WO2021227733A1 - 虚拟道具的显示方法、装置、设备及存储介质 - Google Patents
虚拟道具的显示方法、装置、设备及存储介质 Download PDFInfo
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
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- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/837—Shooting of targets
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling 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
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- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/69—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/308—Details of the user interface
Definitions
- This application relates to the field of application programs supporting virtual environments, and in particular to a method, device, device, and storage medium for displaying virtual props.
- virtual characters can place mines in the virtual environment.
- Landmines are divided into timed mines and induction mines. Timed mines begin to count down after they are placed, and detonate the mines when the countdown ends.
- Inductive mines use sensors to sense the approach of the enemy's virtual character.
- the sensors can be laser sensors, gravity sensors, and so on.
- the user can control the virtual character to approach the timed mine to destroy or remove the mine.
- the mine will detonate.
- the virtual character cannot approach the induction mine to remove or destroy it. It can only use remote shooting to remotely detonate the induction mine or destroy the induction mine, but remote shooting The hit rate for induction mines is low. Therefore, the operation of destroying induction mines is difficult and the efficiency of human-computer interaction is low.
- the embodiments of the present application provide a method, device, equipment, and storage medium for displaying virtual props.
- the technical solutions are as follows:
- a method for displaying virtual props is provided, which is executed by a computer device, and the method includes:
- a display device for virtual props including:
- the display module is configured to display a first virtual environment screen, and the first virtual environment screen displays a second virtual item in an effective state;
- the control module is used to control the target virtual character to use the assembled first virtual prop in response to the use instruction;
- a detection module configured to detect that the second virtual prop is located within the first range of action of the first virtual prop
- the control module is further configured to display that the second virtual item is switched from the effective state to the disabled state in response to the second virtual item being located within the first range of action of the first virtual item;
- the control module is further configured to display that the second virtual prop is switched from the invalid state to the effective state in response to satisfying the recovery condition.
- a computer device comprising: a processor and a memory, and at least one computer program is stored in the memory, and the at least one computer program is loaded by the processor and Execute to realize the display method of virtual props as described in the above aspect.
- a computer-readable storage medium in which at least one computer program is stored, and the at least one computer program is loaded and executed by the processor to implement the above-mentioned aspects
- the display method of the virtual props is provided.
- a computer program product or computer program includes one or more pieces of program code, and the one or more pieces of program code are stored in a computer-readable storage medium. middle.
- the processor of the computer device can read the one or more pieces of program code from the computer-readable storage medium, and the processor executes the one or more pieces of program code, so that the computer device can execute the above-mentioned The display method of virtual props.
- Fig. 1 is a block diagram of an implementation environment provided by an exemplary embodiment of the present application
- Fig. 2 is a schematic diagram of a user interface of a method for displaying virtual props provided by an exemplary embodiment of the present application
- FIG. 3 is a schematic diagram of a user interface of a method for displaying virtual props according to another exemplary embodiment of the present application
- FIG. 4 is a schematic diagram of a user interface of a method for displaying virtual props according to another exemplary embodiment of the present application.
- FIG. 5 is a schematic diagram of a user interface of a method for displaying virtual props according to another exemplary embodiment of the present application.
- FIG. 6 is a schematic diagram of a user interface of a method for displaying virtual props according to another exemplary embodiment of the present application.
- Fig. 7 is a flowchart of a method for displaying virtual props provided by an exemplary embodiment of the present application.
- FIG. 8 is a schematic diagram of a camera model corresponding to the perspective of a virtual character provided by an exemplary embodiment of the present application.
- FIG. 9 is a schematic diagram of a user interface of a method for displaying virtual props according to another exemplary embodiment of the present application.
- FIG. 10 is a schematic diagram of a user interface of a method for displaying virtual props according to another exemplary embodiment of the present application.
- FIG. 11 is a schematic diagram of a user interface of a method for displaying virtual props according to another exemplary embodiment of the present application.
- FIG. 12 is a schematic diagram of a user interface of a method for displaying virtual props according to another exemplary embodiment of the present application.
- FIG. 13 is a schematic diagram of a virtual environment of a method for displaying virtual props according to another exemplary embodiment of the present application.
- FIG. 14 is a flowchart of a method for displaying virtual props according to another exemplary embodiment of the present application.
- FIG. 15 is a flowchart of a method for displaying virtual props according to another exemplary embodiment of the present application.
- FIG. 16 is a schematic diagram of a collision box of a method for displaying virtual props according to another exemplary embodiment of the present application.
- FIG. 17 is a schematic diagram of a first range of action of a method for displaying virtual props according to another exemplary embodiment of the present application.
- FIG. 18 is a flowchart of a method for displaying virtual props according to another exemplary embodiment of the present application.
- FIG. 19 is a flowchart of a method for displaying virtual props according to another exemplary embodiment of the present application.
- FIG. 20 is a schematic diagram of a second scope of action of a method for displaying virtual props according to another exemplary embodiment of the present application.
- FIG. 21 is a flowchart of a method for displaying virtual props according to another exemplary embodiment of the present application.
- FIG. 22 is a flowchart of a method for displaying virtual props according to another exemplary embodiment of the present application.
- FIG. 23 is a schematic diagram of a display device for virtual props provided by another exemplary embodiment of the present application.
- FIG. 24 is a schematic structural diagram of a computer device provided by an 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 environment of the real world, a semi-simulation and semi-fictional environment, or a purely fictitious environment.
- the virtual environment may be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment, which is not limited in the embodiment of the present application.
- the virtual environment is a three-dimensional virtual environment as an example.
- Virtual role refers to the movable object in the virtual environment.
- the movable objects may be virtual characters, virtual animals, cartoon characters, etc., such as: characters, animals, plants, oil barrels, walls, stones, etc. displayed in a three-dimensional virtual environment.
- the virtual character is a three-dimensional model created based on animation skeletal technology.
- 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.
- Virtual props include at least one of virtual weapons, functional props, and virtual equipment.
- virtual props refer to virtual weapons
- virtual weapons are weapons that can be used by virtual characters in a virtual environment.
- a virtual weapon is a prop that affects the activity state or life value of other virtual characters after the virtual character is used.
- Virtual weapons include cold weapons, firearms, artillery, armored combat vehicles, anti-riot weapons, biological and chemical weapons, nuclear weapons, new concept weapons, etc.
- virtual items can be knives, guns, swords, pistols, rifles, submachine guns, machine guns, special guns, shotguns, grenades, rocket launchers, mortars, tank guns, cannons, missiles, laser weapons, microwave weapons, particle beams Weapons, kinetic energy interceptors, electromagnetic guns, pulse weapons, signal jamming weapons, etc.
- the first virtual prop in this application refers to launching or throwing virtual weapons, such as grenade, grenade, electromagnetic pulse, flash bomb, smoke bomb, missile, etc.
- the second virtual item in this application refers to a placed virtual weapon, such as landmines, trip mines, traps, etc.
- First-person shooting refers to a shooting game that users can play from a first-person perspective.
- the screen of the virtual environment in the game is a screen that observes the virtual environment from the perspective of the master virtual character.
- at least two virtual characters play a single-game battle mode in the virtual environment.
- the virtual characters avoid attacks initiated by other virtual characters or/and the dangers in the virtual environment (such as gas circles, swamps, bombs, etc.)
- the life value of the virtual character in the virtual environment is zero, the life of the virtual character in the virtual environment ends, and the virtual character that finally survives in the virtual environment is the winner.
- the battle starts with the moment when the first client joins the battle, and the moment when the last client exits the battle as the end time.
- Each client can control one or more virtual characters in the virtual environment.
- the competition mode of the battle may include a single-player battle mode, a two-player team battle mode, or a multi-player team battle mode. The embodiment of the present application does not limit the battle mode.
- UI User Interface controls
- Some of the UI controls respond to the user For example, the user triggers the use of the control to control the master virtual character to use the first virtual item.
- the “equipment, carrying or assembly” virtual weapon in the embodiments of this application refers to the virtual weapon owned by the virtual character.
- the virtual character has a backpack, and there is a backpack compartment in the backpack.
- the virtual weapon is stored in the virtual character’s backpack, or the virtual character Virtual weapons are being used.
- the display method of virtual props provided in this application can be applied to virtual reality applications, three-dimensional map programs, military simulation programs, FPS games, Multiplayer Online Battle Arena Games (MOBA), etc., the following embodiments Take the application in the game as an example.
- Games based on virtual environments are often composed of one or more maps of the game world.
- the virtual environment in the game simulates the scene of the real world.
- the user can manipulate the virtual characters in the game to walk, run, jump, shoot, and fight in the virtual environment.
- Driving using virtual weapons to attack other virtual characters, using virtual weapons to charge other virtual characters and other actions.
- the interaction is strong, and multiple users can team up for competitive games online.
- 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 120, a server 140, and a second terminal 160.
- the first terminal 120 installs and runs an application program supporting the virtual environment.
- the application program can be any of virtual reality applications, three-dimensional map programs, military simulation programs, FPS games, MOBA games, and multiplayer gun battle survival games.
- the first terminal 120 is a terminal used by the first user.
- the first user uses the first terminal 120 to control the master virtual character in the virtual environment to perform activities, including but not limited to: adjusting body posture, crawling, walking, running, At least one of riding, jumping, driving, shooting, throwing, using virtual weapons to attack other virtual characters, and using virtual weapons to attack other virtual characters.
- the master virtual character is the first virtual character, such as a simulated character object or an animation character object.
