CN112007362B - Display control method, device, storage medium and equipment in virtual world - Google Patents

Display control method, device, storage medium and equipment in virtual world Download PDF

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Publication number
CN112007362B
CN112007362B CN202010888065.XA CN202010888065A CN112007362B CN 112007362 B CN112007362 B CN 112007362B CN 202010888065 A CN202010888065 A CN 202010888065A CN 112007362 B CN112007362 B CN 112007362B
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skill
menu
parent
option
response
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CN112007362A (en
Inventor
蒋少华
解卅
冯程
韩勇
宋扬
许沙源
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling 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
    • A63F13/533Controlling 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 for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • 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
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

The application discloses a display control method, a display control device, a storage medium and equipment in a virtual world, and belongs to the technical field of computers. The method comprises the following steps: displaying a virtual world picture, wherein the virtual world picture comprises a virtual object; in response to the virtual object releasing the first parent skill, displaying a skill menu in a first modality, the skill menu in the first modality being used to show the child skills through skill options; in response to a selected operation of a first skill option in the skill menu, the virtual object is controlled to release a first sub-level skill indicated by the first skill option. According to the method and the device, excessive screen space cannot be occupied, the player can quickly match and use the associated skills, additional operation of the skills does not need active recognition and memory of the player, the cost is low, and the human-computer interaction efficiency is ensured.

Description

Display control method, device, storage medium and equipment in virtual world
Technical Field
The present application relates to the field of computer technologies, and in particular, to a method, an apparatus, a storage medium, and a device for controlling display in a virtual world.
Background
Action Role-Playing Game (ARPG), which is a kind of electronic Game, is a Game work that merges Game elements of Action Game, Role-Playing Game (RPG) and adventure Game.
In ARPG, the skill release of a virtual object (i.e., a game character) is closely related to a user operation. In the related art, all skill icons of the virtual objects are evenly distributed at the lower right corner of the game picture in the battle scene. That is, all skill icons of the virtual object are displayed in a fixed area of the game screen.
However, all skill icons are displayed in the game picture at one time, and the game picture is blocked because the game picture occupies too much screen space. Secondly, the player is difficult to match and use the associated skills among a plurality of skills, the skill adding operation completely depends on the active recognition and memory of the player, the cost is high, and the human-computer interaction efficiency is low.
Disclosure of Invention
The embodiment of the application provides a display control method, a display control device, a storage medium and a device in a virtual world, the scheme does not occupy excessive screen space, a player can quickly match and use associated skills, the skill adding operation does not need active recognition and memory of the player, the cost is low, and the human-computer interaction efficiency is ensured. The technical scheme is as follows:
in one aspect, a method for controlling display in a virtual world is provided, the method including:
displaying a virtual world picture, wherein the virtual world picture comprises a virtual object;
in response to the virtual object releasing a first parent skill, displaying a skill menu in a first modality, the skill menu in the first modality for presenting child skills through a skill option;
in response to a selection of a first skill option in the skill menu, controlling the virtual object to release a first sub-level skill indicated by the first skill option.
In another aspect, there is provided a display control apparatus in a virtual world, the apparatus including:
a first display module configured to display a virtual world screen including a virtual object therein;
a second display module configured to display a skill menu of a first modality in response to the virtual object releasing a first parent skill, the skill menu of the first modality being for revealing sub-level skills through a skill option;
a control module configured to control the virtual object to release a first sub-level skill indicated by a first skill option in response to a selected operation of the first skill option in the skill menu.
In one possible implementation, the first configuration is an expanded configuration, and the second display module is configured to:
displaying the skill menu of the first form on the virtual world screen;
the skill menu is used for displaying M skill options, wherein in the M skill options, the first skill option is displayed in a form different from other skill options, and M is a positive integer;
the other skill options and the first parent skill have no association in skill release.
In one possible implementation, the first form is an expanded form, the skill menu of the first form is displayed, and the second display module is configured to:
displaying the skill menu of the first form on the virtual world screen;
the skill menu is used for displaying N skill options, the N skill options and the first parent skill have an association relation in skill release, and N is a positive integer.
In one possible implementation, the third display module is further configured to:
displaying, in response to a selected manipulation of the first skill option, a skill state, a skill duration, and a skill cooling time for the first sub-level skill in the skill menu of the first modality for a first duration.
In one possible implementation, the second display module is further configured to:
in a first time length, in response to not acquiring the selected operation of the target skill option, hiding the skill menu;
wherein the target skill option has an association relationship with the first parent skill in skill release, the target skill option comprising the first skill option.
In one possible implementation, the second display module is further configured to:
switching the skill menu from the first form to a second form in response to a first condition being satisfied, the first condition being: release events of other parent-level skills are not acquired within the second time length;
the starting time of the second time length is the time when the first parent skill is released; or, the time starting point of the second duration is the moment when the first sub-level skill is released.
In one possible implementation, the second modality is a thumbnail modality,
the second display module further configured to:
displaying the skill cooling time of the first sub-level skill on the skill menu of the second modality.
In one possible implementation, the second display module is further configured to:
in response to the first condition not being met, determining a second parent skill; hiding the skill menu in response to the display duration of the skill menu reaching the first form by taking the time when the second parent-level skill is released as a time starting point; or the like, or, alternatively,
in response to the first condition not being met, determining a second sub-level skill; and hiding the skill menu in response to the display duration of the skill menu reaching the first form by taking the time when the second sublevel skill is released as a time starting point.
In one possible implementation, the apparatus further includes:
a third display module configured to display a skill configuration interface;
the configuration module is configured to determine a parent skill, and X child skills corresponding to the parent skill are acquired in the skill configuration interface; wherein X is a positive integer; and configuring the association relationship between the parent skills and the X child skills.
In one possible implementation, the apparatus further includes: a fourth display module for displaying the image of the first display module,
the fourth display module configured to perform one or more of:
displaying a skill menu of the first modality in response to the virtual object entering a virtual city area;
displaying a skill menu of the first modality in response to the virtual object reviving;
displaying a skill menu of the first modality in response to the virtual object entering a target virtual room;
displaying a skill menu of the first modality in response to the skill cooling time of the virtual object ending;
displaying the skill menu of the first modality in response to displaying the skill cooling time of the virtual object.
In one possible implementation, the skill menu of the first modality includes a hidden option, and the second display module is further configured to:
hiding the skill menu in a first animation form in response to a triggering operation on the hiding option;
wherein the first animated form includes: the skill menu is gradually contracted towards the edge of the screen according to a first sequence until the contraction becomes an expansion option.
In one possible implementation, the second display module is further configured to:
displaying the skill menu of the first modality in a second animation form in response to a triggering operation on the expansion option;
wherein the second animated form comprises: and the skill menu is gradually expanded from the edge of the screen according to a second sequence, and the expansion option is switched and displayed as the hidden option after the animation is finished.
In another aspect, a computer device is provided, the device includes a processor and a memory, the memory stores at least one program code, and the at least one program code is loaded and executed by the processor to implement the above-mentioned display control method in a virtual world.
In another aspect, a storage medium is provided, in which at least one program code is stored, and the at least one program code is loaded and executed by a processor to implement the above-described display control method in a virtual world.
In another aspect, a computer program product or a computer program is provided, the computer program product or the computer program including computer program code, the computer program code being stored in a computer-readable storage medium, the computer program code being read by a processor of a computer apparatus from the computer-readable storage medium, the computer program code being executed by the processor to cause the computer apparatus to execute the display control method in the virtual world described above.
The technical scheme provided by the embodiment of the application has the following beneficial effects:
according to the skill menu triggering display method and device, the skill menu is triggered and displayed by judging the releasing time of the parent skill, namely the skill menu can be automatically expanded and the child skill can be displayed in the skill menu, the scheme can enable a player to quickly identify the current addable skill, in other words, the skill menu triggering display method and device can effectively prompt the player to clearly inform the player whether the player can release the added skill or not, and the loss of fighting effect caused by the fact that the player forgets to perform skill adding operation or cannot find the associated child skill is avoided. In addition, the embodiment of the application can not occupy too much screen space, so that the player can conveniently and quickly match and use the associated skills, active identification and memory of the player are not needed, the cost is low, and the human-computer interaction efficiency is ensured.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without creative efforts.
