WO2021213025A1 - 虚拟环境的画面显示方法、装置、设备及存储介质 - Google Patents

虚拟环境的画面显示方法、装置、设备及存储介质 Download PDF

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Publication number
WO2021213025A1
WO2021213025A1 PCT/CN2021/079590 CN2021079590W WO2021213025A1 WO 2021213025 A1 WO2021213025 A1 WO 2021213025A1 CN 2021079590 W CN2021079590 W CN 2021079590W WO 2021213025 A1 WO2021213025 A1 WO 2021213025A1
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WO
WIPO (PCT)
Prior art keywords
skill
virtual environment
indicator
virtual
release operation
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Ceased
Application number
PCT/CN2021/079590
Other languages
English (en)
French (fr)
Chinese (zh)
Inventor
胡勋
翁建苗
万钰林
粟山东
张勇
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Tencent Technology Shenzhen Co Ltd
Original Assignee
Tencent Technology Shenzhen Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Priority to SG11202110996VA priority Critical patent/SG11202110996VA/en
Priority to JP2021566186A priority patent/JP7314311B2/ja
Priority to KR1020217034066A priority patent/KR102649153B1/ko
Priority to PH1/2021/552752A priority patent/PH12021552752A1/en
Priority to AU2021240332A priority patent/AU2021240332B2/en
Application filed by Tencent Technology Shenzhen Co Ltd filed Critical Tencent Technology Shenzhen Co Ltd
Priority to CA3133722A priority patent/CA3133722A1/en
Priority to EP21773275.9A priority patent/EP3932502A4/en
Priority to US17/504,278 priority patent/US11992759B2/en
Publication of WO2021213025A1 publication Critical patent/WO2021213025A1/zh
Anticipated expiration legal-status Critical
Priority to JP2023114240A priority patent/JP7640054B2/ja
Priority to US18/613,289 priority patent/US20240226736A1/en
Ceased legal-status Critical Current

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/426Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/92Video game devices specially adapted to be hand-held while playing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games

Definitions

  • the embodiments of the present application relate to the field of computer and Internet technologies, and in particular to a method, device, device, and storage medium for displaying images in a virtual environment.
  • Battle games are games where multiple user accounts compete in the same scene.
  • the battle game may be a multiplayer online battle arena (Multiplayer Online Battle Arena Games, MOBA).
  • the virtual environment screen displayed on the client is a screen obtained by observing the virtual environment with the first virtual character as the observation center.
  • the user can control the first virtual character to release skills in a designated direction to attack the enemy virtual character in the designated direction.
  • a skill indicator will be displayed on the virtual environment screen.
  • the skill indicator is used to show the user the direction and position of the skill after the skill is released. Located within the range indicated by the skill indicator, at this time the user controls the first virtual character to release the skill, and the first virtual character can attack the enemy virtual character.
  • the above-mentioned skill indicators can interfere with the user's observation of the virtual environment screen.
  • the embodiments of the present application provide a method, device, device, and storage medium for displaying a screen in a virtual environment, which can reduce the display of the skill indicator in some unnecessary situations, thereby reducing interference to the screen of the virtual environment.
  • the technical solution is as follows:
  • a screen display method of a virtual environment including:
  • a user interface is displayed, the user interface includes a virtual environment screen and a roulette skill control, the virtual environment screen is a screen obtained by observing the virtual environment at an observation angle corresponding to the first virtual character, the roulette skill control It is a control used to release directional skills;
  • no skill indicator is displayed in the virtual environment screen, and the skill indicator is used to indicate the direction targeted by the directional skill And at least one of the release areas.
  • a screen display device of a virtual environment comprising:
  • the display module is configured to display a user interface, the user interface including a virtual environment screen and a roulette skill control, the virtual environment screen is a screen obtained by observing the virtual environment from an observation angle corresponding to the first virtual character, so
  • the roulette skill control is a control used to release directional skills;
  • An interaction module configured to receive a skill release operation on the roulette skill control
  • the display module is configured to respond to the skill release operation being a quick release operation and there is a selected second virtual character, no skill indicator is displayed in the virtual environment screen, and the skill indicator is used to indicate the At least one of the direction targeted by the directional skill and the release area.
  • a computer device includes a processor and a memory.
  • the memory 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 loaded and executed by the processor to realize the screen display method of the virtual environment as described in the above aspect.
  • a computer-readable storage medium stores at least one instruction, at least one program, code set or instruction set, the at least one instruction, the At least one program, the code set or the instruction set is loaded and executed by the processor to realize the screen display method of the virtual environment as described in the above aspect.
  • a computer program product which when the computer program product runs on a computer, causes the computer to execute the above-mentioned virtual environment screen display method.
  • the skill release operation on the roulette skill control is a quick release operation
  • the first virtual character is used as the reference position in the virtual environment screen
  • the range indicator is displayed and the skill indicator is not displayed, because the second virtual character is not the user himself It is selected by the client according to the default attack target selection rules. Therefore, the skill indicator does not affect the normal skill release, and it can also reduce the influence and interference of the skill indicator on the user’s vision, thereby improving The percentage of effective information in the user's field of vision.