- the first terminal 120 is connected to the server 140 through a wireless network or a wired network.
- the server 140 includes at least one of a server, multiple servers, a cloud computing platform, and a virtualization center.
- the server 140 includes a processor 144 and a memory 142, and the memory 142 further includes a display module 1421, a control module 1422, and a receiving module 1423.
- the server 140 is used to provide background services for applications supporting the three-dimensional virtual environment.
- the server 140 is responsible for the main calculation work, and the first terminal 120 and the second terminal 160 are responsible for the secondary calculation work; or, the server 140 is responsible for the secondary calculation work, and the first terminal 120 and the second terminal 160 are responsible for the main calculation work;
- the server 140, the first terminal 120, and the second terminal 160 adopt a distributed computing architecture to perform collaborative computing.
- the second terminal 160 installs and runs an application program supporting the virtual environment.
- the application program can be any of virtual reality applications, three-dimensional map programs, military simulation programs, FPS games, MOBA games, and multiplayer gun battle survival games.
- the second terminal 160 is a terminal used by the second user.
- the second user uses the second terminal 160 to control the second virtual character in the virtual environment to perform activities, including but not limited to: adjusting body posture, crawling, walking, running, At least one of riding, jumping, driving, shooting, throwing, using virtual weapons to attack other virtual characters, and using virtual weapons to attack other virtual characters.
- the second virtual character is a second virtual character, such as a simulated character object or an animation character object.
- the first virtual character and the second virtual character are in the same virtual environment.
- the applications installed on the first terminal 120 and the second terminal 160 are the same, or the applications installed on the two terminals are the same type of application on different control system platforms.
- the first terminal 120 may generally refer to one of multiple terminals
- the second terminal 160 may generally refer to one of multiple terminals. This embodiment only uses the first terminal 120 and the second terminal 160 as examples.
- the device types of the first terminal 120 and the second terminal 160 are the same or different, and the device types include: AR (Augmented Reality) devices, VR (Virtual Reality, virtual reality) devices, smart wearable devices, smart phones, smart watches , At least one of smart speakers, tablet computers, e-book readers, MP3 players, MP4 players, laptop computers and desktop computers.
- the terminal includes a smart phone as an example.
- the number of the aforementioned terminals may be more or less. For example, there may be only one terminal, or there may be dozens or hundreds of terminals, or more. The embodiments of this application do not limit the number of terminals and device types.
- This application provides a kind of tactical equipment: electromagnetic pulse (the first virtual item), which can quickly destroy combat equipment (the second virtual item).
- Tactical equipment is a throwing weapon that is mainly interference. Tactical equipment will not cause great damage to the enemy, but it will cause mechanical units to malfunction or affect other players to control other virtual characters.
- combat equipment is a placed weapon that can cause great damage to the enemy, such as mines, trip mines, traps, etc. Placing weapons can be attached to any surface in the virtual environment.
- the user may choose to carry one tactical equipment and one combat equipment before entering the game. For example, as shown in FIG. 2, the user can select the combat equipment of the current game on the combat equipment selection interface 200. For example, the user selects the laser trip mine 201 as the combat equipment of the current game.
- the user uses the laser trip mine 201 in the game to stick the laser trip mine 201 on the surface of an object.
- the laser trip mine 201 automatically detonates and causes damage to the enemy.
- the user can select the tactical equipment for this game on the tactical equipment selection interface 202.
- the user selects electromagnetic pulse 506 as the tactical equipment for this game.
- the user uses the electromagnetic pulse 506 in the game to throw the electromagnetic pulse 506 out, destroying mechanical units (combat equipment, mechanical weapons, virtual vehicles, etc.) near the drop location.
- the master virtual character can throw electromagnetic pulses at the mines. After the electromagnetic pulses land for a certain period of time, An explosion occurs. If the mine is within the explosive range of the electromagnetic pulse, the mine will temporarily fail. The failure of landmines is only temporary. After the local mine fails for a certain period of time, the mine will automatically return to normal. For example, as shown in FIG. 4, there is a landmine 204 placed by an enemy virtual character in the virtual environment. When a virtual character approaches the landmine 204, the landmine 204 will automatically detonate to cause damage to the approaching virtual character.
- the user can use the electromagnetic pulse 506 to destroy the mine 204 at a long distance.
- the master virtual character throws electromagnetic pulse 506 along a parabola, causing electromagnetic pulse 506 to fall near the mine 204.
- the electromagnetic pulse 506 hits the ground, it will automatically explode after a period of time, and the explosion will destroy the mine 204.
- the landmine 204 has been destroyed.
- the damage to the landmine 204 by the electromagnetic pulse 506 is only temporary, and the landmine 204 will automatically return to normal after a period of time.
- a landmine in an effective state will display a beam of light
- a landmine in the failed state will not display a beam of light.
- a special effect beam 207 is displayed above the landmine 204 in an effective state
- a special effect beam 207 is not displayed above the mine 204 in an invalid state.
- the light beams of the mines are displayed in different colors according to the camp of the virtual character placing the mine. For example, the mines placed by the virtual character of the enemy camp are displayed as red light beams, and the mines placed by the virtual character of our camp are displayed as blue light beams.
- FIG. 7 shows a flowchart of a method for displaying virtual props according to an exemplary embodiment of the present application.
- the method can be applied to the first terminal 120 or the second terminal 160 in the computer system as shown in FIG. In other terminals in the computer system.
- the terminal is installed with a client supporting the application program of the virtual environment, and the terminal is also an exemplary description of the computer device.
- the method includes the following steps:
- Step 301 The terminal displays a first user interface.
- the first user interface includes a first virtual environment screen.
- the first virtual environment screen is a screen for observing the virtual environment from the perspective of the master virtual character. Props, the first virtual environment screen includes the second virtual props in an effective state.
- step 301 that is, a possible implementation manner for the terminal to display the first virtual environment screen
- the terminal displays the first user interface including the first virtual environment screen.
- the terminal can also directly display the first virtual environment screen.
- the embodiment of the present application does not specifically limit the display mode of the first virtual environment screen.
- the first virtual environment screen displays the second virtual props in the effective state.
- the first screen is a screen for observing the virtual environment from the perspective of the master virtual character
- the master virtual character is also an exemplary illustration of the target virtual character.
- the angle of view refers to the angle of observation when the virtual character is observed in the virtual environment from the first person perspective or the third person perspective.
- the angle of view is the angle when the virtual character is observed through the camera model in the virtual environment.
- the camera model automatically follows the virtual character in the virtual environment, that is, when the position of the virtual character in the virtual environment changes, the camera model follows the position of the virtual character in the virtual environment and changes at the same time, and the camera The model is always within the preset distance range of the virtual character in the virtual environment.
- the relative position of the camera model and the virtual character does not change.
- the camera model refers to the three-dimensional model located around the virtual character in the virtual environment.
- the camera model When the first-person perspective is adopted, the camera model is located near the head of the virtual character or the head of the virtual character; when the third-person perspective is adopted, the camera The model can be located behind the virtual character and bound to the virtual character, or can be located at any position with a preset distance from the virtual character.
- the camera model can be used to observe the virtual character in the virtual environment from different angles, optional Specifically, when the third-person perspective is the over-the-shoulder perspective of the first person, the camera model is located behind the virtual character (such as the head and shoulders of the virtual character).
- the perspective includes other perspectives, such as a top-down perspective; when a top-down perspective is used, the camera model can be located above the head of the virtual character, and the top-down perspective is viewed from the air Angle of view to observe the virtual environment.
- the camera model is not actually displayed in the virtual environment, that is, the camera model is not displayed in the virtual environment displayed on the user interface.
- the camera model is located at any position at a preset distance from the virtual character as an example.
- a virtual character corresponds to a camera model, and the camera model can be rotated with the virtual character as the center of rotation, such as: taking the virtual character as the center of rotation. Any point of is the center of rotation to rotate the camera model.
- the camera model not only rotates in angle, but also shifts in displacement.
- the distance between the camera model and the center of rotation remains unchanged, that is ,
- the camera model is rotated on the surface of the sphere with the center of rotation as the center of the sphere, where any point of the virtual character can be the head, torso, or any point around the virtual character.
- This embodiment of the application does not Be qualified.
- the center of the angle of view of the camera model points to the direction where the point on the spherical surface of the camera model points to the center of the sphere.
- the camera model can also observe the virtual character at a preset angle in different directions of the virtual character.
- a point is determined in the virtual character 11 as the rotation center 12, and the camera model rotates around the rotation center 12.
- the camera model is configured with an initial position, which is the virtual character The position above the back (for example, the position behind the brain).
- the initial position is position 13, and when the camera model rotates to position 14 or position 15, the viewing angle direction of the camera model changes with the rotation of the camera model.
- the virtual environment displayed on the virtual environment screen includes at least one element of mountains, flatlands, rivers, lakes, oceans, deserts, swamps, quicksands, sky, plants, buildings, vehicles, and characters.
- the master virtual role is a virtual role controlled by the client installed on the terminal, and the master virtual role is also an exemplary description of the target virtual role.
- the master virtual character is controlled by the user using the terminal.
- the virtual character that the user is manipulating is called the master virtual character.
- the user can control but is not currently controlled (or is The virtual character that is hosted by the system and enters the automatic battle mode) is called a non-master virtual character.
- the master virtual character is not necessarily the target virtual character.
- the target virtual character refers to the virtual character equipped with the first virtual item.