Fig. 1 is a schematic diagram of an implementation environment related to a display control method in a virtual world provided by an embodiment of the present application;
FIG. 2 is a flowchart of a display control method in a virtual world according to an embodiment of the present disclosure;
FIG. 3 is a schematic diagram of a virtual world screen provided in an embodiment of the present application;
FIG. 4 is a schematic diagram of a virtual world screen provided in an embodiment of the present application;
FIG. 5 is a flowchart of a method for controlling display in a virtual world according to an embodiment of the present disclosure;
FIG. 6 is a schematic diagram of a virtual world screen provided in an embodiment of the present application;
FIG. 7 is a diagram of a virtual world screen provided in an embodiment of the present application;
FIG. 8 is a diagram of a virtual world screen provided in an embodiment of the present application;
FIG. 9 is a flowchart of a method for controlling display in a virtual world according to an embodiment of the present disclosure;
FIG. 10 is a diagram of a virtual world screen provided in an embodiment of the present application;
FIG. 11 is a diagram of a virtual world screen provided in an embodiment of the present application;
fig. 12 is a flowchart illustrating an overall execution of a display control method in a virtual world according to an embodiment of the present application;
fig. 13 is a schematic diagram of a virtual world screen provided in an embodiment of the present application;
FIG. 14 is a diagram of a virtual world screen provided in an embodiment of the present application;
FIG. 15 is a diagram of a virtual world screen provided in an embodiment of the present application;
FIG. 16 is a diagram of a virtual world screen provided in an embodiment of the present application;
FIG. 17 is a logic diagram of a display control method in a virtual world according to an embodiment of the present application;
fig. 18 is a schematic structural diagram of a display control apparatus in a virtual world according to an embodiment of the present application;
fig. 19 is a schematic structural diagram of a computer device according to an embodiment of the present application.
Detailed Description
To make the objects, technical solutions and advantages of the present application more clear, embodiments of the present application will be described in further detail below with reference to the accompanying drawings.
It will be understood that the terms "first," "second," and the like as used herein may be used herein to describe various concepts, which are not limited by these terms unless otherwise specified. These terms are only used to distinguish one concept from another. For example, at least one user may be an integer number of users greater than or equal to one, such as one user, two users, three users, and the like. The plurality of users may be two or more, for example, the plurality of users may be two users, three users, or any integer number of users equal to or greater than two.
The embodiment of the application provides a display control method, a display control device, a storage medium and equipment in a virtual world. Illustratively, the method may relate to the field of Cloud technology.
The cloud technology is a hosting technology for unifying series resources such as hardware, software, network and the like in a wide area network or a local area network to realize data calculation, storage, processing and sharing. In addition, the cloud technology can also be a general term of a network technology, an information technology, an integration technology, a management platform technology, an application technology and the like based on cloud computing business model application, can form a resource pool, is used as required, and is flexible and convenient. Cloud computing technology will become an important support. Background services of the technical network system require a large amount of computing and storage resources, such as video websites, picture-like websites and more web portals. With the high development and application of the internet industry, each article may have an own identification mark and needs to be transmitted to a background system for logic processing, data of different levels can be processed separately, and various industry data need strong system background support and can be realized only through cloud computing.
As an example, the embodiment of the present application may relate to data transmission in the cloud technology field, that is, bidirectional data transmission may be performed between a terminal and a server, which is not specifically limited in the embodiment of the present application.
As another example, the embodiments of the present application may also relate to Cloud gaming (Cloud gaming) in the Cloud technology field. The cloud game may also be called a game on demand (gaming), which is an online game technology based on a cloud computing technology. Cloud gaming technology enables light-end devices (Thin clients) with relatively limited graphics processing and data computing capabilities to run high-quality games. In a cloud game scene, a game is not operated in a player game terminal but in a cloud server, and the cloud server renders the game scene into a video and audio stream which is transmitted to the player game terminal through a network. The player game terminal does not need to have strong graphic operation and data processing capacity, and only needs to have basic streaming media playing capacity and capacity of acquiring player input instructions and sending the instructions to the cloud server.
Some noun terms or abbreviations that may be referred to in the embodiments of the present application are described below.
Action role-playing games: the game is a kind of electronic game, and is a game work in which game elements of an action game, a role playing game, and an adventure game are merged. Among them, in an action role-playing game, a skill release of a virtual object (i.e., a game character) is closely related to a user operation.
Hand swimming: broadly refers to games, such as mobile games, that run on a mobile terminal. As an example, the aforementioned mobile terminal includes, but is not limited to, a smart phone or a tablet computer.
Cooling time (Cool Down): the continuous use of the skill in the game requires a certain time interval, and the time interval set by the system is the cooling time. In other words, the cooling time is set to limit the number of times the player uses skill within a certain time. For example, taking the example of skill a having a cooling time of 30 seconds, the player cannot use skill a again within the next 30 seconds after using skill a.
Skill: the main function of the game is to enhance game playing, and the main characteristic of skills is independence and is expressed as being unique to certain game roles. In other words, the main significance of skill in a game is to allow players to intervene in the game in a more liberal manner, and skill is also a way to free or utilize existing resources.
Illustratively, skills may be classified into three categories, passive skills, state skills, and active skills.
A player: in the embodiments of the present application referred to as users. A player may also be referred to as a player, which is a term between the gaming industry and a game participant. Broadly speaking, a player broadly refers to a user playing a game, i.e., a person participating in any form of game. Specifically, in a role-playing game, players play controllable game characters in the game world, and the controllable game characters are operated to complete the game or set goals by themselves. In addition, some players may also be key to a role-playing game or a game scenario. To summarize, players are the experiencers, users, evaluators, and consumers of the game. The types of games that different players enjoy are different according to the differences in characters and preferences.
Virtual world: is a virtual world that is displayed (or provided) when an application program runs on a terminal.
The virtual world can be a simulated world of a real world, can also be a semi-simulated semi-fictional three-dimensional world, and can also be a purely fictional three-dimensional world. The virtual world may be any one of a two-dimensional virtual world, a 2.5-dimensional virtual world, and a three-dimensional virtual world. Optionally, the virtual world is also used for virtual world engagement between at least two virtual characters, in which virtual resources are available for use by the at least two virtual characters.
Virtual object: refers to a movable object in a virtual world. The movable object may be a virtual character, virtual monster, etc., such as: characters, animals, plants, etc. displayed in the virtual world. The virtual object may be an avatar in the virtual world that is virtual to represent a player. A plurality of virtual objects may be included in the virtual world, each virtual object having its own shape and volume in the virtual world, occupying a portion of the space in the virtual world.
Alternatively, when the virtual world is a three-dimensional virtual world, the virtual object may be a three-dimensional stereo model, the three-dimensional stereo model may be a three-dimensional character constructed based on three-dimensional human skeleton technology, and the same virtual object may exhibit different external images by wearing different skins. In some embodiments, the virtual object may also be implemented by using a 2.5-dimensional or 2-dimensional model, which is not limited in this application. Alternatively, the virtual object may be a Player Character controlled by an operation on the client, or may be a Non-Player Character (NPC) provided in the virtual world interaction. Alternatively, the virtual object may be a virtual character that plays a game in a virtual world.
The following describes an implementation environment related to a display control method in a virtual world provided in an embodiment of the present application.
Fig. 1 is a schematic diagram of an implementation environment related to a display control method in a virtual world provided in the present application. Referring to fig. 1, the implementation environment includes: terminal 110, server 120.
The terminal 110 is installed and operated with a client 111 supporting a virtual world, and the client 111 may be an ARPG program. When the terminal runs the client 111, a user interface of the client 111 is displayed on a screen of the terminal 110. In the embodiment of the present application, the client is an ARPG game for example.
