WO2019091463A1 - 虚拟环境画面的显示方法和装置 - Google Patents

虚拟环境画面的显示方法和装置 Download PDF

Info

Publication number
WO2019091463A1
WO2019091463A1 PCT/CN2018/114877 CN2018114877W WO2019091463A1 WO 2019091463 A1 WO2019091463 A1 WO 2019091463A1 CN 2018114877 W CN2018114877 W CN 2018114877W WO 2019091463 A1 WO2019091463 A1 WO 2019091463A1
Authority
WO
WIPO (PCT)
Prior art keywords
character
game screen
current game
displaying
display
Prior art date
Application number
PCT/CN2018/114877
Other languages
English (en)
French (fr)
Inventor
吴东
Original Assignee
腾讯科技(深圳)有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 腾讯科技(深圳)有限公司 filed Critical 腾讯科技(深圳)有限公司
Publication of WO2019091463A1 publication Critical patent/WO2019091463A1/zh

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/57Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player
    • A63F2300/577Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player for watching a game played by other players
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • 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

Definitions

  • the present application relates to the field of the Internet, and in particular to a method and apparatus for displaying a virtual environment screen.
  • a character is often set to have multiple lives. When a life is exhausted, it will enter a reborn state. Because the character cannot move during the rebirth, it cannot change the game. The position of the character changes the content displayed in the current game screen, so that information about teammates (other characters) cannot be displayed in the current game screen.
  • the embodiment of the present application provides a method and apparatus for displaying a virtual environment screen to at least solve the technical problem that the game character cannot be displayed in the game screen in the related art.
  • a method for displaying a virtual environment screen includes: displaying a game screen of a first character in a perspective of a first character during a target game running, and participating in the target game.
  • the character includes a first character and a second character; when the first character is in a resurrection state in the target game, acquiring a second position of the second character, the first character in the revived state is set not allowed in the target game Performing a game operation; in the case of determining that the second character is not in the current game screen of the first character based on the second position, displaying at least the second character in the current game screen of the first character, the current game screen being in the first position
  • the game screen displayed in the perspective of the first character, the first position is the position where the first character enters the resurrection state.
  • the display method of the virtual environment screen is performed by a server, or is performed by a terminal, or is jointly performed by a server and a terminal.
  • the method for displaying, by the terminal, the virtual environment screen is performed by a client installed on the terminal.
  • a display device for a virtual environment screen, the device comprising: a first display unit configured to display a first view of the first character during the running of the target game a game screen of a character, the character participating in the target game includes a first character and a second character; and an acquisition unit configured to acquire a second position of the second character when the first character is in a resurrection state in the target game, The first character in the revived state is set to not allow the game operation to be performed in the target game; the second display unit is configured to, in the case of determining that the second character is not within the current game screen of the first character based on the second position, Displaying at least a second character in the current game screen of the first character, the current game screen being a game screen displayed in a first position at a first position, the first position being a position where the first character enters the resurrection state .
  • the game screen of the first character is displayed in the perspective of the first character, and when the first character is in the revived state in the target game, the second character is acquired.
  • a second position in the case where it is determined that the second character is not in the current game screen of the first character based on the second position, at least the second character is displayed in the current game screen of the first character, and the current game screen is in the first position
  • the game screen displayed by the perspective of the first character can solve the technical problem that the game character cannot be displayed in the game screen in the related art, thereby displaying the second character that cannot be displayed in the current game screen of the first character entering the resurrection state.
  • FIG. 1 is a schematic diagram of a hardware environment of a method for displaying a virtual environment screen according to an embodiment of the present application
  • FIG. 2 is a flowchart of a method for displaying an optional virtual environment screen according to an embodiment of the present application
  • FIG. 3 is a schematic diagram of an optional game screen according to an embodiment of the present application.
  • FIG. 4 is a flowchart of a method for displaying an optional virtual environment screen according to an embodiment of the present application
  • FIG. 5 is a schematic diagram of an optional game screen according to an embodiment of the present application.
  • FIG. 6 is a schematic diagram of an optional game screen according to an embodiment of the present application.
  • FIG. 7 is a schematic diagram of a display device of an optional virtual environment screen according to an embodiment of the present application.
  • FIG. 8 is a structural block diagram of an electronic device according to an embodiment of the present application.
  • FPS First-person shooting game, shooting game from the player's subjective perspective. Players no longer manipulate virtual characters on the screen to play games like other games, but the visual impact of an immersive experience game.
  • Character silhouette A description of the outline of the person's head and body.
  • Blood on the head A strip placed on top of a character's character to indicate the blood volume of a character. The state changes as the situation on the battlefield changes.
  • a method embodiment of a method for displaying a virtual environment screen is provided.
  • the display method of the virtual environment screen may be applied to a hardware environment formed by the server 102 and the terminal 104 as shown in FIG. 1 .
  • the server 102 is connected to the terminal 104 through a network.
  • the network includes but is not limited to a wide area network, a metropolitan area network, or a local area network.
  • the terminal 104 is not limited to a personal computer (PC) or a mobile phone. Tablets, etc.
  • the display method of the virtual environment screen in the embodiment of the present application may be executed by the server 102, may be executed by the terminal 104, or may be jointly executed by the server 102 and the terminal 104.
  • the display method of the virtual environment screen executed by the terminal 104 in the embodiment of the present application may also be performed by a client installed thereon.
  • the program code corresponding to the method of the present application may be directly executed on the server or the terminal.
  • the display method of the virtual environment screen of the embodiment of the present application is executed by the server and the terminal together, the related game screen is displayed by the terminal, and the program code corresponding to the method of the present application is executed by the server, and the result of the processing (to be displayed) The second role) feedback to the terminal for display.
  • FIG. 2 is a flowchart of a method for displaying an optional virtual environment screen according to an embodiment of the present application, such as As shown in FIG. 2, the method may include the following steps:
  • Step S202 During the running of the target game, the game screen of the first character is displayed in the perspective of the first character, and the characters participating in the target game include the first character and the second character.
  • the virtual environment screen of the present application is a screen in a virtual environment, such as a game screen in a terminal game (such as a mobile game, a tablet, a PC, etc.), a game screen in a virtual reality, an augmented reality, or the like, and the like. .
  • the above-mentioned target game is a networked or stand-alone game in which a plurality of game characters participate, including but not limited to a barrage shooter game, an adventure game, a simulation game, a role-playing game, a casual game, and other games.
  • the plurality of game characters participating in the target game include the first character and the second character described above, and the second character may be one or more.
  • Displaying the content within the range of the current perspective of the first character from the perspective of the first character for example, for a first-person shooter (FPS), that is, shooting from the subjective perspective of the player
  • FPS first-person shooter
  • the game rather than manipulating the virtual characters on the screen to play the game, but the visual impact of the immersive experience game enhances the initiative and realism of the game.
  • Step S204 when the first character is in the resurrection state in the target game, the second position of the second character is acquired, and the first character in the revived state is set to not allow the game operation to be performed in the target game.
  • the resurrection state is a state that is entered after the death of the first character, and continues until the first character completes the rebirth (ie, the state in which the game can be played).
  • Each character in the target game can have multiple lives, that is, when a life is exhausted, it can be reborn (ie, in a resurrection state), and the first role in the resurrection state is not Allowing the game operation to be performed in the target game mainly refers to an operation that is not allowed to be performed by the first character in the game state (the operation is performed by the game character, such as shooting, picking up props, attacking an enemy, etc.), and does not include the game.
  • Game settings performed by the player such as changing equipment, purchasing items, setting game parameters, etc.).
  • Obtaining the second position of the second character refers to acquiring the position of the second character in the game map of the target game, and the position may be an absolute position of the second character or a relative position with respect to other reference objects.
  • Step S206 in the case that it is determined that the second character is not in the current game screen of the first character based on the second position, at least the second character is displayed in the current game screen of the first character, and the current game screen is in the first position.
  • the game screen displayed by the perspective of the first character, the first position is the position where the first character enters the resurrection state.
  • the current game screen refers to a screen within a visible range of the first character in the first position, such as the first character is rotated about the first position (or the first character is rotated around the first position, and the first character edge
  • the content in the current game screen (such as a game character, a scene, etc.) is within a certain distance (ie, the visual field distance) from the first position. Content that is not blocked by obstacles.
  • the second position is used to determine whether the second character is in the current game screen of the first character.
  • the second character is not displayed in the current game screen.
  • the character is born again after death, he will immediately go to the battlefield. Due to the lack of relevant teammate information, he does not know the location of his teammates and the status of his teammates (other characters), thus preventing the player from obtaining comprehensive battlefield information.
  • the display is still performed in the current game screen according to a specific mode, so that it is convenient to know the prompt of the related teammate information (ie, the second character), and know The position of his teammates and the status of his teammates make it easy to get comprehensive game battlefield information, so that after the first character is born again, he will immediately go to the battlefield to fight.
  • the prompt of the related teammate information ie, the second character
  • the game screen of the first character is displayed in the perspective of the first character, and when the first character is in the revived state in the target game, the second character is acquired.
  • a second position in the case where it is determined that the second character is not in the current game screen of the first character based on the second position, at least the second character is displayed in the current game screen of the first character, and the current game screen is in the first position
  • the game screen displayed in the perspective of the first character can solve the technical problem that the game character cannot be displayed in the game screen in the related art, and then the first display of the first game in the replay state can be displayed.
  • the technical effect of the second role in the perspective of the first character.
  • step S204 when the first character is in the resurrection state in the target game, the second position of the second character is acquired. Including but not limited to the following two implementations:
  • the acquisition is performed according to a specified time interval (eg, 2 microseconds, 5 microseconds, 1 millisecond, 10 milliseconds, etc.), and the second role is acquired once every fixed time interval.
  • the real-time location ie the second location).
  • An event for monitoring whether the location of the second character has changed may be set, and when the change is monitored, the event of acquiring the second location of the second character is triggered.
  • an effective time may be set for the above two modes, that is, an event of acquiring the changed second position of the second character is allowed to be performed within a preset time period after the first character enters the revival state.
  • the preset time period refers to a time period from the time of entering the resurrection state to completing the resurrection, or to the time after the completion of the resurrection, or the preset time period refers to a period of time after the resurrection is completed.
  • the real-time display can be displayed in the current game screen of the first character.
