CN113680058A - Using method, device, equipment and storage medium for recovering life value prop - Google Patents

Using method, device, equipment and storage medium for recovering life value prop Download PDF

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Publication number
CN113680058A
CN113680058A CN202111007276.9A CN202111007276A CN113680058A CN 113680058 A CN113680058 A CN 113680058A CN 202111007276 A CN202111007276 A CN 202111007276A CN 113680058 A CN113680058 A CN 113680058A
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China
Prior art keywords
teammate
virtual
avatar
prop
avatars
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CN202111007276.9A
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Chinese (zh)
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CN113680058B (en
Inventor
刘智洪
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5372Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8076Shooting
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8082Virtual reality
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02WCLIMATE CHANGE MITIGATION TECHNOLOGIES RELATED TO WASTEWATER TREATMENT OR WASTE MANAGEMENT
    • Y02W90/00Enabling technologies or technologies with a potential or indirect contribution to greenhouse gas [GHG] emissions mitigation

Abstract

The application discloses a use method, a device, equipment and a storage medium for recovering a life value prop, and belongs to the technical field of computers. The method comprises the following steps: displaying a view screen of a first virtual character located in a virtual environment; determining n teammate virtual roles which meet system recovery conditions in the virtual environment in response to the first virtual role using the target prop; and restoring the life values of the n teammate virtual characters to a full blood state, and adding additional life values for the n teammate virtual characters. The method for rapidly recovering and strengthening the life value state of the virtual characters of the teammates improves the occurrence frequency of large-scale tactical competitions involving a large number of virtual characters. The possibility of reversal of the result of the team shooting type tactical competition is increased, the intensity of the team shooting type tactical competition is improved, the competition time is shortened, and the number of services provided by the server for team shooting type tactical competition in units is increased.

Description

Using method, device, equipment and storage medium for recovering life value prop
Technical Field
The present application relates to the field of computer technologies, and in particular, to a method, an apparatus, a device, and a storage medium for using a life value recovery prop.
Background
Virtual characters that typically need to be controlled in applications that include virtual environments perform activities in the virtual environments, such as: walking, driving, climbing, picking up objects, fighting, etc., wherein the virtual character can use the virtual prop to realize the function of the virtual prop.
In the related art, the life value recovery prop is provided with an effective time length, and the life value of the virtual character is continuously recovered within the effective time length. A method for restoring the life value is provided for the virtual role under the condition that the life value is low.
However, within the effective duration of the props, the virtual character cannot immediately and actively engage in tactical competition with the enemy virtual character, after the prop for restoring the life value is used, the teammate virtual character needs to avoid the enemy virtual character under the condition that the life value is low, and then engage in tactical competition when the life value is restored to a high value, so that the time for tactical competition is prolonged.
Disclosure of Invention
The application provides a use method, a device, equipment and a storage medium for recovering a life value prop, which can improve and keep the intensity of team shooting type tactical competition, shorten the time of game-play and improve the efficiency of a server for providing team shooting type tactical competition game-play service. The technical scheme is as follows:
according to an aspect of the application, there is provided a method of using a restored-life-value prop, the method comprising:
displaying a visual angle picture of a first virtual character in a virtual environment, wherein the virtual environment is used for providing team shooting type tactical competitions among virtual characters, the first virtual character is provided with m team-friend virtual characters in the virtual environment, all or part of the first virtual character and the m team-friend virtual characters are provided with shooting props, the first virtual character is also provided with target props, and the target props are props for restoring life values by collective sex;
determining n teammate virtual characters which accord with a system recovery condition in the virtual environment in response to the first virtual character using the target prop, wherein n and m are positive integers, and n is smaller than or equal to m;
and restoring the life values of the n teammate virtual characters to a full blood state, and adding additional life values for the n teammate virtual characters.
According to another aspect of the application, there is provided a use device for restoring a life value prop, the device comprising:
the system comprises a first display module, a second display module and a third display module, wherein the first display module is used for displaying a visual angle picture of a first virtual role in a virtual environment, the virtual environment is used for providing team shooting type tactical competition among the virtual roles, the first virtual role is provided with m team-friend virtual roles in the virtual environment, all or part of the first virtual role and the m team-friend virtual roles have shooting props, the first virtual role is also provided with a target prop, and the target prop is a prop for recovering the life value by integration;
a first determining module, configured to determine n teammate virtual roles that meet a system recovery condition in the virtual environment in response to the first virtual role using the target prop, where n and m are positive integers and n is less than or equal to m;
and the recovery module is used for recovering the life values of the n teammate virtual characters to be in a full blood state and adding additional life values for the n teammate virtual characters.
In an optional design of the present application, the target prop has a trigger duration before being effective, and the apparatus further includes:
and the second display module is used for displaying the use animation of the target prop within the trigger time length of the target prop, wherein the use animation comprises the role information of the n teammate virtual roles.
In an optional design of the present application, the first determining module is configured to determine, in response to the first avatar using a target prop, n teammate avatars in the virtual environment, which are closest to the first avatar, as n teammate avatars meeting a system recovery condition in the virtual environment;
or the like, or, alternatively,
determining x teammate avatars in the virtual environment that are closest in distance to the first avatar in response to the first avatar using a target prop; determining n teammate virtual roles selected by system configuration conditions in the x teammate virtual roles as n teammate virtual roles meeting system recovery conditions in the virtual environment, wherein x is a positive integer, and is larger than n and smaller than or equal to m;
or the like, or, alternatively,
determining x teammate avatars in the virtual environment that are closest in distance to the first avatar in response to the first avatar using a target prop; and determining the n teammate virtual roles selected by the input selection signal in the x teammate virtual roles as the n teammate virtual roles meeting the system recovery condition in the virtual environment, wherein x is a positive integer, and is greater than n and less than or equal to m.
In an alternative design of the present application, the system configuration condition relates to a remaining life value of the teammate avatar before recovery;
or, the system configuration condition is related to a distance between the teammate avatar and an enemy avatar;
or, the system configuration condition is related to a distance between the teammate virtual character and the first virtual character;
or the system configuration condition is related to the behavior state of the teammate virtual character.
In an optional design of the present application, the second display module is configured to display a usage animation of the target prop within a trigger duration of the target prop, where the usage animation includes role information of the n teammate virtual roles, and the role information of a second virtual role of the n teammate virtual roles is displayed as an abnormal state;
and the second virtual character is a virtual character of which the life value is reduced to zero within the trigger time length of the target prop.
In an optional design of the present application, the target prop has a trigger duration before being effective;
and the recovery module is used for recovering the life values of the n teammate virtual characters to be in a full blood state under the condition that an interruption condition is not triggered within the trigger duration of the target prop, and adding additional life values for the n teammate virtual characters.
In an alternative design of the present application, the interrupting condition includes at least one of:
within the trigger duration, the life value of the first virtual character is reduced to zero;
within the trigger duration, the first virtual role is attacked by a specified type;
the teammate virtual character uses the target prop, and the target prop takes effect within the trigger duration;
and in the trigger duration, the first virtual character is provided with a first mark, and the first mark is added to any teammate virtual character after the target prop is used for the first virtual character.
In an alternative design of the present application, the apparatus further includes:
a marking module, configured to add a first mark to the n teammate virtual characters when the target prop is in effect;
the first flag has a flag duration, the first flag being cancelled upon expiration of the flag duration.
In an alternative design of the present application, the apparatus further includes:
a second determining module, configured to determine, in response to the first virtual character using the target prop, k teammate virtual characters that meet a system influence condition in the virtual environment, where k is a positive integer and is less than or equal to m;
and the loss reducing module is used for reducing the attribute values of the k teammate virtual characters.
In an alternative design of the present application, the system affecting condition includes at least one of:
k teammate avatars farthest from the first avatar;
k teammate avatars not selected by the input selection signal among the x teammate avatars closest to the first avatar;
k teammate avatars that are not selected by the system configuration conditions among the x teammate avatars that are closest to the first avatar.
In an alternative design of the present application, the impairment module comprises at least one of:
reducing the life values of the k teammate avatars;
reducing the speed of movement of the k teammate avatars;
enlarging the shape size of the k teammate avatars;
increasing the item cooling time for the k teammate avatars.
According to another aspect of the present application, there is provided a computer device comprising a processor and a memory having stored therein at least one instruction, at least one program, set of codes, or set of instructions that is loaded and executed by the processor to implement a method of use of a recovery life value prop as described above.
According to another aspect of the present application, there is provided a computer readable storage medium having stored therein at least one instruction, at least one program, set of codes, or set of instructions, which is loaded and executed by a processor to implement a method of using a restored vital value prop as described above.
According to another aspect of the present application, there is provided a computer program product or computer program comprising computer instructions stored in a computer readable storage medium from which a processor reads and executes the computer instructions to implement the above method of using a restored vital value prop as described above.
The beneficial effect that technical scheme that this application provided brought includes at least:
by immediately restoring the teammate virtual characters to a full blood state and adding additional life values, a mode for quickly restoring a plurality of teammate virtual characters and strengthening the life value state is provided, and favorable conditions for keeping the survival state are provided for the teammate virtual characters to participate in tactical competitions. And the teammate virtual characters are encouraged to simultaneously engage in tactical competitions with the enemy virtual characters under the condition of high life value, so that the occurrence frequency of large-scale tactical competitions involving a large number of virtual characters is improved. The possibility of reversal of the result of the team shooting type tactical competition is increased, the intensity of the team shooting type tactical competition is improved, the fighting rhythm of the team shooting type tactical competition is accelerated, the time of the game is shortened, and the number of services for the team shooting type tactical competition game provided by the server among units is increased.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without creative efforts.