The terminal 110 is a terminal used by the user 112, and the user 112 uses the terminal 110 to control the virtual character a located in the virtual world to perform activities, and the virtual character a may be referred to as a master virtual character of the user 112.
The terminal 110 may be generally referred to as one of a plurality of terminals, and the embodiment is only illustrated by the terminal 110. The device types of the terminal 110 may include: a smart phone, a tablet computer, an e-book reader, an MP3(Moving Picture Experts Group Audio Layer III, motion Picture Experts compressed standard Audio Layer 3) player, an MP4(Moving Picture Experts Group Audio Layer IV, motion Picture Experts compressed standard Audio Layer 4) player, a laptop portable computer, a desktop computer, a smart speaker, a smart watch, etc., but not limited thereto.
Only one terminal is shown in fig. 1, but there are a plurality of other terminals 130 that may access the server 120 in different embodiments. Optionally, there are one or more terminals 130 corresponding to the developer, a development and editing platform supporting the client in the virtual world is installed on the terminal 130, the developer can edit and update the client on the terminal 130, and transmit the updated installation package of the client to the server 120 through a wired or wireless network, and the terminal 110 can download the client installation package from the server 120 to update the client.
In addition, the server 120 may be an independent physical server, a server cluster or a distributed system composed of a plurality of physical servers, or a cloud server providing basic cloud computing services such as a cloud service, a cloud database, cloud computing, a cloud function, cloud storage, a web service, cloud communication, a middleware service, a domain name service, a security service, a CDN (Content Delivery Network), a big data and artificial intelligence platform, and the like. The terminal and the server 120 may be directly or indirectly connected through wired or wireless communication, and the application is not limited thereto.
The server 120 is used for providing background services for clients supporting the three-dimensional virtual world. Optionally, the server 120 undertakes primary computational work and the terminals undertake secondary computational work; alternatively, the server 120 undertakes the secondary computing work and the terminal undertakes the primary computing work; alternatively, the server 120 and the terminal perform cooperative computing by using a distributed computing architecture.
In one possible implementation, the server 120 may include a server 121, and the server 121 includes a processor 122, a user account database 123, a combat service module 124, and an Input/Output Interface (I/O Interface) 125 facing a user.
The processor 122 is configured to load program codes stored in the server 121, and process data in the user account database 123 and the combat service module 124; the user account database 123 is configured to store data of a user account used by the terminal 110 and the other terminals 130, such as a head portrait of the user account, a nickname of the user account, a fighting index of the user account, and a service area where the user account is located; the fight service module 124 is used for providing a plurality of fight rooms for the users to fight against; the user-facing I/O interface 125 is used to establish communication with the terminal 110 through a wireless network or a wired network to exchange data. Optionally, the server 120 may further include other servers, such as the server 126, which is not particularly limited in this embodiment. Illustratively, the display control method in the virtual world provided by the embodiment of the present application may be implemented based on the server 126.
For ARPG, each skill usually has complex effects and values, and different skills may be mutually restricted and influenced. Because of the existence of the discriminant relation among a plurality of skills, if the related skills can be effectively collocated and used within a limited time, explosive damage can be caused to an enemy or a strong gain effect can be brought, and the fighting experience brought by the operation (skill adding operation) is deeply favored by action game players. However, the skills are various, and if all the skills of the virtual object are displayed on the terminal screen at one time, firstly, the number of the skills is too large, the skills may not be enough, secondly, the player is difficult to identify the associated skills among the skills and collocate the skills, and thirdly, the player easily misses the opportunity of the skill collocating. Since this type of game usually requires a high timeliness of the operation, the release of the associated skills needs to be completed within a limited time.
In contrast, the embodiment of the application provides a scheme for quickly performing skill addition operation, which can help a player to quickly identify and release associated skills, so that the maximization of skill effect is realized, and the player can fully experience the fun of games and the pleasure of battles. In this scheme, sub-level skills that can be added are arranged in an auxiliary operation field (also referred to as a skill menu) and collected. In the battle scene, the release of the parent skills is judged, and the auxiliary operation bar is automatically expanded to prompt the player to perform the additional operation of the related child skills.
The method has the advantages that firstly, the shielding of scene pictures can be effectively reduced on the premise of not reducing the number of skills; and the auxiliary operation bar automatically performs triggering display, and can help a player quickly judge the opportunity of the sub skill additional operation. In other words, the present solution eliminates the need for the player to identify and remember which skills are associated with each other and which skills are currently available for additional action. The player can quickly specify the timing of skill addition operation. Active tips are provided to the player whenever skill calling is possible. That is, the present solution does not require the player to remember various associated skills and their release timing.
The following embodiments explain the display control method in the virtual world provided in the embodiments of the present application in detail.
Fig. 2 is a flowchart of a display control method in a virtual world according to an embodiment of the present application. The main execution body of the method is the terminal 110 shown in fig. 1. Referring to fig. 2, a method flow provided by the embodiment of the present application includes:
201. and displaying a virtual world picture, wherein the virtual world picture comprises a virtual object.
Illustratively, the virtual world picture is a game picture, and a plurality of virtual objects, such as a local player-controlled virtual object and other players (such as an enemy player) controlled virtual object, can be included in the game picture. In particular, the virtual object mentioned in the embodiments of the present application refers to a virtual object controlled by a local player. Wherein, the virtual image can be a virtual character or a virtual animal.
In one possible implementation, when the virtual world view is a battle view, the skill menu 300 (also referred to herein as an auxiliary operating bar) is stowed away at the edge of the screen in the form shown in fig. 3, such as at the right edge of the screen.
202. In response to the virtual object releasing the first parent skill, a skill menu of a first modality is displayed, the skill menu of the first modality being for exposing child skills via a skill option.
Wherein the associated skills refer to skills that enable collocation use within a defined time. And by effectively matching and using the associated skills within a limited time, explosive damage to the enemy can be caused or a powerful gain effect can be brought. For example, if the virtual object releases skill a and then releases skill B within a defined time, and the combination of the two causes explosive damage to enemies or brings about a powerful gain effect, then skill a is a parent skill and skill B is a child skill.
In one possible implementation, referring to fig. 4, the first configuration is an expanded configuration. Accordingly, a skill menu of a first modality is displayed, comprising: superposing and displaying a skill menu in an expanded form in a virtual world picture; wherein the skill menu in the expanded configuration is used to present M skill options. And in the M skill options, a first skill option is displayed in a form different from other skill options, wherein M is a positive integer, and the other skill options and the first parent skill have no association relation in skill release.
Illustratively, the first skill option is presented in a form distinguished from other skill options, which may be: the first skill option is presented in a highlighted form and the other skill options are presented in a non-highlighted form.
It should be noted that, there may be one or more sub-skills that are associated with a parent skill, that is, there are one or more skill options that need to be presented differently in the M skill options.
As shown in fig. 4, the lower right corner of the game interface shows skills a to J, and during the battle, the virtual object in the game interface uses a skill G, and the skill G is a parent skill, and there are sub-skills that can be used in combination, so the skill menu 300 is expanded from the form of fig. 3 to the form of fig. 4. In fig. 4, two skill options are included in the skill menu 300, skill option 1 and skill option 2, respectively. If the sub-level skill indicated by skill option 2 is a sub-level skill of skill G, then the skill option 2 is presented in a manner distinct from skill option 1, such as the skill option 2 being highlighted in the skill menu 300.
For this step, if the virtual object uses a parent skill, then the skills menu 300 automatically expands and highlights the child skills that are currently available for additional action.
In another possible implementation manner, after the virtual object releases the skill G, as shown in fig. 4, a skill cooling time of the skill, for example, 10s (seconds), may be displayed in an overlapping manner on the skill icon, which is not specifically limited in the embodiment of the present application.
203. And in response to the selection of the first skill option in the skill menu, controlling the virtual object to release the first sub-level skill indicated by the first skill option.
Wherein there is an associative relationship between the first child skill and the first parent skill in skill release.