  • Fig. 1 is a structural block diagram of a computer system provided by an exemplary embodiment of the present application
  • Fig. 2 is a schematic diagram of a state synchronization technology provided by another exemplary embodiment of the present application.
  • Fig. 3 is a schematic diagram of a frame synchronization technology provided by another exemplary embodiment of the present application.
  • FIG. 4 is a schematic diagram of an interface of a screen display method of a virtual environment provided by another exemplary embodiment of the present application.
  • FIG. 5 is a schematic diagram of an interface of a screen display method of a virtual environment provided by another exemplary embodiment of the present application.
  • Fig. 6 is a flowchart of a method for displaying a screen of a virtual environment provided by another exemplary embodiment of the present application.
  • Fig. 7 is a schematic diagram of an arrow-shaped skill indicator provided by another exemplary embodiment of the present application.
  • Fig. 8 is a schematic diagram of a regional skill indicator provided by another exemplary embodiment of the present application.
  • FIG. 9 is a flowchart of a screen display method of a virtual environment provided by another exemplary embodiment of the present application.
  • FIG. 10 is a flowchart of a screen display method of a virtual environment provided by another exemplary embodiment of the present application.
  • FIG. 11 is a schematic diagram of a configuration interface of a skill indicator provided by another exemplary embodiment of the present application.
  • FIG. 12 is a schematic diagram of a configuration interface for displaying rules provided by another exemplary embodiment of the present application.
  • FIG. 13 is a block diagram of a screen display device of a virtual environment provided by another exemplary embodiment of the present application.
  • Fig. 14 is a block diagram of a computer device provided by another exemplary embodiment of the present application.
  • Virtual environment It is the virtual environment displayed (or provided) when the application is running on the terminal.
  • the virtual environment may be a simulation of the real world, a semi-simulated and semi-fictional three-dimensional world, or a purely fictitious three-dimensional world.
  • the virtual environment can be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment.
  • the virtual environment is also used for a virtual environment battle between at least two virtual characters, and the virtual environment has virtual resources that can be used by the at least two virtual characters.
  • the virtual environment includes a symmetrical lower left corner area and an upper right corner area.
  • the virtual characters belonging to two rival camps occupy one of the areas and destroy the target building/base/crystal in the depths of the opponent's area. Victory goal.
  • Virtual role refers to the movable object in the virtual environment.
  • the movable object may be at least one of a virtual character, a virtual animal, and an animation character.
  • the virtual character may be a three-dimensional virtual model, and each virtual character has its own shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment.
  • the virtual character is a three-dimensional character constructed based on three-dimensional human bone technology, and the virtual character realizes different external images by wearing different skins.
  • the virtual character may also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited in the embodiment of the present application.
  • Multiplayer online tactical competition refers to: in a virtual environment, different virtual teams belonging to at least two rival camps occupy their respective map areas and compete with a certain victory condition as the goal.
  • the victory conditions include, but are not limited to: occupying a stronghold or destroying the enemy camp’s stronghold, killing the virtual character of the enemy camp, ensuring one’s own survival in a specified scene and time, grabbing a certain resource, and surpassing the opponent’s score within a specified time At least one of.
  • Tactical competition can be carried out in units of rounds, and the map of each round of tactical competition can be the same or different.
  • Each virtual team includes one or more virtual characters, such as 1, 2, 3, or 5.
  • MOBA game It is a game in which several strongholds are provided in a virtual environment, and users in different camps control virtual characters to fight in the virtual environment, occupy strongholds or destroy enemy camp strongholds. For example, in a MOBA game, users can be divided into two rival camps, and the virtual characters controlled by the user can be scattered in a virtual environment to compete with each other, and destroy or occupy all the enemy's strongholds as a victory condition. MOBA games are based on rounds, and the duration of a round of MOBA games is from the moment the game starts to the moment when the victory conditions are met.
  • User interface UI User Interface
  • any visual controls or elements that can be seen (not excluded from display) on the user interface of the application such as pictures, input boxes, text boxes, buttons, labels and other controls.
  • Some UI controls respond to user operations, such as skill controls, to control the first virtual character to release skills. The user triggers the skill control to control the first virtual character to release the skill.
  • Fig. 1 shows a structural block diagram of a computer system provided by an exemplary embodiment of the present application.
  • the computer system 100 includes: a first terminal 110, a server 120, and a second terminal 130.
  • the first terminal 110 installs and runs a client 111 supporting a virtual environment, and the client 111 may be a multiplayer online battle program.
  • the user interface of the client 111 is displayed on the screen of the first terminal 110.
  • the client can be a military simulation program, battle royale shooting game, virtual reality (Virtual Reality, VR) application, augmented reality (Augmented Reality, AR) program, three-dimensional map program, virtual reality game, augmented reality game, first person Shooting games (First-person shooting game, FPS), Third-person shooting games (Third-Personal Shooting Game, TPS), Multiplayer Online Battle Arena Games (MOBA), Strategy games (Simulation Game, SLG) Any of them.
  • the client is a MOBA game as an example.
  • the first terminal 110 is a terminal used by the first user 112.
