CN112107856B - Hit feedback method and device, storage medium and electronic equipment - Google Patents
Hit feedback method and device, storage medium and electronic equipment Download PDFInfo
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- CN112107856B CN112107856B CN202011063098.7A CN202011063098A CN112107856B CN 112107856 B CN112107856 B CN 112107856B CN 202011063098 A CN202011063098 A CN 202011063098A CN 112107856 B CN112107856 B CN 112107856B
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/837—Shooting of targets
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Abstract
The invention discloses a hit feedback method, a hit feedback device, a storage medium and electronic equipment. Wherein, the method comprises the following steps: displaying a picture of a first virtual character controlled by the client to execute attack operation in the process of running a shooting game task in the client; and under the condition that the attack operation hits a second virtual character in the shooting game task, displaying a first animation of a first hit identifier, wherein the first hit identifier is in a jitter state in the first animation, the first hit identifier is used for indicating that the attack operation hits the second virtual character, and the second virtual character and the first virtual character are virtual characters in different camps. The invention solves the technical problem that the display mode of the hit feedback is more rigid.
Description
Technical Field
The invention relates to the field of computers, in particular to a hit feedback method, a hit feedback device, a storage medium and electronic equipment.
Background
In game application, a feedback is often set for a hit target, which is generally called hit feedback, wherein the feedback includes killing feedback and damage feedback, and the hit feedback design in the prior art directly displays a static hit feedback picture, and the display mode is single, so that the display mode is not intuitive and flexible enough, and the vivid hit feedback cannot be displayed for a player. In other words, the display mode of the hit feedback is rigid in the prior art.
In view of the above problems, no effective solution has been proposed.
Disclosure of Invention
The embodiment of the invention provides a hit feedback method and device, a storage medium and electronic equipment, and aims to at least solve the technical problem that the display mode of hit feedback is rigid.
According to an aspect of an embodiment of the present invention, there is provided a hit feedback method, including: displaying a picture of a first virtual character controlled by a client to execute attack operation in the process of running a shooting game task in the client; and displaying a first animation of a first hit flag in the first animation, the first hit flag being in a jittered state when the attack operation hits a second virtual character in the shooting game task, the first hit flag indicating that the attack operation hits the second virtual character, the second virtual character being a different virtual character in a different play from the first virtual character.
According to another aspect of the embodiments of the present invention, there is also provided a hit feedback apparatus, including: the first display unit is used for displaying a picture of a first virtual character controlled by the client to execute attack operation in the process of running a shooting game task in the client; and a second display unit configured to display a first animation of a first hit flag indicating that the attack operation hits the second virtual character in a different formation from the first virtual character, in a case where the attack operation hits the second virtual character in the shooting game task, the first animation being in a jittered state.
According to a further aspect of the embodiments of the present invention, there is also provided a computer-readable storage medium, in which a computer program is stored, wherein the computer program is configured to execute the above-mentioned hit feedback method when running.
According to another aspect of the embodiments of the present invention, there is also provided an electronic device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein the processor executes the above-mentioned hit feedback method through the computer program.
In the embodiment of the invention, in the process of running a shooting game task in a client, a picture of executing attack operation by a first virtual character controlled by the client is displayed; and under the condition that the attack operation hits a second virtual character in the shooting game task, displaying a first animation of a first hit identifier, wherein the first hit identifier is in a jittering state in the first animation, the first hit identifier is used for indicating that the attack operation hits the second virtual character, the second virtual character and the first virtual character are virtual characters in different avatars, the hitting feedback effect is vividly displayed through the jittering of the animation display identifier, and the aim of vividly displaying the hitting feedback is fulfilled by utilizing the higher vividness of the animation, so that the technical effect of improving the vividness of displaying the hitting feedback is realized, and the technical problem that the display mode of the hitting feedback is rigid is solved.
Drawings
The accompanying drawings, which are included to provide a further understanding of the invention and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the invention and together with the description serve to explain the invention without limiting the invention. In the drawings:
FIG. 1 is a schematic diagram of an application environment of an alternative hit feedback method according to an embodiment of the invention;
FIG. 2 is a schematic illustration of a flow diagram of an alternative hit feedback method according to an embodiment of the invention;
FIG. 3 is a schematic diagram of an alternative hit feedback method according to an embodiment of the present invention;
FIG. 4 is a schematic diagram of an alternative hit feedback method according to an embodiment of the present invention;
FIG. 5 is a schematic diagram of an alternative hit feedback method according to an embodiment of the present invention;
FIG. 6 is a schematic diagram of an alternative hit feedback method according to an embodiment of the present invention;
FIG. 7 is a schematic diagram of an alternative hit feedback method according to an embodiment of the present invention;
FIG. 8 is a schematic diagram of an alternative hit feedback method according to an embodiment of the present invention;
FIG. 9 is a schematic diagram of an alternative hit feedback method according to an embodiment of the present invention;
FIG. 10 is a schematic diagram of an alternative hit feedback method according to an embodiment of the present invention;
FIG. 11 is a schematic diagram of an alternative hit feedback method according to an embodiment of the invention;
FIG. 12 is a schematic diagram of an alternative hit feedback method according to an embodiment of the present invention;
FIG. 13 is a schematic diagram of an alternative hit feedback method according to an embodiment of the present invention;
FIG. 14 is a schematic diagram of an alternative hit feedback method according to an embodiment of the present invention;
FIG. 15 is a schematic diagram of an alternative hit feedback method according to an embodiment of the present invention;
FIG. 16 is a schematic diagram of an alternative hit feedback method according to an embodiment of the present invention;
FIG. 17 is a schematic diagram of an alternative hit feedback arrangement according to an embodiment of the present invention;
fig. 18 is a schematic structural diagram of an alternative electronic device according to an embodiment of the invention.
Detailed Description
In order to make the technical solutions of the present invention better understood, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are only a part of the embodiments of the present invention, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
It should be noted that the terms "first," "second," and the like in the description and claims of the present invention and in the drawings described above are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used is interchangeable under appropriate circumstances such that the embodiments of the invention described herein are capable of operation in sequences other than those illustrated or described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
According to an aspect of an embodiment of the present invention, there is provided a hit feedback method, which may be applied, but not limited, to the environment shown in fig. 1 as an alternative implementation. The game system may include, but is not limited to, a user device 102, a network 110, and a server 112, wherein the user device 102 may include, but is not limited to, a display 108, a processor 106, and a memory 104, and the display 108 may be used to display a first virtual character 1022, a second virtual character 1024, and a first animation 1026 during a game task of a shooting game running on a client.
The specific process comprises the following steps:
step S102, the user equipment 102 obtains a hit signal, where the hit signal may be, but is not limited to, a virtual signal triggered by the first virtual character 1022 performing an attack operation (indicated by a dashed arrow) to hit the second virtual character 1024;
steps S104-S106, the user equipment 102 sends a hit signal to the server 112 through the network 110;
step S108, the server 112 processes the hit signal through the database 114 and the processing engine 116, so as to generate a compressed first animation 1026;
step S110-S112, the server 112 sends the first animation 1026 to the user device 102 through the network 110, and the processor 106 in the user device 102 displays the decompressed first animation 1026 in the display 108, and stores the first animation 1026 in the memory 104, wherein the first animation 1026 is used to indicate that the first hit identifier 1026 is in a jittered state, and the first hit identifier 1026 may be, but is not limited to, a hit feedback identifier displayed in the client center in case of detecting a hit signal.
Optionally, as an optional implementation, as shown in fig. 2, the hit feedback method includes:
s202, in the process of running a shooting game task in the client, displaying a picture of executing attack operation by a first virtual character controlled by the client;
s204, under the condition that the second virtual character in the shooting game task is hit by the attack operation, displaying a first animation of a first hit identifier, wherein the first hit identifier is in a jittering state in the first animation, the first hit identifier is used for indicating that the second virtual character is hit by the attack operation, and the second virtual character and the first virtual character are virtual characters in different camps.
