CN111760282B - Interface display method, device, terminal and storage medium - Google Patents

Interface display method, device, terminal and storage medium Download PDF

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Publication number
CN111760282B
CN111760282B CN202010784221.8A CN202010784221A CN111760282B CN 111760282 B CN111760282 B CN 111760282B CN 202010784221 A CN202010784221 A CN 202010784221A CN 111760282 B CN111760282 B CN 111760282B
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virtual object
game
virtual
information
target
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CN111760282A (en
Inventor
徐育通
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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Priority to CN202010784221.8A priority Critical patent/CN111760282B/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
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5372Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • 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)
  • User Interface Of Digital Computer (AREA)

Abstract

The application discloses an interface display method, an interface display device, a terminal and a storage medium, and belongs to the technical field of virtual environments. The method comprises the following steps: acquiring the number of virtual objects in a first game pair; displaying a target area in response to the number of virtual objects satisfying a first condition and the game play time of a first game play being greater than a first target value; and displaying the first prompt information in response to the first virtual object being included in the target area and the occupation time of the first virtual object for the target area being greater than a threshold value. According to the technical scheme provided by the embodiment of the application, the diversity of the game play is improved, the attraction of the game play is increased, the waste of server resources caused by too few players participating in the game play is avoided, the timeliness of the game play is improved, and the overlarge load of the server caused by overlong time of the game play is avoided.

Description

Interface display method, device, terminal and storage medium
Technical Field
The present application relates to the field of virtual environments, and in particular, to an interface display method, device, terminal, and storage medium.
Background
Currently, in-game users can control the virtual object to launch an attack on an enemy virtual object. Wherein the enemy virtual object is in a different camping than the first virtual object.
In the related art, after game play starts, a user may control a first virtual object to attack an enemy virtual object, so as to reduce the life value of the enemy virtual object until the life value of the enemy virtual object is zero, and determine that the virtual object kills the enemy virtual object. In a game play, after the virtual object kills all enemy virtual objects, the game play ends and the virtual object gets a game win.
However, in the above-mentioned related art, the virtual object needs to be played after all the enemy virtual objects are killed, and if the second virtual object does not appear in the game play, the game play cannot be completed, and the timeliness of the game play is low.
Disclosure of Invention
The embodiment of the application provides an interface display method, an interface display device, a terminal and a storage medium, which can improve the timeliness of game play. The technical scheme is as follows:
according to an aspect of an embodiment of the present application, there is provided an interface display method, including:
the method comprises the steps of obtaining the number of virtual objects in a first game pair, wherein the virtual objects comprise virtual objects which are in different camps and have non-zero life values;
in response to the number of virtual objects satisfying a first condition, wherein the game time of the first game is longer than a first target value, a target area is displayed, the first condition is a judging condition for judging whether the first game is ended or not based on the number of the virtual objects, and the target area is an area where the virtual objects compete for occupation;
And in response to the target area comprising the first virtual object, displaying first prompt information, wherein the occupation time of the first virtual object for the target area is greater than a threshold value, and the first prompt information is used for indicating that the first game is ended.
According to an aspect of an embodiment of the present application, there is provided an interface display apparatus including:
the number acquisition module is used for acquiring the number of virtual objects in the first game pair, wherein the virtual objects comprise virtual objects which are in different camps and have non-zero life values;
the area display module is used for responding to the fact that the number of the virtual objects meets a first condition, the game time of the first game is longer than a first target value, and a target area is displayed, wherein the first condition refers to a judging condition for judging whether the first game is ended or not based on the number of the virtual objects, and the target area refers to an area occupied by the virtual objects;
the information display module is used for responding to the fact that the target area comprises a first virtual object, the occupation time of the first virtual object for the target area is larger than a threshold value, and displaying first prompt information which is used for indicating that the first game is ended.
According to an aspect of an embodiment of the present application, there is provided a terminal including a processor and a memory, where the memory stores at least one instruction, at least one program, a code set, or an instruction set, and the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by the processor to implement the above interface display method.
According to an aspect of an embodiment of the present application, there is provided a computer-readable storage medium having stored therein at least one instruction, at least one program, a code set, or an instruction set, which is loaded and executed by a processor to implement the above interface display method.
According to an aspect of embodiments of the present application, there is provided a computer program product or computer program comprising computer instructions stored in a computer readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device performs the interface display method described above.
The technical scheme provided by the embodiment of the application can bring the following beneficial effects:
displaying a target area under the condition that the number of virtual objects meets a first condition and the game play time length is larger than a threshold value, judging whether to end the first game play according to the occupation time length of the target area, wherein the first condition is a judging condition for judging whether the first game play is ended or not based on the number of the virtual objects, the target area is a region where virtual objects in different camps fight, namely when the first game play time length is too long, switching the ending condition of the first game play, changing a game play mode, changing the fight and fight game between the virtual objects into a fight game of the target area, so that the diversity of the game play is improved, the attraction of the game play is increased, and the server resource waste caused by too little participation number of the game play is avoided; under the condition that the number of the virtual objects meets a first condition and the game time length of the first game is longer than a first target value, the situation of fighting between the virtual objects is not used as a judging basis for game ending, whether the first game is ended or not is determined according to the occupying condition of the target area, the situation that in the prior art, when all the opponent virtual objects are hit and killed is used as the basis is avoided, the game cannot be ended due to the fact that the virtual objects are hidden and do not appear, timeliness of game is improved, and the problem that the server load is overlarge due to overlong game time length is avoided.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for the description of the embodiments will be briefly described below, and it is apparent that the drawings in the following description are only some embodiments of the present application, and other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a schematic diagram of an application runtime environment provided by one embodiment of the present application;
FIG. 2 is a flow chart of an interface display method according to an embodiment of the present application;
FIG. 3 illustrates a schematic view of a crash box of a target area;
FIGS. 4, 5 and 6 are schematic diagrams illustrating three display interfaces;
FIG. 7 schematically illustrates a manner of detecting radiation emissions;
FIG. 8 is a flow chart of an interface display method according to another embodiment of the present application;
FIG. 9 schematically illustrates a display interface;
FIG. 10 illustrates a schematic diagram of a mode selection interface;
FIG. 11 illustrates a schematic diagram of a game matching interface;
FIG. 12 is a schematic diagram illustrating an interface display flow;
FIG. 13 is a block diagram of an interface display device provided by one embodiment of the present application;
FIG. 14 is a block diagram of an interface display device provided by another embodiment of the present application;
fig. 15 is a block diagram of a terminal according to an embodiment of the present application.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the present application more apparent, the embodiments of the present application will be described in further detail with reference to the accompanying drawings.
Referring to fig. 1, a schematic diagram of an application running environment according to an embodiment of the present application is shown. The application execution environment may include: a terminal 10 and a server 20.
The terminal 10 may be an electronic device such as a cell phone, tablet computer, game console, electronic book reader, multimedia playing device, wearable device, PC (Personal Computer ) or the like. A client in which an application program can be installed in the terminal 10. The application program may be an application program that needs to be downloaded and installed, or may be a point-and-use application program, which is not limited in the embodiment of the present application.
In the embodiment of the present application, the application program may be any application program that can provide a virtual environment for a virtual object substituted and operated by a user to perform activities in the virtual environment. Typically, the application is a gaming application such as a multiplayer online tactical game (Multiplayer Online Battle Arena, MOBA) game, a big escape survival (BR) game, a Third-party shooting game (TPS), a First-party shooting game (First-Person Shooting Game, FPS), and a multiplayer gunfight survival game, among others. Of course, other types of applications besides game applications may expose virtual objects to users and provide corresponding functionality to the virtual objects. For example, virtual Reality (VR) class applications, augmented Reality (Augmented Reality, AR) class applications, three-dimensional map programs, military simulation programs, social class applications, interactive entertainment class applications, and the like, to which embodiments of the present application are not limited. In addition, for different application programs, the forms of the virtual objects provided by the application programs are different, and the corresponding functions are also different, which can be configured in advance according to actual requirements, and the embodiment of the application is not limited to this. Optionally, a client of the above application program is running in the terminal 10. In some embodiments, the application program is an application program developed based on a three-dimensional virtual environment engine, for example, the virtual environment engine is a Unity engine, and the virtual environment engine can construct a three-dimensional virtual environment, virtual objects, virtual props and the like, so as to bring more immersive game experience to users.
The virtual environment is a scene displayed (or provided) when a client of an application program (such as a game application program) runs on a terminal, and the virtual environment refers to a created scene for a virtual object to perform activities (such as game competition), such as a virtual house, a virtual island, a virtual map, a virtual building and the like. The virtual environment may be a simulation environment for the real world, a semi-simulation and semi-imaginary environment, or a pure imaginary environment. The virtual environment may be a two-dimensional virtual environment, a 2.5-dimensional virtual environment, or a three-dimensional virtual environment, which is not limited by the embodiment of the present application.
The virtual object may be a virtual character controlled by a user account in an application program or a virtual character controlled by a computer program in the application program. Taking an application program as a game application program as an example, the virtual object can be a game character controlled by a user account in the game application program, or can be a game monster controlled by a computer program in the game application program. The virtual object may be in the form of a character, an animal, a cartoon, or other forms, and embodiments of the present application are not limited in this regard. The virtual object may be displayed in a three-dimensional form or a two-dimensional form, which is not limited in the embodiment of the present application. Alternatively, when the virtual environment is a three-dimensional virtual environment, the virtual object is a three-dimensional stereoscopic model created based on an animated skeleton technique. Each virtual object has its own shape and volume in the three-dimensional virtual environment, occupying a portion of the space in the three-dimensional virtual environment.
In a possible embodiment, the virtual objects include virtual objects in the same campaigns and virtual objects in different campaigns, i.e. in an application, the virtual objects are divided into different campaigns. For example, taking a MOBA game as an example, ten users play a matching game, and the matching game is divided into two teams of a red party and a blue party, namely, every five teams are a group, at this time, virtual objects in the red party and the red party are in the same camping and are in a teammate relationship with each other, virtual objects in the blue party and the blue party are in the same camping and are in a teammate relationship with each other, and virtual objects in the red party and the blue party are in different camping and are in an hostile relationship with each other.