  • the first user 112 uses the first terminal 110 to control a first virtual character in a virtual environment to perform activities.
  • the first virtual character may be referred to as the first virtual character of the first user 112. Role.
  • the activities of the first virtual character include, but are not limited to, at least one of adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing.
  • the first virtual character is a first virtual character, such as a simulated character or an anime character.
  • the second terminal 130 installs and runs a client 131 supporting a virtual environment, and the client 131 may be a multiplayer online battle program.
  • the user interface of the client 131 is displayed on the screen of the second terminal 130.
  • the client can be any of military simulation programs, battle royale shooting games, VR applications, AR programs, three-dimensional map programs, virtual reality games, augmented reality games, FPS, TPS, MOBA, and SLG.
  • the client is a MOBA game as an example.
  • the second terminal 130 is the terminal used by the second user 113.
  • the second user 113 uses the second terminal 130 to control the second virtual character in the virtual environment to perform activities.
  • the second virtual character can be called the first virtual character of the second user 113. Role.
  • the second virtual character is a second virtual character, such as a simulation character or an animation character.
  • first virtual character and the second virtual character are in the same virtual environment.
  • first virtual character and the second virtual character may belong to the same camp, the same team, the same organization, have a friend relationship, or have temporary communication permissions.
  • first virtual character and the second virtual character may belong to different camps, different teams, different organizations, or have a hostile relationship.
  • the clients installed on the first terminal 110 and the second terminal 130 are the same, or the clients installed on the two terminals are the same type of clients on different operating system platforms (Android or IOS).
  • the first terminal 110 may generally refer to one of multiple terminals, and the second terminal 130 may generally refer to another of multiple terminals. This embodiment only uses the first terminal 110 and the second terminal 130 as examples.
  • the device types of the first terminal 110 and the second terminal 130 are the same or different.
  • the device types include: smart phones, tablet computers, e-book readers, MP3 (Moving Picture Experts Group Audio Layer III, moving picture experts compress standard audio layer 3) ) Player, at least one of MP4 (Moving Picture Experts Group Audio Layer IV, Motion Picture Experts compresses standard audio layer 4) player, laptop portable computer and desktop computer.
  • MP3 Moving Picture Experts Group Audio Layer III, moving picture experts compress standard audio layer 3
  • MP4 Motion Picture Experts compresses standard audio layer 4
  • laptop portable computer laptop portable computer and desktop computer.
  • terminals 140 Only two terminals are shown in FIG. 1, but there are multiple other terminals 140 that can access the server 120 in different embodiments.
  • terminals 140 there are one or more terminals 140 corresponding to the developer.
  • a development and editing platform supporting a virtual environment client is installed on the terminal 140, and the developer can edit and update the client on the terminal 140. , And transmit the updated client installation package to the server 120 via a wired or wireless network.
  • the first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.
  • the first terminal 110, the second terminal 130, and other terminals 140 are connected to the server 120 through a wireless network or a wired network.
  • the server 120 includes at least one of a server, multiple servers, a cloud computing platform, and a virtualization center.
  • the server 120 is used to provide background services for the clients supporting the three-dimensional virtual environment.
  • the server 120 is responsible for the main calculation work, and the terminal is responsible for the secondary calculation work; or, the server 120 is responsible for the secondary calculation work, and the terminal is responsible for the main calculation work; or, the server 120 and the terminal adopt a distributed computing architecture for collaborative calculation. .
  • the server 120 includes a processor 122, a user account database 123, a battle service module 124, and a user-oriented input/output interface (Input/Output Interface, I/O interface) 125.
  • the processor 122 is used to load instructions stored in the server 121, and to process the data in the user account database 123 and the battle service module 124; the user account database 123 is used to store data in the first terminal 110, the second terminal 130, and other terminals 140.
  • the battle service module 124 is used to provide multiple battle rooms for users to compete, such as 1V1 battle , 3V3 battle, 5V5 battle, etc.;
  • the user-oriented I/O interface 125 is used to establish communication and exchange data with the first terminal 110 and/or the second terminal 130 through a wireless network or a wired network.
  • the server 120 may adopt a synchronization technology to make the images of multiple clients consistent.
  • the synchronization technology adopted by the server 120 includes: state synchronization technology or frame synchronization technology.
  • the server 120 uses state synchronization technology to synchronize with multiple clients.
  • the battle logic runs in the server 120.
  • the server 120 sends the status synchronization result to all clients, such as clients 1 to 10.
  • the client 1 sends a request to the server 120 for requesting the virtual character 1 to release the frost skill.
  • the server 120 determines whether the frost skill is allowed to be released, and when the frost skill is allowed to be released, What is the damage value of other virtual characters 2? Then, the server 120 sends the skill release result to all clients, and all the clients update local data and interface performance according to the skill release result.
  • the server 120 uses frame synchronization technology to synchronize with multiple clients.
  • the battle logic runs in each client.
  • Each client sends a frame synchronization request to the server, and the frame synchronization request carries the client's local data changes.
  • the server 120 forwards the frame synchronization request to all clients.