Alternatively, in the present embodiment, the above hit feedback method may be applied, but not limited, to a game application, such as a shooting game application. During the course of running a shooting game mission, the game players participating in the shooting game mission will be divided into two camps, wherein players of one camp will collaboratively beat or kill players of the other camp. In this embodiment, in the case where it is detected that an attack operation performed by a player-controlled virtual character hits a virtual character controlled by another player in a battle, or a virtual character controlled by a player in the same battle, hit feedback is triggered, thereby ensuring consistency of the hit feedback.
Alternatively, in this embodiment, the Game application may be a Multiplayer Online tactical sports Game (MOBA) application, or may also be a Single-Player Game (SPG) application. The types of gaming applications described above may include, but are not limited to, at least one of: two-dimensional (2D) game applications, three-dimensional (3D) game applications, virtual Reality (VR) game applications, augmented Reality (AR) game applications, mixed Reality (MR) game applications. The above is merely an example, and the present embodiment is not limited to this.
Further, the Shooting Game application may be a Third Person Shooting Game (TPS) application, which is executed from the perspective of a Third-party character object other than a virtual character controlled by a current player, or a First Person Shooting Game (FPS) application, which is executed from the perspective of a virtual character controlled by a current player. Correspondingly, the sound source virtual object for generating sound during the game task running process may be, but is not limited to: a virtual Character (also referred to as a Player Character) controlled by each game application client, a Non-Player Character (NPC), a property object (such as a gun) controlled by the virtual Character, and a carrier object (such as a vehicle) controlled by the virtual Character. The above is only an example, and the present embodiment is not limited to this.
Optionally, in this embodiment, the central point of the first hit identifier may be, but is not limited to, a display screen center of a client for displaying a currently running shooting game task game screen. For example, as shown in fig. 3, fig. 3 is a diagram illustrating a first-person game screen of a currently running one-shot game task displayed on a client, a screen center of the first-person game screen is taken as a central point (an intersection of two bidirectional arrows) of a first hit identifier 302, and every 90 degrees, a specified distance r is taken as a length, so as to obtain four unidirectional arrows based on the central point, and further construct the first hit identifier 302, wherein the length of the unidirectional arrow is r, and an angle interval between the unidirectional arrows is 90 degrees;
in addition, the display condition of the first hit flag may be, but is not limited to, as shown in fig. 3, in a case where it is detected that the first virtual character 304 controlled by the client performs an attack operation (for example, a virtual attack button triggers a click operation), and the attack operation hits the second virtual character 306, it is determined that the display condition of the first hit flag is reached, and the first hit flag 302 is displayed on the first-person game screen, where the first virtual character 304 and the second virtual character 306 may be, but are not limited to, virtual characters in different battles.
Optionally, in this embodiment, a first animation of the first hit identifier is used to indicate that the first hit identifier is in a jittering state, where the jittering state may be, but is not limited to, a change of the position or the shape of the first hit identifier within a preset time period. For example, based on the scenario shown in fig. 3, continuing to be shown in fig. 4, assuming that the attack operation performed by the first virtual character 304 has hit the second virtual character 306, a first animation 402 is displayed and played on the client, wherein the first animation 402 includes the first hit identifier 302 having a position changed within a preset time period (a solid line is used to represent the first hit identifier 302 at the initial position, and a dashed line is used to represent the first hit identifier 302 after the position change);
furthermore, the first hit identification being in a jittered state is not limited to a change in position as shown in the first animation 402 in FIG. 4, but may also be, but is not limited to, a change in morphology, where a change in morphology may include, but is not limited to, at least one of: optionally, based on the scenario shown in fig. 3, for example, continuing to use fig. 5 as an example, assuming that an attack operation performed by the first virtual character 304 has hit the second virtual character 306, displaying and playing a first animation 502 on the client, where the first animation 502 includes the first hit identifier 302 with an angle that changes within a preset time period (a solid line is used to represent the first hit identifier 302 with an initial angle, and a dotted line is used to represent the first hit identifier 302 with an angle that changes);
further, it should be noted that, the first hit flag in the shaking state may be, but not limited to, a single position change or a single form change occurring within a preset time period, and may also be, but not limited to, a combined change occurring within a preset time period, for example, a position change and a form change occurring simultaneously within a preset time period, specifically, the form change may also be, but not limited to, a single shape change, a color change, a size change, an angle change, a thickness change, a number change, and the like, and the form change may also be, but not limited to, a combined change, for example, a shape change and a color change are combined and changed, and thus, a diversified display mode of hit feedback is provided, and an effect of improving display diversity of hit feedback is achieved.
Optionally, in this embodiment, the display content of the first animation may be, but is not limited to, related to an attack operation performed by the first virtual character, for example, the display content of the first animation is adjusted in the case of at least one of the following:
1. when the attack operation executed by the first virtual character hits the second virtual character but the target attribute (such as life value) of the second virtual character is not reduced, adjusting the display content of the first animation;
2. when the attack operation executed by the first virtual character hits the second virtual character and the target attribute (such as a life value) of the second virtual character is reduced, but the reduced target attribute of the second virtual character corresponding to the attack operation does not reach a preset threshold value, adjusting the display content of the first animation;
3. when the attack operation executed by the first virtual character hits a second virtual character and the target attribute of the second virtual character reduced correspondingly to the attack operation reaches a preset threshold value, adjusting the display content of the first animation;
4. when the attack operation executed by the first virtual character hits a second virtual character and the current target attribute of the second virtual character subjected to the attack operation reaches a lower limit threshold value, adjusting the display content of the first animation;
5. when the attack operation executed by the first virtual character hits the second virtual character and the attack operation hits the target part of the second virtual character, adjusting the display content of the first animation;
6. when the attack operation executed by the first virtual character hits a second virtual character, the target attribute of the second virtual character reduced correspondingly to the attack operation reaches a preset threshold value, and the attack operation hits the target part of the second virtual character, the display content of the first animation is adjusted;
7. under the condition that an attack operation executed by a first virtual character hits a second virtual character, the attack operation hits a target part of the second virtual character, and the current target attribute of the second virtual character subjected to the attack operation reaches a lower limit threshold, adjusting the display content of the first animation;
8. when the attack operation executed by the first virtual character hits a second virtual character and the hit duration of the attack operation continuously reaches a preset duration, adjusting the display content of the first animation;
the display content of the first animation may include, but is not limited to, a status type including a jitter status of the first hit identifier, and the status type may include, but is not limited to, a change type (e.g., a position change, a form change, etc.) of the first hit identifier and a change duration (e.g., a preset time period) of the first hit identifier. The above cases are all examples, and this is not limited in this embodiment.
Optionally, in this embodiment, a part of the content of the first animation may be, but is not limited to, independent of the attack operation performed by the first virtual character, for example, a state type of the first hit identifier displayed in the first animation in the jittering state is randomly determined, specifically, a variation type of the first hit identifier may be, but is not limited to, randomly determined, and a variation duration of the first hit identifier may be, but is not limited to, determined by a hit duration of the attack operation performed by the first virtual character. Here, this is an example, and this is not limited in this embodiment.
By the embodiment provided by the application, in the process of running a shooting game task in the client, a picture of executing attack operation by a first virtual character controlled by the client is displayed; under the condition that the attack operation hits a second virtual character in the shooting game task, a first animation of a first hit identifier is displayed, wherein the first hit identifier is in a jittering state in the first animation, the first hit identifier is used for indicating that the attack operation hits the second virtual character, the second virtual character and the first virtual character are virtual characters in different avatars, the effect of hit feedback is vividly displayed through the jittering of the animation display identifier, the aim of vividly displaying hit feedback is further fulfilled by utilizing the higher vividness of the animation, and therefore the technical effect of improving the vividness of display of the hit feedback is achieved.
