CN116271828A - Display control method and device for prop use effect and electronic equipment - Google Patents

Display control method and device for prop use effect and electronic equipment Download PDF

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Publication number
CN116271828A
CN116271828A CN202310126985.1A CN202310126985A CN116271828A CN 116271828 A CN116271828 A CN 116271828A CN 202310126985 A CN202310126985 A CN 202310126985A CN 116271828 A CN116271828 A CN 116271828A
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China
Prior art keywords
target
attack
prop
displaying
indication identifier
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CN202310126985.1A
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Chinese (zh)
Inventor
杨昕粲
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202310126985.1A priority Critical patent/CN116271828A/en
Publication of CN116271828A publication Critical patent/CN116271828A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • 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
    • A63F13/5375Controlling 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 graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special 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
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/303Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features 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
    • 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
    • Y02PCLIMATE CHANGE MITIGATION TECHNOLOGIES IN THE PRODUCTION OR PROCESSING OF GOODS
    • Y02P90/00Enabling technologies with a potential contribution to greenhouse gas [GHG] emissions mitigation
    • Y02P90/02Total factory control, e.g. smart factories, flexible manufacturing systems [FMS] or integrated manufacturing systems [IMS]

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

Abstract

The invention provides a display control method, a display control device and electronic equipment for a prop use effect, wherein an attack range of a target prop in a game scene is determined in response to control operation for the target prop; responding to the attack range of the target prop entering the target object in at least one virtual object, and displaying an attack indication mark of the target prop; the attack indication identifier is used for indicating: at least one body part of the target object located within the scope of the attack; in response to a triggering operation for the target prop, controlling the target prop to release target skills to a target part in at least one body part of the target object, and updating and displaying attack indication identifiers; the updated attack indication identifier is used for indicating: target sites affected by target skills. The method enables the player to clearly identify the body part hit by the enemy object in the game scene with the virtual object being far away or dark so as to quickly determine the tactics of the next step, and improves the game experience of the player.

Description

Display control method and device for prop use effect and electronic equipment
Technical Field
The invention relates to the technical field of game interaction, in particular to a display control method and device for prop use effect and electronic equipment.
Background
In games such as gunfights, shooting classes and the like, players control weapon props such as virtual guns and the like to shoot, can hit various body parts of virtual objects and generate different special effects of injury effects, such as hitting a brain bag to injure a head, hitting two feet to cause a model, hitting an arm to hit a weapon and the like. Players typically determine the hit location of a virtual object by looking at the injury effect special effects of the virtual object, or the action state of the virtual object. However, when the virtual object is in a distant or darker game scene or the virtual object has a deformed body shape, it is difficult for the player to determine where the shot hits, affecting the player's game experience.
Disclosure of Invention
Accordingly, the present invention is directed to a method, an apparatus, and an electronic device for controlling the display of the effect of use of a prop, so that a player can accurately determine the body part of a virtual object hit by the prop, and the game experience of the player can be improved.
In a first aspect, an embodiment of the present invention provides a display control method for a prop use effect, where a graphical user interface is provided through a terminal device; the graphic user interface displays a game scene where the controlled virtual object is located, and the controlled virtual object carries a target prop; the game scene includes at least one virtual object; the virtual object includes a plurality of body parts; the target prop is used for: releasing target skills from virtual objects located within the attack range of the target prop; the method comprises the following steps: responding to control operation for the target prop, and determining the attack range of the target prop in the game scene; responding to the attack range of the target prop entering the target object in at least one virtual object, and displaying an attack indication mark of the target prop; the attack indication identifier is used for indicating: at least one body part of the target object located within the scope of the attack; in response to a triggering operation for the target prop, controlling the target prop to release target skills to a target part in at least one body part of the target object, and updating and displaying attack indication identifiers; the updated attack indication identifier is used for indicating: target sites affected by target skills.
In a second aspect, an embodiment of the present invention provides a display control apparatus for a prop use effect, where a graphical user interface is provided through a terminal device; the graphic user interface displays a game scene where the controlled virtual object is located, and the controlled virtual object carries a target prop; the game scene includes at least one virtual object; the virtual object includes a plurality of body parts; the target prop is used for: releasing target skills from virtual objects located within the attack range of the target prop; the device comprises: the attack range determining module is used for determining the attack range of the target prop in the game scene in response to the control operation of the target prop; the identification display module is used for responding to the attack range of the target prop entering the target object in the at least one virtual object and displaying the attack indication identification of the target prop; the attack indication identifier is used for indicating: at least one body part of the target object located within the scope of the attack; the identification updating module is used for responding to the triggering operation for the target prop, controlling the target prop to release target skills to a target part in at least one body part of the target object, and updating and displaying attack indication identifications; the updated attack indication identifier is used for indicating: target sites affected by target skills.
In a third aspect, an embodiment of the present invention provides an electronic device, including a processor and a memory, where the memory stores machine executable instructions executable by the processor, and the processor executes the machine executable instructions to implement the display control method for prop use effects described above.