- the user controls a virtual character to be equipped with the first virtual item and then switches the operation right to another virtual character. Then the virtual character originally equipped with the first virtual item changes from the master virtual role to the non-master virtual role, but this The non-master virtual character is still the target virtual character.
- the user can switch the view of the current virtual character at any time.
- the watching mode if the virtual character is equipped with If the first virtual item is added, then the virtual character being watched belongs to the target virtual character, but the virtual character being watched is not the "master virtual character" controlled by the audience.
- the target virtual character is the main control virtual character, and the main control virtual character is equipped with the first virtual prop as an example for description.
- the master virtual character is a virtual character possessing the first virtual item.
- the first virtual item can be a firearm, such as a sniper rifle, a rifle, a pistol, or a bow and arrow, or a crossbow; the first virtual item can also be an equipment item, such as armor, balloons, backpacks, and watches; the first virtual item can also be Throwing props (throwing weapons), such as grenades, flash bombs, flare bombs, pulse bombs, pans.
- the first virtual item is a throwing item (throwing weapon).
- the master virtual character has the first virtual item refers to: the master virtual character has obtained the first virtual item, and can use the first virtual item after at least one operation, that is, the master virtual character has been equipped with the first virtual item.
- the first virtual item For example, the master virtual character holds the first virtual item in his hands, or the master virtual character is equipped with the first virtual item, or the master virtual character’s backpack contains the first virtual item, or the master virtual character’s equipment bar There is a first virtual item, or there is a first virtual item in the equipment selection column of the first virtual item.
- the first virtual prop is a handheld throwing prop (electromagnetic pulse). As shown in Figure 9, it is a first user interface.
- the first user interface includes observing the virtual environment from the first-person perspective of the master virtual character.
- the master virtual character has the electromagnetic pulse of the first virtual prop, but the current master virtual character is holding a machine gun 502, equipped with mines in the equipment bar 503.
- the first user can switch the first virtual prop through the equipment switching operation (Electromagnetic pulse) is displayed in the equipment column 503.
- the switching operation may be to trigger the equipment switching control 504 on the first user interface to control the equipment selection column 505 shown in FIG.
- Electromagnetic pulse 506 to control the master virtual character to display the first virtual item (electromagnetic pulse) 506 in the equipment column 503.
- the first user may also trigger the equipment control on the equipment bar 503 to control the master virtual character to equip the current throwing props. For example, as shown in FIG.
- the current throwing item in the equipment column 503 is the first virtual item (electromagnetic pulse) 506, and the first user triggers the equipment control to control the master virtual character to equip the first virtual item, as shown in FIG. 4,
- the hand 501 holds the first virtual item (electromagnetic pulse) 506.
- this embodiment shows a method of performing a switching operation through a UI control on a user interface.
- the switching operation can also be realized by other operation methods, for example, the operation handle of the game device, the gesture or action recognition of the AR or VR device, and the operation on the keyboard, mouse or other input device to realize the switching operation.
- the user interfaces shown in FIG. 4, FIG. 9, FIG. 10, and FIG. 11 may all be the first user interface.
- the first virtual item may be picked up by the master virtual character from the virtual environment after entering the game; it may also be equipped in advance before entering the game.
- a virtual character can enter the game with some equipment before entering the game.
- the user can select the first virtual item (electromagnetic pulse) 506 to equip the first virtual item (electromagnetic pulse) 506.
- the first virtual item (electromagnetic pulse) is directly placed in the backpack or equipment column of the master virtual character, and there is no need to pick it up from the virtual environment or obtain it during the game.
- a second virtual item is also displayed on the first virtual environment screen of the first user interface.
- the second virtual prop is placed in the virtual environment by other virtual characters.
- the second virtual item is placed in the virtual environment by the hostile virtual character of the hostile camp of the host virtual character.
- the second virtual prop may also be placed in the virtual environment by the master virtual character.
- the second virtual item is to place weapons, such as mines, traps, trip mines, etc. Placed weapons are placed by the virtual character in a certain position in the virtual environment. After placement, the placed weapons will not take effect immediately, but will take effect when the trigger conditions are met.
- a placed weapon will automatically explode three minutes after being placed, or it will automatically explode when another virtual character approaches the placed weapon, or, after the first virtual character puts the placed weapon in the virtual environment, the first virtual character will be far away Control and place weapons to explode.
- the second virtual prop can be adhered, and the second virtual prop can be adhered on any surface in the virtual environment.
- the second virtual prop can be adhered on the ground, on the wall, On at least one surface of the ceiling, the tree, and the virtual vehicle.
- the second virtual item has two states, an effective state and an invalid state.
- the second virtual item in the effective state will have an effect on the target unit that enters its range of action.
- the target unit is also an exemplary description of the target object.
- the target object can be a mechanical unit such as a virtual item or other
- the embodiment of the present application does not specifically limit the type of target object.
- the second virtual item in the invalid state will not have any effect on the target unit that enters its range of action.
- the second virtual item is a virtual item that automatically detects whether there is a target unit in the range of action, and when a target unit enters the range of action, the second virtual item will automatically take effect to produce an effect on the target unit.
- a virtual character places a second virtual prop in a virtual environment is given.
- the virtual character holds a landmine (second virtual item) 204
- the user uses the front sight 508 to aim at the position where the landmine 204 is to be placed, and then clicks the fire control 509 to control the virtual character to place the landmine 204 at the aiming position.
- the client uses ray detection to determine the position and direction of the second virtual prop in the virtual environment. As shown in Figure 13, when the user triggers the fire control, the client shoots a ray 521 from any point on the virtual character 520 according to the current position of the virtual character 520 and the direction in which the user is aiming.
- the surface intersects at a point, which is the user's aiming point.
- the client obtains the normal vector 522 of the surface where the aiming point is.
- the client determines the direction of the landmine 204 according to the normal vector 522, and places the landmine 204 on the aiming point.
- Step 302 In response to the use instruction, the terminal controls the master virtual character to use the first virtual prop.
- step 302 that is, a possible implementation manner in which the terminal controls the target virtual character to use the assembled first virtual prop in response to the use instruction.
- the use instruction is generated by the client; or, the use instruction is sent by the server to the client.
- the use instruction is generated after the client terminal obtains the user's use operation.
- the usage instruction includes the usage method of the first virtual item, for example, the usage time, location, quantity, usage target, usage direction, usage strength, usage distance, etc. of the first virtual item.
- the client controls the master virtual character to use the first virtual prop according to the use instruction.
- the use instruction is generated after the client terminal obtains the user's use operation.
- the use operation can be the user triggering the UI controls on the user interface, the user's gesture or action operation, the user's voice command, and the user's control operation using an input device such as a keyboard, a game handle, and a mouse.
- an input device such as a keyboard, a game handle, and a mouse.
- there may be many operations for the user to trigger the UI control or input device for example, tap, double tap, long press, slide, press, and tap.
- the client may generate a use instruction by recognizing a gesture or an action operation.
- the client may recognize a throwing action made by the user and generate a use instruction.
- the client may also recognize the voice command issued by the user to generate the usage instruction.
- the client may generate the usage instruction after recognizing the user's "throw in the direction of 1 o'clock".
- FIG. 4 there is a fire control 509 on the user interface.
- the client After the user triggers the fire control 509, the client generates a use instruction to control the master virtual character to use the first virtual prop (electromagnetic pulse) 506.
- Step 303 In response to the second virtual item being located within the first range of action of the first virtual item, the terminal controls the second virtual item to switch from an effective state to an invalid state.
- the terminal displays a possible implementation manner in which the second virtual item is switched from the effective state to the disabled state.
- the terminal controls the second virtual item.
- the first state switching information is synchronized to the server, and the server is synchronized to other terminals, where the first state switching information It is used to instruct the second virtual item to switch from the effective state to the invalid state.
- the server and each terminal in the game synchronize the battle information based on frame synchronization technology.
- the battle information includes but is not limited to: the position of the virtual character, the position of the first virtual item, and the position of the second virtual item.
- the user’s operation information, etc. when the server detects that the second virtual item is within the first range of action of the first virtual item, it controls the second virtual item to switch from the effective state to the disabled state, and sets the first virtual item of the second virtual item.
- the state switching information is sent to each terminal participating in the game. After receiving the first state switching information, each terminal displays that the second virtual item is switched from the effective state to the invalid state, wherein the first state switching information is used to indicate The second virtual item is switched from the effective state to the invalid state.
- the first range of action is the effective range of the first virtual item, that is, the first virtual item will destroy the virtual item located in the first range of action.
- the first range of action is a range determined according to the location of the first virtual item, or the first range of action is a range determined according to the location of the master virtual character.
- the first range of action may be determined according to the landing location of the first virtual prop.
- the first range of action may be determined according to the location of the master virtual character.
- the first range of action may be a bounded spatial range, or may be a directivity range for a certain target or targets.
- the method of determining the first range of action can be arbitrary.
- the first range of action can be a sphere with a radius of R as the center of the master virtual character, where R is any value greater than 0; it can also be an area selected when the master virtual character uses the first virtual item (Two-dimensional area), the space above or/and below the area belongs to the first scope of action, or the space above or/and below a certain height belongs to the first scope of action; it can also be the master when using the first virtual item
- One or some of the targets selected by the control virtual character are the first range of action; it can also be the virtual item hit by the first virtual item or the virtual character is the first range of action; it can also be hit by the first virtual item After a certain point, the three-dimensional space determined with this point as the reference point is the first range of action.