In the embodiment of the present application, after the game is played, the terminal 10 may monitor the game play to obtain the number of virtual objects and the play time length of different camps in the game play, and when the play time length reaches the first target value and the number of virtual objects of any camps is not zero, the game play plays a time-sharing game. In one possible implementation, after the addition is opened, the second virtual object continues to attack the first virtual object in a different camp. Optionally, the terminal 10 continues to detect the number of virtual objects and the length of the game after the addition is started. If the number of virtual objects in any camp is zero before the game time length reaches the second target value, determining that the virtual object in another camp wins, and ending the game. If the number of virtual objects of any camping is not zero after the time length of the game reaches the second target value, the number of virtual objects of each camping is acquired, the camping with the largest number of virtual objects is determined to obtain victory, and the game is ended. In another possible embodiment, after the addition is started, the first virtual object competes with a second virtual object in a different camp to occupy the target area. Optionally, the terminal 10 detects the target area after the addition event is started. Wherein a crash box is disposed in the target area. If the terminal 10 detects that the virtual object is stored in the target area through the collision box, determining the camping where the virtual object is located, and starting a counter to record the occupied time of the virtual object in the target area. If the occupied time length reaches the threshold value, determining that the camping where the virtual object is located is winning, and ending the game.
The server 20 is used to provide background services for clients of applications in the terminal 10. For example, the server 20 may be a background server of the application program described above. The server 20 may be a server, a server cluster comprising a plurality of servers, or a cloud computing service center. Alternatively, the server 20 provides background services for applications in a plurality of terminals 10 at the same time.
Alternatively, the terminal 10 and the server 20 may communicate with each other via the network 30.
Referring to fig. 2, a flowchart of an interface display method according to an embodiment of the application is shown. The method may be applied to a terminal, and the execution subject of each step may be the terminal 10 (hereinafter simply referred to as "client") in the application running environment shown in fig. 1. The method may comprise the following steps (201-203):
step 201, the number of virtual objects in the first game pair is obtained.
The first game play refers to any game play in the target game mode. The target game mode refers to any game mode provided by an application program. Optionally, in the application, different game modes correspond to different game rules. In an embodiment of the present application, the first game pair includes virtual objects in different camps.
A virtual object refers to a virtual character that is capable of interacting with a virtual environment. The virtual object may interact with a virtual object in the virtual environment, or may interact with other virtual objects in the virtual environment. Alternatively, the virtual object may be a virtual character controlled by the user account, or may be a virtual character controlled by a computer program in the application program. In the embodiment of the present application, the virtual objects include virtual objects that are in different camps and have a life value of zero. The life value is a standard for judging whether the virtual character can be activated in the virtual world, and when the life value of the virtual object is zero, the virtual object is determined to be unable to be activated in the virtual environment.
In the embodiment of the application, after the first game is opened, the client can monitor the virtual objects to acquire the number of the virtual objects in the first game. Optionally, the client may directly acquire the number of virtual objects of each camp in the first game pair, or may determine the manner of acquiring the virtual objects according to the life value of the second virtual object, which is not limited in the embodiment of the present application. The second virtual object refers to a virtual object controlled by a user account corresponding to the client.
In one possible implementation, if the life value of the second virtual object is not zero, the client only acquires the number of first virtual objects that are in a different camping from the second virtual object when acquiring the number of virtual objects. Optionally, after the first game pair is opened, the client monitors the life value of the second virtual object. And under the condition that the life value of the second virtual object is not zero, the client acquires the number of the first virtual objects which are in different camps with the second virtual object. Further, the client judges whether the first game pair is ended according to the number of the first virtual objects. Optionally, if the number of the first virtual objects is zero, determining that the first game is ended, and obtaining a win of the first game by the camping where the second virtual objects are located; if the number of the first virtual objects is not zero, the first game pair is determined to continue.
In another possible implementation manner, if the life value of the second virtual object is zero, the client obtains the number of virtual objects of different camps in the first game pair when obtaining the number of virtual objects. Optionally, after the first game pair is opened, the client monitors the life value of the second virtual object. And under the condition that the life value of the second virtual object is zero, the client acquires the number of virtual objects of each camp in the first game pair. For example, the client obtains a number of first virtual objects that are in a different camp than the second virtual object, and obtains a number of third virtual objects that are in the same camp as the second virtual object. Further, the method comprises the steps of. And the client judges whether the first game pair is ended or not according to the number of virtual objects of each camp. Optionally, if the number of virtual objects of the target camp in the first game pair is not zero and the number of virtual objects of other camps is zero, determining that the target camp obtains the win of the first game pair, and ending the first game pair; and if the number of virtual objects of each camp in the first game pair is not zero, determining that the first game pair is continued. Wherein the target camping refers to any camping in the first game pair.
In step 202, in response to the number of virtual objects satisfying the first condition, and the game play time of the first game play being greater than the first target value, the target area is displayed.
The first condition is a determination condition for determining whether or not the first game play is ended based on the number of virtual objects. The game play duration refers to the time interval between the first game play start time and the current game play time. In the embodiment of the present application, after the client acquires the number of virtual objects, the client determines the number of virtual objects. If the number of the virtual objects meets a first condition, determining that the first game is continued, and acquiring the game-checking time length of the first game; if the number of the virtual objects does not meet the first condition, determining that the first game is ended, and displaying first prompt information. The first prompt message is used for indicating that the first game is ended. Alternatively, the first condition may be a numerical limitation condition corresponding to the number of virtual objects.
In one possible embodiment, the first condition is that the number of virtual objects of each camp is not zero. Optionally, if the number of virtual objects acquired by the client only includes the number of the first virtual objects, determining that the first game is continued when the number of the first virtual objects is not zero, and acquiring a game time of the first game; if the number of virtual objects acquired by the client side comprises the number of virtual objects of each camp, determining that the first game is continued when the number of virtual objects of each camp is not zero, and acquiring the game time of the first game.
In another possible embodiment, the first condition is that the number of virtual objects of each camp is smaller than the condition value. The condition value is a value for predicting whether the first game play can be ended within a preset duration. Optionally, if the number of virtual objects of a certain camp in the first game pair is greater than or equal to the condition value, it is determined that the virtual objects of the certain camp cannot be killed within a preset duration, and the first game pair cannot be ended within the preset duration, that is, the first game pair is long in time, so that the first game pair is ended to display the first prompt information for saving the cost. The first prompt information comprises display information, and the display information is used for displaying the camping with the largest number of the virtual objects to the user to obtain the winning of the first game. If the number of virtual objects of each camp in the first game is smaller than the condition value, determining that the first game can be ended within the preset duration, and avoiding the condition that the first game spending is large due to overlong first game playing time, continuing the first game playing, and acquiring the playing duration of the first game playing in real time.
Optionally, in the embodiment of the present application, the client may acquire the game duration through a duration display item in the first display interface, that is, the game duration may be displayed in a duration display item in the first display interface. The first display interface is a display screen corresponding to the first game, and the display screen includes a display screen of a virtual environment corresponding to the first game. Optionally, the display screen of the virtual environment refers to a screen captured by the client through the virtual camera. In one possible implementation, the virtual environment picture is a picture obtained by observing the second virtual object at the first perspective. Optionally, the virtual camera is disposed directly in front of the second virtual object. And in the process of moving the second virtual object, the client observes the virtual environment through the virtual camera according to the visual angle of the second virtual object, and acquires the display picture of the virtual environment. In another possible embodiment, the virtual environment screen is a screen obtained by observing the second virtual object at a third angle of view. Optionally, the virtual camera is disposed obliquely above the second virtual object. And in the process of moving the second virtual object, the client observes the virtual environment by taking the second virtual object as a center through the virtual camera, and acquires a virtual environment picture. Of course, in other possible embodiments, the setting position of the virtual camera is adjustable. Optionally, the user may set a fixed position of the virtual camera before the first game play begins; alternatively, the user may adjust the position of the virtual camera in real time in the first game play. For example, the user may adjust the position of the virtual environment by an adjustment operation for the first display interface, and further, different display screens corresponding to the virtual environment are displayed on the first display interface according to the adjustment operation. The adjustment operation may be a sliding operation, a drag operation, or a clicking operation, which is not limited in the embodiment of the present application.
In one possible embodiment, the game duration is displayed in the duration display item in a positive sequence. Optionally, when the first game is started, the game time length is displayed in the time length display item, and at this time, the game time length is displayed as zero. Further, as time passes, the length of the game in the length display item increases until the first target value corresponding to the length of the game is reached, and the increase of the length of the game is stopped.
In another possible embodiment, the game duration is displayed in the duration display item in a reverse order. Optionally, when the first game is started, the game time length is displayed in the time length display item, and at this time, the game time length displays a corresponding first target value. Further, as time passes, the length of the game in the length display item decreases until it decreases to zero, stopping decreasing the length of the game.
The first target value is a judgment value of a game play time for the first game play. Optionally, if the number of virtual objects satisfies the first condition, the time length of the game is greater than or equal to the first target value, and a target area is displayed; if the number of virtual objects satisfies the first condition, the game duration is smaller than the first target value, the number of virtual objects is continuously monitored, and if the number of virtual objects does not satisfy the first condition before the game duration is greater than or equal to the first target value, the first game is determined to be ended. Wherein the target area refers to an area occupied by virtual objects of different camps. Alternatively, after displaying the target area, each virtual object in the first game pair may be moved into the target area to compete for the target area.
In the embodiment of the application, after the client acquires the number of the virtual objects, the client judges the number of the virtual objects and the game time of the first game. If the number of the virtual objects meets the first condition and the game time of the first game is greater than or equal to the first target value, determining that the first game is not over time, and displaying the target area to accelerate the ending of the first game. Optionally, after determining that the number of the virtual objects meets the first condition and the time length of the game is greater than or equal to the first target value, the client may randomly determine a position of a target area in the virtual environment and display the target area; or, the client may determine the position of the target area in the virtual environment according to the display rule corresponding to the target area, and display the target area.
