WO2022166492A1 - 一种信息显示方法、装置、电子设备、计算机可读存储介质及计算机程序产品 - Google Patents

一种信息显示方法、装置、电子设备、计算机可读存储介质及计算机程序产品 Download PDF

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Publication number
WO2022166492A1
WO2022166492A1 PCT/CN2021/143032 CN2021143032W WO2022166492A1 WO 2022166492 A1 WO2022166492 A1 WO 2022166492A1 CN 2021143032 W CN2021143032 W CN 2021143032W WO 2022166492 A1 WO2022166492 A1 WO 2022166492A1
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WIPO (PCT)
Prior art keywords
virtual object
skill
information
virtual
control interface
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Application number
PCT/CN2021/143032
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English (en)
French (fr)
Inventor
林凌云
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腾讯科技(深圳)有限公司
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Priority to JP2023528324A priority Critical patent/JP2023549370A/ja
Publication of WO2022166492A1 publication Critical patent/WO2022166492A1/zh
Priority to US17/992,557 priority patent/US20230078571A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling 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 for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/847Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/92Video game devices specially adapted to be hand-held while playing

Definitions

  • the present application relates to the field of computer technology, and relates to an information display method, an apparatus, an electronic device, a computer-readable storage medium, and a computer program product.
  • the embodiment of the present application provides an information display method, and the method includes:
  • the first virtual object is in a virtual environment in a first life state, and the virtual environment further includes a second virtual object in a second life state;
  • the ping operation being an operation by the first virtual object to ping the second virtual object using a ping skill, the ping skill being used to ping the second virtual object
  • Checking the state transition information of the object the state transition information is used to indicate that the second virtual object is converted from the first life state to the relevant information of the second life state;
  • the state transition information is displayed in the game control interface based on the check operation.
  • An embodiment of the present application provides an information display device, the information display device includes: a first display module, a receiving module, and a second display module;
  • the first display module is configured to display a game control interface corresponding to a first virtual object, the first virtual object is in a virtual environment in a first life state, and the virtual environment further includes a player in a second life state. a second virtual object;
  • the receiving module is configured to receive a check operation for the second virtual object, where the check operation is an operation performed by the first virtual object on the second virtual object using a check skill, and the check skill uses a check skill to check the second virtual object.
  • Checking the state transition information of the second virtual object the state transition information is used to indicate that the second virtual object is converted from the first life state to the relevant information of the second life state;
  • the second display module is configured to display the state transition information in the game control interface based on the check operation.
  • An embodiment of the present application provides an electronic device for displaying information, the electronic device includes a processor and a memory; the memory stores at least one instruction, at least one program, a code set or an instruction set, the at least one The instructions, the at least one piece of program, the code set or the instruction set are loaded and executed by the processor, so as to implement the information display method provided by the embodiments of the present application.
  • Embodiments of the present application provide a computer-readable storage medium, where at least one computer program is stored in the computer-readable storage medium, and the computer program is loaded and executed by a processor to implement the information display method provided by the embodiments of the present application .
  • Embodiments of the present application provide a computer program product or computer program, where the computer program product or computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium.
  • the processor of the terminal reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the terminal implements the information display method provided by the embodiment of the present application.
  • FIG. 1 is a schematic diagram of an implementation environment provided by an embodiment of the present application.
  • FIG. 2 is a flowchart 1 of an information display method provided by an embodiment of the present application.
  • FIG. 3 is a second flowchart of an information display method provided by an embodiment of the present application.
  • FIG. 5 is a schematic diagram 1 of a game control interface provided by an embodiment of the present application.
  • FIG. 6 is a second schematic diagram of a game control interface provided by an embodiment of the present application.
  • FIG. 8 is a schematic diagram of collision detection provided by an embodiment of the present application.
  • FIG. 9 is a fourth flowchart of an information display method provided by an embodiment of the present application.
  • FIG. 10 is a flowchart 5 of the information display method provided by the embodiment of the present application.
  • FIG. 11 is a structural block diagram of an information display device provided by an embodiment of the present application.
  • FIG. 12 is a structural block diagram of a terminal provided by an embodiment of the present application.
  • the "plurality” mentioned in the application examples refers to two or more.
  • “And/or”, which describes the association relationship of the associated objects means that there can be three kinds of relationships; for example, A and/or B can mean that A exists alone, A and B exist at the same time, and B exists alone.
  • the character "/" generally indicates that the associated objects are an "or" relationship.
  • the virtual environment refers to the virtual environment displayed (or provided) when the application runs on the terminal.
  • 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, and the embodiment of the present application takes the virtual environment as a three-dimensional virtual environment as an example for illustration.
  • the virtual environment is also used for a game between at least two virtual objects.
  • the virtual environment includes virtual resources that can be used by at least two virtual objects.
  • Virtual objects refer to movable objects in a virtual environment.
  • the movable object may be at least one of a virtual character, a virtual animal and an anime character.
  • the virtual object when the virtual environment is a three-dimensional virtual environment, the virtual object may be a three-dimensional three-dimensional model.
  • 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.
  • the virtual object is a three-dimensional character constructed based on the three-dimensional human skeleton technology, and the virtual object realizes different external images by wearing different virtual skins.
  • the virtual object may also be implemented by using a 2.5-dimensional or two-dimensional model, which is not limited in the embodiment of the present application.
  • Virtual props refer to the props that virtual objects can use in the virtual environment, including virtual weapons, supply props, defense props, virtual beams and virtual shock waves that can damage other virtual objects.
  • UI controls refer to any visual controls or elements that can be seen on the user interface of functional applications, such as controls such as pictures, input boxes, text boxes, buttons and labels; some of them UI controls are used to receive user actions.
  • FIG. 1 shows a schematic diagram of an implementation environment provided by an embodiment of the present application.
  • the implementation environment is used to support the computer system 100 , and the computer system 100 may include: a first terminal 110 , a server 120 and a second terminal 130 .
  • the first terminal 110 installs and runs a game application 111 supporting a virtual environment, and the game application 111 may be a multiplayer online game program.
  • the user interface of the game application 111 is displayed on the screen of the first terminal 110 .
  • the game application 111 may be any one of a multiplayer online battle arena (MOBA) game, a battle royale shooting game and a simulation strategy game (Simulation Game, SLG).
  • MOBA multiplayer online battle arena
  • SLG Simulation Game
  • the game application 111 is a MOBA game.