  • the second role determined by the changed second position facilitates real-time understanding of the position change and related information of the second character through the current game screen. The following is described in detail in conjunction with step S206.
  • the terminal or the server displays at least the second role in the current game screen of the first character of the terminal if the second role is determined not to be within the current game screen of the first character based on the second location. .
  • the terminal or the server determines whether the second character is within the current game screen of the first character
  • the following describes a "determination of the positional relationship between the second character and the first character according to the first position of the first character and the second position where the second character is located" in conjunction with a specific step.
  • step S11 the first distance between the first character and the second character is determined by the first position (such as the coordinates of the first character in the game map) and the second position (such as the coordinates of the second character in the game map).
  • the first position is represented by coordinates (a, b) in the two-dimensional game map and the second position is represented by (c, d) in two-dimensional coordinates, then the first distance between the first character and the second character is equal
  • step S12 if the first distance is not greater than the visual field distance of the first character, it is detected whether there is an obstacle between the first character and the second character.
  • the visual field distance is a visual distance that is preset in the target game to allow the first character to be the largest, and the obstacle is used to at least partially obscur the second character to the first character.
  • Step S13 in a case where the first distance is greater than the visual field distance or the obstacle completely obscures the second character from the first character, the positional relationship is used to indicate that the second character is completely out of the current game screen of the first character. That is to say, the complete blocking includes two situations, one of which is not within the visual field distance, and the other is blocked by the obstacle within the visual field distance.
  • step S14 in a case where the first distance is not greater than the visual field distance and the obstacle partially occludes the second character to the first character, the positional relationship is used to indicate that the second character is partially absent from the current game screen of the first character.
  • the complete display of the second character refers to the display situation seen by the second character in the scene in which there is no obstacle.
  • Partially not in the current game screen of the first character means that the second character has a portion that is obscured by the obstacle when viewing the second character from the perspective of the first character.
  • At least the second character is displayed in the current game screen of the first character on the terminal.
  • the second character when at least the second character is displayed in the current game screen of the first character, the second character may be displayed in the current game screen of the first character in the first display mode, where the first display mode is different from the second display mode.
  • the second display mode is used to display a character in the current game screen of the first character (ie, a character that can be seen according to the first character perspective, and may also be referred to as a character in the visual field of the first character, in the second display manner. Display) to make it easy to distinguish whether the second character is originally in the current game screen or is processed and displayed in the current game screen.
  • Displaying at least the second character in the current game screen of the first character in the first display manner includes two aspects of content: one of which displays the second character in the current game screen of the first character in the first display manner, and second The status information of the second character is displayed in the current game screen of the first character.
  • the following two aspects are explained one by one:
  • displaying the second character in the current game screen of the first character in the first display manner means that the second character is displayed in the first display manner corresponding to the positional relationship in the current game screen of the first character.
  • the first display mode includes displaying the character partially or completely in a silhouette manner.
  • the silhouette indicates that the outline of the second character is displayed, and the inside of the outline may not be filled, or may be filled with a color or a simple pattern.
  • Step S21 in a case where the positional relationship indicates that the second character is not partially within the current game screen of the first character, the portion of the second character that is not in the current game screen of the first character (ie, the portion blocked by the obstacle) Displayed in a silhouette manner in the current game screen of the first character.
  • Step S22 in the case where the positional relationship indicates that the second character is completely out of the current game screen of the first character (including not being within the visual field distance and completely blocked by the obstacle), the second character is at the first position.
  • the character's current game screen is completely displayed in a silhouette.
  • the “displaying the status information of the second role in the current game screen of the first character” mainly includes the following two aspects:
  • One is to display the item related information of the second character in the current game screen of the first character.
  • the second is to display the attribute related information of the second character in the current game screen of the first character.
  • the life value of the second character can be realized in the form of a bloodline in the head, which is intuitive and easy to understand), the number of killings, the situation of weapons, and the like.
  • the current game screen of the first character may be in the preset time period.
  • Real-time display of the second character determined by the changed second position and its state information that is, real-time display of the second character and its state (such as the head blood strip), so as to facilitate real-time understanding of the second character through the current game screen Location changes and related information.
  • the Game development engine Such as Unity, Unreal Engine, CryEngine, HeroEngine, etc.
  • Unity Unreal Engine
  • CryEngine HeroEngine
  • Unity takes Unity as an example:
  • Unity3D is a multi-platform integrated game development tool that creates interactive content such as 3D video games, architectural visualization, real-time 3D animation, etc. It is a fully integrated professional game engine. Unity leverages interactive graphical development environments as the primary means of software. Its editor runs under Windows and Mac OS X and can publish games to Windows, Mac, Wii, iPhone, WebGL (requires HTML5), Windows Phone 8 and Android. You can also use the Unity web player plugin to publish web games and support web browsing for Mac and Windows. Its web player is also supported by Mac widgets.
  • the teammate silhouette perspective function can be realized by: each character (including the first character and the first The second character) draws the silhouette through an additional DrawCall, the Shader is set to always pass in the depth test, ensuring that the silhouette is blocked in the screen of the local player (such as the first character). Always get displayed.
  • DrawCall refers to the process of the game software each time preparing data and notifying the graphics processor (GPU) rendering, Shader refers to the layers in the game screen.
  • each character has an extra DrawCall, it means that each character is independent when drawing graphics in the game, and the Shader has a hierarchical difference.
  • the high-level Shader will always be displayed at the top, and the lower level will be displayed at the lower level. Displayed behind the high level, if the high level and low level appear in the same position, the lower level layers in the field of view will be occluded by the higher level.
  • the Shader of the extra DrawCall can be set to always pass in the depth test, ie the level of this Shader is always the highest, no matter what is in the scene, it will not be higher than this level.
  • the level of the Shader where the second character is located is always the highest, that is, always seen by the first character, thereby ensuring "in the current game screen of the first character.
  • the status information of the second character and the second role is displayed.”
  • the present application also provides a preferred embodiment, which is described in detail by taking the target game as a shooting game as an example.
  • step S402 the terminal or the server finds that the player enters the process of death rebirth.
  • Step S404 the terminal initiates a request to the server to detect the location of the teammate through the server.
  • step S406 the terminal or the server determines whether the teammate is occluded by the obstacle. If yes, step S408 is performed; otherwise, step S410 is performed. How to judge can refer to the above.
  • Step S408 displaying the silhouette of the occluded portion of the teammate in the game screen of the terminal.
  • step S410 the silhouette is not displayed in the game screen of the terminal, but is displayed in a normal manner.
  • the teammate silhouette perspective function is added, so that the player can see the silhouette of the teammate and the blood on the head during the period of death rebirth, and help the player to quickly understand the position and status information of the teammate, which is better. Understand the situation on the battlefield so that you can quickly adjust your game strategy and make better choices in the game.
  • the method according to the above embodiment can be implemented by means of software plus a necessary general hardware platform, and of course, by hardware, but in many cases, the former is A better implementation.
  • the technical solution of the present application which is essential or contributes to the related art, may be embodied in the form of a software product stored in a storage medium (such as ROM/RAM, disk, CD-ROM).
  • the instructions include a number of instructions for causing a terminal device (which may be a cell phone, a computer, a server, or a network device, etc.) to perform the methods described in various embodiments of the present application.
  • FIG. 7 is a schematic diagram of a display device of an optional virtual environment screen according to an embodiment of the present application.
  • the apparatus may include: a first display unit 72, an obtaining unit 74, and a second display unit 76.
  • the first display unit 72 is configured to display the game screen of the first character in the perspective of the first character during the running of the target game, wherein the characters participating in the target game include the first character and the second character.
  • the above-mentioned target game is a networked or stand-alone game in which a plurality of game characters participate, including but not limited to a barrage shooter game, an adventure game, a simulation game, a role-playing game, a casual game, and other games.
  • the plurality of game characters participating in the target game include the first character and the second character described above, and the second character may be one or more.
  • Displaying the content within the range of the current perspective of the first character from the perspective of the first character for example, for a first-person shooter (FPS), that is, shooting from the subjective perspective of the player
  • FPS first-person shooter
  • the game rather than manipulating the virtual characters on the screen to play the game, but the visual impact of the immersive experience game enhances the initiative and realism of the game.
  • the obtaining unit 74 is configured to acquire a second position of the second character when the first character is in a resurrection state in the target game, wherein the first character in the revived state is set not to be allowed to execute in the target game Game operation.
  • Each character in the target game can have multiple lives, that is, when a life is exhausted, it can be reborn (ie, in a resurrection state), and the first role in the resurrection state is not Allowing the game operation to be performed in the target game mainly refers to an operation that is not allowed to be performed by the first character in the game state (the operation is performed by the game character, such as shooting, picking up props, attacking an enemy, etc.), and does not include the game.
  • Game settings performed by the player such as changing equipment, purchasing items, setting game parameters, etc.).
  • Obtaining the second position of the second character refers to acquiring the position of the second character in the game map of the target game, and the position may be an absolute position of the second character or a relative position with respect to other reference objects.
  • the second display unit 76 is configured to display at least the second character in the current game screen of the first character in a case where it is determined that the second character is not in the current game screen of the first character based on the second position, wherein the current game
  • the screen is a game screen displayed at the first position in the perspective of the first character, and the first position is the position at which the first character enters the resurrection state.
  • the current game screen refers to a screen within a visible range of the first character in the first position, such as the first character is rotated about the first position (or the first character is rotated around the first position, and the first character edge
  • the content in the current game screen (such as a game character, a scene, etc.) is within a certain distance (ie, the visual field distance) from the first position. Content that is not blocked by obstacles.
  • the second position is used to determine whether the second character is in the current game screen of the first character.
  • the second character is not displayed in the current game screen.
  • the character is born again after death, he will immediately go to the battlefield. Due to the lack of relevant teammate information, he does not know the location of his teammates and the status of his teammates (other characters), thus preventing the player from obtaining comprehensive battlefield information.