FIG. 1 is a block diagram of a computer system provided in an exemplary embodiment of the present application;
FIG. 2 is a flow chart of a method of using a restored life value prop provided in an exemplary embodiment of the present application;
FIG. 3 is an interface diagram of a first avatar perspective screen in a virtual environment provided by an exemplary embodiment of the present application;
FIG. 4 is a flow chart of a method of using a restored life value prop provided in an exemplary embodiment of the present application;
FIG. 5 is a flow chart of a method of using a restored life value prop provided in an exemplary embodiment of the present application;
FIG. 6 is a schematic illustration of sorting using the Hill sort algorithm as provided by an exemplary embodiment of the present application;
FIG. 7 is an interface diagram of a virtual character distance relationship in a virtual environment provided by an exemplary embodiment of the present application;
FIG. 8 is a flow chart of a method of using a restored life value prop provided in an exemplary embodiment of the present application;
FIG. 9 is an interface diagram of an animation of the use of a targeted prop provided in accordance with an exemplary embodiment of the present application;
FIG. 10 is a flow chart of a method of using a restored life value prop provided in an exemplary embodiment of the present application;
FIG. 11 is a flow chart of a method of using a restored life value prop provided in an exemplary embodiment of the present application;
FIG. 12 is a flow chart of a method of using a restored life value prop provided in an exemplary embodiment of the present application;
FIG. 13 is a flow chart of a method of using a restored life value prop provided in an exemplary embodiment of the present application;
FIG. 14 is a flow chart of a method of using a restored life value prop provided in an exemplary embodiment of the present application;
FIG. 15 is a block diagram of an apparatus for using life value prop provided in an exemplary embodiment of the present application;
fig. 16 is a block diagram of a server according to an exemplary embodiment of the present application.
The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the present application and together with the description, serve to explain the principles of the application.
Detailed Description
To make the objects, technical solutions and advantages of the present application more clear, embodiments of the present application will be described in further detail below with reference to the accompanying drawings.
The present application will first be described in terms of several nouns:
virtual environment: is a virtual environment that is displayed (or provided) when an application is run on the terminal. The virtual environment may be a simulation environment of a real world, a semi-simulation semi-fictional virtual environment, or a pure fictional virtual environment. The virtual environment may be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, or a three-dimensional virtual environment, and the dimension of the virtual environment is not limited in the embodiment of the present application. For example, the virtual environment may include sky, land, ocean, etc., the land may include environmental elements such as deserts, cities, etc., and the user may control the virtual character to move in the virtual environment.
Virtual roles: refers to a movable object in a virtual environment. The movable object can be a virtual character, a virtual animal, an animation character, etc., such as: characters, animals, plants, oil drums, walls, stones, etc. displayed in the virtual environment. The avatar may be an avatar in the virtual environment that is virtual to represent the user. The virtual environment may include a plurality of virtual characters, each of which has its own shape and volume in the virtual environment and occupies a portion of the space in the virtual environment. Optionally, when the virtual environment is a three-dimensional virtual environment, optionally, the virtual character is a three-dimensional stereo model, the three-dimensional stereo model is a three-dimensional character constructed based on a three-dimensional human skeleton technology, and the same virtual character displays different external images by wearing different skins. In some embodiments, the virtual character may also be implemented by using a 2.5-dimensional or 2-dimensional model, which is not limited in this application. Alternatively, the virtual Character may be a Player Character controlled by an operation on the client, or may also be a Non-Player Character (NPC) provided in the virtual environment interaction.
Teammate avatars: are all the avatars in the same battle as the first avatar. Alternatively, the virtual character may be a player character controlled by an operation on the client, or may also be a non-player character set in the virtual environment interaction. For example, in the present embodiment, there is no limitation on whether the teammate avatar can cause the loss of the first avatar life value. It should be noted that: the teammate avatar typically includes the first avatar, but the absence of the first avatar is not excluded. Exemplary scenarios for the same lineup include, but are not limited to: when one or more avatars, equal or unequal in number, are identified in the virtual environment as one or more groups, the teammate avatars are in the same group as the first avatar. In the present application, when the teammate avatar includes the first avatar, the distance between the first avatar and the first avatar is set to 0.
FIG. 1 shows a block diagram of a computer system provided in an exemplary embodiment of the present application. The computer system 100 includes: a first terminal 110, a server 120, a second terminal 130.
The first terminal 110 is installed and operated with a client 111 supporting a virtual environment, and the client 111 may be a multiplayer online battle program. When the first terminal runs the client 111, a user interface of the client 111 is displayed on the screen of the first terminal 110. The client 111 may be any one of a military Simulation program, a large-flight Shooting Game, a Virtual Reality (VR) application program, an Augmented Reality (AR) program, a three-dimensional map program, a Virtual Reality Game, an Augmented Reality Game, a First-Person Shooting Game (FPS), a Third-Person Shooting Game (TPS), a Multiplayer Online tactical sports Game (MOBA), and a strategy Game (SLG). In the embodiment, the client 111 is an FPS game for example. The first terminal 110 is a terminal used by the first user 112, and the first user 112 uses the first terminal 110 to control a first virtual character located in the virtual environment for activity, which may be referred to as a virtual character of the first user 112. The activities of the first avatar include, but are not limited to: at least one of move, jump, transfer, release skill, use prop, adjust body posture, crawl, walk, run, ride, fly, jump, drive, pick, shoot, attack, throw. Illustratively, the first avatar is a first avatar, such as a simulated persona or an animated persona.
The second terminal 130 is installed and operated with a client 131 supporting a virtual environment, and the client 131 may be a multiplayer online battle program. When the second terminal 130 runs the client 131, a user interface of the client 131 is displayed on the screen of the second terminal 130. The client may be any one of a military simulation program, a large fleeing and killing shooting game, a VR application program, an AR program, a three-dimensional map program, a virtual reality game, an augmented reality game, an FPS, a TPS, an MOBA, and an SLG, and in this embodiment, the client is an MOBA game as an example. The second terminal 130 is a terminal used by the second user 113, and the second user 113 uses the second terminal 130 to control a second virtual character located in the virtual environment to perform an activity, and the second virtual character may be referred to as a virtual character of the second user 113. Illustratively, the second avatar is a second avatar, such as a simulated persona or an animated persona.
Optionally, the first virtual character and the second virtual character are in the same virtual environment. Optionally, the first virtual role and the second virtual role may belong to the same camp, the same team, the same organization, a friend relationship, or a temporary communication right. Alternatively, the first virtual character and the second virtual character may belong to different camps, different teams, different organizations, or have a hostile relationship.
Optionally, the clients installed on the first terminal 110 and the second terminal 130 are the same, or the clients installed on the two terminals are the same type of client on different operating system platforms (android or IOS). The first terminal 110 may generally refer to one of a plurality of terminals, and the second terminal 130 may generally refer to another of the plurality of terminals, and this embodiment is only illustrated by the first terminal 110 and the second terminal 130. The device types of the first terminal 110 and the second terminal 130 are the same or different, and include: at least one of a smartphone, a tablet, an e-book reader, an MP3 player, an MP4 player, a laptop portable computer, and a desktop computer.
Only two terminals are shown in fig. 2, but there are a plurality of other terminals 140 that may access the server 120 in different embodiments. Optionally, one or more terminals 140 are terminals corresponding to the developer, a development and editing platform supporting a client in the virtual environment is installed on the terminal 140, the developer can edit and update the client on the terminal 140, and transmit the updated client installation package to the server 120 through a wired or wireless network, and the first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.
The first terminal 110, the second terminal 130, and the other terminals 140 are connected to the server 120 through a wireless network or a wired network.
The server 120 includes at least one of a server, a plurality of servers, a cloud computing platform, and a virtualization center. The server 120 is used for providing background services for clients supporting a three-dimensional virtual environment. Optionally, the server 120 undertakes primary computational work and the terminals undertake secondary computational work; alternatively, the server 120 undertakes the secondary computing work and the terminal undertakes the primary computing work; alternatively, the server 120 and the terminal perform cooperative computing by using a distributed computing architecture.
In one illustrative example, the server 120 includes a processor 122, a user account database 123, a combat service module 124, and a user-oriented Input/Output Interface (I/O Interface) 125. The processor 122 is configured to load an instruction stored in the server 121, and process data in the user account database 123 and the combat service module 124; the user account database 123 is configured to store data of user accounts used by the first terminal 110, the second terminal 130, and the other terminals 140, such as a head portrait of the user account, a nickname of the user account, a fighting capacity index of the user account, and a service area where the user account is located; the fight service module 124 is used for providing a plurality of fight rooms for the users to fight, such as 1V1 fight, 3V3 fight, 5V5 fight and the like; the user-facing I/O interface 125 is used to establish communication with the first terminal 110 and/or the second terminal 130 through a wireless network or a wired network to exchange data.
The methods provided herein may be applied, but are not limited to, at least one of the following scenarios: a virtual reality application program, a three-dimensional map program, a military simulation program, a First-Person shooter Game (FPS), a Third-Person shooter Game (TPS), a Multiplayer Online tactical sports Game (MOBA), a Multiplayer gunfight survival Game, and the like, and the following embodiments are exemplified as applications in Games.
FIG. 2 shows a flowchart of a method for using a restored life value prop according to an embodiment of the present application. Taking the method applied to the terminal as an example for explanation, the using method for recovering the life value prop comprises the following steps:
step 202: displaying a view screen of a first virtual character located in a virtual environment;
in this embodiment, the first virtual character is a virtual character controlled by a user account registered by the terminal, and the view angle screen of the first virtual character is a scene screen obtained by observing the virtual environment from the view angle of the first virtual character. Optionally, in an embodiment of the present application, the virtual character is observed in the virtual world through a camera model.
Optionally, the camera model automatically follows the virtual character in the virtual world, that is, when the position of the virtual character in the virtual world changes, the camera model changes while following the position of the virtual character in the virtual world, and the camera model is always within the preset distance range of the virtual character in the virtual world. Optionally, the relative positions of the camera model and the virtual character do not change during the automatic following process.
The camera model refers to a three-dimensional model located around the virtual character in the virtual world, and when the first person perspective is adopted, the camera model is located near the head of the virtual character or at the head of the virtual character; when a third person perspective view is adopted, the camera model can be located behind the virtual character and bound with the virtual character, or located at any position away from the virtual character by a preset distance, the virtual character located in the virtual world can be observed from different angles through the camera model, and optionally, when the third person perspective view is the shoulder-crossing perspective view of the first person, the camera model is located behind the virtual character (such as the head and the shoulder of the virtual character). Optionally, the viewing angle includes other viewing angles, such as a top viewing angle, in addition to the first person viewing angle and the third person viewing angle; the camera model may be located overhead of the virtual character's head when a top-down view is used, which is a view looking into the virtual world from an overhead top-down view. Optionally, the camera model is not actually displayed in the virtual world, i.e. the camera model is not displayed in the virtual world displayed by the user interface.