In one possible embodiment, the display rule of the target area is based on a virtual environment. Optionally, after determining that the number of the virtual objects meets the first condition and the time length of the game is greater than or equal to the first target value, the client obtains a global map of the virtual environment, determines a position indicated by the display rule in the global map, and further displays the target area with the position indicated by the display rule as a position of the target area in the virtual environment. The position designated by the display rule can be adjusted according to actual conditions. Optionally, the location indicated by the display rule is determined according to the shape of the global map. For example, if the global map is circular, the location indicated by the display rule may be the center of a circle; if the global map is rectangular, the location indicated by the display rule may be a corner of the rectangle. Of course, the location indicated by the display rule may also be determined according to a virtual building or a virtual terrain in the global map. For example, if the global map includes a virtual house, the location indicated by the display rule may be a virtual building that does not include a virtual object currently; if the global map includes a virtual hill, the location indicated by the display rule may be the virtual hill that does not include the virtual object.
In another possible embodiment, the display rule of the target area is based on a virtual object. Optionally, after determining that the game time period is greater than the first target value, the client obtains current position information of each virtual object in the game of the first game, determines a position indicated by the display rule according to the current position information of each virtual object, and further displays the target area by taking the position indicated by the display rule as the position of the target area in the virtual environment. The current position information is used for indicating the real-time position of the virtual object in the first game pair. In one possible implementation manner, for fairness of the game, after acquiring the current position information of each virtual object, the client determines a center position corresponding to each virtual object according to the current position information of each virtual object, and uses the center position as a position of the target area. Wherein the center position is equal to the distance between the virtual objects. In another possible embodiment, in order to stimulate game play, the client side obtains the real-time positions of the virtual objects, and then selects the real-time positions of the virtual objects meeting the requirements as the positions of the target areas according to the attributes of the virtual objects. For example, the client may take the real-time position of the virtual object with the smallest life value as the position of the target area. Of course, the client may determine the virtual object meeting the requirement according to the attack value of the virtual object, the virtual resource owned by the virtual object, and the like, which is not limited in the embodiment of the present application.
It should be noted that, in the embodiment of the present application, the number of the target areas may be one or more, which is not limited in the embodiment of the present application. In one possible implementation manner, the client displays a plurality of target areas simultaneously after determining that the number of virtual objects meets the first condition and the time of the game is greater than or equal to the first target value. In another possible implementation manner, the client displays a target area after determining that the number of virtual objects meets the first condition and the time period of the game is greater than the first target value. After the target area is occupied by any virtual object, another target area is displayed.
In step 203, in response to the target area including the first virtual object, and the occupancy time of the first virtual object for the target area is greater than a threshold, a first prompt message is displayed.
The first virtual object refers to a virtual object in the first game play that moves to the target area. Optionally, the first virtual object may be any virtual object in the first game pair, for example, the first virtual object may be a virtual object controlled by a user account corresponding to the client, or may be a virtual object controlled by another user account. In the embodiment of the present application, after displaying the target area, the client may monitor the target area. And when the first virtual object moves into the target area, starting a timer, and acquiring the stay time of the first virtual object in the target area.
Optionally, a collision box is disposed in the target area, and the client may monitor the target area through the collision box in the target area. Wherein the size of the crash box is greater than or equal to the size of the target area. Illustratively, as shown in fig. 3, a crash box 32 is provided in the target area 31. Optionally, when the first virtual object moves to the target area, the first virtual object collides with a collision box of the target area. Further, after detecting that the first virtual object colliding with the collision box exists, the client determines that the target area comprises the first virtual object, and obtains the occupation time of the first virtual object for the target area.
It should be noted that, in the embodiment of the present application, when the life value decreases to zero due to the attack of the first virtual object by the hostile virtual object, the client stops timing, and ends the timing operation for the residence time of the first virtual object.
In a possible implementation manner, the above-mentioned occupying period refers to a total stay period of the virtual object of the camp where the first virtual object is located in the target area, where the stay periods corresponding to the virtual objects of the same camp may be accumulated. Optionally, after determining that the target area includes the first virtual object, the client may acquire a historical residence time of the camping where the first virtual object is located, and accumulate the residence time of the first virtual object in the target area based on the historical residence time, to acquire a occupation time of the first virtual object with respect to the target area. The historical stay time is the stay time of the virtual object in which the first virtual object is located in the target area before the first virtual object moves to the target area.
In another possible implementation manner, the above-mentioned occupying period refers to a residence period of the first virtual object in the target area, and the residence period corresponding to the virtual object in the same camp may not be accumulated, that is, after the first virtual object leaves the target area, the corresponding residence period is cleared. Optionally, after determining that the target area includes the first virtual object, the client starts a timer, records a residence time of the first virtual object in the target area, and uses the residence time as a preemption time of the first virtual object for the target area.
Of course, in other possible embodiments, the above-mentioned preemption duration is affected by the hostile virtual object of the first virtual object. For example, after the first virtual object leaves the target area, the client records a residence time corresponding to the first virtual object; after the hostile virtual object of the first virtual object moves to the target area, the client records the residence time corresponding to the hostile virtual object, and simultaneously, the residence time corresponding to the first virtual object is reduced along with the increase of the residence time corresponding to the hostile virtual object. The values of the increase or decrease of the residence time may be the same or different, which is not limited in the embodiment of the present application. For example, the client may determine, according to the attribute information of the first virtual object and the hostile virtual object, a ratio of an increase value to a decrease value of the residence time, if the ratio of the life values of the first virtual object and the hostile virtual object is 2:1, the residence time corresponding to the hostile virtual object is decreased by 1s every 2 s. Wherein the attribute information includes at least one of: a life value of the virtual object, an attack value of the virtual object, a defense value of the virtual object, and so on.
Optionally, in the embodiment of the present application, the client may obtain the above-mentioned occupied time through a time duration display item in the first display interface, that is, the above-mentioned occupied time duration may be displayed in a time duration display item in the first display interface. In one possible embodiment, the preemption period is displayed in the period display item in a positive order. Optionally, after the target area is displayed, displaying the preemption duration in a duration display item, where the preemption duration is zero. Further, after the first virtual object exists in the target area, the occupying period increases with an increase in the stay period of the first virtual object. In another possible embodiment, the above-mentioned occupied time period is displayed in the above-mentioned time period display item in a reverse order. Optionally, after the target area is displayed, displaying the above-mentioned preemption duration in a duration display item, where the preemption duration corresponds to a threshold value. Further, after the first virtual object exists in the target area, the occupying period decreases with an increase in the stay period of the first virtual object. The display method includes the steps that in order to guarantee the visual and accurate display mode of the occupied time, the occupied time is displayed, and meanwhile, a first virtual object corresponding to the occupied time or a camping where the first virtual object is located is displayed in the first display interface. Of course, in actual application, the first display interface may display the corresponding occupied time periods of each virtual object or the camping at the same time.
The threshold is a value for determining whether to display the first prompt message. The first prompt message is used for indicating that the first game is over. Optionally, the client monitors the target area after displaying the target area. If the target area comprises a first virtual object and the occupation time of the first virtual object for the target area is greater than or equal to a threshold value, ending the first game, and displaying first prompt information; and if the target area does not comprise the first virtual object, or the occupation time of the first virtual object for the target area is smaller than a threshold value, continuing the first game.
Optionally, the first prompt information may include first display information, where the first display information is used to display a virtual object or a camp that wins in the first game play. In one possible implementation manner, when the occupancy time period is greater than or equal to a threshold value, the client determines that the first virtual object or the camp where the first virtual object is located obtains the win of the first game play, and displays first presentation information for presenting to the user that the camp where the first virtual object is located obtains the win of the first game play while displaying the first prompt information.
By way of example, embodiments of the present application will be briefly described with reference to fig. 4, 5 and 6. As shown in fig. 4, the client displays a first display interface 40 when the first game pair is opened. The first display interface 40 includes a game start countdown 41 and a first target value 42 corresponding to the game duration. When the game start countdown 41 is zero, the first game is started for the game. When the game duration is reduced from the first target value 42 to zero and the number of virtual objects in each of the camps is not zero, as shown in fig. 5, a target area 51 is displayed in the first display interface 50, and a preemption duration 52 corresponding to the target area 51 is displayed. If the client detects that the target display area includes the first virtual object 53, the occupation duration 52 of the first virtual object 53 for the target area 51 increases, and after the occupation duration 52 reaches the threshold, as shown in fig. 6, the first prompt information 61 is displayed in the first display interface 60. The first prompt message 61 includes first display information 62, where the first display information 62 is used to remind the user of winning a first game play by a camp where the first virtual object is located.
It should be noted that, in the embodiment of the present application, if the occupation duration is smaller than the threshold, the client may determine whether to end the first game play according to the display duration of the target area. Optionally, the above step 202 further comprises the following sub-steps:
1. And acquiring the display duration of the target area in response to the occupation duration of the first virtual object for the target area being smaller than the threshold value.
The display duration refers to the duration that the target area is displayed in the virtual environment. Optionally, the display duration is a time interval recorded starting from a start time of the target area display to a current time of the target area display as an end point. In the embodiment of the application, after the client acquires the occupying time, if the occupying time is smaller than a threshold value, the display time of the target area is acquired.
2. And determining that the first game pair is finished when the display time period is longer than the second target value.
The second target value refers to a value that judges whether the first game pair ends or not based on the display duration of the target area. Optionally, if the display time length is greater than or equal to the second target value, determining that the first game is ended, and displaying the first prompt information; and if the display duration is smaller than the second target value, determining that the first game is continued, and continuing to monitor the target area.
3. And acquiring attribute information of the virtual object.
In the embodiment of the application, the attribute information of each virtual object in the first game pair is acquired under the condition that the client determines that the display time length is greater than or equal to the second target value. Wherein the attribute information includes at least one of: the number of virtual objects in different campaigns, the life value of each virtual object, the number of hostile virtual objects that each virtual object kills, the attack value (such as attack force, attack speed) of each virtual object, the defense value of each virtual object, the virtual resources owned by each virtual object, and so on.