- the first virtual item will destroy the second virtual item and switch the second virtual item from the effective state to the invalid state.
- the effective state is the state in which the second virtual item has the original function.
- the invalid state is a state in which the second virtual item does not have the original function. For example, if the original function of the second virtual item is to automatically detect the target unit and explode, the second virtual item that has lost its original function cannot automatically detect the target unit and explode.
- step 303 further includes step 3031.
- Step 3031 In response to the second virtual item being located within the first range of action of the first virtual item, the terminal controls the second virtual item to switch from the first display form corresponding to the effective state to the second display form corresponding to the disabled state.
- step 3031 that is, in response to the second virtual item being located within the first range of action of the first virtual item, the terminal switches the display of the second virtual item in the first display form to the display in the second display form, and the first display
- the form corresponds to the effective state
- the second display form corresponds to a possible implementation of the invalid state.
- the display mode of the second virtual item is switched, and the second virtual item is displayed in the first display mode corresponding to the effective state to switch to Display in the second display form corresponding to the invalid state.
- the first display form corresponds to the first display resource
- the second display form corresponds to the second display resource.
- the terminal may load the first display resource and the second display resource from the server at the start of the game.
- the second virtual prop is displayed in the first display form by rendering the first display resource.
- the display form of the second virtual prop is switched, the second display resource is rendered so that the second virtual prop is displayed in the first display form.
- the virtual items are displayed in the second display form.
- the terminal may load only the first display resource from the server at the beginning, and load the second display resource from the server when the display form of the second virtual item needs to be switched.
- the second virtual item is displayed in different display forms.
- the second virtual item in the effective state is displayed in the first display form
- the second virtual item in the disabled state is displayed in the second display form.
- the display form refers to at least one of the shape, color, special effects, size, and brightness of the second virtual item displayed in the virtual environment.
- the second virtual item in the effective state is displayed in color
- the second virtual item in the disabled state is displayed in gray.
- a special effect beam 207 is displayed on the second virtual item (land mine) 204 in an effective state
- no special effect is displayed on the second virtual item (land mine) 204 in an invalid state. beam.
- Step 304 In response to satisfying the recovery condition, the terminal controls the second virtual item to switch from an invalid state to an effective state.
- the terminal displays a possible implementation manner for the second virtual item to switch from the disabled state to the effective state, that is, after the terminal controls the second virtual item to switch from the disabled state to the effective state, display
- the second virtual item is switched from the invalid state to the effective state
- the second state switching information is synchronized to the server
- the server is then synchronized to other terminals, wherein the second state switching information is used to indicate that the second virtual item is switched from the invalid state to Effective state.
- the server and each terminal in the game synchronize the battle information based on frame synchronization technology.
- the battle information includes but is not limited to: the position of the virtual character, the position of the first virtual item, and the position of the second virtual item.
- the user’s operation information, etc. when the server detects that the recovery conditions are met, the server controls the second virtual item to switch from the invalid state to the effective state, and sends the second state switching information of the second virtual item to each terminal participating in the game, After receiving the second state switching information, each terminal displays that the second virtual item is switched from the disabled state to the effective state, wherein the second state switching information is used to indicate that the second virtual item is switched from the disabled state to the effective state.
- the first virtual item can only temporarily invalidate the second virtual item, and when the restoration condition is met, the second virtual item will take effect again.
- the recovery condition is used to control the second virtual item from an invalid state to an effective state.
- the recovery condition may be a condition that is automatically triggered, or a condition that is actively triggered by the user.
- the conditions for automatic triggering include: setting the time condition according to the length of time the second virtual item is in the invalid state, setting the condition according to the virtual characters passing by the second virtual item, and setting according to the virtual item used around the second virtual item condition.
- the restoration condition may be that one minute after the second virtual item is in the invalid state, the second virtual item is automatically controlled to be restored to the effective state.
- the restoration condition may also be that when a virtual character of a designated camp passes by the second virtual item, the second virtual item is automatically controlled to be restored to an effective state.
- the restoration condition may also be that when a virtual character uses a designated virtual item near the second virtual item, the second virtual item is automatically controlled to be restored to an effective state.
- the recovery condition may also be a condition actively triggered by another virtual character.
- the condition for active triggering includes: remotely controlling the state of the second virtual item by the virtual character placing the second virtual item, and changing it from the disabled state to the effective state. Or, from the virtual character of the designated camp to the location of the second virtual item, manually change the second virtual item from the invalid state to the effective state.
- the user when there are second virtual items (for example, mines, trip mines, traps, etc.) in the virtual environment, the user can control the master virtual character to use the first virtual item to make The second virtual item is invalid.
- the use of the first virtual item does not require the user to accurately aim at the second virtual item, but only needs to place the second virtual item within the scope of the first virtual item to achieve the purpose of destroying the second virtual item.
- the destruction of the second virtual item by the first virtual item is temporary, and the second virtual item can be re-validated when the recovery conditions are fulfilled.
- a simple operation method for destroying landmines is provided, which reduces the difficulty of operations for users to destroy landmines, and improves the efficiency of human-computer interaction.
- a second virtual prop is provided.
- the second virtual prop is used to simulate the actual jammer, and the second virtual prop is used to interfere with the first virtual prop (sensing landmine), so that the first virtual prop is temporarily disabled, so as to truly simulate the actual situation. In the destruction of jamming landmines.
- the effective state and the invalid state of the second virtual item are displayed in different forms on the user interface.
- the user can determine the current state of the second virtual item through the form of the second virtual item, and then determine to enter the first virtual item.
- the second virtual item will trigger the second virtual item.
- the first virtual item can only temporarily destroy the second virtual item, and the second virtual item will automatically revert to the effective state after a period of invalidation, and continue to have an effect on the target unit within the range of action.
- an exemplary embodiment in which the first virtual prop is a throwing prop is given.
- An exemplary embodiment of determining the first action range according to the location of the first virtual item is also provided.
- An exemplary embodiment in which the recovery condition is set according to the time when the second virtual item is in the invalid state is also given.
- FIG. 15 shows a flowchart of a method for a virtual character to use a virtual weapon according to another exemplary embodiment of the present application.
- This method can be applied to the first terminal 120 or the second terminal 160 in the computer system shown in FIG. 1 or other terminals in the computer system.
- the terminal is installed with a client that supports an application program of the virtual environment, and the terminal is also an exemplary description of a computer device.
- step 302 includes step 3021
- step 303 further includes step 3032 and step 3033
- step 304 further includes step 3041 and step 3042.
- Step 3021 In response to the use instruction, the terminal controls the master virtual character to throw the first virtual item, and controls the first virtual item to be thrown to the first position according to the throwing line.
- step 3021 that is, a possible implementation manner in which the terminal controls the target virtual character to throw the first virtual item in response to the use instruction, and controls the first virtual item to be thrown to the first position according to the throwing line.
- the master virtual character uses the first virtual prop by throwing the first virtual prop.
- the first virtual item hits somewhere, the first virtual item will have an effect.
- the first virtual prop is on the ground, the first virtual prop will have an effect after a period of time. That is, the first virtual item can be like a grenade, which explodes immediately when the grenade is thrown and hits an object, or it can be like a smoke bomb, and smoke is generated after a while after being thrown out.
- the first virtual item when the first virtual item is a delayed effective item, the first virtual item also has the ability to collide and rebound.
- each object in the virtual environment will be provided with a collision box, which is used to detect collisions on the object.
- a collision box 523 is provided on the outside of the second virtual prop (land mine) 204.
- the collision information includes: the collision point, the first virtual prop is at At least one of the speed at the time of the collision, the direction of movement, the plane where the collision point lies on the collision box, and the normal vector of the plane.
- the client determines the bounce path of the first virtual prop after being bounced according to the collision information of this collision.
- the first virtual item will be thrown along the throwing line.
- the throwing line is calculated by the client according to at least one parameter of the viewing angle of the master virtual character, the position of the master virtual character, the throwing direction of the first virtual item, the starting point of the throwing, the throwing force, and the throwing speed when the user issues the instruction.
- the master virtual character is currently at (0,0,0) point
- the starting point of the throw is the (0,0,10) point of the master virtual character's hand
- the throwing direction is (1,1,1)
- the throwing speed If it is 5m/s, the server calculates the first virtual item throwing line (parabola) based on these parameters.
- the throwing direction is obtained according to the current viewing angle (pitch angle and horizontal deflection angle) of the master virtual character, and the throwing speed and throwing strength can be obtained according to the throwing operation of the first user, for example, according to the first user pressing the fire control
- the throwing line of the first virtual item may also be calculated according to parameters such as the mass and gravitational acceleration of the first virtual item.
- the throwing line may also be a straight line from the starting point of the throw to the landing place.
- the throwing line when the thrown first virtual item hits an inclined plane or a vertical plane in the virtual environment, the throwing line also includes the rebound path of the first virtual item after the first virtual item rebounds.
- the throwing line of the first virtual item is calculated by both the client and the server.
- the client can throw the first virtual item according to the path result calculated by the client, or throw the first virtual item according to the calculation result of the server.
- the client throws the first virtual item according to the throwing line calculated by the client.
- the first virtual item will reach the first position after being thrown along the throwing line.
- the first position is the position where the first virtual item finally stops in the virtual environment after being thrown, that is, the speed of the first virtual item at the first position is 0.
- the client controls the master virtual character to throw the first virtual item 506 according to the throwing line 524, and the first virtual item 506 finally reaches the first position 525.