  • each client receives the frame synchronization request, it processes the frame synchronization request according to the local combat logic, and updates the local data and interface performance.
  • the screen display method of the virtual environment provided by the embodiment of the present application will be described in combination with the above introduction of the virtual environment and the description of the implementation environment.
  • the execution subject of the method is a client running on the terminal shown in FIG. 1 as an example.
  • the terminal runs a client, and the client is an application that supports a virtual environment.
  • the user can control the first virtual character to release directional skills by controlling the roulette skill control.
  • the roulette skill control includes: a roulette area 40 and a roulette button 42.
  • the area of the roulette region 40 is larger than the area of the roulette button 42.
  • the roulette button 42 is movable in the roulette area 40.
  • the roulette area 40 is divided into an inner ring area 41 and an outer ring area 43.
  • the inner circle area 41 is also called a dead zone.
  • the quick cast mode (also called quick cast or automatic cast) is triggered.
  • the quick cast mode means that the client will automatically select the second virtual character within the circular release range centered on the first virtual character according to the default attack target selection rule.
  • the client controls the first virtual character to release directional skills to the second virtual character.
  • the aiming release mode refers to: according to the position of the roulette button 42 in the outer circle area 43, based on the first virtual character, the skill indicator and the range indicator are displayed.
  • the skill method indicator is used to indicate at least one of the release direction and the action area of the skill
  • the range indicator is used to indicate the maximum casting range of the directional skill.
  • the user can change the position of the roulette button 42 in the outer ring area 43, thereby changing the display position of the skill indicator within the circular release range.
  • the client controls the first virtual character to release the directional skill in the direction or area indicated by the skill indicator.
  • the client selects the second virtual character 52 according to the default or custom attack target selection rules, as shown in the figure 5 shown. While the user clicks the roulette button, the client terminal displays the range indicator 53 and does not display the skill indicator 54 in the user interface. That is, since the user is not aiming by himself, there is no need to display the skill indicator 54 so as to minimize the interference information in the user interface.
  • the skill indicator 54 is displayed in the user interface, and the skill indicator 54 points from the first virtual character 51 The second virtual character 52. At this time, the skill indicator 54 is displayed in green.
  • Fig. 6 shows a flowchart of a screen display method of a virtual environment provided by an exemplary embodiment of the present application.
  • the method is applied to the client as an example, that is, the method is executed by the client.
  • the method includes:
  • Step 602 Display a user interface, the user interface including a virtual environment screen and a roulette skill control;
  • the virtual environment screen is a screen obtained by observing the virtual environment from the observation angle corresponding to the first virtual character.
  • the virtual environment picture is a two-dimensional picture displayed on the client after picture collection of the three-dimensional virtual environment.
  • the shape of the virtual environment screen is determined according to the shape of the display screen of the terminal, or according to the shape of the user interface of the client. Taking the rectangular screen of the terminal as an example, the virtual environment screen is also displayed as a rectangular screen.
  • a camera model bound to the first virtual character is set in the virtual environment.
  • the virtual environment picture is a picture taken by the camera model with a certain observation position in the virtual environment as the observation center.
  • the observation center is the center of the virtual environment screen. Taking the virtual environment picture as a rectangular picture as an example, the intersection of the diagonals of the rectangle in the virtual picture is the observation center.
  • the camera model bound to the first virtual character takes the first virtual character as the observation center, and the position of the first virtual character in the virtual environment is the observation position.
  • the observation position is the coordinate position in the virtual environment.
  • the observation position is a three-dimensional coordinate. Exemplarily, if the ground in the virtual environment is a horizontal plane, the height coordinate of the observation position is 0, and the observation position can be approximated as two-dimensional coordinates on the horizontal plane.
  • the first virtual character is a virtual character controlled by the client.
  • the client terminal controls the activity of the first virtual character in the virtual environment according to the received user operation (or man-machine operation).
  • the activities of the first virtual character in the virtual environment include: walking, running, jumping, climbing, getting down, attacking, releasing skills, picking up props, and sending messages.
  • a skill is an ability that is used or released by a virtual character, attacks itself and/or other virtual characters, produces a debuff effect, or produces a gain effect.
  • skills include: directional skills and undifferentiated coverage skills.
  • Directional skills are skills that are released toward the targeted direction or area within the maximum range of action.
  • Indiscriminate coverage skills are skills that are released toward all areas within the maximum range of action.
  • skills include active skills and passive skills. Active skills are skills that are actively used or released by virtual characters, and passive skills are skills that are automatically triggered when passive conditions are met.
  • the directional skills mentioned in this embodiment are active skills that the user controls the first virtual character to actively use or release.
  • the roulette skill control is a human-computer interaction control used to release directional skills.
  • the roulette skill control includes: a roulette area 40 and a roulette button 42.
  • the area of the roulette region 40 is larger than the area of the roulette button 42.
  • the roulette button 42 is movable in the roulette area 40.
  • the roulette area 40 is divided into an inner ring area 41 and an outer ring area 43.
  • the inner circle area 41 is also called a dead zone.