In ARPG, the release of the associated skills is typically required to be completed in a short time, i.e., the associated skills are required to be collocated for a defined time, which is referred to herein as a first duration. Illustratively, the time origin of the first length of time is the time at which the parent skills are released.
In the embodiment of the application, since the first parent skill and the first child skill have an association relationship in skill release, after the first skill option is displayed in the skill menu 300 in a differentiated manner, if the local player triggers the first skill option within the first time duration, it is determined that the local player controls the virtual object to release the first parent skill, and then the first child skill is released again, so that the maximization of the skill effect is realized through the collocation use of the associated skills, and the player can fully experience the fun of the game and the smooth feeling of fighting.
In another possible implementation manner, referring to fig. 5, an embodiment of the present application further includes the following steps:
204. in the skill menu of the first modality, a skill state, a skill duration, and a skill cooling time of the first sub-level skill are displayed.
In the embodiment of the present application, after the skill adding operation is performed, the skill menu 300 displays the skill state, the skill duration and the skill cooling time of the corresponding sub-level skill.
For example, the skill state may be used to indicate that the corresponding sub-level skill is currently in an active state. Wherein, the skill duration can also be called as effect duration, and is used for representing the duration of the corresponding sub-level skill.
Additionally, skill duration and skill cooling time may be in the form of a countdown that is constantly changing. For example, suppose the skill duration of the first sub-level skill is 20s, the skill cooling time is 50 s; at the time of release of the sub-level skills, the skill duration is shown as 00:20, and the skill cooling time is 50 s; the time values displayed by the skill duration and the skill cooling time are reduced to zero as time passes.
In addition, the skill duration may also be in a form of continuously changing positive timing, which is not specifically limited in the embodiment of the present application.
As an example, the skill state, skill duration, and skill cooling time may be displayed on or around the corresponding skill option. Illustratively, referring to fig. 6, CD time "48" is displayed superimposed right in the center of the skill option 2 icon, while skill duration "00: 19" is displayed right below the skill option 2 icon.
205. And in a first time length, in response to not obtaining the selected operation of the target skill option, hiding the skill menu, wherein the target skill option and the first parent skill have an association relation in skill release.
The target skill options include a first skill option, which is a subset of the target skill options, since a parent skill may be associated with multiple child skills.
In the embodiment of the present application, if the skill adding operation is not triggered by the local player after the limited time of the skill adding operation is exceeded, the terminal automatically hides the skill menu 300, and the skill menu 300 returns to the form shown in fig. 3.
The method provided by the embodiment of the application has the following beneficial effects:
according to the skill menu triggering display method and device, the skill menu is triggered and displayed by judging the releasing time of the parent skill, namely the skill menu can be automatically expanded and the child skill can be displayed in the skill menu, the scheme can enable a player to quickly identify the current addable skill, in other words, the skill menu triggering display method and device can effectively prompt the player to clearly inform the player whether the player can release the added skill or not, and the loss of fighting effect caused by the fact that the player forgets to perform skill adding operation or cannot find the associated child skill is avoided. In addition, the embodiment of the application can not occupy too much screen space, so that the player can conveniently and quickly match and use the associated skills, active identification and memory of the player are not needed, the cost is low, and the human-computer interaction efficiency is ensured.
In another embodiment, after the player completes the skill adding operation, the terminal may cyclically detect whether other adding operations are currently available. If no other additional operation can be performed currently, the skill menu is automatically switched from the first form to the second form after a period of time.
Illustratively, the second modality is the abbreviated modality shown in fig. 7, and the CD time of the first sub-skill is abbreviated and displayed through the skill menu of the abbreviated modality; and if other additional operations can be carried out currently, continuously expanding the skill menu, and based on the finally activated skill, re-acquiring the display time of the skill menu.
Note that the contracted form is different from the collapsed state (also referred to as a hidden state) of the skill menu 300 shown in fig. 3 and the expanded state of the skill menu 300 shown in fig. 4. For the abbreviated modality, it is to display only the skill options selected by the user through the skill menu 300. Referring to fig. 7, after the user triggers skill option 2 in skill menu 300, the virtual object continues to release the first sub-level skill after releasing the first parent-level skill, and since only skill option 2 in skill menu 300 is the skill option required by the user at this time, in order not to excessively obscure the game screen, only skill menu 300 in a thumbnail form is displayed at this time, and only skill option 2 corresponding to the first sub-level skill is included in skill menu 300 at this time, and the CD time of the first sub-level skill can be displayed through skill option 2 at this time.
As an example, if no other additional operations are currently available, the skills menu may automatically collapse after 2s and thumbnail the CD time showing the first sub-skill. It should be noted that, in the embodiment of the present application, a player is supported to self-define whether to abbreviate the display CD time, which is not specifically limited in the embodiment of the present application.
Based on the above description, the embodiments of the present application further include the following steps a to c:
step a, responding to the first condition, and switching and displaying the skill menu from a first form to a second form; the first condition is: and no release event of other parent-level skills is acquired within the second time length.
Illustratively, the time starting point of the second duration is the moment when the first parent skill is released; or the time starting point of the second time length is the time when the first sub-level skill is released.
And b, displaying the skill cooling time of the first sub-level skill on the skill menu of the second form.
Referring to fig. 7, a skill cooling time "48" of the first sub-level skill is displayed on the skill menu 300 of the second modality. For example, the skill cooling time may be displayed at the center of the icon of the corresponding skill option, or may be displayed around the icon of the corresponding skill option, for example, behind the icon, which is not particularly limited in the embodiment of the present application.
Step c, responding to the first condition not being met, and determining a second parent skill; and taking the moment when the second parent skill is released as a time starting point, and hiding the skill menu in response to the display duration of the skill menu reaching the first form. Wherein the second parent skill refers to a parent skill that the virtual object releases after the first parent skill. Illustratively, the display time of the skill menu is 2s, which is not specifically limited in the embodiment of the present application.
In another embodiment, the above step c may be replaced with the following step d.
Step d, responding to the first condition not being met, and determining a second sublevel skill; and taking the moment when the second sub-level skill is released as a time starting point, and hiding the skill menu in response to the display duration of the skill menu reaching the first form. Wherein a second child skill refers to a child skill that can be subject to skill addition after release of a second parent skill.
After a parent skill (such as a) and a child skill (such as a1) are used together, the embodiment of the present application will continue to detect whether the virtual object releases other parent skills (such as B) within the second period of time; if not, the skill menu in the expanded state is switched to the contracted state in order to avoid the occlusion of the game screen. That is, the above process may be a loop detection process, and each time the associated skill is used in combination, it may be detected whether the first condition is satisfied; if yes, executing the step a; if not, the skill menu continues to be expanded, and the presentation time of the skill menu is recalculated with the associated skill most recently collocated for use.
Illustratively, the time starting point of the second length of time may be the release time of parent skill a, or, alternatively, the release time of child skill a 1; in addition, the time span of the second time length is the display time length of the skill menu, and the display time length of the skill menu is assumed to be 2 s. Then, the second length of time may be 2s after release of parent skill A; or 2s after release of the sub-level skill a 1.
The embodiment of the application can flexibly control the display or the hiding of the skill menu, avoids unnecessary occupation of screen space, and does not unnecessarily shield game pictures.
In another embodiment, the players of parent-child relationships between associated skills may be freely configured in the skill configuration interface. In other words, the embodiment of the application supports the self-configuration of the parent-child relationship between the associated skills by the player. Further, in the skill system, the player can make explicit by skill details or skill charts which skills have parent-child relationships between themselves, and configure between parent and child skills accordingly. Wherein, one parent skill may correspond to a plurality of child skills, based on the skill setting of the skill system.
In addition, sub-level skills with additional properties are displayed through an auxiliary operation bar (also called a skill menu); that is, the player can arrange the sub-skill having the property of the additional operation in the auxiliary operation bar by performing the relevant arrangement operation in the skill arrangement interface. As shown in fig. 8, sub-level skills 1 and 2 have been configured in a skill menu 300.