In a fourth aspect, embodiments of the present invention provide a machine-readable storage medium storing machine-executable instructions that, when invoked and executed by a processor, cause the processor to implement a display control method for prop use as described above.
The embodiment of the invention has the following beneficial effects:
according to the display control method, the display control device and the electronic equipment for the prop use effect, the attack range of the target prop in the game scene is determined in response to the control operation for the target prop; responding to the attack range of the target prop entering the target object in at least one virtual object, and displaying an attack indication mark of the target prop; the attack indication identifier is used for indicating: at least one body part of the target object located within the scope of the attack; in response to a triggering operation for the target prop, controlling the target prop to release target skills to a target part in at least one body part of the target object, and updating and displaying attack indication identifiers; the updated attack indication identifier is used for indicating: target sites affected by target skills. The method enables the player to clearly identify the body part hit by the enemy object in the game scene with the virtual object being far away or dark so as to quickly determine the tactics of the next step, and improves the game experience of the player.
Additional features and advantages of the invention will be set forth in the description which follows, and in part will be obvious from the description, or may be learned by practice of the invention. The objectives and other advantages of the invention will be realized and attained by the structure particularly pointed out in the written description and claims hereof as well as the appended drawings.
In order to make the above objects, features and advantages of the present invention more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the embodiments of the invention or the technical solutions in the prior art, the drawings that are needed in the description of the embodiments or the prior art will be briefly described, it being obvious that the drawings in the description below are some embodiments of the invention and that other drawings may be obtained from these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a flow chart of a method for controlling the display of prop use effects provided by an embodiment of the invention;
fig. 2 is a schematic diagram of an attack indication identifier according to an embodiment of the present invention;
FIG. 3 is a schematic diagram of another attack indication identifier according to an embodiment of the present invention;
FIG. 4 is a schematic diagram of a graphical user interface for displaying attack indication identifiers according to an embodiment of the present invention;
FIG. 5 is a schematic diagram of another graphical user interface for displaying attack indication identifiers according to an embodiment of the present invention;
FIG. 6 is a schematic diagram of another attack indication identifier according to an embodiment of the present invention;
FIG. 7 is a schematic diagram of another attack indication identifier according to an embodiment of the present invention;
FIG. 8 is a schematic diagram of another attack indication identifier according to an embodiment of the present invention;
FIG. 9 is a schematic diagram of another graphical user interface for displaying attack indication identifiers according to an embodiment of the present invention;
FIG. 10 is a schematic structural diagram of a display control device for displaying a prop use effect according to an embodiment of the present invention;
fig. 11 is a schematic structural diagram of an electronic device according to an embodiment of the present invention.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the embodiments of the present invention more apparent, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings, and it is apparent that the described embodiments are some embodiments of the present invention, but not all embodiments. All other embodiments, which can be made by those skilled in the art based on the embodiments of the invention without making any inventive effort, are intended to be within the scope of the invention.
In a combat game, such as a shooting game, players can often hit different locations of an enemy by controlling the property release skills, often producing different effects and causing different injuries. For example, a player may control a firearm prop to shoot an enemy, hit his head, hit his feet, cause a trace, hit his arm, hit a weapon, etc.
However, for a game scene with a long distance or a dim visual field, or for an enemy with a malformed body, it is often difficult for a player to judge what part the player hits, and the player can only know the specific part hit condition by observing the action change of the enemy, which increases the learning cost of the shooting game.
Based on the above, the method, the device and the electronic equipment for controlling the display of the prop use effect provided by the embodiment of the invention can be applied to a game scene in which other virtual objects can be attacked by using the prop.
The display control method for the prop use effect in one embodiment of the invention can be operated on a local terminal device or a server. When the display control method of the prop use effect is operated on the server, the mode can be realized and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client device.
In an alternative embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud game. Taking cloud game as an example, cloud game refers to a game mode based on cloud computing. In the running mode of the cloud game, the running main body of the game program and the game picture presentation main body are separated, the storage and running of the display control method of the prop use effect are completed on the cloud game server, and the function of the client device is used for receiving and sending data and presenting the game picture, for example, the client device can be a display device with a data transmission function, such as a mobile terminal, a television, a computer, a palm computer and the like, which is close to a user side; but the cloud game server which performs information processing is a cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, codes and compresses data such as game pictures and the like, returns the data to the client device through a network, and finally decodes the data through the client device and outputs the game pictures.
In an alternative embodiment, taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used for interacting with the player through the graphical user interface, namely, conventionally downloading and installing the game program through the electronic device and running. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal, or provided to the player by holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including game visuals, and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
In a possible implementation manner, the embodiment of the invention provides a display control method for a prop use effect, and a graphical user interface is provided through terminal equipment. The terminal device may be the aforementioned local terminal device, or may be the aforementioned client device in the cloud interaction system. The graphic user interface displays a game scene where the controlled virtual object is located, and the controlled virtual object carries a target prop; the game scene includes at least one virtual object; the virtual object includes a plurality of body parts; the target prop is used for: releasing the target skills from the virtual objects located within the scope of the attack of the target prop. As shown in fig. 1, the method comprises the following steps:
step S102, in response to the control operation for the target prop, determining the attack range of the target prop in the game scene.
