WO2019179356A1 - 虚拟环境中的弹道轨迹的显示方法、装置、设备及可读介质 - Google Patents

虚拟环境中的弹道轨迹的显示方法、装置、设备及可读介质 Download PDF

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Publication number
WO2019179356A1
WO2019179356A1 PCT/CN2019/078226 CN2019078226W WO2019179356A1 WO 2019179356 A1 WO2019179356 A1 WO 2019179356A1 CN 2019078226 W CN2019078226 W CN 2019078226W WO 2019179356 A1 WO2019179356 A1 WO 2019179356A1
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WO
WIPO (PCT)
Prior art keywords
ammunition
terminal
type
virtual environment
display
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PCT/CN2019/078226
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English (en)
French (fr)
Inventor
田亚涛
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腾讯科技(深圳)有限公司
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Publication of WO2019179356A1 publication Critical patent/WO2019179356A1/zh
Priority to US16/898,179 priority Critical patent/US11826662B2/en
Priority to US18/483,150 priority patent/US20240042334A1/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
    • A63F13/80Special 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
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/358Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
    • A63F13/573Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features 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
    • A63F2300/53Features 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 basic data processing
    • A63F2300/534Features 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 basic data processing for network load management, e.g. bandwidth optimization, latency reduction
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8076Shooting
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8082Virtual reality

Definitions

  • the embodiments of the present invention relate to the field of computers, and in particular, to a method, an apparatus, a device, and a readable medium for displaying a ballistic trajectory in a virtual environment.
  • the Third-person shooting (TPS) game is a game in which a user manipulates a virtual object in a third-person perspective to shoot an enemy through a remote weapon in a virtual environment.
  • the multiplayer online TPS game is a game in which at least two users shoot their respective virtual objects in the same virtual environment through a terminal in a third person perspective.
  • An embodiment of the present application provides a method for displaying a ballistic trajectory in a virtual environment, where the method includes:
  • first type of ammunition hits the target, simultaneously transmitting a first display instruction to the first terminal and the second terminal, where the first display instruction is used to indicate the first terminal and the The second terminal displays a hit result of the first type of ammunition on the target in the virtual environment.
  • An embodiment of the present application provides a method for displaying a ballistic trajectory in a virtual environment, where the method includes:
  • the at least two terminals include a first terminal that sends the first transmit signal, and a second terminal that displays the same virtual environment corresponding to the first terminal.
  • An embodiment of the present application provides a method for displaying a ballistic trajectory in a virtual environment, where the method is applied to a second terminal, where the method includes:
  • the embodiment of the present application provides a display device for a ballistic track in a virtual environment, where the device includes:
  • a receiving module configured to receive a first transmit signal of the first type of ammunition sent by the first terminal
  • a sending module configured to send an ammunition instruction to the first terminal and the second terminal according to the first transmit signal, where the create ammunition instruction is used to instruct the first terminal and the second terminal to create The first type of ammunition and displaying a ballistic trajectory corresponding to the first type of ammunition in a virtual environment;
  • a processing module configured to determine, according to the first transmit signal, whether the first type of ammunition hits a target
  • the sending module is further configured to: if it is determined that the first type of ammunition hits the target, simultaneously send a first display instruction to the first terminal and the second terminal, where the first display instruction is used to indicate The first terminal and the second terminal display a hit result of the first type of ammunition on the target in the virtual environment.
  • the embodiment of the present application provides a display device for a ballistic track in a virtual environment, where the device includes:
  • a receiving module configured to receive a create ammunition command sent by the server, where the create ammunition command is sent by the server to the at least two terminals simultaneously after receiving the first transmit signal of the first type of ammunition;
  • a processing module configured to create the first type of ammunition according to the creating an ammunition instruction
  • a display module configured to display a ballistic trajectory of the first type of ammunition in a virtual environment
  • the receiving module is further configured to receive a first display instruction sent by the server, where the first display instruction is sent by the server to the at least two terminals simultaneously after determining that the first type of ammunition hits a target ;
  • the display module is further configured to display, in the virtual environment, a hit result of the first type of ammunition to the target according to the first display instruction;
  • the at least two terminals include a first terminal that sends the first transmit signal, and a second terminal that displays the same virtual environment corresponding to the first terminal.
  • the embodiment of the present application provides a display device for a ballistic trajectory in a virtual environment, where the device is part of a second terminal or a second terminal, and the device includes:
  • a receiving module configured to receive a second transmitting signal of the second type of ammunition sent by the server
  • a processing module configured to create the second type of ammunition according to the second emission signal; determine an acceleration of the second type of ammunition;
  • a display module configured to display an accelerated ballistic trajectory of the second type of ammunition in a virtual environment according to the acceleration
  • the receiving module is further configured to receive a second display instruction sent by the server;
  • the display module is further configured to display, in the virtual environment, a hit result of the second type of ammunition to the target according to the second display instruction.
  • the embodiment of the present application further provides a display device for a ballistic track in a virtual environment, where the device includes a processor and a memory, where the memory stores at least one instruction, and the instruction is loaded and executed by the processor.
  • the embodiment of the present application further provides a computer readable storage medium, wherein the storage medium stores at least one instruction loaded by a processor and executed to implement a display method of a ballistic trajectory in the virtual environment as described above.
  • FIG. 1 is a block diagram of a computer system provided by some embodiments of the present application.
  • FIG. 2 is a flowchart of a method for displaying a ballistic trajectory in a virtual environment provided by some embodiments of the present application;
  • FIG. 3 is a flowchart of a method for displaying a ballistic trajectory in a virtual environment provided by some embodiments of the present application;
  • FIG. 4 is a schematic diagram of a launch process of a first type of ammunition provided by some embodiments of the present application.
  • FIG. 5A is a schematic diagram showing a ballistic trajectory display of a projection type ammunition provided by some embodiments of the present application.
  • FIG. 5B is a schematic diagram of a projection synchronization model provided by some embodiments of the present application.
  • FIG. 5C is a schematic diagram showing the ballistic trajectory display of the instant ammunition provided by some embodiments of the present application.
  • 5D is a schematic diagram of a transient synchronization model provided by some embodiments of the present application.
  • FIG. 6 is a flowchart of a method for displaying a ballistic trajectory in a virtual environment provided by some embodiments of the present application.
  • FIG. 7 is a flowchart of a method for displaying a ballistic trajectory in a virtual environment provided by some embodiments of the present application.
  • FIG. 8 is an architectural diagram of a synchronization model provided by some embodiments of the present application.
  • FIG. 9 is a structural block diagram of a display device for a ballistic trajectory in a virtual environment provided by some embodiments of the present application.
  • FIG. 10 is a structural block diagram of a display device for a ballistic trajectory in a virtual environment provided by some embodiments of the present application;
  • FIG. 11 is a structural block diagram of a display device for a ballistic trajectory in a virtual environment provided by some embodiments of the present application.
  • FIG. 12 is a structural block diagram of a display device for a ballistic track in a virtual environment provided by some embodiments of the present application.
  • Virtual environment A two-dimensional virtual environment, a 2.5-dimensional virtual environment, or a three-dimensional virtual environment that is provided (or displayed) when an application runs on a terminal.
  • the virtual environment can be a real-world simulation environment, a semi-simulated semi-fiction environment, or a purely fictitious environment.
  • Virtual object is a movable object in a virtual environment.
  • the movable object may be a virtual character, a virtual creature, an anime character, or the like.
  • the user can manipulate the virtual object through peripheral components or by tapping on the display.
  • Each virtual object has its own shape and volume in the virtual environment, occupying a part of the space in the virtual environment.
  • the virtual object manipulated by the first terminal is referred to as 1P
  • the copy of the virtual object in the server is 2P
  • the copy of the virtual object in the second terminal is referred to as 3P.
  • Ammunition for remote weapons used by virtual objects in a virtual environment.
  • a user manipulates a virtual object to attack a target using a firearm.
  • a bullet of a firearm is an ammunition; for example, a user manipulates a virtual object to attack a target using a grenade, which is also a virtual remote ammunition.
  • the target is a virtual object in a virtual environment.
  • Ballistic Trajectory The ballistic trajectory of ammunition in a virtual environment.
  • a user-controlled virtual object fires a target with a firearm and hits a target.
  • the bullet displayed on the user interface flies from the muzzle of the firearm and flies until the target is a ballistic.
  • the trajectory of a bullet is approximately a straight line; for example, the virtual object manipulated by the user uses a grenade to throw the target and hit the target, and the grenade displayed on the user interface flies from the hand of the virtual object to parabolically hit the target.
  • the picture is a ballistic.
  • Hit report The terminal detects whether the local ammunition hits the target. If it determines that the ammunition hits the target, it reports the hit information to the server.
  • Hit check The server checks the hit information reported by the terminal for legality. For example, the user may install a cheat program on the terminal to tamper with the hit rate of the ammunition, and the server detects whether the hit information of the ammunition has been tampered with; if so, The hit information is invalid; if not, the hit information is valid.
  • Shake animation before launch An animation of the avatar's preparations before using the long-range weapon to launch ammunition.
  • a virtual character uses a grenade to throw a target, and before the grenade is removed from the hand of the virtual character, the virtual character will raise a grenade, tilt backward, and then throw forward, the series of actions being played in an animated form, that is, throwing Grenade shakes the animation before launch.
  • the pre-launch animation can reduce the user's perception of the communication delay between the terminal and the server, and ensure the consistency of the display.
  • FIG. 1 shows a block diagram of a computer system provided by some embodiments of the present application.
  • the system includes: a first terminal 110, a second terminal 120, and a server 130; the first terminal 110 and the second terminal 120 can establish a communication connection with the server 130 through a wired or wireless network, respectively.
  • An application for displaying a virtual environment is installed on the first terminal 110.
  • the first terminal 110 runs the application, the first user creates and manipulates a virtual object in the virtual environment provided by the server 130 through the application, the virtual object being displayed in the user interface of the application.
  • the server 130 stores related data of the virtual environment.
  • the first user reads and displays the virtual environment provided by the server 130 through an application running in the first terminal 110, and creates and manipulates a virtual object in the virtual environment, the virtual object being active in the virtual environment.
  • An application for displaying a virtual environment is installed on the second terminal 120.
  • the second user may display the virtual environment and the virtual object created by the first user in the user interface of the application.
  • the second terminal 120 can also display a virtual object that is pre-provisioned by the server in the virtual environment.
  • the second terminal 120 can be one or more.
  • the terminal in the embodiment of the present application may be a mobile phone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III) player, and an MP4 (Moving Picture Experts Group Audio Layer IV). Dynamic image experts compress standard audio layers 4) players, laptops and desktop computers, and more.
  • the terminal in the embodiment of the present application is a terminal having a display capability and a touch display screen or a common display screen.
  • the terminal in the embodiment of the present application further has a peripheral component, and the user can control the virtual object through the peripheral component.
  • the peripheral component can be at least one of a handle peripheral, a firearm input peripheral, and a touch screen auxiliary peripheral.
  • the application described above is any one of a military simulation program, a first person perspective shooting game program, a third person perspective shooting game program, and other applications with shooting elements.
  • the third person perspective shooting game program can also be divided into a third person top view shooting game program, a third person horizontal version perspective shooting game program.
  • the third person horizontal version shooting game program is a game program viewed from the left side or the right side of the virtual character, such as the Contra game program.
  • the first terminal sends an ammunition transmission signal to the server and displays a first ballistic trajectory of the ammunition on the first terminal
  • the server forwards the ammunition transmission signal to the second terminal
  • the second terminal displays according to the ammunition emission signal sent by the server.
  • the second ballistic trajectory of the ammunition the first terminal confirms that the ammunition hits the target, and reports the hit information to the server, and the server checks the legality of the hit information; if the hit information is legally valid, sends the hit information to the first terminal and the second terminal respectively.
  • the damage command is displayed, and the first terminal and the second terminal display the target damage according to the display damage command sent by the server.
  • FIG. 2 is a flowchart of a method for displaying a ballistic trajectory in a virtual environment provided by some embodiments of the present application.
  • the method is performed by a server, the method comprising:
  • Step 201 Receive a first transmit signal of the first type of ammunition sent by the first terminal.
  • the server receives the first transmit signal sent by the first terminal.
  • the first transmitting signal is a transmitting signal corresponding to the first type of ammunition, and the first user may trigger the first transmitting signal by operating the joystick, or may be triggered by touching the control element corresponding to the first type of ammunition on the touch screen of the first terminal.
  • the first transmitted signal is a transmitting signal corresponding to the first type of ammunition, and the first user may trigger the first transmitting signal by operating the joystick, or may be triggered by touching the control element corresponding to the first type of ammunition on the touch screen of the first terminal.
  • the first type of ammunition is an ammunition having a speed less than a first speed threshold.
  • the first type of ammunition is a projected ammunition, such as a grenade, a grenade, a rock, a dart, and the like.
  • Step 202 Send an ammunition creation instruction to the first terminal and the second terminal according to the first transmission signal.
  • the server simultaneously sends an ammunition creation command to the first terminal and the second terminal according to the first transmission signal.
  • the create ammunition command is used to instruct the first terminal and the second terminal to create a first type of ammunition and display a ballistic trajectory corresponding to the first type of ammunition in the virtual environment.