  • Step 604 Receive the skill release operation on the roulette skill control
  • the skill release operation is a man-machine operation that acts on the skill control of the roulette. Skill release operations include but are not limited to: at least one of tapping, dragging, hovering touch, and pressure touch.
  • the skill release operation When the skill release operation is located in the inner circle area 41, it belongs to a quick release operation; when the skill release operation is located in the outer circle area 43, it belongs to an aiming release operation.
  • the outer ring area 43 is located outside the inner ring area 41.
  • the roulette button 42 is located in the center of the inner circle area 41 by default, and can move with the movement of the skill release operation.
  • Step 606 In response to the skill release operation being a quick release operation and there is a selected second virtual character, the skill indicator is not displayed on the virtual environment screen.
  • the client When the client recognizes that the skill release operation is a quick release operation, it selects the second virtual character from the virtual characters in the maximum range according to the default or customized attack target selection rule. Exemplarily, there are one or more second virtual characters.
  • the client In response to the presence of the selected second virtual character, the client displays the range indicator and does not display the skill indicator on the virtual environment screen.
  • the range indicator is a control used to indicate the maximum range of the directional skill
  • the skill indicator is used to indicate the direction and/or release area of the directional skill.
  • the "non-display" skill indicator includes: not rendering the skill indicator, not activating the skill indicator, setting the skill indicator to transparent, and setting the display level of the skill indicator to low (overwritten by the high display level) Any kind of.
  • skill indicators include: arrow-type skill indicators and area-type skill indicators.
  • the arrow-shaped skill indicator is a control for indicating the direction of the directional skill.
  • the display form of the arrow-shaped skill indicator is arrow-shaped.
  • FIG. 7 schematically shows an arrow-shaped skill indicator 72.
  • the area skill indicator is a control used to indicate the direction of the directional skill and the release area.
  • the display form of the regional skill indicator is at least one of a circle type, a line segment type, a three-star type, a hexagon type, and a fan type.
  • FIG. 8 schematically shows a circle-shaped area-type skill indicator 74.
  • the skill release operation on the roulette skill control is a quick release operation
  • the first virtual character is used as the reference position in the virtual environment screen
  • the range indicator is displayed and not displayed.
  • Skill indicator because the second virtual character is not selected by the user, but is selected by the client according to the default attack target selection rule, so the skill indicator does not show that it will not affect the normal skill release, and can reduce the skills The influence and interference of the indicator on the user's field of view, thereby increasing the proportion of effective information in the user's field of view.
  • Fig. 9 shows a flowchart of a method for displaying a screen of a virtual environment provided by another exemplary embodiment of the present application.
  • the method is applied to the client as an example, that is, the method is executed by the client.
  • the method includes:
  • Step 602 Display a user interface.
  • the user interface includes a virtual environment screen and a roulette skill control.
  • the virtual environment screen is a screen obtained by observing the virtual environment from an observation perspective corresponding to the first virtual character;
  • the observation angle corresponding to the first virtual character is an observation angle with the first virtual character as an observation reference, and may be an angle with the first virtual character as an observation center, or an angle with the first virtual character as a main observation object.
  • the roulette skill control is a human-computer interaction control used to release directional skills.
  • Roulette skill controls include: roulette area and roulette buttons.
  • the roulette area is divided into an inner ring area and an outer ring area.
  • the inner circle area is used to trigger the quick release operation, and the outer circle area is used to trigger the aiming release operation.
  • the quick release operation is an operation that triggers the client (or server) to automatically select the second virtual character according to the default or custom attack target selection rules.
  • the aiming release operation is an operation of manually selecting the second virtual character according to the direction and/or area the user is aiming at.
  • Step 604 Receive the skill release operation on the roulette skill control
  • the skill release operation is a man-machine operation that acts on the skill control of the roulette. Skill release operations include but are not limited to: at least one of tapping, dragging, hovering touch, and pressure touch.
  • the skill release operation When the skill release operation is located in the inner circle area, it belongs to the quick release operation; when the skill release operation is located in the outer circle area, it belongs to the aiming release operation.
  • the outer circle area is outside the inner circle area.
  • the roulette button is located in the center of the inner circle area by default, and can move with the movement of the skill release operation.
  • Step 606 In response to the operation position of the skill release operation being in the inner circle area and there is a selected second virtual character, the skill indicator is not displayed on the virtual environment screen;
  • the client In response to the operation position of the skill release operation being in the inner circle area, and there is one selected second virtual character, the client does not display the skill indicator on the virtual environment screen.
  • the operation position or continuous touch position of the skill release operation is located in the inner circle area, which means that the skill release operation is a quick release operation.
  • the client recognizes that the skill release operation is a quick release operation, it selects the second virtual character from the virtual characters in the maximum range according to the default or customized attack target selection rule.
  • the attack object selection rules include the following: enemy hero objects that are attacking the first virtual character> enemy hero objects that are attacking the friendly virtual character> enemy heroes that have not attacked the first virtual character and the friendly hero object Targets>The enemy minions who are attacking the first avatar>The enemy minions who are attacking the friendly avatar>The enemy minions who are not attacking the first avatar and the friendly avatar>The enemy minions who are attacking the first avatar Neutral creature objects>neutral creature objects that are attacking the friendly avatar>neutral creature objects that are not attacking the first avatar and the friendly avatar.