  • the first terminal 110 is a terminal used by the first user 112.
  • the first user 112 uses the first terminal 110 to control the first virtual object located in the virtual environment to perform activities.
  • the first virtual object may be referred to as the master virtual object of the first user 112. object.
  • the activities of the first virtual object include, but are not limited to, at least one of adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, throwing and releasing skills.
  • the first virtual object is a first virtual character, such as a simulated character or an anime character.
  • the second terminal 130 installs and runs a game application 131 supporting a virtual environment, and the game application 131 may be a multiplayer online game program.
  • the user interface of the game application 131 is displayed on the screen of the second terminal 130 .
  • the client can be any one of a MOBA game, a battle royale shooting game, and an SLG game.
  • the game application 131 is a MOBA game.
  • the second terminal 130 is a terminal used by the second user 132.
  • the second user 132 uses the second terminal 130 to control a second virtual object located in the virtual environment to perform activities.
  • the second virtual object may be referred to as the master virtual object of the second user 132. object.
  • the second virtual object is a second virtual character, such as a simulated character or an anime character.
  • the first virtual object and the second virtual object are in the same virtual environment.
  • the first virtual object and the second virtual object may belong to the same camp, the same team, the same organization, have a friend relationship, or have temporary communication rights.
  • the first virtual object and the second virtual object may belong to different camps, different teams, different organizations, or have an adversarial relationship.
  • the game applications installed on the first terminal 110 and the second terminal 130 are the same, or the game applications installed on the two terminals are of the same type on different operating system platforms (Android or IOS). game application.
  • the first terminal 110 may generally refer to one of the multiple terminals, and the second terminal 130 may generally refer to the other one of the multiple terminals.
  • the first terminal 110 and the second terminal 130 are used as examples in this embodiment of the present application.
  • the device types of the first terminal 110 and the second terminal 130 are the same or different, and the device types include: a smart phone, a tablet computer, an e-book reader, a moving picture expert compression standard audio layer 3 (Moving Picture Experts Group Audio Layer III, MP3 ) player, at least one of a moving picture expert compression standard audio layer 4 (Moving Picture Experts Group Audio Layer IV, MP4) player, a laptop computer and a desktop computer.
  • a smart phone a tablet computer
  • an e-book reader a moving picture expert compression standard audio layer 3 (Moving Picture Experts Group Audio Layer III, MP3 ) player
  • a moving picture expert compression standard audio layer 4 Moving Picture Experts Group Audio Layer IV, MP4
  • the first camp and the second camp there are two camps in the game: the first camp and the second camp.
  • the first virtual object belongs to the first camp or the second camp.
  • the camp information of the virtual objects in the second camp is not visible, and the first virtual object belongs to the first camp.
  • a user 112 controls the first virtual object to defeat the virtual object of the second camp and maintains the virtual equipment in the virtual environment to win; when the first virtual object belongs to the second camp, the game control interface displayed by the first terminal 110 is displayed in the game control interface.
  • the camp information of the virtual objects in the first camp can be seen, the first user 112 controls the first virtual object to defeat the virtual objects of the first camp and destroy the virtual equipment in the virtual environment to win the victory.
  • the second virtual object belongs to the first camp or the second camp.
  • the camp information of the virtual object in the second camp is not visible.
  • the two users 132 control the second virtual object to defeat the virtual objects of the second camp and maintain the virtual equipment in the virtual environment to win; when the second virtual object belongs to the second camp, the game control interface displayed on the second terminal 130 is displayed in the game control interface.
  • the camp information of the virtual objects in the first camp can be seen, the second user 132 controls the second virtual object to defeat the virtual objects of the first camp and destroy the virtual devices in the virtual environment to win the victory.
  • Two terminals are shown in FIG. 1 , but there are multiple other terminals that can access the server 120 in different embodiments.
  • the program is edited and updated, and the updated game application installation package is transmitted to the server 120 through a wired or wireless network.
  • the first terminal 110 and the second terminal 130 can download the game application installation package from the server 120 to realize the game application update.
  • the first terminal 110, the second terminal 130 and other terminals are connected to the server 120 through a wireless network or a wired network.
  • the server 120 includes at least one of a server, a server cluster composed of multiple servers, a cloud computing platform and a virtualization center.
  • the server 120 is used to provide background services for game applications supporting a three-dimensional virtual environment.
  • the computing work undertaken by the server 120 is more than the computing work undertaken by the terminal; or, the computing work undertaken by the server 120 is less than or equal to the computing work undertaken by the terminal; or, distributed between the server 120 and the terminal Collaborative computing using a computing architecture.
  • the server 120 includes a memory 121, a processor 122, a user account database 123, a game service module 124, and a user-oriented input/output interface (Input/Output Interface, I/O interface) 125.
  • the processor 122 is used to load the instructions stored in the server 120 and process the data in the user account database 123 and the game service module 124; the user account database 123 is used for storing the first terminal 110, the second terminal 130 and other terminals.
  • the data of the user account used such as the avatar of the user account, the nickname of the user account, the combat effectiveness index of the user account, the service area where the user account is located, etc.; the game service module 124 is used to provide multiple game rooms for the user to play. Games, such as 1 to (Versus, V) 1 game, 3V3 game, 5V5 game, and MVN game (M and N are unequal positive integers), etc.; the user-oriented I/O interface 125 is used for Establish communication and exchange data with the first terminal 110 and/or the second terminal 130 through a wireless network or a wired network.
  • the life state transition information corresponding to the virtual object in the virtual environment being defeated by other virtual objects will be publicized in the global virtual environment, causing users to It is easy to miss the life state transition information that you are interested in in the frequently updated and publicized life state transition information.
  • the electronic device for example, a terminal
  • the electronic device used for information display only displays the state transition information, so that the state transition information can be displayed.
  • the displayed state transition information is information that satisfies the user's acquisition needs, which is beneficial for the user to effectively grasp the interested state transition information; therefore, the pertinence of information display can be improved, and the efficiency of information interaction in the virtual environment can be improved.
  • FIG. 2 shows a flowchart 1 of the information display method provided by the embodiment of the present application.
  • the embodiments of the present application are described by taking the information display method being executed by the first terminal 110 or the second terminal 130 in the implementation environment shown in FIG. 1 or other terminals in the implementation environment as an example.
  • the information display method includes steps 201 to 201. 203.
