: in the display apparatus for a virtual object provided in the foregoing embodiment, when displaying the virtual object, only the division of the functional modules is illustrated, and in practical applications, the functions may be allocated to different functional modules according to needs, that is, the internal structure of the terminal device may be divided into different functional modules to complete all or part of the functions described above. In addition, the display apparatus of the virtual object and the display method of the virtual object provided in the above embodiments belong to the same concept, and specific implementation processes thereof are described in detail in the display method of the virtual object, and are not described herein again.
Fig. 20 is a schematic structural diagram of a terminal according to an embodiment of the present application. The terminal 2000 may be: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III, motion video Experts compression standard Audio Layer 3), an MP4 player (Moving Picture Experts Group Audio Layer IV, motion video Experts compression standard Audio Layer 4), a notebook computer, or a desktop computer. Terminal 2000 may also be referred to by other names such as user equipment, portable terminal, laptop terminal, desktop terminal, and the like.
In general, terminal 2000 includes: a processor 2001 and a memory 2002.
The processor 2001 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and so on. The processor 2001 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 2001 may also include a main processor and a coprocessor, the main processor being a processor for processing data in an awake state, also called a Central Processing Unit (CPU); a coprocessor is a low power processor for processing data in a standby state. In some embodiments, the processor 2001 may be integrated with a GPU (Graphics Processing Unit) that is responsible for rendering and drawing the content that the display screen needs to display. In some embodiments, the processor 2001 may further include an AI (Artificial Intelligence) processor for processing computing operations related to machine learning.
The memory 2002 may include one or more computer-readable storage media, which may be non-transitory. The memory 2002 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 2002 is used to store at least one instruction for execution by processor 2001 to implement the display methods of virtual objects provided by various embodiments herein.
In some embodiments, terminal 2000 may further optionally include: a peripheral interface 2003 and at least one peripheral. The processor 2001, memory 2002 and peripheral interface 2003 may be connected by buses or signal lines. Various peripheral devices may be connected to peripheral interface 2003 through a bus, signal line, or circuit board. Specifically, the peripheral device includes: at least one of radio frequency circuitry 2004, touch display 2005, camera assembly 2006, audio circuitry 2007, positioning assembly 2008, and power supply 2009.
The peripheral interface 2003 may be used to connect at least one peripheral related to I/O (Input/Output) to the processor 2001 and the memory 2002. In some embodiments, the processor 2001, memory 2002 and peripheral interface 2003 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 2001, the memory 2002, and the peripheral interface 2003 may be implemented on separate chips or circuit boards, which is not limited by this embodiment.
The Radio Frequency circuit 2004 is used for receiving and transmitting RF (Radio Frequency) signals, also called electromagnetic signals. The radio frequency circuit 2004 communicates with a communication network and other communication devices via electromagnetic signals. The radio frequency circuit 2004 converts an electric signal into an electromagnetic signal to transmit, or converts a received electromagnetic signal into an electric signal. Optionally, the radio frequency circuit 2004 comprises: 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 circuit 2004 may communicate with other terminals via at least one wireless communication protocol. The wireless communication protocols include, but are not limited to: metropolitan area networks, various generation mobile communication networks (2G, 3G, 4G, and 5G), Wireless local area networks, and/or WiFi (Wireless Fidelity) networks. In some embodiments, the rf circuit 2004 may further include NFC (Near Field Communication) related circuits, which are not limited in this application.
The display screen 2005 is used to display a UI (User Interface). The UI may include graphics, text, icons, video, and any combination thereof. When the display screen 2005 is a touch display screen, the display screen 2005 also has the ability to capture touch signals on or over the surface of the display screen 2005. The touch signal may be input to the processor 2001 as a control signal for processing. At this point, the display 2005 may also be used to provide virtual buttons and/or a virtual keyboard, also referred to as soft buttons and/or a soft keyboard. In some embodiments, display 2005 may be one, providing the front panel of terminal 2000; in other embodiments, the display screens 2005 can be at least two, respectively disposed on different surfaces of the terminal 2000 or in a folded design; in still other embodiments, display 2005 may be a flexible display disposed on a curved surface or a folded surface of terminal 2000. Even more, the display screen 2005 can be arranged in a non-rectangular irregular figure, i.e. a shaped screen. The Display screen 2005 can be made of a material such as an LCD (Liquid Crystal Display), an OLED (Organic Light-Emitting Diode), and the like.