  • the selected second virtual character is one, and the client terminal displays the skill indicator on the virtual environment screen.
  • the operation position in response to the skill release operation is in the inner circle area and there are more than two selected second virtual characters, or the operation position of the skill release operation is in the inner circle area and there is no selected second virtual character, or the skill is released
  • the operating position of the operation is in the outer circle area, and the client terminal displays the skill indicator on the virtual environment screen.
  • the client terminal may display a range indicator on the virtual environment screen.
  • Step 608 In response to the completion of the quick release operation and the skill of the first virtual character has not been released, the skill indicator is displayed in the virtual environment screen in the first manner;
  • the quick release operation ends.
  • the client sends a frame synchronization request (a packet sending for short) to the server, and the server will forward the frame synchronization request (packet back) to all the clients in the game.
  • the client only starts to control the first virtual character to release the directional skills after receiving the frame synchronization request sent back by the server.
  • the client uses the first method to display the skill indicator on the virtual environment screen.
  • One end of the skill indicator is the first virtual character, and the other end (or the middle part) of the skill indicator is the second virtual character. That is, the skill indicator points to the second virtual character.
  • the first mode includes at least one of the following: using a first color display, using a first style display, and using a first special effect display. For example, display the skill indicator in green.
  • the color refers to the color of the skill indicator
  • the style refers to the shape of the skill indicator
  • the special effect refers to the animation special effect of the skill indicator.
  • Step 610 in response to the first virtual character's skill being released, cancel the display of the skill indicator and the range indicator on the virtual environment screen;
  • Step 612 in response to the skill release operation being received on the roulette skill control, and the directional skill corresponding to the roulette skill control is in an unavailable state, the skill indicator is displayed in the virtual environment screen in a second manner;
  • the unavailable state of directional skills includes at least one of the following:
  • Directional skills are in a state of being interrupted by other skills. Other skills are higher-priority skills, or skills that have an interrupt function, or skills that have a stun function, or skills that have the ability to prohibit spell casting.
  • the directional skills are in a cooling state. Most directional skills have a cooling time or energy storage time. After a cooling state of a cooling time, the directional skills will be in a usable state.
  • the skill indicator is displayed in the second way on the virtual environment screen
  • the second mode includes at least one of the following: using a second color display, using a second style display, and using a second special effect display. For example, display the skill indicator in red.
  • the first color is different from the second color
  • the first style is different from the second style
  • the first special effect is different from the second special effect.
  • the skill release operation on the roulette skill control is a quick release operation
  • the first virtual character is used as the reference position in the virtual environment screen
  • the range indicator is displayed and not displayed.
  • Skill indicator because the second virtual character is not selected by the user, but is selected by the client according to the default attack target selection rule, so the skill indicator does not show that it will not affect the normal skill release, and can reduce the skills The influence and interference of the indicator on the user's field of view, thereby increasing the proportion of effective information in the user's field of view.
  • the method provided in this embodiment also uses the first method to display the skill indicator in the virtual environment screen when the quick release operation is over and the skill of the first virtual character has not been released, such as displaying the skill indicator in green, which can reduce the skill
  • the indicator’s influence and interference on the user’s field of vision reminds the user of the cast target of this cast and the effectiveness of this operation.
  • the method provided in this embodiment also displays the skill indicator in the virtual environment screen in a second manner by responding to the skill release operation being received on the roulette skill control, and the directional skill corresponding to the roulette skill control is in an unavailable state. , It can intuitively remind the user that the directional skills are in an unavailable state, reduce the user's difficulty in obtaining information, and improve the efficiency of human-computer interaction.
  • Fig. 10 shows a display logic diagram of a skill indicator shown in an exemplary embodiment of the present application.
  • the display logic of the skill indicator includes:
  • Step 2 Whether it meets the display rules of the skill indicator
  • step 3 When not satisfied, go to step 3; when satisfied, go to step 4.
  • the display rules include at least one of the following rules:
  • the skill release operation is received, and the skill release operation is a quick release operation, and there are two or more second virtual characters selected;
  • the skill release operation is received, and the skill release operation is a quick release operation, and there is no selected second virtual character;
  • the skill release operation is over, the skill release operation is a quick release operation, the selected second virtual character is one, and the targeted skills have not yet begun to be released;
  • the skill release operation is received, and the skill release operation is a target release operation.
  • Step 3 Do not display the skill indicator
  • Step 4 whether the closing rule of the skill indicator is met; if yes, go to step 3, if not, go to step 5.
  • the closing rules include at least one of the following rules:
  • the skill release operation is over, the skill release operation is a quick release operation, and there are two or more second virtual characters selected;
  • the skill release operation is over, the skill release operation is a quick release operation, and there is no selected second virtual character;
  • the skill release operation is a quick release operation.
  • the selected second virtual character is one, and the directional skill starts to be released;
  • the skill release operation is over, and the skill release operation is a target release operation.