As an alternative, in the case where the attack operation hits the second virtual character in the shooting game task, the first animation displaying the first hit flag includes:
and under the condition that the attack operation hits the second virtual role and the life parameter value of the second virtual role after being hit does not reach the target value, displaying a jitter picture corresponding to the jitter of the first hit identifier in the target direction, wherein the target direction is the jitter direction randomly determined after the attack operation is executed.
Optionally, in this embodiment, the life parameter value may be, but is not limited to, indicating whether the virtual character can continue to perform the game task. In case the value of the life parameter is non-zero, the virtual character may continue to perform a one-shot game task currently running in the client, whereas in case the value of the life parameter is zero, the virtual character will be forced to exit the above-mentioned shot game task. When the virtual character is attacked by other virtual characters participating in the same shooting game task, the life parameter value of the virtual character correspondingly decreases. Other virtual roles used for attacks here may include, but are not limited to: a virtual Character of a partner team (an enemy), a Non-Player Character (NPC for short) set in a game task, and the like.
Optionally, in this embodiment, the randomly determining the jitter direction may be, but is not limited to, based on a hierarchical random sampling method, an equidistant sampling method, a simple random sampling method, an entire group random sampling method, a multi-segment random sampling method, a random walking method, and the like, for example, based on the random walking method, the random jitter direction is determined by using a random number, and the like.
When the attack operation is hit but the current life parameter of the enemy virtual character is not cleared after the hit, a dither picture corresponding to the dither of the first hit flag in the target direction is displayed, and the target direction is a direction determined at random for the display authenticity of the dither picture.
By further example, optionally based on the scenario shown in fig. 3, and continuing to be shown in fig. 6 for example, it is assumed that all the jittered pictures in the jittered picture set 602 include all the jittered pictures in which the first hit identifiers 302 are jittered, specifically, four jittered pictures in which the first hit identifiers 302 are jittered in the first direction (up), the second direction (down), the third direction (left), and the third direction (right), respectively;
further, in a case that the attack operation hits the second virtual character 306, and the life parameter value of the second virtual character 306 after being hit does not reach the target value, a jittered picture is randomly determined in the jittered picture collection 602 as the first hit identifier 604 corresponding to the current jittering, wherein the jittered picture 604 is used for indicating that the first hit identifier is a jittered picture corresponding to the jittering in the third direction.
According to the embodiment provided by the application, under the condition that the attack operation hits the second virtual role and the life parameter value of the second virtual role after being hit does not reach the target value, the shaking picture corresponding to shaking of the first hit identifier in the target direction is displayed, wherein the target direction is the shaking direction randomly determined after the attack operation is executed, the purpose of strengthening the expressive force of real shaking is achieved, and the effect of improving the display authenticity of hit feedback is achieved.
As an optional scheme, after displaying a screen on which the first virtual character controlled by the client performs the attack operation, the method further includes:
and under the condition that the attack operation continuously hits the second virtual character, displaying a second animation of the first hit identifier while displaying a first animation of the first hit identifier, wherein the second animation is an enlarged animation of the first hit identifier.
Optionally, the second animation includes a zoom-in animation of the first hit identifier, and the second animation may further include, but is not limited to, a morphological picture in which the size of the first hit identifier reaches an upper zoom-in limit of the first hit identifier.
It should be noted that, when the attack operation continuously hits the second virtual character, and the first animation of the first hit identifier is displayed, the second animation of the first hit identifier is displayed in an overlapping manner, and then the size change of the first hit identifier represented by the second animation enables the player to clearly know whether the attack operation continuously hits through hit feedback, so that the comprehensiveness of the information of the hit feedback is improved.
By way of further example, optionally, based on the scenario shown in fig. 3 for example, continuing with fig. 7, in the case that the attacking operation continuously hits the second virtual character 306, a second animation 702 of the first hit identifier 302 is displayed, wherein the second animation 702 is used for representing that the first hit identifier 302 continuously enlarges along with the continuous hits of the attacking operation;
optionally, in the process that the first hit identifier 302 is continuously enlarged along with the continuous hits of the attack operation, assuming that it is detected that the size of the first hit identifier 302 has reached the preset upper limit, the display of the continuously enlarged screen of the first hit identifier 302 is stopped, and the first hit identifier 302 that is consistent with the preset upper limit size is displayed.
According to the embodiment provided by the application, under the condition that the attack operation continuously hits the second virtual character, when the first animation of the first hit identifier is displayed, the second animation of the first hit identifier is displayed, wherein the second animation is the amplified animation of the first hit identifier, the aim that whether the attack operation continuously hits or not can be clearly known by a player through hit feedback is achieved, and the comprehensive effect of information of the hit feedback is achieved.
As an alternative, the displaying the second animation of the first hit identifier includes:
in a second animation, the identification size of the first hit identification will be resized to a display size that matches the number of consecutive hits on the second virtual character.
It should be noted that, the size of the first hit identifier is related to the number of times of consecutive hits on the second virtual character, and optionally, the display size may be, but is not limited to, positively related to the number of times of consecutive hits on the second virtual character. Alternatively, the rate of resizing the identity of the first hit identity may, but is not limited to, be inversely related to the number of consecutive hits on the second avatar.
By way of further example, optionally, based on the scenario shown in fig. 3 for example, continuing with fig. 8, the second animation 802 includes a plurality of frames displaying the first hit identifiers 302 with different identifier sizes, specifically, a first frame 8022, a second frame 8024, and a third frame 8026, and it is assumed that, during the process that the attacking operation continuously hits the second virtual character 306, the identifier size of the first hit identifier 302 becomes larger as the number of the attacking operations that continuously hit increases.
By way of further example, as shown in fig. 8, it is assumed that, when the number of times that the first screen 8022 is used to display the second virtual character 306 continuously hits is 1 in the second animation 802, the display size of the first hit identifier 302 is obtained, when the number of times that the second screen 8024 is used to display the second virtual character 306 continuously hits is 10, the display size of the first hit identifier 302 is obtained, and when the number of times that the third screen 8024 is used to display the second virtual character 306 continuously hits is 50, the display size of the first hit identifier 302 is obtained, where a size difference between the display size represented by the first screen 8022 and the display size represented by the second screen 8024 indicates that the number of continuous hits increases from 1 to 10, and a size adjustment corresponding to the number of continuous hits increases from 10 to 50, and optionally, as the number of continuous hits increases, the size adjustment decreases accordingly. And the player can indirectly know more reference information of the attack operation through the size and speed change of the first hit identifier.
Through the embodiment provided by the application, in the second animation, the size of the first hit identifier is adjusted and amplified to the display size matched with the number of times of continuous hits on the second virtual character, so that the purpose of improving the correlation between the display of hit feedback and the number of continuous hits on the attack operation is achieved, and the effect of improving the matching degree between the display of hit feedback and the attack operation is realized.
As an optional scheme, in a case that the number of times of the attack operation continuously hits the second virtual character is N, after displaying the second animation of the first hit identifier, the method further includes:
and displaying a third animation of the first hit identifier under the condition that the (N + 1) th attack operation does not hit the second virtual character, wherein the third animation is a reduced animation of the first hit identifier.
It should be noted that, in the case of consecutive hit aborts of an attack operation, the scaled-up first hit identifier may start to shrink.