Referring to fig. 9, a method flow provided in the embodiment of the present application further includes:
206. displaying a skill configuration interface; determining a parent skill to be configured, and acquiring X child skills corresponding to the parent skill in a skill configuration interface; and configuring the association relationship between the parent skill and the X child skills.
Wherein X is a positive integer; the configuration of any associated skills may be accomplished via step 206.
As an example, fig. 10 shows 3 paternal abilities, skill a, skill B, and skill C, respectively. Wherein, skill A is associated with a sub-level of skill as skill A1, skill B is associated with two sub-levels of skill, skill B1 and skill B2 respectively, and skill C is associated with a sub-level of skill as skill C1. After the configuration of the related skills is completed, the auxiliary operation column comprises the configured sub-levels of skills, namely skill A1, skill B1, skill B2 and skill C1.
With continued reference to fig. 10, skill details or skill charts may also be displayed on the skill configuration interface. Illustratively, the skill details of the skill "23 # wave" are currently displayed on the skill configuration interface. The content displayed by the skill details "learn after cannon, can be released by air accumulation", and the player can configure the associated skills "23 level # # wave" and ". cannon", wherein, the "23 level # # wave" is the parent skill, and the ". cannon" is the child skill.
The embodiment of the application supports the player to configure the associated skills by himself, and enriches the game style. In addition, sub-level skills in the related skills are allocated to the auxiliary operation bar in advance and stored, so that the noise of the game picture can be reduced to a great extent, and more game scenes can be displayed.
In another embodiment, referring to fig. 11, the player can select the expansion timing of the auxiliary operation bar by himself to satisfy more battle scenes. That is, embodiments of the present application also include one or more of the following:
displaying a skill menu of a first modality in response to a virtual object entering a virtual city area;
displaying a skill menu of a first modality in response to the virtual object reviving;
displaying a skill menu of a first modality in response to the virtual object entering the target virtual room; the target virtual room may be a BOSS room, which is not specifically limited in this embodiment of the present application.
Displaying a skill menu of a first modality in response to the skill cooling time of the virtual object ending;
in response to displaying the skill cooling time of the virtual object, a skill menu of a first modality is displayed.
In another embodiment, the player can also set the display number of the sub-level skills when the auxiliary operation bar is unfolded, for example, only the currently operable sub-level skills can be displayed, and other inoperable sub-level skills are not displayed. That is, the displaying of the skill menu of the first form further includes: a skill menu of a first form is displayed in a virtual world picture in an overlapping mode; wherein the skill menu is used to show N skill options, the N skill options indicating skills that are currently releasable, i.e. showing only sub-level skills that are associated with the currently released parent skill. N is a positive integer and N is less than M.
In another embodiment, the player can also retract or trigger the expansion of the auxiliary operation bar by himself.
Wherein, each time the player clicks, the auxiliary operation bar can be folded or unfolded according to a certain logic sequence (such as left to right or right to left); that is, the skill menu in the first form may include hidden options (for example, a triangle with a vertex pointing to the left side), and the method provided in this embodiment further includes: hiding the skill menu 300 in a first animated form in response to a triggering operation on the hide option; wherein the first animation form comprises: the skills menu 300 is gradually shrunk towards the edge of the screen in a first order until it is shrunk into an expanded option (e.g., a triangle with the top corner facing the right).
In addition, in response to a trigger operation for the expansion option, the skill menu 300 of the first modality is displayed in a second animation; wherein the second animation form comprises: the skill menu 300 is gradually expanded from the screen edge in a second order, and the expansion option is switched to be displayed as a hidden option after the animation is finished. Illustratively, the first order is opposite the second order, such as the first order is from left to right and the second order is from right to left.
Fig. 12 is a flowchart illustrating an overall execution of a display control method in a virtual world according to an embodiment of the present application. Referring to fig. 12, a method flow provided by the embodiment of the present application includes:
1201. in the skill system, a player arranges in advance a sub-skill level capable of performing an additional operation in an auxiliary operation field according to the need of a match. Wherein, the child skill and the parent skill form the associated skill which can be collocated for use.
1202. In the battle system, the auxiliary operation column is in a retracted state.
1203. Judging whether the player triggers the virtual object to release the father skill or not in the battle system; if so, the following step 1204 is performed.
1204. And automatically expanding the auxiliary operation bar, and differentially displaying the sub-skill corresponding to the parent skill.
1205. Judging whether the player completes skill adding operation within effective limited time; if so, perform step 1206, described below; if not, the following step 1202 is performed.
1206. The skill state, skill cooling time and skill duration of the sub-level skill are displayed in the auxiliary operation bar.
1207. Circularly judging whether other skill adding operations exist at present; if yes, go back to step 1205 above; if not, the following step 1208 is performed.
1208. And after the preset time length, the auxiliary operation bar is automatically retracted, and the skill cooling time of the sub-level skill is displayed in an abbreviated mode.
The above process is exemplified below with reference to fig. 13 to 16.
The skills menu 300 is in a collapsed state in fig. 13. The player triggers the virtual object to release the skill, and when the terminal detects that the player releases a certain father skill A, the terminal automatically expands an auxiliary operation bar S configured in advance by the player; referring to fig. 14, the auxiliary operation bar S includes: child skill a1 associated with parent skill a, child skill B1 associated with parent skill B, child skill C1 associated with parent skill C, and child skill D1 associated with parent skill D. To prompt the player, the terminal may present the sublevel skill A1 distinctively, such as highlighting the sublevel skill A1 for which additional action is currently available.
Next, detecting skill operating conditions of the player; if the player does not trigger the sub-skill A1 to perform skill adding operation within the limited time X, the terminal can automatically retract the auxiliary operation bar S; if the player has performed skill addition operation by triggering the sublevel skill a1 within the limited time X, the skill status of the sublevel skill a1, the CD time "50", and the skill duration "00: 21" are displayed on the auxiliary operation field S as shown in fig. 15.
Then, circularly detecting whether other additional operations can be performed at present; if not, as shown in FIG. 16, the auxiliary operation bar S is collapsed and displayed instead as the auxiliary operation bar S1, and the CD time of the sub-level skill A1 is displayed in a thumbnail manner through the auxiliary operation bar S1; if yes, the auxiliary operation bar S is continuously expanded, and the display time of the auxiliary operation bar S is obtained again by taking the finally activated skill as a reference.
The method provided by the embodiment of the application has the following beneficial effects:
as shown in fig. 17, the embodiment of the present application supports the pre-configuration of parent-child relationships between the associated skills by the player, that is, the player can configure the child skills to the auxiliary operation bar by himself; and then, under a battle scene, the auxiliary operation bar is automatically expanded in a triggering manner, and the child skills related to the currently released parent skills are distinguished and displayed in the auxiliary operation bar so as to prompt the player to perform skill addition operation in time.
In detail, on one hand, the embodiment of the application supports the player to configure the associated skills by himself, and enriches the game style. In addition, sub-level skills in the related skills are allocated to the auxiliary operation bar in advance and stored, so that the noise of the game picture can be reduced to a great extent, and more game scenes can be displayed.
On the other hand, the skill menu is triggered and displayed by judging the releasing time of the parent skill, namely the skill menu can be automatically expanded and the child skills are displayed in the skill menu, the scheme can enable the player to quickly identify the currently addable skills, in other words, the embodiment of the application can effectively prompt the player to clearly inform the player whether the player can release the added skills or not, and the loss of fighting effect caused by the fact that the player forgets to perform skill adding operation or cannot find the associated child skills is avoided. In addition, the embodiment of the application can not occupy too much screen space, so that the player can conveniently and quickly match and use the associated skills, active recognition and memory of the player are not needed, the cost is low, and the human-computer interaction efficiency is ensured.
Fig. 18 is a schematic structural diagram of a display control apparatus in a virtual world according to an embodiment of the present application. Referring to fig. 18, the apparatus includes:
a first display module 1801 configured to display a virtual world screen, where the virtual world screen includes a virtual object;
a second display module 1802 configured to display a skill menu of a first modality for presenting sub-level skills via a skill option in response to the virtual object releasing a first parent skill;
a control module 1803 configured to control the virtual object to release the first sub-level skill indicated by the first skill option in response to the selection of the first skill option in the skill menu.