The target props may typically be weapon props that may be used to attack other virtual objects, set up autonomously by a firearm, bow or other game developer. The target prop usually has a certain attack range, and the attack range may be an attack position or a range area, and the range area may be an area possibly containing the attack position or may be a scene area capable of being influenced by target skills. The attack range may be determined from the current location of the target prop and/or the orientation of the target prop. The manner in which the scope of attack is determined is generally different for different target weapons. For example, the attack range of the gun prop can ignore the gravity influence, and the attack position of the bullet is determined directly based on the current position and the direction of the gun prop and the preset range parameter; in the case of archery, the gravitational effects also need to be taken into account when determining the attack position of the arrow.
The control operation for the target prop can be the position adjustment of the target prop in the left, right, up, down, front and back directions or the adjustment of the aiming angle of the target prop. Since the target prop is carried by the controlled virtual object, positional adjustment of the target prop can sometimes be achieved by movement of the controlled virtual object. The control of the target prop can be set on the graphical user interface, and a player can realize the control operation of the target prop by performing touch operation on the control, or can realize the control operation of the target prop by performing touch operation on the target prop in the display area of the graphical user interface. The implementation manner of the control operation for the target prop can be set according to requirements, and is not limited herein.
Step S104, in response to the target object in at least one virtual object entering the attack range of the target prop, displaying the attack indication identifier of the target prop; the attack indication identifier is used for indicating: at least one body part of the target object located within the scope of the attack.
The target object can enter the attack range of the target prop through the control operation of the target prop. It may also be an attack range in which the target object enters the target prop due to movement of the target object. After the target object enters the attack range of the target prop, the attack indication identifier of the target prop can be displayed.
The attack indication identifier may be displayed at a set position of the graphical user interface, such as a position above left or right above the set position. The top of the head or on the body of the target object may also be displayed. The attack indication identifier may be displayed in a vivid color or a flashing animation effect when displayed, so as to draw attention to the situation that the player enters the attack range on the target object.
In order to make the attack indication mark indicate the body part of the target object, the shape of the attack indication mark can be similar to that of the body part of the target object, or the attack indication mark can be displayed as a commonly-known shape so as to represent the corresponding body part shape. For example, when the target object is a person, the attack indication identifier may be as shown in fig. 2 or fig. 3. As shown in fig. 2, the display area of the attack indication identifier may be continuous, and as shown in fig. 3, the attack indication identifier may be divided into a plurality of sub-identifiers, and each body part of the target object is divided.
When a certain body part or a certain body part of the target object is not attackeable, the corresponding part of the body part in the attack indication mark can be defaulted, or the part is displayed in gray, black and other colors, so that the player is prompted that the part cannot attack.
Step S106, in response to the triggering operation for the target prop, controlling the target prop to release target skills to a target part in at least one body part of the target object, and updating and displaying attack indication identifiers; the updated attack indication identifier is used for indicating: target sites affected by target skills.
The triggering operation for the target prop can be various. For example, triggering of the target prop can be achieved by performing triggering operation on a control arranged on the graphical user interface; triggering of the target prop can also be achieved through clicking operation and the like on the target object. And may be specifically set according to the needs, without limitation.
When the target prop is controlled to release the target skill to the target part of the target object, the target part influenced by the target skill can be determined according to the position of the attack range. The target part can be determined according to the skill release rule of the target prop, such as one or two body parts of a plurality of body parts in the range of random influence attack of the target skill. Or the attack range is a determined attack position, which falls on the target position. And may be specifically set according to the needs, without limitation.
After the target skill is released to the target position, the attack indication mark can be updated by setting a highlight color, an animation effect and the like on a display area corresponding to the target position in the attack indication mark. For example, a target area affected by a target skill is displayed in red, and other areas are white. As shown in fig. 4, the left arm of the target object is hit in gray in fig. 4. In addition, a text alert may be displayed, such as hitting the left arm, as shown in FIG. 5.
According to the display control method for the prop use effect, the attack range of the target prop in the game scene is determined in response to the control operation for the target prop; responding to the attack range of the target prop entering the target object in at least one virtual object, and displaying an attack indication mark of the target prop; the attack indication identifier is used for indicating: at least one body part of the target object located within the scope of the attack; in response to a triggering operation for the target prop, controlling the target prop to release target skills to a target part in at least one body part of the target object, and updating and displaying attack indication identifiers; the updated attack indication identifier is used for indicating: target sites affected by target skills. The method enables the player to clearly identify the body part hit by the enemy object in the game scene with the virtual object being far away or dark so as to quickly determine the tactics of the next step, and improves the game experience of the player.
The following embodiments provide a specific way to display an attack indication identifier of a target prop in response to a target object in at least one virtual object entering an attack range of the target prop.