By way of further example, optionally, based on the scenario shown in fig. 3 for example, continuing to be shown in fig. 9, assuming that an attack operation performed by the first virtual character 304 has continuously hit the second virtual character 306, stopping the attack operation is detected, and then displaying a third animation 902, where the third animation 902 includes a first picture 9022, a second picture 9024, and a third picture 9026, and assuming that during the process that the attack operation continuously misses the second virtual character 306, the size of the first hit identifier 302 decreases with the duration of the continuously missed attack operation;
by way of further example, as shown in fig. 9, it is assumed that, when the number of times that the first screen 9022 is used to display the continuous hits on the second virtual character 306 in the third animation 902 is 50, the display size of the first hit identifier 302 is increased, and when the duration that the second screen 9024 is used to display the continuous misses on the second virtual character 306 reaches 1 second(s), the display size of the first hit identifier 302 is increased, and when the duration that the third screen 9024 is used to display the continuous misses on the second virtual character 306 reaches 5s, the display size of the first hit identifier 302 is increased, where a size difference between the display size represented by the first screen 9022 and the display size represented by the second screen 9024 indicates that the duration of the continuous misses increases from 0 to an adjusted size corresponding to 1s, and a size difference between the display size represented by the third screen 9024 and the display size represented by the second screen 9024 indicates that the continuous misses increase from 1s to 5s, and the size of the continuous misses is increased as the size of the continuous hits increases. And the player can indirectly know more reference information of the attack operation through the size and speed change of the first hit identifier.
According to the embodiment provided by the application, under the condition that the (N + 1) th attack operation does not hit the second virtual character, the third animation of the first hit identifier is displayed, wherein the third animation is the reduced animation of the first hit identifier, so that the aim that whether the attack operation is continuously hit or not can be clearly known by a player through hit feedback is fulfilled, and the effect of comprehensiveness of information of the hit feedback is realized.
As an alternative, the third animation that displays the first hit identifier includes one of:
s1, in a third animation, the size of the first hit identifier is adjusted and reduced to the original size;
and S2, in a third animation, the size of the first hit mark is adjusted to be reduced to the display size matched with the N.
It should be noted that, a lower threshold may be set for the size of the identifier of the first hit identifier, where the lower threshold is an original size, and optionally, the original size may be, but is not limited to, the size of the identifier corresponding to 0 or 1 hit in the attack operation. Optionally, in the process of continuing the miss of the attack operation, the size of the identifier of the first hit identifier may be, but is not limited to, directly adjusted to the original size, and may also be, but is not limited to, adjusted to the corresponding identifier size when the last attack operation hit;
in addition, but not limited to, in the process that the attacking operation continues to miss, the size of the first hit identifier is reduced along with the duration of the attacking operation continuing to miss, until the first hit identifier reaches the original size, and then the display of the first hit identifier is cancelled.
By the embodiment provided by the application, in the third animation, the size of the first hit identifier is adjusted to be reduced to the original size; in the third animation, the size of the first hit identifier is adjusted to be reduced to a display size matched with the N, so that the aim that a player can clearly know the continuous miss duration of the attack operation through hit feedback is achieved, and the comprehensive effect of hit feedback information is achieved.
As an optional scheme, after displaying a screen on which the first virtual character controlled by the client performs the attack operation, the method further includes:
and under the condition that the attack operation hits the second virtual character, when the first animation of the first hit identifier is displayed, displaying a fourth animation of the first hit identifier, wherein the fourth animation is a simulation animation of the first hit identifier, and the simulation animation is used for representing the change of the simulated recoil of the attack operation on the first hit identifier.
Alternatively, in practice, the recoil of the firearm may be derived from, but is not limited to, the fact that the cartridge case is also pressurized by the powder gas when the firearm is fired, thereby pushing the bolt to recoil, and the recoil of the bolt striking the associated frame with the butt, thereby creating recoil, and optionally, the recoil of the firearm is related to the type of firearm, the nature of the avatar, or the type of firearm accessory during the shooting game mission.
It should be noted that, in order to improve the reality of the shooting game in the execution process, the change of the simulated recoil of the attack operation after acting on the first hit mark is used as the simulated animation of the first hit mark, so as to display the picture after hit by the attack operation.
By way of further example, optionally, based on the scenario shown in fig. 3, continuing with fig. 10, assuming that the acting direction of the recoil force caused by the attack operation is the first direction (left) during the process of executing the attack operation by the first virtual character 304, a fourth animation 1002 is determined to be displayed, wherein the fourth animation 1002 includes a change, such as a position movement and the like, of the first hit identifier in the first direction, in other words, the direction in which the first hit identifier changes may be, but is not limited to, the same as the acting direction of the recoil force.
In addition, the direction of the change of the first hit flag may also be, but is not limited to, opposite to the acting direction of the squat force, and the foregoing is only an illustration of the present embodiment and is not limited to specific limitations.
Through the embodiment provided by the application, under the condition that the attack operation hits the second virtual role, when the first animation of the first hit identifier is displayed, the fourth animation of the first hit identifier is displayed, wherein the fourth animation is the simulation animation of the first hit identifier, and the simulation animation is used for representing the change of the simulated recoil of the attack operation on the first hit identifier, so that the aim of displaying hit feedback based on the real recoil is achieved, and the effect of improving the display authenticity of the hit feedback is realized.
As an alternative, displaying the fourth animation of the first hit identifier includes:
in a fourth animation, the first hit flag is to be controlled to move in a first direction and resume movement in a second direction opposite the first direction after moving the first distance.
It should be noted that, in the fourth animation, the first hit identifier is controlled to move to a first direction, and the movement is resumed to a second direction opposite to the first direction after moving the first distance, wherein the resumption movement may be, but is not limited to, moving to resume the position where the first hit identifier was located before the last movement.
To further illustrate, optionally, based on the scenario shown in fig. 3 and continuing to be shown in fig. 11, it is assumed that the fourth animation 1102 includes two game frames for indicating that the first hit identifier 302 moves, and specifically, includes a first frame 1104 and a second frame 1106, where the first frame 1104 is used to indicate that the first hit identifier 302 is to be controlled to move towards a first direction (left), and the second frame 1106 is used to indicate that the first hit identifier 302 is to be controlled to resume moving towards a second direction opposite to the first direction, in other words, a position before the first hit identifier 302 in the first frame 1104 is controlled to move towards the first direction (left) coincides with a position after the first hit identifier 302 in the second frame 1106 is controlled to resume moving towards the second direction opposite to the first direction.
Through the embodiment provided by the application, in the fourth animation, the first hit identifier is controlled to move towards the first direction, and the first hit identifier is restored to move towards the second direction opposite to the first direction after moving for the first distance, so that the aim of ensuring that the hit identifier can be completely displayed under the condition of dynamically displaying the hit identifier is fulfilled, and the effect of improving the dynamic display integrity of the hit identifier is realized.
As an optional scheme, when the movement is resumed in a second direction opposite to the first direction after the movement of the first distance, the method further includes:
and under the condition that the attack operation hits the second virtual role again, the first hit identifier is controlled to move towards a third direction, and the first hit identifier restores to move towards a fourth direction corresponding to the initial position of the first hit identifier after moving for a second distance, wherein the third direction is a randomly determined jitter direction.
It should be noted that, when the attack operation hits the second virtual character again, the first hit identifier is controlled to move to the third direction, and the movement is resumed in the fourth direction corresponding to the initial position of the first hit identifier after the first hit identifier moves by the second distance, where the third direction is a randomly determined shaking direction. Alternatively, the initial position may be, but is not limited to, a fixed position of the preset first hit identifier, and in the case that the first hit identifier is in a non-jittered state, the first hit identifier may be, but is not limited to, located at the initial position, or the initial position may be, but is not limited to, a position where the first hit identifier is in a non-jittered state.
To further illustrate, optionally, for example, as shown in fig. 9, during the display of the third animation 902, the first hit identifier 302 is in a non-jittered state, and the first hit identifier 302 is located at an initial position.