  • Step 5 display the skill indicator
  • Step 51 whether the display rule of the first mode is met; if yes, go to step 52; if not, go to step 53;
  • the display rules of the first method include: the skill release operation ends, the skill release operation is a quick release operation, the selected second virtual character is one, and the directional skill has not yet begun to be released.
  • Step 52 Display the skill indicator according to the first method
  • the first method refers to displaying the skill indicator in green.
  • Step 53 whether the display rule of the second mode is met; if yes, go to step 54; if not, go to step 55;
  • the display rule of the second method includes: receiving the skill release operation, and the directional skill is in an unavailable state.
  • Step 54 Display the skill indicator according to the second method
  • the second method refers to displaying the skill indicator in red.
  • Step 55 Display the skill indicator in the default mode.
  • FIG. 11 shows a schematic configuration file of a skill indicator, and a configuration file includes a plurality of components 1100.
  • FIG. 11 shows an assembly 1100. Each component 1100 is used to configure a complete indicator effect, and a skill indicator can be obtained by superimposing multiple indicator effects.
  • the configuration items of component 1100 include but are not limited to: activity type, rules, component path, display coverage effect, display selection target effect, small map indicator, shadow type, stop following when the button is released, position following type, forward following At least one of type, outer circle radius, inner circle radius, position offset, offset follow type, follow offset angle, dynamic type, use orange.
  • the "component path" can specify different skill indicator resources to display different resources, such as a circular skill range box, a skill release direction arrow, etc.
  • the very important thing in the component 1100 is the Rule field.
  • the field is configured with at least one of the display rule, the close rule, and the color rule of this component 1100.
  • the display rule of a component 1100 can be combined by multiple rules in an AND/or manner to implement a complex combination rule.
  • Each group of complex combination rules can be illustrated by a description file, such as description file 11001, description file 11002, description file 11003, and description file 11004 in FIG. 12.
  • a schematic skill indicator rule includes three big rules: display rule, close rule, and color rule.
  • Each rule includes multiple sub-rules, and each sub-rule can set multiple trigger conditions (conditions), and logic ("and” or "or") relationships can be set between trigger conditions.
  • Each rule will return a true (true) or false (false) result.
  • the display rule of a component will combine the true/false results of all the rules with a logical relationship to control the final result of the display rule.
  • the above display rules and close rules jointly control the display of the skill indicator (the skill indicator is only displayed when the display rule is true and the close rule is false), and the color rule controls the color change of the skill indicator.
  • the display rules of the arrow-shaped skill indicator include:
  • Fig. 13 shows a block diagram of a device for displaying a picture of a virtual environment provided by an exemplary embodiment of the present application.
  • the device includes:
  • the display module 1320 is configured to display a user interface, the user interface including a virtual environment screen and a roulette skill control, the virtual environment screen is a screen obtained by observing the virtual environment from an observation perspective corresponding to the first virtual character,
  • the roulette skill control is a control used to release directional skills;
  • the interaction module 1340 is configured to receive the skill release operation on the roulette skill control
  • the display module 1320 is configured to respond to the skill release operation being a quick release operation and there is a selected second virtual character, no skill indicator is displayed in the virtual environment screen, and the skill indicator is used to indicate all At least one of the direction targeted by the directional skill and the release area.
  • the roulette skill control includes: an inner ring area and an outer ring area located outside the inner ring area;
  • the display module 1320 is configured to respond to the operation position of the skill release operation in the inner circle area, and there is a selected second virtual character, and the skill indicator is not displayed in the virtual environment screen.
  • the display module 1320 is configured to respond to the skill release operation at an operating position in the inner circle area, and there is one second virtual character candidate in the range indicator, The skill indicator is not displayed in the virtual environment screen.
  • the display module 1320 is configured to respond to the skill release operation at an operating position located in the inner circle area and there are two or more selected second virtual characters.
  • the skill indicator is displayed in the environment screen; or, the display module 1320 is configured to display the skill indicator in the virtual environment screen in response to the operation position of the skill release operation being in the outer circle area .
  • the display module 1320 is configured to display the skill indicator in the user interface in response to the end of the quick release operation and the skill of the first virtual character has not been released, so The skill indicator points to the second virtual character.
  • the display module 1320 is configured to display the skill indicator in a first manner on the virtual environment screen, and the first manner includes at least one of the following: display in a first color , Use the first style display, use the first special effect display.
  • the display module 1320 is configured to respond to the skill release operation being received on the roulette skill control, and the directional skill corresponding to the roulette skill control is unavailable
  • the skill indicator is displayed in a second manner in the virtual environment screen, and the second manner includes at least one of the following: display in a second color, display in a second style, and display in a second special effect.
  • the skill indicator includes: an arrow-type skill indicator or a range-type skill indicator.
  • the screen display device of the virtual environment provided in the above embodiment only uses the division of the above functional modules as an example.
  • the above functions can be allocated by different functional modules according to needs, that is, equipment
  • the internal structure is divided into different functional modules to complete all or part of the functions described above.
  • the screen display device of the virtual environment provided in the above-mentioned embodiment and the embodiment of the screen display method of the virtual environment belong to the same concept.
  • the specific implementation process please refer to the method embodiment, which will not be repeated here.