To illustrate an example where the camera model is located at any position away from the virtual character by a preset distance, optionally, one virtual character corresponds to one camera model, and the camera model may rotate with the virtual character as a rotation center, for example: the camera model is rotated with any point of the virtual character as a rotation center, the camera model rotates not only angularly but also shifts in displacement during the rotation, and the distance between the camera model and the rotation center is kept constant during the rotation, that is, the camera model rotates on the surface of a sphere with the rotation center as the sphere center, wherein any point of the virtual character can be the head, the trunk or any point around the virtual character, which is not limited in the embodiment of the present application. Optionally, when the virtual character is observed by the camera model, the center of the view angle of the camera model points to the direction in which the point of the spherical surface on which the camera model is located points to the center of the sphere.
Optionally, the camera model may also observe the virtual character at a preset angle in different directions of the virtual character.
The virtual environment is used for providing team shooting type tactical sports between the virtual characters, and the virtual characters for the team shooting type tactical sports can be two groups of virtual characters or a plurality of groups of virtual characters. Optionally, the team shooting type tactical competition is a shooting type tactical competition between three-dimensional virtual characters, which is mainly carried out by using transmitting type hot weapons or cold weapons. Illustratively, the first avatar has m teammate avatars in the virtual environment.
Step 204: determining n teammate virtual roles which meet system recovery conditions in the virtual environment in response to the first virtual role using the target prop;
the functions of the target prop include recovering the life value of the teammate virtual character, and optionally, the functions of the target prop may further include but are not limited to: attribute values of the impairment teammate avatars, such as: the life value of the teammate virtual character is reduced, the moving speed of the teammate virtual character is reduced, the shape and the size of the teammate virtual character are enlarged, and the prop cooling time of the teammate virtual character is prolonged.
Implementations of the target prop include, but are not limited to: a large weapon, a disposable consumable prop to be picked up and/or carried.
Wherein n and m are positive integers, and n is less than or equal to m, that is, the virtual roles meeting the system recovery condition may be all teammate virtual roles, or part of teammate virtual roles.
Step 206: and restoring the life values of the n teammate virtual characters to a full blood state, and adding additional life values for the n teammate virtual characters.
The full blood state is a state in which the life value of the virtual character is equal to the upper limit of the first class life value of the virtual character, which is the upper limit of the life value before the n teammate virtual characters obtain the additional life values.
The additional life value is a life value exceeding an upper limit part of the first class life value of the virtual character.
It should be noted that: the first class life value upper limits of different teammate avatars may or may not be the same. The upper limit of the first type life value of the teammate avatar may be a fixed value or may be a changeable value.
Optionally, the additional life value is related to the number of teammate virtual characters selected by the system configuration condition, that is, the value of n. Illustratively, the additional life value and the value of n are in a negative correlation relationship, the total amount of the additional life values added by the target prop to the n teammate virtual characters is a fixed proportion of the highest upper limit of the first type life value in the n teammate virtual characters, and the additional life values added by the target prop to each teammate virtual character in the n teammate virtual characters are the same.
In an optional design of this embodiment, fig. 3 shows a view angle picture of the first avatar after the target prop restores the life values of the n teammate avatars to a full blood state, and adds additional life values to the n teammate avatars. A first virtual character life value display area 310 is displayed on a visual angle picture of the first virtual character, the first virtual character life value display area 310 uses first grains 311 with different lengths to fill a life value slot to identify a life value of the first virtual character, and the filling sequence of the first grains 311 filling the life value slot is from left to right. After the additional life value added by the first virtual character, the second texture 312 with different lengths is used for filling the life value slot to identify the additional life value of the first virtual character, and the filling sequence of the second texture 312 for filling the life value slot is from right to left. It should be noted that, when the life value of the virtual character is less than or equal to the upper limit of the first class life value of the virtual character, the life value slot is not filled with the second texture.
Optionally, in a case that the additional lifetime value has an effective duration, when the effective duration of the additional lifetime value is smaller than the effective duration threshold, the second texture 312 is displayed in a flashing state.
When the teammate avatar 320 can be observed from the perspective of the first avatar, the view screen of the first avatar displays a teammate avatar life value display area. In the case that the teammate virtual character 320 is not n teammate virtual characters meeting the system recovery conditions, the view angle picture of the first virtual character displays a first teammate virtual character life value display area 321, the first teammate virtual character life value display area 321 uses first lines 311 with different lengths to fill life value slots to identify the life values of the teammate virtual characters, and the filling sequence of the first lines 311 to fill the life value slots is from left to right. In the case where the teammate virtual character 320 is n teammate virtual characters that meet the system recovery conditions, the view angle screen of the first virtual character displays a second teammate virtual character life value display area 322, the second teammate virtual character life value display area 322 uses second lines 312 of different lengths to fill the life value slots to identify the additional life values of the teammate virtual characters, and the filling sequence of the second lines 312 to fill the life value slots is from left to right. It should be noted that, in the case where the teammate avatar 320 has an additional life value, the length of the second teammate avatar life value display area 322 is equal to the length of the first teammate avatar life value display area 321 when the teammate avatar 320 is in a full blood state, and the additional life value of the teammate avatar is identified by filling the life value slot with the second texture 312 having different lengths.
In summary, the method provided in this embodiment provides a way to quickly restore and strengthen life value states for a plurality of teammates virtual characters by immediately restoring the teammates virtual characters to a full blood state and adding additional life values, and provides an advantage of maintaining a living state for the teammates virtual characters to engage in tactical competitions. And the teammate virtual characters are encouraged to simultaneously engage in tactical competitions with the enemy virtual characters under the condition of high life value, so that the occurrence frequency of large-scale tactical competitions involving a large number of virtual characters is improved. The possibility of reversal of the result of the team shooting type tactical competition is increased, the intensity of the team shooting type tactical competition is improved, the fighting rhythm of the team shooting type tactical competition is accelerated, the time of the game is shortened, and the number of services for the team shooting type tactical competition game provided by the server among units is increased.
FIG. 4 shows a flowchart of a method for using a restored life value prop according to an embodiment of the present application. Taking the method applied to the terminal as an example for explanation, the using method for recovering the life value prop comprises the following steps:
step 202 and step 204 refer to step 202 and step 204 in the embodiment shown in fig. 2 above, and are not described again in this embodiment.
Step 206 a: and restoring the life values of the n teammate virtual characters to a full blood state, and adding additional life values with effective duration for the n teammate virtual characters.
The validity period includes, but is not limited to, any of the following:
the effective time length is a preset value;
such as: the validity duration of the additional life value is set to 5 seconds.
The effective duration is related to the remaining life value of the teammate avatar before recovery;
illustratively, the validity duration and the remaining life value of the teammate avatar before recovery are in a negative correlation. Setting the effective duration as a first effective duration under the condition that the remaining life value of the teammate virtual character before recovery is greater than a fixed numerical value or greater than a fixed proportion of the upper limit of the first class life value of the teammate virtual character; setting the effective duration as a second effective duration under the condition that the remaining life value of the teammate virtual character before recovery is smaller than a fixed numerical value or smaller than the fixed proportion of the upper limit of the first class life value of the teammate virtual character; the first validity period is less than the second validity period.
Such as: under the condition that the remaining life value of the teammate virtual character before recovery is more than 40 points, the effective time length is 6 seconds; when the remaining life value of the teammate avatar before recovery is less than 40 points, the effective time is 8 seconds.
The effective duration is related to the distance between the teammate avatar and the enemy avatar;
illustratively, the duration of validity may be inversely related to the distance between the teammate avatar and the enemy avatar. Setting the effective duration as a first effective duration under the condition that the distance between the teammate virtual character and the enemy virtual character is greater than a fixed distance or a fixed proportion of the maximum distance of the virtual environment; setting the effective duration as a second effective duration under the condition that the distance between the teammate virtual character and the enemy virtual character is smaller than the fixed distance or smaller than the fixed proportion of the maximum distance of the virtual environment; the first validity period is less than the second validity period.
For example, when the distance between the teammate avatar and the enemy avatar is greater than 10 meters, the effective duration is 6 seconds; in the case where the distance between the teammate avatar and the enemy avatar is less than 10 meters, the effective duration is 8 seconds.
The length of validity is related to the distance between the teammate avatar and the first avatar;
illustratively, the validity period exhibits a negative correlation with the distance between the teammate avatar and the first avatar. Setting the effective duration as a first effective duration under the condition that the distance between the teammate virtual character and the first virtual character is greater than a fixed distance or a fixed proportion of the maximum distance of the virtual environment; setting the effective duration as a second effective duration under the condition that the distance between the teammate virtual character and the first virtual character is smaller than the fixed distance or smaller than the fixed proportion of the maximum distance of the virtual environment; the first validity period is less than the second validity period.
For example, when the distance between the teammate avatar and the first avatar is greater than 5 meters, the effective duration is 6 seconds; in the case where the distance between the teammate avatar and the first avatar is less than 5 meters, the effective duration is 8 seconds.
The validity duration is related to the behavior state of the teammate avatar.
For example, in the case where the teammate avatar is in a running state, the effective duration is set to a first effective duration; setting the effective duration as a second effective duration under the condition that the teammate virtual character is in the prone falling state; setting the effective duration as a third effective duration under the condition that the teammate virtual character is in a standing state; setting the effective duration as a fourth effective duration under the condition that the teammate virtual character is firing the virtual shooting prop; and under the condition that the teammate virtual character waves the virtual tool prop, setting the effective duration to be a fifth effective duration.
For example, in the case where the teammate avatar is in a running state, the effective time period is set to 5 seconds; setting the effective time length to be 3 seconds under the condition that the virtual character of the teammate lies prone;
for example, the first validity duration, the second validity duration, the third validity duration, and the like may be the same or different, and include but are not limited to: a fixed value, or a fixed proportion of the virtual battle time remaining, or a fixed proportion of the virtual battle time having been conducted.
The second class life value upper limit of the virtual character is the life value upper limit of the virtual character after the additional life value is added, and the second class life value upper limit of the virtual character is larger than the first class life value upper limit of the virtual character. The added additional life value of the teammate virtual character is equal to the difference value of the second type life value upper limit and the first type life value upper limit of the virtual character.