By further example, optionally, for example, based on the scenario shown in fig. 3, continuing with fig. 12, in the process that the attack operation hits the second virtual character 306, displaying a fourth animation 1202, specifically, the fourth animation 1202 may include, but is not limited to, a first sub-screen 1204, a second sub-screen 1206, a third sub-screen 1208, and a fourth sub-screen 12010, where the first sub-screen 1204, the second sub-screen 1206, and the third sub-screen 1208 are used to indicate that the attack operation hits the second virtual character 306 continuously, the first sub-screen 1204 is in a jittering state, specifically, the first sub-screen 1204 is used to indicate that the first hit identifier 302 is jittered in the first direction (left), the second sub-screen 1206 is used to indicate that the first hit identifier 302 is jittered in the second direction (left), the third sub-screen 1208 is used to indicate that the first hit identifier 302 is jittered in the second direction (down), and optionally, the first hit identifier 302 is jittered in the third direction (right), and in the first sub-screen 1204 is in the position before the first sub-screen 302 is jittering in the second direction (left);
further, an optional fourth sub-screen 1210 is used to indicate that the first hit identifier 302 is in a non-jittered state after the attack operation is terminated and the second virtual character 306 is hit continuously, and specifically, the fourth sub-screen 1210 is used to indicate that the first hit identifier 302 is jittered in a third direction (right) and then moves to a fourth direction, where the fourth direction is a direction pointing to the initial position, in other words, in the fourth sub-screen 1210, the position of the first hit identifier 302 after moving to the fourth direction is the initial position.
Through the embodiment provided by the application, under the condition that the attack operation hits the second virtual role again, the first hit identifier is controlled to move towards the third direction, and the fourth direction corresponding to the initial position of the first hit identifier is recovered to move after the second distance is moved, wherein the third direction is a randomly determined shaking direction, and through setting the initial position, the purpose of rapidly controlling and recovering the original state after the hit identifier changes is achieved, and the effect of improving the control efficiency of the hit identifier is achieved.
As an alternative, the displaying the first animation of the first hit identifier includes:
s1, determining a target part of a second virtual role in the case that attack operation hits the second virtual role;
and S2, displaying the first hit identifier matched with the target part under the target form.
It should be noted that, to reflect the reality of the game, different hit feedbacks may be presented when the attack operation hits different positions of the second virtual character, where the hit feedbacks may include, but are not limited to, an injury feedback, a display feedback, and the like, the injury feedback may include, but is not limited to, a value of an injury to the second virtual character caused by the attack operation hitting different positions of the second virtual character, and the display feedback may include, but is not limited to, a feedback screen indicating that the attack operation hits different positions of the second virtual character.
By way of further example, optionally, based on the scenario shown in fig. 3, continuing with fig. 13, the second avatar 306 is pre-divided into three portions, specifically, a portion a1302 (head), a portion B1304 (upper body), and a portion C1306 (lower body);
further, optionally, referring to fig. 13 and the above-mentioned damage feedback, for example, in the case of the attack operation hit location a1302, 100-point damage is caused to the second virtual character 306, for example, in the case of the attack operation hit location B1304, 80-point damage is caused to the second virtual character 306, and for example, in the case of the attack operation hit location C1306, 60-point damage is caused to the second virtual character 306.
Further, optionally, referring to fig. 13 and the display feedback described above, for example, in the case of the attack operation hit portion a1302, the first hit identifier 302 in red is displayed, for example, in the case of the attack operation hit portion B1304, the first hit identifier 302 in orange is displayed, and for example, in the case of the attack operation hit portion C1306, the first hit identifier 302 in blue is displayed.
Further, optionally, for example, based on the scenario shown in fig. 13, continuing to use fig. 14 as an example, with reference to the display feedback, for example, when the attack operation hits the portion a1302 and the vital parameter value of the second virtual character 306 reaches the target value, the first hit identifier 302 is displayed, and at the same time, the second hit identifier 1402 is displayed, for example, when the attack operation hits the portion B1304, where the second hit identifier 1402 is used to prompt that the attack operation hits the portion a1302 of the second virtual character 306 and killing is completed (the vital parameter value of the second virtual character 306 reaches the target value).
According to the embodiment provided by the application, under the condition that the attack operation hits the second virtual role, the hit target part of the second virtual role is determined; the first hit identifier matched with the target part under the target form is displayed, the aim of displaying different hit feedbacks under different scenes is fulfilled, and the effect of displaying diversity of the hit feedbacks is achieved.
As an alternative, for convenience of understanding, a specific gun battle game scene is taken as an example for illustration, and as shown in fig. 15, the following specific steps are optionally performed:
step S1502, a first virtual role currently controlled by a client executes attack operation;
step S1504, judging whether the attack operation hits, if so, executing step S1506, and if not, continuing to judge whether the attack operation hits;
step S1506, determining whether the attack operation hits the hit target, if yes, performing step S1508, and if no, performing step S1510;
step S1508, displaying the red hit feedback special effect;
step S1510, displaying a white hit feedback special effect;
step S1512, randomly playing a special effect that the hit mark is in a jitter state, and starting to lift the angle of the hit mark;
step S1514, judge again whether the attack operation hits, in case of yes, carry out step S1516, in case of no, continue judging whether the attack operation hits;
step S1516, randomly playing a special effect that the hit mark is in a jittering state, and continuously raising the angle of the hit mark;
step S1518 of determining whether the angle of the up-and-down hit flag falls to the origin position, and if yes, executing step S1520, and if no, continuing to determine and execute step S1516;
step S1520 stops playing the special jitter effect.
Optionally, in this embodiment, the hit identifier may be, but not limited to, a static feedback Interface Design (UI), and is displayed in the center of a screen of the client, where the shake special effect is based on the hit identifier, where the shake special effect may be, but not limited to, adding random shake animations in multiple directions, and optionally, the shake special effect may be, but not limited to, enhancing the display of the above expression, and is unrelated to hit damage of the hit target, and unrelated to hit for the second time, and is completely random each time.
In addition, the effect of a lift-up angle and a fall-back angle of hitting the UI can be, but is not limited to, additionally increased, and optionally, the directions of the lift-up and the fall-back are determined according to the direction of each UI;
for further example, as shown in fig. 16, as an alternative, the interface design 1602 includes four UIs, where the four UIs individually follow the directions of the four arrows to lift and fall back, and extend during the lifting process, and shrink during the falling process, and start falling when the UI lifts to the maximum value, and if hit again during the falling process, the UI stops falling from this position and then continues to lift, and of course, the height of the lift is also only the maximum value, that is, if the player hits the target continuously within a certain time, it can be seen that the UI does not fall back to the starting point until the attack is stopped, so that the player can also see the condition and number of hits on the target through the hit feedback effect of the UI (there is only one stationary UI before, and it cannot see how many hits on the target).
Optionally, in this embodiment, if the player directly hits the target, the feedback UI with animation effect will not be played, but another feedback UI with a different color is played;
furthermore, optionally to distinguish that the player hit a different part, thus adding a different part hit UI expression, for example but not limited to a split into two, i.e. whether a head hit.
Optionally, in this embodiment, a gunpoint of the player is used as a starting point, a ray detection is emitted, the distance is used as a planning configuration parameter, when a hit collision box on the target body is detected, the hit is indicated, and when the hit collision box is detected, the hit part is continuously detected, wherein, optionally, each part is hung with a collision box.
Through the embodiment provided by the application, the hitting feedback of rebound bounce is introduced, namely, on the basis of the original UI, the mode of animation effect is added, the purpose of vivid display hitting feedback is achieved by increasing the random direction shaking effect, increasing the rising and falling effect on the hitting feedback UI, hitting and killing special effect design and hitting feedback design of different parts, and therefore the technical effect of improving the display vividness of the hitting feedback is achieved.
It should be noted that for simplicity of description, the above-mentioned method embodiments are shown as a series of combinations of acts, but those skilled in the art will recognize that the present invention is not limited by the order of acts, as some steps may occur in other orders or concurrently in accordance with the invention. Further, those skilled in the art should also appreciate that the embodiments described in the specification are preferred embodiments and that the acts and modules referred to are not necessarily required by the invention.