  • the first terminal after receiving the creation of the ammunition command, creates a first type of ammunition in the background process, the first type of ammunition having coordinates in the virtual environment, volume occupied in the virtual environment, and motion state ( For example, parameters such as speed of movement, direction of motion, etc.).
  • the first terminal displays the first ballistic trajectory of the first type of ammunition in the virtual environment on the display interface of the application.
  • the second terminal after receiving the instruction to create ammunition, creates a first type of ammunition in the background process and displays a ballistic trajectory of the first type of ammunition in the virtual environment in the virtual environment.
  • Step 203 Determine, according to the first transmit signal, whether the first type of ammunition hits the target.
  • the server creates a first type of ammunition based on the first transmitted signal, the first type of ammunition having coordinates in the virtual environment, volume occupied in the virtual environment, and motion state (eg, speed of motion, direction of motion, etc.)
  • the parameters may determine whether the first type of ammunition hits the target according to the motion state parameter of the first type of ammunition and the volume occupied by the target in the virtual environment and the motion state parameter.
  • Step 204 If it is determined that the first type of ammunition hits the target, the first display instruction is simultaneously sent to the first terminal and the second terminal.
  • the server After determining that the first type of ammunition hits the target, the server simultaneously sends the first display instruction to the first terminal and the second terminal.
  • the first display instruction is used to instruct the first terminal and the second terminal to display a hit result of the first type of ammunition to the target in a virtual environment, where the hit gives a result that the target is harmed by the first type of ammunition .
  • the first transmitting signal of the first type of ammunition is sent to the server by the first terminal, and after receiving the first transmitting signal, the server simultaneously sends the created ammunition to the first terminal and the second terminal.
  • the instruction after determining that the first type of ammunition hits the target, simultaneously sending the first display instruction to the first terminal and the second terminal, and the first instruction and the first display instruction are sent by the server to the first terminal and the second terminal simultaneously, Therefore, the problem that the display of the damage in the second terminal in the related art is earlier than the image of the target hit by the ammunition is solved or weakened, so that the ballistic trajectory and the damage interface displayed by the first terminal and the second terminal are completely synchronized or substantially synchronized. Improved display accuracy of shot trajectories for ammunition.
  • FIG. 3 is a flowchart of a method for displaying a ballistic trajectory in a virtual environment provided by some embodiments of the present application. This embodiment is applied to the implementation environment shown in FIG. The method includes:
  • Step 301 The first terminal sends a first transmission signal of the first type of ammunition to the server.
  • the first transmitting signal is a transmitting signal corresponding to the first type of ammunition, and the first user can trigger the first transmitting signal at the first terminal by operating the joystick, or by touching the control element corresponding to the first type of ammunition at the first terminal The first transmit signal is triggered.
  • the first type of ammunition is an ammunition having a speed less than a first speed threshold.
  • the first type of ammunition is a projected ammunition or a tracking ammunition, such as a grenade, a grenade, a stone, a dart, a tracking rocket launcher, and the like.
  • the ammunition has a corresponding velocity.
  • the first speed threshold is a predetermined smaller speed value, and the speed of the ammunition having a speed lower than the first speed threshold is slower, usually a projectile ammunition having a parabolic shape trajectory, or an ammunition having a tracking effect.
  • the first terminal plays a pre-launch animation corresponding to the first type of ammunition in the virtual environment.
  • the first terminal Since the first terminal does not create the first ballistic trajectory of the ammunition and the display ammunition before receiving the ammunition command sent by the server, the first terminal can play the first type of ammunition during the process of waiting for the creation of the ammunition command. Shake the animation before, so that the user can't notice the waiting time.
  • FIG. 4 shows the ammunition transmission process between the first terminal receiving the first transmission signal and the first ballistic trajectory displaying the first type of ammunition, and the first terminal passes the time interval waiting for the instruction to create the ammunition.
  • the pre-launch animation of the first type of ammunition is played so that the user cannot perceive the waiting time interval.
  • Step 302 The server forwards the first transmit signal to the second terminal.
  • the server After receiving the first transmit signal, the server forwards the first transmit signal to the second terminal.
  • Step 303 After receiving the first transmit signal, the second terminal plays the pre-launch animation corresponding to the first type of ammunition in the virtual environment.
  • the second terminal plays a pre-launch animation corresponding to the grenade, and the pre-launch animation is a virtual object to raise the grenade, tilt backward, and then An animation of the action of the front throw.
  • the second terminal since the second terminal does not create an ammunition and a second ballistic trajectory for displaying ammunition before receiving the ammunition command sent by the server, the second terminal plays the first type of ammunition at intervals of waiting for the instruction to create the ammunition. Shake the animation before launch so that the user can't detect the waiting interval.
  • step 304 the server detects whether the first transmission signal is valid.
  • the server detects whether the first transmission signal is valid; when the first transmission signal is valid, proceeds to step 305; when the first transmission signal is invalid, proceeds to step 306.
  • the server detecting whether the first transmit signal is valid comprises: detecting, by the server, whether a remaining amount of the first type of ammunition of the virtual object in the first terminal is greater than 0; if greater than 0, determining that the first transmit signal is valid; If it is equal to 0, it is determined that the first transmission signal is invalid.
  • the server detecting whether the first transmit signal is valid includes: detecting, by the server, whether an energy value of the first type of ammunition of the virtual object in the first terminal reaches a preset value; if greater than or equal to the preset value, determining the The first transmit signal is valid; if less than the preset value, it is determined that the first transmit signal is invalid.
  • Step 305 If the first transmit signal is valid, the server simultaneously sends an instruction to create an ammunition to the first terminal and the second terminal.
  • the server After determining that the first transmit signal is valid, the server simultaneously sends an instruction to create an ammunition to the first terminal and the second terminal.
  • the create ammunition command is used to instruct the first terminal and the second terminal to create a first type of ammunition and display a ballistic trajectory of the first type of ammunition.
  • Step 306a the first terminal creates a first type of ammunition according to the create ammunition instruction and displays a first ballistic track of the first type of ammunition in the virtual environment.
  • the first terminal after receiving the creation of the ammunition command, creates a first type of ammunition in the background process, the first type of ammunition having coordinates in the virtual environment, volume occupied in the virtual environment, and motion state ( For example, parameters such as speed of movement, direction of motion, etc.).
  • the first terminal displays the ballistic trajectory of the first type of ammunition in the virtual environment on the display interface of the application.
  • Step 306b the second terminal creates a first type of ammunition according to the create ammunition instruction and displays a ballistic trajectory of the first type of ammunition in the virtual environment.
  • the second terminal after receiving the create ammunition command, creates a first type of ammunition in the background, the first type of ammunition having coordinates in the virtual environment, volume occupied in the virtual environment, and motion state (eg, motion) Parameters such as speed, direction of motion, etc.).
  • motion state eg, motion
  • the second terminal displays the ballistic trajectory of the first type of ammunition in the virtual environment on the display interface of the application.
  • Step 307 The server determines, according to the first transmit signal, whether the first type of ammunition hits the target.
  • the server creates a first type of ammunition based on the first transmitted signal, the first type of ammunition having coordinates in the virtual environment, volume occupied in the virtual environment, and motion state (eg, speed of motion, direction of motion, etc.)
  • the parameters may determine whether the first type of ammunition hits the target according to the motion state parameter of the first type of ammunition and the volume occupied by the target in the virtual environment and the motion state parameter.
  • Step 308 if the server determines that the first type of ammunition hits the target, calculating the first damage value of the first type of ammunition to the target.
  • the server calculates a first damage value caused by the target being hit by the first type of ammunition based on the speed and specific type of movement of the first type of ammunition. For example, the first damage value of the grenade to the target is calculated according to the movement speed of the grenade and the grenade, or the first damage value of the grenade to the target is calculated by the movement speed of the grenade and the grenade.
  • the server calculates a first damage value caused by the target being hit by the first type of ammunition based on the speed of movement of the first type of ammunition, the particular type of ammunition of the first type, and the defense value of the target.
  • the defense value of the target may be at least one of a target armor, a target's dodge probability, and an obstacle between the first type of ammunition and the target.
  • Step 309 The server simultaneously sends a first display instruction to the first terminal and the second terminal.
  • the first display instruction is sent to the first terminal and the second terminal, where the first display instruction carries the first damage value.
  • Step 310a The first terminal displays, in the virtual environment, that the target is subjected to the damage of the first type of ammunition as the first damage value according to the first display instruction.
  • the first terminal After receiving the first display instruction and the first damage value carried by the first display instruction, the first terminal displays, in the virtual environment, that the first type of ammunition hits the target as the first damage value, that is, the target receives the first The type of ammunition damage is the first damage value.
  • the first terminal receives the damage value carried by the first display instruction as 125, and displays the text of “-125” above the target.
  • the first terminal plays an animation of the target being hit by the first type of ammunition in accordance with the first display instruction.
  • the first terminal after receiving the first display instruction and the first damage value 125 carried by the first display instruction, displays an animation of the target blinking or fluttering in the virtual environment, and displays “-” above the target. 125" text.
  • the first terminal also plays an animation of the target being hit by the first type of ammunition in the virtual environment in accordance with the first display instruction.
  • Step 310b The second terminal displays, in the virtual environment, that the target is subjected to the damage of the first type of ammunition as the first damage value according to the first display instruction.
  • the second terminal After receiving the first display instruction and the first damage value carried by the first display instruction, the second terminal displays, in the virtual environment, that the first type of ammunition hits the target as the first damage value, that is, the target receives the first The type of ammunition damage is the first damage value.
  • the second terminal receives the damage value carried by the first display instruction as 125, and displays the text of "-125" above the target.
  • the second terminal also plays an animation of the target being hit by the first type of ammunition in the virtual environment in accordance with the first display instruction.
  • the second terminal after receiving the first display instruction and the first damage value 125 carried by the first display instruction, the second terminal displays an animation of the target blinking or red, and displays the text of “-125” above the target. .
  • the first transmitting signal of the first type of ammunition is sent to the server by the first terminal, and after receiving the first transmitting signal, the server simultaneously sends the created ammunition to the first terminal and the second terminal.
  • the instruction after determining that the first type of ammunition hits the target, simultaneously sending the first display instruction to the first terminal and the second terminal, and the first instruction and the first display instruction are sent by the server to the first terminal and the second terminal simultaneously, Therefore, the problem that the display of the damage in the second terminal in the related art is earlier than the image of the target hit by the ammunition is solved or weakened, so that the ballistic trajectory and the damage interface displayed by the first terminal and the second terminal are completely synchronized or substantially synchronized. Improved display accuracy of shot trajectories for ammunition.
  • the first terminal and the second terminal can not detect the waiting time interval by playing the pre-launch animation of the first type of ammunition at the time interval of the instruction to create the ammunition, thereby improving the virtual object shooting display. Accuracy.
  • the server detects whether the first transmission signal is valid, and when determining that the first transmission signal is valid, simultaneously sends an instruction to create an ammunition to the first terminal and the second terminal, and the virtual object cannot be transmitted first.
  • the user manipulates the virtual object to still be able to launch the first type of ammunition, improving the accuracy of the virtual object shooting display.
  • the first damage value of the first type of ammunition to the target is calculated by the server, and the first damage value is carried in the first display instruction, and the first terminal and the second terminal are according to the first display instruction.
  • the first damage value carried indicates that the target is subjected to the first type of ammunition as the first damage value, which improves the hit effect of the hit target.
  • the first terminal and the second terminal play the animation that the target is hit by the first type of ammunition according to the first display instruction sent by the server, thereby improving the hitting effect of the hit target.
  • Ammunition in a virtual environment can be divided into projection type and instant type according to speed.
  • the first type of ammunition is a projected ammunition, the speed of the ammunition being less than a first speed threshold, wherein the first speed threshold is a smaller speed value, typically, as shown in FIG. 5A, the projected ammunition 410 fired by the virtual object 400
  • the ballistic trajectory is not a straight line, and the projectile ammunition 410 needs to run in the virtual environment for a long time to hit the target 420.
  • FIG. 5B is a schematic diagram showing a projection type synchronization model.
  • the first terminal starts to play the pre-launch animation while requesting the first transmission signal from the server, and the server forwards the first transmission signal.
  • the second terminal After the second terminal, the second terminal starts to play the pre-launch animation.
  • the server creates the projecting ammunition, and simultaneously sends an instruction to create an ammunition to the first terminal and the second terminal, and the first terminal and the second terminal acquire the projectile ammunition after receiving the ammunition instruction.
  • the server calculates the damage of the projected ammunition to the target, and sends the instruction of the damage floating word to the first terminal and the second terminal according to the calculated damage value.
  • the delay between the first terminal and the server is different from the delay between the second terminal and the server, the difference between the two terminals is not large, so the first and second terminals respectively display the same ballistic trajectory.
  • the second type of ammunition is a transient ammunition whose velocity is greater than a second speed threshold.
  • the second speed threshold is a larger speed value.
  • the ballistic trajectory of the instant ammunition 430 emitted by the virtual object 400 is a straight line, and the instant amp 430 is operated in a virtual environment for a short time. Can hit the target 420.
  • 5D is a transient synchronization model.