  • the display is still performed in the current game screen according to a specific mode, so that it is convenient to know the prompt of the related teammate information (ie, the second character), and know The position of his teammates and the status of his teammates make it easy to get comprehensive game battlefield information, so that after the first character is born again, he will immediately go to the battlefield to fight.
  • the prompt of the related teammate information ie, the second character
  • first display unit 72 in this embodiment may be configured to perform step S202 in the embodiment of the present application.
  • the obtaining unit 74 in this embodiment may be configured to perform step S204 in the embodiment of the present application.
  • the second display unit 76 in this embodiment may be configured to perform step S206 in the embodiment of the present application.
  • the foregoing modules are the same as the examples and application scenarios implemented by the corresponding steps, but are not limited to the contents disclosed in the foregoing embodiments. It should be noted that the foregoing module may be implemented in a hardware environment as shown in FIG. 1 as part of the device, and may be implemented by software or by hardware.
  • the game screen of the first character is displayed in the perspective of the first character, and when the first character is in the revived state in the target game, the second position of the second character is obtained.
  • the second character is displayed in the current game screen of the first character, and the current game screen is the first character in the first position
  • the game screen displayed by the viewing angle can solve the technical problem that the game character cannot be displayed in the game screen in the related art, and the technology of displaying the second character that cannot be displayed in the current game screen of the first character entering the resurrection state can be solved. effect.
  • the acquiring unit acquires the changed second position of the second character within a preset time period after the first character enters the revival state; so that the second display unit is in the preset time period, in the current role of the first character At least the second character determined by the changed second position is displayed in the game screen.
  • the second display unit is further configured to display at least the second character in the current game screen of the first character in the first display mode, wherein the first display mode is different from the second display mode, and the second display mode is used for displaying The character within the current game screen of the first character.
  • the second display unit displays at least the second character in the current game screen of the first character in the first display mode: at least the second character is displayed in the current game screen of the first character, wherein the first display mode and the second display Different ways, the second display mode is used to display the characters in the current game screen of the first character.
  • the second display unit displays at least the second character in the current game screen of the first character in the first display manner
  • the second character is displayed in the current game screen of the first character in the first display manner, and is in the first character
  • the status information of the second character is displayed in the current game screen.
  • the second display unit includes: a determining module, configured to determine a positional relationship between the second character and the first character according to the first position of the first character and the second position where the second character is located, where The positional relationship is used to indicate that the second character is at least partially not in the current game screen of the first character; the display module is configured to display the second character in the first display manner corresponding to the positional relationship in the current game screen of the first character .
  • the first display manner of the present application may include displaying the character partially or completely in a silhouette manner, wherein the display module is in a case where the positional relationship indicates that the second character is partially not in the current game screen of the first character A portion of the second character that is not in the current game screen of the first character is displayed in a silhouette manner in the current game screen of the first character; in the case where the positional relationship indicates that the second character is completely out of the current game screen of the first character The second character is completely displayed in a silhouette manner in the current game screen of the first character.
  • the determining module is further configured to determine a first distance between the first character and the second character by the first position and the second position; and detecting the first distance if the first distance is not greater than the visual field distance of the first character Whether there is an obstacle between the character and the second character, wherein the visual field distance is a maximum distance that allows the first character to be visible, and the obstacle is used to at least partially obscur the second character to the first character; the first distance is greater than the visual field distance Or if the obstacle completely obscures the second character from the first character, the positional relationship is used to indicate that the second character is completely out of the current game screen of the first character; the first distance is not greater than the visual field distance, and the obstacle portion In the case where the second character is occluded to the first character, the positional relationship is used to indicate that the second character is partially out of the current game screen of the first character.
  • the above display module is further configured to display the item related information of the second character in the current game screen of the first character; and display the attribute related information of the second character in the current game screen of the first character.
  • the foregoing modules are the same as the examples and application scenarios implemented by the corresponding steps, but are not limited to the contents disclosed in the foregoing embodiments. It should be noted that the foregoing module may be implemented in a hardware environment as shown in FIG. 1 as part of the device, and may be implemented by software or by hardware, where the hardware environment includes a network environment.
  • an electronic device for implementing the display method of the virtual environment screen described above is further provided.
  • FIG. 8 is a structural block diagram of an electronic device according to an embodiment of the present application.
  • the electronic device may include: one or more (only one shown in FIG. 8) processor 801, memory 803, and
  • the transmission device 805, as shown in FIG. 8, may further include an input and output device 807.
  • the memory 803 can be configured to store a software program and a module, such as a display method of the virtual environment screen and a program instruction/module corresponding to the device in the embodiment of the present application, and the processor 801 runs the software program stored in the memory 803 and The module, thereby performing various functional applications and data processing, that is, implementing the above-described display method of the virtual environment screen.
  • Memory 803 can include high speed random access memory, and can also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid state memory.
  • memory 803 can further include memory remotely located relative to processor 801, which can be connected to the terminal over a network. Examples of such networks include, but are not limited to, the Internet, intranets, local area networks, mobile communication networks, and combinations thereof.
  • the transmission device 805 described above is arranged to receive or transmit data via a network, and may also be configured as a data transmission between the processor and the memory. Examples of network options described above may include wired networks and wireless networks.
  • the transmission device 805 includes a network interface controller (NIC), which can be connected to other network devices and routers through a network cable to communicate with the Internet or a local area network.
  • the transmission device 805 is a Radio Frequency (RF) module that is configured to communicate with the Internet wirelessly.
  • NIC network interface controller
  • RF Radio Frequency
  • the memory 803 is configured to store an application.
  • the processor 801 can call the application stored in the memory 803 through the transmission device 805 to perform the following steps:
  • the game screen of the first character is displayed in the perspective of the first character, and the characters participating in the target game include the first character and the second character;
  • the first character in the revived state is set to not allow the game operation to be performed in the target game
  • the second character is not in the current game screen of the first character based on the second position
  • at least the second character is displayed in the current game screen of the first character
  • the current game screen is the first character in the first position
  • the view of the game screen, the first position is the position where the first character enters the resurrection state.
  • the processor 801 is also configured to perform the following steps:
  • the first distance is not greater than the visual field distance of the first character, detecting whether there is an obstacle between the first character and the second character, wherein the visual field distance is a maximum distance that allows the first character to be visible, and the obstacle is used for At least partially obscuring the second character to the first character;
  • the positional relationship is used to indicate that the second character is completely out of the current game screen of the first character
  • the positional relationship is used to indicate that the second character is partially out of the current game screen of the first character.
  • the game screen of the first character is displayed in the perspective of the first character, and when the first character is in the revived state in the target game, the second character of the second character is acquired.
  • a position in a case where it is determined that the second character is not in the current game screen of the first character based on the second position, at least the second character is displayed in the current game screen of the first character, and the current game screen is in the first position
  • the game screen displayed by the perspective of a character can solve the technical problem that the game character cannot be displayed in the game screen in the related art, thereby displaying the second character that cannot be displayed in the current game screen of the first character entering the resurrection state.
  • the terminal can be a smart phone (such as an Android mobile phone, an iOS mobile phone, etc.), a tablet computer, a palmtop computer, and a mobile Internet device (Mobile Internet Devices, MID for short). ), PAD and other terminal devices.
  • FIG. 8 does not limit the structure of the above electronic device.
  • the terminal may also include more or less components (such as a network interface, display device, etc.) than shown in FIG. 8, or have a different configuration than that shown in FIG.
  • Embodiments of the present application also provide a storage medium.
  • the foregoing storage medium may be used to execute program code of a display method of a virtual environment screen.
  • the foregoing storage medium may be located on at least one of the plurality of network devices in the network shown in the foregoing embodiment.
  • the storage medium is arranged to store program code for performing the following steps:
  • the storage medium is further arranged to store program code for performing the following steps:
  • the positional relationship is used to indicate that the second character is not partially within the current game screen of the first character.
  • the foregoing storage medium may include, but not limited to, a USB flash drive, a Read-Only Memory (ROM), a Random Access Memory (RAM), a mobile hard disk, and a magnetic memory.
  • ROM Read-Only Memory
  • RAM Random Access Memory
  • a mobile hard disk e.g., a hard disk
  • magnetic memory e.g., a hard disk
  • the integrated unit in the above embodiment if implemented in the form of a software functional unit and sold or used as a stand-alone product, may be stored in the above-described computer readable storage medium.
  • the technical solution of the present application may be embodied in the form of a software product, or the whole or part of the technical solution, which is stored in the storage medium, including
  • the instructions are used to cause one or more computer devices (which may be a personal computer, server or network device, etc.) to perform all or part of the steps of the methods described in the various embodiments of the present application.
  • the disclosed client may be implemented in other manners.
  • the device embodiments described above are merely illustrative.
  • the division of the unit is only a logical function division.
  • multiple units or components may be combined or may be Integration into another system, or some features can be ignored or not executed.
  • the mutual coupling or direct coupling or communication connection shown or discussed may be an indirect coupling or communication connection through some interface, unit or module, and may be electrical or otherwise.
  • the units described as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, may be located in one place, or may be distributed to multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of the embodiment.
  • each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
  • the above integrated unit can be implemented in the form of hardware or in the form of a software functional unit.
  • the present application displays the game screen of the first character in the perspective of the first character during the running of the target game, and acquires the second character in the case where the first character is in the revived state in the target game.
  • a second position in the case where it is determined that the second character is not in the current game screen of the first character based on the second position, at least the second character is displayed in the current game screen of the first character, and the current game screen is in the first position
  • the game screen displayed by the perspective of the first character can solve the technical problem that the game character cannot be displayed in the game screen in the related art, thereby displaying the second character that cannot be displayed in the current game screen of the first character entering the resurrection state.