According to another aspect of the embodiments of the present invention, there is also provided a hit feedback apparatus for implementing the above hit feedback method. As shown in fig. 17, the apparatus includes:
a first display unit 1702, configured to display a screen on which a first virtual character controlled by a client performs an attack operation in a process in which a shooting game task is executed in the client;
a second display unit 1704 for displaying a first animation of a first hit flag in the first animation, in which the first hit flag is in a jittered state, in a case where the attack operation hits a second virtual character in the shooting game task, the first hit flag indicating that the attack operation hits the second virtual character, the second virtual character being a virtual character in a different formation from the first virtual character.
Alternatively, in the present embodiment, the above-mentioned hit feedback device may be applied, but not limited, to a game application, such as a shooting game application. During the course of running a shooting game mission, the game players participating in the shooting game mission will be divided into two camps, wherein players of one camp will collaboratively beat or kill players of the other camp. In this embodiment, in the case where it is detected that an attack operation performed by a player-controlled virtual character hits a virtual character controlled by another player in a battle, or a virtual character controlled by a player in the same battle, hit feedback is triggered, thereby ensuring consistency of the hit feedback.
Alternatively, in this embodiment, the Game application may be a Multiplayer Online tactical sports Game (MOBA) application, or may also be a Single-Player Game (SPG) application. The types of gaming applications described above may include, but are not limited to, at least one of: two-dimensional (2D) game applications, three-dimensional (3D) game applications, virtual Reality (VR) game applications, augmented Reality (AR) game applications, mixed Reality (MR) game applications. The above is merely an example, and the present embodiment is not limited to this.
Further, the Shooting Game application may be a Third Person Shooting Game (TPS) application, which is executed from the perspective of a Third-party character object other than a virtual character controlled by a current player, or a First Person Shooting Game (FPS) application, which is executed from the perspective of a virtual character controlled by a current player. Correspondingly, the sound source virtual object for generating sound during the game task running process may be, but is not limited to: a virtual Character (also referred to as a Player Character) controlled by each game application client, a Non-Player Character (NPC), a property object (such as a gun) controlled by the virtual Character, and a carrier object (such as a vehicle) controlled by the virtual Character. The above is merely an example, and this is not limited in this embodiment.
For a specific embodiment, reference may be made to the example shown in the foregoing hit feedback method, and details in this example are not described herein again.
Further, it should be noted that, the first hit flag in the shaking state may be, but not limited to, a single position change or a single form change occurring within a preset time period, and may also be, but not limited to, a combined change occurring within a preset time period, for example, a position change and a form change occurring simultaneously within a preset time period, specifically, the form change may also be, but not limited to, a single shape change, a color change, a size change, an angle change, a thickness change, a number change, and the like, and the form change may also be, but not limited to, a combined change, for example, a shape change and a color change are combined and changed, and thus, a diversified display mode of hit feedback is provided, and an effect of improving display diversity of hit feedback is achieved.
Optionally, in this embodiment, the display content of the first animation may be, but is not limited to, related to an attack operation performed by the first virtual character, for example, the display content of the first animation is adjusted in the case of at least one of the following:
1. when the attack operation executed by the first virtual character hits the second virtual character but the target attribute (such as a life value) of the second virtual character is not reduced, adjusting the display content of the first animation;
2. when the attack operation executed by the first virtual character hits the second virtual character and the target attribute (such as a life value) of the second virtual character is reduced, but the reduced target attribute of the second virtual character corresponding to the attack operation does not reach a preset threshold value, adjusting the display content of the first animation;
3. when the attack operation executed by the first virtual character hits a second virtual character and the target attribute of the second virtual character reduced correspondingly to the attack operation reaches a preset threshold value, adjusting the display content of the first animation;
4. when the attack operation executed by the first virtual character hits a second virtual character and the current target attribute of the second virtual character subjected to the attack operation reaches a lower limit threshold value, adjusting the display content of the first animation;
5. when the attack operation executed by the first virtual character hits the second virtual character and the attack operation hits the target part of the second virtual character, adjusting the display content of the first animation;
6. when the attack operation executed by the first virtual character hits a second virtual character, the target attribute of the second virtual character reduced correspondingly to the attack operation reaches a preset threshold value, and the attack operation hits the target part of the second virtual character, the display content of the first animation is adjusted;
7. under the condition that an attack operation executed by a first virtual character hits a second virtual character, the attack operation hits a target part of the second virtual character, and the current target attribute of the second virtual character subjected to the attack operation reaches a lower limit threshold, adjusting the display content of the first animation;
8. when the attack operation executed by the first virtual character hits the second virtual character and the hit duration of the attack operation continuously reaches the preset duration, adjusting the display content of the first animation;
the display content of the first animation may include, but is not limited to, a status type including a jitter status of the first hit identifier, and the status type may include, but is not limited to, a change type (e.g., a position change, a form change, etc.) of the first hit identifier and a change duration (e.g., a preset time period) of the first hit identifier. The above cases are all examples, and this is not limited in this embodiment.
Optionally, in this embodiment, the partial content of the first animation may be, but is not limited to, independent of the attack operation performed by the first avatar, for example, the type of the state that the first hit identifier displayed in the first animation is in a jittering state is determined randomly, specifically, the type of the change of the first hit identifier may be, but is not limited to, determined randomly, and the duration of the change of the first hit identifier may be, but is not limited to, determined by the duration of the hit of the attack operation performed by the first avatar. Here, this is an example, and this is not limited in this embodiment.
By the embodiment provided by the application, in the process of running a shooting game task in the client, a picture of executing attack operation by a first virtual character controlled by the client is displayed; under the condition that the attack operation hits a second virtual character in the shooting game task, a first animation of a first hit identifier is displayed, wherein the first hit identifier is in a jittering state in the first animation, the first hit identifier is used for indicating that the attack operation hits the second virtual character, the second virtual character and the first virtual character are virtual characters in different avatars, the effect of hit feedback is vividly displayed through the jittering of the animation display identifier, the aim of vividly displaying hit feedback is further fulfilled by utilizing the higher vividness of the animation, and therefore the technical effect of improving the vividness of display of the hit feedback is achieved.
As an alternative, the second display unit 1704 includes:
and the first display module is used for displaying a jitter image corresponding to the jitter of the first hit identifier in the target direction under the condition that the second virtual role is hit by the attack operation and the life parameter value of the hit second virtual role does not reach the target value, wherein the target direction is the jitter direction randomly determined after the attack operation is executed.
For a specific embodiment, reference may be made to the example shown in the above hit feedback method, and details in this example are not described herein again.
As an optional scheme, the method further comprises the following steps:
and the third display unit is used for displaying a second animation of the first hit identifier when displaying the first animation of the first hit identifier under the condition that the attack operation continuously hits the second virtual character after displaying the picture of the attack operation executed by the first virtual character controlled by the client, wherein the second animation is an enlarged animation of the first hit identifier.
For a specific embodiment, reference may be made to the example shown in the above hit feedback method, and details in this example are not described herein again.
As an alternative, the third display unit includes:
and the first adjusting module is used for adjusting and amplifying the identification size of the first hit identification to a display size matched with the number of times of continuous hits on the second virtual character in the second animation.
For a specific embodiment, reference may be made to the example shown in the foregoing hit feedback method, and details in this example are not described herein again.
As an optional scheme, the method further comprises the following steps:
and the second display module is used for displaying a third animation of the first hit identifier under the conditions that the number of times of continuously hitting the second virtual character by the attack operation is N, and the second animation of the first hit identifier is displayed after the second animation of the first hit identifier is displayed, and the (N + 1) th attack operation does not hit the second virtual character, wherein the third animation is a reduced animation of the first hit identifier.
For a specific embodiment, reference may be made to the example shown in the foregoing hit feedback method, and details in this example are not described herein again.
As an alternative, the second display module comprises one of:
the second adjusting module is used for adjusting the size of the first hit identifier to be reduced to the original size in the third animation;
and the third adjusting module is used for adjusting the size of the first hit identifier to be reduced to the display size matched with the N in the third animation.