  • the first terminal sends a second transmission signal to the server to create a transient munition, and the server forwards the second transmission signal to the second terminal.
  • the second transmitting signal creates a transient munition
  • the first terminal detects whether the instant munition hits, and if it hits, reports a hit event to the server, and the server checks the legality of the hit event, and if the hit is valid, calculates the damage of the instant munition to the target.
  • the value sends an instruction to damage the floating word to the first terminal and the second terminal according to the damage value.
  • Figures 2 and 3 is an embodiment corresponding to the projection type synchronization model, and the transient mode synchronization model will be described below.
  • FIG. 6 is a flowchart of a method for displaying a ballistic trajectory in a virtual environment provided by some embodiments of the present application.
  • the method may be applied to a second terminal by using the method, where the method includes :
  • Step 601 Receive a second transmission signal of the second type of ammunition sent by the server.
  • the second transmitting signal is a transmitting signal corresponding to the second type of ammunition
  • the first user may trigger the second transmitting signal at the first terminal by operating the peripheral component, or by touching the second type of ammunition on the touch screen of the first terminal
  • a corresponding control element triggers a second transmit signal.
  • the first terminal After receiving the second transmission signal, the first terminal sends the second transmission signal to the server, the server forwards the second transmission signal to the second terminal, and the second terminal receives the second transmission signal sent by the server.
  • the second type of ammunition is an ammunition having a speed greater than a second speed threshold.
  • the second speed threshold is a predetermined larger speed value, and the speed of the ammunition having a speed greater than the second speed threshold is faster, typically a transient ammunition having a linear trajectory (eg, a bullet, a laser, etc.) .
  • Step 602 Create a second type of ammunition according to the second transmit signal.
  • the second terminal after receiving the second transmit signal, creates a second type of ammunition in the background process, the second type of ammunition has coordinates in the virtual environment, a volume occupied in the virtual environment, and a motion state. Parameters such as speed of movement, direction of motion, etc.
  • the second terminal displays a second ballistic trajectory of the second type of ammunition in the virtual environment on the display interface of the application.
  • Step 603 determining an acceleration of the second type of ammunition, and displaying a second ballistic trajectory of the second type of ammunition after acceleration according to the acceleration.
  • the second terminal since the second terminal needs to create a second type of ammunition after the server forwards the second transmission signal, the second terminal creates the second type of ammunition later than the first terminal.
  • the second terminal can accelerate the flight speed of the second type of ammunition.
  • the second terminal needs to determine the acceleration of the second type of ammunition, obtain the accelerated second type of ammunition, and display the ballistic trajectory of the accelerated second type of ammunition.
  • the acceleration is a preset value or the acceleration is a dynamically determined value based on network delay.
  • Step 604 Receive a second display instruction sent by the server.
  • the second terminal receives the second display instruction sent by the server.
  • Step 605 Display a hit result of the second type of ammunition on the target according to the second display instruction.
  • the second terminal displays a hit result of the second type of ammunition to the target according to a second display instruction sent by the server, where the hit result refers to the target being harmed by the second type of ammunition.
  • the second terminal determines the trajectory of the second type of ammunition after acceleration according to the acceleration by determining the acceleration of the second type of ammunition; and solves the time for the second terminal to create the second type of ammunition.
  • the problem that the time when the ballistic trajectory of the second type of ammunition hits the target is not synchronized with the first terminal, which is later than the first terminal, improves the accuracy of the virtual object shooting display.
  • FIG. 7 is a flowchart of a method for displaying a ballistic trajectory in a virtual environment provided by some embodiments of the present application.
  • the method is applied to the implementation environment shown in FIG. 1 by using the method.
  • the method includes:
  • Step 701 The first terminal sends a second transmission signal of the second type of ammunition to the server.
  • the second transmitting signal is a transmitting signal corresponding to the second type of ammunition
  • the first user can trigger the second transmitting signal at the first terminal by operating the peripheral component, or the corresponding control of the second type of ammunition by touching the first terminal
  • the element triggers a second transmit signal.
  • the first terminal After receiving the second transmit signal, the first terminal sends the second transmit signal to the server.
  • Step 702 The first terminal creates a second type of ammunition according to the second transmission signal and displays a ballistic trajectory of the second type of ammunition in the virtual environment.
  • the first terminal after receiving the second transmit signal, creates a second type of ammunition in the background process, the second type of ammunition has coordinates in the virtual environment, a volume occupied in the virtual environment, and a motion state. Parameters such as speed of movement, direction of motion, etc.
  • the first ballistic trajectory of the second type of ammunition is displayed in the virtual environment.
  • Step 703 The server forwards the second transmit signal to the second terminal.
  • the server After receiving the second transmit signal, the server forwards the second transmit signal to the second terminal.
  • the server when the server forwards the second transmit signal to the second terminal, the first network delay between the first terminal and the service is also sent to the second terminal.
  • the second terminal since the second terminal needs to create a second type of ammunition after the server forwards the second transmission signal, the second terminal creates the second type of ammunition later than the first terminal. In order to keep the ballistic trajectory of the second type of ammunition displayed by the second terminal and the first terminal as much as possible when hitting the target. The second terminal can accelerate the flight speed of the second type of ammunition.
  • the second terminal needs to determine the acceleration of the second type of ammunition, and the acceleration may be determined according to the first network delay between the first terminal and the server, and the second network delay between the second terminal and the server. Therefore, as an embodiment, when the server forwards the second transmit signal to the second terminal, the first network delay is also sent.
  • Step 704 The second terminal creates a second type of ammunition according to the second transmit signal.
  • the second terminal after receiving the second transmit signal, creates a second type of ammunition in the background process, the second type of ammunition has coordinates in the virtual environment, a volume occupied in the virtual environment, and a motion state. Parameters such as speed of movement, direction of motion, etc.
  • Step 705 The second terminal determines the acceleration of the second type of ammunition, and displays the ballistic trajectory of the second type of ammunition after the acceleration according to the acceleration.
  • the second terminal acquires a second network delay between the second terminal and the server; and determines the second type of ammunition according to the second network delay
  • the first acceleration displays the ballistic trajectory of the second type of ammunition after acceleration according to the first acceleration.
  • the second terminal acquires the second network delay, and calculates a first acceleration of the second type of ammunition according to the second network delay, thereby displaying the accelerated second type of ammunition in the virtual environment according to the first acceleration.
  • the second ballistic trajectory since the first acceleration is calculated according to the second network delay, can reduce the delay of hitting the target in the second terminal of the ballistic trajectory of the second type of ammunition to some extent.
  • the second terminal acquires the second network delay between the second terminal and the server; and according to the first network delay and the second network The delay determines a second acceleration of the second type of ammunition and displays a ballistic trajectory of the second type of ammunition after acceleration according to the second acceleration.
  • the second terminal acquires the second network delay, and calculates a second acceleration of the second type of ammunition according to the first network delay and the second network delay, thereby displaying the accelerated environment in the virtual environment according to the second acceleration.
  • the second ballistic trajectory of the second type of ammunition since the second acceleration is calculated according to the first network delay and the second network delay, the ballistic trajectory of the second type of ammunition can be further reduced to hit the target in the second terminal Delay.
  • the second acceleration is greater than the first acceleration.
  • Step 706 The first terminal determines, according to the second transmit signal, whether the second type of ammunition hits the target.
  • the first terminal can determine whether the second type of ammunition hits the target according to the motion state parameter of the second type of ammunition and the volume occupied by the target in the virtual environment and the motion state parameter.
  • Step 707 After the first terminal determines that the second type of ammunition hits the target, the first terminal sends a hit information to the server.
  • the first user may install a cheat program on the first terminal to tamper with the hit rate of the ammunition, so the first terminal needs to send the hit information to the server for legality verification.
  • step 708 the server performs a validity check on the hit information. If the hit information is valid, the second damage value of the second type of ammunition to the target is calculated.
  • the hit information is checked for validity by the server avoiding the cheat program; if the hit information is valid, according to the speed and specific type of the second type of ammunition, such as the speed of the bullet and the corresponding movement of the bullet, and the target Armor, calculating the second damage caused by the target being hit by a second type of ammunition.
  • the specific verification form of the validity check of the server is not limited.
  • Step 709 The server simultaneously sends a second display instruction to the first terminal and the second terminal.
  • the server sends a second display instruction to the first terminal and the second terminal, where the second display instruction carries the second damage value.
  • Step 710a The first terminal displays, in the virtual environment, that the target receives the damage of the first type of ammunition as the second damage value according to the second display instruction.
  • the first terminal After receiving the second display command and the second damage value carried by the second display command, the first terminal displays that the hit result of the second type of ammunition is a second damage value, that is, the target is harmed by the second type of ammunition. Is the second damage value.
  • the first terminal receives the damage value carried by the first display instruction as 84, and displays the text of "-84" above the target.
  • the first terminal plays an animation of the target being hit by the second type of ammunition in the virtual environment in accordance with the second display instruction.
  • the first terminal after receiving the second display instruction and the second damage value 84 carried by the second display instruction, displays an animation of the target blinking or red, and displays the text of “-84” above the target. .
  • Step 710b The second terminal displays, in the virtual environment, that the target is subjected to the damage of the second type of ammunition as the second damage value according to the second display instruction.
  • the second terminal After receiving the second display command and the second damage value carried by the second display command, the second terminal displays that the hit result of the second type of ammunition is a second damage value, that is, the target is harmed by the second type of ammunition. Is the second damage value.
  • the second terminal receives the damage value carried by the second display instruction as 84, and displays the text of "-84" above the target.
  • the second terminal plays an animation of the target being hit by the second type of ammunition in the virtual environment in accordance with the second display instruction.
  • the second terminal after receiving the second display instruction and the second damage value 84 carried by the second display instruction, the second terminal displays an animation of the target blinking or red, and displays the text of “-84” above the target. .
  • the first terminal determines, by the client, whether the transmitted signal corresponds to a projected ammunition or a transient ammunition, and selects a suitable synchronization model according to the type of ammunition: if the first terminal determines the corresponding signal of the transmitted signal If the ammunition is instant, choose the instant synchronization model to launch the instant ammunition locally to detect whether the instant ammunition hits; if it hits, it determines whether the hit performance is instant, and if the hit is not an instant, it shows the target hit. The animation is performed. If the hit is a blinking instant, the hit event is reported to the server. After the server verifies the hit event, the server sends an instruction to display the hit performance animation and display the damage floating word to the first terminal.
  • the projection type synchronization model is selected, and a transmission request is sent to the server, and the server performs validity verification on the transmission request, and if the transmission request is valid, simultaneously to the first terminal and the first
  • the second terminal broadcast creates an ammunition command that is used to create an ammunition command and display a ballistic track.
  • the server performs a hit detection on the ammunition, and if it hits, calculates the damage, and sends an instruction to display the hit performance animation and the display damage to the first terminal and the second terminal.
  • the second terminal solves the time for the second terminal to create the second type of ammunition by determining the acceleration of the second type of ammunition and displaying the ballistic trajectory of the second type of ammunition after acceleration according to the acceleration.
  • the problem that the time of hitting the target of the ballistic trajectory of the second type of ammunition displayed by the second terminal is not synchronized with the first terminal is improved by the first terminal, thereby improving the display accuracy of the shooting trajectory of the ammunition.
  • the second acceleration of the second type of ammunition is calculated by the second terminal according to the second network delay, so that the ballistic trajectory of the second type of ammunition after the acceleration is displayed in the virtual environment according to the first acceleration
  • the first acceleration is calculated according to the second network delay, so that the delay of hitting the target in the second terminal of the ballistic trajectory of the second type of ammunition can be reduced to some extent, and the accuracy of the virtual object shooting display is improved.
  • the second terminal calculates the second acceleration of the second type of ammunition according to the first network delay and the second network delay, so as to display the accelerated second type in the virtual environment according to the second acceleration.
  • the ballistic trajectory of the ammunition since the second acceleration is calculated according to the first network delay and the second network delay, the delay of the ballistic trajectory of the second type of ammunition hitting the target in the second terminal can be further reduced, and the time delay can be further improved.
  • FIG. 9 is a structural block diagram of a display device for a ballistic track in a virtual environment provided by some embodiments of the present application.
  • the device is applicable to a server, and the device includes a receiving module 910, a sending module 920, and a processing module. 930.
  • the receiving module 910 is configured to receive a first transmit signal of the first type of ammunition sent by the first terminal.
  • the sending module 920 is configured to send an ammunition instruction to the first terminal and the second terminal according to the first transmit signal, and the create ammunition command is used to instruct the first terminal and the second terminal to create the first type of ammunition and display the first type in the virtual environment.
  • the ballistic trajectory of a type of ammunition is used to instruct the first terminal and the second terminal to create the first type of ammunition and display the first type in the virtual environment.
  • the processing module 930 is configured to determine, according to the first transmit signal, whether the first type of ammunition hits the target.
  • the sending module 920 is further configured to: if the first type of ammunition hits the target, send the first display instruction to the first terminal and the second terminal, where the first display instruction is used to indicate that the first terminal and the second terminal are in the virtual environment. A hit result of the first type of ammunition to the target is displayed, the hit result target being harmed by the first type of ammunition.
  • the processing module 930 is further configured to calculate a first damage value of the first type of ammunition to the target.