The additional life value is cancelled when the effective duration expires, namely when the effective duration expires, the life value of the virtual character is reduced to the first class life value upper limit under the condition that the life value of the virtual character is greater than the first class life value upper limit; and under the condition that the life value of the virtual character is less than or equal to the upper limit of the life value of the first class, the life value of the virtual character is unchanged. It should be noted that: the target prop does not limit whether damage resulting in a reduction of life value can be inflicted in the virtual environment before the expiration of the validity period.
In summary, in the method provided in this embodiment, the effective duration is set for the additional life value, and the additional life value is cancelled when the effective duration expires, so that the advantage that the additional life value brings to the team of the first virtual character is balanced, and the enemy virtual character is prevented from being in an unfavorable condition for a long time and avoiding the tactical competition. The fierce degree of team shooting type tactical competition is ensured.
FIG. 5 shows a flowchart of a method of using a restored life value prop according to an embodiment of the present application. Taking the method applied to the terminal as an example for explanation, the using method for recovering the life value prop comprises the following steps:
step 202 and step 206 refer to step 202 and step 206 in the embodiment shown in fig. 2, and are not described again in this embodiment.
Step 204 a: responding to the target prop used by the first virtual character, and determining n teammate virtual characters which are closest to the first virtual character in the virtual environment as n teammate virtual characters which accord with system recovery conditions in the virtual environment;
and after receiving the use signal triggering the recovery life value prop, the terminal responds to the triggering operation of the recovery life value prop.
The method for sorting the distances between the teammate virtual roles and the first virtual role in the virtual environment from small to large is a Hill sorting algorithm.
Fig. 6 is a schematic diagram illustrating sorting by using the hill sorting algorithm, where the distances between the teammate avatar and the first avatar in the virtual environment are: 49, 38, 65, 97, 76, 13, 27, 49, 55, 04. Sorting was performed using the hill sorting algorithm with the increment sequence selected to be 5, 3, 1. And each time of sequencing, dividing the sequence to be sequenced into a plurality of subsequences according to the corresponding increment in the increment sequence, and respectively performing direct insertion sequencing on each subsequence. The increment of the first sorting is 5, and the sequence result after the first sorting is as follows: 13, 27, 49, 55, 04, 49, 38, 65, 97, 76. The increment of the second sorting is 3, and the sequence result after the second sorting is as follows: 13, 04, 49, 39, 27, 49, 55, 65, 97, 76. The increment of the third sorting is 1, and the sequence result after the third sorting is as follows: 04, 13, 27, 38, 49, 49, 55, 65, 76, 97.
In an alternative design of this embodiment, fig. 7 shows a third person perspective view screen representing the distance between the first avatar and the teammate avatar, the distance between the first avatar 701 and the teammate avatar being calculated as a straight-line distance that ignores the effect of obstacles in the virtual environment, and the distance between the first avatar 701 and the enemy avatar 702 need not be calculated.
Optionally, when the first mark is added to the n teammate virtual characters after the target prop used by any teammate virtual character takes effect, the n teammate virtual characters which are closest to the first virtual character in the virtual environment and have no first mark are determined as the n teammate virtual characters meeting the system recovery condition in the virtual environment.
Step 204 b: determining x teammate avatars in the virtual environment that are closest in distance to the first avatar in response to the first avatar using the target prop; determining n teammate virtual roles selected by system configuration conditions from the x teammate virtual roles as n teammate virtual roles which accord with system recovery conditions in a virtual environment;
and after receiving the use signal triggering the recovery life value prop, the terminal responds to the triggering operation of the recovery life value prop.
And sorting the distances between the teammate virtual roles and the first virtual role from small to large in the virtual environment, and selecting x teammate virtual roles sorted at the front.
System configuration conditions include, but are not limited to:
the system configuration condition relates to the remaining life value of the teammate avatar before recovery;
illustratively, the first system configuration condition is: the remaining life value of the teammate virtual character before recovery is less than a fixed value; the second system configuration condition is: the remaining life value of the teammate virtual character before recovery is smaller than the fixed proportion of the upper limit of the first class life value of the teammate virtual character.
For example, the system configuration condition is that the remaining life value of the teammate avatar before recovery is less than 50.
The system configuration condition is related to the distance between the teammate avatar and the enemy avatar;
illustratively, the first system configuration condition is: the distance between the teammate virtual character and the enemy virtual character is less than a fixed distance; the second system configuration condition is: the distance between the teammate avatar and the enemy avatar is less than a fixed proportion of the maximum distance of the environment.
For example, the system configuration condition is that the distance between the teammate avatar and the enemy avatar is less than 15 meters.
The system configuration condition relates to the distance between the teammate virtual character and the first virtual character;
illustratively, the first system configuration condition is: the distance between the teammate virtual character and the first virtual character is greater than a fixed distance; the second system configuration condition is: the distance between the teammate virtual character and the first virtual character is greater than a fixed proportion of the maximum distance of the virtual environment.
For example, the system is configured such that the distance between the teammate avatar and the enemy avatar is less than 8 meters.
The system configuration conditions relate to the behavior state in which the teammate avatar is located.
Such as: the first system configuration condition is: the teammate avatar is in a running state; the second system configuration condition is: the teammate virtual character can not lie prone; the third system configuration condition is: the teammate virtual character is firing a virtual shooting prop.
Optionally, when first marks are added to n teammate virtual characters after any teammate virtual character takes effect by using the target prop, x teammate virtual characters which are closest to the first virtual character and have no first marks in the virtual environment are determined; and determining n teammate virtual roles selected by the system configuration conditions from the x teammate virtual roles as n teammate virtual roles which accord with the system recovery conditions in the virtual environment.
Step 204 c: determining x teammate avatars in the virtual environment that are closest in distance to the first avatar in response to the first avatar using the target prop; and determining n teammate virtual roles selected by the input selection signal from the x teammate virtual roles as n teammate virtual roles meeting the system recovery condition in the virtual environment.
And after receiving the use signal triggering the recovery life value prop, the terminal responds to the triggering operation of the recovery life value prop.
And sorting the distances between the teammate virtual roles and the first virtual role from small to large in the virtual environment, and selecting x teammate virtual roles sorted at the front.
Exemplarily, a terminal displays candidate controls of virtual teammate roles, x teammate virtual roles correspond to x candidate controls, and a user applies trigger operation to the candidate controls; and generating an input selection signal corresponding to the trigger operation, and determining n teammate virtual characters selected by the input selection signal from the x teammate virtual characters as n teammate virtual characters meeting the system recovery condition in the virtual environment.
The n teammate avatars selected by the input selection signal may be a part of the x teammate avatars or all of the x teammate avatars.
Optionally, when first marks are added to n teammate virtual characters after any teammate virtual character takes effect by using the target prop, x teammate virtual characters which are closest to the first virtual character and have no first marks in the virtual environment are determined; and determining n teammate virtual roles selected by the input selection signal from the x teammate virtual roles as n teammate virtual roles meeting the system recovery condition in the virtual environment.
It should be noted that: the steps 204a, 204b, and 204c are parallel, and only one of the steps may be executed, or the steps 204a, 204b, and 204c may be individually present in different embodiments, and respectively constitute mutually independent embodiments.
In summary, the method provided in this embodiment limits the recovery range of the target property based on the distance between the teammate virtual character and the first virtual player, avoids that the team where the first virtual character is located can recover the life value in the entire range in the virtual environment, balances the unfavorable condition that the enemy virtual character has no additional life value, and avoids that the enemy virtual character avoids tactical competitions for a long time.
The system configuration condition associates the recovery life value with the position, state and other information of the teammate virtual character, encourages the teammate virtual character to perform tactical competition, is beneficial to improving and maintaining the fierce degree of team shooting type tactical competition, and shortens the time of game-play.
The teammate virtual roles are selected based on the input selection signal, a more flexible selection mode is provided for the first virtual role to select the teammate virtual roles, interaction between the teammate virtual roles is more flexibly encouraged, and the fierce degree of team shooting type tactical sports is improved.
FIG. 8 shows a flowchart of a method of using the recovered life value prop provided by an embodiment of the present application. Taking the method applied to the terminal as an example for explanation, the using method for recovering the life value prop comprises the following steps:
step 202, step 204, and step 206 refer to step 202, step 204, and step 206 in the embodiment shown in fig. 2, which are not described again in this embodiment.
Step 205: and displaying the use animation of the target prop within the trigger duration of the target prop, wherein the use animation comprises the character information of the n teammate virtual characters.
The target prop has a trigger duration before it takes effect. And when the trigger time length expires, restoring the life values of the n teammate virtual characters to a full blood state, and adding additional life values for the n teammate virtual characters.
The use animation of the target prop is the animation displayed in the triggering duration of the target prop. In this embodiment, no limitation is made on the type of the usage animation of the target prop, and the unlimited objects include, but are not limited to, the animation source, the animation view angle, the animation duration, and the like of the usage animation of the target prop. The animation of the target prop can be a preset video picture or the animation of the virtual environment where the first virtual character is located. The animation-using perspective of the target prop may be a first person perspective of the first virtual character, or may be a perspective from which the first virtual character or the virtual environment is viewed at a third person perspective.
For example, the character information of the n teammate avatars includes, but is not limited to, at least one of the following information: virtual character head portrait, virtual character name, virtual character current blood volume and virtual character state.
In an optional design of this embodiment, fig. 9 shows a usage animation of the target prop, a usage animation presentation mode of the target prop is a first person perspective of the first virtual character, the first virtual character takes out the virtual palmtop computer 910, character information of n teammate virtual characters is displayed on the virtual palmtop computer 910, the n teammate virtual characters are n virtual teammate characters meeting a system recovery condition, and a virtual character head portrait, a virtual character name, and a virtual character current blood volume of the n teammate virtual characters are displayed on the virtual palmtop computer 910. Illustratively, the n teammate avatars are arranged in the same order from left to right of the display position of the virtual palm computer 910 as the virtual teammate character is arranged from near to far from the first avatar.
After the first virtual character takes out the virtual palmtop computer 910, the hand 920 sweeps over the virtual palmtop computer 910, the hand 920 clicks the confirmation control 930, and the animation of using the target prop is ended.