For a specific embodiment, reference may be made to the example shown in the foregoing hit feedback method, and details in this example are not described herein again.
As an optional scheme, the method further comprises the following steps:
and the fourth display unit is used for displaying a fourth animation of the first hit identifier when displaying the first animation of the first hit identifier after displaying the picture of the attack operation executed by the first virtual character controlled by the client and under the condition that the attack operation hits the second virtual character, wherein the fourth animation is a simulated animation of the first hit identifier and is used for representing the change of the simulated recoil of the attack operation on the first hit identifier.
For a specific embodiment, reference may be made to the example shown in the above hit feedback method, and details in this example are not described herein again.
As an alternative, the fourth display unit includes:
and the first control module is used for controlling the first hit identifier to move towards a first direction in the fourth animation and restoring to move towards a second direction opposite to the first direction after moving the first distance.
For a specific embodiment, reference may be made to the example shown in the foregoing hit feedback method, and details in this example are not described herein again.
As an optional scheme, the method further comprises the following steps:
and the second control module is used for controlling the first hit identifier to move towards a third direction under the condition that the attack operation hits the second virtual role again when the attack operation recovers to move towards a second direction opposite to the first direction after moving the first distance, and recovering to move towards a fourth direction corresponding to the initial position of the first hit identifier after moving the second distance, wherein the third direction is a randomly determined shaking direction.
For a specific embodiment, reference may be made to the example shown in the foregoing hit feedback method, and details in this example are not described herein again.
As an alternative, the second display unit 1704 includes:
the determining module is used for determining a target part of the second virtual role which is hit under the condition that the attack operation hits the second virtual role;
and the third display module is used for displaying the first hit identifier matched with the target part under the target form.
For a specific embodiment, reference may be made to the example shown in the foregoing hit feedback method, and details in this example are not described herein again.
According to yet another aspect of the embodiments of the present invention, there is also provided an electronic device for implementing the hit feedback method, as shown in fig. 18, the electronic device includes a memory 1802 and a processor 1804, the memory 1802 stores therein a computer program, and the processor 1804 is configured to execute the steps in any one of the method embodiments described above through the computer program.
Optionally, in this embodiment, the electronic device may be located in at least one network device of a plurality of network devices of a computer network.
Optionally, in this embodiment, the processor may be configured to execute the following steps by a computer program:
s1, in the process of running a one-shot game task in a client, displaying a picture of a first virtual character controlled by the client for executing attack operation;
and S2, under the condition that the second virtual character in the shooting game task is hit by the attack operation, displaying a first animation of a first hit identifier, wherein the first hit identifier is in a jittering state in the first animation, the first hit identifier is used for indicating that the second virtual character is hit by the attack operation, and the second virtual character and the first virtual character are virtual characters in different camps.
Alternatively, it can be understood by those skilled in the art that the structure shown in fig. 18 is only an illustration, and the electronic device may also be a terminal device such as a smart phone (e.g., an Android phone, an iOS phone, etc.), a tablet computer, a palmtop computer, a Mobile Internet Device (MID), a PAD, and the like. Fig. 18 is a diagram illustrating a structure of the electronic device. For example, the electronic device may also include more or fewer components (e.g., network interfaces, etc.) than shown in FIG. 18, or have a different configuration than shown in FIG. 18.
The memory 1802 may be used to store software programs and modules, such as program instructions/modules corresponding to the hit feedback method and apparatus in the embodiments of the present invention, and the processor 1804 executes various functional applications and data processing by running the software programs and modules stored in the memory 1802, that is, implementing the above-mentioned hit feedback method. The memory 1802 may include high-speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some examples, the memory 1802 can further include memory located remotely from the processor 1804, which can be connected to the terminals over a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof. The memory 1802 may be specifically, but not limited to, used to store the false first hit flag, the first animation, the jitter status, and other information. As an example, as shown in fig. 18, the memory 1802 may include, but is not limited to, a first display unit 1702 and a second display unit 1704 in the hit feedback device. In addition, other module units in the above hit feedback device may also be included, but are not limited to this, and are not described in this example again.
Optionally, the transmitting device 1806 is configured to receive or transmit data via a network. Examples of the network may include a wired network and a wireless network. In one example, the transmission device 1806 includes a Network adapter (NIC) that can be connected to a router via a Network cable and other Network devices so as to communicate with the internet or a local area Network. In one example, the transmission device 1806 is a Radio Frequency (RF) module, which is used for communicating with the internet in a wireless manner.
In addition, the electronic device further includes: a display 1808, configured to display information such as the first hit flag, the first animation, and the shake state; and a connection bus 1810 for connecting the respective module components in the above-described electronic apparatus.
In other embodiments, the terminal device or the server may be a node in a distributed system, where the distributed system may be a blockchain system, and the blockchain system may be a distributed system formed by connecting a plurality of nodes through a network communication. A Peer-To-Peer (P2P) network may be formed between the nodes, and any type of computing device, such as a server, a terminal, and other electronic devices, may become a node in the blockchain system by joining the Peer-To-Peer network.
According to an aspect of the application, a computer program product or computer program is provided, comprising computer instructions, the computer instructions being stored in a computer readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and executes the computer instructions to cause the computer device to execute the hit feedback method provided in various alternative implementations of the aspect that the attack operation hits the second virtual role or the aspect that the attack operation hits and kills the second virtual role, wherein the computer program is configured to execute the steps in any of the method embodiments described above when running.
Alternatively, in the present embodiment, the above-mentioned computer-readable storage medium may be configured to store a computer program for executing the steps of:
s1, in the process of running a one-shot game task in a client, displaying a picture of a first virtual character controlled by the client for executing attack operation;
and S2, under the condition that the second virtual character in the shooting game task is hit by the attack operation, displaying a first animation of a first hit identifier, wherein the first hit identifier is in a jittering state in the first animation, the first hit identifier is used for indicating that the second virtual character is hit by the attack operation, and the second virtual character and the first virtual character are virtual characters in different camps.
Alternatively, in this embodiment, a person skilled in the art may understand that all or part of the steps in the methods of the foregoing embodiments may be implemented by a program instructing hardware associated with the terminal device, where the program may be stored in a computer-readable storage medium, and the storage medium may include: flash disks, read-Only memories (ROMs), random Access Memories (RAMs), magnetic or optical disks, and the like.
The above-mentioned serial numbers of the embodiments of the present invention are merely for description and do not represent the merits of the embodiments.
The integrated unit in the above embodiments, if implemented in the form of a software functional unit and sold or used as a separate product, may be stored in the above computer-readable storage medium. Based on such understanding, the technical solution of the present invention may be substantially or partially implemented in the prior art, or all or part of the technical solution may be embodied in the form of a software product stored in a storage medium, and including instructions for causing one or more computer devices (which may be personal computers, servers, or network devices) to execute all or part of the steps of the method according to the embodiments of the present invention.
In the above embodiments of the present invention, the descriptions of the respective embodiments have respective emphasis, and for parts that are not described in detail in a certain embodiment, reference may be made to related descriptions of other embodiments.
In the several embodiments provided in the present application, it should be understood that the disclosed client may be implemented in other manners. The above-described embodiments of the apparatus are merely illustrative, and for example, a division of a unit is merely a division of a logic function, and an actual implementation may have another division, for example, a plurality of units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, units or modules, and may be in an electrical or other form.
Units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present invention may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, and can also be realized in a form of a software functional unit.
The foregoing is only a preferred embodiment of the present invention, and it should be noted that, for those skilled in the art, various modifications and decorations can be made without departing from the principle of the present invention, and these modifications and decorations should also be regarded as the protection scope of the present invention.