  • the sending module 920 is further configured to send, to the first terminal and the second terminal, a first display instruction that carries the first damage value, where the first display instruction is used to instruct the first terminal and the second terminal to display the virtual environment
  • the first type of ammunition hits the target as the first damage value, that is, the target is subjected to the first type of ammunition as the first damage value.
  • the sending module 920 is further configured to forward the first transmit signal to the second terminal, where the first transmit signal is used to instruct the second terminal to play the pre-launch animation of the first type of ammunition in the virtual environment.
  • the processing module 930 is further configured to detect whether the first transmit signal is valid.
  • the sending module 920 is further configured to send an ammunition creation command to the first terminal and the second terminal if the first type of ammunition transmission signal is valid.
  • FIG. 10 is a structural block diagram of a display device for a ballistic trajectory in a virtual environment provided by some embodiments of the present application, where the device is applicable to a first terminal or a second terminal, where the device includes a receiving module 1010, The processing module 1020 and the display module 1030.
  • the apparatus can further include a transmitting module 1040.
  • the receiving module 1010 is configured to receive an instruction to create an ammunition sent by the server, and the instruction to create an ammunition is sent by the server to the at least two terminals simultaneously after receiving the first transmission signal of the first type of ammunition.
  • the processing module 1020 is configured to create a first type of ammunition according to the create ammunition instruction.
  • the display module 1030 is configured to display a ballistic trajectory of the first type of ammunition in the virtual environment.
  • the receiving module 1010 is further configured to receive a first display instruction sent by the server, where the first display instruction is sent by the server to the at least two terminals simultaneously after determining that the first type of ammunition hits the target.
  • the display module 1030 is further configured to display, in the virtual environment, a hit result of the first type of ammunition to the target according to the first display instruction, where the hit result refers to that the target is harmed by the first type of ammunition.
  • the at least two terminals include a first terminal that sends the first transmit signal, and a second terminal that displays the same virtual environment corresponding to the first terminal.
  • the first display instruction carries a first damage value
  • the display module 1030 is further configured to display, in the virtual environment, the hit result of the first type of ammunition to the target as the first damage value according to the first display instruction, that is, the target receives the damage of the first type of ammunition as the first damage value.
  • the apparatus is applied to the first terminal; the transmitting module 1040 is configured to send a first transmit signal of the first type of ammunition to the server.
  • the device is applied to the second terminal; the receiving module 1010 is further configured to receive the first transmit signal forwarded by the server; and the display module 1030 is further configured to play the first type of ammunition according to the first transmit signal. Shake the animation before.
  • FIG. 11 is a structural block diagram of a display device for a ballistic trajectory in a virtual environment provided by some embodiments of the present application.
  • the device may be applied to a first terminal or a second terminal, where the device includes a receiving module 1110.
  • the apparatus can further include an acquisition module 1140.
  • the receiving module 1110 is configured to receive a second transmit signal of the second type of ammunition sent by the server.
  • the processing module 1120 is configured to create a second type of ammunition according to the second emission signal; and determine an acceleration of the second type of ammunition.
  • the display module 1130 is configured to display the ballistic trajectory of the accelerated second type of ammunition in the virtual environment according to the acceleration.
  • the receiving module 1110 is further configured to receive a second display instruction sent by the server.
  • the display module 1130 is further configured to display, in the virtual environment, a hit result of the second type of ammunition to the target according to the second display instruction, where the hit result is that the target is harmed by the second type of ammunition.
  • the obtaining module 1140 is configured to obtain a second network delay between the second terminal and the server.
  • the processing module 1120 is further configured to determine a first acceleration of the second type of ammunition according to the second network delay.
  • the display module 1130 is further configured to display the ballistic trajectory of the second type of ammunition after the acceleration according to the first acceleration.
  • the second transmit signal carries a first network delay between the first terminal and the server
  • the obtaining module 1140 is configured to obtain a second network delay between the second terminal and the server.
  • the processing module 1120 is further configured to determine a second acceleration of the second type of ammunition according to the first network delay and the second network delay.
  • the display module 1130 is further configured to display the ballistic trajectory of the second type of ammunition after the acceleration according to the second acceleration.
  • the second display instruction carries a second damage value
  • the display module 1130 is further configured to display, in the virtual environment, the hit result of the second type of ammunition to the target as the second damage value according to the second display instruction, that is, the target receives the damage of the second type of ammunition as the second damage value.
  • FIG. 12 is a structural block diagram of a display device for a ballistic track in a virtual environment provided by some embodiments of the present application, the device including: a processor 1210 and a memory 1220.
  • the processor 1210 may be a central processing unit (CPU), a network processor (in English: network processor, NP), or a combination of a CPU and an NP.