After the target object enters the attack range of the target prop, the attack indication identifier of the target prop can be displayed at the appointed position of the target object. Such as the top of the head, chest, etc., of the target object.
To more clearly represent multiple body parts of the target object, the attack indication identifier may include multiple sub-identifiers; each child identity corresponds to a body part of the target object. A plurality of sub-identifications corresponding to the body part of the target object may thereby be displayed in the graphical user interface to represent the attacked state of the body part of the target object. Specifically, a plurality of sub-identifications are displayed in accordance with the relative positional relationship between a plurality of body parts of the target object; the relative positional relationship between the plurality of sub-markers corresponds to the relative positional relationship between the plurality of body parts of the target object. As shown in fig. 3, each sub-label in the figure that is similar to the shape of the body part represents a corresponding body part.
When the target object enters the attack range, it may be that the individual body parts enter the attack range in sequence. For example, when the attack range is a circular area, the target object enters the attack range from the left side of the circular area, and if the target object faces the controlled virtual object, the left body part of the target object, such as the left arm and the left leg, typically enters the attack range first. At this time, the portion of the attack identifier corresponding to the body part entering the attack range may be displayed in a display format different from other body parts, for example, in a blinking format, an intermittent magnification format, a highlighting format of a specified color, or the like.
When the target prop aims at a certain body part, the body part can be displayed only in a highlighting format or other more striking display formats with specified colors, so that if the target prop is triggered in the current state, the player is instructed to hit the body part of the target object, and the player can conveniently adjust the parameters of the current position, aiming direction and the like of the target prop.
If the target prop is triggered to attack the target object, the hit probability of each body part of the target object in the attack range of the target prop can be calculated based on the current position and the orientation of the target prop, the distance between the target object and the target prop and other parameters, and the parts corresponding to each body part in the attack indication mark can be displayed in different depth colors. For example, the portion of the attack instruction mark corresponding to the body part having the highest hit probability may be displayed in dark red, and then the portion corresponding to the body part having the lowest hit probability (greater than 0) may be displayed in light red, and the display color of the portion corresponding to the other body part may also correspond to the hit probability thereof, with the darker red indicating a higher hit probability.
The following embodiments provide a specific way to update and display attack indication identifiers.
Before releasing the target skills, the attack indication identifier of the target prop can be displayed at a designated location of the target object, such as the top of the head or the front of the chest. After triggering the target prop to release the target skill to the target part of the target object, the attack indication mark can be displayed on the target part of the target object. As shown in fig. 6, after the left arm of the target object is hit, the attack instruction flag indicates the position of the left arm displayed on the target object.
When the attack indication identifier includes a plurality of sub-identifiers and the sub-identifiers correspond to the body part of the target object, the sub-identifiers corresponding to the target part may be displayed in a preset first display format. The first display format may be highlighting, a flickering effect, or the like.
The target object may be plural. The target object includes a first target object and a second target object, that is, the first target object and the second target object both enter an attack area of the target weapon. If the target skill affects the first target part of the first target object and the second target part of the second target object at the same time, and the first target part and the second target part are different body parts, displaying the sub-mark corresponding to the first target part in a preset second display format, and displaying the sub-mark corresponding to the second target part of the second target object in a preset third display format. The second display format and the third display format may be highlighting, a flickering effect, or the like, but the display effects are different. For example, the second display format and the third display format may be different color highlighting effects. As shown in fig. 7, different display effects are indicated in gray with different depths to indicate that different portions of different target objects are hit.
In a specific implementation, the attack indication identifier may include an attack state indication identifier. Wherein the attack state indication identifier is used for indicating a skill release state for the target object; the skill release state includes whether the target skill has been released or whether the target skill has not been released. After the target prop is controlled to release the target skill to the target part in at least one body part of the target object, the attack state indication mark can be displayed in a preset fourth display format; the fourth display format indicates that the target skills have been released. As shown in fig. 8, the circle on the left is an attack state indication mark, and the display color of the circle can be changed after the target skill is released.
In addition, a text prompt window can be displayed in response to triggering operation for the target prop; the display content of the text prompt window indicates a target location affected by the target skill. For example, after the left arm is hit, a text prompt may be displayed to "hit left arm" as shown in FIG. 5.
The embodiment of the invention also provides another display control method for the prop use effect. This is implemented on the basis of the method shown in fig. 1. In this method, the prop is specifically a firearm prop (simply referred to as a "firearm"). When the method is applied to games, players can intuitively know the hitting condition of all parts of enemies after gun shooting for enemies with different sizes in different environments.
When a player controls a gun to aim at a virtual object in a game scene, a sight mark of the gun is displayed on the virtual object which is aimed, and can be called a target object. At the same time, a location-related graphic representation, the attack indication identifier described above, may be displayed around the sight of the firearm. The identification is aimed at the player's hit to display a corresponding animation effect, which may be highlighting or disappearing the body part hit by the player to indicate the body part of the target object that the player has hit.