- Step 3032 The terminal obtains the second position of the second virtual item in the virtual environment.
- the first action range of the first virtual item is a spherical range centered on the location of the first virtual item and the first distance threshold is a radius.
- the radius of action can be any value greater than zero.
- the first virtual item 506 is located at the first position
- the second virtual item 204 is located at the second position.
- the figure shows the first range of action 527 and the first range of action of the first virtual item 506. It is a spherical range with the first position as the center and the first distance threshold 526 as the radius. It can be seen in the figure that the second position is located within the first range 527.
- the client terminal when the master virtual character uses the first virtual prop to make the first virtual prop reach the first position in the virtual environment, the client terminal will obtain the positions of all target units in the virtual environment.
- the target unit is a target object that the first virtual item can act on, and the target object may include other virtual items other than the first virtual item, or other virtual characters other than the target virtual character.
- the target unit is at least one of all placed weapons placed in the virtual environment, all virtual characters in the virtual environment, virtual characters of the hostile camp, and placed weapons of the virtual characters of the hostile camp. That is, the first virtual item can have an effect on the placed weapon (the second virtual item), or it can have an effect on the virtual character.
- the client terminal obtains the positions of all possible target units of the first virtual prop, and determines the distances between these target units and the first position one by one, so as to determine whether the first virtual prop has an effect on these target units.
- Step 3033 In response to the distance from the first position to the second position being less than the first distance threshold, the terminal controls the second virtual item to switch from the effective state to the disabled state.
- step 3033 that is, in response to the terminal's response to the distance from the first position to the second position being less than the first distance threshold, a possible implementation manner of displaying that the second virtual item is switched from the effective state to the disabled state, in other words, the terminal controls the second virtual item After the item is switched from the effective state to the invalid state, it is displayed that the second virtual item is switched from the effective state to the invalid state, and the first state switching information is sent to the server.
- the server synchronizes the first state switching information to other terminals, and the first state switching The information is used to indicate that the second virtual item is switched from an effective state to an invalid state.
- the server and each terminal in the game synchronize battle information based on frame synchronization technology.
- the battle information includes but is not limited to: the position of the virtual character, the position of the first virtual item, the position of the second virtual item, and the user's operation information Etc.
- the server detects that the distance from the first position to the second position is less than the first distance threshold, it controls the second virtual item to switch from the effective state to the disabled state, and sends the first state switching information to the terminal, and the terminal receives the first state switching information.
- the state switching information it is displayed that the second virtual item is switched from the effective state to the disabled state, and the first state switching information is used to indicate that the second virtual item is switched from the effective state to the disabled state.
- the client determines that the second virtual item is located within the first range of action of the first virtual item, and determines that the first virtual item affects the second virtual item. Effect: Control the second virtual item to switch from the effective state to the disabled state.
- step 3033-1 is further included, and step 3033 further includes step 3033-2.
- Step 3041 The terminal counts the first period of time during which the second virtual item is in an invalid state.
- the restoration condition is a condition set according to the first period of time during which the second virtual item is in an invalid state.
- the second virtual prop can automatically return to normal after a period of time. Therefore, after the second virtual prop enters the invalid state, the client starts to record the first time period during which the second virtual prop is in the invalid state, so as to determine when the second virtual prop changes from the invalid state to the effective state according to the first time length.
- Step 3042 In response to the first time length meeting the first time threshold, the terminal controls the second virtual item to switch from an invalid state to an effective state.
- the terminal displays a possible implementation manner of switching the second virtual item from the invalid state to the effective state.
- the terminal side completes the timing of the first time period. If the first duration meets the first time threshold, it is displayed that the second virtual item is converted from the invalid state to the effective state, and the second state switching information is sent to the server, and the server then synchronizes the second state switching information to other terminals participating in the game ,
- the second state switching information is used to indicate that the second virtual item is switched from an invalid state to an effective state.
- the server side counts the first time period when the second virtual item is in the invalid state, and synchronizes the timing information of the first time period to the terminal.
- the server controls the first time period. 2.
- the virtual prop is switched from the invalid state to the effective state, and the second state switching information is sent to all terminals participating in the game.
- the terminal After the terminal receives the second state switching information, it displays that the second virtual prop is switched from the invalid state to the effective state, Wherein, the second state switching information is used to indicate that the second virtual item is switched from an invalid state to an effective state.
- the first time threshold is the maximum time that the first virtual item can invalidate the second virtual item.
- the client will automatically control the second virtual item from the invalid state to the effective state.
- the user may also control the master virtual character to completely destroy or dismantle the second virtual item.
- the master virtual character will not detonate the second virtual item if it approaches the second virtual item. At this time, the master virtual item can take the opportunity to remove the second virtual item.
- the method provided in this embodiment starts timing after the second virtual item becomes invalid, and when the timing reaches the specified time, the second virtual item is automatically controlled to recover from the invalid state to the effective state, so that the second virtual item
- the props continue to have an effect on the target unit within the range of action, so that the first virtual prop can only temporarily destroy the second virtual prop.
- the first virtual prop is a throwing prop.
- the client receives an instruction to use the first virtual prop, it controls the master virtual character to throw the first virtual prop to the first position, so that the client will follow
- the first position determines the range of action of the first virtual item.
- the user can throw the first virtual item from a long distance to destroy the second virtual item in the distance, simplify the user's operation of destroying the second virtual item, and improve the efficiency of human-computer interaction.
- the client determines the range of action of the first virtual item according to the first position of the first virtual item, and when the position of the second virtual item is within the range of action of the first virtual item, the client controls the first virtual item.
- the prop has an effect on the second virtual prop, makes the second virtual prop invalid, simplifies the user's operation of destroying the second virtual prop, and improves the efficiency of human-computer interaction.
- the method provided in this embodiment accurately imitates the use of pulse weapons to interfere with landmines in reality by controlling the failure of the second virtual item after a period of time after the first virtual item has landed, so that the activation of the first virtual item has a certain delay time. Circumstances that make landmines ineffective.
- the second virtual item in the effective state is used to periodically detect the target unit within the second range of action, and has an effect on the target unit.
- This application also provides an exemplary embodiment for controlling the invalidation of the second virtual item .
- This application also provides a method for detecting a target unit with a second virtual prop.
- FIG. 19 shows a flowchart of a method for displaying virtual props according to another exemplary embodiment of the present application.
- the method can be applied to the first terminal 120 or the second terminal 160 in the computer system shown in FIG. 1 or In other terminals in the computer system.
- the terminal is installed with a client that supports an application program of the virtual environment, and the terminal is also an exemplary description of a computer device.
- step 303 further includes step 3034
- step 304 after step 304 further includes step 305:
- Step 3034 In response to the second virtual item being located within the first range of action of the first virtual item, the terminal controls the second virtual item to stop periodically detecting the target unit located within the second range of action.
- step 3034 that is, in response to the second virtual item being located within the first range of action of the first virtual item by the terminal, the second virtual item stops periodically detecting the target object located within the second range of action.
- the terminal controls the second virtual item to stop periodically detecting the target object in the second range, it sends the stop detection instruction information to the server, and the server synchronizes the stop detection instruction information to other terminals participating in the game, and the stop detection instruction The information is used to instruct the second virtual prop to stop periodically detecting the target object located in the second range of action.
- the server and each terminal in the game synchronize battle information based on frame synchronization technology.
- the battle information includes but is not limited to: the position of the virtual character, the position of the first virtual item, the position of the second virtual item, and the user’s Operation information, etc.
- the server detects that the second virtual item is within the first range of action of the first virtual item
- the server controls the second virtual item to stop periodically detecting the target object located within the second range of action, and report to all players participating in the game.
- the terminal sends stop detection instruction information. After the terminal receives the stop detection instruction information, it causes the second virtual item to stop periodically detecting the target object located in the second range.
- the stop detection instruction information is used to indicate the second virtual item stop period Sexual detection of target objects within the second range of action.
- the second virtual item in the effective state will have an effect on the target unit within the second range of action, that is, the second virtual item in the effective state is used to periodically detect the target within the second range of action The object, which has an effect on the target object.
- the second range of action is determined according to the location of the second virtual item.
- the second action range is a spherical range whose center is the second position of the second virtual item and the second distance threshold is a radius.
- the second action range 528 is a spherical range centered on the position of the second virtual item and a radius of the second distance threshold 529.
- the client terminal will periodically detect the distance between all target units in the virtual environment and the second virtual item.
- the target unit refers to the unit that the second virtual prop can function (ie, the target object), for example, virtual props, virtual weapons, virtual vehicles, virtual characters, virtual buildings, and so on.
- the target unit of the second virtual item is a virtual character, and the virtual character may be a virtual character controlled by other clients, or a virtual character controlled by a server.
- the client When the target unit of the second virtual item is a virtual character of the hostile camp, the client will periodically obtain the positions of all the virtual characters of the hostile camp, and calculate the distance between each virtual character of the hostile camp and the second virtual item in order to Confirm whether the target unit has entered the second range of action of the second virtual item.
- the client terminal When the second virtual item enters the invalid state, the client terminal will stop detecting the target unit within the second range of action. That is, the client will no longer obtain the location of the target unit of the second virtual item, nor will it calculate the distance between each target unit and the second virtual item, nor will it detonate the second virtual item.
- the second virtual prop may be a one-time-triggered prop, or a prop that can be triggered multiple times.
- the second virtual item may be a landmine.
- a target unit detonates the landmine, the landmine will disappear from the virtual environment.