4. And determining the virtual object which wins in the first game pair according to the attribute information of the virtual object.
In the embodiment of the present application, after obtaining the attribute information of the virtual object, the client determines, according to the attribute information of the virtual object, a virtual object or a camp that wins in the first game play.
In one possible implementation, the client determines the camping to win based on the number of virtual objects in the different camps. Optionally, after acquiring the attribute information of the virtual objects, the client acquires the number of the virtual objects in different camps, and determines that the camps with the largest number of the virtual objects acquire the winnings of the first game.
In another possible implementation, the client determines the winning virtual object or camp according to the life value of each virtual object. Optionally, after acquiring the attribute information of the virtual objects, the client acquires the life values of the virtual objects, and determines the virtual object with the largest life value or the camping where the virtual object is located to obtain the winning of the first game. Of course, in actual practice, the client may determine that the camping with the largest sum of the life values of the virtual objects is winning the first game.
In yet another possible implementation, the client determines the winning virtual object or lineup based on the number of hostile virtual objects that each virtual object kills. Optionally, after acquiring the attribute information of the virtual objects, the client acquires the number of hostile virtual objects killed by each virtual object, and determines the virtual object with the largest number of hostile virtual objects killed, or the camping where the virtual object is located, to obtain the winning. Of course, in actual practice, the client may determine that the camping with the greatest sum of the number of hostile virtual objects hit by the virtual object wins the first game.
5. And displaying the first display information.
The first presentation information is used to present to the user a virtual object or lineup that wins in the first game play. Optionally, in the embodiment of the present application, the client displays the first presentation information after determining that the virtual object or the camp wins in the first game play. The first display information and the first prompt information can be displayed simultaneously.
In summary, in the technical solution provided in the embodiment of the present application, when the number of virtual objects satisfies a first condition and the game play time is longer than a threshold, a target area is displayed, and whether to end the first game play is determined according to the occupation time of the target area, where the first condition is a determination condition that whether to end the first game play based on the number of virtual objects, and the target area is a determination condition that virtual objects in different camps compete for the occupation area, that is, when the first game play time is too long, the end condition of the first game play is switched, and a game play mode is changed, so that the fight game between virtual objects is changed into a fight game of the target area, thereby enabling diversity of game play, increasing attraction of game play, and avoiding server resource waste caused by too little number of game play participants; under the condition that the number of the virtual objects meets a first condition and the game time length of the first game is longer than a first target value, the situation of fighting between the virtual objects is not used as a judging basis for game ending, whether the first game is ended or not is determined according to the occupying condition of the target area, the situation that in the prior art, when all the opponent virtual objects are hit and killed is used as the basis is avoided, the game cannot be ended due to the fact that the virtual objects are hidden and do not appear, timeliness of game is improved, and the problem that the server load is overlarge due to overlong game time length is avoided.
In addition, under the condition that the target area is not occupied for a long time, whether the first game is ended or not is determined according to the attribute information of the virtual object, so that the excessive processing expenditure caused by the overlong first game playing time is avoided, the game playing time is shortened from the side, and the timeliness of the game playing is ensured.
Next, a method of competing virtual objects between camps in the present application will be described.
In the embodiment of the present application, the first display interface includes a first operation control, such as the first operation control 43 in fig. 4, where the first operation control is used to control the second virtual object to execute the first operation. The second virtual object refers to a virtual object controlled by a user account corresponding to the client. Optionally, after receiving the touch operation signal for the first operation control, the client controls the second virtual object to execute the first operation, and determines an action target corresponding to the first operation and a life loss value of the action target according to a detection ray corresponding to the first operation, which is specifically as follows:
1. and responding to the touch operation signal of the first operation control, and controlling the second virtual object to execute the first operation.
The touch operation signal is a signal generated according to the touch operation of the user on the first display interface, and the signal can be a touch operation signal for any position on the first display interface. In an embodiment of the application, the touch operation signal is a signal for a first operation control triggered by a user. Optionally, the user may trigger a touch operation signal of a first operation control in the first display interface by clicking the first operation control; or, the user may trigger the touch operation signal of the first operation control by pressing a corresponding key position (such as an R key) on the keyboard.
Optionally, after displaying the first display interface, the client may monitor the first display interface, obtain a trigger position of the touch operation signal after receiving the touch operation signal in the first display interface, and determine that the touch operation signal is a touch operation signal for the first operation control when the trigger position is located in a trigger area of the first operation control.
In one possible implementation manner, the position of each operation control in the first display interface is fixed, and a fixed trigger area of each operation control is arranged in the application program. The fixed trigger area may be any position in the first display interface, for example, the fixed trigger area of the first operation control is a surrounding area of the first operation control. Optionally, the client may determine whether the touch operation signal is located in a fixed trigger area of the first operation control according to the trigger position. If the touch operation signal is located in the fixed trigger area of the first operation control, determining that the touch operation signal is the touch operation signal of the first operation control.
In another possible implementation manner, the position of each operation control in the first display interface is adjustable, that is, the user can adjust the position of each operation control in the first display interface according to the actual situation, and at this time, an active trigger area of each operation control is set in the application program. The active trigger area may be any area taking the position of the first operation control as a reference, for example, the active trigger area of the first operation control is an area with a distance from the center position of the first operation control smaller than a certain value. Optionally, the client may determine a distance between the trigger position and a central position of the first operation control according to the trigger position. And if the distance is smaller than the target value, determining the touch operation signal as the touch operation signal of the first operation control.
In the embodiment of the application, after receiving the trigger operation signal corresponding to the first operation control, the client controls the second virtual object to execute the first operation. Optionally, in different application programs, the first operation corresponding to the first operation control is different.
In a possible embodiment, the first operation is using a virtual object, that is, the first operation control is used to control the second virtual object to use the virtual object, such as a virtual prop or a virtual weapon. Optionally, after acquiring the touch operation signal of the first operation control, the client controls the second virtual object to use the corresponding virtual prop or virtual weapon. Optionally, in practical application, the first display interface may include a plurality of operation controls for using virtual articles, where different operation controls are used for using different virtual articles.
In another possible embodiment, the first operation is to release a certain skill, that is, the first operation control is used to control the second virtual object to release a certain skill. Optionally, after the client obtains the touch operation signal of the first operation control, the client controls the second virtual object to release the skill corresponding to the first operation control. Of course, in practical applications, the first display interface may include a plurality of operation controls for releasing skills, and different operation controls are used for releasing different skills.
In yet another possible implementation manner, the first operation is a state switch, that is, the first operation control is used to control the second virtual object to switch to a certain state. Optionally, after the client acquires the touch operation signal corresponding to the first operation control, the client controls the second virtual object to switch to the target state. Optionally, in a practical application, a plurality of operation controls may be included in the first display interface. Wherein different operational controls may correspond to different states. Of course, the same operation control can also correspond to different states. For example, for a certain operation control, if the user clicks once, the second virtual object is controlled to switch to a forward jump attack state; and if the user clicks twice, controlling the second virtual object to switch to a backward jump avoidance state.
Of course, in practical application, the application program may configure the first operation corresponding to the first operation control according to the practical situation, which is not limited in the embodiment of the present application.
2. A life loss value of the first virtual object is determined based on a hit location of the first operation for the first virtual object.
In the embodiment of the application, after the client controls the second virtual object to execute the first operation, the life loss value of the first operation for the first virtual object is determined. In this case, the first virtual object is a virtual object that is in a different camping from the second virtual object.
Optionally, after controlling the second virtual object to execute the first operation, the client may acquire an execution direction corresponding to the first operation, and based on the execution direction, emit a detection ray with a position of the second virtual object as a starting point. The execution direction may be obtained according to a station direction of the second virtual object.
The detection ray refers to a ray for detecting an action target of the first operation. Optionally, the number of the detected rays is related to the execution direction of the first operation, and may be one or multiple, which is not limited in the embodiment of the present application. In one possible implementation manner, the number of the detected rays is one if the execution direction corresponding to the first operation is unique; in another possible implementation manner, the number of the detected rays is a plurality of the detected rays if the execution direction corresponding to the first operation is not unique.
Taking the first operation as an example to control the second virtual object to use the virtual firearm, referring to fig. 7, after the client receives the touch operation signal of the first operation control, a detection ray 72 is emitted according to the motion track of the virtual ammunition with the position of the second virtual object 71 as a starting point.
Optionally, in an embodiment of the present application, after the client transmits the detection ray, the client detects whether a corresponding action target exists in the first operation based on the detection ray. If the detection ray detects a first virtual object, determining that the first operation acts on the first virtual object, acquiring the intersection point position of the first virtual object and the detection ray, determining that the intersection point position is the hit position of the first operation on the first virtual object, and determining the life loss value of the first virtual object according to the hit position. Wherein different hit locations correspond to different life loss values.
3. And updating the life value of the first virtual object according to the life loss value.
In the embodiment of the present application, after determining the life loss value of the first virtual object, the client updates the life value of the first virtual object according to the life loss value. Optionally, the life value of the first virtual object may be displayed in a display interface.
The above-described life value is a criterion for judging whether or not a virtual object can be active in the virtual world. Optionally, after the second virtual object successfully attacks the first virtual object using the first operation, the first operation may cause loss of the life value of the first virtual object. In the embodiment of the application, hit positions of the first operation are different, and the loss degree of the life value caused to the first virtual object is different. For example, if the hit position is the head, the life value of the first virtual object is high in loss degree; if the intersection point is a leg, the life value loss degree of the first virtual object is low, but the moving speed of the first virtual object is slow.
Optionally, in an embodiment of the present application, different collision boxes are provided in different parts of the first virtual object to detect the first operation for the different parts. As shown in fig. 7, a head crash box 74, a chest crash box 75, and a leg crash box 76 are included in the first virtual object 73. Optionally, the client determines an intersection point position of the detected ray according to the collision box, uses the intersection point position as a hit position of the first operation, and further determines a life loss value of the first operation on the first virtual object according to the hit position, and updates the life value of the first virtual object.