  • Step 201 Display a game control interface corresponding to a first virtual object, the first virtual object is in a virtual environment in a first life state, and the virtual environment further includes a second virtual object in a second life state.
  • the terminal displays a game control interface corresponding to the first virtual object, the first virtual object is in the virtual environment, and the first virtual object is in the first life state.
  • the first life state refers to a survival state, for example, a state in which the life state value is not lower than a specified value.
  • the first virtual object supports activities in the virtual environment, and the activities of the first virtual object include but are not limited to: adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, and shooting , attack, throw and release at least one of the skills.
  • a game includes two camps: the first camp and the second camp.
  • the user needs to control the first virtual object to compete with the virtual objects of the opposing camp, so as to obtain the information of the camp where the first virtual object is located. victory.
  • the camp information of the virtual objects in the first camp is visible to the virtual objects in the second camp, and the camp information of the virtual objects in the second camp is invisible to the virtual objects in the first camp.
  • the first virtual object belongs to the first camp, and the first virtual object is in a first life state in the virtual environment.
  • the virtual objects in the game are divided into defenders (that is, virtual objects in the first camp) and sneakers (that is, virtual objects in the second camp); the first virtual object belongs to the defender, and the first virtual object belongs to the defender.
  • the faction information of the first virtual object is displayed as the defender, while the faction information of other virtual objects in the virtual environment is invisible to the first virtual object.
  • the virtual environment further includes a second virtual object in a second life state, and the camp information of the second virtual object is invisible to the first virtual object.
  • Step 202 receiving an inspection operation for the second virtual object
  • the inspection operation is an operation that the first virtual object uses an inspection skill to inspect the second virtual object
  • the inspection skill is used to inspect the state transition information of the second virtual object.
  • the conversion information is used to indicate that the second virtual object is converted from the first life state to the related information of the second life state.
  • the terminal checks the state transition information of the second virtual object by receiving the check operation of the user for the second virtual object, so as to obtain the state transition information matching the check skill.
  • the terminal can receive that the first virtual object triggers the checking operation corresponding to the checking skill for the second virtual object.
  • the state transition information is used to indicate the related information of the transition of the second virtual object from the first life state to the second life state.
  • the second life state refers to a death state, for example, a state in which the life state value is equal to a specified value.
  • the second virtual object In the dead state, the second virtual object does not support activities in the virtual environment. In this embodiment of the present application, the second virtual object in the dead state does not support resurrection.
  • the first virtual object is not an offensive virtual object that converts the first life state of the second virtual object to the second life state. That is, if the first virtual object is an attacking virtual object that causes the life state of the second virtual object to change, the first virtual object cannot check the second virtual object.
  • the check operation includes: a trigger operation on a check control, or an input operation on a target shortcut key.
  • a check control is displayed at the corresponding position of the second virtual object (for example, the position of the second virtual object), prompting that other virtual objects can respond to the second virtual object.
  • the object is checked, and when the distance between the first virtual object and the second virtual object is less than the distance threshold, that is, when the distance between the first virtual object and the second virtual object meets the distance requirement, the user will The check control of the second virtual object is triggered so that the terminal receives the check operation for checking the state transition information of the second virtual object.
  • the user inputs a shortcut key corresponding to the check skill, so that the terminal receives a check operation for checking the state transition information of the second virtual object.
  • other virtual objects for the second virtual object in the second life state, other virtual objects (for example, the first virtual object) can only perform the check operation on the second virtual object for a specified number of times (for example, once), so that the terminal can receive a specified number of ping operations.
  • the terminal receives the check operation of the first virtual object with respect to the second virtual object. After that, for the second virtual object, the ping operation will no longer be received.
  • the manner in which the first virtual object carries the inspection skill includes at least one of the following: automatically configure the inspection skill at the start of the game; meet the unlocking conditions to unlock the inspection skill during the game; obtain the inspection skill through a pick-up operation Check Skills Check skills by exchanging virtual resources.
  • the unlocking conditions include at least one of the following: the duration of the game reaches the target duration; the record of the first virtual object reaches the target record. For example: when the game duration reaches 4 minutes, unlock the first check skill, so that the first virtual object carries the first check skill; when the match time reaches 5 minutes, unlock the second check skill, so that the first virtual object carries the first check skill; The virtual object carries a second inspection skill. Another example: when the points of the first virtual object reach the first target point, unlock the third inspection skill, so that the first virtual object carries the third inspection skill; when the points of the first virtual object reach the second target point Next, the fourth inspection skill is unlocked, so that the first virtual object carries the fourth inspection skill.
  • the checking skills carried by the first virtual object correspond to a quantity threshold.
  • the number threshold is 3, and the first virtual object can only carry a number of inspection skills within 3.
  • the size of the quantity threshold may be modified by using a modification prop for the first virtual object, for example, using a modification prop to expand the quantity threshold from 3 to 5.
  • Step 203 Display state transition information in the game control interface based on the check operation.
  • the terminal displays state transition information on the inter-office control interface to complete the response to the checking operation. For example: 2 seconds after receiving the check operation, the terminal displays state transition information.
  • the state transition information is used to indicate the relevant information of the transition of the second virtual object from the alive state to the dead state.
  • the terminal may determine whether to globally disclose the state transition information of the second virtual object.
  • the terminal receives an operation of global disclosure triggered by the user, the terminal responds to the operation to globally disclose the information, that is, to the pair.
  • the state transition information is displayed on the terminal corresponding to each virtual object in the game, so that all virtual objects in the game can learn the state transition information.
  • the terminal can check the second virtual object after receiving the check operation, and display the second virtual object by displaying the state transition information.
  • the camp information of the virtual objects in the first camp is visible to the virtual objects in the second camp, and the virtual objects in the second camp are visible.
  • the camp information of the object is not visible to the virtual objects in the first camp
  • the second virtual object can be checked through the check skill, so that the user corresponding to the first virtual object can be checked.
  • the virtual objects included in the second camp are inferred based on the state transition information obtained by checking.
  • the inspection skill carried by the first virtual object needs to satisfy the activation conditions to be activated, and the first virtual object triggers the inspection operation through the activated inspection skill; thus, the inspection operation can be limited to be performed in a fixed scene Use to ensure the fidelity of the inspection process.
  • FIG. 3 shows a second flowchart of the information display method provided by the embodiment of the present application.
  • the embodiments of the present application are described by taking as an example that the information display method is executed by the first terminal 110 or the second terminal 130 in the implementation environment shown in FIG. 1 or other terminals in the implementation environment, and the information display method includes the following steps.