- the second virtual item can also be an electric current trap.
- a target unit triggers the current trap, the target unit will be electrocuted, but the current trap will not disappear, and the current trap can be triggered again by the next target unit.
- Step 305 In response to the target unit being located within the second range of the second virtual item, the terminal controls the second virtual item to have an effect on the target unit.
- the terminal displays a possible implementation of the effect of the second virtual item on the target object.
- the terminal controls the second virtual item pair
- the control effect information is sent to the server, and the server synchronizes the control effect information to other terminals participating in the game.
- the control effect information is used to instruct the second virtual item to have an effect on the target object.
- the server and each terminal in the game synchronize battle information based on frame synchronization technology.
- the battle information includes but is not limited to: the position of the virtual character, the position of the first virtual item, the position of the second virtual item, and the user’s Operation information, etc., when the server detects that the target object is within the second range of the second virtual item, it controls the second virtual item to have an effect on the target object, and sends the control effect information to all terminals participating in the game, and the terminal receives After the control effect information, it is displayed that the second virtual item has an effect on the target object, and the control effect information is used to indicate that the second virtual item has an effect on the target object.
- the effect includes at least one of restricting the target unit's activity and reducing the target unit's health.
- Restricting the target unit's activity includes: reducing the target unit's movement speed, obstructing the line of sight, slowing activity, and manipulating At least one of mode change, limited use of props, and limited movement mode.
- the effect includes at least one of restricting the activity of the target object and reducing the life value of the target object.
- Restricting the activity of the target object includes: reducing the movement speed of the target object, obstructing the line of sight, and moving the target object. At least one of sluggishness, changes in control methods, restricted use of props, and restricted movement methods.
- the second virtual item is a harmful item, that is, the second virtual item mainly reduces the life value of the target unit.
- the amount of reduced health can be determined according to the distance between the target unit and the second virtual item. The closer the distance, the more the reduced health.
- the life threshold is any value greater than or equal to 0, for example, the life threshold is 0.
- the second virtual item may also restrict the activities of the target unit. For example, changing some state values of the target unit, such as movement speed, blood return speed, and aiming accuracy. For example, changing the use authority of the target unit, for example, cannot open the scope, cannot squat, cannot accelerate movement, cannot use props, cannot fire, cannot switch angles, cannot send signals, etc.
- the target unit is a second virtual character controlled by another client
- some screens or controls are blocked on the user interface of the client corresponding to the second virtual character, which affects the user's manipulation of the second virtual character.
- the UI controls are covered with mosaics on the user interface, so that the user cannot see the location of the UI controls clearly.
- Step 305 also includes step 3051. And step 3052.
- Step 3051 The terminal obtains the third position of the target unit in the virtual environment.
- the foregoing step 3051 is a possible implementation manner for the terminal to obtain the third position of the target object in the virtual environment.
- the client periodically obtains the positions of all target units of the second virtual prop in the virtual environment, and periodically detects the distance between all target units and the second virtual prop.
- step 3052 the terminal responds that the distance between the second position and the third position is less than the second distance threshold, and controls the second virtual item to have an effect on the target unit.
- step 3052 that is, in response to the terminal responding that the distance between the second position and the third position is less than the second distance threshold, is a possible implementation manner for displaying the effect of the second virtual item on the target object, in other words, the terminal controls the second virtual item After producing an effect on the target object, the control effect information is sent to the server, and the server synchronizes the control effect information to other terminals participating in the game.
- the control effect information is used to indicate that the second virtual item has an effect on the target object.
- the server and each terminal in the game synchronize battle information based on frame synchronization technology.
- the battle information includes but is not limited to: the position of the virtual character, the position of the first virtual item, the position of the second virtual item, and the user’s Operation information, etc., when the server detects that the distance between the second position and the third position is less than the second distance threshold, it controls the second virtual item to have an effect on the target object, and sends the control effect information to all terminals participating in the game, and the terminal receives After the control effect information, the second virtual item is displayed to produce an effect on the target object, and the control effect information is used to indicate that the second virtual item has an effect on the target object.
- the target unit When the distance between the target unit and the second virtual item is less than the second distance threshold, the target unit is determined to be within the second range of the second virtual item, the target unit is determined to trigger the second virtual item, and the second virtual item is controlled to produce the target unit Effect.
- the client periodically detects whether the target unit is within the range of the second virtual item.
- the target unit When the target unit is within the range of the second virtual item, it controls the second virtual item.
- the props have an effect on the target unit.
- periodic detection can solve the following problems: the target unit enters the range of action when the second virtual item fails, and after the second virtual item becomes effective again , The target unit cannot trigger the second virtual item.
- the second virtual item when the target unit is within the range of the second virtual item, the second virtual item will have an effect on the target unit.
- This effect includes, but is not limited to, blocking the target unit’s activities and reducing the target unit.
- the first virtual item hits the second virtual character, although it will not cause too much damage to the health of the second virtual character, it can affect the normal activities of the second virtual character.
- the movement speed of the virtual character is reduced, the line of sight is blocked, the movement is slow, the control method is changed, the use of props is restricted, and the movement method is restricted.
- the first virtual item can also be used on the virtual character, which expands the use of the first virtual item.
- the method provided in this embodiment obtains the position of the target unit in the virtual environment, and then calculates the linear distance between the target unit and the position of the second virtual item, and judges whether the target unit enters the range of the second virtual item based on the linear distance.
- the second virtual item is controlled to have an effect on the target unit, so that the second virtual item can truly simulate weapons such as mines and traps.
- FIG. 22 shows a flowchart of a method for displaying virtual props according to another exemplary embodiment of the present application.
- the method can be applied to the first terminal 120 or the second terminal 160 in the computer system shown in FIG. 1 or In other terminals in the computer system.
- a client supporting a virtual environment runs on the terminal, and the terminal is also an exemplary description of a computer device.
- the method includes the following steps:
- step 401 the user equips the electromagnetic pulse (the first virtual item) as a tactical weapon before entering the game.
- electromagnetic pulse is a kind of first virtual prop.
- step 402 the client judges whether the virtual character of the hostile camp places a trip mine (the second virtual prop) in the virtual environment, if yes, proceed to step 403, otherwise proceed to step 401.
- step 403 the client displays a trip mine with a red special effect line on the ground of the virtual environment.
- the red special effect line indicates that the trip mine was placed by a virtual character of the opposing faction, and the trip mine is in effect.
- step 404 the client judges whether the user throws electromagnetic pulses, if yes, proceed to step 405; otherwise, proceed to step 403.
- step 405 the client controls the electromagnetic pulse to explode after landing for a period of time.
- step 406 the client determines whether the trip mine is within the interference range of the electromagnetic pulse (the first range of action), if it is, proceed to step 408, otherwise proceed to step 407.
- step 407 the client determines that the electromagnetic pulse thrown by the master virtual character will not affect the mine trip.
- step 408 the client determines that the electromagnetic pulse thrown by the master virtual character interferes with the trip mine, the red special effect line that controls the trip mine disappears, and the induction function of the trip mine control fails.
- the disappearance of the red special effect line means that the trip mine is in an invalid state.
- the trip mine in the disabled state will not sense the target unit that enters the second range of action.
- step 409 the client determines whether the electromagnetic pulse interference time is over, if it is over, proceed to step 410, otherwise proceed to step 408.
- step 410 the function of the client terminal to control the mine is restored to normal.
- step 411 the client determines whether the target is within the sensing range (second range of action) of the trip mine, and if so, proceeds to step 412, otherwise ends the process.
- step 412 the client determines that the target has triggered the trip mine, and controls the trip mine to automatically explode, and the target is killed by the trip mine.
- the method provided in this embodiment provides a first virtual item dedicated to destroying landmines.
- a virtual character uses the first virtual item on a landmine, it can interfere with the mine’s function and make the landmine temporarily invalid, preventing the user from It is necessary to destroy landmines through a large number of attacks to prevent users from spending too much time destroying landmines and simplify the process of users destroying landmines. Simplify user operations and improve the efficiency of human-computer interaction.
- the foregoing embodiment describes the foregoing method based on an application scenario of a game, and the foregoing method is exemplarily described in an application scenario of military simulation below.
- Simulation technology is a model technology that uses software and hardware to simulate real-world experiments to reflect the behavior or process of the system.
- the military simulation program is a program specially constructed for military applications by using simulation technology to perform quantitative analysis on combat elements such as sea, land, and air, weapon equipment performance, and combat operations, and then accurately simulate the battlefield environment, present the battlefield situation, and realize the combat system Evaluation and decision-making assistance.
- soldiers set up a virtual battlefield on the terminal where the military simulation program is located, and compete in a team.
- Soldiers control virtual objects in the virtual environment of the battlefield to stand, squat, sit, lie on their backs, prone, lie on their sides, walk, run, climb, drive, shoot, throw, attack, injured, detect, and approach in the virtual environment of the battlefield.
- At least one of the actions such as body fighting.
- the virtual environment of the battlefield includes at least one natural form of flat land, mountains, plateaus, basins, deserts, rivers, lakes, oceans, and vegetation, as well as location forms such as buildings, vehicles, ruins, and training grounds.
- Virtual objects include: virtual characters, virtual animals, cartoon characters, etc. Each virtual object 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.
- soldier A controls virtual object a to move in the virtual environment.
- soldier A finds that there are mines placed by the enemy in the virtual environment, he can control virtual object a to use the first virtual item (electromagnetic pulse), Make the first virtual item interfere with the enemy's laser trip mine and temporarily disable the laser trip mine.