  • the processor 801 may further include a hardware chip.
  • the hardware chip may be an application-specific integrated circuit (ASIC), a programmable logic device (PLD), or a combination thereof.
  • ASIC application-specific integrated circuit
  • PLD programmable logic device
  • the above PLD can be a complex programmable logic device (CPLD), a field-programmable gate array (FPGA), and a general array logic (GAL). Or any combination thereof.
  • the memory 1220 is coupled to the processor 1210 by a bus or other means.
  • the memory 1220 stores at least one instruction, at least one program, code set or instruction set, and the at least one instruction, the at least one program, the code set or the instruction set is processed by the processor 1210.
  • the memory 1220 may be a volatile memory, a non-volatile memory, or a combination thereof.
  • the volatile memory can be a random access memory (RAM), such as static random access memory (SRAM), dynamic random access memory (English: dynamic random access memory) , DRAM).
  • RAM random access memory
  • SRAM static random access memory
  • DRAM dynamic random access memory
  • the non-volatile memory can be a read only memory image (ROM), such as a programmable read only memory (PROM), an erasable programmable read only memory (English: erasable) Programmable read only memory (EPROM), electrically erasable programmable read-only memory (EEPROM).
  • ROM read only memory image
  • PROM programmable read only memory
  • EPROM erasable programmable read only memory
  • EEPROM electrically erasable programmable read-only memory
  • the non-volatile memory can also be a flash memory (English: flash memory), a magnetic memory, such as a magnetic tape (English: magnetic tape), a floppy disk (English: floppy disk), a hard disk.
  • the non-volatile memory can also be an optical disc.
  • the application further provides a computer readable storage medium, where the storage medium stores at least one instruction, at least one program, a code set or a set of instructions, the at least one instruction, the at least one program, the code set or The instruction set is loaded by the processor and executed to implement a display method of the ballistic trajectory in the virtual environment provided by the above method embodiment.
  • the present application also provides a computer program product comprising instructions that, when run on a computer, cause the computer to perform a method of displaying a ballistic trajectory in a virtual environment as described in the above aspects.
  • a plurality as referred to herein means two or more.
  • "and/or” describing the association relationship of the associated objects, indicating that there may be three relationships, for example, A and/or B, which may indicate that there are three cases where A exists separately, A and B exist at the same time, and B exists separately.
  • the character "/" generally indicates that the contextual object is an "or" relationship.
  • a person skilled in the art may understand that all or part of the steps of implementing the above embodiments may be completed by hardware, or may be instructed by a program to execute related hardware, and the program may be stored in a computer readable storage medium.
  • the storage medium mentioned may be a read only memory, a magnetic disk or an optical disk or the like.

Abstract

一种虚拟环境中的弹道轨迹的显示方法,由服务器(130)执行,包括:接收第一终端(110)发送的第一类型弹药的第一发射信号;根据第一发射信号同时向第一终端(110)和第二终端(120)发送创建弹药指令,创建弹药指令用于指示第一终端(110)和第二终端(120)创建第一类型弹药且在虚拟环境中显示第一类型弹药对应的弹道轨迹;根据第一发射信号确定第一类型弹药是否命中目标;若确定第一类型弹药命中目标,则同时向第一终端(110)和第二终端(120)发送第一显示指令,第一显示指令用于指示第一终端(110)和第二终端(120)在虚拟环境中显示第一类型弹药对目标的命中结果。还提供了一种虚拟环境中的弹道轨迹的显示装置、显示设备以及计算机可读存储介质。解决或减弱了相关技术中第二终端(120)中显示伤害的画面要早于弹药击中目标的画面的问题,使得第一终端(110)和第二终端(120)所显示的弹道轨迹以及伤害界面完全同步或基本同步,提高了对弹药的射击弹道的显示准确性。

Description

虚拟环境中的弹道轨迹的显示方法、装置、设备及可读介质
本申请要求于2018年3月22日提交中国专利局、申请号为201810241909.4、名称为“虚拟环境中的弹道轨迹的显示方法、装置、设备及可读介质”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
本申请实施例涉及计算机领域,特别涉及一种虚拟环境中的弹道轨迹的显示方法、装置、设备及可读介质。
背景
随着第三人称视角射击(Third-person shooting,TPS)游戏是用户以第三人称视角操作虚拟对象在虚拟环境中通过远程武器对敌人进行射击的游戏。多人在线TPS游戏是至少两个用户通过终端以第三人称视角操作各自对应的虚拟对象在同一个虚拟环境中射击的游戏。
技术内容
本申请实施例提供了一种虚拟环境中的弹道轨迹的显示方法,所述方法包括:
接收第一终端发送的第一类型弹药的第一发射信号;
根据所述第一发射信号同时向所述第一终端和所述第二终端发送创建弹药指令,所述创建弹药指令用于指示所述第一终端和所述第二终端创建所述第一类型弹药且在虚拟环境中显示所述第一类型弹 药对应的弹道轨迹;
根据所述第一发射信号确定所述第一类型弹药是否命中目标;
若确定所述第一类型弹药命中所述目标,则同时向所述第一终端和所述第二终端发送第一显示指令,所述第一显示指令用于指示所述第一终端和所述第二终端在所述虚拟环境中显示所述第一类型弹药对所述目标的命中结果。
本申请实施例提供了一种虚拟环境中的弹道轨迹的显示方法,所述方法包括:
接收所述服务器发送的创建弹药指令,所述创建弹药指令是所述服务器收到第一类型弹药的第一发射信号后同时向至少两个终端发送的;
根据所述创建弹药指令创建所述第一类型弹药,且显示所述第一类型弹药的弹道轨迹;
接收所述服务器发送的第一显示指令,所述第一显示指令是所述服务器在确定所述第一类型弹药命中目标后同时向所述至少两个终端发送的;
根据所述第一显示指令在虚拟环境中显示所述第一类型弹药对所述目标的命中结果;
其中,所述至少两个终端包括发送所述第一发射信号的第一终端,以及与所述第一终端对应显示有同一虚拟环境的第二终端。
本申请实施例提供了一种虚拟环境中的弹道轨迹的显示方法,所述方法应用于第二终端中,所述方法包括:
接收服务器发送的第二类型弹药的第二发射信号;
根据所述第二发射信号创建所述第二类型弹药;
确定所述第二类型弹药的加速度,根据所述加速度在虚拟环境中显示加速后的所述第二类型弹药的弹道轨迹;
接收所述服务器发送的第二显示指令;
根据所述第二显示指令在所述虚拟环境中显示所述第二类型弹药对目标的命中结果。
本申请实施例提供了一种虚拟环境中的弹道轨迹的显示装置,所述装置包括:
接收模块,用于接收第一终端发送的第一类型弹药的第一发射信号;
发送模块,用于根据所述第一发射信号同时向所述第一终端和所述第二终端发送创建弹药指令,所述创建弹药指令用于指示所述第一终端和所述第二终端创建所述第一类型弹药且在虚拟环境中显示所述第一类型弹药对应的弹道轨迹;
处理模块,用于根据所述第一发射信号确定所述第一类型弹药是否命中目标;
所述发送模块,还用于若确定所述第一类型弹药命中所述目标,则同时向所述第一终端和所述第二终端发送第一显示指令,所述第一显示指令用于指示所述第一终端和所述第二终端在所述虚拟环境中显示所述第一类型弹药对所述目标的命中结果。
本申请实施例提供了一种虚拟环境中的弹道轨迹的显示装置,所述装置包括:
接收模块,用于接收服务器发送的创建弹药指令,所述创建弹药指令是所述服务器收到第一类型弹药的第一发射信号后同时向至少两个终端发送的;
处理模块,用于根据所述创建弹药指令创建所述第一类型弹药;
显示模块,用于在虚拟环境中显示所述第一类型弹药的弹道轨迹;
所述接收模块,还用于接收所述服务器发送的第一显示指令,所述第一显示指令是所述服务器在确定所述第一类型弹药命中目标后同时向所述至少两个终端发送的;
所述显示模块,还用于根据所述第一显示指令在所述虚拟环境中显示所述第一类型弹药对所述目标的命中结果;
其中,所述至少两个终端包括发送所述第一发射信号的第一终端,以及与所述第一终端对应显示有同一虚拟环境的第二终端。
本申请实施例提供了一种虚拟环境中的弹道轨迹的显示装置,所述装置是第二终端或第二终端的一部分,所述装置包括:
接收模块,用于接收服务器发送的第二类型弹药的第二发射信号;
处理模块,用于根据所述第二发射信号创建所述第二类型弹药;确定所述第二类型弹药的加速度;
显示模块,用于根据所述加速度在虚拟环境中显示加速后的所述第二类型弹药的弹道轨迹;
所述接收模块,还用于接收所述服务器发送的第二显示指令;
所述显示模块,还用于根据所述第二显示指令在所述虚拟环境中显示所述第二类型弹药对目标的命中结果。
本申请实施例还提供了一种虚拟环境中的弹道轨迹的显示设备,所述设备包括处理器和存储器,所述存储器中存储有至少一条指令,所述指令由所述处理器加载并执行以实现上述虚拟环境中的弹道轨迹的显示方法。
本申请实施例还提供了一种计算机可读存储介质,所述存储介质中存储有至少一条指令,所述指令由处理器加载并执行以实现如上述 虚拟环境中的弹道轨迹的显示方法。
附图说明
为了更清楚地说明本申请实施例中的技术方案,下面将对实施例描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本申请的一些实施例,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。
图1是本申请一些实施例提供的计算机系统的框图;
图2是本申请一些实施例提供的虚拟环境中的弹道轨迹的显示方法的方法流程图;
图3是本申请一些实施例提供的虚拟环境中的弹道轨迹的显示方法的方法流程图;
图4是本申请一些实施例提供的第一类型弹药的发射过程示意图;
图5A是本申请一些实施例提供的投射型弹药的弹道轨迹显示示意图;
图5B是本申请一些实施例提供的投射型同步模型的示意图;
图5C是本申请一些实施例提供的瞬发型弹药的弹道轨迹显示示意图;
图5D是本申请一些实施例提供的瞬发型同步模型的示意图;
图6是本申请一些实施例提供的虚拟环境中的弹道轨迹的显示方法的方法流程图;
图7是本申请一些实施例提供的虚拟环境中的弹道轨迹的显示方法的方法流程图;
图8是本申请一些实施例提供的同步模型的架构图;
图9是本申请一些实施例提供的虚拟环境中的弹道轨迹的显示装置的结构框图;
图10是本申请一些实施例提供的虚拟环境中的弹道轨迹的显示装置的结构框图;
图11是本申请一些实施例提供的虚拟环境中的弹道轨迹的显示装置的结构框图;
图12是本申请一些实施例提供的虚拟环境中的弹道轨迹的显示设备的结构框图。
实施方式
为使本申请的目的、技术方案和优点更加清楚,下面将结合附图对本申请实施方式作进一步地详细描述。