In summary, the method provided by this embodiment enriches the display modes after the target prop is launched, facilitates showing the selection result of the system recovery condition after the first virtual character uses the target prop, and facilitates comprehensively mastering the use effect of the target prop in game application.
FIG. 10 shows a flow chart of a method of using a restored life value prop provided by an embodiment of the present application. Taking the method applied to the terminal as an example for explanation, the using method for recovering the life value prop comprises the following steps:
step 202, step 204, and step 206 refer to step 202, step 204, and step 206 in the embodiment shown in fig. 2, which are not described again in this embodiment.
Step 205 a: and displaying the use animation of the target prop within the trigger duration of the target prop, wherein the use animation comprises the role information of the n teammate virtual roles, and the role information of the second virtual role in the n teammate virtual roles is displayed in an abnormal state.
The second virtual character is a virtual character of which the life value is reduced to 0 within the trigger duration of the target prop, and the second virtual character can be one of n teammate virtual characters or a plurality of n teammate virtual characters.
The manner in which the character information of the second virtual character is displayed in the abnormal state includes, but is not limited to, at least one of the following methods: and adding an identification symbol, an identification character, a color or a stripe effect and the like on the role information of the second virtual role.
In an alternative design of this embodiment, FIG. 9 shows the display of a second virtual character in an animation of the use of a target prop. And taking the first virtual character out of the virtual palm computer at the first person visual angle of the first virtual character in the animation presentation mode of the target prop, wherein the character information of n teammate virtual characters is displayed on the virtual palm computer, and the n teammate virtual characters are the n virtual teammate characters which accord with the system recovery condition. The character information 940 of the second virtual character is displayed in an abnormal state. In an alternative design of this embodiment, a layer of gray mask is added to the character information of the second virtual character, and a cross-shaped graph is added.
In summary, the method provided by the embodiment perfects the display method of the teammate virtual characters in different states, and the abnormal state is used for displaying the second virtual character, which is beneficial to comprehensively knowing the states of the teammate virtual characters in the game application.
FIG. 11 shows a flowchart of a method of using a restored life value prop according to an embodiment of the present application. Taking the method applied to the terminal as an example for explanation, the using method for recovering the life value prop comprises the following steps:
step 202 and step 204 refer to step 202 and step 204 in the embodiment shown in fig. 2, and are not described again in this embodiment.
Step 206 b: and under the condition that the interruption condition is not triggered within the trigger duration of the target prop, restoring the life values of the n teammate virtual characters to a full blood state, and adding additional life values for the n teammate virtual characters.
The interrupting conditions include, but are not limited to, at least one of the following conditions:
within the trigger duration, the life value of the first avatar falls to 0;
for example, the case where the life value of the first virtual character falls to 0 includes, but is not limited to: the first virtual character is in a death state, the first virtual character is in a knocked down state, and the first virtual character is in a revival waiting state. Knocked down conditions include, but are not limited to: the life value can be recovered by treating the first virtual character by the teammate virtual character, and the life value can not be recovered by treating the first virtual character by the teammate virtual character but the virtual environment can be observed by using the first virtual character view angle picture.
Within the trigger duration, the first avatar is attacked by a specified type;
illustratively, the first avatar is subject to an Electronic Impulse (EMP) type weapons attack, the EMP type weapons attack including, but not limited to, at least one of: the first virtual role is in an EMP bomb attack range, the first virtual role is in an EMP torpedo attack range, and the first virtual role is in an influence range of an EMP device.
The teammate avatar uses the target prop, and the target prop takes effect within the trigger duration;
it should be noted that: in this embodiment, no limitation is made as to whether or not the n virtual teammate characters selected as the target items used by the teammate virtual character include the first virtual character.
Within the trigger duration, the first avatar carries a first label.
The first marker is added for any teammate avatar after the target prop is used for effect.
In summary, the method provided in this embodiment sets the interruption condition, so that the use method of the target prop is closer to the real environment, the relationship of generating effects between the use of various types of props is perfected, and the situation that the enemy virtual character avoids virtual competition due to high-frequency use of the target prop is avoided.
FIG. 12 shows a flowchart of a method of using a restored life value prop provided by an embodiment of the present application. Taking the method applied to the terminal as an example for explanation, the using method for recovering the life value prop comprises the following steps:
step 202, step 204, and step 206 refer to step 202, step 204, and step 206 in the embodiment shown in fig. 2, which are not described again in this embodiment.
Step 208: under the condition that the target prop takes effect, adding first marks for the n teammate virtual characters;
the target item is effective when the target item is used by the first virtual character. Illustratively, in the case of a target track having a trigger duration, the target property takes effect when the trigger duration expires; and under the condition that the target prop is provided with the interruption condition, the target prop takes effect when the interruption condition is not triggered.
Step 210: the first flag has a flag duration, and the first flag is cancelled when the flag duration expires.
The marking time length of the first mark is generally the same as the effective time length of the target prop, but the situation that the marking time length is different from the effective time length of the target prop is not excluded. In the case that the tagged duration is not the same as the effective duration of the target prop, the tagged duration includes, but is not limited to:
marking the time length as a preset value;
or, the mark time length is related to the remaining life value of the teammate avatar before recovery;
or, the marker duration is related to the distance between the teammate avatar and the enemy avatar;
or, the mark time length is related to the distance between the teammate virtual character and the first virtual character;
or, the mark time length is related to the behavior state of the teammate avatar.
In summary, in the method provided by this embodiment, the first flag is set, so that persistent existence or superposition of the additional life value effect is avoided, and thus the time for the game is too long. The first mark is arranged, so that the diversity of the system recovery condition setting is increased, and the decrease of the violence degree of team shooting type tactical competition is avoided.
FIG. 13 shows a flowchart of a method of using the recovered life value prop according to an embodiment of the present application. Taking the method applied to the terminal as an example for explanation, the using method for recovering the life value prop comprises the following steps:
step 202, step 204, and step 206 refer to step 202, step 204, and step 206 in the embodiment shown in fig. 2, which are not described again in this embodiment.
Step 212: determining k teammate avatars meeting system influence conditions in the virtual environment in response to the first avatar using the target prop;
the system affecting conditions include, but are not limited to, at least one of the following conditions:
k teammate avatars farthest from the first avatar;
and sequencing the distances between the teammate virtual roles and the first virtual role in the virtual environment from large to small, and selecting k teammate virtual roles sequenced at the front.
In this embodiment, the k teammate virtual characters conforming to the system influence condition and the n teammate virtual characters conforming to the system recovery condition generally include all the teammate virtual characters in the virtual environment, but a case where only some teammate virtual characters are included in the virtual environment is not excluded.
Or, among the x teammate avatars closest to the first avatar, the k teammate avatars not selected by the input selection signal;
in this embodiment, the k teammate virtual characters conforming to the system influence condition and the n teammate virtual characters conforming to the system restoration condition include all the x teammate virtual characters closest to the first virtual character.
Or, among the x teammate avatars closest to the first avatar, k teammate avatars not selected by the system configuration condition.
In this embodiment, the k teammate virtual characters conforming to the system influence condition and the n teammate virtual characters conforming to the system restoration condition include all the x teammate virtual characters closest to the first virtual character.
It should be noted that the k teammate virtual characters meeting the system influence condition are usually different from the n teammate virtual characters meeting the system recovery condition, but the situation that the k teammate virtual characters meeting the system influence condition are partially or completely identical to the n teammate virtual characters meeting the system recovery condition is not excluded.
Step 214: detracting from the attribute values of the k teammate avatars.
Exemplary, detracting the attribute values of the k teammate avatars includes, but is not limited to, at least one of the following methods:
reducing the life value of k teammate avatars;
in the present embodiment, no limitation is made on the state after the life value is reduced for the k teammate virtual characters, and for example, in the case where the reduced life value is smaller than the remaining life value, the teammate virtual characters are in a survival state after the life value is reduced; in the case where the reduced life value is greater than or equal to the remaining life value, the teammate avatar is in a dead or knocked down state after the reduced life value.
Illustratively, decreasing the life values of k teammate virtual characters and increasing additional life values of n teammate virtual characters present a positive correlation; decreasing the life value of k teammate avatars is a fixed proportion of n teammate avatars plus additional life values. Decreasing the life values of the k teammate avatars presents a negative correlation with the remaining life values of the k teammate avatars. Reducing the life values of the k teammate avatars is a fixed proportion of the remaining life values of the k teammate avatars.
For example, when the additional life value added to n teammate virtual characters is 50, the life values of k teammate virtual characters are decreased to 50; in the case where the additional life value added to the n teammate avatars is 60, the life values of the k teammate avatars are reduced to 55. Reducing the life values of the k teammate virtual characters to 40 under the condition that the remaining life values of the k teammate virtual characters are 80; reducing the life values of the k teammate virtual characters to 30 under the condition that the remaining life values of the k teammate virtual characters are 60;
it should be noted that, in the present embodiment, no limitation is made on how to reduce the life values of the k teammate avatars, and exemplary methods for reducing the life values of the k teammate avatars include, but are not limited to, the following cases:
deducting the life values of k teammate virtual roles immediately when the target prop takes effect;
or after the target prop takes effect, continuously deducting the life values of k teammate virtual roles in the effective time length under the condition that the additional life values have effective time length;
or when the target prop takes effect, continuously deducting the life values of the k teammate virtual characters in the marking time length under the condition of adding the first marks to the n teammate virtual characters.
Reducing the speed of movement of the k teammate avatars;
illustratively, decreasing the speed of movement of k teammate avatars is positively correlated with increasing the additional life value of n teammate avatars.
Such as: when the additional life value added to the n teammate virtual characters is 60%, the moving speed of the k teammate virtual characters is reduced to 60% of the original moving speed, and when the additional life value added to the n teammate virtual characters is 50%, the moving speed of the k teammate virtual characters is reduced to 50% of the original moving speed.
Optionally, when the additional life value has an effective duration, the moving speed of the k teammate avatars is reduced, and the moving speed is cancelled when the effective duration expires; reducing the moving speed of the k teammate avatars under the condition that first marks are added to the n teammate avatars, and canceling the marks when the first marks expire;
enlarging the shape size of the k teammate avatars;
illustratively, enlarging the shape size of k teammate avatars positively correlates to adding additional life values to the n teammate avatars.