- the interference time of the first virtual item ends, the laser trip mine will return to normal.
- Soldier A can take advantage of the interference of the laser trip mine to remove the laser trip mine.
- the control method of the virtual character described above is applied to a military simulation program.
- a soldier finds a laser trip mine placed by the enemy in the virtual environment, he can use electromagnetic pulses to temporarily interfere with the laser trip. Thunder, so as to truly simulate the scene that interferes with the opponent's laser traps in the battlefield, so that soldiers can get better training.
- FIG. 23 shows a schematic structural diagram of a display device for virtual props provided by an exemplary embodiment of the present application.
- the device can be implemented as all or a part of the terminal through software, hardware or a combination of the two.
- the device includes:
- the display module 601 is configured to display a first user interface.
- the first user interface includes a first virtual environment screen.
- the first virtual environment screen is a screen for observing the virtual environment from the perspective of the master virtual character.
- the master virtual character has a first virtual prop, and the first virtual environment screen includes a second virtual prop in an effective state;
- the display module 601 is used to display a first virtual environment screen, and the first virtual environment screen displays a second virtual item in an effective state;
- the control module 602 is configured to control the master virtual character to use the first virtual prop in response to a use instruction
- the control module 602 is used to control the target virtual character to use the assembled first virtual prop in response to the use instruction;
- the detection module 603 is configured to detect that the second virtual prop is located within the first range of action of the first virtual prop
- the control module 602 is further configured to control the second virtual item to switch from the effective state to the disabled state in response to the second virtual item being located within the first range of action of the first virtual item;
- the control module 602 is used to display that the second virtual item is switched from the effective state to the disabled state in response to the second virtual item being located within the first range of action of the first virtual item;
- the control module 602 is further configured to control the second virtual item to switch from the invalid state to the effective state in response to satisfying the recovery condition;
- the control module 602 is used to display that the second virtual item is switched from the invalid state to the effective state in response to satisfying the recovery condition.
- control module 602 is further configured to, in response to the second virtual prop being located within the first range of the first virtual prop, control the second virtual prop from Switching the first display form corresponding to the effective state to the second display form corresponding to the invalid state;
- the control module 602 is also used to switch the second virtual item to display in the first display form in response to the second virtual item being located within the first action range of the first virtual item Two display form display, the first display form corresponds to the effective state, and the second display form corresponds to the invalid state.
- the device further includes:
- the timing module 605 is used for timing the first length of time that the second virtual item is in the invalid state
- the control module 602 is further configured to control the second virtual item to switch from the invalid state to the effective state in response to the first time length meeting a first time threshold;
- the control module 602 is also configured to display that the second virtual item is switched from the invalid state to the effective state in response to the first time length meeting the first time threshold.
- control module 602 is further configured to control the master virtual character (that is, the target virtual character) to throw the first virtual item in response to a use instruction, and control the first virtual item The virtual item is thrown to the first position according to the throwing line.
- master virtual character that is, the target virtual character
- the device further includes:
- the obtaining module 606 is configured to obtain the second position of the second virtual prop in the virtual environment
- the detection module 603 is further configured to detect that the distance from the first position to the second position is less than a first distance threshold
- the control module 602 is further configured to control the second virtual item to switch from the effective state to the disabled state in response to the distance from the first position to the second position being less than a first distance threshold;
- the control module 602 is configured to display that the second virtual item is switched from the effective state to the disabled state in response to the distance from the first position to the second position being less than a first distance threshold.
- the device further includes:
- the timing module 605 is configured to, in response to the first virtual item reaching the first position, time the second time period for the first virtual item to reach the first position;
- the control module 602 is further configured to control the second virtual item in response to the second time length meeting a second time threshold and the second virtual item is located within the first range of action of the first virtual item Switch from the effective state to the invalid state;
- the control module 602 is used to display the second virtual item in response to the second duration meeting the second time threshold and the second virtual item being located within the first range of action of the first virtual item Switch from the effective state to the invalid state.
- the second virtual item in the effective state is used to periodically detect the target unit (that is, the target object) within the second range of action, and the target unit (That is, the target object) has an effect;
- the control module 602 is further configured to control the second virtual item to stop periodically detecting that the second virtual item is located in the second action range in response to the second virtual item being located within the first action range of the first virtual item.
- the target unit within the range that is to say, in response to the second virtual item being located within the first action range of the first virtual item, the second virtual item stops periodically detecting that it is located in the The target object within the second scope of action.
- the device further includes:
- the detection module 603 is further configured to detect that the target unit is located within the second range of the second virtual item
- the control module 602 is further configured to control the second virtual item to have an effect on the target unit in response to the target unit being located within the second action range of the second virtual item; that is, In other words, the control module 602 is further configured to display that the second virtual item has an effect on the target object in response to the target object being located within the second range of the second virtual item;
- the effect includes at least one of restricting the activity of the target unit (that is, the target object), reducing the life value of the target unit (that is, the target object), and the causing the target unit (That is, the target object)’s activity restriction includes: reducing the moving speed of the target unit (that is, the target object), obstructing the line of sight, sluggish activities, changing the control method, restricting the use of props, and restricting the way of movement. At least one.
- the second virtual prop is located at the second position in the virtual environment; the device further includes:
- the obtaining module 606 is configured to obtain the third position of the target unit (that is, the target object) in the virtual environment;
- the detection module 603 is further configured to detect that the distance between the second position and the third position is less than a second distance threshold
- the control module 602 is further configured to control the second virtual item to have an effect on the target unit in response to the distance between the second position and the third position being less than a second distance threshold; that is, The control module 602 is further configured to display that the second virtual item has an effect on the target object in response to the distance between the second position and the third position being less than a second distance threshold.
- FIG. 24 shows a structural block diagram of a computer device 1300 provided by an exemplary embodiment of the present application.
- the computer device 1300 may be a portable mobile terminal, such as a smart phone, a tablet computer, a smart speaker, a smart watch, an MP3 player (Moving Picture Experts Group Audio Layer III, dynamic image expert compression standard audio layer 3), MP4 (Moving Picture Experts Group Audio Layer IV, dynamic image experts compress standard audio layer 4) Player.
- the computer device 1300 may also be called user equipment, portable terminal, and other names.
- the computer device 1300 includes a processor 1301 and a memory 1302.
- the processor 1301 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and so on.
- the processor 1301 can 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 1301 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 1301 may be integrated with a GPU (Graphics Processing Unit, image processor), and the GPU is used to render and draw content that needs to be displayed on the display screen.
- the processor 1301 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 1302 may include one or more computer-readable storage media, which may be tangible and non-transitory.
- the memory 1302 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 1302 is used to store at least one instruction, and the at least one instruction is used to be executed by the processor 1301 to implement the virtual item display method provided in the present application .
- the computer device 1300 may optionally further include a display screen 1303.
- the display screen 1303 is used to display UI (User Interface).
- the UI can include graphics, text, icons, videos, and any combination thereof.
- the display screen 1303 also has the ability to collect touch signals on or above the surface of the display screen 1303.
- the touch signal may be input to the processor 1301 as a control signal for processing.
- the display screen 1303 is used to provide virtual buttons and/or virtual keyboards, also called soft buttons and/or soft keyboards.
- the display screen 1303 may be a flexible display screen, which is arranged on the curved surface or the folding surface of the computer device 1300. Furthermore, the display screen 1303 can also be set as a non-rectangular irregular pattern, that is, a special-shaped screen.
- the display screen 1303 may be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
- FIG. 24 does not constitute a limitation on the computer device 1300, and may include more or fewer components than shown in the figure, or combine certain components, or adopt different component arrangements.
- This application also provides a terminal, which includes a processor and a memory, and at least one computer program is stored in the memory, and the at least one computer program is loaded and executed by the processor to implement the virtual props provided by the foregoing method embodiments. Display method.
- This application also provides a computer device, the computer device comprising: a processor and a memory, and at least one computer program is stored in the storage medium, and the at least one computer program is loaded and executed by the processor to implement the methods provided by the foregoing method embodiments.
- the at least one computer program is loaded by the processor and performs the following operations: displaying a first virtual environment screen, the first virtual environment screen displaying a second virtual item in an effective state; in response to the use instruction, Control the target virtual character to use the assembled first virtual prop; in response to the second virtual prop being located within the first range of action of the first virtual prop, it is displayed that the second virtual prop is switched from the effective state to invalid State; in response to satisfying the restoration condition, display that the second virtual prop is switched from the invalid state to the effective state.
- the at least one computer program is loaded by the processor and performs the following operations: in response to the second virtual item being located within the first range of the first virtual item, the second virtual item The display of the props in the first display form is switched to the display in the second display form, the first display form corresponding to the effective state, and the second display form corresponding to the invalid state.
- the at least one computer program is loaded by the processor and performs the following operations: timing the first time period during which the second virtual item is in the invalid state; in response to the first time period meeting a first time threshold, It is displayed that the second virtual item is switched from the invalid state to the effective state.
- the at least one computer program is loaded by the processor and performs the following operations: in response to a use instruction, control the target virtual character to throw the first virtual item, and control the first virtual item to throw according to the throwing line To the first position.
- the at least one computer program is loaded by the processor and performs the following operations: acquiring the second position of the second virtual item in the virtual environment; responding to the first position to the second position The distance of the position is less than the first distance threshold, indicating that the second virtual item is switched from the effective state to the disabled state.