首先,对本申请实施例中涉及的若干个名词进行解释:
虚拟环境:是应用程序在终端上运行时提供(或显示)的二维虚拟环境、2.5维虚拟环境或三维虚拟环境。该虚拟环境可以是对真实世界的仿真环境,也可以是半仿真半虚构的环境,也可以是纯虚构的环境。
虚拟对象:虚拟对象是指在虚拟环境中的可活动对象。该可活动对象可以是虚拟人物、虚拟动物、动漫人物等。用户可通过外设部件或点击触摸显示屏的方式操控虚拟对象。每个虚拟对象在虚拟环境中具有自身的形状和体积,占据虚拟环境中的一部分空间。由第一终端操纵的虚拟对象称为1P,该虚拟对象在服务器中的副本为2P,该虚拟对象在第二终端中的副本称为3P。
弹药:虚拟环境中虚拟对象所使用的远程武器的弹药。例如,用户操控虚拟对象使用枪械对目标进行攻击,枪械的子弹就是一种弹药;再例如,用户操控虚拟对象使用手雷对目标进行攻击,手雷也是一种 虚拟远程弹药。目标是虚拟环境中的一种虚拟对象。
弹道轨迹:虚拟环境中弹药的弹道轨迹。例如,用户操控的虚拟对象使用枪械对目标开火并命中目标,用户界面上显示的子弹从枪械的枪口飞出一直飞行到目标上的画面就是弹道。在该场景下,一颗子弹的弹道近似为直线;再例如,用户操控的虚拟对象使用手雷对目标投掷并命中目标,用户界面上显示的手雷从虚拟对象的手上飞出呈抛物线命中目标的画面就是弹道。
命中上报:终端检测本地的弹药是否命中目标,若确定弹药命中目标则向服务器上报命中信息。
命中校验:服务器对终端上报的命中信息进行合法性校验,例如,用户可能在终端上安装了作弊程序对弹药的命中率进行篡改,服务器检测弹药的命中信息是否进行过篡改;若是,则该命中信息无效;若否,则该命中信息有效。
发射前摇动画:虚拟人物使用远程武器发射弹药前的准备动作的动画。例如,虚拟人物使用手雷向目标进行投掷,手雷脱离虚拟人物的手之前,虚拟人物会做出举起手雷,向后倾斜,然后向前投掷的动作,这一连串动作以动画的形式播放,就是投掷手雷的发射前摇动画。发射前摇动画可以减弱用户对终端和服务器之间的通信时延的感受,保证显示画面的连贯性。
请参考图1,其示出了本申请一些实施例提供的计算机系统的框图。如图1所示,该系统包括:第一终端110、第二终端120以及服务器130;第一终端110和第二终端120可通过有线或无线网络分别和服务器130建立通信连接。
第一终端110上安装有用于显示虚拟环境的应用程序。当第一终端110运行该应用程序时,第一用户通过应用程序在服务器130提供的虚拟环境中创建和操纵虚拟对象,该虚拟对象显示在应用程序的用户界面中。
服务器130中存储有虚拟环境的相关数据。第一用户通过第一终端110中运行的应用程序读取和显示服务器130提供的虚拟环境,并 在虚拟环境中创建和操纵虚拟对象,该虚拟对象可在虚拟环境中活动。
第二终端120上安装有用于显示虚拟环境的应用程序。当第二终端110运行该应用程序时,第二用户可在应用程序的用户界面显示虚拟环境以及第一用户创建的虚拟对象。第二终端120还可以显示服务器在虚拟环境中预先提供的虚拟对象。第二终端120可以是一个或多个。
本申请实施例中的终端可以是手机、平板电脑、电子书阅读器、MP3(Moving Picture Experts Group Audio Layer III,动态影像专家压缩标准音频层面3)播放器、MP4(Moving Picture Experts Group Audio Layer IV,动态影像专家压缩标准音频层面4)播放器、膝上型便携计算机和台式计算机等等。本申请实施例中的终端是具有显示能力,可以有触摸显示屏或普通显示屏的终端,本申请实施例中的终端还具有外设部件,用户可通过外设部件控制虚拟对象。该外设部件可以是手柄外设、枪械输入外设、触摸屏辅助外设中的至少一种。
在一些实施例中,上述应用程序是军事仿真程序、第一人称视角射击游戏程序、第三人称视角射击游戏程序、具有射击元素的其它应用程序中的任意一种。第三人称视角射击游戏程序还可分为第三人称俯视视角射击游戏程序、第三人称横版视角射击游戏程序。第三人称横版射击游戏程序是从虚拟人物的左侧方或右侧方观看的游戏程序,比如魂斗罗游戏程序。
在一些实施例中,第一终端向服务器发送弹药发射信号并在第一终端上显示弹药的第一弹道轨迹,服务器向第二终端转发弹药发射信号,第二终端根据服务器发送的弹药发射信号显示弹药的第二弹道轨迹,第一终端确认弹药命中目标后向服务器上报命中信息,服务器对命中信息进行合法性校验;若命中信息是合法有效的,则分别向第一终端和第二终端发送显示伤害指令,第一终端和第二终端根据服务器发送的显示伤害指令显示目标受到伤害。由于第一终端与服务器之间存在网络时延,第二终端与服务器之间也存在网络时延,导致第二弹道轨迹是晚于第一弹道轨迹显示的,在第二终端上可能会出现弹药沿 着第二弹道轨迹尚未运动到目标身上,就显示目标受到伤害的异常画面。
请参考图2,其示出了本申请一些实施例提供的虚拟环境中的弹道轨迹的显示方法的流程图。该方法由服务器执行,该方法包括:
步骤201,接收第一终端发送的第一类型弹药的第一发射信号。
服务器接收第一终端发送的第一发射信号。第一发射信号是第一类型弹药对应的发射信号,第一用户可通过操作操纵杆触发第一发射信号,或,通过在第一终端的触摸屏上触控在第一类型弹药对应的控制元素触发第一发射信号。
在一些实施例中,第一类型弹药是速度小于第一速度阈值的弹药。第一类型弹药是投射型弹药,比如手雷、手榴弹、石块、飞镖等。
步骤202,根据第一发射信号同时向第一终端和第二终端发送创建弹药指令。
服务器根据第一发射信号同时向第一终端和第二终端发送创建弹药指令。创建弹药指令用于指示第一终端和第二终端创建第一类型弹药且在虚拟环境中显示第一类型弹药对应的弹道轨迹。
在一些实施例中,第一终端接收到创建弹药指令后,在后台进程中创建第一类型弹药,该第一类型弹药具有在虚拟环境中的坐标、在虚拟环境中占用的体积以及运动状态(例如运动速度、运动方向等)等参数。当第一类型弹药在后台进程中创建完成后,第一终端在应用程序的显示界面显示第一类型弹药在虚拟环境中的第一弹道轨迹。同理,第二终端接收到创建弹药指令后,在后台进程中创建第一类型弹药且在虚拟环境中显示第一类型弹药在虚拟环境中的弹道轨迹。
步骤203,根据第一发射信号确定第一类型弹药是否命中目标。
在一些实施例中,服务器根据第一发射信号创建第一类型弹药,该第一类型弹药具有在虚拟环境中的坐标、在虚拟环境中占用的体积以及运动状态(例如运动速度、运动方向等)等参数,服务器可根据第一类型弹药的运动状态参数以及目标在虚拟环境中占用的体积以及运动状态参数,判断第一类型弹药是否击中目标。
步骤204,若确定第一类型弹药命中目标,则同时向第一终端和第二终端发送第一显示指令。
服务器确定第一类型弹药命中目标后,同时向第一终端和第二终端发送第一显示指令。第一显示指令用于指示第一终端和第二终端在虚拟环境中显示所述第一类型弹药对所述目标的命中结果,所述命中给结果是指所述目标受到第一类型弹药的伤害。
综上所述,本申请实施例中,通过第一终端向服务器发送第一类型弹药的第一发射信号,服务器在接收到第一发射信号后,同时向第一终端和第二终端发送创建弹药指令,在确定第一类型弹药击中目标后,同时向第一终端和第二终端发送第一显示指令,由于创建弹药指令和第一显示指令由服务器同时向第一终端和第二终端发送,因此解决或减弱了相关技术中第二终端中显示伤害的画面要早于弹药击中目标的画面的问题,使得第一终端和第二终端所显示的弹道轨迹以及伤害界面完全同步或基本同步,提高了对弹药的射击弹道的显示准确性。
请参考图3,其示出了本申请一些实施例提供的虚拟环境中的弹道轨迹的显示方法的方法流程图,本实施例以该方法应用于如图1所示的实施环境中举例说明,该方法包括:
步骤301,第一终端向服务器发送第一类型弹药的第一发射信号。
第一发射信号是第一类型弹药对应的发射信号,第一用户可通过操作操纵杆在第一终端触发第一发射信号,或,通过在第一终端触控在第一类型弹药对应的控制元素触发第一发射信号。
在一些实施例中,第一类型弹药是速度小于第一速度阈值的弹药。第一类型弹药是投射型弹药或追踪型弹药,比如手雷、手榴弹、石块、飞镖、追踪火箭筒等。
在一些实施例中,弹药具有对应的速度。第一速度阈值是一个预设的较小速度值,速度小于第一速度阈值的弹药速度较慢,通常是具有抛物线形状弹道的投射型弹药,或,具有追踪效果的弹药。
在一些实施例中,第一终端在接收到第一发射信号后,在虚拟环境中播放第一类型弹药对应的发射前摇动画。
由于第一终端在接收到服务器发送的创建弹药指令之前,不会创建弹药和显示弹药的第一弹道轨迹,因此第一终端在等待创建弹药指令的过程中,可以通过播放第一类型弹药的发射前摇动画,使用户无法察觉等待时间。
如图4所示,其示出了第一终端接收到第一发射信号到显示第一类型弹药的第一弹道轨迹之间的弹药发射过程,第一终端在等待创建弹药的指令的时间间隔通过播放第一类型弹药的发射前摇动画,使用户无法察觉等待时间间隔。
步骤302,服务器将第一发射信号转发至第二终端。
服务器接收到第一发射信号后,将第一发射信号转发至第二终端。
步骤303,第二终端接收到第一发射信号后,在虚拟环境中播放第一类型弹药对应的发射前摇动画。
在一些实施例中,第二终端在接收到手雷对应的第一发射信号后,播放手雷对应的发射前摇动画,该发射前摇动画是虚拟对象做出举起手雷,向后倾斜,然后向前投掷的动作的动画。
同理,由于第二终端在接收到服务器发送的创建弹药指令之前,不会创建弹药和显示弹药的第二弹道轨迹,因此第二终端在等待创建弹药的指令的时间间隔通过播放第一类型弹药的发射前摇动画,使用户无法察觉等待时间间隔。
步骤304,服务器检测第一发射信号是否有效。
服务器检测第一发射信号是否有效;当第一发射信号有效时,进入步骤305;当第一发射信号无效时,进入步骤306。
在一些实施例中,服务器检测第一发射信号是否有效包括:服务器检测第一终端中的虚拟对象的第一类型弹药的剩余量是否大于0;若大于0,则确定该第一发射信号有效;若等于0,则确定该第一发射信号无效。
在一些实施例中,服务器检测第一发射信号是否有效包括:服务 器检测第一终端中的虚拟对象的第一类型弹药的能量值是否达到预设值;若大于或等于预设值,则确定该第一发射信号有效;若小于预设值,则确定该第一发射信号无效。
步骤305,若第一发射信号有效,服务器同时向第一终端和第二终端发送创建弹药指令。
服务器确定第一发射信号有效后,同时向第一终端和第二终端发送创建弹药指令。创建弹药指令用于指示第一终端和第二终端创建第一类型弹药且显示第一类型弹药的弹道轨迹。
步骤306a,第一终端根据创建弹药指令创建第一类型弹药且在虚拟环境中显示第一类型弹药的第一弹道轨迹。
在一些实施例中,第一终端接收到创建弹药指令后,在后台进程中创建第一类型弹药,该第一类型弹药具有在虚拟环境中的坐标、在虚拟环境中占用的体积以及运动状态(例如运动速度、运动方向等)等参数。当第一类型弹药在后台进程中创建完成后,第一终端在应用程序的显示界面显示第一类型弹药在虚拟环境中的弹道轨迹。
步骤306b,第二终端根据创建弹药指令创建第一类型弹药且在虚拟环境中显示第一类型弹药的弹道轨迹。
在一些实施例中,第二终端接收到创建弹药指令后,在后台创建第一类型弹药,该第一类型弹药具有在虚拟环境中的坐标、在虚拟环境中占用的体积以及运动状态(例如运动速度、运动方向等)等参数。当第一类型弹药在后台创建完成后,第二终端在应用程序的显示界面显示第一类型弹药在虚拟环境中的弹道轨迹。
步骤307,服务器根据第一发射信号确定第一类型弹药是否命中目标。
在一些实施例中,服务器根据第一发射信号创建第一类型弹药,该第一类型弹药具有在虚拟环境中的坐标、在虚拟环境中占用的体积以及运动状态(例如运动速度、运动方向等)等参数,服务器可根据第一类型弹药的运动状态参数以及目标在虚拟环境中占用的体积以及运动状态参数,判断第一类型弹药是否击中目标。
步骤308,若服务器确定第一类型弹药命中目标,则计算第一类型弹药对目标的第一伤害值。
在一些实施例中,服务器根据第一类型弹药的运动速度和具体类型,计算目标被第一类型弹药击中造成的第一伤害值。比如,根据手雷以及手雷对应的运动速度计算手雷对目标的第一伤害值,或榴弹以及榴弹对应的运动速度计算榴弹对目标的第一伤害值。
在一些实施例中,服务器根据第一类型弹药的运动速度、第一类型弹药的具体类型以及目标的防御值,计算目标被第一类型弹药击中造成的第一伤害值。目标的防御值可以是目标的护甲、目标的闪避概率、第一类型弹药与目标之间的障碍物中的至少一种。
步骤309,服务器同时向第一终端和第二终端发送第一显示指令。
服务器确定第一类型弹药命中目标后,同时向第一终端和第二终端发送第一显示指令,其中,第一显示指令中携带有第一伤害值。
步骤310a,第一终端根据第一显示指令在虚拟环境中显示目标受到第一类型弹药的伤害为第一伤害值。
第一终端接收到第一显示指令以及第一显示指令携带的第一伤害值后,在虚拟环境中显示所述第一类型弹药对目标的命中结果为第一伤害值,也即目标受到第一类型弹药的伤害为第一伤害值。
在一些实施例中,第一终端接收到第一显示指令携带的伤害值为125,则在目标上方显示“-125”的文字。
在一些实施例中,第一终端根据第一显示指令播放目标被第一类型弹药命中的动画。
在一些实施例中,第一终端在接收到第一显示指令以及该第一显示指令携带的第一伤害值125后,在虚拟环境中显示目标闪烁或飘红的动画,并在目标上方显示“-125”的文字。
在一些实施例中,第一终端还根据第一显示指令在虚拟环境中播放目标被第一类型弹药命中的动画。
步骤310b,第二终端根据第一显示指令在虚拟环境中显示目标受到第一类型弹药的伤害为第一伤害值。
第二终端接收到第一显示指令以及第一显示指令携带的第一伤害值后,在虚拟环境中显示所述第一类型弹药对目标的命中结果为第一伤害值,也即目标受到第一类型弹药的伤害为第一伤害值。
在一些实施例中,第二终端接收到第一显示指令携带的伤害值为125,则在目标上方显示“-125”的文字。
在一些实施例中,第二终端还根据第一显示指令在虚拟环境中播放目标被第一类型弹药命中的动画。
在一些实施例中,第二终端在接收到第一显示指令以及该第一显示指令携带的第一伤害值125后,显示目标闪烁或飘红的动画,并在目标上方显示“-125”的文字。
综上所述,本申请实施例中,通过第一终端向服务器发送第一类型弹药的第一发射信号,服务器在接收到第一发射信号后,同时向第一终端和第二终端发送创建弹药指令,在确定第一类型弹药击中目标后,同时向第一终端和第二终端发送第一显示指令,由于创建弹药指令和第一显示指令由服务器同时向第一终端和第二终端发送,因此解决或减弱了相关技术中第二终端中显示伤害的画面要早于弹药击中目标的画面的问题,使得第一终端和第二终端所显示的弹道轨迹以及伤害界面完全同步或基本同步,提高了对弹药的射击弹道的显示准确性。
进一步的,本申请实施例中,第一终端和第二终端在等待创建弹药的指令的时间间隔通过播放第一类型弹药的发射前摇动画使用户无法察觉等待时间间隔,提高了虚拟对象射击显示的准确度。
进一步的,本申请实施例中,服务器通过检测第一发射信号是否有效,当确定第一发射信号有效后同时向第一终端和第二终端发送创建弹药指令,解决了虚拟对象在不能发射第一类型弹药的场景或使用外挂程序的场景下,用户操纵虚拟对象依然能够发射第一类型弹药的问题,提高了虚拟对象射击显示的准确度。
进一步的,本申请实施例中,通过服务器计算第一类型弹药对目标的第一伤害值,并在第一显示指令中携带第一伤害值,第一终端和 第二终端根据第一显示指令中携带的第一伤害值显示目标受到第一类型弹药的伤害为第一伤害值,提高了被命中的目标的命中效果。
进一步的,本申请实施例中,第一终端和第二终端根据服务器发送的第一显示指令播放目标被第一类型弹药命中的动画,提高了被命中的目标的命中效果。
虚拟环境中的弹药可根据速度分为投射型和瞬发型两类。