It should be noted that: the shape size may be a shape size of a part of the virtual character model or may be a shape size of the whole of the virtual character model, and the shape size is, for example, a shape size of a head of the virtual character model.
Such as: in the case where the additional life value added to the n teammate virtual characters is 60, the shape size of the k teammate virtual characters increases to 130% of the original shape size, and in the case where the additional life value added to the n teammate virtual characters is 80, the shape size of the k teammate virtual characters increases to 140% of the original shape size.
Optionally, under the condition that the additional life value has an effective time length, amplifying the shape and size of the k teammate virtual characters, and canceling the shape and size when the effective time length expires; enlarging the shape sizes of the k teammate avatars in the case where first marks are added to the n teammate avatars, and canceling the first marks when the first marks expire;
increase the item cooling time for k teammate avatars.
Illustratively, increasing the prop cooling time for k teammate avatars positively correlates to increasing additional life values for n teammate avatars.
Such as: under the condition that the additional life value added to the n teammate virtual characters is 60, the cooling time of the props of the k teammate virtual characters is increased to 130% of the cooling time of the original props, and under the condition that the additional life value added to the n teammate virtual characters is 80, the cooling time of the props of the k teammate virtual characters is increased to 140% of the cooling time of the original props.
In summary, in the manner provided by this embodiment, the system influence condition is set, so as to cause a negative influence on the team of the first virtual character, and balance the favorable condition brought by the recovery life value to the team of the first virtual character. The target prop simultaneously generates a reward effect and a penalty effect, the possibility of reversal of the result of team shooting type tactical competition is increased, and the fierce degree of the team shooting type tactical competition is improved.
It should be noted that, in order to make the use method of recovering life value props described in the above steps 202 to 206 easier to understand, fig. 14 is a flowchart of another use method of recovering life value props provided in an embodiment of the present application. Taking the method applied to the terminal as an example for explanation, the using method for recovering the life value prop comprises the following steps:
step 1401: triggering a target prop;
illustratively, the specific implementation of the recover-to-live-value prop is a dartboard weapon, the dartboard weapon energy being required to reach a first value. The present embodiment does not limit the setting of the first value, and the preset value of the first value is 100, for example.
Optionally, a usage animation of the target prop is displayed after the target prop is triggered, and for example, the usage animation of the target prop is that the first virtual character takes out a tablet computer.
Step 1402: judging whether triggering an interruption condition of the target prop;
illustratively, the target item has a trigger duration, and the condition for interrupting the item within the trigger duration includes, but is not limited to, at least one of the following conditions:
an enemy avatar using an EMP bomb, or a first avatar torpedo-blasted by an EMP;
in an example, in the animation of using the target prop, the screen of the tablet computer taken out by the first virtual character is shown, and the tablet is retracted by the first virtual character.
The teammate avatar is using the target prop;
illustratively, in the animation of the use of the target prop, the teammate avatar first presses a defined control on the tablet computer. In the animation of the target prop of the first virtual character, the tablet computer is retracted by the first virtual character, and the first virtual character view angle picture displays prompt characters: in the process of skill validation, the product can not be reused.
The life value of the first avatar falls to 0.
If the determination result is yes, step 1403 is executed;
in the case where the determination result is no, step 1404 is executed.
Step 1403: triggering an interruption condition, and canceling the triggering operation of the target prop;
optionally, in the event that the maja weapon is not successfully used, triggering the break condition, the maja weapon energy is not deducted.
Step 1404: and switching the view angle to the use animation of the target prop.
Illustratively, after a first avatar uses a mao weapon, take out a tablet computer; head portraits, names and current blood volumes of the teammate virtual characters are displayed on the tablet personal computer, the teammate virtual characters are sorted from right to left, and the first virtual character is displayed on the rightmost side of the tablet personal computer. The first avatar finger sweeps across the tablet computer and clicks on the determination control. Optionally, the animation of using the target prop is an automatically played animation.
Step 1405: judging whether a teammate virtual role meeting the system recovery condition exists or not;
exemplary teammate avatars that meet system recovery conditions include, but are not limited to, at least one of the following avatars:
a first virtual character;
a teammate avatar closest to the first avatar and in a live state, and having no first mark when the first mark is added to the teammate avatar;
in the case where there is no teammate avatar satisfying the above two conditions, the teammate avatar with the first mark.
Illustratively, the target prop selects 5 teammate avatars meeting the system recovery conditions. In the animation for using the target prop, when the first virtual character takes out the tablet personal computer, 5 teammate virtual characters meeting the system recovery condition are determined, and after the first virtual character takes out the tablet personal computer, the position movement of the teammate virtual character cannot cause the change of the teammate virtual character meeting the system recovery condition.
Optionally, in the case that the teammate avatar with 50 additional lives added will get the first mark when the move weapon is in effect: using the large move weapon when the first virtual character obtains the first mark, wherein the large move weapon fails to be used, and the large move weapon energy is not deducted; and popping up a prompt statement in a visual angle picture of the first virtual character: TAK-5 is not reusable in its effectiveness.
If yes, go to step 1406;
in the case where the determination result is no, step 1404 is executed.
Step 1406: the teammate avatar is displayed in a usage animation.
Step 1407: and executing the target prop effect on the teammate virtual character.
Illustratively, when the big weapon takes effect, the life value of the teammate virtual character is restored to a full blood state, and 50 additional life values are added to the teammate virtual character; the additional life value has effective time which can be configured, and the configuration method of the effective time is not limited. During the validation time, other avatars in the virtual environment may cause the life value of the teammate avatar to decrease, and the additional life value may not be restored by other means, such as: breathe and return blood, lie prone and fall down and return blood.
Optionally, when the mao weapon is effective, the teammate avatar with 50 additional lives will get the first mark, and the time of the first mark is configurable, and the time of the first mark is 8 seconds for example. In the event that the teammate avatar gets the first mark, the makeshift weapon will not be in effect for the teammate avatar.
Step 1408: judging whether the teammate virtual character is attacked or not;
if yes, go to step 1410;
if the determination result is no, step 1409 is executed.
Step 1409: maintaining the current life value;
step 1410: changing the vital value;
illustratively, other avatars in the virtual environment cause the life value of the teammate avatar to decrease to less than or equal to the upper limit of the first class life value within the effective time of the additional life value, and the weapons energy is immediately changed to 0.
Step 1411: judging whether the effective time length of the target prop is expired;
if yes, go to step 1410;
if the determination result is no, step 1409 is executed.
Step 1412: the additional vital value is cancelled.
FIG. 15 shows a block diagram of a device for using recovered life value props provided by an exemplary embodiment of the present application. The device includes:
a first display module 1501, configured to display a view angle screen of a first virtual character located in a virtual environment, where the virtual environment is used to provide team shooting type tactical competitions between virtual characters, the first virtual character has m teammate virtual characters in the virtual environment, all or part of the first virtual character and the m teammate virtual characters have shooting props, the first virtual character further has a target prop, and the target prop is a prop for recovering a life value by a collective sex;
a first determining module 1502, configured to determine, in response to the first avatar using the target prop, n teammate avatars meeting a system recovery condition in the virtual environment, where n and m are positive integers and n is less than or equal to m;
a restoring module 1503, configured to restore the life values of the n teammate virtual characters to a full blood state, and add additional life values to the n teammate virtual characters.
In an optional design of this embodiment, the recovery module 1503 is configured to recover the life values of the n teammate avatars to the full blood state, and add additional life values with valid durations to the n teammate avatars;
wherein the additional lifetime value is cancelled when the validity period expires.
In an optional design of this embodiment, the effective duration is a preset value;
or the effective duration is related to the remaining life value of the teammate virtual character before recovery;
or, the effective duration is related to a distance between the teammate avatar and an enemy avatar;
or, the validity duration is related to a distance between the teammate virtual character and the first virtual character;
or the effective duration is related to the behavior state of the teammate virtual character.
In an optional design of this embodiment, the first determining module 1502 is configured to determine, in response to that the first avatar uses a target prop, n teammate avatars in the virtual environment, which are closest to the first avatar, as n teammate avatars meeting system recovery conditions in the virtual environment;
or the like, or, alternatively,
determining x teammate avatars in the virtual environment that are closest in distance to the first avatar in response to the first avatar using a target prop; determining n teammate virtual roles selected by system configuration conditions in the x teammate virtual roles as n teammate virtual roles meeting system recovery conditions in the virtual environment, wherein x is a positive integer, and is larger than n and smaller than or equal to m;
or the like, or, alternatively,
determining x teammate avatars in the virtual environment that are closest in distance to the first avatar in response to the first avatar using a target prop; and determining the n teammate virtual roles selected by the input selection signal in the x teammate virtual roles as the n teammate virtual roles meeting the system recovery condition in the virtual environment, wherein x is a positive integer, and is greater than n and less than or equal to m.
In an optional design of this embodiment, the system configuration condition relates to a remaining life value of the teammate avatar before recovery;
or, the system configuration condition is related to a distance between the teammate avatar and an enemy avatar;
or, the system configuration condition is related to a distance between the teammate virtual character and the first virtual character;
or the system configuration condition is related to the behavior state of the teammate virtual character.
In an optional design of this embodiment, the target prop has a trigger duration before being effective, and the apparatus further includes:
a second display module 1504, configured to display a usage animation of the target item within a trigger duration of the target item, where the usage animation includes the character information of the n teammate virtual characters.
In an optional design of this embodiment, the second display module 1504 is configured to display a usage animation of the target prop within a trigger duration of the target prop, where the usage animation includes the character information of the n teammate virtual characters, and the character information of a second virtual character of the n teammate virtual characters is displayed as an abnormal state;
and the second virtual character is a virtual character of which the life value is reduced to zero within the trigger time length of the target prop.
In an optional design of this embodiment, the target prop has a trigger duration before being effective;
the recovery module 1503 is configured to recover, when an interruption condition is not triggered within the trigger duration of the target prop, the life values of the n teammate virtual characters to a full blood state, and add additional life values to the n teammate virtual characters.