- the at least one computer program is loaded by the processor and performs the following operations: in response to the first virtual item reaching the first position, timing the first virtual item reaching the first position Two durations; in response to the second duration meeting a second time threshold and the second virtual item is located within the first range of action of the first virtual item, it is displayed that the second virtual item is switched from the effective state It is in the invalid state.
- the second virtual item in the effective state is used to periodically detect a target object located in the second range of action, and produce an effect on the target object;
- the at least one computer program is loaded by the processor and performs the following operations: in response to the second virtual item being located within the first range of the first virtual item, the second virtual item stops periodically detecting that it is located The target object within the second scope of action.
- the at least one computer program is loaded by the processor and performs the following operations: in response to the target object being located within the second range of the second virtual item, displaying that the second virtual item affects the The target object produces an action effect; wherein the action effect includes at least one of restricting the target object's activity and reducing the target object's life value, and the restricting the target object's activity includes: At least one of reducing the moving speed of the target object, obstructing the line of sight, sluggish activity, changing the control mode, restricted use of props, and restricted movement mode of the target object.
- the second virtual prop is located at the second position in the virtual environment
- the at least one computer program is loaded by the processor and performs the following operations: acquiring the third position of the target object in the virtual environment; responding to the distance between the second position and the third position being less than a second distance threshold , Showing that the second virtual prop has an effect on the target object.
- the present application also provides a computer-readable storage medium in which at least one computer program is stored, and the at least one computer program is loaded and executed by a processor to implement the method for displaying virtual items provided by the foregoing method embodiments.
- the at least one computer program is loaded by the processor and performs the following operations: displaying a first virtual environment screen, the first virtual environment screen displaying a second virtual item in an effective state; in response to the use instruction, Control the target virtual character to use the assembled first virtual prop; in response to the second virtual prop being located within the first range of action of the first virtual prop, it is displayed that the second virtual prop is switched from the effective state to invalid State; in response to satisfying the restoration condition, display that the second virtual prop is switched from the invalid state to the effective state.
- the at least one computer program is loaded by the processor and performs the following operations: in response to the second virtual item being located within the first range of the first virtual item, the second virtual item The display of the props in the first display form is switched to the display in the second display form, the first display form corresponding to the effective state, and the second display form corresponding to the invalid state.
- the at least one computer program is loaded by the processor and performs the following operations: timing the first time period during which the second virtual item is in the invalid state; in response to the first time period meeting a first time threshold, It is displayed that the second virtual item is switched from the invalid state to the effective state.
- the at least one computer program is loaded by the processor and performs the following operations: in response to a use instruction, control the target virtual character to throw the first virtual item, and control the first virtual item to throw according to the throwing line To the first position.
- the at least one computer program is loaded by the processor and performs the following operations: acquiring the second position of the second virtual item in the virtual environment; responding to the first position to the second position The distance of the position is less than the first distance threshold, indicating that the second virtual item is switched from the effective state to the disabled state.
- the at least one computer program is loaded by the processor and performs the following operations: in response to the first virtual item reaching the first position, timing the first virtual item reaching the first position Two durations; in response to the second duration meeting a second time threshold and the second virtual item is located within the first range of action of the first virtual item, it is displayed that the second virtual item is switched from the effective state It is in the invalid state.
- the second virtual item in the effective state is used to periodically detect a target object located in the second range of action, and produce an effect on the target object;
- the at least one computer program is loaded by the processor and performs the following operations: in response to the second virtual item being located within the first range of the first virtual item, the second virtual item stops periodically detecting that it is located The target object within the second scope of action.
- the at least one computer program is loaded by the processor and performs the following operations: in response to the target object being located within the second range of the second virtual item, displaying that the second virtual item affects the The target object produces an action effect; wherein the action effect includes at least one of restricting the target object's activity and reducing the target object's life value, and the restricting the target object's activity includes: At least one of reducing the moving speed of the target object, obstructing the line of sight, sluggish activity, changing the control mode, restricted use of props, and restricted movement mode of the target object.
- the second virtual prop is located at the second position in the virtual environment
- the at least one computer program is loaded by the processor and performs the following operations: acquiring the third position of the target object in the virtual environment; responding to the distance between the second position and the third position being less than a second distance threshold , Showing that the second virtual prop has an effect on the target object.
- a computer program or computer program product including at least one piece of program code, which when run on a computer device, causes the computer device to execute any of the virtual props display methods provided in the foregoing various embodiments.
- One possible implementation method is not described here.
- 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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Abstract
Description
Claims (12)
- 一种虚拟道具的显示方法,由计算机设备执行,所述方法包括:显示第一虚拟环境画面,所述第一虚拟环境画面显示有处于生效状态的第二虚拟道具;响应于使用指令,控制目标虚拟角色使用已装配的第一虚拟道具;响应于所述第二虚拟道具位于所述第一虚拟道具的第一作用范围内,显示所述第二虚拟道具从所述生效状态切换为失效状态;响应于满足恢复条件,显示所述第二虚拟道具从所述失效状态切换为所述生效状态。
- 根据权利要求1所述的方法,其中,所述响应于所述第二虚拟道具位于所述第一虚拟道具的第一作用范围内,显示所述第二虚拟道具从所述生效状态切换为失效状态,包括:响应于所述第二虚拟道具位于所述第一虚拟道具的所述第一作用范围内,将所述第二虚拟道具以第一显示形态显示切换为以第二显示形态显示,所述第一显示形态对应于所述生效状态,所述第二显示形态对应于所述失效状态。
- 根据权利要求1或2所述的方法,其中,所述响应于满足恢复条件,显示所述第二虚拟道具从所述失效状态切换为所述生效状态,包括:计时所述第二虚拟道具处于所述失效状态的第一时长;响应于所述第一时长满足第一时间阈值,显示所述第二虚拟道具从所述失效状态切换为所述生效状态。
- 根据权利要求1或2所述的方法,其中,响应于使用指令,控制目标虚拟角色使用已装配的第一虚拟道具,包括:响应于使用指令,控制所述目标虚拟角色投掷所述第一虚拟道具,控制所述第一虚拟道具按照投掷线投掷到第一位置。
- 根据权利要求4所述的方法,其中,所述响应于所述第二虚拟道具位于所述第一虚拟道具的第一作用范围内,显示所述第二虚拟道具从所述生效状态切换为失效状态,包括:获取所述第二虚拟道具在所述虚拟环境中的第二位置;响应于所述第一位置到所述第二位置的距离小于第一距离阈值,显示所述第二虚拟道具从所述生效状态切换为失效状态。
- 根据权利要求4所述的方法,其中,所述方法还包括:响应于所述第一虚拟道具到达所述第一位置,计时所述第一虚拟道具到达所述第一位置的第二时长;所述响应于所述第二虚拟道具位于所述第一虚拟道具的第一作用范围内,显示所述第二虚拟道具从所述生效状态切换为失效状态,包括:响应于所述第二时长满足第二时间阈值,且所述第二虚拟道具位于所述第一虚拟道具的第一作用范围内,显示所述第二虚拟道具从所述生效状态切换为失效状态。
- 根据权利要求1或2所述的方法,其中,所述生效状态的所述第二虚拟道具用于周期性检测位于所述第二作用范围内的目标对象,对所述目标对象产生作用效果;所述方法还包括:响应于所述第二虚拟道具位于所述第一虚拟道具的所述第一作用范围内,所述第二虚拟道具停止周期性检测位于所述第二作用范围内的所述目标对象。
- 根据权利要求1或2所述的方法,其中,所述方法还包括:响应于目标对象位于所述第二虚拟道具的所述第二作用范围内,显示所述第二虚拟道具对所述目标对象产生作用效果;其中,所述作用效果包括使所述目标对象的活动受限、减少所述目标对象的生命值中的至少一种,所述使所述目标对象的活动受限包括:使所述目标对象的移动速度降低、视线受阻碍、活动迟缓、操控方式改变、道具使用受限、移动方式受限中的至少一种。
- 根据权利要求8所述的方法,其中,所述第二虚拟道具位于所述虚拟环境中的所述第二位置;所述响应于所述目标对象位于所述第二虚拟道具的所述第二作用范围内,显示所述第二虚拟道具对所述目标对象产生作用效果,包括:获取所述目标对象在所述虚拟环境中的第三位置;响应于所述第二位置与所述第三位置的距离小于第二距离阈值,显示所述第二虚拟道具对所述目标对象产生作用效果。
- 一种虚拟道具的显示装置,所述装置包括:显示模块,用于显示第一虚拟环境画面,所述第一虚拟环境画面显示有处于生效状态的第二虚拟道具;控制模块,用于响应于使用指令,控制目标虚拟角色使用已装配的第一虚拟道具;检测模块,用于检测所述第二虚拟道具位于所述第一虚拟道具的第一作用范围内;所述控制模块,还用于响应于所述第二虚拟道具位于所述第一虚拟道具的第一作用范围内,显示所述第二虚拟道具从所述生效状态切换为失效状态;所述控制模块,还用于响应于满足恢复条件,显示所述第二虚拟道具从所述失效状态切换为所述生效状态。
- 一种计算机设备,所述计算机包括:处理器和存储器,所述存储器中存储有至少一条计算机程序,所述至少一条计算机程序由所述处理器加载并执行,以实现如权利要求1至9任一项所述的虚拟道具的显示方法。
- 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计算机程序,所述至少一条计算机程序由所述处理器加载并执行,以实现如权利要求1至9任一项所述的虚拟道具的显示方法。
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