  • Step 301 displaying a game control interface corresponding to a first virtual object, the first virtual object is in a virtual environment in a first life state, and the virtual environment further includes a second virtual object in a second life state.
  • step 201 For the implementation of this step, refer to step 201 above.
  • Step 302 when the distance between the first virtual object and the second virtual object is smaller than the distance threshold, convert the checking skill to an active state.
  • the terminal when the virtual environment includes the second virtual object in the second life state, the terminal detects the distance between the first virtual object and the second virtual object, and the terminal detects the distance between the first virtual object and the second virtual object.
  • the distance between the virtual objects meets the distance requirement, for example, the distance between the two is smaller than the distance threshold, the checking skill carried by the first virtual object is converted into an activated state.
  • the number of activated checking skills is at least one.
  • the checking skill in the active state is marked in a highlighted manner; or, the checking skill in the active state is marked in a blinking manner; or, the checking skill in the active state is marked in a magnifying manner.
  • the embodiment of the present application does not limit the expression form of the activated check skill on the interface.
  • Step 3031 when the check skill is activated, display check controls in the game control interface, and receive check operations for the second virtual object through the check controls.
  • the terminal when the terminal determines that the inspection skill carried by the first virtual object is in an active state, the terminal displays the inspection control in the battle control interface; when the user triggers the inspection control, the terminal receives the inspection operation accordingly.
  • Step 3032 when the check skill is in the active state, receive the check operation for the second virtual object through the target shortcut key.
  • the terminal when the terminal receives an input operation corresponding to the target shortcut key from the user, the terminal regards the input operation corresponding to the target shortcut key as a check operation for the second virtual object, and the terminal controls the first virtual object accordingly.
  • the object inspects the second virtual object using the inspection skill.
  • the input operation corresponding to the target shortcut key may be implemented through a physical keyboard, a handle, a virtual keyboard built in the terminal, and the like, which is not limited in this embodiment of the present application.
  • Step 304 Display state transition information in the game control interface based on the check operation.
  • step 203 For the implementation of this step, refer to step 203 above.
  • the information display method provided by the embodiment of the present application can enable the terminal to detect the distance between the first virtual object and the second virtual object when there is a second virtual object in the second life state in the virtual environment.
  • the inspection skill under the condition that the distance between the first virtual object and the second virtual object meets the distance requirement, the inspection skill is activated, and the first virtual object triggers the inspection operation through the activated inspection skill; Triggering when the distance with the second virtual object meets the distance requirement, which ensures the fidelity of the process of checking the second virtual object by the first virtual object, and improves the rendering effect of the virtual environment.
  • the inspection skills include: at least one of image inspection skills, prop inspection skills, and search skills; since the state transition information matches the inspection skills, accordingly, the state transition information includes: virtual object information, virtual At least one of item information and search guide information.
  • FIG. 4 shows a third flowchart of the information display method provided by the embodiment of the present application.
  • the embodiments of the present application are described by taking as an example that the information display method is executed by the first terminal 110 or the second terminal 130 in the implementation environment shown in FIG. 1 or other terminals in the implementation environment, and the information display method includes the following steps.
  • Step 401 displaying a game control interface corresponding to a first virtual object, the first virtual object is in a virtual environment with a first life state, and the virtual environment also includes a second virtual object in a second life state.
  • step 201 For the implementation of this step, refer to step 201 above.
  • Step 4021 Obtain an inspection operation corresponding to the image inspection skill by receiving a trigger operation for the image inspection skill for the second virtual object.
  • the terminal when the inspection skill includes the image inspection skill, and there is a second virtual object in the second life state in the virtual environment, and the image inspection skill is in the activated state, the terminal receives a target for the second virtual object.
  • the trigger operation of the object's image inspection skill also obtains the inspection operation.
  • the image inspection skill is a skill used to inspect other virtual objects observed by a virtual object already in the second life state before being in the second life state; it is understandable that the skills with the above functional attributes can be considered as The image inspection technology described in the embodiments of this application.
  • image inspection skills may also be referred to as image reconstruction skills.
  • the image inspection skill is a passive skill, which can be used for a long time after being carried by the first virtual object, and there is no limit on the number of times of use.
  • Step 4031 based on the inspection operation corresponding to the image inspection skill, display virtual object information in the game control interface.
  • the state transition information includes virtual object information
  • the virtual object information is used to indicate the virtual object observed by the second virtual object before being in the second life state
  • the terminal displays virtual object information in the game control interface based on the trigger operation of the image inspection skill.
  • the number of virtual objects indicated in the virtual object information is one.
  • the second virtual object Before the second virtual object is in the second life state, that is, before the second virtual object performs the state transition process, the second virtual object may observe a plurality of other virtual objects, and the virtual object information may affect the plurality of other virtual objects observed by the second virtual object. Indicates the last observed virtual object in the virtual object.
  • the attacking virtual object that converts the first life state of the second virtual object to the second life state includes the third virtual object;
  • the virtual object information is displayed in the game control interface based on the triggering operation of the image inspection skill, and the virtual object information includes the third virtual object information.
  • the terminal acquires the skill triggering situation of the third virtual object in the state transition process of the second virtual object, and determines based on the acquired skill triggering situation that the third virtual object does not trigger the hidden skill, based on the
  • the triggering operation of the check skill is displayed on the game control interface, where the virtual object information is the object identification information of the third virtual object.
  • the object identification information of the third virtual object is used to indicate the third virtual object.
  • the object identification information of the third virtual object includes at least one of the following: the nickname of the third virtual object, and the serial number of the third virtual object in the game.
  • the hiding skill of the third virtual object refers to the skill of controlling the third virtual object to be in a hidden state, and the third virtual object in the hidden state cannot be observed by other virtual objects.
  • the stealth skill corresponds to a valid duration, such as 15 seconds.
  • the outline of the third virtual object can be observed.
  • the mutually exclusive relationship between the stealth skill and the image inspection skill means that the use result of the image inspection skill (that is, the displayed virtual object information) is affected by the stealth skill.
  • the third virtual object triggers the hidden skill during the state transition of the second virtual object
  • the first virtual object cannot effectively use the image inspection skill to obtain accurate virtual object information of the second virtual object, so the hidden skill and the image The inspection skills are mutually exclusive.
  • Fig. 5 shows a game control interface corresponding to a third virtual object, and the camp to which the third virtual object belongs is an intruder.