In an alternative design of this embodiment, the interruption condition includes at least one of:
within the trigger duration, the life value of the first virtual character is reduced to zero;
within the trigger duration, the first virtual role is attacked by a specified type;
the teammate virtual character uses the target prop, and the target prop takes effect within the trigger duration;
and in the trigger duration, the first virtual character is provided with a first mark, and the first mark is added to any teammate virtual character after the target prop is used for the first virtual character.
In an optional design of this embodiment, the apparatus further includes:
a marking module 1505 for adding a first mark to said n teammate avatars if said target prop is in effect;
the first flag has a flag duration, the first flag being cancelled upon expiration of the flag duration.
In an optional design of this embodiment, the apparatus further includes:
a second determining module 1506, configured to determine k teammate avatars meeting the system influence condition in the virtual environment in response to the first avatar using the target prop, where k is a positive integer and is less than or equal to m;
a detraction module 1507 for detracting from the attribute values of the k teammate avatars.
In an optional design of this embodiment, the system-affecting condition includes at least one of:
k teammate avatars farthest from the first avatar;
k teammate avatars not selected by the input selection signal among the x teammate avatars closest to the first avatar;
k teammate avatars that are not selected by the system configuration conditions among the x teammate avatars that are closest to the first avatar.
In an alternative design of this embodiment, the impairment module 1507 includes at least one of:
reducing the life values of the k teammate avatars;
reducing the speed of movement of the k teammate avatars;
enlarging the shape size of the k teammate avatars;
increasing the item cooling time for the k teammate avatars.
It should be noted that, when the apparatus provided in the foregoing embodiment implements the functions thereof, only the division of the above functional modules is illustrated, and in practical applications, the above functions may be distributed by different functional modules according to actual needs, that is, the content structure of the device is divided into different functional modules, so as to complete all or part of the functions described above.
With regard to the apparatus in the above-described embodiment, the specific manner in which each module performs the operation has been described in detail in the embodiment related to the method, and will not be elaborated here.
The application also provides a computer device, wherein the terminal comprises a processor and a memory, at least one instruction is stored in the memory, and the at least one instruction is loaded and executed by the processor to realize the use method of the life value recovery prop provided by the above method embodiments. It should be noted that the computer device may be a terminal as provided in fig. 16 below.
Fig. 16 shows a block diagram of a computer device 1600 provided in an exemplary embodiment of the present application. The computer device 1600 may be: a smart phone, a tablet computer, a motion Picture Experts Group Audio Layer 3 player (MP 3), a motion Picture Experts Group Audio Layer 4 player (MP 4), a notebook computer or a desktop computer. Computer device 1600 may also be referred to by other names such as user equipment, portable terminals, laptop terminals, desktop terminals, etc.
Generally, computer device 1600 includes: a processor 1601, and a memory 1602.
Processor 1601 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and so on. The processor 1601 may be implemented in at least one hardware form of Digital Signal Processing (DSP), Field-Programmable Gate Array (FPGA), and Programmable Logic Array (PLA). Processor 1601 may also include a main processor and a coprocessor, where the main processor is a processor for Processing data in an awake state, and is also called a Central Processing Unit (CPU); a coprocessor is a low power processor for processing data in a standby state. In some embodiments, the processor 1601 may be integrated with a Graphics Processing Unit (GPU) that is responsible for rendering and drawing the content that the display screen needs to display. In some embodiments, the processor 1601 may further include an Artificial Intelligence (AI) processor for processing computing operations related to machine learning.
Memory 1602 may include one or more computer-readable storage media, which may be non-transitory. The memory 1602 may also include high-speed random access memory, as well as non-volatile memory, such as one or more magnetic disk storage devices, flash memory storage devices. In some embodiments, a non-transitory computer readable storage medium in memory 1602 is used to store at least one instruction for execution by processor 1601 to implement a method of using a restored vital value prop as provided by method embodiments herein.
In some embodiments, computer device 1600 may also optionally include: peripheral interface 1603 and at least one peripheral. Processor 1601, memory 1602 and peripheral interface 1603 may be connected by buses or signal lines. Various peripheral devices may be connected to peripheral interface 1603 via buses, signal lines, or circuit boards. Specifically, the peripheral device includes: at least one of a radio frequency circuit 1604, a display 1605, a camera 1606, audio circuitry 1607, a positioning component 1608, and a power supply 1609.
Peripheral interface 1603 can be used to connect at least one Input/Output (I/O) related peripheral to processor 1601 and memory 1602. In some embodiments, processor 1601, memory 1602, and peripheral interface 1603 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1601, the memory 1602 and the peripheral device interface 1603 may be implemented on a separate chip or circuit board, which is not limited by this embodiment.
The Radio Frequency circuit 1604 is used for receiving and transmitting Radio Frequency (RF) signals, also known as electromagnetic signals. The radio frequency circuitry 1604 communicates with communication networks and other communication devices via electromagnetic signals. The rf circuit 1604 converts the electrical signal into an electromagnetic signal to be transmitted, or converts a received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1604 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, and so forth. The radio frequency circuit 1604 may communicate with other terminals via at least one wireless communication protocol. The wireless communication protocols include, but are not limited to: the world wide web, metropolitan area networks, intranets, generations of mobile communication networks (2G, 3G, 4G, and 5G), Wireless local area networks, and/or Wireless Fidelity (WiFi) networks. In some embodiments, the rf circuit 1604 may also include Near Field Communication (NFC) related circuits, which are not limited in this application.
The display 1605 is used to display a User Interface (UI). The UI may include graphics, text, icons, video, and any combination thereof. When the display screen 1605 is a touch display screen, the display screen 1605 also has the ability to capture touch signals on or over the surface of the display screen 1605. The touch signal may be input to the processor 1601 as a control signal for processing. At this point, the display 1605 may also be used to provide virtual buttons and/or a virtual keyboard, also referred to as soft buttons and/or a soft keyboard. In some embodiments, the display 1605 may be one, providing the front panel of the computer device 1600; in other embodiments, the display screens 1605 can be at least two, each disposed on a different surface of the computer device 1600 or in a folded design; in still other embodiments, the display 1605 may be a flexible display disposed on a curved surface or on a folding surface of the computer device 1600. Even further, the display 1605 may be arranged in a non-rectangular irregular pattern, i.e., a shaped screen. The Display 1605 may be made of Liquid Crystal Display (LCD), Organic Light-Emitting Diode (OLED), or the like.
The camera assembly 1606 is used to capture images or video. Optionally, camera assembly 1606 includes a front camera and a rear camera. Generally, a front camera is disposed at a front panel of the terminal, and a rear camera is disposed at a rear surface of the terminal. In some embodiments, the number of the rear cameras is at least two, and each rear camera is any one of a main camera, a depth-of-field camera, a wide-angle camera and a telephoto camera, so that the main camera and the depth-of-field camera are fused to realize a background blurring function, and the main camera and the wide-angle camera are fused to realize panoramic shooting and a Virtual Reality (VR) shooting function or other fusion shooting functions. In some embodiments, camera assembly 1606 can also include a flash. The flash lamp can be a monochrome temperature flash lamp or a bicolor temperature flash lamp. The double-color-temperature flash lamp is a combination of a warm-light flash lamp and a cold-light flash lamp, and can be used for light compensation at different color temperatures.
The audio circuitry 1607 may include a microphone and a speaker. The microphone is used for collecting sound waves of a user and the environment, converting the sound waves into electric signals, and inputting the electric signals to the processor 1601 for processing or inputting the electric signals to the radio frequency circuit 1604 to achieve voice communication. For stereo capture or noise reduction purposes, the microphones may be multiple and located at different locations on the computer device 1600. The microphone may also be an array microphone or an omni-directional pick-up microphone. The speaker is used to convert electrical signals from the processor 1601 or the radio frequency circuit 1604 into sound waves. The loudspeaker can be a traditional film loudspeaker or a piezoelectric ceramic loudspeaker. When the speaker is a piezoelectric ceramic speaker, the speaker can be used for purposes such as converting an electric signal into a sound wave audible to a human being, or converting an electric signal into a sound wave inaudible to a human being to measure a distance. In some embodiments, the audio circuit 1607 may also include a headphone jack.
The Location component 1608 is employed to locate a current geographic Location of the computer device 1600 for implementing a navigation or Location Based Service (LBS). The Positioning component 1608 may be a Positioning component based on the Global Positioning System (GPS) of the united states, the beidou System of china, or the galileo System of russia.
Power supply 1609 is used to power the various components within computer device 1600. Power supply 1609 may be alternating current, direct current, disposable or rechargeable. When power supply 1609 includes a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. The wired rechargeable battery is a battery charged through a wired line, and the wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery may also be used to support fast charge technology.
In some embodiments, computer device 1600 also includes one or more sensors 1610. The one or more sensors 1610 include, but are not limited to: acceleration sensor 1611, gyro sensor 1612, pressure sensor 1613, fingerprint sensor 1614, optical sensor 1615, and proximity sensor 1616.
The acceleration sensor 1611 may detect acceleration magnitudes on three coordinate axes of a coordinate system established with the computer apparatus 1600. For example, the acceleration sensor 1611 may be used to detect components of the gravitational acceleration in three coordinate axes. The processor 1601 may control the touch display screen 1605 to display the user interface in a landscape view or a portrait view according to the gravitational acceleration signal collected by the acceleration sensor 1611. The acceleration sensor 1611 may also be used for acquisition of motion data of a game or a user.
Gyroscope sensor 1612 can detect the organism direction and turned angle of computer device 1600, and gyroscope sensor 1612 can gather user's 3D action to computer device 1600 in coordination with acceleration sensor 1611. From the data collected by the gyro sensor 1612, the processor 1601 may perform the following functions: motion sensing (e.g., changing the UI according to a tilt operation by a user), image stabilization at the time of shooting, game control, and inertial navigation.
The pressure sensors 1613 may be disposed on the side bezel of the computer device 1600 and/or on the lower layer of the touch display 1605. When the pressure sensor 1613 is disposed on the side frame of the computer device 1600, the holding signal of the user to the computer device 1600 can be detected, and the processor 1601 performs left-right hand recognition or shortcut operation according to the holding signal collected by the pressure sensor 1613. When the pressure sensor 1613 is disposed at the lower layer of the touch display 1605, the processor 1601 controls the operability control on the UI interface according to the pressure operation of the user on the touch display 1605. The operability control comprises at least one of a button control, a scroll bar control, an icon control and a menu control.