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Processing Or Creating Images (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

一种虚拟环境画面的显示方法和装置。该方法包括:在目标游戏运行的过程中,以第一角色的视角显示第一角色的游戏画面,参与目标游戏的角色包括第一角色和第二角色;当第一角色在目标游戏中处于复活状态的情况下,获取第二角色的第二位置,处于复活状态的第一角色被设置为不允许在目标游戏中执行游戏操作;在基于第二位置确定第二角色不在第一角色的当前游戏画面内的情况下,在第一角色的当前游戏画面中至少显示第二角色,当前游戏画面为在第一位置上以第一角色的视角显示的游戏画面,第一位置为第一角色进入复活状态时所处的位置。

Description

虚拟环境画面的显示方法和装置
本申请要求于2017年11月09日提交中国专利局、申请号为2017110993438、发明名称“虚拟环境画面的显示方法和装置”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请涉及互联网领域,具体而言,涉及一种虚拟环境画面的显示方法和装置。
背景技术
随着多媒体技术的发展和无线网络的普及,人们的娱乐活动变得越来越丰富,如通过手持式媒体设备联网玩游戏、通过电脑玩单机或者联网游戏,游戏类型多种多样,如弹幕射击游戏、冒险游戏、模拟游戏、角色扮演游戏、休闲游戏和其它游戏等。
大部分类型的游戏可以实现联网,多人同时在线玩。在一局游戏中,一个角色往往会被设置成有多条生命,当一条生命耗尽死亡时,会进入重生状态,由于在重生的过程中该角色是无法移动的,也即不能通过改变游戏角色所处的位置来改变当前游戏画面中显示的内容,从而不能在当前游戏画面中展示队友(其他角色)的相关信息。
针对相关技术中不能在游戏画面中显示游戏角色的技术问题,目前尚未提出有效的解决方案。
发明内容
本申请实施例提供了一种虚拟环境画面的显示方法和装置,以至少解决相关技术中不能在游戏画面中显示游戏角色的技术问题。
根据本申请实施例的一个方面,提供了一种虚拟环境画面的显示方法,该方法包括:在目标游戏运行的过程中,以第一角色的视角显示第一角色的游戏画面,参与目标游戏的角色包括第一角色和第二角色;当第一角色在目标游戏中处于复活状态的情况下,获取第二角色的第二位置,处于复活状态的第一角色被设置为不允许在目标游戏中执行游戏操作;在基于第二位置确定第二角色不在第一角色的当前游戏画面内的情况下,在第一角色的当前游戏画面中至少显示第二角色,当前游戏画面为在第一位置上以第一角色的视角显示的游戏画面,第一位置为第一角色进入复活状态时所处的位置。
可选地,所述虚拟环境画面的显示方法由服务器来执行,或者由终端来执行,或者由服务器和终端共同执行。
可选地,终端执行所述虚拟环境画面的显示方法由安装在所述终端的客户端来执行。
根据本申请实施例的另一方面,还提供了一种虚拟环境画面的显示装置,该装置包括:第一显示单元,被设置为在目标游戏运行的过程中,以第一角色的视角显示第一角色的游戏画面,参与目标游戏的角色包括第一角色和第二角色;获取单元,被设置为当第一角色在目标游戏中处于复活状态的情况下,获取第二角色的第二位置,处于复活状态的第一角色被设置为不允许在目标游戏中执行游戏操作;第二显示单元,被设置为在基于第二位置确定第二角色不在第一角色的当前游戏画面内的情况下,在第一角色的当前游戏画面中至少显示第二角色,当前游戏画面为在第一位置上以第一角色的视角显示的游戏画面,第一位置为第一角色进入复活状态时所处的位置。
在本申请实施例中,在目标游戏运行的过程中,以第一角色的视角显示第一角色的游戏画面,当第一角色在目标游戏中处于复活状态的情况下,获取第二角色的第二位置,在基于第二位置确定第二角色不在第一角色的当前游戏画面内的情况下,在第一角色的当前游戏画面中至少显示第二角 色,当前游戏画面为在第一位置上以第一角色的视角显示的游戏画面,可以解决相关技术中不能在游戏画面中显示游戏角色的技术问题,进而达到在进入复活状态的第一角色的当前游戏画面中显示原本不可显示的第二角色的技术效果。
附图说明
此处所说明的附图用来提供对本申请的进一步理解,构成本申请的一部分,本申请的示意性实施例及其说明用于解释本申请,并不构成对本申请的不当限定。在附图中:
图1是根据本申请实施例的虚拟环境画面的显示方法的硬件环境的示意图;
图2是根据本申请实施例的一种可选的虚拟环境画面的显示方法的流程图;
图3是根据本申请实施例的一种可选的游戏画面的示意图;
图4是根据本申请实施例的一种可选的虚拟环境画面的显示方法的流程图;
图5是根据本申请实施例的一种可选的游戏画面的示意图;
图6是根据本申请实施例的一种可选的游戏画面的示意图;
图7是根据本申请实施例的一种可选的虚拟环境画面的显示装置的示意图;以及
图8是根据本申请实施例的一种电子装置的结构框图。
具体实施方式
为了使本技术领域的人员更好地理解本申请方案,下面将结合本申请实施例中的附图,对本申请实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本申请一部分的实施例,而不是全部的实施 例。基于本申请中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都应当属于本申请保护的范围。
需要说明的是,本申请的说明书和权利要求书及上述附图中的术语“第一”、“第二”等是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便这里描述的本申请的实施例能够以除了在这里图示或描述的那些以外的顺序实施。此外,术语“包括”和“具有”以及他们的任何变形,意图在于覆盖不排他的包含,例如,包含了一系列步骤或单元的过程、方法、系统、产品或设备不必限于清楚地列出的那些步骤或单元,而是可包括没有清楚地列出的或对于这些过程、方法、产品或设备固有的其它步骤或单元。
首先,在对本申请实施例进行描述的过程中出现的部分名词或者术语适用于如下解释:
FPS:First-person shooting game,以玩家的主观视角来进行射击游戏。玩家们不再像别的游戏一样操纵屏幕中的虚拟人物来进行游戏,而是身临其境的体验游戏带来的视觉冲击。
死亡重生:玩家在战场被击杀之后,会在基地进行重生。
人物剪影:对人物的人头、人体做轮廓的描写。
头顶血条:放在人物角色头顶,用以表示人物血量的条状物,状态随着战场局势的改变而改变。
根据本申请实施例,提供了一种虚拟环境画面的显示方法的方法实施例。
可选地,在本实施例中,上述虚拟环境画面的显示方法可以应用于如图1所示的由服务器102和终端104所构成的硬件环境中。如图1所示,服务器102通过网络与终端104进行连接,上述网络包括但不限于:广域网、城域网或局域网,终端104并不限定于个人计算机(Personal Computer,简称为PC)、手机、平板电脑等。本申请实施例的虚拟环境画面的显示方 法可以由服务器102来执行,也可以由终端104来执行,还可以是由服务器102和终端104共同执行。其中,终端104执行本申请实施例的虚拟环境画面的显示方法也可以是由安装在其上的客户端来执行。
当本申请实施例的虚拟环境画面的显示方法由服务器或者终端来单独执行时,直接在服务器或终端上来执行与本申请的方法对应的程序代码即可。
当本申请实施例的虚拟环境画面的显示方法由服务器和终端共同来执行时,由终端显示相关游戏画面,由服务器来执行与本申请的方法对应的程序代码,并将处理的结果(待显示的第二角色)反馈给终端进行显示。
下面以在终端上来执行与本申请的方法对应的程序代码为例详述本申请的实施例,图2是根据本申请实施例的一种可选的虚拟环境画面的显示方法的流程图,如图2所示,该方法可以包括以下步骤:
步骤S202,在目标游戏运行的过程中,以第一角色的视角显示第一角色的游戏画面,参与目标游戏的角色包括第一角色和第二角色。
需要说明的是,本申请的虚拟环境画面为虚拟环境中的画面,如终端游戏(如手机、平板、PC等终端游戏)中的游戏画面,虚拟现实、增强现实等游戏应用中的游戏画面等。
上述的目标游戏是由多个游戏角色参与的联网或者单机游戏,包括但不局限于弹幕射击游戏、冒险游戏、模拟游戏、角色扮演游戏、休闲游戏和其它游戏。参与目标游戏的多个游戏角色包括上述第一角色和第二角色,第二角色可以为一个或多个。
以第一角色的视角显示即显示第一角色的当前视角所视范围内的内容,例如,对于第一人称视角射击游戏(First-person Shooter,简称为FPS),即以玩家的主观视角来进行射击游戏,而不是操纵屏幕中的虚拟人物来进行游戏,而是身临其境的体验游戏带来的视觉冲击,增强了游戏的主动性和真实感。
步骤S204,当第一角色在目标游戏中处于复活状态的情况下,获取第二角色的第二位置,处于复活状态的第一角色被设置为不允许在目标游戏中执行游戏操作。复活状态即第一角色死亡之后进入的状态,该状态持续至第一角色完成重生(即可以进行游戏的状态)。
目标游戏中的每个角色(包括第一角色和第二角色)可以有多条生命,也即当一条生命耗尽时,可以进行重生(即处于复活状态),处于复活状态的第一角色不允许在目标游戏中执行游戏操作主要是指不允许第一角色执行处于游戏状态所允许执行的操作(该操作是游戏角色执行的操作,如射击、拾取道具、攻击敌人等),而不包括游戏玩家执行的游戏设置(如更换装备、购买道具、游戏参数的设置等)。
获取第二角色的第二位置是指获取第二角色在目标游戏的游戏地图中的位置,该位置可以为第二角色的绝对位置,也可以为相对其他参照物的相对位置。
步骤S206,在基于第二位置确定第二角色不在第一角色的当前游戏画面内的情况下,在第一角色的当前游戏画面中至少显示第二角色,当前游戏画面为在第一位置上以第一角色的视角显示的游戏画面,第一位置为第一角色进入复活状态时所处的位置。
上述的当前游戏画面是指第一角色在第一位置时的可视范围内的画面,如第一角色在绕第一位置旋转(或在第一角色绕第一位置旋转,且第一角色沿第一位置的纵轴方向,也即竖直方向在一定范围内上下移动)时,当前游戏画面中的内容(如游戏角色、场景等)即距离第一位置在一定距离(即视野距离)内且不被障碍物阻挡的内容。
上述的第二位置用于判断第二角色是否在第一角色的当前游戏画面中,在相关技术中,若第二角色不在可视范围内,则不会在当前游戏画面中显示。当角色在死亡重生之后,会立即前往战场,而由于缺少了相关队友信息的提示,不知道自己队友的位置和队友(其他角色)的状态,从而造成玩家无法获得全面的战场信息。
而在本申请的技术方案中,若第二角色不在可视范围内,则依然会按照特定的模式在当前游戏画面中进行显示,便于了解相关队友信息(也即第二角色)的提示,知道自己队友的位置和队友的状态,从而便于获得全面的游戏战场信息,以便于在第一角色死亡重生之后,立即前往战场进行战斗。
通过上述步骤S202至步骤S206,在目标游戏运行的过程中,以第一角色的视角显示第一角色的游戏画面,当第一角色在目标游戏中处于复活状态的情况下,获取第二角色的第二位置,在基于第二位置确定第二角色不在第一角色的当前游戏画面内的情况下,在第一角色的当前游戏画面中至少显示第二角色,当前游戏画面为在第一位置上以第一角色的视角显示的游戏画面,可以解决了相关技术中不能在游戏画面中显示游戏角色的技术问题,进而达到在进入复活状态的第一角色的当前游戏画面中显示原本不可显示的第二角色的技术效果。
下面结合图2所示步骤进一步详述本申请的实施例:
在步骤S204提供的技术方案中,当第一角色在目标游戏中处于复活状态的情况下,获取第二角色的第二位置。包括但不局限于如下两种实现方式:
(1)实时获取
在终端或服务器获取第二角色的第二位置时,按照指定时间间隔(如2微秒、5微秒、1毫秒、10毫秒等)来进行获取,每间隔一次固定时间间隔获取一次第二角色的实时位置(即第二位置)。
(2)位置变更触发获取
可以设置一个用于监控第二角色的位置是否发生变更的事件,在监控到发生变化时,触发获取第二角色的第二位置这一事件。
可选地,对于上述的两种方式均可设置一个有效时间,也即当第一角色进入复活状态之后的预设时段内,允许执行获取第二角色的变化后的第 二位置这一事件。该预设时间段是指从进入复活状态至完成复活、或至复活完成后一段时间之间的时间段,或该预设时间段是指复活完成后的一段时间。
由于获取的第二角色的第二位置是随着游戏的进行,第二角色在每个阶段实时的位置,那么在这个预设时段内,即可在第一角色的当前游戏画面中实时显示通过变化后的第二位置确定的第二角色,便于通过当前游戏画面实时了解第二角色的位置变化及相关信息。下面结合步骤S206进行详述。
在步骤S206提供的技术方案中,终端或服务器在基于第二位置确定第二角色不在第一角色的当前游戏画面内的情况下,在终端的第一角色的当前游戏画面中至少显示第二角色。