  • the stealth skill 501 is displayed in the game control interface, and the stealth skill 501 is activated when triggered, and the third virtual object 502 is hidden. Even if the third virtual object 502 is facing the second virtual object 503, it will not be blocked by the Two virtual objects 503 are observed.
  • the third virtual object 502 attacks the second virtual object 503, defeats the second virtual object 503, and causes the second virtual object 503 to change from the first life state to the second life state.
  • the virtual object information is displayed in the game control interface, and the virtual object information includes the first The object identification information of the four virtual objects; or, when the third virtual object triggers the hidden skill during the state transition of the second virtual object, based on the triggering operation of the image inspection skill, a failure information is displayed in the game control interface, and the failure The information is used to indicate the triggering of the Stealth skill.
  • the fourth virtual object is a virtual object observed by the second virtual object before being in the second life state. It can be understood that since the third virtual object triggers the stealth skill during the state transition of the second virtual object, the third virtual object cannot be observed by the second virtual object.
  • the stealth skill and the image inspection skill are mutually exclusive, when the third virtual object triggers the stealth skill during the state transition process of the second virtual object, the second virtual object is in the first The virtual object observed before the second life state does not include the third virtual object, the virtual object information displayed by the terminal includes the object identification information of the fourth virtual object, and the fourth virtual object is the second virtual object in the second life state The dummy object observed earlier.
  • the object identification information of the fourth virtual object is used to indicate the fourth virtual object.
  • the object identification information of the fourth virtual object includes at least one of the following: a nickname of the fourth virtual object, and a serial number of the fourth virtual object in the game.
  • the virtual object information includes object identification information of the fourth virtual object.
  • the terminal displays a failure message, The failure message is used to indicate the triggering of the Stealth skill.
  • Step 4022 Obtain a check operation corresponding to the item check skill by receiving a trigger operation for the item check skill for the second virtual object.
  • the terminal when the inspection skill includes the item inspection skill, and there is a second virtual object in the second life state in the virtual environment, and the item inspection skill is in the activated state, the terminal receives a target for the second virtual object.
  • the object's trigger operation on the item inspection skill also obtains the inspection operation.
  • the item checking skill is a skill used to check the virtual item that causes the virtual object to be in the second life state; it is understandable that the skills with the above functional attributes can be regarded as the item checking skill described in the embodiments of the present application.
  • the item checking skill may also be referred to as the eagle eye skill.
  • the item checking skill is a passive skill, which can be used for a long time after being carried by the first virtual object, and there is no limit on the number of times of use.
  • Step 4032 based on the check operation corresponding to the item check skill, display virtual item information in the game control interface.
  • the state transition information includes virtual prop information
  • the virtual prop information is used to indicate the virtual prop that causes the second virtual object to perform the state transition process.
  • the trigger operation of the skill displays the virtual item information in the game control interface.
  • Fig. 6 shows another game control interface corresponding to a first virtual object, and the camp to which the first virtual object belongs is a defender.
  • an inspection control 603 is displayed near it, and a prompt message (not inspected, approach to verify identity) is also displayed.
  • the inspection control 603 supports simultaneous triggering of the image inspection skill and the item inspection skill.
  • the user triggers the check control 603 to make the terminal control the first virtual object 601 to check the second virtual object 602.
  • the terminal displays the state transition information 604, and the state transition information 604 includes the virtual object information "Last seen: 10 Ba Ba", and virtual prop information.
  • Step 4023 Obtain a check operation corresponding to the search skill by receiving the trigger operation for the search skill for the second virtual object.
  • the terminal when the search skill is included in the check skill, there is a second virtual object in the second life state in the virtual environment, and the search skill is in the activated state, the terminal receives the search skill for the second virtual object.
  • the trigger operation of the search skill also obtains the check operation.
  • the search skill is a skill used to search for other virtual objects that cause the virtual object to be in the second life state; it can be understood that the skills with the above functional attributes can be regarded as the search skills described in the embodiments of the present application.
  • search skills may also be referred to as search dog skills.
  • the search skill is an active skill, and the search skill has a corresponding limit on the number of times it can be used after being carried by the first virtual object, for example, it can only be used once.
  • Step 4033 based on the check operation corresponding to the search skill, display search guide information in the game control interface.
  • the state transition information includes search guide information
  • the search guide information is used to indicate the path from the first virtual object to the third virtual object in the virtual environment, and the third virtual object
  • the object is an attacking virtual object that converts the first life state of the second virtual object to the second life state
  • the terminal displays search guidance information on the game control interface based on the triggering operation of the search skill.
  • the terminal to display the search guidance information in the game control interface based on the triggering operation of the search skill.
  • the terminal displays search guidance information, search skills and traces on the game control interface based on the triggering operation of the search skill. There is an exclusion relationship between clearing skills.
  • the terminal acquires the skill triggering situation of the third virtual object for the second virtual object when the second virtual object is in the second life state, and determines based on the acquired skill triggering situation that the third virtual object has no effect on the second virtual object.
  • the search guidance information is displayed in the game control interface.
  • the trace removal skill of the third virtual object refers to the skill of controlling the removal of personal trace features related to the third virtual object staying on the second virtual object.
  • personal trace characteristics include scent characteristics.
  • FIG. 5 shows a game control interface corresponding to a third virtual object, and the camp to which the third virtual object belongs is an intruder.
  • the trace removal skill 504 is displayed in the game control interface. After the second virtual object 503 is defeated by the third virtual object 502, the third virtual object 502 can use the trace removal skill on the second virtual object 503 in the second life state. 504.
  • the mutually exclusive relationship between the search skills and the trace removal skills means that the use results of the search skills are affected by the trace removal skills.
  • the third virtual object triggers the trace removal skill for the second virtual object in the second life state
  • the personal trace features related to the third virtual object will no longer exist on the second virtual object, and the first virtual object cannot
  • the search skill is used to search the third virtual object, so the search skill and the trace removal skill are mutually exclusive.
  • the terminal displays the search guidance information in the game control interface based on the trigger operation of the search skill, and the state transition duration Including the duration of the second life state after the second virtual object is converted from the first life state to the second life state.
  • the personal trace feature related to the third virtual object staying on the second virtual object is valid within the time limit, and the terminal obtains the state transition time of the second virtual object, and the state transition time does not exceed the time limit.