Camera assembly 2006 is used to capture images or video. Optionally, camera assembly 2006 includes a front camera and a rear camera. Generally, a front camera is disposed at a front panel of the terminal, and a rear camera is disposed at a rear surface of the terminal. In some embodiments, the number of the rear cameras is at least two, and each rear camera is any one of a main camera, a depth-of-field camera, a wide-angle camera and a telephoto 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 panoramic shooting and VR (Virtual Reality) shooting functions or other fusion shooting functions. In some embodiments, camera assembly 2006 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 circuitry 2007 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 2001 for processing or inputting the electric signals to the radio frequency circuit 2004 so as to realize voice communication. For the purpose of stereo sound collection or noise reduction, a plurality of microphones may be provided at different positions of the terminal 2000. 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 2001 or the radio frequency circuit 2004 into sound waves. The loudspeaker can be a traditional film loudspeaker or a piezoelectric ceramic loudspeaker. When the speaker is a piezoelectric ceramic speaker, the speaker can be used for purposes such as converting an electric signal into a sound wave audible to a human being, or converting an electric signal into a sound wave inaudible to a human being to measure a distance. In some embodiments, the audio circuitry 2007 may also include a headphone jack.
The positioning component 2008 is configured to locate a current geographic location of the terminal 2000 to implement navigation or LBS (location based Service). The positioning component 2008 may be a positioning component based on a GPS (global positioning System) in the united states, a beidou System in china, a graves System in russia, or a galileo System in the european union.
Power supply 2009 is used to power the various components in terminal 2000. The power supply 2009 may be an alternating current, a direct current, a disposable battery, or a rechargeable battery. When power supply 2009 includes a rechargeable battery, the rechargeable battery may support wired or wireless charging. The rechargeable battery may also be used to support fast charge technology.
In some embodiments, terminal 2000 also includes one or more sensors 2010. The one or more sensors 2010 include, but are not limited to: acceleration sensor 2011, gyro sensor 2012, pressure sensor 2013, fingerprint sensor 2014, optical sensor 2015, and proximity sensor 2016.
The acceleration sensor 2011 can detect the magnitude of acceleration on three coordinate axes of the coordinate system established with the terminal 2000. For example, the acceleration sensor 2011 may be used to detect components of the gravitational acceleration in three coordinate axes. The processor 2001 may control the touch display screen 2005 to display a user interface in a landscape view or a portrait view according to the gravitational acceleration signal acquired by the acceleration sensor 2011. The acceleration sensor 2011 may also be used for acquisition of motion data of a game or a user.
The gyroscope sensor 2012 can detect the body direction and the rotation angle of the terminal 2000, and the gyroscope sensor 2012 and the acceleration sensor 2011 can cooperate to acquire the 3D motion of the user on the terminal 2000. The processor 2001 may implement the following functions according to the data collected by the gyro sensor 2012: 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.
Pressure sensors 2013 may be disposed on the side bezel of terminal 2000 and/or underlying touch screen display 2005. When the pressure sensor 2013 is disposed on the side frame of the terminal 2000, the holding signal of the user to the terminal 2000 can be detected, and the processor 2001 performs left-right hand recognition or shortcut operation according to the holding signal collected by the pressure sensor 2013. When the pressure sensor 2013 is disposed at a lower layer of the touch display screen 2005, the processor 2001 controls the operability control on the UI interface according to the pressure operation of the user on the touch display screen 2005. 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 2014 is used for collecting fingerprints of the user, and the processor 2001 identifies the identity of the user according to the fingerprints collected by the fingerprint sensor 2014, or the fingerprint sensor 2014 identifies the identity of the user according to the collected fingerprints. Upon identifying that the user's identity is a trusted identity, the processor 2001 authorizes the user to perform relevant sensitive operations including unlocking the screen, viewing encrypted information, downloading software, paying for and changing settings, etc. The fingerprint sensor 2014 may be disposed on the front, back, or side of the terminal 2000. When a physical key or vendor Logo is provided on the terminal 2000, the fingerprint sensor 2014 may be integrated with the physical key or vendor Logo.