(1)终端或服务器判定第二角色是否在第一角色的当前游戏画面内
根据第一角色在游戏地图中的第一位置和第二角色在游戏地图中所处的第二位置确定第二角色与第一角色之间的位置关系,该位置关系用于指示第二角色至少部分地不在第一角色的当前游戏画面内。下面结合具体的步骤对“根据第一角色的第一位置和第二角色所处的第二位置确定第二角色与第一角色之间的位置关系”进行说明。
步骤S11,由第一位置(如第一角色在游戏地图中的坐标)和第二位置(如第二角色在游戏地图中的坐标)确定第一角色与第二角色之间的第一距离。
如第一位置在二维游戏地图中用坐标表示为(a,b),第二位置用二维坐标表示为(c,d),那么第一角色与第二角色之间的第一距离就等于
Figure PCTCN2018114877-appb-000001
步骤S12,在第一距离不大于第一角色的视野距离的情况下,检测第一角色与第二角色之间是否存在障碍物。
视野距离为在目标游戏中预先设定好的允许第一角色最大的可视距离,障碍物用于向第一角色至少部分地遮挡第二角色。
步骤S13,在第一距离大于视野距离或障碍物完整地向第一角色遮挡第二角色的情况下,位置关系用于指示第二角色完整地不在第一角色的当前游戏画面内。也即完整挡住包括两种情况,其一是不在视野距离内,其二是在视野距离内却被障碍物所挡住。
步骤S14,在第一距离不大于视野距离、且障碍物部分地向第一角色遮挡第二角色的情况下,位置关系用于指示第二角色部分地不在第一角色的当前游戏画面内。
第二角色完整的显示是指在不存在障碍物的情况下,在所在的场景内被第二角色所看到的显示情况。
第二角色部分地不在第一角色的当前游戏画面内是指以第一角色的视角查看第二角色时,第二角色存在被障碍物遮挡的部分。
(2)在终端上第一角色的当前游戏画面中至少显示第二角色。
可选地,在第一角色的当前游戏画面中至少显示第二角色时,可以第一显示方式在第一角色的当前游戏画面中至少显示第二角色,第一显示方式与第二显示方式不同,第二显示方式用于显示在第一角色的当前游戏画面内的角色(即按照第一角色视角能够看见的角色,也可称为第一角色的视野范围内的角色,以第二显示方式显示),从而便于区分第二角色是本来就在当前游戏画面内,还是经过处理后显示在当前游戏画面内的。
以第一显示方式在第一角色的当前游戏画面中至少显示第二角色包括两个方面的内容:其一是以第一显示方式在第一角色的当前游戏画面中显示第二角色,其二是在第一角色的当前游戏画面中显示第二角色的状态信息。下面就这两方面的内容进行逐一说明:
(2.1)关于终端上第一角色的显示
可选地,可以第一显示方式在第一角色的当前游戏画面中显示第二角色是指在第一角色的当前游戏画面中采用与位置关系对应的第一显示方式显示第二角色。第一显示方式包括将角色部分地或者完整地以剪影的方式显示。剪影表示对第二角色的轮廓进行显示,对于轮廓内部可以不填充,或者,通过颜色或简单图案进行填充。
上述的“在第一角色的游戏画面中采用与位置关系对应的第一显示方式显示第二角色”可通过如下步骤实现:
步骤S21,在位置关系指示第二角色部分地不在第一角色的当前游戏画面内的情况下,将第二角色的不在第一角色的当前游戏画面内的部分(即被障碍物挡住的部分)在第一角色的当前游戏画面中以剪影的方式显示。
步骤S22,在位置关系指示第二角色完整地不在第一角色的当前游戏画面内(包括不在视野距离内和完整地被障碍物挡住这两种情况)的情况下,将第二角色在第一角色的当前游戏画面中完整地以剪影的方式显示。
(2.2)关于状态信息的显示
可选地,“在第一角色的当前游戏画面中显示第二角色的状态信息”主要包括以下两个方面:
其一是在第一角色的当前游戏画面中显示第二角色的道具相关信息。
如第二角色的服饰装扮,使用的道具(包括但不局限于攻击武器、防御武器、宠物、坐骑等),道具的数量、属性等。
其二是在第一角色的当前游戏画面中显示第二角色的属性相关信息。
如第二角色的生命值(可以头顶血条的形式实现,该方式直观易懂)、杀敌数量、武器情况等。
需要说明的是,由于获取的第二角色的第二位置是随着游戏的进行第 二角色在每个阶段实时的位置,那么在这个预设时段内,即可在第一角色的当前游戏画面中实时显示通过变化后的第二位置确定的第二角色和其状态信息,即是对第二角色和其状态(如头顶血条)进行实时显示,便于通过当前游戏画面实时了解第二角色的位置变化及相关信息。
作为一种可选的实施例,下面从技术侧详述如何实现第二角色的显示。
在基于第二位置确定第二角色不在第一角色的当前游戏画面内的情况下,在第一角色的当前游戏画面中显示第二角色和第二角色的状态信息时,可以借助于所使用的游戏开发引擎。如Unity、虚幻引擎、CryEngine、HeroEngine等。下面以Unity为例进行说明:
Unity3D是创建诸如三维视频游戏、建筑可视化、实时三维动画等类型互动内容的多平台的综合型游戏开发工具,是一个全面整合的专业游戏引擎。Unity利用交互的图型化开发环境为首要方式的软件。其编辑器可运行在Windows和Mac OS X下,可发布游戏至Windows、Mac、Wii、iPhone、WebGL(需要HTML5)、Windows phone 8和Android平台。也可以利用Unity web player插件发布网页游戏,支持Mac和Windows的网页浏览。它的网页播放器也被Mac widgets所支持。
在利用Unity来实现“在第一角色的当前游戏画面中显示第二角色和第二角色的状态信息”时,可通过如下方式来实现队友剪影透视功能:每个角色(包括第一角色和第二角色)通过额外的一个DrawCall来绘制剪影,该DrawCall进行时,其Shader设置成总是在深度测试中得到通过,从而确保剪影在本地玩家(如第一角色)的屏幕中不管是否被阻挡,都总能得到显示。DrawCall指的是游戏软件每次在准备数据并通知图形处理器(GPU)渲染的过程,Shader指的是游戏画面中的图层。
由于每个角色拥有一个额外的DrawCall,则意味着每个角色在游戏中图形绘制时是独立的,而Shader有层级的区别,高层级的Shader总是会 显示在最前面,低层级的层级会显示在高层级的后面,如果高层级和低层级出现在同一个位置,那么在视野中低层级的图层会被高层级的遮挡。
可将额外DrawCall的Shader设置成总是在深度测试中通过,即这个Shader的层级总是最高的,不论场景中有任何东西,都不会高于这个层级。如对于第一角色的当前游戏画面而言,第二角色所在的Shader的层级总是最高的,也即总能被第一角色所看到,从而保证了“在第一角色的当前游戏画面中显示第二角色和第二角色的状态信息”。
上述即剪影的产生原理,在角色被障碍物所遮挡的时候,其Shader由于其层级最高,总是会你显露出来,让其他队友能够透过障碍物看到角色。对于剪影这一显示方式,可以在渲染第二角色时仅对第二角色的轮廓进行渲染。得到渲染图像如图3所示,图3中剪影区域中的小人即渲染得到的队友剪影。
对于虚幻引擎、CryEngine、HeroEngine等其他类型的游戏引擎,也可以采用类似的方式来实现,在此不再赘述。
本申请还提供了一种优选实施例,该优选实施例以目标游戏为射击游戏为例进行详述。
相关技术中的FPS手游中,没有和队友剪影透视相关的功能,玩家死亡重生后并不能看到自己的队友,只有当队友出现在自己视野中且不被障碍物遮挡的时候才能看到队友的位置和状态。而在本方案中增加了队友剪影透视相关功能之后,玩家能够在死亡重生后一定时间内看到自己队友的剪影和头顶血条,帮助玩家快速的确定队友的位置和状态,从而对战场信息有更加全面的了解。
玩家死亡之后重生,能够在一定的时间内探查到队友的位置,并且触发“队友剪影透视”的功能,即透过场景看到队友的剪影和头顶血条。可选的实施方式如图4所示:
步骤S402,终端或服务器发现玩家进入死亡重生的过程。
步骤S404,终端向服务器发起请求,以通过服务器检测队友所在的位置。
步骤S406,终端或服务器判断队友是否被障碍物遮挡,若是则执行步骤S408,否则执行步骤S410。如何判断可参照前述内容。
步骤S408,在终端的游戏画面中显示队友的被遮挡部分的剪影。
如图5所示,如果视野中队友被障碍物遮挡一部分,则被遮挡的部分会出现蓝色的剪影(图5中以黑色剪影显示),未被遮挡的部分仍然显示队友角色的身体,并显示完整角色头顶血条,血条随着战场局势变化而变化。
如图6所示,如果视野中队友全部被遮挡物所遮挡,则显示队友角色全部的剪影,并显示完整角色头顶血条,血条随着战场局势变化而变化。
步骤S410,在终端的游戏画面中不显示剪影,而以正常方式显示。
如果视野中队友不被障碍物所遮挡,则能够看到队友角色全部的身体,没有剪影,但显示完整角色头顶血条,血条随着战场局势变化而变化。
在本申请的实施例中,增加了队友剪影透视功能,让玩家在死亡重生的一段时间内,能够看到队友的剪影和头顶血条,帮助玩家快速了解队友的位置和状态信息,更好的了解战场局势,以便在对局中快速调整自己的对战策略,做出更优选择。
需要说明的是,对于前述的各方法实施例,为了简单描述,故将其都表述为一系列的动作组合,但是本领域技术人员应该知悉,本申请并不受所描述的动作顺序的限制,因为依据本申请,某些步骤可以采用其他顺序或者同时进行。其次,本领域技术人员也应该知悉,说明书中所描述的实施例均属于优选实施例,所涉及的动作和模块并不一定是本申请所必须的。
通过以上的实施方式的描述,本领域的技术人员可以清楚地了解到根 据上述实施例的方法可借助软件加必需的通用硬件平台的方式来实现,当然也可以通过硬件,但很多情况下前者是更佳的实施方式。基于这样的理解,本申请的技术方案本质上或者说对相关技术做出贡献的部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质(如ROM/RAM、磁碟、光盘)中,包括若干指令用以使得一台终端设备(可以是手机,计算机,服务器,或者网络设备等)执行本申请各个实施例所述的方法。
根据本申请实施例,还提供了一种用于实施上述虚拟环境画面的显示方法的虚拟环境画面的显示装置。图7是根据本申请实施例的一种可选的虚拟环境画面的显示装置的示意图,如图7所示,该装置可以包括:第一显示单元72、获取单元74以及第二显示单元76。
第一显示单元72,被设置为在目标游戏运行的过程中,以第一角色的视角显示第一角色的游戏画面,其中,参与目标游戏的角色包括第一角色和第二角色。
上述的目标游戏是由多个游戏角色参与的联网或者单机游戏,包括但不局限于弹幕射击游戏、冒险游戏、模拟游戏、角色扮演游戏、休闲游戏和其它游戏。参与目标游戏的多个游戏角色包括上述第一角色和第二角色,第二角色可以为一个或多个。
以第一角色的视角显示即显示第一角色的当前视角所视范围内的内容,例如,对于第一人称视角射击游戏(First-person Shooter,简称为FPS),即以玩家的主观视角来进行射击游戏,而不是操纵屏幕中的虚拟人物来进行游戏,而是身临其境的体验游戏带来的视觉冲击,增强了游戏的主动性和真实感。
获取单元74,被设置为当第一角色在目标游戏中处于复活状态的情况下,获取第二角色的第二位置,其中,处于复活状态的第一角色被设置为 不允许在目标游戏中执行游戏操作。
目标游戏中的每个角色(包括第一角色和第二角色)可以有多条生命,也即当一条生命耗尽时,可以进行重生(即处于复活状态),处于复活状态的第一角色不允许在目标游戏中执行游戏操作主要是指不允许第一角色执行处于游戏状态所允许执行的操作(该操作是游戏角色执行的操作,如射击、拾取道具、攻击敌人等),而不包括游戏玩家执行的游戏设置(如更换装备、购买道具、游戏参数的设置等)。
获取第二角色的第二位置是指获取第二角色在目标游戏的游戏地图中的位置,该位置可以为第二角色的绝对位置,也可以为相对其他参照物的相对位置。
第二显示单元76,被设置为在基于第二位置确定第二角色不在第一角色的当前游戏画面内的情况下,在第一角色的当前游戏画面中至少显示第二角色,其中,当前游戏画面为在第一位置上以第一角色的视角显示的游戏画面,第一位置为第一角色进入复活状态时所处的位置。
上述的当前游戏画面是指第一角色在第一位置时的可视范围内的画面,如第一角色在绕第一位置旋转(或在第一角色绕第一位置旋转,且第一角色沿第一位置的纵轴方向,也即竖直方向在一定范围内上下移动)时,当前游戏画面中的内容(如游戏角色、场景等)即距离第一位置在一定距离(即视野距离)内且不被障碍物阻挡的内容。
上述的第二位置用于判断第二角色是否在第一角色的当前游戏画面中,在相关技术中,若第二角色不在可视范围内,则不会在当前游戏画面中显示。当角色在死亡重生之后,会立即前往战场,而由于缺少了相关队友信息的提示,不知道自己队友的位置和队友(其他角色)的状态,从而造成玩家无法获得全面的战场信息。
而在本申请的技术方案中,若第二角色不在可视范围内,则依然会按照特定的模式在当前游戏画面中进行显示,便于了解相关队友信息(也即 第二角色)的提示,知道自己队友的位置和队友的状态,从而便于获得全面的游戏战场信息,以便于在第一角色死亡重生之后,立即前往战场进行战斗。