If the player hits a plurality of target objects at the same time, the hit conditions can be displayed in a superimposed manner at the same time. Examples: if the player hits both the left hand of enemy a and the right hand of enemy B, then the "left hand" and "right hand" icons are illuminated at the center of gravity. At this time, the left hand and the right hand may be displayed in different colors, may be different sizes, or may represent that different body parts of different target objects are hit in a text form.
In specific implementation, the position of the prompt of the hit position of the enemy is not limited to the center of gravity, and can be near the center of gravity or at any other positions of the screen. As shown in fig. 9, the attack indication identifier may also be fixed at the upper left position of the graphical user interface.
In the concrete implementation, besides pictures and moving effects, the prompting mode can also be used for prompting in a text mode, such as displaying words like 'hit trunk' or 'hit right hand and head'.
The mode can enlarge and display the hit situation of the enemy part by using an obvious diagram, is more visual compared with the mode of directly observing the actions of the enemy, is convenient for a player to master the shooting situation, is convenient for the player to practice, and simultaneously strengthens the hit feedback.
For the above method embodiment, referring to a display control device for prop use effect shown in fig. 10, a graphical user interface is provided through a terminal device; the graphic user interface displays a game scene where the controlled virtual object is located, and the controlled virtual object carries a target prop; the game scene includes at least one virtual object; the virtual object includes a plurality of body parts; the target prop is used for: releasing target skills from virtual objects located within the attack range of the target prop; the device comprises:
an attack range determination module 1002, configured to determine an attack range of a target prop in a game scene in response to a control operation for the target prop;
the identification display module 1004 is configured to display an attack indication identifier of the target prop in response to the target object in the at least one virtual object entering an attack range of the target prop; the attack indication identifier is used for indicating: at least one body part of the target object located within the scope of the attack;
An identification update module 1006 for controlling the target prop to release target skills to a target site in at least one body part of the target object in response to a trigger operation for the target prop, and updating the display attack indication identification; the updated attack indication identifier is used for indicating: target sites affected by target skills.
The display control device for the prop use effect determines the attack range of the target prop in the game scene in response to the control operation for the target prop; responding to the attack range of the target prop entering the target object in at least one virtual object, and displaying an attack indication mark of the target prop; the attack indication identifier is used for indicating: at least one body part of the target object located within the scope of the attack; in response to a triggering operation for the target prop, controlling the target prop to release target skills to a target part in at least one body part of the target object, and updating and displaying attack indication identifiers; the updated attack indication identifier is used for indicating: target sites affected by target skills. The method enables the player to clearly identify the body part hit by the enemy object in the game scene with the virtual object being far away or dark so as to quickly determine the tactics of the next step, and improves the game experience of the player.
The identification display module is further used for: and displaying the attack indication identifier of the target prop at the appointed position of the target object.
The attack indication identifier comprises a plurality of sub-identifiers; the child identifier corresponds to a body part of the target object; the identification display module is further used for: a plurality of sub-identifications corresponding to body parts of the target object are displayed.
The identification display module is further used for: displaying a plurality of sub-identifications according to the relative position relation among a plurality of body parts of the target object; the relative positional relationship between the plurality of sub-markers corresponds to the relative positional relationship between the plurality of body parts of the target object.
The attack indication mark of the target prop is displayed at a designated position of the target object; the identification update module is further configured to: and displaying the attack indication identifier at the target part of the target object.
The attack indication identifier comprises a plurality of sub-identifiers; the child identifier corresponds to a body part of the target object; the above-mentioned identification updating module is also used for: and displaying the sub-identifier corresponding to the target part in a preset first display format.
The target object comprises a first target object and a second target object; the target portion comprises a first target portion of a first target object and a second target portion of a second target object; the first target site and the second target site are different body sites; the above-mentioned identification updating module is also used for: displaying the sub-identifier corresponding to the first target part in a preset second display format, and displaying the sub-identifier corresponding to the second target part of the second target object in a preset third display format.
The attack indication identifier comprises an attack state indication identifier; the attack status indication identifier is used for: indicating a skill release status for the target object; the skill release state comprises that the target skill is released or the target skill is not released; the above-mentioned identification updating module is also used for: displaying an attack state indication mark in a preset fourth display format; the fourth display format indicates that the target skills have been released.
The attack indication identifier comprises an attack state indication identifier; the attack status indication identifier is used for: indicating a skill release status for the target object; the skill release state comprises that the target skill is released or the target skill is not released; the above-mentioned identification updating module is also used for: displaying an attack state indication mark in a preset fourth display format; the fourth display format indicates that the target skills have been released.
The present embodiment also provides an electronic device, including a processor and a memory, where the memory stores machine executable instructions executable by the processor, and the processor executes the machine executable instructions to implement a display control method for using the prop, for example:
responding to control operation for the target prop, and determining the attack range of the target prop in the game scene; responding to the attack range of the target prop entering the target object in at least one virtual object, and displaying an attack indication mark of the target prop; the attack indication identifier is used for indicating: at least one body part of the target object located within the scope of the attack; in response to a triggering operation for the target prop, controlling the target prop to release target skills to a target part in at least one body part of the target object, and updating and displaying attack indication identifiers; the updated attack indication identifier is used for indicating: target sites affected by target skills.