第一类型弹药为投射型弹药,该弹药的速度小于第一速度阈值,其中,第一速度阈值是一个较小的速度值,通常,如图5A所示,虚拟对象400发射的投射型弹药410的弹道轨迹不是直线,投射型弹药410需要在虚拟环境中运行较长的时间才能击中目标420。
图5B示意性的示出了投射型同步模型,当投射型弹药的发射按钮被触发时,第一终端向服务器请求第一发射信号的同时开始播放发射前摇动画,服务器将第一发射信号转发至第二终端后,第二终端开始播放发射前摇动画。在第二终端播放发射前摇动画的同时,服务器创建投射型弹药,并同时向第一终端和第二终端发送创建弹药指令,第一终端和第二终端接收到创建弹药指令后创建投射型弹药,并在用户界面中显示投射型弹药的弹道轨迹,然后服务器计算投射型弹药对目标的伤害,根据计算得到的伤害值同时向第一终端和第二终端发送伤害飘字的指令。虽然第一终端与服务器之间的时延和第二终端与服务器之间的时延不同,但两者相差并不会很大,所以第一终端和第二终端分别显示的弹道轨迹基本相同。
第二类型弹药为瞬发型弹药,该弹药的速度大于第二速度阈值。其中,第二速度阈值是一个较大的速度值,通常,如图5C所示,虚拟对象400发射的瞬发型弹药430的弹道轨迹是直线,瞬发型弹药430在虚拟环境中运行较短的时间就能击中目标420。
图5D是瞬发型同步模型,当瞬发型弹药被触发时,第一终端向服务器发送第二发射信号的同时创建瞬发型弹药,服务器将第二发射信号转发至第二终端,第二终端根据第二发射信号创建瞬发型弹药, 第一终端检测瞬发型弹药是否命中,若命中则向服务器上报命中事件,服务器对该命中事件进行合法性校验,若命中有效则计算瞬发型弹药对目标的伤害值,根据伤害值同时向第一终端和第二终端发送伤害飘字的指令。
图2和图3的实施例为投射型同步模型对应的实施例,以下将对瞬发型弹同步模型进行说明。
请参考图6,其示出了本申请一些实施例提供的虚拟环境中的弹道轨迹的显示方法的方法流程图,本实施例以该方法可应用于第二终端中进行举例说明,该方法包括:
步骤601,接收服务器发送的第二类型弹药的第二发射信号。
第二发射信号是第二类型弹药对应的发射信号,第一用户可通过操作外设部件在第一终端触发第二发射信号,或,通过在第一终端的触摸屏上触控在第二类型弹药对应的控制元素触发第二发射信号。第一终端在接收到第二发射信号后,将第二发射信号发送至服务器,服务器将第二发射信号转发至第二终端,第二终端接收服务器发送的第二发射信号。
在一些实施例中,第二类型弹药是速度大于第二速度阈值的弹药。
在一些实施例中,第二速度阈值是一个预设的较大速度值,速度大于第二速度阈值的弹药速度较快,通常是具有直线形弹道的瞬发型弹药(例如枪械子弹、激光等)。
步骤602,根据第二发射信号创建第二类型弹药。
在一些实施例中,第二终端接收到第二发射信号后,在后台进程中创建第二类型弹药,该第二类型弹药具有在虚拟环境中的坐标、在虚拟环境中占用的体积以及运动状态(例如运动速度、运动方向等)等参数。当第二类型弹药在后台进程中创建完成后,第二终端在应用程序的显示界面显示第二类型弹药在虚拟环境中的第二弹道轨迹。
步骤603,确定第二类型弹药的加速度,根据加速度显示加速后的第二类型弹药的第二弹道轨迹。
在一些实施例中,由于第二终端需要在服务器转发第二发射信号后创建第二类型弹药,因此第二终端创建第二类型弹药的时间要晚于第一终端。为了保持第二终端和第一终端各自所显示的第二类型弹药的弹道轨迹在命中目标时尽可能地同步,第二终端可以对第二类型弹药的飞行速度进行加速。
此时,第二终端需要确定第二类型弹药的加速度,得到加速后的第二类型弹药,并显示加速后的第二类型弹药的弹道轨迹。在一些实施例中,该加速度是预设值,或者,该加速度是根据网络延迟动态确定的值。
步骤604,接收服务器发送的第二显示指令。
第二终端接收服务器发送的第二显示指令。
步骤605,根据第二显示指令显示所述第二类型弹药对目标的命中结果。
第二终端根据服务器发送的第二显示指令显示所述第二类型弹药对目标的命中结果,所述命中结果是指目标受到第二类型弹药的伤害。
综上所述,本申请实施例中,第二终端通过确定第二类型弹药的加速度,根据加速度显示加速后的第二类型弹药的弹道轨迹;解决了第二终端创建第二类型弹药的时间要晚于第一终端,从而导致的第二终端显示的第二类型弹药的弹道轨迹命中目标的时间与第一终端不同步的问题,提高了虚拟对象射击显示的准确度。
请参考图7,其示出了本申请一些实施例提供的虚拟环境中的弹道轨迹的显示方法的方法流程图,本实施例以该方法应用于如图1所示的实施环境中举例说明,该方法包括:
步骤701,第一终端向服务器发送第二类型弹药的第二发射信号。
第二发射信号是第二类型弹药对应的发射信号,第一用户可通过操作外设部件在第一终端触发第二发射信号,或,通过在第一终端触控在第二类型弹药对应的控制元素触发第二发射信号。第一终端在接 收到第二发射信号后,将第二发射信号发送至服务器。
步骤702,第一终端根据第二发射信号创建第二类型弹药并在虚拟环境中显示第二类型弹药的弹道轨迹。
在一些实施例中,第一终端接收到第二发射信号后,在后台进程中创建第二类型弹药,该第二类型弹药具有在虚拟环境中的坐标、在虚拟环境中占用的体积以及运动状态(例如运动速度、运动方向等)等参数。第一终端在创建第二类型弹药后,在虚拟环境中显示第二类型弹药的第一弹道轨迹。
步骤703,服务器向第二终端转发第二发射信号。
服务器接收到第二发射信号后,向第二终端转发该第二发射信号。
在一些实施例中,服务器向第二终端转发第二发射信号时,还同时向第二终端发送第一终端和服务之间的第一网络时延。
在一些实施例中,由于第二终端需要在服务器转发第二发射信号后创建第二类型弹药,因此第二终端创建第二类型弹药的时间要晚于第一终端。为了保持第二终端和第一终端各自所显示的第二类型弹药的弹道轨迹在命中目标时尽可能地同步。第二终端可以对第二类型弹药的飞行速度进行加速。
此时,第二终端需要确定第二类型弹药的加速度,而加速度可根据第一终端和服务器之间的第一网络时延,以及第二终端和服务器之间的第二网络时延确定。因此作为一个实施例,服务器向第二终端转发第二发射信号的同时,还同时发送第一网络时延。
步骤704,第二终端根据第二发射信号创建第二类型弹药。
在一些实施例中,第二终端接收到第二发射信号后,在后台进程中创建第二类型弹药,该第二类型弹药具有在虚拟环境中的坐标、在虚拟环境中占用的体积以及运动状态(例如运动速度、运动方向等)等参数。
步骤705,第二终端确定第二类型弹药的加速度,根据加速度显示加速后的第二类型弹药的弹道轨迹。
在一些实施例中,若服务器未向第二终端发送第一网络时延,则 第二终端获取第二终端和服务器之间的第二网络时延;根据第二网络时延确定第二类型弹药的第一加速度,根据第一加速度显示加速后的第二类型弹药的弹道轨迹。
在一些实施例中,第二终端获取第二网络时延,根据第二网络时延计算第二类型弹药的第一加速度,从而根据第一加速度在虚拟环境显示加速后的第二类型弹药的第二弹道轨迹,由于第一加速度是根据第二网络时延计算得到的,因此可以在一定程度上降低第二类型弹药的弹道轨迹在第二终端中命中目标的时延。
在一些实施例中,若服务器向第二终端发送了第一网络时延,则第二终端获取第二终端和服务器之间的第二网络时延;并根据第一网络时延和第二网络时延确定第二类型弹药的第二加速度,根据第二加速度显示加速后的第二类型弹药的弹道轨迹。
在一些实施例中,第二终端获取第二网络时延,根据第一网络时延和第二网络时延计算第二类型弹药的第二加速度,从而根据第二加速度在虚拟环境显示加速后的第二类型弹药的第二弹道轨迹,由于第二加速度是根据第一网络时延和第二网络时延计算得到的,因此可以更进一步降低第二类型弹药的弹道轨迹在第二终端中命中目标的时延。
在一些实施例中,第二加速度大于第一加速度。
步骤706,第一终端根据第二发射信号确定第二类型弹药是否命中目标。
在一些实施例中,第一终端可根据第二类型弹药的运动状态参数以及目标在虚拟环境中占用的体积以及运动状态参数,判断第二类型弹药是否击中目标。
步骤707,第一终端确定第二类型弹药命中目标后,向服务器发送命中信息。
在一些实施例中,第一用户可能会在第一终端上安装作弊程序,对弹药的命中率进行篡改,因此第一终端需要将命中信息发送至服务器进行合法性校验。
步骤708,服务器对命中信息进行合法性校验,若命中信息有效,则计算第二类型弹药对目标的第二伤害值。
在一些实施例中,通过服务器避开作弊程序对命中信息进行合法性校验;若命中信息有效,则根据第二类型弹药的运动速度和具体类型,例如子弹以及子弹对应的运动速度,以及目标的护甲,计算目标被第二类型弹药击中造成的第二伤害值。
本实施例对服务器的合法性校验的具体校验形式不限。
步骤709,服务器同时向第一终端和第二终端发送第二显示指令。
服务器时向第一终端和第二终端发送第二显示指令,其中,第二显示指令中携带有第二伤害值。
步骤710a,第一终端根据第二显示指令在虚拟环境中显示目标受到第一类型弹药的伤害为第二伤害值。
第一终端接收到第二显示指令以及第二显示指令携带的第二伤害值后,显示所述第二类型弹药对目标的命中结果为第二伤害值,也即目标受到第二类型弹药的伤害为第二伤害值。
在一些实施例中,第一终端接收到第一显示指令携带的伤害值为84,则在目标上方显示“-84”的文字。
在一些实施例中,第一终端根据第二显示指令在虚拟环境中播放目标被第二类型弹药命中的动画。
在一些实施例中,第一终端在接收到第二显示指令以及该第二显示指令携带的第二伤害值84后,显示目标闪烁或飘红的动画,并在目标上方显示“-84”的文字。
步骤710b,第二终端根据第二显示指令在虚拟环境中显示目标受到第二类型弹药的伤害为第二伤害值。
第二终端接收到第二显示指令以及第二显示指令携带的第二伤害值后,显示所述第二类型弹药对目标的命中结果为第二伤害值,也即目标受到第二类型弹药的伤害为第二伤害值。
在一些实施例中,第二终端接收到第二显示指令携带的伤害值为84,则在目标上方显示“-84”的文字。
在一些实施例中,第二终端根据第二显示指令在虚拟环境中播放目标被第二类型弹药命中的动画。
在一些实施例中,第二终端在接收到第二显示指令以及该第二显示指令携带的第二伤害值84后,显示目标闪烁或飘红的动画,并在目标上方显示“-84”的文字。
在一些实施例中,如图8所示,第一终端通过客户端判断发射信号对应的是投射型弹药还是瞬发型弹药,根据弹药类型选择合适的同步模型:若第一终端确定发射信号对应的弹药是瞬发型,则选择瞬发型同步模型,在本地发射瞬发型弹药,检测瞬发型弹药是否命中;若命中,则判断命中表现是否为瞬发型,若命中表现不是瞬发型,则显示目标的命中表现动画,若命中表现为瞬发型,则向服务器上报命中事件,服务器对命中事件进行合法性校验后向第一终端发送显示命中表现动画和显示伤害飘字的指令。
若第一终端确定发射信号对应的弹药是投射型,则选择投射型同步模型,向服务器发送发射请求,服务器对发射请求进行有效性校验,若发射请求有效,则同时向第一终端和第二终端广播创建弹药指令,该创建弹药指令用于创建弹药指令和显示弹道轨迹。同时,服务器对该弹药进行命中检测,若命中则计算伤害,同时向第一终端和第二终端发送显示命中表现动画和显示伤害飘字的指令。
综上所述,本申请实施例中,第二终端通过确定第二类型弹药的加速度,根据加速度显示加速后的第二类型弹药的弹道轨迹,解决了第二终端创建第二类型弹药的时间要晚于第一终端,从而导致的第二终端显示的第二类型弹药的弹道轨迹命中目标的时间与第一终端不同步的问题,提高了对弹药的射击弹道的显示准确性。
进一步的,本申请实施例中,通过第二终端根据第二网络时延计算第二类型弹药的第一加速度,从而根据第一加速度在虚拟环境显示加速后的第二类型弹药的弹道轨迹,由于第一加速度是根据第二网络时延计算得到的,因此可以在一定程度上降低第二类型弹药的弹道轨迹在第二终端中命中目标的时延,提高了虚拟对象射击显示的准确度。
进一步的,本申请实施例中,通过第二终端根据第一网络时延和第二网络时延计算第二类型弹药的第二加速度,从而根据第二加速度在虚拟环境显示加速后的第二类型弹药的弹道轨迹,由于第二加速度是根据第一网络时延和第二网络时延计算得到的,因此可以更进一步降低第二类型弹药的弹道轨迹在第二终端中命中目标的时延,提高了虚拟对象射击显示的准确度。
请参考图9,其示出了本申请一些实施例提供的虚拟环境中的弹道轨迹的显示装置的结构框图,该装置可应用于服务器中,该装置包括接收模块910、发送模块920以及处理模块930。
接收模块910,用于接收第一终端发送的第一类型弹药的第一发射信号。
发送模块920,用于根据第一发射信号同时向第一终端和第二终端发送创建弹药指令,创建弹药指令用于指示第一终端和第二终端创建第一类型弹药且在虚拟环境中显示第一类型弹药的弹道轨迹。
处理模块930,用于根据第一发射信号确定第一类型弹药是否命中目标。
发送模块920,还用于若确定第一类型弹药命中目标,则同时向第一终端和第二终端发送第一显示指令,第一显示指令用于指示第一终端和第二终端在虚拟环境中显示所述第一类型弹药对目标的命中结果,所述命中结果目标受到第一类型弹药的伤害。在一些实施例中,
处理模块930,还用于计算第一类型弹药对目标的第一伤害值。
发送模块920,还用于同时向第一终端和第二终端发送携带有第一伤害值的第一显示指令,第一显示指令用于指示第一终端和第二终端在虚拟环境中显示所述第一类型弹药对目标的命中结果为第一伤害值,也即目标受到第一类型弹药的伤害为第一伤害值。
在一些实施例中,发送模块920,还用于将第一发射信号转发至第二终端,第一发射信号用于指示第二终端在虚拟环境中播放第一类型弹药的发射前摇动画。
在一些实施例中,处理模块930,还用于检测第一发射信号是否有效。
发送模块920,还用于若第一类弹药发射信号有效,则向第一终端和第二终端发送创建弹药指令。
请参考图10,其示出了本申请一些实施例提供的虚拟环境中的弹道轨迹的显示装置的结构框图,该装置可应用于第一终端或第二终端中,该装置包括接收模块1010、处理模块1020、显示模块1030。在一些实施例中,该装置还可以进一步包括发送模块1040,。
接收模块1010,用于接收服务器发送的创建弹药指令,创建弹药指令是服务器收到第一类型弹药的第一发射信号后同时向至少两个终端发送的。
处理模块1020,用于根据创建弹药指令创建第一类型弹药。
显示模块1030,用于在虚拟环境中显示第一类型弹药的弹道轨迹。
接收模块1010,还用于接收服务器发送的第一显示指令,第一显示指令是服务器在确定第一类型弹药命中目标后同时向至少两个终端发送的。
显示模块1030,还用于根据第一显示指令在虚拟环境中显示所述第一类型弹药对目标的命中结果,所述命中结果是指目标受到第一类型弹药的伤害。
其中,至少两个终端包括发送第一发射信号的第一终端,以及与第一终端对应显示有同一虚拟环境的第二终端。
在一些实施例中,第一显示指令携带有第一伤害值;
显示模块1030,还用于根据第一显示指令在虚拟环境中显示所述第一类型弹药对目标的命中结果为第一伤害值,也即目标受到第一类型弹药的伤害为第一伤害值。
在一些实施例中,该装置应用于第一终端中;发送模块1040,用于向服务器发送第一类型弹药的第一发射信号。
在一些实施例中,该装置应用于第二终端中;接收模块1010,还 用于接收服务器转发的第一发射信号;显示模块1030,还用于根据第一发射信号播放第一类型弹药的发射前摇动画。
请参考图11,其示出了本申请一些实施例提供的虚拟环境中的弹道轨迹的显示装置的结构框图,该装置可应用于第一终端或第二终端中,该装置包括接收模块1110、处理模块1120、显示模块1130。在一些实施例中,该装置还可以进一步包括获取模块1140。
接收模块1110,用于接收服务器发送的第二类型弹药的第二发射信号。
处理模块1120,用于根据第二发射信号创建第二类型弹药;确定第二类型弹药的加速度。
显示模块1130,用于根据加速度在虚拟环境中显示加速后的第二类型弹药的弹道轨迹。