According to the skill menu triggering display method and device, the skill menu is triggered and displayed by judging the releasing time of the parent skill, namely the skill menu can be automatically expanded and the child skill can be displayed in the skill menu, the scheme can enable a player to quickly identify the current addable skill, in other words, the skill menu triggering display method and device can effectively prompt the player to clearly inform the player whether the player can release the added skill or not, and the loss of fighting effect caused by the fact that the player forgets to perform skill adding operation or cannot find the associated child skill is avoided. In addition, the embodiment of the application can not occupy too much screen space, so that the player can conveniently and quickly match and use the associated skills, active identification and memory of the player are not needed, the cost is low, and the human-computer interaction efficiency is ensured.
In one possible implementation, the first configuration is an expanded configuration, and the second display module is configured to:
displaying the skill menu of the first form on the virtual world screen;
the skill menu is used for displaying M skill options, wherein in the M skill options, the first skill option is displayed in a form different from other skill options, and M is a positive integer;
the other skill options and the first parent skill have no association in skill release.
In one possible implementation, the first form is an expanded form, the skill menu of the first form is displayed, and the second display module is configured to:
displaying the skill menu of the first form on the virtual world screen;
the skill menu is used for displaying N skill options, the N skill options and the first parent skill have an association relation in skill release, and N is a positive integer.
In one possible implementation, the third display module is further configured to:
displaying, in response to a selected manipulation of the first skill option, a skill state, a skill duration, and a skill cooling time for the first sub-level skill in the skill menu of the first modality for a first duration.
In one possible implementation, the second display module is further configured to:
in a first time length, in response to not acquiring the selected operation of the target skill option, hiding the skill menu;
wherein the target skill option has an association relationship with the first parent skill in skill release, and the target skill option comprises the first skill option.
In one possible implementation, the second display module is further configured to:
switching the skill menu from the first form to a second form in response to a first condition being satisfied, the first condition being: release events of other parent-level skills are not acquired within the second time length;
the starting time of the second time length is the time when the first parent skill is released; or, the time starting point of the second duration is the time when the first sub-level skill is released.
In one possible implementation, the second modality is a thumbnail modality,
the second display module further configured to:
displaying the skill cooling time of the first sub-level skill on the skill menu of the second modality.
In one possible implementation, the second display module is further configured to:
in response to the first condition not being met, determining a second parent skill; hiding the skill menu in response to the display duration of the skill menu reaching the first form by taking the time when the second parent-level skill is released as a time starting point; or the like, or, alternatively,
in response to the first condition not being met, determining a second sub-level skill; and hiding the skill menu in response to the display duration of the skill menu reaching the first form by taking the time when the second sublevel skill is released as a time starting point.
In one possible implementation, the apparatus further includes:
a third display module configured to display a skill configuration interface;
the configuration module is configured to determine a parent skill, and X child skills corresponding to the parent skill are acquired in the skill configuration interface; wherein X is a positive integer; and configuring the association relationship between the parent skills and the X child skills.
In one possible implementation, the apparatus further includes: a fourth display module for displaying the image of the third display module,
the fourth display module configured to perform one or more of:
displaying a skill menu of the first modality in response to the virtual object entering a virtual city area;
displaying a skill menu of the first modality in response to the virtual object reviving;
displaying a skill menu of the first modality in response to the virtual object entering a target virtual room;
displaying a skill menu of the first modality in response to the skill cooling time of the virtual object ending;
displaying a skills menu of the first modality in response to displaying skills cooling times of the virtual object.
In one possible implementation, the skill menu of the first modality includes a hidden option, and the second display module is further configured to:
hiding the skill menu in a first animation mode in response to a triggering operation of the hiding option;
wherein the first animated form comprises: the skill menu is gradually contracted towards the edge of the screen according to a first sequence until the contraction becomes an expansion option.
In one possible implementation, the second display module is further configured to:
displaying the skill menu of the first modality in a second animation form in response to a triggering operation on the expansion option;
wherein the second animated form comprises: and the skill menu is gradually expanded from the edge of the screen according to a second sequence, and the expanded option is switched and displayed as the hidden option after the animation is finished.
All the above optional technical solutions may be combined arbitrarily to form the optional embodiments of the present disclosure, and are not described herein again.
It should be noted that: in the display control device in the virtual world provided in the foregoing embodiment, when performing display control in the virtual world, only the division of each function module is illustrated, and in practical applications, the function distribution may be completed by different function modules according to needs, that is, the internal structure of the device may be divided into different function modules to complete all or part of the functions described above. In addition, the display control device in the virtual world provided by the above embodiment and the display control method embodiment in the virtual world belong to the same concept, and specific implementation processes thereof are detailed in the method embodiments and are not described herein again.
Fig. 19 shows a block diagram of a computer device 1900 according to an exemplary embodiment of the present application. The computer device 1900 may be a portable mobile terminal, such as: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III, motion video Experts compression standard Audio Layer 3), an MP4 player (Moving Picture Experts Group Audio Layer IV, motion video Experts compression standard Audio Layer 4), a notebook computer, or a desktop computer. Computer device 1900 may also be referred to by other names such as user equipment, portable terminal, laptop terminal, desktop terminal, and so on.
Generally, computer device 1900 includes: a processor 1901 and a memory 1902.
The processor 1901 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and so forth. The processor 1901 may be implemented in at least one hardware form of a DSP (Digital Signal Processing), an FPGA (Field-Programmable Gate Array), and a PLA (Programmable Logic Array). The processor 1901 may also include a main processor and a coprocessor, where the main processor is a processor for Processing data in an awake state, and is also called a Central Processing Unit (CPU); a coprocessor is a low power processor for processing data in a standby state. In some embodiments, the processor 1901 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content required to be displayed by the display screen. In some embodiments, the processor 1901 may further include an AI (Artificial Intelligence) processor for processing computing operations related to machine learning.
The memory 1902 may include one or more computer-readable storage media, which may be non-transitory. The memory 1902 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 the memory 1902 is used to store at least one program code for execution by the processor 1901 to implement the display control method in the virtual world provided by the method embodiments herein.
In some embodiments, computer device 1900 may also optionally include: a peripheral interface 1903 and at least one peripheral. The processor 1901, memory 1902, and peripherals interface 1903 may be coupled via buses or signal lines. Various peripheral devices may be connected to peripheral interface 1903 via a bus, signal line, or circuit board. Specifically, the peripheral device includes: at least one of a radio frequency circuit 1904, a display screen 1905, a camera assembly 1906, an audio circuit 1907, a positioning assembly 1908, and a power supply 1909.
The peripheral interface 1903 may be used to connect at least one peripheral associated with an I/O (Input/Output) to the processor 1901 and the memory 1902. In some embodiments, the processor 1901, memory 1902, and peripherals interface 1903 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1901, the memory 1902, and the peripheral interface 1903 may be implemented on separate chips or circuit boards, which is not limited in this embodiment.
The Radio Frequency circuit 1904 is used for receiving and transmitting RF (Radio Frequency) signals, also called electromagnetic signals. The radio frequency circuit 1904 communicates with a communication network and other communication devices via electromagnetic signals. The rf circuit 1904 converts an electrical signal into an electromagnetic signal to transmit, or converts a received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1904 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, and so forth. The radio frequency circuitry 1904 may communicate with other terminals via at least one wireless communication protocol. The wireless communication protocols include, but are not limited to: the world wide web, metropolitan area networks, intranets, generations of mobile communication networks (2G, 3G, 4G, and 5G), Wireless local area networks, and/or WiFi (Wireless Fidelity) networks. In some embodiments, the radio frequency circuit 1904 may further include NFC (Near Field Communication) related circuits, which are not limited in this application.