The method enables the player to clearly identify the body part hit by the enemy object in the game scene with the virtual object being far away or dark so as to quickly determine the tactics of the next step, and improves the game experience of the player.
Optionally, the step of displaying the attack indication identifier of the target prop includes: and displaying the attack indication identifier of the target prop at the appointed position of the target object.
Optionally, the attack indication identifier includes a plurality of sub-identifiers; the child identifier corresponds to a body part of the target object; the step of displaying the attack indication identifier of the target prop comprises the following steps: a plurality of sub-identifications corresponding to body parts of the target object are displayed.
Optionally, the step of displaying a plurality of sub-identifiers corresponding to the body parts of the target object includes: displaying a plurality of sub-identifications according to the relative position relation among a plurality of body parts of the target object; the relative positional relationship between the plurality of sub-markers corresponds to the relative positional relationship between the plurality of body parts of the target object.
Optionally, the attack indication identifier of the target prop is displayed at a designated position of the target object; the step of updating and displaying the attack indication identifier comprises the following steps: and displaying the attack indication identifier at the target part of the target object.
Optionally, the attack indication identifier includes a plurality of sub-identifiers; the child identifier corresponds to a body part of the target object; the step of updating and displaying the attack indication identifier comprises the following steps: and displaying the sub-identifier corresponding to the target part in a preset first display format.
Optionally, the target object includes a first target object and a second target object; the target portion comprises a first target portion of a first target object and a second target portion of a second target object; the first target site and the second target site are different body sites; the step of updating and displaying the attack indication identifier comprises the following steps: displaying the sub-identifier corresponding to the first target part in a preset second display format, and displaying the sub-identifier corresponding to the second target part of the second target object in a preset third display format.
Optionally, the attack indication identifier includes an attack state indication identifier; the attack status indication identifier is used for: indicating a skill release status for the target object; the skill release state comprises that the target skill is released or the target skill is not released; the step of updating and displaying the attack indication identifier comprises the following steps: displaying an attack state indication mark in a preset fourth display format; the fourth display format indicates that the target skills have been released.
Optionally, the attack indication identifier includes an attack state indication identifier; the attack status indication identifier is used for: indicating a skill release status for the target object; the skill release state comprises that the target skill is released or the target skill is not released; the step of updating and displaying the attack indication identifier comprises the following steps: displaying an attack state indication mark in a preset fourth display format; the fourth display format indicates that the target skills have been released.
Referring to fig. 11, the electronic device includes a processor 100 and a memory 101, the memory 101 storing machine executable instructions that can be executed by the processor 100, the processor 100 executing the machine executable instructions to implement the display control method of prop use effects described above.
Further, the electronic device shown in fig. 11 further includes a bus 102 and a communication interface 103, and the processor 100, the communication interface 103, and the memory 101 are connected through the bus 102.
The memory 101 may include a high-speed random access memory (RAM, random Access Memory), and may further include a non-volatile memory (non-volatile memory), such as at least one magnetic disk memory. The communication connection between the system network element and at least one other network element is implemented via at least one communication interface 103 (which may be wired or wireless), and may use the internet, a wide area network, a local network, a metropolitan area network, etc. Bus 102 may be an ISA bus, a PCI bus, an EISA bus, or the like. The buses may be classified as address buses, data buses, control buses, etc. For ease of illustration, only one bi-directional arrow is shown in FIG. 11, but not only one bus or type of bus.
The processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, the steps of the above method may be performed by integrated logic circuits of hardware in the processor 100 or by instructions in the form of software. The processor 100 may be a general-purpose processor, including a central processing unit (Central Processing Unit, CPU for short), a network processor (Network Processor, NP for short), etc.; but also digital signal processors (Digital Signal Processor, DSP for short), application specific integrated circuits (Application Specific Integrated Circuit, ASIC for short), field-programmable gate arrays (Field-Programmable Gate Array, FPGA for short) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. The disclosed methods, steps, and logic blocks in the embodiments of the present invention may be implemented or performed. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. The steps of the method disclosed in connection with the embodiments of the present invention may be embodied directly in the execution of a hardware decoding processor, or in the execution of a combination of hardware and software modules in a decoding processor. The software modules may be located in a random access memory, flash memory, read only memory, programmable read only memory, or electrically erasable programmable memory, registers, etc. as well known in the art. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and, in combination with its hardware, performs the steps of the method of the previous embodiment.
The embodiment also provides a machine-readable storage medium, wherein the machine-readable storage medium stores machine-executable instructions, and when the machine-executable instructions are called and executed by a processor, the machine-executable instructions cause the processor to realize the display control method of the prop use effect.