Referring to fig. 8, a flowchart of an interface display method according to another embodiment of the application is shown. The method may be applied to a terminal, and the execution subject of each step may be the terminal 10 (hereinafter simply referred to as "client") in the application running environment shown in fig. 1. The method may comprise the following steps (801-808):
step 801, the number of virtual objects in a first game pair is obtained.
In step 802, in response to the number of virtual objects satisfying the first condition and the game play time of the first game play being greater than the first target value, a target area is displayed.
The steps 801 to 802 are the same as the steps 201 to 202 in the embodiment of fig. 2, and refer to the embodiment of fig. 2 specifically, and are not described herein.
In step 803, in response to the target area including the first virtual object, and the occupation time of the first virtual object for the target area being greater than the threshold, the integral value corresponding to the virtual object is determined.
In the embodiment of the present application, when determining that the target area includes the first virtual object and the occupation of the first virtual object for the target area is greater than or equal to a threshold, the client determines that the target area is occupied by the first virtual object. At this time, the first game play ends, the integral value corresponding to the first virtual object is acquired, and the integral value is judged, wherein the first virtual object is a virtual object which is in different campaigns from a second virtual object, and the second virtual object is a virtual object controlled by a user account corresponding to the client.
The integrated value is a criterion for determining whether or not the game play corresponding to the target game mode is ended. The target game mode corresponds to at least two game plays, and the first game play refers to any game play in the target game mode. Optionally, if the integral value is smaller than an upper limit value, determining that the target game mode continues and a second game is started when the first game is ended; if the integral value is greater than the upper limit value, determining that the target game mode is ended when the first game is ended, and displaying second prompt information. The upper limit value may be any value, and the second prompt information is used to instruct the game corresponding to the target game mode to end.
Alternatively, in the embodiment of the present application, the above-mentioned integral value may be a value obtained by the first virtual object in a game play corresponding to the target game mode, or may be a value obtained by the first virtual object in a game play corresponding to the target game mode. Alternatively, the integrated value may be displayed in the above-described first display interface, such as the first integrated value 54 and the second integrated value 55 in fig. 5.
It should be noted that, in the embodiment of the present application, when the first virtual object or the camp where the first virtual object is located gains a game winning a game, the first virtual object or the integral value corresponding to the camp where the first virtual object is located increases.
Alternatively, in the embodiment of the present application, if the above-described integrated value is smaller than the upper limit value, steps 804, 806, 807, and 808 are sequentially performed; if the integrated value is greater than or equal to the upper limit value, step 805 is performed.
Step 804, displaying the first prompt message.
The first prompt message is used for indicating that the first game is over. Alternatively, the client determines the integrated value based on the upper limit value after acquiring the integrated value. If the integral value length is smaller than the upper limit value, determining that the target game mode corresponding to the first game play continues when the first game play is finished, displaying first prompt information, and starting the second game play. The second game play refers to a game play started after the first game play is ended in the target game mode.
Step 805, displaying a second prompt message.
The second prompt information is used for indicating that the game corresponding to the target game mode is ended, the target game mode corresponds to at least two game plays, and the first game play refers to any game play in the target game mode. Alternatively, the client determines the integrated value based on the upper limit value after acquiring the integrated value. If the integral value is larger than or equal to the upper limit value, determining that the game corresponding to the target game mode is ended when the first game is ended, and displaying second prompt information.
Optionally, when the second prompt information is displayed, second display information may be displayed, where the second display information is used to display, to the user, a virtual object or a camp that wins in the game pair corresponding to the target game mode. In one possible implementation, the second display information is displayed as a part of the second prompt information, as shown in fig. 9, and a second prompt information 91 is displayed in the first display interface 90, where the second prompt information includes the second display information 92. In another possible implementation manner, the second display information is displayed in a hidden manner in the first display interface. Optionally, the first display interface displays an icon corresponding to the second display information while displaying the second prompt information, and after the client receives the touch operation signal corresponding to the icon, the second display information is displayed in the second display interface. Of course, in actual practice, the second display information may also include a virtual object or a camp that wins each game pair corresponding to the target game mode.
Step 806, acquiring first location information.
The first position information is used for indicating an initial position of the first virtual object when the first game play starts. Optionally, in the embodiment of the present application, when determining that the game corresponding to the target game mode is not ended, the client obtains the game play information corresponding to the first game mode. The game information is information generated in game games, and the game information comprises the first position information. Optionally, the game play information may be used to determine a display mode of the second display interface. The second display interface refers to a display screen corresponding to the second game, where the display screen may include a screen of a virtual environment, and the virtual environment may be the same as the virtual environment in the first game, or may be different from the virtual environment in the first game.
In one possible implementation manner, after the client obtains the game information, the client displays a display screen of the virtual environment corresponding to the second game directly according to the first position information in the game information.
In another possible implementation manner, after the client obtains the game play information, the client obtains first judgment information, and determines whether to obtain the first position information from the game play information according to the first judgment information so as to display a display screen of a virtual environment corresponding to the second game play. The client may obtain the first judgment information from the game information. Optionally, if the first judgment information meets the second condition, acquiring the first position information from the game information so as to display a display picture of a virtual environment corresponding to the second game; and if the first judgment information does not meet the second condition, displaying a display screen of the virtual environment corresponding to the second game play based on the third position information. The third position information is used for indicating an initial position of a second virtual object at the beginning of the first game play, and the second virtual object and the first virtual object are in different camps; the second condition is a determination condition for determining whether or not to exchange initial positions of virtual objects of different camps based on position information of the first game pair when the second game pair is started.
Wherein the first judgment information includes at least one of: the game counter number corresponding to the target game mode, the life value of each virtual object in the first game counter and the total counter duration of the first game counter.
Note that, in the embodiment of the present application, the second conditions corresponding to the different first judgment information are different. Optionally, if the first judgment information is the number of game plays corresponding to the target game mode, the second condition may be the number of game plays meeting the condition. For example, when the number of rounds is even, the client displays the second display interface according to the first position information. In another possible embodiment, if the first determination information is a life value of each virtual object in the first game pair, the second condition may be a difference value corresponding to a sum of life values of virtual objects of each camp meeting the condition. For example, when the difference value corresponding to the sum of the life values of the virtual objects of each camp is greater than a certain value, it is determined that there is a problem in fairness in the first game, and the second display interface is displayed according to the first position information, so as to achieve the purpose of adjusting fairness in the second game based on position exchange of the virtual objects of different camps. In still another possible implementation manner, if the first judgment information is a total length of time of the first game, the second condition may be a value corresponding to the total length of time of the first game. For example, when the total time length of the first game is greater than a certain value, it is determined that there is a problem in fairness in the first game, and the second display interface is displayed according to the first location information, so as to achieve the purpose of adjusting fairness in the second game based on location exchange of virtual objects of different camps.
Optionally, in the embodiment of the present application, if the first virtual object in the first game pair is unique, the initial position of the first virtual object in the first game pair included in the pair information may be unique, and the client may directly obtain the initial position of the first virtual object in the first game pair as the first position information. If the first virtual object in the first game play is not unique, the initial position of the first virtual object in the first game play included in the play information is not unique, and the client may determine the first virtual object corresponding to the second virtual object according to a matching rule, and acquire the initial position of the first virtual object corresponding to the second virtual object in the first game play as the first position information. The first virtual object and the second virtual object are in different camps, and the second virtual object refers to a virtual object controlled by a user account corresponding to the client.
In one possible implementation, the above matching rule is a random match. Optionally, after acquiring the game play information, the client randomly matches a first virtual object corresponding to the second virtual object, and acquires an initial position of the first virtual object in the first game play from the game play information as the first position information.
In another possible implementation, the matching rule is attribute matching. Optionally, after the client obtains the game information, the client matches the corresponding first virtual object according to the attribute value of the second virtual object. For example, a virtual object closest to a life value of a second virtual object is selected from a plurality of first virtual objects as a first virtual object corresponding to the second virtual object; for another example, a virtual object closest to an attack value (such as an attack force or an attack speed) of a second virtual object is selected from the plurality of first virtual objects as the first virtual object corresponding to the second virtual object.
Step 807, the first position information is regarded as the second position information.
The second position information is an initial position of the second virtual object at the start of the second game play. Optionally, the client may determine, according to the second location information, a display screen of the virtual environment corresponding to the second game pair when starting.
In the embodiment of the application, after the client acquires the first position information, the client takes the first position information as second position information, and determines the initial position of the second virtual object at the beginning of the second game play according to the second position information, thereby determining the display picture of the corresponding virtual environment at the beginning of the second game play.
Step 808, displaying a display of the virtual environment in the second game pair based on the second location information.
The display picture of the virtual environment refers to a picture captured by the client through the virtual camera. Optionally, the client may acquire, through the virtual camera, a display screen of the virtual environment at a first viewing angle of the second virtual object; alternatively, the client may obtain the display screen of the virtual environment from the third perspective of the second virtual object through the virtual camera, which is not limited in the embodiment of the present application.
In the embodiment of the application, after determining the second position information, the client displays a display screen of the virtual environment in the second game play pair based on the second position information. Optionally, after the second position information is acquired by the client, determining an initial position of the second virtual object at the beginning of the second game based on the second position information, setting a virtual camera at the initial position, acquiring a display screen of the virtual environment at a first view angle or a third view angle of the second virtual object, and further determining a display screen of the virtual environment corresponding to the beginning of the second game.
It should be noted that, in the embodiment of the present application, in order to ensure fairness of the second game for the game, the client may control the first virtual object to exchange virtual objects, such as virtual weapons, virtual props, and the like, with the second virtual object.
Alternatively, the client may acquire the first item information and use the first item information as second item information, and assign a virtual item to the second virtual object in the second game play based on the second item information. The first article information is used for indicating virtual articles owned by the first virtual object in the first game pair; the second item information is used to indicate a virtual item that the second virtual object owns in the second game play. Alternatively, the first item information may be included in the office information.