接收模块1110,还用于接收服务器发送的第二显示指令。
显示模块1130,还用于根据第二显示指令在虚拟环境中显示所述第二类型弹药对目标的命中结果,所述命中结果是指目标受到第二类型弹药的伤害。
在一些实施例中,获取模块1140,用于获取第二终端和服务器之间的第二网络时延。
处理模块1120,还用于根据第二网络时延确定第二类型弹药的第一加速度。显示模块1130,还用于根据第一加速度显示加速后的第二类型弹药的弹道轨迹。
在一些实施例中,第二发射信号携带有第一终端和服务器之间的第一网络时延;
获取模块1140,用于获取第二终端和服务器之间的第二网络时延。
处理模块1120,还用于根据第一网络时延和第二网络时延确定第二类型弹药的第二加速度。显示模块1130,还用于根据第二加速度显示加速后的第二类型弹药的弹道轨迹。
在一些实施例中,第二显示指令携带有第二伤害值;
显示模块1130,还用于根据第二显示指令在虚拟环境中显示所述第二类型弹药对目标的命中结果为第二伤害值,也即目标受到第二类型弹药的伤害为第二伤害值。
请参见图12,其示出了本申请一些实施例提供的虚拟环境中的弹道轨迹的显示设备的结构框图,该设备包括:处理器1210以及存储器1220。
处理器1210可以是中央处理器(英文:central processing unit,CPU),网络处理器(英文:network processor,NP)或者CPU和NP的组合。处理器801还可以进一步包括硬件芯片。上述硬件芯片可以是专用集成电路(英文:application-specific integrated circuit,ASIC),可编程逻辑器件(英文:programmable logic device,PLD)或其组合。上述PLD可以是复杂可编程逻辑器件(英文:complex programmable logic device,CPLD),现场可编程逻辑门阵列(英文:field-programmable gate array,FPGA),通用阵列逻辑(英文:generic array logic,GAL)或其任意组合。
存储器1220通过总线或其它方式与处理器1210相连,存储器1220中存储有至少一条指令、至少一段程序、代码集或指令集,上述至少一条指令、至少一段程序、代码集或指令集由处理器1210加载并执行以实现如图2、图3、图6或图7的虚拟环境中的弹道轨迹的显示方法。存储器1220可以为易失性存储器(英文:volatile memory),非易失性存储器(英文:non-volatile memory)或者它们的组合。易失性存储器可以为随机存取存储器(英文:random-access memory,RAM),例如静态随机存取存储器(英文:static random access memory,SRAM),动态随机存取存储器(英文:dynamic random access memory,DRAM)。非易失性存储器可以为只读存储器(英文:read only memory image,ROM),例如可编程只读存储器(英文:programmable read only memory,PROM),可擦除可编程只读存储器(英文:erasable programmable read only memory,EPROM),电可擦除可编程只读存 储器(英文:electrically erasable programmable read-only memory,EEPROM)。非易失性存储器也可以为快闪存储器(英文:flash memory),磁存储器,例如磁带(英文:magnetic tape),软盘(英文:floppy disk),硬盘。非易失性存储器也可以为光盘。
本申请还提供一种计算机可读存储介质,所述存储介质中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由所述处理器加载并执行以实现上述方法实施例提供的虚拟环境中的弹道轨迹的显示方法。
在一些实施例中,本申请还提供了一种包含指令的计算机程序产品,当其在计算机上运行时,使得计算机执行上述各方面所述的虚拟环境中的弹道轨迹的显示方法。
应当理解的是,在本文中提及的“多个”是指两个或两个以上。“和/或”,描述关联对象的关联关系,表示可以存在三种关系,例如,A和/或B,可以表示:单独存在A,同时存在A和B,单独存在B这三种情况。字符“/”一般表示前后关联对象是一种“或”的关系。
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。
本领域普通技术人员可以理解实现上述实施例的全部或部分步骤可以通过硬件来完成,也可以通过程序来指令相关的硬件完成,所述的程序可以存储于一种计算机可读存储介质中,上述提到的存储介质可以是只读存储器,磁盘或光盘等。
以上所述仅为本申请的较佳实施例,并不用以限制本申请,凡在本申请的精神和原则之内,所作的任何修改、等同替换、改进等,均应包含在本申请的保护范围之内。

Claims (26)

  1. 一种虚拟环境中的弹道轨迹的显示方法,由服务器执行,所述方法包括:
    接收第一终端发送的第一类型弹药的第一发射信号;
    根据所述第一发射信号同时向所述第一终端和所述第二终端发送创建弹药指令,所述创建弹药指令用于指示所述第一终端和所述第二终端创建所述第一类型弹药且在虚拟环境中显示所述第一类型弹药对应的弹道轨迹;
    根据所述第一发射信号确定所述第一类型弹药是否命中目标;
    若确定所述第一类型弹药命中所述目标,则同时向所述第一终端和所述第二终端发送第一显示指令,所述第一显示指令用于指示所述第一终端和所述第二终端在所述虚拟环境中显示所述第一类型弹药对所述目标的命中结果。
  2. 根据权利要求1所述的方法,其中,所述确定所述第一类型弹药命中所述目标之后,还包括:
    计算所述第一类型弹药对所述目标的第一伤害值;
    所述同时向所述第一终端和所述第二终端发送第一显示指令,包括:
    同时向所述第一终端和所述第二终端发送携带有所述第一伤害值的所述第一显示指令,所述第一显示指令用于指示所述第一终端和所述第二终端在所述虚拟环境中显示所述第一类型弹药对所述目标的命中结果为所述第一伤害值。
  3. 根据权利要求1所述的方法,其中,所述接收第一终端发送的第一类型弹药的第一发射信号之后,还包括:
    将所述第一发射信号转发至所述第二终端,所述第一发射信号用于指示所述第二终端在所述虚拟环境中播放所述第一类型弹药的发射前摇动画。
  4. 根据权利要求1所述的方法,其中,所述接收第一终端发送的第一类型弹药的第一发射信号之后,还包括:
    检测所述第一发射信号是否有效;
    所述根据所述第一发射信号向所述第一终端和所述第二终端发送创建弹药指令,包括:
    若所述第一类弹药发射信号有效,则向所述第一终端和所述第二终端发送所述创建弹药指令。
  5. 一种虚拟环境中的弹道轨迹的显示方法,由第一终端或第二终端执行,包括:
    接收所述服务器发送的创建弹药指令,所述创建弹药指令是所述服务器收到第一类型弹药的第一发射信号后同时向至少两个终端发送的;
    根据所述创建弹药指令创建所述第一类型弹药,且在虚拟环境中显示所述第一类型弹药的弹道轨迹;
    接收所述服务器发送的第一显示指令,所述第一显示指令是所述服务器在确定所述第一类型弹药命中目标后同时向所述至少两个终端发送的;
    根据所述第一显示指令在所述虚拟环境中显示所述第一类型弹药对所述目标的命中结果;
    其中,所述至少两个终端包括发送所述第一发射信号的第一终端,以及与所述第一终端对应显示有同一虚拟环境的第二终端。
  6. 根据权利要求5所述的方法,其中,所述第一显示指令携带有第一伤害值;
    所述根据所述第一显示指令在所述虚拟环境中显示所述第一类型弹药对所述目标的命中结果,包括:
    根据所述第一显示指令在所述虚拟环境中显示所述第一类型弹 药对所述目标的命中结果为所述第一伤害值。
  7. 根据权利要求5或6所述的方法,其中,所述方法应用于所述第一终端中,
    所述接收所述服务器发送的创建弹药指令之前,还包括:
    向所述服务器发送所述第一类型弹药的所述第一发射信号。
  8. 根据权利要求5或6所述的方法,其中,所述方法应用于所述第二终端中,
    所述接收所述服务器发送的创建弹药指令之前,还包括:
    接收所述服务器转发的所述第一发射信号;
    根据所述第一发射信号在所述虚拟环境中播放所述第一类型弹药的发射前摇动画。
  9. 一种虚拟环境中的弹道轨迹的显示方法,由第二终端执行,包括:
    接收服务器发送的第二类型弹药的第二发射信号;
    根据所述第二发射信号创建所述第二类型弹药;
    确定所述第二类型弹药的加速度,根据所述加速度在虚拟环境中显示加速后的所述第二类型弹药的弹道轨迹;
    接收所述服务器发送的第二显示指令;
    根据所述第二显示指令在所述虚拟环境中显示所述第二类型弹药对目标的命中结果。
  10. 根据权利要求9所述的方法,其中,所述确定所述第二类型弹药的加速度,根据所述加速度在虚拟环境中显示加速后的所述第二类型弹药的弹道轨迹,包括:
    获取所述第二终端和所述服务器之间的第二网络时延;
    根据所述第二网络时延确定所述第二类型弹药的第一加速度,根据所述第一加速度在所述虚拟环境中显示加速后的所述第二类型弹 药的弹道轨迹。
  11. 根据权利要求9所述的方法,其中,所述第二发射信号携带有第一终端和所述服务器之间的第一网络时延,
    所述确定所述第二类型弹药的加速度,根据所述加速度在虚拟环境中显示加速后的所述第二类型弹药的弹道轨迹,包括:
    获取所述第二终端和所述服务器之间的第二网络时延;
    根据所述第一网络时延和所述第二网络时延确定所述第二类型弹药的第二加速度,根据所述第二加速度在所述虚拟环境中显示加速后的所述第二类型弹药的弹道轨迹。
  12. 根据权利要求9所述的方法,其中,所述第二显示指令携带有第二伤害值;
    所述根据所述第二显示指令显示所述第二类型弹药对目标的命中结果,包括:
    根据所述第二显示指令在所述虚拟环境中显示所述第二类型弹药对目标的命中结果为所述第二伤害值。
  13. 一种虚拟环境中的弹道轨迹的显示装置,包括:
    接收模块,用于接收第一终端发送的第一类型弹药的第一发射信号;
    发送模块,用于根据所述第一发射信号同时向所述第一终端和所述第二终端发送创建弹药指令,所述创建弹药指令用于指示所述第一终端和所述第二终端创建所述第一类型弹药且在虚拟环境中显示所述第一类型弹药对应的弹道轨迹;
    处理模块,用于根据所述第一发射信号确定所述第一类型弹药是否命中目标;
    所述发送模块,还用于当确定所述第一类型弹药命中所述目标时,同时向所述第一终端和所述第二终端发送第一显示指令,所述第一显 示指令用于指示所述第一终端和所述第二终端在所述虚拟环境中显示所述第一类型弹药对所述目标的命中结果。
  14. 根据权利要求13所述的装置,其中,所述处理模块,还用于计算所述第一类型弹药对所述目标的第一伤害值;
    所述发送模块,还用于同时向所述第一终端和所述第二终端发送携带有所述第一伤害值的所述第一显示指令,所述第一显示指令用于指示所述第一终端和所述第二终端在所述虚拟环境中显示所述第一类型弹药对所述目标的命中结果为所述第一伤害值。
  15. 根据权利要求13所述的装置,其中,所述发送模块,还用于将所述第一发射信号转发至所述第二终端,所述第一发射信号用于指示所述第二终端在所述虚拟环境中播放所述第一类型弹药的发射前摇动画。
  16. 根据权利要求13所述的装置,其中,所述处理模块,还用于检测所述第一发射信号是否有效;
    所述发送模块,还用于当所述第一类弹药发射信号有效时,向所述第一终端和所述第二终端发送所述创建弹药指令。
  17. 一种虚拟环境中的弹道轨迹的显示装置,包括:
    接收模块,用于接收服务器发送的创建弹药指令,所述创建弹药指令是所述服务器收到第一类型弹药的第一发射信号后同时向至少两个终端发送的;
    处理模块,用于根据所述创建弹药指令创建所述第一类型弹药;
    显示模块,用于在虚拟环境中显示所述第一类型弹药的弹道轨迹;
    所述接收模块,还用于接收所述服务器发送的第一显示指令,所述第一显示指令是所述服务器在确定所述第一类型弹药命中目标后同时向所述至少两个终端发送的;
    所述显示模块,还用于根据所述第一显示指令在所述虚拟环境中显示所述第一类型弹药对所述目标的命中结果;
    其中,所述至少两个终端包括发送所述第一发射信号的第一终端,以及与所述第一终端对应显示有同一虚拟环境的第二终端。
  18. 根据权利要求17所述的装置,其中,所述第一显示指令携带有第一伤害值;
    所述显示模块,还用于根据所述第一显示指令在所述虚拟环境中显示所述第一类型弹药对所述目标的命中结果为所述第一伤害值。
  19. 根据权利要求17或18所述的装置,其中,所述装置应用于所述第一终端中,所述装置还包括发送模块;
    所述发送模块,用于向所述服务器发送所述第一类型弹药的所述第一发射信号。
  20. 根据权利要求17或18所述的装置,其中,所述装置应用于所述第二终端中,
    所述接收模块,还用于接收所述服务器转发的所述第一发射信号;
    所述显示模块,还用于根据所述第一发射信号在所述虚拟环境中播放所述第一类型弹药的发射前摇动画。
  21. 一种虚拟环境中的弹道轨迹的显示装置,其中,所述装置是第二终端或第二终端的一部分,包括:
    接收模块,用于接收服务器发送的第二类型弹药的第二发射信号;
    处理模块,用于根据所述第二发射信号创建所述第二类型弹药;确定所述第二类型弹药的加速度;
    显示模块,用于根据所述加速度在虚拟环境中显示加速后的所述第二类型弹药的弹道轨迹;
    所述接收模块,还用于接收所述服务器发送的第二显示指令;
    所述显示模块,还用于根据所述第二显示指令在所述虚拟环境中显示所述第二类型弹药对目标的命中结果。
  22. 根据权利要求21所述的装置,其中,所述装置还包括获取模块;
    所述获取模块,用于获取所述第二终端和所述服务器之间的第二网络时延;
    所述处理模块,还用于根据所述第二网络时延确定所述第二类型弹药的第一加速度;
    所述显示模块,还用于根据所述第一加速度在所述虚拟环境中显示加速后的所述第二类型弹药的弹道轨迹。
  23. 根据权利要求21所述的装置,其中,所述第二发射信号携带有第一终端和所述服务器之间的第一网络时延,所述装置还包括获取模块;
    所述获取模块,用于获取所述第二终端和所述服务器之间的第二网络时延;
    所述处理模块,还用于根据所述第一网络时延和所述第二网络时延确定所述第二类型弹药的第二加速度;
    所述显示模块,还用于根据所述第二加速度在所述虚拟环境中显示加速后的所述第二类型弹药的弹道轨迹。
  24. 根据权利要求21所述的装置,其特征在于,所述第二显示指令携带有第二伤害值;
    所述显示模块,还用于根据所述第二显示指令在所述虚拟环境中显示所述第二类型弹药对目标的命中结果为所述第二伤害值。
  25. 一种虚拟环境中的弹道轨迹的显示设备,所述设备包括处理 器和存储器,所述存储器中存储有至少一条指令,所述指令由所述处理器加载并执行以实现如权利要求1至12任一所述的虚拟环境中的弹道轨迹的显示方法。
  26. 一种计算机可读存储介质,所述存储介质中存储有至少一条指令,所述指令由处理器加载并执行以实现如权利要求1至12任一所述的虚拟环境中的弹道轨迹的显示方法。
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