  • the present application also provides a computer device (terminal or server).
  • the computer device includes a processor and a memory. At least one instruction is stored in the memory.
  • the screen display method of the virtual environment may be the computer device provided in Figure 14 below.
  • FIG. 14 shows a structural block diagram of a computer device 1400 provided by an exemplary embodiment of the present application.
  • the computer device 1400 may be a terminal such as a smart phone, a tablet computer, an MP3 player, an MP4 player, a notebook computer, or a desktop computer.
  • the computer equipment 1400 may also be referred to as user equipment, terminal equipment, portable computer equipment, laptop computer equipment, desktop computer equipment, and other names.
  • the computer device 1400 includes a processor 1401 and a memory 1402.
  • the processor 1401 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and so on.
  • the processor 1401 may adopt at least one hardware form among DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array, Programmable Logic Array). accomplish.
  • the processor 1401 may also include a main processor and a coprocessor.
  • the main processor is a processor used to process data in the awake state, also called a CPU (Central Processing Unit, central processing unit); the coprocessor is A low-power processor used to process data in the standby state.
  • the processor 1401 may be integrated with a GPU (Graphics Processing Unit, image processor), and the GPU is used for rendering and drawing content that needs to be displayed on the display screen.
  • the processor 1401 may further include an AI (Artificial Intelligence) processor, and the AI processor is used to process computing operations related to machine learning.
  • AI Artificial Intelligence
  • the memory 1402 may include one or more computer-readable storage media, which may be non-transitory.
  • the memory 1402 may also include high-speed random access memory and non-volatile memory, such as one or more magnetic disk storage devices and flash memory storage devices.
  • the non-transitory computer-readable storage medium in the memory 1402 is used to store at least one instruction, and the at least one instruction is used to be executed by the processor 1401 to implement the virtual environment provided in the method embodiment of the present application.
  • the screen display method is used to store at least one instruction, and the at least one instruction is used to be executed by the processor 1401 to implement the virtual environment provided in the method embodiment of the present application.
  • the computer device 1400 may optionally further include: a peripheral device interface 1403 and at least one peripheral device.
  • the processor 1401, the memory 1402, and the peripheral device interface 1403 may be connected by a bus or a signal line.
  • Each peripheral device can be connected to the peripheral device interface 1403 through a bus, a signal line, or a circuit board.
  • the peripheral device includes: at least one of a radio frequency circuit 1404, a display screen 1405 (such as a touch display screen), a camera component 1406, an audio circuit 1407, a positioning component 1408, and a power supply 1409.
  • FIG. 14 does not constitute a limitation on the computer device 1400, and may include more or fewer components than those shown in the figure, or combine certain components, or adopt different component arrangements.
  • At least one instruction, at least one program, code set or instruction set is stored in the memory, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by the processor to achieve the above The screen display method of the virtual environment described in the aspect.
  • the present application provides a computer-readable storage medium in which at least one instruction, at least one program, code set, or instruction set is stored, the at least one instruction, the at least one program, the The code set or instruction set is loaded and executed by the processor to implement the screen display method of the virtual environment as described in the above aspect.
  • This application also provides a computer program product, which when the computer program product runs on a computer (such as a terminal), causes the computer (such as a terminal) to execute the screen display method of the virtual environment provided by the foregoing method embodiments.
  • the program can be stored in a computer-readable storage medium.
  • the storage medium mentioned can be a read-only memory, a magnetic disk or an optical disk, etc.

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CA3133722A CA3133722A1 (en) 2020-04-20 2021-03-08 Method and apparatus for displaying virtual environment picture, device, and storage medium
JP2021566186A JP7314311B2 (ja) 2020-04-20 2021-03-08 仮想環境の画面表示方法、装置、機器及びコンピュータプログラム
KR1020217034066A KR102649153B1 (ko) 2020-04-20 2021-03-08 가상 환경 픽처를 디스플레이하기 위한 방법 및 장치, 디바이스, 및 저장 매체
PH1/2021/552752A PH12021552752A1 (en) 2020-04-20 2021-03-08 Picture display method and apparatus for virtual environment, and device and storage medium
AU2021240332A AU2021240332B2 (en) 2020-04-20 2021-03-08 Method and apparatus for displaying virtual environment picture, device, and storage medium
SG11202110996VA SG11202110996VA (en) 2020-04-20 2021-03-08 Method and apparatus for displaying virtual environment picture, device, and storage medium
EP21773275.9A EP3932502A4 (en) 2020-04-20 2021-03-08 IMAGE DISPLAY METHOD AND DEVICE FOR VIRTUAL ENVIRONMENT, AS WELL AS DEVICE AND STORAGE MEDIUM
US17/504,278 US11992759B2 (en) 2020-04-20 2021-10-18 Method and apparatus for displaying virtual environment picture, device, and storage medium
JP2023114240A JP7640054B2 (ja) 2020-04-20 2023-07-12 仮想環境の画面表示方法、装置、機器及びコンピュータプログラム
US18/613,289 US20240226736A1 (en) 2020-04-20 2024-03-22 Method and apparatus for displaying virtual environment picture, device, and storage medium

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