Alternatively, the client may assign a virtual object to the second virtual object based on the second item information when the second game is started, or may assign a virtual object to the second virtual object based on the second item information during the second game. For example, if a first virtual object obtains a target virtual weapon at the beginning of a first game play, the client assigns the target virtual weapon to a second virtual object at the beginning of a second game play; if the first virtual object acquires the target virtual prop 10s after the first game play starts, the client allocates the target virtual prop to the second virtual object 10s after the second game play starts.
In one possible implementation manner, after determining to start the second game, the client directly acquires the first item information, uses the first item information as second item information, and assigns a virtual item to the second virtual item in the second game based on the second item information.
In another possible implementation manner, after determining to start the second game, the client determines whether to acquire the first article information according to the second judgment information. Optionally, if the second judgment information meets a third condition, acquiring the first article information, using the first article information as second article information, and based on the second article information, distributing a virtual article to a second virtual in a second game; if the first judgment information does not satisfy the third condition, a virtual object is allocated to the second virtual object in the second game play based on the third object information. The third article information is used for indicating a virtual article owned by the second virtual object in the first game play; the third condition is a determination condition for determining whether or not the second game play is in progress, and the virtual article owned by the first virtual object and the virtual article owned by the second virtual object are exchanged based on the article information in the first game play. It should be noted that, the matching manner corresponding to the article information between the first virtual object and the second virtual object is similar to the matching manner corresponding to the above position information, and will not be described herein.
Optionally, the second judgment information includes at least one of: the game counter number corresponding to the target game mode, the life value of each virtual object in the first game counter and the total counter duration of the first game counter. Note that the second determination information may be the same as or different from the first determination information.
Note that, in the embodiment of the present application, the third condition corresponding to the second determination information is different. Optionally, if the second judgment information is the number of game plays corresponding to the target game mode, the third condition may be the number of game plays meeting the condition. For example, in the case where the number of game plays is a multiple of three, the client acquires the first item information and assigns a virtual item to a second virtual object in a second game play using the first item information as the second item information. In another possible embodiment, if the second judgment information is a life value of each virtual object in the first game pair, the third condition may be a difference value corresponding to a sum of life values of virtual objects of each camp meeting the condition. For example, when the difference value corresponding to the sum of the life values of the virtual objects of each camp is larger than a certain value, determining that the fairness in the first game play is problematic, and using the first item information as the second item information to allocate the virtual item to the second virtual object in the second game play, so as to achieve the purpose of adjusting the fairness in the second game play based on the exchange of the virtual items owned by the virtual objects of different camps. In still another possible implementation manner, if the second judgment information is a total length of time of the first game, the third condition may be a value corresponding to the total length of time of the first game. For example, when the total time length of the game play of the first game is greater than a certain value, it is determined that the fairness in the game play of the first game is problematic, the client acquires the first item information, and assigns virtual items to the second virtual object in the game play of the second game by using the first item information as the second item information, so as to achieve the purpose of adjusting the fairness in the game play of the second game based on the exchange of virtual items owned by virtual objects of different camps.
In summary, in the technical solution provided in the embodiment of the present application, whether the game play corresponding to the target game mode is ended is determined according to the integral value, so as to avoid the limitation of one game play, and the game winner is determined through multiple game plays, so that the fairness of the game play is ensured.
In addition, after the second game is opened, the initial positions of the virtual objects of different camps are exchanged, so that the display interfaces seen by the same user in different game pairs are different while the fairness of the games is ensured, the diversity of the display interfaces is ensured, and aesthetic fatigue caused by single display interface is avoided.
The following describes a selection mode of a target game mode in the present application, and the specific mode is as follows:
1. a mode selection interface is displayed.
The mode selection interface is an interface that presents a game play mode to the user. Optionally, the mode selection interface includes at least one game mode therein. In the embodiment of the application, after receiving the application program starting instruction, the client starts the application program and displays a mode selection interface. Alternatively, the user may turn on the game pair corresponding to the game mode by clicking on the corresponding game mode.
Optionally, the mode selection interface may further include a game rule corresponding to the game mode. Illustratively, referring to FIG. 10 in combination, a game mode a 101, a game mode b 102, a game mode c 103, and a game mode d 104 are displayed in the mode selection interface 100. When the user clicks on the game mode d 104, a game rule 105 corresponding to the game mode d 104 is displayed in the mode selection interface 100. Optionally, a recommender and game play are included in the game rules 105, which are used to prompt the user how to obtain a game winner.
Note that the game rules corresponding to different game modes are different. For example, if the game rule corresponding to the target game mode is that all the hostile virtual objects are not killed within a preset time period, adding a time race, displaying a target area, and determining a game result according to the occupation condition of the target area; however, the game rules corresponding to other game modes are that when all the hostile virtual objects are not killed within a preset time period, the addition contest is increased, the remaining hostile virtual objects are continuously killed, and if all the hostile virtual objects are not killed within the time period specified by the addition contest, the game play results are determined according to the number of virtual objects in different camps.
2. And responding to a selection instruction aiming at the target game mode, and matching the first virtual object corresponding to the second virtual object.
The selection instruction is an operation instruction for selecting a target game mode from among at least one game modes provided from the mode selection interface. Alternatively, the selection instruction may be triggered and generated by a user, for example, the user may trigger and generate the selection instruction corresponding to the target game mode by clicking an option corresponding to the target game mode in the mode selection interface.
In the embodiment of the present application, after receiving the selection instruction for the target game mode, the client matches the corresponding first virtual object with the second virtual object. The second virtual object is a virtual object controlled by a user account corresponding to the client, and the first virtual object is a virtual object in different camps with the second virtual object. Of course, in actual application, the client may also match the second virtual object with a third virtual object in the same camping.
3. A game matching interface is displayed.
The game matching interface refers to a display interface for displaying matching information of the second virtual object. Optionally, the game matching interface includes the first virtual object and the second virtual object. Optionally, if the recommended number of persons corresponding to the target game mode is not unique, a third virtual object may be matched for the second virtual object while the first virtual object is matched. The third virtual object refers to a virtual object that is in a different camping from the second virtual object, and optionally, the third virtual object may be displayed in the game matching interface.
Optionally, the game matching interface includes a map display control. The map presentation control refers to a user interface UI (User Interface) control for presenting a virtual environment map. UI controls refer to any visual control or element that can be seen on the display interface of an application, such as, for example, a picture, an input box, a text box, a button, a tab, and the like. Some of the UI controls respond to user operations, such as user triggering a use control, and control the virtual object to use the virtual weapon. UI controls involved in embodiments of the present application include, but are not limited to: controls are used, shooting controls, aiming controls.
In the embodiment of the application, when the client displays the game matching interface, the map display control can be displayed in the game matching interface according to the virtual environment corresponding to the target game mode. Optionally, after receiving a selection instruction corresponding to the target game mode, the client acquires a virtual environment corresponding to the target game mode, and when the virtual environment meets a target rule, displays a map display control corresponding to the virtual environment in a game matching interface. Illustratively, in conjunction with FIG. 11, in the game matching interface 110, a map presentation control 111 is displayed, the map presentation control 111 including therein a location 112 where a first virtual object is located at the beginning of a game play and a location 113 where a second virtual object is located at the beginning of a game play.
In one possible embodiment, the target rule is a preset rule. Alternatively, the designer may set different complexities for different virtual environments in designing the target game mode described above. When the game matching interface is displayed, the client side can randomly configure a virtual environment for the first game, and when the complexity of the virtual environment is larger than a certain value, map display controls corresponding to the virtual environment are displayed in the game matching interface in order to avoid overlarge game matching difficulty of the first game; otherwise, the map display control is not displayed. Of course, in order to facilitate the judgment, the designer may not set complexity, and directly identify the virtual environment in which the map display control is to be displayed.
In another possible embodiment, the target rule is a rule set by a user. Optionally, the user may set a display identifier for the virtual environment in which the map display control needs to be displayed in the virtual environment setting interface according to an actual situation. Optionally, when the game matching interface is displayed, the client may randomly configure a virtual environment for the first game, and when it is determined that the virtual environment is provided with a display identifier, display a map display control corresponding to the virtual environment in the game matching interface.
4. And starting the first game play under the condition that the first virtual object matching is completed.
In the embodiment of the application, the client determines to start the first game play under the condition that the second virtual object is matched with the first virtual object.
The present application will be fully described with reference to fig. 12 by taking a shooting game as an example.
Step 1201, the client displays a mode selection interface.
In step 1202, in response to a selection instruction corresponding to the target game mode, the client opens a first game play corresponding to the target game mode.
In step 1203, the client obtains a number of virtual objects in the first game pair.
In step 1204, the client determines whether the number of virtual objects satisfies a first condition. If the number of virtual objects satisfies the first condition, step 1205 is executed; if the number of virtual objects does not satisfy the first condition, step 1209 is performed.
In step 1205, the client determines whether the game play duration of the first game play is greater than or equal to a first target value. If the time period of the game is greater than or equal to the first target value, then step 1206 is performed; if the game duration is less than the first target value, step 1205 is executed.
In step 1206, the client displays the target area.
In step 1207, the client determines whether the target area includes the first virtual object. If the target area includes the first virtual object, then step 1208 is performed; if the target area does not include the first virtual object, step 1207 is performed.
In step 1208, the client determines whether the preemption duration of the first virtual object for the target area is greater than or equal to a threshold. If the busy period is greater than or equal to the threshold, then step 1209 is performed; if the preemption duration is less than the threshold, then step 1208 is performed.
In step 1209, the client determines whether the integral value of the first virtual object is less than the upper limit value. If the integrated value is less than the upper limit value, then step 1210 is performed; if the integrated value is greater than or equal to the upper limit value, step 1214 is performed. In this case, the first virtual object is a virtual object that wins the first game play.
In step 1210, the client determines that the game play corresponding to the target game mode continues, and displays a first prompt message, where the first prompt message is used to indicate that the first game play is ended.