The fingerprint sensor 1614 is configured to collect a fingerprint of the user, and the processor 1601 is configured to identify the user based on the fingerprint collected by the fingerprint sensor 1614, or the fingerprint sensor 1614 is configured to identify the user based on the collected fingerprint. Upon recognizing that the user's identity is a trusted identity, the processor 1601 authorizes the user to perform relevant sensitive operations including unlocking a screen, viewing encrypted information, downloading software, paying for and changing settings, etc. The fingerprint sensor 1614 may be disposed on the front, back, or side of the computer device 1600. When a physical button or vendor Logo is provided on the computer device 1600, the fingerprint sensor 1614 may be integrated with the physical button or vendor Logo.
The optical sensor 1615 is used to collect ambient light intensity. In one embodiment, the processor 1601 may control the display brightness of the touch display screen 1605 based on the ambient light intensity collected by the optical sensor 1615. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 1605 is increased; when the ambient light intensity is low, the display brightness of the touch display 1605 is turned down. In another embodiment, the processor 1601 may also dynamically adjust the shooting parameters of the camera assembly 1606 based on the ambient light intensity collected by the optical sensor 1615.
A proximity sensor 1616, also known as a distance sensor, is typically disposed on the front panel of the computer device 1600. The proximity sensor 1616 is used to capture the distance between the user and the front of the computer device 1600. In one embodiment, the touch display 1605 is controlled by the processor 1601 to switch from a bright screen state to a dark screen state when the proximity sensor 1616 detects that the distance between the user and the front surface of the computer device 1600 is gradually decreasing; when the proximity sensor 1616 detects that the distance between the user and the front surface of the computer device 1600 is gradually increasing, the touch display 1605 is controlled by the processor 1601 to switch from a breath screen state to a light screen state.
Those skilled in the art will appreciate that the configuration shown in FIG. 16 is not intended to be limiting of computer device 1600, and may include more or fewer components than those shown, or some components may be combined, or a different arrangement of components may be employed.
In an exemplary embodiment, there is also provided a chip comprising programmable logic circuits and/or program instructions for implementing the method of using a restored vital value prop of the above aspect when the chip is run on a computer device.
In an exemplary embodiment, a computer program product or computer program is also provided, the computer program product or computer program comprising computer instructions stored in a computer readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the use method for recovering the life value prop provided by the method embodiments.
In an exemplary embodiment, a computer-readable storage medium is further provided, in which at least one program code is stored, and when the program code is loaded and executed by a processor of a computer device, the method for using the recovered life value prop provided by the above method embodiments is implemented.
It will be understood by those skilled in the art that all or part of the steps for implementing the above embodiments may be implemented by hardware, or may be implemented by a program instructing relevant hardware, where the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a magnetic disk or an optical disk, etc.
The above description is only exemplary of the present application and should not be taken as limiting, as any modification, equivalent replacement, or improvement made within the spirit and principle of the present application should be included in the protection scope of the present application.

Claims (19)

1. A method of using a restored-life prop, the method comprising:
displaying a visual angle picture of a first virtual character in a virtual environment, wherein the virtual environment is used for providing team shooting type tactical competitions among virtual characters, the first virtual character is provided with m team-friend virtual characters in the virtual environment, all or part of the first virtual character and the m team-friend virtual characters are provided with shooting props, the first virtual character is also provided with target props, and the target props are props for restoring life values by collective sex;
determining n teammate virtual characters which accord with a system recovery condition in the virtual environment in response to the first virtual character using the target prop, wherein n and m are positive integers, and n is smaller than or equal to m;
and restoring the life values of the n teammate virtual characters to a full blood state, and adding additional life values for the n teammate virtual characters.
2. The method of claim 1, wherein the restoring the life values of the n teammate avatars to a full blood state and adding additional life values to the n teammate avatars comprises:
restoring the life values of the n teammate virtual characters to the full blood state, and adding additional life values with effective duration for the n teammate virtual characters;
wherein the additional lifetime value is cancelled when the validity period expires.
3. The method of claim 2, wherein the effective duration is a preset value;
or the effective duration is related to the remaining life value of the teammate virtual character before recovery;
or, the effective duration is related to a distance between the teammate avatar and an enemy avatar;
or, the validity duration is related to a distance between the teammate virtual character and the first virtual character;
or the effective duration is related to the behavior state of the teammate virtual character.
4. The method of any one of claims 1 to 3, wherein said determining n teammate avatars in said virtual environment that meet system recovery criteria in response to said first avatar using said target prop, comprises:
determining n teammate virtual characters which are closest to the first virtual character in the virtual environment as n teammate virtual characters which accord with system recovery conditions in the virtual environment in response to the first virtual character using a target prop;
or the like, or, alternatively,
determining x teammate avatars in the virtual environment that are closest in distance to the first avatar in response to the first avatar using a target prop; determining n teammate virtual roles selected by system configuration conditions in the x teammate virtual roles as n teammate virtual roles meeting system recovery conditions in the virtual environment, wherein x is a positive integer, and is larger than n and smaller than or equal to m;
or the like, or, alternatively,
determining x teammate avatars in the virtual environment that are closest in distance to the first avatar in response to the first avatar using a target prop; and determining the n teammate virtual roles selected by the input selection signal in the x teammate virtual roles as the n teammate virtual roles meeting the system recovery condition in the virtual environment, wherein x is a positive integer, and is greater than n and less than or equal to m.
5. The method of claim 4, wherein the system configuration condition relates to a remaining life value of the teammate avatar before recovery;
or, the system configuration condition is related to a distance between the teammate avatar and an enemy avatar;
or, the system configuration condition relates to a distance between the teammate virtual character and the first virtual character;
or the system configuration condition is related to the behavior state of the teammate virtual character.
6. The method of any one of claims 1 to 3, wherein the target prop has a trigger duration before being effective, the method further comprising:
and displaying the use animation of the target prop in the trigger duration of the target prop, wherein the use animation comprises the character information of the n teammate virtual characters.
7. The method of claim 6, wherein said displaying an animation of the use of the target item during the trigger duration of the target item comprises:
displaying a usage animation of the target prop within a trigger duration of the target prop, wherein the usage animation includes role information of the n teammate virtual roles, and the role information of a second virtual role of the n teammate virtual roles is displayed in an abnormal state;
and the second virtual character is a virtual character of which the life value is reduced to zero within the trigger time length of the target prop.
8. A method according to any one of claims 1 to 3, wherein the target prop has a trigger duration before it is effective;
restoring the life values of the n teammate virtual characters to a full blood state, and adding additional life values for the n teammate virtual characters, comprising:
and under the condition that an interruption condition is not triggered within the trigger duration of the target prop, restoring the life values of the n teammate virtual characters to a full blood state, and adding additional life values for the n teammate virtual characters.
9. The method of claim 8, wherein the interrupting condition comprises at least one of:
within the trigger duration, the life value of the first virtual character is reduced to zero;
within the trigger duration, the first virtual role is attacked by a specified type;
the teammate virtual character uses the target prop, and the target prop takes effect within the trigger duration;
and in the trigger duration, the first virtual character is provided with a first mark, and the first mark is added to any teammate virtual character after the target prop is used for the first virtual character.
10. The method of any of claims 1 to 3, further comprising:
adding a first mark to the n teammate avatars under the condition that the target prop is in effect;
wherein the first flag has a flag duration, the first flag being cancelled upon expiration of the flag duration.
11. The method of any of claims 1 to 3, further comprising:
determining k teammate avatars meeting system influence conditions in the virtual environment in response to the first avatar using a target prop, wherein k is a positive integer and is less than or equal to m;
detracting from the attribute values of the k teammate avatars.
12. The method of claim 11, wherein the system-affecting condition comprises at least one of:
k teammate avatars farthest from the first avatar;
k teammate avatars not selected by the input selection signal among the x teammate avatars closest to the first avatar;
k teammate avatars that are not selected by the system configuration conditions among the x teammate avatars that are closest to the first avatar.
13. The method of claim 11, wherein the detracting from the values of the attributes of the k teammate avatars comprises at least one of:
reducing the life values of the k teammate avatars;
reducing the speed of movement of the k teammate avatars;
enlarging the shape size of the k teammate avatars;
increasing the item cooling time for the k teammate avatars.
14. A use device for recovering a life value prop, the device comprising:
the system comprises a first display module, a second display module and a third display module, wherein the first display module is used for displaying a visual angle picture of a first virtual role in a virtual environment, the virtual environment is used for providing team shooting type tactical competition among the virtual roles, the first virtual role is provided with m team-friend virtual roles in the virtual environment, all or part of the first virtual role and the m team-friend virtual roles have shooting props, the first virtual role is also provided with a target prop, and the target prop is a prop for recovering the life value by integration;
a first determining module, configured to determine n teammate virtual roles that meet a system recovery condition in the virtual environment in response to the first virtual role using the target prop, where n and m are positive integers and n is less than or equal to m;
and the recovery module is used for recovering the life values of the n teammate virtual characters to be in a full blood state and adding additional life values for the n teammate virtual characters.
15. The apparatus according to claim 14, wherein the recovery module is configured to recover the life values of the n teammate avatars to the full blood state and add additional life values with an effective duration to the n teammate avatars;
wherein the additional lifetime value is cancelled when the validity period expires.
16. The apparatus of claim 15, wherein the effective duration is a preset value;
or the effective duration is related to the remaining life value of the teammate virtual character before recovery;
or, the effective duration is related to a distance between the teammate avatar and an enemy avatar;
or, the validity duration is related to a distance between the teammate virtual character and the first virtual character;
or the effective duration is related to the behavior state of the teammate virtual character.
17. A computer device, characterized in that the computer device comprises: a processor and a memory, wherein at least one program is stored in the memory; the processor is configured to execute the at least one program in the memory to implement the method for using the life value restoring prop according to any one of claims 1 to 13.
18. A computer-readable storage medium having stored thereon executable instructions that are loaded and executed by a processor to implement a method of using a restored vital value prop as claimed in any one of claims 1 to 13.
19. A computer program product or computer program, characterised in that it comprises computer instructions stored on a computer readable storage medium, which are read by a processor and executed to implement a method of use of a restored vital value prop as claimed in any one of claims 1 to 13.
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