需要说明的是,该实施例中的第一显示单元72可以被设置为执行本申请实施例中的步骤S202,该实施例中的获取单元74可以被设置为执行本申请实施例中的步骤S204,该实施例中的第二显示单元76可以被设置为执行本申请实施例中的步骤S206。
此处需要说明的是,上述模块与对应的步骤所实现的示例和应用场景相同,但不限于上述实施例所公开的内容。需要说明的是,上述模块作为装置的一部分可以运行在如图1所示的硬件环境中,可以通过软件实现,也可以通过硬件实现。
通过上述模块,在目标游戏运行的过程中,以第一角色的视角显示第一角色的游戏画面,当第一角色在目标游戏中处于复活状态的情况下,获取第二角色的第二位置,在基于第二位置确定第二角色不在第一角色的当前游戏画面内的情况下,在第一角色的当前游戏画面中至少显示第二角色,当前游戏画面为在第一位置上以第一角色的视角显示的游戏画面,可以解决了相关技术中不能在游戏画面中显示游戏角色的技术问题,进而达到在进入复活状态的第一角色的当前游戏画面中显示原本不可显示的第二角色的技术效果。
可选地,获取单元当第一角色进入复活状态之后的预设时段内,获取第二角色的变化后的第二位置;以便于第二显示单元在预设时段内,在第一角色的当前游戏画面中至少显示通过变化后的第二位置确定的第二角色。
上述的第二显示单元还被设置为以第一显示方式在第一角色的当前游戏画面中至少显示第二角色,其中,第一显示方式与第二显示方式不同,第二显示方式用于显示在第一角色的当前游戏画面内的角色。
第二显示单元在第一角色的当前游戏画面中至少显示第二角色时:以第一显示方式在第一角色的当前游戏画面中至少显示第二角色,其中,第一显示方式与第二显示方式不同,第二显示方式用于显示在第一角色的当前游戏画面内的角色。
第二显示单元以第一显示方式在第一角色的当前游戏画面中至少显示第二角色时,以第一显示方式在第一角色的当前游戏画面中显示第二角色,并在第一角色的当前游戏画面中显示第二角色的状态信息。
可选地,第二显示单元包括:确定模块,被设置为根据第一角色的第一位置和第二角色所处的第二位置确定第二角色与第一角色之间的位置关系,其中,位置关系用于指示第二角色至少部分地不在第一角色的当前游戏画面内;显示模块,被设置为在第一角色的当前游戏画面中采用与位置关系对应的第一显示方式显示第二角色。
本申请的第一显示方式可包括将角色部分地或者完整地以剪影的方式显示,其中,显示模块在位置关系指示第二角色部分地不在第一角色的当前游戏画面内的情况下,将第二角色的不在第一角色的当前游戏画面内的部分在第一角色的当前游戏画面中以剪影的方式显示;在位置关系指示第二角色完整地不在第一角色的当前游戏画面内的情况下,将第二角色在第一角色的当前游戏画面中完整地以剪影的方式显示。
上述的确定模块还被设置为由第一位置和第二位置确定第一角色与第二角色之间的第一距离;在第一距离不大于第一角色的视野距离的情况下,检测第一角色与第二角色之间是否存在障碍物,其中,视野距离为允许第一角色可视的最大距离,障碍物用于向第一角色至少部分地遮挡第二角色;在第一距离大于视野距离或障碍物完整地向第一角色遮挡第二角色的情况下,位置关系用于指示第二角色完整地不在第一角色的当前游戏画面内;在第一距离不大于视野距离、且障碍物部分地向第一角色遮挡第二角色的情况下,位置关系用于指示第二角色部分地不在第一角色的当前游戏画面内。
上述的显示模块还被设置为在第一角色的当前游戏画面中显示第二角色的道具相关信息;在第一角色的当前游戏画面中显示第二角色的属性相关信息。
相关技术中的FPS手游中,没有和队友剪影透视相关的功能,玩家死亡重生后并不能看到自己的队友,只有当队友出现在自己视野中且不被障碍物遮挡的时候才能看到队友的位置和状态。而在本方案中增加了队友剪影透视相关功能之后,玩家能够在死亡重生后一定时间内看到自己队友的剪影和头顶血条,帮助玩家快速的确定队友的位置和状态,从而对战场信息有更加全面的了解。
此处需要说明的是,上述模块与对应的步骤所实现的示例和应用场景相同,但不限于上述实施例所公开的内容。需要说明的是,上述模块作为装置的一部分可以运行在如图1所示的硬件环境中,可以通过软件实现,也可以通过硬件实现,其中,硬件环境包括网络环境。
根据本申请实施例,还提供了一种用于实施上述虚拟环境画面的显示方法的电子装置。
图8是根据本申请实施例的一种电子装置的结构框图,如图8所示,该电子装置可以包括:一个或多个(图8中仅示出一个)处理器801、存储器803、以及传输装置805,如图8所示,该电子装置还可以包括输入输出设备807。
其中,存储器803可被设置为存储软件程序以及模块,如本申请实施例中的虚拟环境画面的显示方法和装置对应的程序指令/模块,处理器801通过运行存储在存储器803内的软件程序以及模块,从而执行各种功能应用以及数据处理,即实现上述的虚拟环境画面的显示方法。存储器803可包括高速随机存储器,还可以包括非易失性存储器,如一个或者多个磁性存储装置、闪存、或者其他非易失性固态存储器。在一些实例中,存储器 803可进一步包括相对于处理器801远程设置的存储器,这些远程存储器可以通过网络连接至终端。上述网络的实例包括但不限于互联网、企业内部网、局域网、移动通信网及其组合。
上述的传输装置805被设置为经由一个网络接收或者发送数据,还可以被设置为处理器与存储器之间的数据传输。上述的网络可选实例可包括有线网络及无线网络。在一个实例中,传输装置805包括一个网络适配器(Network Interface Controller,简称为NIC),其可通过网线与其他网络设备与路由器相连从而可与互联网或局域网进行通讯。在一个实例中,传输装置805为射频(Radio Frequency,简称为RF)模块,其被设置为通过无线方式与互联网进行通讯。
其中,可选地,存储器803被设置为存储应用程序。
处理器801可以通过传输装置805调用存储器803存储的应用程序,以执行下述步骤:
在目标游戏运行的过程中,以第一角色的视角显示第一角色的游戏画面,参与目标游戏的角色包括第一角色和第二角色;
当第一角色在目标游戏中处于复活状态的情况下,获取第二角色的第二位置,处于复活状态的第一角色被设置为不允许在目标游戏中执行游戏操作;
在基于第二位置确定第二角色不在第一角色的当前游戏画面内的情况下,在第一角色的当前游戏画面中至少显示第二角色,当前游戏画面为在第一位置上以第一角色的视角显示的游戏画面,第一位置为第一角色进入复活状态时所处的位置。
处理器801还被设置为执行下述步骤:
由第一位置和第二位置确定第一角色与第二角色之间的第一距离;
在第一距离不大于第一角色的视野距离的情况下,检测第一角色与第 二角色之间是否存在障碍物,其中,视野距离为允许第一角色可视的最大距离,障碍物用于向第一角色至少部分地遮挡第二角色;
在第一距离大于视野距离或障碍物完整地向第一角色遮挡第二角色的情况下,位置关系用于指示第二角色完整地不在第一角色的当前游戏画面内;
在第一距离不大于视野距离、且障碍物部分地向第一角色遮挡第二角色的情况下,位置关系用于指示第二角色部分地不在第一角色的当前游戏画面内。
采用本申请实施例,在目标游戏运行的过程中,以第一角色的视角显示第一角色的游戏画面,当第一角色在目标游戏中处于复活状态的情况下,获取第二角色的第二位置,在基于第二位置确定第二角色不在第一角色的当前游戏画面内的情况下,在第一角色的当前游戏画面中至少显示第二角色,当前游戏画面为在第一位置上以第一角色的视角显示的游戏画面,可以解决了相关技术中不能在游戏画面中显示游戏角色的技术问题,进而达到在进入复活状态的第一角色的当前游戏画面中显示原本不可显示的第二角色的技术效果。
可选地,本实施例中的可选示例可以参考上述实施例中所描述的示例,本实施例在此不再赘述。
本领域普通技术人员可以理解,图8所示的结构仅为示意,终端可以是智能手机(如Android手机、iOS手机等)、平板电脑、掌上电脑以及移动互联网设备(Mobile Internet Devices,简称为MID)、PAD等终端设备。图8其并不对上述电子装置的结构造成限定。例如,终端还可包括比图8中所示更多或者更少的组件(如网络接口、显示装置等),或者具有与图8所示不同的配置。
本领域普通技术人员可以理解上述实施例的各种方法中的全部或部分步骤是可以通过程序来指令终端设备相关的硬件来完成,该程序可以存 储于一计算机可读存储介质中,存储介质可以包括:闪存盘、只读存储器(Read-Only Memory,ROM)、随机存取器(Random Access Memory,RAM)、磁盘或光盘等。
本申请的实施例还提供了一种存储介质。可选地,在本实施例中,上述存储介质可以用于执行虚拟环境画面的显示方法的程序代码。
可选地,在本实施例中,上述存储介质可以位于上述实施例所示的网络中的多个网络设备中的至少一个网络设备上。
可选地,在本实施例中,存储介质被设置为存储用于执行以下步骤的程序代码:
S32,在目标游戏运行的过程中,以第一角色的视角显示第一角色的游戏画面,参与目标游戏的角色包括第一角色和第二角色;
S34,当第一角色在目标游戏中处于复活状态的情况下,获取第二角色的第二位置,处于复活状态的第一角色被设置为不允许在目标游戏中执行游戏操作;
S36,在基于第二位置确定第二角色不在第一角色的当前游戏画面内的情况下,在第一角色的当前游戏画面中至少显示第二角色,当前游戏画面为在第一位置上以第一角色的视角显示的游戏画面,第一位置为第一角色进入复活状态时所处的位置。
可选地,存储介质还被设置为存储用于执行以下步骤的程序代码:
S42,由第一位置和第二位置确定第一角色与第二角色之间的第一距离;
S44,在第一距离不大于第一角色的视野距离的情况下,检测第一角色与第二角色之间是否存在障碍物,其中,视野距离为允许第一角色可视的最大距离,障碍物用于向第一角色至少部分地遮挡第二角色;
S46,在第一距离大于视野距离或障碍物完整地向第一角色遮挡第二角色的情况下,位置关系用于指示第二角色完整地不在第一角色的当前游戏画面内;
S48,在第一距离不大于视野距离、且障碍物部分地向第一角色遮挡第二角色的情况下,位置关系用于指示第二角色部分地不在第一角色的当前游戏画面内。
可选地,本实施例中的可选示例可以参考上述实施例中所描述的示例,本实施例在此不再赘述。
可选地,在本实施例中,上述存储介质可以包括但不限于:U盘、只读存储器(ROM,Read-Only Memory)、随机存取存储器(RAM,Random Access Memory)、移动硬盘、磁碟或者光盘等各种可以存储程序代码的介质。
上述本申请实施例序号仅仅为了描述,不代表实施例的优劣。
上述实施例中的集成的单元如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在上述计算机可读取的存储介质中。基于这样的理解,本申请的技术方案本质上或者说对相关技术做出贡献的部分或者该技术方案的全部或部分可以以软件产品的形式体现出来,该计算机软件产品存储在存储介质中,包括若干指令用以使得一台或多台计算机设备(可为个人计算机、服务器或者网络设备等)执行本申请各个实施例所述方法的全部或部分步骤。
在本申请的上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。
在本申请所提供的几个实施例中,应该理解到,所揭露的客户端,可通过其它的方式实现。其中,以上所描述的装置实施例仅仅是示意性的,例如所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,例如多个单元或组件可以结合或者可以集成到另一个系统, 或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,单元或模块的间接耦合或通信连接,可以是电性或其它的形式。
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本申请各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。上述集成的单元既可以采用硬件的形式实现,也可以采用软件功能单元的形式实现。
以上所述仅是本申请的优选实施方式,应当指出,对于本技术领域的普通技术人员来说,在不脱离本申请原理的前提下,还可以做出若干改进和润饰,这些改进和润饰也应视为本申请的保护范围。
工业实用性:
通过上述描述可知,本申请在目标游戏运行的过程中,以第一角色的视角显示第一角色的游戏画面,当第一角色在目标游戏中处于复活状态的情况下,获取第二角色的第二位置,在基于第二位置确定第二角色不在第一角色的当前游戏画面内的情况下,在第一角色的当前游戏画面中至少显示第二角色,当前游戏画面为在第一位置上以第一角色的视角显示的游戏画面,可以解决相关技术中不能在游戏画面中显示游戏角色的技术问题,进而达到在进入复活状态的第一角色的当前游戏画面中显示原本不可显示的第二角色的技术效果。