The optical sensor 2015 is used to collect ambient light intensity. In one embodiment, the processor 2001 may control the display brightness of the touch display 2005 according to the ambient light intensity collected by the optical sensor 2015. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 2005 is increased; when the ambient light intensity is low, the display brightness of the touch display screen 2005 is turned down. In another embodiment, the processor 2001 may also dynamically adjust the shooting parameters of the camera assembly 2006 according to the ambient light intensity collected by the optical sensor 2015.
The proximity sensor 2016, also known as a distance sensor, is typically disposed on a front panel of the terminal 2000. The proximity sensor 2016 is used to collect a distance between a user and a front surface of the terminal 2000. In one embodiment, the touch display 2005 is controlled by the processor 2001 to switch from a bright screen state to a dark screen state when the proximity sensor 2016 detects that the distance between the user and the front surface of the terminal 2000 is gradually reduced; when the proximity sensor 2016 detects that the distance between the user and the front surface of the terminal 2000 is gradually increasing, the touch display 2005 is controlled by the processor 2001 to switch from a rest screen state to a bright screen state.
Those skilled in the art will appreciate that the configuration shown in fig. 20 is not intended to be limiting of terminal 2000 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.
In an exemplary embodiment, there is also provided a computer-readable storage medium, such as a memory including at least one program code, which is executable by a processor in a terminal to perform the method of displaying a virtual object in the above embodiments. For example, the computer-readable storage medium may be a ROM (Read-Only Memory), a RAM (Random-Access Memory), a CD-ROM (Compact Disc Read-Only Memory), a magnetic tape, a floppy disk, an optical data storage device, and the like.
In an exemplary embodiment, a computer program product is also provided, which includes one or more instructions executable by a processor of a terminal to perform the display method of a virtual object provided in the above embodiments.
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, and 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 (15)

1. A method for displaying a virtual object, the method comprising:
displaying a first virtual object at a first target location in a virtual scene;
responding to the first virtual object being defeated, and determining a first target time length, wherein the first target time length is a numerical value obtained by adding a competitive time length which is already carried out when the first virtual object is defeated and a second target time length;
and in response to the first target duration being greater than or equal to a third target duration, displaying a second virtual object at a second target position in the virtual scene when the duration of the ongoing competition reaches the first target duration, wherein the gain amplitude provided by the second virtual object is different from the gain amplitude provided by the first virtual object.
2. The method of claim 1, wherein at least one of the first virtual object or the second virtual object corresponds to a plurality of element attributes, any of the plurality of element attributes being used to determine a type of gain that the corresponding at least one of the first virtual object or the second virtual object provides when defeated.
3. The method of claim 2, wherein displaying a second virtual object at a second target location in the virtual scene comprises:
determining at least one element attribute corresponding to at least one defeated first virtual object in the virtual scene;
determining any one of the element attributes except for the at least one element attribute as a first element attribute from the plurality of element attributes;
displaying the second virtual object having the first element attribute on the second target location in the virtual scene.
4. The method of claim 2, wherein after determining a first target duration in response to the first virtual object being defeated, the method further comprises:
in response to the first target duration being less than the third target duration, determining at least one element attribute corresponding to at least one defeated first virtual object in the virtual scene;
determining any one of the element attributes except for the at least one element attribute as a second element attribute from the plurality of element attributes;
displaying the first virtual object having the second element attribute on the first target location in the virtual scene.