The display screen 1905 is used to display a UI (User Interface). The UI may include graphics, text, icons, video, and any combination thereof. When the display screen 1905 is a touch display screen, the display screen 1905 also has the ability to capture touch signals on or above the surface of the display screen 1905. The touch signal may be input to the processor 1901 as a control signal for processing. At this point, the display 1905 may also be used to provide virtual buttons and/or a virtual keyboard, also referred to as soft buttons and/or a soft keyboard. In some embodiments, display 1905 may be one, disposed on a front panel of computer device 1900; in other embodiments, display 1905 may be at least two, each disposed on a different surface of computer device 1900 or in a folded design; in other embodiments, display 1905 may be a flexible display disposed on a curved surface or on a folded surface of computer device 1900. Even more, the display 1905 may be arranged in a non-rectangular irregular figure, i.e., a shaped screen. The Display 1905 may be made of LCD (Liquid Crystal Display), OLED (Organic Light-Emitting Diode), or the like.
The camera assembly 1906 is used to capture images or video. Optionally, camera assembly 1906 includes a front camera and a rear camera. Generally, a front camera is disposed at a front panel of the terminal, and a rear camera is disposed at a rear surface of the terminal. In some embodiments, the number of the rear cameras is at least two, and each rear camera is any one of a main camera, a depth-of-field camera, a wide-angle camera and a telephoto camera, so that the main camera and the depth-of-field camera are fused to realize a background blurring function, and the main camera and the wide-angle camera are fused to realize panoramic shooting and VR (Virtual Reality) shooting functions or other fusion shooting functions. In some embodiments, the camera head assembly 1906 may also include a flash. The flash lamp can be a monochrome temperature flash lamp or a bicolor temperature flash lamp. The double-color-temperature flash lamp is a combination of a warm-light flash lamp and a cold-light flash lamp, and can be used for light compensation at different color temperatures.
The audio circuitry 1907 may include a microphone and a speaker. The microphone is used for collecting sound waves of a user and the environment, converting the sound waves into electric signals, and inputting the electric signals into the processor 1901 for processing, or inputting the electric signals into the radio frequency circuit 1904 for realizing voice communication. The microphones may be multiple and placed at different locations on the computer device 1900 for stereo sound capture or noise reduction purposes. The microphone may also be an array microphone or an omni-directional acquisition microphone. The speaker is used to convert electrical signals from the processor 1901 or the radio frequency circuitry 1904 into sound waves. The loudspeaker can be a traditional film loudspeaker or a piezoelectric ceramic loudspeaker. When the speaker is a piezoelectric ceramic speaker, the speaker can be used for purposes such as converting an electric signal into a sound wave audible to a human being, or converting an electric signal into a sound wave inaudible to a human being to measure a distance. In some embodiments, the audio circuitry 1907 may also include a headphone jack.
The Location component 1908 is used to locate the current geographic Location of the computer device 1900 for navigation or LBS (Location Based Service). The Positioning component 1908 may be a Positioning component based on the Global Positioning System (GPS) in the united states, the beidou System in china, or the galileo System in russia.
Power supply 1909 is used to supply power to the various components in computer device 1900. The power source 1909 can be alternating current, direct current, disposable batteries, or rechargeable batteries. When power supply 1909 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. The wired rechargeable battery is a battery charged through a wired line, and the wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery may also be used to support fast charge technology.
In some embodiments, computer device 1900 also includes one or more sensors 1910. The one or more sensors 1910 include, but are not limited to: acceleration sensor 1911, gyro sensor 1912, pressure sensor 1913, optical sensor 1915, and proximity sensor 1916.
The acceleration sensor 1911 may detect the magnitude of acceleration on three coordinate axes of the coordinate system established with the computer apparatus 1900. For example, the acceleration sensor 1911 may be used to detect components of the gravitational acceleration in three coordinate axes. The processor 1901 may control the display screen 1905 to display a user interface in a landscape view or a portrait view according to the gravitational acceleration signal collected by the acceleration sensor 1911. The acceleration sensor 1911 may also be used for acquisition of motion data of a game or a user.
The gyro sensor 1912 may detect a body direction and a rotation angle of the computer device 1900, and the gyro sensor 1912 may cooperate with the acceleration sensor 1911 to acquire a 3D motion of the user with respect to the computer device 1900. From the data collected by the gyro sensor 1912, the processor 1901 may implement the following functions: motion sensing (such as changing the UI according to a user's tilting operation), image stabilization at the time of photographing, game control, and inertial navigation.
Pressure sensor 1913 may be disposed on a side bezel of computer device 1900 and/or on a lower layer of display 1905. When the pressure sensor 1913 is disposed on the side frame of the computer device 1900, the user can detect a holding signal of the computer device 1900, and the processor 1901 can perform right-left hand recognition or quick operation based on the holding signal collected by the pressure sensor 1913. When the pressure sensor 1913 is disposed at a lower layer of the display 1905, the processor 1901 controls the operability control on the UI interface according to the pressure operation of the user on the display 1905. The operability control comprises at least one of a button control, a scroll bar control, an icon control and a menu control.
The optical sensor 1915 is used to collect the ambient light intensity. In one embodiment, the processor 1901 may control the display brightness of the display screen 1905 based on the ambient light intensity collected by the optical sensor 1915. Specifically, when the ambient light intensity is high, the display brightness of the display screen 1905 is increased; when the ambient light intensity is low, the display brightness of the display screen 1905 is adjusted down. In another embodiment, the processor 1901 may also dynamically adjust the shooting parameters of the camera head 1906 according to the intensity of the ambient light collected by the optical sensor 1915.
Proximity sensor 1916, also known as a distance sensor, is typically disposed on the front panel of computer device 1900. Proximity sensor 1916 is used to capture the distance between the user and the front of computer device 1900. In one embodiment, the display 1905 is controlled by the processor 1901 to switch from the bright screen state to the dark screen state when the proximity sensor 1916 detects that the distance between the user and the front surface of the computer device 1900 is gradually decreasing; when the proximity sensor 1916 detects that the distance between the user and the front of the computer device 1900 is gradually increasing, the display 1905 is controlled by the processor 1901 to switch from the breath-screen state to the bright-screen state.
Those skilled in the art will appreciate that the architecture shown in FIG. 19 is not intended to be limiting of computer device 1900 and may include more or fewer components than those shown, or some components may be combined, or a different arrangement of components may be used.
In an exemplary embodiment, there is also provided a computer-readable storage medium, such as a memory including program code, which is executable by a processor in a computer apparatus to perform the display control method in the virtual world in the above-described embodiments. For example, the computer-readable storage medium may be a Read-Only Memory (ROM), a Random Access Memory (RAM), a Compact Disc Read-Only Memory (CD-ROM), a magnetic tape, a floppy disk, an optical data storage device, and the like.
In an exemplary embodiment, there is also provided a computer program product or a computer program including computer program code stored in a computer-readable storage medium, the computer program code being read by a processor of a computer device from the computer-readable storage medium, the computer program code being executed by the processor to cause the computer device to execute the display control method in the virtual world described above.
It will be understood by those skilled in the art that all or part of the steps for implementing the above embodiments may be implemented by hardware, or may be implemented by hardware associated with program code, and the program may be stored in a computer readable storage medium, and the above mentioned storage medium may be a read-only memory, a magnetic disk or an optical disk, etc.
The above description is only exemplary of the present application and should not be taken as limiting, as any modification, equivalent replacement, or improvement made within the spirit and principle of the present application should be included in the protection scope of the present application.

Claims (26)

1. A display control method in a virtual world, the method comprising:
displaying a virtual world picture, wherein the virtual world picture comprises a virtual object;
in response to the virtual object releasing a first parent skill, displaying a skill menu of a first modality for presenting child skills through a skill option, the child skills and parent skills associated with the child skills constituting associated skills that may be used with and including a plurality of the associated child skills, the associated skills for causing injury or having a gain effect on an adversary; the skill menu comprises a target skill option associated with the first parent skill in skill release or the skill menu comprises the target skill option associated with the first parent skill in skill release and other skill options not associated with the first parent skill in skill release;
in response to a selected operation of a first skill option in the skill menu, controlling the virtual object to release a first sub-skill indicated by the first skill option, the first skill option being any one of the target skill options, the first sub-skill having an association relationship with the first parent skill in skill release.