Claims (12)

  1. 一种虚拟环境画面的显示方法,包括:
    在目标游戏运行的过程中,以第一角色的视角显示所述第一角色的游戏画面,其中,参与所述目标游戏的角色包括所述第一角色和第二角色;
    当所述第一角色在所述目标游戏中处于复活状态的情况下,获取所述第二角色的第二位置,其中,处于所述复活状态的所述第一角色被设置为不允许在所述目标游戏中执行游戏操作;
    在基于所述第二位置确定所述第二角色不在所述第一角色的当前游戏画面内的情况下,在所述第一角色的当前游戏画面中至少显示所述第二角色,其中,所述当前游戏画面为在第一位置上以所述第一角色的视角显示的游戏画面,所述第一位置为所述第一角色进入所述复活状态时所处的位置。
  2. 根据权利要求1所述的方法,其中,在所述第一角色的当前游戏画面中至少显示所述第二角色包括:
    以第一显示方式在所述第一角色的当前游戏画面中至少显示所述第二角色,其中,所述第一显示方式与第二显示方式不同,所述第二显示方式用于显示在所述第一角色的当前游戏画面内的角色。
  3. 根据权利要求2所述的方法,其中,以第一显示方式在所述第一角色的当前游戏画面中至少显示所述第二角色包括:
    以所述第一显示方式在所述第一角色的当前游戏画面中显示所述第二角色,并在所述第一角色的当前游戏画面中显示所述第二角色的状态信息。
  4. 根据权利要求3所述的方法,其中,以所述第一显示方式在所述第一角色的当前游戏画面中显示所述第二角色包括:
    根据所述第一角色的所述第一位置和所述第二角色所处的所述 第二位置确定所述第二角色与所述第一角色之间的位置关系,其中,所述位置关系用于指示所述第二角色至少部分地不在所述第一角色的当前游戏画面内;
    在所述第一角色的当前游戏画面中采用与所述位置关系对应的所述第一显示方式显示所述第二角色。
  5. 根据权利要求4所述的方法,其中,所述第一显示方式包括将角色部分地或者完整地以剪影的方式显示,其中,在所述第一角色的游戏画面中采用与所述位置关系对应的所述第一显示方式显示所述第二角色包括:
    在所述位置关系指示所述第二角色部分地不在所述第一角色的当前游戏画面内的情况下,将所述第二角色的不在所述第一角色的当前游戏画面内的部分在所述第一角色的当前游戏画面中以剪影的方式显示;
    在所述位置关系指示所述第二角色完整地不在所述第一角色的当前游戏画面内的情况下,将所述第二角色在所述第一角色的当前游戏画面中完整地以剪影的方式显示。
  6. 根据权利要求4所述的方法,其中,根据所述第一角色的所述第一位置和所述第二角色所处的第二位置确定所述第二角色与所述第一角色之间的位置关系包括:
    由所述第一位置和所述第二位置确定所述第一角色与所述第二角色之间的第一距离;
    在所述第一距离不大于所述第一角色的视野距离的情况下,检测所述第一角色与所述第二角色之间是否存在障碍物,其中,所述视野距离为允许所述第一角色可视的最大距离,所述障碍物用于向所述第一角色至少部分地遮挡所述第二角色;
    在所述第一距离大于所述视野距离或所述障碍物完整地向所述第一角色遮挡所述第二角色的情况下,所述位置关系用于指示所述第 二角色完整地不在所述第一角色的当前游戏画面内;
    在所述第一距离不大于所述视野距离、且所述障碍物部分地向所述第一角色遮挡所述第二角色的情况下,所述位置关系用于指示所述第二角色部分地不在所述第一角色的当前游戏画面内。
  7. 根据权利要求3所述的方法,其中,在所述第一角色的当前游戏画面中显示所述第二角色的状态信息包括:
    在所述第一角色的当前游戏画面中显示所述第二角色的道具相关信息;和/或,
    在所述第一角色的当前游戏画面中显示所述第二角色的属性相关信息。
  8. 根据权利要求1所述的方法,其中,
    获取所述第二角色的第二位置包括:当所述第一角色进入所述复活状态之后的预设时段内,获取所述第二角色的变化后的第二位置;
    在所述第一角色的当前游戏画面中至少显示所述第二角色包括:在所述预设时段内,在所述第一角色的当前游戏画面中至少显示通过变化后的第二位置确定的所述第二角色。
  9. 一种虚拟环境画面的显示装置,包括一个或多个处理器,以及一个或多个存储程序单元的存储器,其中,所述程序单元由所述处理器执行,所述程序单元包括:
    第一显示单元,被设置为在目标游戏运行的过程中,以第一角色的视角显示所述第一角色的游戏画面,其中,参与所述目标游戏的角色包括所述第一角色和第二角色;
    获取单元,被设置为当所述第一角色在所述目标游戏中处于复活状态的情况下,获取所述第二角色的第二位置,其中,处于所述复活状态的所述第一角色被设置为不允许在所述目标游戏中执行游戏操作;
    第二显示单元,被设置为在基于所述第二位置确定所述第二角色 不在所述第一角色的当前游戏画面内的情况下,在所述第一角色的当前游戏画面中至少显示所述第二角色,其中,所述当前游戏画面为在第一位置上以所述第一角色的视角显示的游戏画面,所述第一位置为所述第一角色进入所述复活状态时所处的位置。
  10. 根据权利要求9所述的装置,其中,所述第二显示单元还被设置为以第一显示方式在所述第一角色的当前游戏画面中至少显示所述第二角色,其中,所述第一显示方式与第二显示方式不同,所述第二显示方式用于显示在所述第一角色的当前游戏画面内的角色。
  11. 一种存储介质,其中,所述存储介质包括存储的程序,其中,所述程序运行时执行上述权利要求1至8任一项中所述的方法。
  12. 一种电子装置,包括存储器、处理器及存储在所述存储器上并可在所述处理器上运行的计算机程序,其中,所述处理器通过所述计算机程序执行上述权利要求1至8任一项中所述的方法。
PCT/CN2018/114877 2017-11-09 2018-11-09 虚拟环境画面的显示方法和装置 WO2019091463A1 (zh)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
CN201711099343.8 2017-11-09
CN201711099343.8A CN107913521B (zh) 2017-11-09 2017-11-09 虚拟环境画面的显示方法和装置