Claims (9)
1. A hit feedback method, comprising:
displaying a picture of a first virtual character controlled by a client to execute attack operation in the process of running a shooting game task in the client;
under the condition that a second virtual character in the shooting game task is hit by the attack operation and the life parameter value of the second virtual character after being hit does not reach a target value, determining a target part of the second virtual character, displaying a first animation of a first hit identifier in a target form matched with the target part, lifting the angle of the first hit identifier to the maximum value and then falling back, and in a fourth animation of the first hit identifier, controlling the first hit identifier to move towards a first direction for a first distance and then controlling the first hit identifier to restore and move towards a second direction opposite to the first direction, wherein the fourth animation is a simulation animation of the first hit identifier and is used for representing the change of simulated recoil of the attack operation on the first hit identifier after the first hit identifier acts on the simulation animation;
wherein, in the first animation, the first hit identifier is in a jittering state in a target direction, the first hit identifier is used for indicating that the attack operation hits the second virtual character, the second virtual character and the first virtual character are virtual characters in different camps, a central point of the first hit identifier is used for displaying a display screen center of a game screen of the one-shot game task, the target direction is the same as the first direction, the first direction is used for indicating an acting direction of simulated recoil of the attack operation, the first hit identifier is used for indicating different hit feedbacks presented when the attack operation hits different positions of the second virtual character, the hit feedbacks include an injury feedback and a display feedback, the injury feedback is used for indicating an injury value caused by the attack operation hitting the different positions of the second virtual character to the second virtual character, and the display feedback is used for indicating that the attack operation hits the feedback screen of the different positions of the second virtual character;
when the first hit identifier is controlled to return to move to a second direction opposite to the first direction, under the condition that the attack operation hits the second virtual role again, the first hit identifier is controlled to move to a third direction, and the first hit identifier is controlled to move a second distance and then return to move to a fourth direction corresponding to the initial position of the first hit identifier, wherein the third direction is a randomly determined shaking direction, and the initial position is a position where the first hit identifier is in a non-shaking state;
when the second virtual character is hit again in the falling process of the first hit identifier, the second virtual character falls after the angle of the first hit identifier is raised to the maximum value at the position where the first hit identifier is located, and a second animation of the first hit identifier is displayed in a superposed manner when the first animation of the first hit identifier is displayed, wherein the second animation is an enlarged animation of the first hit identifier; when the first hit identifier is controlled to fall back to the center of the display picture, stopping playing the first animation;
and when the attack operation hits the second virtual character and the life parameter value of the hit second virtual character reaches a target value, determining that the second virtual character is hit, not displaying animation feedback corresponding to the first hit identifier, and displaying a preset feedback picture, wherein the feedback color in the preset feedback picture is different from the feedback color in the animation feedback, and the animation feedback comprises the first animation, the second animation, the fourth animation and the lift-and-fall animation on the first hit identifier.
2. The method of claim 1, wherein displaying a first animation of a first hit in a target configuration matching the target site further comprises:
and displaying a shaking picture corresponding to shaking of the first hit identifier in the target direction under the condition that the second virtual character is hit by the attack operation and the life parameter value of the hit second virtual character does not reach the target value, wherein the target direction is a shaking direction randomly determined after the attack operation is executed.
3. The method of claim 1, wherein the displaying the second animation of the first hit identification comprises:
in the second animation, the identification size of the first hit identification is to be resized to a display size that matches the number of consecutive hits on the second virtual character.
4. The method according to claim 1, wherein in a case where the number of times that the attack operation consecutively hits the second virtual character is N, after the displaying the second animation of the first hit identifier, the method further comprises:
and displaying a third animation of the first hit identifier when the attack operation does not hit the second virtual character at the N +1 th time, wherein the third animation is a reduced animation of the first hit identifier.
5. The method of claim 4, wherein the third animation that displays the first hit identification comprises one of:
in the third animation, the identification size of the first hit identification is to be resized to an original size;
in the third animation, the identification size of the first hit identification is adjusted to be reduced to a display size matching the N.
6. A hit feedback apparatus, comprising:
the system comprises a first display unit, a second display unit and a third display unit, wherein the first display unit is used for displaying a picture of a first virtual character controlled by a client side for executing attack operation in the process of running a shooting game task in the client side;
a second display unit, configured to, when the attack operation hits a second virtual character in the shooting game task, and a vital parameter value of the second virtual character after being hit does not reach a target value, determine a target part of the second virtual character hit, display a first animation of a first hit identifier in a target form that matches the target part, lift up an angle of the first hit identifier to a maximum value, and then fall back, and in a fourth animation of the first hit identifier, control the first hit identifier to move in a first direction for a first distance, and then control the first hit identifier to return to move in a second direction that is opposite to the first direction, where the fourth animation is a simulation animation of the first hit identifier, and the simulation animation is used to represent a change of a simulated recoil force of the attack operation after acting on the first hit identifier;
wherein, in the first animation, the first hit identifier is in a jittering state in a target direction, the first hit identifier is used for indicating that the attack operation hits the second virtual character, the second virtual character and the first virtual character are virtual characters in different camps, a central point of the first hit identifier is used for displaying a display screen center of a game screen of the one-shot game task, the target direction is the same as the first direction, the first direction is used for indicating an acting direction of simulated recoil of the attack operation, the first hit identifier is used for indicating different hit feedbacks presented when the attack operation hits different positions of the second virtual character, the hit feedbacks include an injury feedback and a display feedback, the injury feedback is used for indicating an injury value caused by the attack operation hitting the different positions of the second virtual character to the second virtual character, and the display feedback is used for indicating that the attack operation hits the feedback screen of the different positions of the second virtual character;
a second control module, configured to, when the first hit identifier is controlled to resume moving in a second direction opposite to the first direction, and when the attack operation hits the second virtual role again, control the first hit identifier to move in a third direction, and resume moving in a fourth direction corresponding to an initial position of the first hit identifier after controlling the first hit identifier to move a second distance, where the third direction is a randomly determined shaking direction, and the initial position is a position where the first hit identifier is in a non-shaking state;
when the second virtual role is hit again in the falling process of the first hit identifier, the angle of the first hit identifier is continuously lifted to the maximum value at the position where the first hit identifier is located, and then the second virtual role falls; when the first hit identifier is controlled to fall back to the center of the display picture, stopping playing the first animation;
a third display unit, configured to, after the display of the screen in which the first virtual character controlled by the client performs an attack operation, overlap and display a second animation of the first hit identifier when displaying the first animation of the first hit identifier when the attack operation continuously hits the second virtual character, where the second animation is an enlarged animation of the first hit identifier;
means for performing the steps of: and when the attack operation hits the second virtual character and the life parameter value of the hit second virtual character reaches a target value, determining that the second virtual character is hit, not displaying animation feedback corresponding to the first hit identifier, and displaying a preset feedback picture, wherein the feedback color in the preset feedback picture is different from the feedback color in the animation feedback, and the animation feedback comprises the first animation, the second animation, the fourth animation and the lift-and-fall animation on the first hit identifier.
7. The apparatus of claim 6, wherein the second display unit comprises:
and the first display module is used for displaying a shaking picture corresponding to shaking of the first hit identifier in the target direction under the condition that the second virtual character is hit by the attack operation and the life parameter value of the hit second virtual character does not reach the target value, wherein the target direction is a shaking direction randomly determined after the attack operation is executed.
8. A computer-readable storage medium, comprising a stored program, wherein the program when executed performs the method of any of claims 1 to 5.
9. An electronic device comprising a memory and a processor, characterized in that the memory has stored therein a computer program, the processor being arranged to execute the method of any of claims 1 to 5 by means of the computer program.
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CN113827975B (en) * | 2021-09-23 | 2023-08-08 | 网易(杭州)网络有限公司 | Shooting animation processing method, device, terminal and storage medium |
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CN103501287B (en) * | 2013-09-03 | 2017-02-22 | 网易(杭州)网络有限公司 | Method and equipment for determining hit motion object in game operation process |
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