5. The method of claim 4, wherein displaying the first virtual object having the second element attribute on the first target location in the virtual scene comprises:
executing an operation of displaying the first virtual object having the second element attribute on the first target position in the virtual scene when the length of the played competition reaches the first target length; or the like, or, alternatively,
when the display time of the first virtual object which is defeated last time reaches a fourth target time length, the operation of displaying the first virtual object with the second element attribute on the first target position in the virtual scene is executed.
6. The method of claim 1, wherein, in response to the first target duration being greater than or equal to a third target duration, displaying a second virtual object at a second target location in the virtual scene when the elapsed duration of the competition reaches the first target duration comprises:
in response to the first target duration being greater than or equal to the third target duration, acquiring a defeated number of at least one defeated virtual object in the virtual scene;
in response to the defeated number being greater than a target number, displaying the second virtual object at the second target location in the virtual scene when the length of the ongoing competition reaches the first target length.
7. The method of claim 1, further comprising:
displaying a refresh countdown of at least one of the first virtual object or the second virtual object in the virtual scene, wherein the refresh countdown is used for prompting a time difference between the first virtual object or the second virtual object and the next display time.
8. An apparatus for displaying a virtual object, the apparatus comprising:
a first display module for displaying a first virtual object at a first target location in a virtual scene;
a first determining module, configured to determine a first target duration in response to the first virtual object being defeated, where the first target duration is a value obtained by adding a second target duration to a duration of a competition that has been performed when the first virtual object is defeated;
and the second display module is used for responding to that the first target time length is greater than or equal to a third target time length, and displaying a second virtual object at a second target position in the virtual scene when the duration of the performed competition reaches the first target time length, wherein the gain amplitude provided by the second virtual object is different from the gain amplitude provided by the first virtual object.
9. The apparatus of claim 8, wherein at least one of the first virtual object or the second virtual object corresponds to a plurality of element attributes, and wherein any of the plurality of element attributes is used to determine a type of gain that the corresponding at least one of the first virtual object or the second virtual object provides when defeated.
10. The apparatus of claim 9, wherein the second display module is configured to:
determining at least one element attribute corresponding to at least one defeated first virtual object in the virtual scene;
determining any one of the element attributes except for the at least one element attribute as a first element attribute from the plurality of element attributes;
displaying the second virtual object having the first element attribute on the second target location in the virtual scene.
11. The apparatus of claim 9, further comprising:
a second determining module, configured to determine, in response to that the first target duration is less than the third target duration, at least one element attribute corresponding to at least one defeated first virtual object in the virtual scene; determining any one of the element attributes except for the at least one element attribute as a second element attribute from the plurality of element attributes;
the first display module is further configured to display the first virtual object with the second element attribute at the first target position in the virtual scene.
12. The apparatus of claim 11, wherein the first display module is configured to:
executing an operation of displaying the first virtual object having the second element attribute on the first target position in the virtual scene when the length of the played competition reaches the first target length; or the like, or, alternatively,
when the display time of the first virtual object which is defeated last time reaches a fourth target time length, the operation of displaying the first virtual object with the second element attribute on the first target position in the virtual scene is executed.
13. The apparatus of claim 8, wherein the second display module is configured to:
in response to the first target duration being greater than or equal to the third target duration, acquiring a defeated number of at least one defeated virtual object in the virtual scene;
in response to the defeated number being greater than a target number, displaying the second virtual object at the second target location in the virtual scene when the length of the ongoing competition reaches the first target length.
14. A terminal, characterized in that the terminal comprises one or more processors and one or more memories, in which at least one program code is stored, which is loaded and executed by the one or more processors to implement the operations performed by the display method of a virtual object according to any one of claims 1 to 7.
15. A storage medium having stored therein at least one program code, which is loaded and executed by a processor to implement the operations performed by the method for displaying a virtual object according to any one of claims 1 to 7.
CN202010477793.1A 2020-05-29 2020-05-29 Virtual object display method, device, terminal and storage medium Pending CN111672108A (en)

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