2. The method of claim 1, wherein the first configuration is an expanded configuration, and wherein displaying the skill menu in the first configuration comprises:
displaying the skill menu of the first form on the virtual world screen;
wherein the skill menu is configured to present M skill options, and of the M skill options, the first skill option is presented in a form different from the other skill options, and M is a positive integer.
3. The method of claim 1, wherein the first configuration is an expanded configuration, and wherein displaying the skill menu in the first configuration comprises:
displaying the skill menu of the first form on the virtual world screen;
the skill menu is used for displaying N skill options, the N skill options and the first parent skill have an association relation in skill release, and N is a positive integer.
4. The method of claim 1, further comprising:
displaying, in response to a selected manipulation of the first skill option, a skill state, a skill duration, and a skill cooling time for the first sub-level skill in the skill menu of the first modality for a first duration.
5. The method of claim 1, further comprising:
and in response to not acquiring the selected operation of the target skill option within a first time length, hiding the skill menu.
6. The method of claim 1, further comprising:
switching the skill menu from the first form to a second form in response to a first condition being satisfied, the first condition being: release events of other parent-level skills are not acquired within the second time length;
the starting time of the second time length is the time when the first parent skill is released; or, the time starting point of the second duration is the moment when the first sub-level skill is released.
7. The method of claim 6, wherein the second modality is an abbreviated modality, the method further comprising:
displaying the skill cooling time of the first sub-level skill on the skill menu of the second modality.
8. The method of claim 6, further comprising:
in response to the first condition not being met, determining a second parent skill; hiding the skill menu in response to the display duration of the skill menu reaching the first form by taking the time when the second parent-level skill is released as a time starting point; or the like, or, alternatively,
in response to the first condition not being met, determining a second sub-level skill; and hiding the skill menu in response to the display duration of the skill menu reaching the first form by taking the time when the second sublevel skill is released as a time starting point.
9. The method according to any one of claims 1 to 8, further comprising:
displaying a skill configuration interface;
determining a parent skill, and acquiring X child skills corresponding to the parent skill in the skill configuration interface; wherein X is a positive integer;
and configuring the incidence relation between the parent skills and the X child skills.
10. The method of any one of claims 1 to 8, further comprising one or more of:
displaying a skill menu of the first modality in response to the virtual object entering a virtual city area;
displaying a skill menu of the first modality in response to the virtual object reviving;
displaying a skill menu of the first modality in response to the virtual object entering a target virtual room;
displaying a skill menu of the first modality in response to the skill cooling time of the virtual object ending;
displaying the skill menu of the first modality in response to displaying the skill cooling time of the virtual object.
11. The method according to any one of claims 1 to 8 wherein the first modality skill menu includes a hidden option therein, the method further comprising:
hiding the skill menu in a first animation mode in response to a triggering operation of the hiding option;
wherein the first animated form comprises: the skill menu is gradually contracted towards the edge of the screen according to a first sequence until the contraction becomes an expansion option.
12. The method of claim 11, further comprising:
displaying the skill menu of the first modality in a second animation form in response to a triggering operation on the expansion option;
wherein the second animated form comprises: and the skill menu is gradually expanded from the edge of the screen according to a second sequence, and the expansion option is switched and displayed as the hidden option after the animation is finished.
13. An apparatus for controlling display in a virtual world, the apparatus comprising:
a first display module configured to display a virtual world screen including a virtual object therein;
a second display module configured to display a skill menu of a first modality in response to the virtual object releasing a first parent skill, the skill menu of the first modality being used to show a child skill through a skill option, the child skill and the parent skill associated with the child skill forming an associated skill that can be used with and the parent skill including a plurality of the associated child skills, the associated skills being used to cause injury or to bring a gain effect to an enemy; the skill menu comprises a target skill option associated with the first parent skill in skill release or the skill menu comprises the target skill option associated with the first parent skill in skill release and other skill options not associated with the first parent skill in skill release;
a control module configured to control the virtual object to release a first sub-skill indicated by a first skill option in the skill menu in response to a selected operation of the first skill option, wherein the first skill option is any one of the target skill options, and the first sub-skill is associated with the first parent skill in skill release.
14. The apparatus of claim 13, wherein the first configuration is an expanded configuration, and the second display module is configured to display a skill menu of the first configuration in the virtual world screen;
the skill menu is used for displaying M skill options, wherein in the M skill options, the first skill option is displayed in a form different from the other skill options, and M is a positive integer.
15. The apparatus of claim 13, wherein the first configuration is an expanded configuration, and the second display module is configured to display a skill menu of the first configuration in the virtual world screen;
the skill menu is used for displaying N skill options, the N skill options and the first parent skill have an association relation in skill release, and N is a positive integer.
16. The apparatus of claim 13, further comprising:
a third display module configured to display a skill state, a skill duration, and a skill cooling time for the first sub-level skill in the skill menu of the first modality for a first time period in response to the selected manipulation of the first skill option.
17. The apparatus of claim 13, wherein the second display module is further configured to hide the skill menu in response to not obtaining the selected action for the target skill option for a first period of time.
18. The apparatus of claim 13, wherein the second display module is further configured to switch the skill menu from the first modality to the second modality in response to a first condition being satisfied, the first condition being: release events of other parent-level skills are not acquired within the second time length;
the starting time of the second time length is the time when the first parent skill is released; or, the time starting point of the second duration is the time when the first sub-level skill is released.
19. The apparatus of claim 18, wherein the second modality is a thumbnail modality, and wherein the second display module is further configured to display the skill cooling time of the first sub-level skill on a skill menu of the second modality.
20. The apparatus of claim 18, wherein the second display module is further configured to determine a second parent skill in response to the first condition not being met; hiding the skill menu in response to the display duration of the skill menu reaching the first form by taking the time when the second parent-level skill is released as a time starting point; or, in response to the first condition not being met, determining a second sub-level skill; and hiding the skill menu in response to the display duration of the skill menu reaching the first form by taking the time when the second sublevel skill is released as a time starting point.
21. The apparatus as claimed in any one of claims 13 to 20, further comprising:
a third display module configured to display a skill configuration interface;
the configuration module is configured to determine a parent skill, and X child skills corresponding to the parent skill are acquired in the skill configuration interface; wherein X is a positive integer; and configuring the association relationship between the parent skills and the X child skills.
22. The apparatus of any one of claims 13 to 20, further comprising a fourth display module configured to perform one or more of:
displaying a skill menu of the first modality in response to the virtual object entering a virtual city area;
displaying a skill menu of the first modality in response to the virtual object reviving;
displaying a skill menu of the first modality in response to the virtual object entering a target virtual room;
displaying a skill menu of the first modality in response to the skill cooling time of the virtual object ending;
displaying the skill menu of the first modality in response to displaying the skill cooling time of the virtual object.
23. The apparatus according to any one of claims 13 to 20 wherein the skill menu of the first modality includes a hide option, the second display module being further configured to hide the skill menu in a first animated form in response to a triggering operation of the hide option;
wherein the first animated form comprises: the skill menu is gradually contracted towards the edge of the screen according to a first sequence until the contraction becomes an expansion option.
24. The apparatus of claim 23, wherein the second display module is further configured to display the skill menu of the first modality in a second animated form in response to a triggering operation of the deployment option;
wherein the second animated form comprises: and the skill menu is gradually expanded from the edge of the screen according to a second sequence, and the expansion option is switched and displayed as the hidden option after the animation is finished.
25. A computer device, characterized in that the device comprises a processor and a memory, in which at least one program code is stored, which is loaded and executed by the processor to implement the display control method in the virtual world according to any one of claims 1 to 12.
26. A storage medium having stored therein at least one program code, which is loaded and executed by a processor to implement the display control method in a virtual world according to any one of claims 1 to 12.
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