Publications (1)

Publication Number Publication Date
WO2019091463A1 true WO2019091463A1 (zh) 2019-05-16

Family

ID=61895365

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/CN2018/114877 WO2019091463A1 (zh) 2017-11-09 2018-11-09 虚拟环境画面的显示方法和装置

Country Status (2)

Country Link
CN (1) CN107913521B (zh)
WO (1) WO2019091463A1 (zh)

Families Citing this family (10)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN107913521B (zh) * 2017-11-09 2019-02-26 腾讯科技(深圳)有限公司 虚拟环境画面的显示方法和装置
CN109806588B (zh) * 2019-01-31 2020-12-01 腾讯科技(深圳)有限公司 属性值的恢复方法和装置、存储介质、电子装置
CN109876438B (zh) * 2019-02-20 2021-06-18 腾讯科技(深圳)有限公司 用户界面显示方法、装置、设备及存储介质
CN110334027B (zh) * 2019-07-04 2024-04-12 深圳市腾讯网域计算机网络有限公司 游戏画面测试方法和装置
CN110448907B (zh) * 2019-08-16 2020-12-01 腾讯科技(深圳)有限公司 虚拟环境中虚拟元素的显示方法、装置及可读存储介质
CN111013135A (zh) * 2019-11-12 2020-04-17 北京字节跳动网络技术有限公司 一种交互方法、装置、介质和电子设备
CN111124226B (zh) * 2019-12-17 2021-07-30 网易(杭州)网络有限公司 游戏画面的显示控制方法、装置、电子设备及存储介质
CN113384883B (zh) * 2021-06-11 2024-02-02 网易(杭州)网络有限公司 游戏中的显示控制方法及装置、电子设备、存储介质
CN113713384B (zh) * 2021-09-14 2023-07-14 腾讯科技(深圳)有限公司 虚拟角色的控制方法和装置、存储介质及电子设备
CN113797536B (zh) * 2021-10-08 2023-06-23 腾讯科技(深圳)有限公司 虚拟场景中对象的控制方法、装置、设备及存储介质

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN104346507A (zh) * 2013-07-30 2015-02-11 玩酷科技股份有限公司 游戏中角色进行任务以换取复活的方法
CN104881230A (zh) * 2015-02-16 2015-09-02 上海逗屋网络科技有限公司 在触控终端进行人机交互的方法和设备
US20160184712A1 (en) * 2014-12-31 2016-06-30 Sony Computer Entertainment America Llc Game State Save, Transfer and Resume for Cloud Gaming
CN106861188A (zh) * 2017-02-15 2017-06-20 成都艾维拓思科技有限公司 游戏属性更新的方法及装置
CN107913521A (zh) * 2017-11-09 2018-04-17 腾讯科技(深圳)有限公司 虚拟环境画面的显示方法和装置

Family Cites Families (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP4749440B2 (ja) * 2008-04-16 2011-08-17 三菱電機株式会社 プラント情報表示装置
EP2590058B1 (en) * 2010-06-30 2018-03-21 Sony Interactive Entertainment Inc. Game device, method of game control, and game control program
US9501815B2 (en) * 2012-05-18 2016-11-22 Thomson Licensing Processing panoramic pictures
JP6217111B2 (ja) * 2013-03-29 2017-10-25 株式会社コナミデジタルエンタテインメント ゲーム機、それに用いられる制御方法及びコンピュータプログラム
CN106780675A (zh) * 2016-12-01 2017-05-31 厦门幻世网络科技有限公司 一种用于显示动画的方法和装置

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN104346507A (zh) * 2013-07-30 2015-02-11 玩酷科技股份有限公司 游戏中角色进行任务以换取复活的方法
US20160184712A1 (en) * 2014-12-31 2016-06-30 Sony Computer Entertainment America Llc Game State Save, Transfer and Resume for Cloud Gaming
CN104881230A (zh) * 2015-02-16 2015-09-02 上海逗屋网络科技有限公司 在触控终端进行人机交互的方法和设备
CN106861188A (zh) * 2017-02-15 2017-06-20 成都艾维拓思科技有限公司 游戏属性更新的方法及装置
CN107913521A (zh) * 2017-11-09 2018-04-17 腾讯科技(深圳)有限公司 虚拟环境画面的显示方法和装置

Also Published As

Publication number Publication date
CN107913521A (zh) 2018-04-17
CN107913521B (zh) 2019-02-26

Similar Documents

Publication Publication Date Title
WO2019091463A1 (zh) 虚拟环境画面的显示方法和装置
US11504620B2 (en) Method for controlling game character and electronic device and computer storage medium
US11975262B2 (en) Information processing method and apparatus, electronic device, and storage medium
US11158291B2 (en) Image display method and apparatus, storage medium, and electronic device
WO2019105349A1 (zh) 信息的显示方法和装置、存储介质、电子装置
WO2022151946A1 (zh) 虚拟角色的控制方法、装置、电子设备、计算机可读存储介质及计算机程序产品
US8070573B2 (en) Video game apparatus and video game program
JP7451563B2 (ja) 仮想キャラクタの制御方法並びにそのコンピュータ機器、コンピュータプログラム、及び仮想キャラクタの制御装置
US20230050933A1 (en) Two-dimensional figure display method and apparatus for virtual object, device, and storage medium
WO2022242021A1 (zh) 多人在线对战程序中的消息发送方法、装置、终端及介质
CN111773682B (zh) 射击方向的提示方法、装置、电子设备和存储介质
JP2022552752A (ja) 仮想環境の画面表示方法及び装置、並びにコンピュータ装置及びプログラム
US20220161144A1 (en) Image display method and apparatus, storage medium, and electronic device
JP7431984B2 (ja) メッセージ送信方法、装置、デバイス及び記憶媒体
CN113730910A (zh) 游戏中虚拟装备处理方法、装置和电子设备
KR102598659B1 (ko) 화면 밖의 객체 존재에 대한 선택적 표시
TWI843020B (zh) 虛擬場景的顯示方法及裝置、終端及存儲介質
JP7386360B2 (ja) 情報処理方法、装置及び端末デバイス
WO2024001504A1 (zh) 画面显示方法、装置、设备、存储介质及程序产品
WO2024067009A1 (zh) 虚拟角色的显示方法和装置、存储介质及电子设备
CN116251349A (zh) 一种游戏中目标位置的提示方法、装置及电子设备
CN115554699A (zh) 游戏中信息处理方法、装置和电子设备
KR20190141769A (ko) 게임 장면의 디스플레이 제어 방법 및 시스템, 기록매체

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 18876836

Country of ref document: EP

Kind code of ref document: A1

NENP Non-entry into the national phase

Ref country code: DE

122 Ep: pct application non-entry in european phase

Ref document number: 18876836

Country of ref document: EP

Kind code of ref document: A1