In step 1211, the client determines whether the number of game plays corresponding to the first game play is an even number. If the number of game plays corresponding to the first game play is even, executing step 1212; if the number of game plays corresponding to the first game play is not even, step 1213 is performed.
At step 1212, the client exchanges the birth locations of the first virtual object and the second virtual object with the virtual weapon.
In step 1213, the client initiates a second game play. Thereafter, the second game play is taken as the first game play, and the loop starts in step 1203.
In step 1214, the client determines that the game play corresponding to the target game mode is ended, and displays second prompt information, where the second prompt information is used to indicate that the game play corresponding to the target game mode is ended, and the target game mode corresponds to at least two game plays.
The following are examples of the apparatus of the present application that may be used to perform the method embodiments of the present application. For details not disclosed in the embodiments of the apparatus of the present application, please refer to the embodiments of the method of the present application.
Referring to fig. 13, a block diagram of an interface display device according to an embodiment of the application is shown. The device has the function of realizing the interface display method, and the function can be realized by hardware or by executing corresponding software by the hardware. The device can be a terminal or can be arranged in the terminal. The apparatus 1300 may include: a quantity acquisition module 1301, a region display module 1302, and an information display module 1303.
The number obtaining module 1301 is configured to obtain a number of virtual objects in the first game pair, where the virtual objects include virtual objects that are in different camps and have a life value that is not zero.
The area display module 1302 is configured to display a target area in response to the number of virtual objects satisfying a first condition, where the time period of the first game play is longer than a first target value, the first condition is a determination condition for determining whether the first game play is ended based on the number of virtual objects, and the target area is an area occupied by the virtual objects.
The information display module 1303 is configured to display first prompt information in response to the target area including a first virtual object, where the occupancy time of the first virtual object for the target area is greater than a threshold, where the first prompt information is used to indicate that the first game is over.
In an exemplary embodiment, the information display module 1303 is configured to display the first prompt information when the occupancy time is longer than the threshold and the integral value corresponding to the first virtual object is smaller than an upper limit, where the first prompt information includes a game play start information, and the game play start information is used to instruct to start a second game play in a target game mode; the target game mode corresponds to at least two game plays, the first game play refers to any game play in the target game mode, and the second game play refers to a game play started after the first game play is finished in the target game mode.
In an exemplary embodiment, the information display module 1303 is further configured to display second prompt information when the occupancy time is greater than the threshold and the integral value corresponding to the first virtual object is greater than or equal to an upper limit, where the second prompt information is used to indicate that the game corresponding to the target game mode ends; the target game mode corresponds to at least two game plays, and the first game play refers to any game play in the target game mode.
In an exemplary embodiment, as shown in fig. 14, the apparatus 1300 further includes: a position acquisition module 1304, a position exchange module 1305, and a screen display module 1306.
A location acquisition module 1304 configured to acquire first location information, where the first location information is used to indicate an initial location of a first virtual object at a start of the first game play;
a position exchange module 1305, configured to take the first position information as second position information, where the second position information is used to indicate an initial position of a second virtual object when a second game is started, where the second game is a game play started after the first game is ended in a target game mode, and the target game mode corresponds to at least two game plays;
A screen display module 1306, configured to display a display screen of the virtual environment in the second game play based on the second position information; wherein the first virtual object and the second virtual object are in different camps.
In an exemplary embodiment, the game information includes first judgment information; as shown in fig. 14, the apparatus 1300 further includes: a first determination module 1307.
A first judging module 1307, configured to obtain first judging information; executing the step of acquiring the first position information in response to the first judgment information satisfying a second condition, wherein the second condition is a judgment condition for judging whether to exchange initial positions of virtual objects of different camps based on the position information of the first game pair when the second game pair is started; wherein the first judgment information includes at least one of: the game play frequency corresponding to the target game mode, the life value of each virtual object in the first game play, and the total play duration of the first game play.
In an exemplary embodiment, as shown in fig. 14, the apparatus 1300 further includes: an item allocation module 1308.
An item allocation module 1308 for obtaining first item information, where the first item information is used to indicate a virtual item that a first virtual object owns in the first game play; taking the first article information as second article information, wherein the second article information refers to a virtual article owned by a second virtual object in a second game play, the second game play refers to a game play started after the first game play is finished in a target game mode, and the target game mode corresponds to at least two game plays; assigning a virtual item to the second virtual object in the second game play based on the second item information; wherein the first virtual object and the second virtual object are in different camps.
In an exemplary embodiment, as shown in fig. 14, the apparatus 1300 further includes: a second determination module 1309.
A second judging module 1309, configured to obtain second judging information; executing the step of acquiring the first article information in response to the second judgment information satisfying a third condition, the third condition being a judgment condition for judging whether or not in the second game play, the virtual article owned by the first virtual object and the virtual article owned by the second virtual object are exchanged based on the article information in the first game play; wherein the second judgment information includes at least one of: the game play frequency corresponding to the target game mode, the life value of each virtual object in the first game play, and the total play duration of the first game play.
In an exemplary embodiment, as shown in fig. 14, the apparatus 1300 further includes: an object control module 1310, a loss determination module 1311, and a life determination module 1312.
The object control module 1310 is configured to control the second virtual object to execute the first operation in response to the touch operation signal of the first operation control.
The loss determination module 1311 is configured to determine a life loss value of a first virtual object based on a hit position of the first operation with respect to the first virtual object, where the first virtual object is a virtual object that is in a different camping from the second virtual object.
And a life determining module 1312, configured to update the life value of the first virtual object according to the life loss value.
In an exemplary embodiment, the loss determination module 1311 is configured to obtain an execution direction of the first operation; transmitting a detection ray with the position of the second virtual object as a starting point based on the execution direction; determining an intersection point position of the first virtual object and the detection ray as the hit position in response to the detection ray detecting the first virtual object; and determining the life loss value of the first virtual object according to the hit position.
In an exemplary embodiment, the information display module 1303 is further configured to obtain a display duration of the target area in response to a duration of the first virtual object occupied by the target area being less than the threshold; determining that the first game pair is finished when the display time period is greater than a second target value; acquiring attribute information of the virtual object; determining a virtual object which wins in the first game play according to the attribute information of the virtual object; displaying first display information, wherein the first display information is used for displaying the virtual object which wins in the first game play.
In an exemplary embodiment, as shown in fig. 14, the apparatus 1300 further includes: the office opens module 1313.
A game opening module 1313, configured to display a mode selection interface, where the mode selection interface includes at least one game mode; responding to a selection instruction aiming at a target game mode, and matching a first virtual object corresponding to a second virtual object, wherein the first virtual object and the second virtual object are in different camps; displaying a game matching interface, wherein the game matching interface comprises the first virtual object and the second virtual object; and starting the first game play under the condition that the first virtual object matching is completed.
In an exemplary embodiment, the game matching interface includes a map presentation control, where the map presentation control refers to a user interface UI control for presenting a map of a virtual environment; the game starting module 1313 is further configured to obtain a virtual environment corresponding to the target game mode; and in response to the virtual environment meeting a target rule, displaying the map presentation control in the game matching interface.
In summary, in the technical solution provided in the embodiment of the present application, when the number of virtual objects satisfies a first condition and the game play time is longer than a threshold, a target area is displayed, and whether to end the first game play is determined according to the occupation time of the target area, where the first condition is a determination condition that whether to end the first game play based on the number of virtual objects, and the target area is a determination condition that virtual objects in different camps compete for the occupation area, that is, when the first game play time is too long, the end condition of the first game play is switched, and a game play mode is changed, so that the fight game between virtual objects is changed into a fight game of the target area, thereby enabling diversity of game play, increasing attraction of game play, and avoiding server resource waste caused by too little number of game play participants; under the condition that the number of the virtual objects meets a first condition and the game time length of the first game is longer than a first target value, the situation of fighting between the virtual objects is not used as a judging basis for game ending, whether the first game is ended or not is determined according to the occupying condition of the target area, the situation that in the prior art, when all the opponent virtual objects are hit and killed is used as the basis is avoided, the game cannot be ended due to the fact that the virtual objects are hidden and do not appear, timeliness of game is improved, and the problem that the server load is overlarge due to overlong game time length is avoided.
It should be noted that, in the apparatus provided in the foregoing embodiment, when implementing the functions thereof, only the division of the foregoing functional modules is used as an example, in practical application, the foregoing functional allocation may be implemented by different functional modules, that is, the internal structure of the device is divided into different functional modules, so as to implement all or part of the functions described above. In addition, the apparatus and the method embodiments provided in the foregoing embodiments belong to the same concept, and specific implementation processes of the apparatus and the method embodiments are detailed in the method embodiments and are not repeated herein.
Referring to fig. 15, a block diagram of a terminal 1500 according to an embodiment of the present application is shown. The terminal 1500 may be an electronic device such as a cell phone, tablet computer, game console, electronic book reader, multimedia playing device, wearable device, PC, etc. The terminal is used for implementing the interface display method provided in the above embodiment. The terminal may be the terminal 10 in the game execution environment shown in fig. 1. Specifically, the present application relates to a method for manufacturing a semiconductor device.
In general, the terminal 1500 includes: a processor 1501 and a memory 1502.
The processor 1501 may include one or more processing cores, such as a 4-core processor, an 8-core processor, or the like. The processor 1501 may be implemented in at least one hardware form of DSP (Digital Signal Processing ), FPGA (Field Programmable Gate Array, field programmable gate array), PLA (Programmable Logic Array ). The processor 1501 may also include a main processor, which is a processor for processing data in an awake state, also called a CPU (Central Processing Unit ), and a coprocessor; a coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 1501 may be integrated with a GPU (Graphics Processing Unit, image processor) for rendering and rendering of content required to be displayed by the display screen. In some embodiments, the processor 1501 may also include an AI (Artificial Intelligence ) processor for processing computing operations related to machine learning.
Memory 1502 may include one or more computer-readable storage media, which may be non-transitory. Memory 1502 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 1502 is used to store at least one instruction, at least one program, set of codes, or set of instructions configured to be executed by one or more processors to implement the interface display method described above.