  • the third virtual object is searched by the search skill, and the search guide information is displayed in the game control interface.
  • FIG. 6 shows a game control interface corresponding to the first virtual object, and the camp to which the first virtual object belongs is the defender.
  • the second virtual object 602 was defeated by the third virtual object, and the third virtual object did not use the trace removal skill on the second virtual object 602 .
  • the terminal starts to time the state transition duration of the second virtual object 602, and based on the state transition duration, displays a search skill usage prompt message "The killer's breath will disappear after 01:23 seconds (optional). Enable dog tracking)".
  • the user controls the first virtual object 601 to use the search skill to generate a search dog 605 in the virtual environment, and the movement track of the search dog 605 in the virtual environment can be regarded as the first virtual object
  • the user can control the first virtual object 601 to search for the third virtual object according to the guidance of the search dog, so that the terminal displays the first virtual object 601 according to the guidance of the search dog to search for the relevant information of the third virtual object. information.
  • the terminal controls the first virtual object and can use the carried image inspection skills, prop inspection skills, search skills and other inspection skills to inspect the second virtual object and present it.
  • the state transition information includes: the virtual object last observed by the second virtual object, the virtual prop that defeated the second virtual object, and the trace of the third virtual object that defeated the second virtual object, thereby facilitating the first virtual object to check skills based on the carry
  • Different types of state transition information can be selectively obtained, which improves the flexibility of human-computer interaction.
  • the first virtual object may also carry other types of skills. Below, other types of skills are briefly introduced.
  • Dead silence skill used to hide the footsteps of the first virtual object.
  • the server controls the terminal participating in the game to adjust the action volume of the first virtual object to 0, thereby realizing the mute effect.
  • Virtual body armor used to reduce the damage received by the first virtual object.
  • the virtual body armor automatically takes effect after the first virtual object is held, and the terminal presents the icon of the body armor when determining that the first virtual object is hit, so that the attacker can see the icon of the body armor; After the body armor's resistance points reach the damage point threshold, the control body armor will automatically fail.
  • Virtual Molotov cocktail used to cause fire to burn in a virtual environment.
  • the fire caused by the virtual incendiary bottle can cause damage to the virtual objects in the virtual environment.
  • Unmanned Aerial Vehicle It is used to scan the current positions of all virtual objects once and display them on the minimap.
  • a virtual heart needle which is used to accelerate the movement of the first virtual object and restore the health value.
  • the terminal may control the checking skill to be obtained by picking up in the virtual environment, so as to control the first virtual object to carry the checking skill to check the second virtual object.
  • FIG. 7 shows a flowchart of a method for picking up skills provided by an embodiment of the present application, and the method for picking up skills includes the following steps.
  • Step 701 the terminal starts to display the virtual environment.
  • Step 702 the terminal detects whether the first virtual object is close to the skill.
  • the detection is realized by a crash box.
  • Each skill to be picked up corresponds to a collision box, and the terminal detects whether the first virtual object is close to the skill by detecting whether there is a spatial intersection between the collision box corresponding to the first virtual object and the collision box corresponding to the skill.
  • both the skill 801 and the first virtual object 802 in the virtual environment are provided with a collision box.
  • the collision box 804 of the first virtual object 802 is in contact with the collision box 803 of the skill 801, it is determined that the A virtual object 802 has approached skill 801 .
  • the terminal displays the skill to be picked up as a unified icon; the terminal displays the specific name of the skill and the corresponding separate icon in the virtual environment in response to the user's operation of controlling the first virtual object to approach picking.
  • the server randomly displays a skill within a specified range corresponding to each virtual object in the virtual environment of the terminal, and then the terminal presents 1-2 skills by dropping the skill through airdrop.
  • Step 703 the terminal determines whether the number of skills is less than 3.
  • the number of skills supported and carried by the first virtual object is at most three.
  • Skills include inspection skills as well as other types of skills. If the skill is less than 3, go to step 704; if the skill is greater than or equal to 3, go to step 705.
  • Step 704 the terminal performs the processing of equipping skills.
  • the first virtual object can directly equip the picked up skills.
  • Step 705 the terminal pops up a skill box.
  • the skill box includes the skills already carried by the first virtual object.
  • Step 706 the terminal receives the operation of the user selecting the skill to be replaced.
  • the user selects the skill to be replaced in the skill box, and the terminal also receives the operation of the user to select the skill to be replaced.
  • Step 707 the terminal determines whether to replace the skill.
  • the terminal displays replacement confirmation information, prompting the user to confirm whether to perform the skill replacement.
  • the terminal determines not to replace the skill in response to the user's cancellation operation, and executes step 708; when the user confirms the skill replacement, the terminal determines to replace the skill in response to the user's confirmation operation, and executes Step 709.
  • Step 708 the terminal executes the process of canceling the skill replacement.
  • Step 709 the terminal executes the process of skill replacement.
  • the inspection skill can be obtained by picking up in the virtual environment, which can ensure that the first virtual object can carry the inspection skill to inspect the second virtual object to present the state. Convert information so that users can obtain more tactical reference information.
  • a UI prompt will pop up Whether the user wants to check the second virtual object.
  • FIG. 9 shows a fourth flowchart of an information display method provided by an embodiment of the present application.
  • the information display method includes the following steps.
  • Step 901 the terminal starts to display the virtual environment.
  • Step 902 the terminal detects whether the first virtual object is close to the second virtual object.
  • the detection is realized by a crash box.
  • Each virtual object in the virtual environment corresponds to a collision box, and the terminal detects whether the first virtual object is close to the first virtual object by detecting whether there is an intersection in space between the collision box corresponding to the first virtual object and the collision box corresponding to the second virtual object.
  • Two virtual objects are two virtual objects.
  • step 903 is performed; otherwise, step 911 is performed.
  • Step 903 the terminal detects whether the first virtual object carries the inspection skill.
  • both the item inspection skill and the image inspection skill are passive skills, which can be used by the first virtual object multiple times.
  • Step 904 is executed when the terminal detects that the first virtual object carries at least one of the item inspection skill and the image inspection skill. Otherwise, step 911 is executed.
  • Step 904 the terminal receives the operation of the user selecting the check.
  • the operation of selecting and checking by the user received by the terminal is the checking operation for the second virtual object.
  • Step 905 the terminal detects whether the first virtual object carries a prop inspection skill.
  • step 906 is executed. Otherwise, step 907 is executed.
  • Step 906 the terminal displays virtual prop information.