The method, the device and the electronic equipment for controlling the display of the prop use effect provided by the embodiment of the invention comprise a computer readable storage medium storing program codes, wherein the program codes comprise instructions for executing the method described in the previous method embodiment, for example:
responding to control operation for the target prop, and determining the attack range of the target prop in the game scene; responding to the attack range of the target prop entering the target object in at least one virtual object, and displaying an attack indication mark of the target prop; the attack indication identifier is used for indicating: at least one body part of the target object located within the scope of the attack; in response to a triggering operation for the target prop, controlling the target prop to release target skills to a target part in at least one body part of the target object, and updating and displaying attack indication identifiers; the updated attack indication identifier is used for indicating: target sites affected by target skills.
The method enables the player to clearly identify the body part hit by the enemy object in the game scene with the virtual object being far away or dark so as to quickly determine the tactics of the next step, and improves the game experience of the player.
Optionally, the step of displaying the attack indication identifier of the target prop includes: and displaying the attack indication identifier of the target prop at the appointed position of the target object.
Optionally, the attack indication identifier includes a plurality of sub-identifiers; the child identifier corresponds to a body part of the target object; the step of displaying the attack indication identifier of the target prop comprises the following steps: a plurality of sub-identifications corresponding to body parts of the target object are displayed.
Optionally, the step of displaying a plurality of sub-identifiers corresponding to the body parts of the target object includes: displaying a plurality of sub-identifications according to the relative position relation among a plurality of body parts of the target object; the relative positional relationship between the plurality of sub-markers corresponds to the relative positional relationship between the plurality of body parts of the target object.
Optionally, the attack indication identifier of the target prop is displayed at a designated position of the target object; the step of updating and displaying the attack indication identifier comprises the following steps: and displaying the attack indication identifier at the target part of the target object.
Optionally, the attack indication identifier includes a plurality of sub-identifiers; the child identifier corresponds to a body part of the target object; the step of updating and displaying the attack indication identifier comprises the following steps: and displaying the sub-identifier corresponding to the target part in a preset first display format.
Optionally, the target object includes a first target object and a second target object; the target portion comprises a first target portion of a first target object and a second target portion of a second target object; the first target site and the second target site are different body sites; the step of updating and displaying the attack indication identifier comprises the following steps: displaying the sub-identifier corresponding to the first target part in a preset second display format, and displaying the sub-identifier corresponding to the second target part of the second target object in a preset third display format.
Optionally, the attack indication identifier includes an attack state indication identifier; the attack status indication identifier is used for: indicating a skill release status for the target object; the skill release state comprises that the target skill is released or the target skill is not released; the step of updating and displaying the attack indication identifier comprises the following steps: displaying an attack state indication mark in a preset fourth display format; the fourth display format indicates that the target skills have been released.
Optionally, the attack indication identifier includes an attack state indication identifier; the attack status indication identifier is used for: indicating a skill release status for the target object; the skill release state comprises that the target skill is released or the target skill is not released; the step of updating and displaying the attack indication identifier comprises the following steps: displaying an attack state indication mark in a preset fourth display format; the fourth display format indicates that the target skills have been released.
It will be clear to those skilled in the art that, for convenience and brevity of description, specific working procedures of the above-described system and apparatus may refer to corresponding procedures in the foregoing method embodiments, which are not described herein again.
In addition, in the description of embodiments of the present invention, unless explicitly stated and limited otherwise, the terms "mounted," "connected," and "connected" are to be construed broadly, and may be, for example, fixedly connected, detachably connected, or integrally connected; can be mechanically or electrically connected; can be directly connected or indirectly connected through an intermediate medium, and can be communication between two elements. The specific meaning of the above terms in the present invention will be understood by those skilled in the art in specific cases.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention may be embodied essentially or in a part contributing to the prior art or in a part of the technical solution in the form of a software product stored in a storage medium, comprising several instructions for causing a computer device (which may be a personal computer, a server, a network device, etc.) to perform all or part of the steps of the method according to the embodiments of the present invention. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a random access Memory (RAM, random Access Memory), a magnetic disk, or an optical disk, or other various media capable of storing program codes.
In the description of the present invention, it should be noted that the directions or positional relationships indicated by the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. are based on the directions or positional relationships shown in the drawings, are merely for convenience of describing the present invention and simplifying the description, and do not indicate or imply that the devices or elements referred to must have a specific orientation, be configured and operated in a specific orientation, and thus should not be construed as limiting the present invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and are not to be construed as indicating or implying relative importance.
Finally, it should be noted that: the above examples are only specific embodiments of the present invention for illustrating the technical solution of the present invention, but not for limiting the scope of the present invention, and although the present invention has been described in detail with reference to the foregoing examples, it will be understood by those skilled in the art that the present invention is not limited thereto: any person skilled in the art may modify or easily conceive of the technical solution described in the foregoing embodiments, or perform equivalent substitution of some of the technical features, while remaining within the technical scope of the present disclosure; such modifications, changes or substitutions do not depart from the spirit and scope of the technical solutions of the embodiments of the present invention, and are intended to be included in the scope of the present invention. Therefore, the protection scope of the invention is subject to the protection scope of the claims.