In some embodiments, the terminal 1500 may further optionally include: a peripheral interface 1503 and at least one peripheral device. The processor 1501, memory 1502 and peripheral interface 1503 may be connected by a bus or signal lines. The individual peripheral devices may be connected to the peripheral device interface 1503 via a bus, signal lines, or circuit board. Specifically, the peripheral device includes: at least one of radio frequency circuitry 1504, a display screen 1505, a camera assembly 1506, audio circuitry 1507, a positioning assembly 1508, and a power supply 1509.
Those skilled in the art will appreciate that the structure shown in fig. 15 is not limiting and that more or fewer components than shown may be included or certain components may be combined or a different arrangement of components may be employed.
In an exemplary embodiment, a computer readable storage medium is also provided, in which at least one instruction, at least one program, a set of codes, or a set of instructions is stored, which when executed by a processor, implement the above-described interface display method.
Alternatively, the computer-readable storage medium may include: ROM (Read Only Memory), RAM (Random Access Memory ), SSD (Solid State Drives, solid state disk), or optical disk, etc. The random access memory may include ReRAM (Resistance Random Access Memory, resistive random access memory) and DRAM (Dynamic Random Access Memory ), among others.
In an exemplary embodiment, a computer program product or a computer program is also provided, the computer program product or computer program comprising computer instructions stored in a computer readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device performs the interface display method described above.
It should be understood that references herein to "a plurality" are to two or more. "and/or", describes an association relationship of an association object, and indicates that there may be three relationships, for example, a and/or B, and may indicate: a exists alone, A and B exist together, and B exists alone. The character "/" generally indicates that the context-dependent object is an "or" relationship. In addition, the step numbers described herein are merely exemplary of one possible execution sequence among steps, and in some other embodiments, the steps may be executed out of the order of numbers, such as two differently numbered steps being executed simultaneously, or two differently numbered steps being executed in an order opposite to that shown, which is not limiting.
The foregoing description of the exemplary embodiments of the application is not intended to limit the application to the particular embodiments disclosed, but on the contrary, the intention is to cover all modifications, equivalents, and alternatives falling within the spirit and scope of the application.

Claims (13)

1. An interface display method, characterized in that the method comprises:
obtaining the number of virtual objects in a first game pair in a target game mode, wherein the virtual objects comprise virtual objects which are in different camps and have non-zero life values, and the target game mode corresponds to at least two game pairs;
In response to the number of virtual objects satisfying a first condition, wherein the game time of the first game is longer than a first target value, a target area is displayed, the first condition is a judging condition for judging whether the first game is ended or not based on the number of the virtual objects, and the target area is an area where the virtual objects compete for occupation;
responding to the situation that the target area comprises a first virtual object, wherein the occupation time of the first virtual object for the target area is longer than a threshold value, the integral value corresponding to the first virtual object is smaller than an upper limit value, and displaying first prompt information, wherein the first prompt information is used for indicating that the first game is ended and starting a second game in the target game mode, and the second game is started after the first game is ended in the target game mode; the occupying time length refers to the time length of the first virtual object staying in the target area, the occupying time length is influenced by the hostile virtual object of the first virtual object, the time length of stay corresponding to the first virtual object is recorded after the first virtual object leaves the target area, the time length of stay corresponding to the hostile virtual object is recorded after the hostile virtual object moves to the target area, and meanwhile, the time length of stay corresponding to the first virtual object is reduced along with the increase of the time length of stay corresponding to the hostile virtual object; and determining a ratio of an increase value to a decrease value of a stay time according to attribute information of the first virtual object and the hostile virtual object, wherein the attribute information comprises at least one of the following: the life value of the virtual object, the attack value of the virtual object and the defense value of the virtual object;
Acquiring first article information, wherein the first article information is used for indicating a virtual article owned by the first virtual object in the first game play;
taking the first article information as second article information, wherein the second article information refers to a virtual article owned by a second virtual object in the second game play, and the first virtual object and the second virtual object are in different camps;
and based on the second item information, assigning a virtual item to the second virtual object in the second game play.
2. The method according to claim 1, wherein the method further comprises:
and displaying second prompt information when the occupation time is longer than the threshold value and the integral value corresponding to the first virtual object is greater than or equal to the upper limit value, wherein the second prompt information is used for indicating that the game corresponding to the target game mode is ended.
3. The method according to claim 1 or 2, wherein after displaying the first prompt message, further comprising:
acquiring first position information, wherein the first position information is used for indicating an initial position of the first virtual object at the beginning of the first game play;
Taking the first position information as second position information, wherein the second position information is used for indicating the initial position of a second virtual object when a second game is started, the second game is a game which is started after the first game is ended in a target game mode, and the target game mode corresponds to at least two game plays;
displaying a display screen of the virtual environment in the second game play based on the second position information;
wherein the first virtual object and the second virtual object are in different camps.
4. A method according to claim 3, wherein the office information includes first judgment information; the method further comprises the steps of:
acquiring first judgment information;
executing the step of acquiring the first position information in response to the first judgment information satisfying a second condition, wherein the second condition is a judgment condition for judging whether to exchange initial positions of virtual objects of different camps based on the position information of the first game pair when the second game pair is started;
wherein the first judgment information includes at least one of: the game play frequency corresponding to the target game mode, the life value of each virtual object in the first game play, and the total play duration of the first game play.
5. The method according to claim 1 or 2, characterized in that the method further comprises:
acquiring second judgment information;
executing the step of acquiring the first article information in response to the second judgment information satisfying a third condition, the third condition being a judgment condition for judging whether or not in the second game play, the virtual article owned by the first virtual object and the virtual article owned by the second virtual object are exchanged based on the article information in the first game play;
wherein the second judgment information includes at least one of: the game play frequency corresponding to the target game mode, the life value of each virtual object in the first game play, and the total play duration of the first game play.
6. The method according to claim 1 or 2, characterized in that the method further comprises:
responding to a touch operation signal of the first operation control, and controlling the second virtual object to execute a first operation;
determining a life loss value of the first virtual object based on a hit position of the first operation with respect to the first virtual object, wherein the first virtual object is a virtual object in different campaigns with the second virtual object;
And updating the life value of the first virtual object according to the life loss value.
7. The method of claim 6, wherein the determining a life loss value for a first virtual object based on a hit location of the first operation for the first virtual object comprises:
acquiring an execution direction of the first operation;
transmitting a detection ray with the position of the second virtual object as a starting point based on the execution direction;
determining an intersection point position of the first virtual object and the detection ray as the hit position in response to the detection ray detecting the first virtual object;
and determining the life loss value of the first virtual object according to the hit position.
8. The method according to claim 1 or 2, characterized in that the method further comprises:
acquiring the display duration of the target area in response to the occupation duration of the first virtual object for the target area being smaller than the threshold;
determining that the first game pair is finished when the display time period is greater than a second target value;
acquiring attribute information of the virtual object;
determining a virtual object which wins in the first game play according to the attribute information of the virtual object;
Displaying first display information, wherein the first display information is used for displaying the virtual object which wins in the first game play.
9. The method according to claim 1 or 2, characterized in that the method further comprises:
displaying a mode selection interface, wherein the mode selection interface comprises at least one game mode;
responding to a selection instruction aiming at the target game mode, and matching the first virtual object corresponding to the second virtual object;
displaying a game matching interface, wherein the game matching interface comprises the first virtual object and the second virtual object;
and starting the first game play under the condition that the first virtual object matching is completed.
10. The method of claim 9, wherein the game matching interface comprises a map presentation control, wherein the map presentation control is a user interface UI control for presenting a virtual environment map;
the method further comprises the steps of:
obtaining a virtual environment corresponding to the target game mode;
and in response to the virtual environment meeting a target rule, displaying the map presentation control in the game matching interface.
11. An interface display device, the device comprising:
The number acquisition module is used for acquiring the number of virtual objects in a first game pair in a target game mode, wherein the virtual objects comprise virtual objects which are in different camps and have non-zero life values, and the target game mode corresponds to at least two game pairs;
the area display module is used for responding to the fact that the number of the virtual objects meets a first condition, the game time of the first game is longer than a first target value, and a target area is displayed, wherein the first condition refers to a judging condition for judging whether the first game is ended or not based on the number of the virtual objects, and the target area refers to an area occupied by the virtual objects;
the information display module is used for responding to the fact that the target area comprises a first virtual object, the occupation time of the first virtual object for the target area is larger than a threshold value, the integral value corresponding to the first virtual object is smaller than an upper limit value, and displaying first prompt information, wherein the first prompt information is used for indicating that the first game is ended and starting a second game in the target game mode, and the second game is started after the first game is ended in the target game mode; the occupying time length refers to the time length of the first virtual object staying in the target area, the occupying time length is influenced by the hostile virtual object of the first virtual object, the time length of stay corresponding to the first virtual object is recorded after the first virtual object leaves the target area, the time length of stay corresponding to the hostile virtual object is recorded after the hostile virtual object moves to the target area, and meanwhile, the time length of stay corresponding to the first virtual object is reduced along with the increase of the time length of stay corresponding to the hostile virtual object; and determining a ratio of an increase value to a decrease value of a stay time according to attribute information of the first virtual object and the hostile virtual object, wherein the attribute information comprises at least one of the following: the life value of the virtual object, the attack value of the virtual object and the defense value of the virtual object;
The article distribution module is used for acquiring first article information, and the first article information is used for indicating virtual articles owned by the first virtual object in the first game play; taking the first article information as second article information, wherein the second article information refers to a virtual article owned by a second virtual object in the second game play, and the first virtual object and the second virtual object are in different camps; and based on the second item information, assigning a virtual item to the second virtual object in the second game play.
12. A terminal comprising a processor and a memory, wherein the memory stores at least one program, and wherein the at least one program is loaded and executed by the processor to implement the interface display method of any one of claims 1 to 10.
13. A computer-readable storage medium, wherein at least one program is stored in the storage medium, the at least one program being loaded and executed by a processor to implement the interface display method of any one of claims 1 to 10.
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