  • the virtual prop information is used to indicate a virtual prop that causes the second virtual object to perform state transition.
  • Step 907 the terminal detects whether the first virtual object carries the image inspection skill.
  • step 908 is performed; otherwise, step 911 is performed.
  • Step 908 the terminal detects whether the third virtual object carries a stealth skill during state transition.
  • the third virtual object is an attacking virtual object that converts the first life state of the second virtual object to the second life state.
  • Stealth skills are mutually exclusive skills with image inspection skills.
  • the terminal obtains information on whether the third virtual object carries a stealth skill when attacking the second virtual object from the server side, so as to detect whether the third virtual object carries a stealth skill when the second object performs state transition. If the terminal determines that the third virtual object does not carry the stealth skill during state transition, step 909 is performed; if the third virtual object carries the stealth skill, step 910 is performed.
  • Step 909 the terminal displays the name of the third virtual object.
  • Step 910 the terminal displays the check failure information.
  • Step 911 the terminal ends the checking process.
  • the prop checking skill carried by the first virtual object can detect the virtual prop that defeats the second virtual object, and the image checking skill carried by the first virtual object can detect the second virtual object.
  • the virtual object observed before being defeated; here, the terminal uses the detected information as state transition information, and displays the state transition information so that the user can obtain more tactical reference information.
  • a UI when the first virtual object carries the search skill and approaches a second virtual object in the second life state, a UI will pop up to prompt the user whether to search for the second virtual object.
  • FIG. 10 shows a fifth flowchart of an information display method provided by an embodiment of the present application.
  • the information display method includes the following steps.
  • Step 1001 the terminal starts to display the virtual environment.
  • Step 1002 the terminal detects that the first virtual object is close to the second virtual object.
  • the detection is realized by a crash box.
  • Each virtual object in the virtual environment corresponds to a collision box, and the terminal detects whether the first virtual object is close to the first virtual object by detecting whether there is an intersection in space between the collision box corresponding to the first virtual object and the collision box corresponding to the second virtual object.
  • Two virtual objects when the terminal detects that the collision box corresponding to the first virtual object and the collision box corresponding to the second virtual object have an intersection in space, it is determined that the first virtual object is detected to be close to the second virtual object.
  • Step 1003 the terminal detects whether the death time (referred to as the state transition duration) of the second virtual object is less than 90 seconds.
  • the death time referred to as the state transition duration
  • the smell left by the third virtual object on the dead second virtual object can be detected within 90 seconds.
  • the third virtual object is an attacking virtual object that converts the first life state of the second virtual object to the second life state. If the dead time is less than 90 seconds, step 1004 is performed, otherwise, step 1007 is performed.
  • Step 1004 the terminal detects whether the first virtual object carries a search skill.
  • the search skill is an active skill, which can only be used by the first virtual object once.
  • step 1005 is executed.
  • Step 1005 the terminal detects whether the second virtual object has a virtual odor remover (called a trace removal skill).
  • the virtual smell removing agent is used to remove the smell left by the third virtual object on the dead second virtual object.
  • Virtual Odor Eliminator is a skill that is mutually exclusive with the Search skill. If the second virtual object has no virtual odor remover, step 1006 is performed, and if yes, step 1008 is performed.
  • Step 1006 the terminal displays the virtual search dog and displays an animation of the virtual search dog searching for the third virtual object.
  • Step 1007 the terminal ends the checking process.
  • Step 1008 the terminal displays a prompt message that the search cannot be performed.
  • the search skill carried by the first virtual object can search for the third virtual object that defeats the second virtual object; here, the terminal uses the search-related information as a state transition.
  • the terminal uses the search-related information as a state transition.
  • FIG. 11 is a structural block diagram of the information display device provided by the embodiment of the present application.
  • the information display device can be realized as all or a part of the terminal through software, hardware or a combination of the two.
  • the information display device includes: a display module 1101, a receiving module 1102 and a second display module 1103;
  • the first display module 1101 is configured to display a game control interface corresponding to a first virtual object.
  • the first virtual object is in a virtual environment with a first life state, and the virtual environment also includes a second life state. the second virtual object;
  • the receiving module 1102 is configured to receive a check operation for the second virtual object, where the check operation is an operation for the first virtual object to check the second virtual object using a check skill, and the check skill For checking the state transition information of the second virtual object, the state transition information is used to indicate that the second virtual object is converted from the first life state to the relevant information of the second life state;
  • the second display module 1103 is configured to display the state transition information in the game control interface based on the check operation.
  • the receiving module 1102 is further configured to convert the checking skill into an active state when the distance between the first virtual object and the second virtual object is less than a distance threshold;
  • a check control is displayed in the game control interface, and the check operation for the second virtual object is received through the check control; or, when the check When the skill is in the activated state, the check operation for the second virtual object is received through a target shortcut key.
  • the inspection skills include image inspection skills
  • the state transition information includes virtual object information
  • the virtual object information is used to indicate that the second virtual object is in the second life state The virtual object observed before;
  • the second display module 1103 is further configured to display the virtual object information in the game control interface based on the inspection operation corresponding to the image inspection skill.
  • the offensive virtual object that converts the second virtual object from the first life state to the second life state includes a third virtual object;
  • the second display module 1103 is further configured When the third virtual object does not trigger the stealth skill during the state transition of the second virtual object, based on the check operation for the image check skill, the game control interface displays the game control interface.
  • Virtual object information, the virtual object information includes object identification information of the third virtual object, wherein the concealment skill and the image inspection skill are mutually exclusive; when the third virtual object is in the When the hidden skill is triggered in the state transition process, based on the check operation for the image check skill, the virtual object information is displayed in the game control interface, and the virtual object information includes a fourth virtual object.
  • Object identification information of the object, the fourth virtual object is the observed virtual object;
  • the second display module 1103 is further configured to, when the third virtual object triggers the stealth skill in the state transition process, based on the check for the image check skill operation, displaying failure information in the game control interface, where the failure information is used to indicate that the stealth skill of the third virtual object has been triggered.
  • the inspection skills include prop inspection skills
  • the state transition information includes virtual prop information, where the virtual prop information is used to indicate a virtual prop that causes the second virtual object to perform state transition
  • the second display module 1103 is further configured to display the virtual item information in the game control interface based on the check operation for the item check skill.