Claims (12)

1. A display control method for prop use effect is characterized in that a graphical user interface is provided through terminal equipment; the graphical user interface displays a game scene where the controlled virtual object is located and a target prop carried by the controlled virtual object; the game scene includes at least one virtual object; the virtual object includes a plurality of body parts; the target prop is used for: releasing target skills to the virtual object within the attack range of the target prop; the method comprises the following steps:
Determining an attack range of the target prop in the game scene in response to a control operation for the target prop;
responding to the attack range of the target prop entering into a target object in the at least one virtual object, and displaying an attack indication identifier of the target prop; the attack indication identifier is used for indicating: at least one body part of the target object located within the scope of the attack;
in response to a triggering operation for the target prop, controlling the target prop to release target skills to a target part in at least one body part of the target object, and updating and displaying the attack indication identifier; the updated attack indication identifier is used for indicating: a target site affected by the target skill.
2. The method of claim 1, wherein displaying the attack indication identifier of the target prop comprises:
and displaying the attack indication identifier of the target prop at the appointed position of the target object.
3. The method of claim 1, wherein the attack indication identifier comprises a plurality of sub-identifiers; the child identifier corresponds to a body part of the target object;
The step of displaying the attack indication identifier of the target prop comprises the following steps:
a plurality of sub-identifications corresponding to body parts of the target object are displayed.
4. A method according to claim 3, wherein the step of displaying a plurality of sub-identifications corresponding to body parts of the target object comprises:
displaying a plurality of sub-identifications according to the relative position relation among a plurality of body parts of the target object; the relative positional relationship between the plurality of sub-markers corresponds to the relative positional relationship between the plurality of body parts of the target object.
5. The method of claim 1, wherein the attack indication identifier of the target prop is displayed at a designated location of the target object;
the step of updating and displaying the attack indication identifier comprises the following steps:
and displaying the attack indication identifier at the target part of the target object.
6. The method of claim 1, wherein the attack indication identifier comprises a plurality of sub-identifiers; the child identifier corresponds to a body part of the target object;
the step of updating and displaying the attack indication identifier comprises the following steps:
and displaying the sub-identifier corresponding to the target part in a preset first display format.
7. The method of claim 1, wherein the target objects comprise a first target object and a second target object; the target portion includes a first target portion of the first target object and a second target portion of the second target object; the first target site and the second target site are different body sites;
the step of updating and displaying the attack indication identifier comprises the following steps:
displaying the sub-identifier corresponding to the first target part in a preset second display format, and displaying the sub-identifier corresponding to the second target part of the second target object in a preset third display format.
8. The method of claim 1, wherein the attack indication identifier comprises an attack state indication identifier; the attack state indication identifier is used for: indicating a skill release status for the target object; the skill release state comprises that the target skill is released or the target skill is not released;
the step of updating and displaying the attack indication identifier comprises the following steps:
displaying the attack state indication mark in a preset fourth display format; the fourth display format indicates that the target skills have been released.
9. The method of claim 1, wherein the method further comprises;
responding to the triggering operation for the target prop, and displaying a text prompt window; the display content of the text prompt window indicates a target position affected by the target skill.
10. The display control device for the prop use effect is characterized in that a graphical user interface is provided through terminal equipment; the graphical user interface displays a game scene where the controlled virtual object is located and a target prop carried by the controlled virtual object; the game scene includes at least one virtual object; the virtual object includes a plurality of body parts; the target prop is used for: releasing target skills to the virtual object within the attack range of the target prop; the device comprises:
the attack range determining module is used for determining the attack range of the target prop in the game scene in response to the control operation of the target prop;
the identification display module is used for responding to the attack range of the target prop entering the target object in the at least one virtual object and displaying the attack indication identification of the target prop; the attack indication identifier is used for indicating: at least one body part of the target object located within the scope of the attack;
An identification updating module, configured to control the target prop to release target skills to a target part in at least one body part of the target object in response to a triggering operation for the target prop, and update and display the attack indication identification; the updated attack indication identifier is used for indicating: a target site affected by the target skill.
11. An electronic device comprising a processor and a memory, the memory storing machine-executable instructions executable by the processor, the processor executing the machine-executable instructions to implement the display control method of prop use effects of any of claims 1-9.
12. A machine-readable storage medium storing machine-executable instructions which, when invoked and executed by a processor, cause the processor to implement a method of display control of prop use according to any of claims 1 to 9.
CN202310126985.1A 2023-01-31 2023-01-31 Display control method and device for prop use effect and electronic equipment Pending CN116271828A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202310126985.1A CN116271828A (en) 2023-01-31 2023-01-31 Display control method and device for prop use effect and electronic equipment

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202310126985.1A CN116271828A (en) 2023-01-31 2023-01-31 Display control method and device for prop use effect and electronic equipment

Publications (1)

Publication Number Publication Date
CN116271828A true CN116271828A (en) 2023-06-23

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