  • the checking skills include search skills
  • the state transition information includes search guide information
  • the search guide information is used to indicate that the first virtual object to the second The path of three virtual objects, the third virtual object is an offensive virtual object that converts the second virtual object from the first life state to the second life state
  • the second display module 1103 is further configured The search guidance information is displayed in the target office control interface based on the check operation for the search skill.
  • the second display module 1103 is further configured to, when the third virtual object does not trigger the trace removal skill for the second virtual object in the second life state, The checking operation of the search skill, the search guide information is displayed in the game control interface, and the search skill and the trace removal skill are in a mutually exclusive relationship.
  • the second display module 1103 is further configured to, when the state transition duration of the second virtual object is less than a specified duration, based on the checking operation for the search skill, in the The search guidance information is displayed in the bureau control interface, and the state transition duration refers to the duration of the second virtual object being in the second life state.
  • FIG. 12 shows a structural block diagram of a terminal 1200 provided by an embodiment of the present application.
  • the terminal 1200 may be a portable mobile terminal, such as a smart phone, a tablet computer, an MP3 player, and an MP4 player.
  • the terminal 1200 may also be called user equipment, portable terminal, or other names.
  • the terminal 1200 includes: a processor 1201 and a memory 1202 .
  • the processor 1201 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and the like.
  • the processor 1201 can use at least one hardware form among digital signal processing (Digital Signal Processing, DSP), field programmable gate array (Field-Programmable Gate Array, FPGA), and programmable logic array (Programmable Logic Array, PLA).
  • DSP Digital Signal Processing
  • FPGA field programmable gate array
  • PLA programmable logic array
  • the processor 1201 may also include a main processor and a coprocessor.
  • the main processor is a processor used to process data in a wake-up state, also called a central processing unit (CPU); the coprocessor is a A low-power processor for processing data in a standby state.
  • CPU central processing unit
  • the processor 1201 may be integrated with a graphics processor (Graphics Processing Unit, GPU), and the GPU is used for rendering and drawing the content that needs to be displayed on the display screen.
  • the processor 1201 may further include an artificial intelligence (Artificial Intelligence, AI) processor, where the AI processor is used to process computing operations related to machine learning.
  • AI Artificial Intelligence
  • Memory 1202 may include one or more computer-readable storage media, which may be tangible and non-transitory. Memory 1202 may also include high-speed random access memory, as well as non-volatile memory, such as one or more disk storage devices, flash storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1202 is used to store at least one instruction, and the at least one instruction is used to be executed by the processor 1201 to implement the information display method provided by the embodiments of the present application.
  • the terminal 1200 may optionally further include: a peripheral device interface 1203 and at least one peripheral device.
  • the peripheral devices include: at least one of a radio frequency circuit 1204 , a touch display screen 1205 , a camera assembly 1206 , an audio circuit 1207 , a positioning assembly 1208 and a power supply 1209 .
  • the terminal 1200 further includes one or more sensors 1210 .
  • the one or more sensors 1210 include, but are not limited to, an acceleration sensor 1211 , a gyro sensor 1212 , a pressure sensor 1213 , an optical sensor 1214 and a proximity sensor 1215 .
  • FIG. 12 does not constitute a limitation on the terminal 1200, and may include more or less components than the one shown, or combine some components, or adopt different component arrangements.
  • Embodiments of the present application further provide a computer-readable storage medium, where the computer-readable storage medium stores at least one instruction, and the at least one instruction is loaded and executed by a processor to implement the information display method described in the embodiments of the present application .
  • Embodiments of the present application provide a computer program product or computer program, where the computer program product or computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium.
  • the processor of the terminal reads the computer instruction from the computer-readable storage medium, and the processor executes the computer instruction, so that the terminal executes the information display method provided by the embodiment of the present application.
  • Computer-readable storage media includes both computer storage media and communication media including any medium that facilitates transfer of a computer program from one place to another.
  • Computer-readable storage media can be any available media that can be accessed by a general purpose or special purpose computer.

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Abstract

一种信息显示方法、装置、电子设备、计算机可读存储介质及计算机程序产品,属于计算机技术领域。该信息显示方法包括:显示第一虚拟对象对应的对局控制界面,第一虚拟对象以第一生命状态处于虚拟环境中,虚拟环境中还包括处于第二生命状态的第二虚拟对象;接收针对第二虚拟对象的查验操作,查验操作是第一虚拟对象使用查验技能对第二虚拟对象进行查验的操作,查验技能用于对第二虚拟对象的状态转换信息进行查验,状态转换信息用于指示第二虚拟对象由第一生命状态转换为第二生命状态的相关信息;基于查验操作在对局控制界面中显示状态转换信息。

Description

一种信息显示方法、装置、电子设备、计算机可读存储介质及计算机程序产品
相关申请的交叉引用
本申请基于申请号为202110164947.6、申请日为2021年02月05日的中国专利申请提出,并要求该中国专利申请的优先权,该中国专利申请的全部内容在此引入本申请作为参考。
技术领域
本申请涉及计算机技术领域,涉及一种信息显示方法、装置、电子设备、计算机可读存储介质及计算机程序产品。
背景技术
在基于虚拟环境的功能应用中,比如第一人称游戏,能够实现虚拟对象之间的对局。示例性地,在虚拟对象A击败虚拟对象B的情况下,会在当前对局中显示与虚拟对象A击败虚拟对象B相关的结果信息。
由于对局中存在多种类型的显示信息,且虚拟对象之间发生对局的频次较高,从而对局相关的结果信息频繁更新显示,导致用户在繁杂的显示信息中无法有效掌握自己感兴趣的对局相关的结果信息;也就是说,结果信息显示的针对性较差,从而虚拟环境中信息交互的效率较低。
发明内容
本申请实施例提供了一种信息显示方法,所述方法包括:
显示第一虚拟对象对应的对局控制界面,所述第一虚拟对象以第一生命状态处于虚拟环境中,所述虚拟环境中还包括处于第二生命状态的第二虚拟对象;
接收针对所述第二虚拟对象的查验操作,所述查验操作是所述第一虚拟对象使用查验技能对所述第二虚拟对象进行查验的操作,所述查验技能用于对所述第二虚拟对象的状态转换信息进行查验,所述状态转换信息用于指示所述第二虚拟对象由所述第一生命状态转换为所述第二生命状态的相关信息;
基于所述查验操作在所述对局控制界面中显示所述状态转换信息。
本申请实施例提供了一种信息显示装置,所述信息显示装置包括:第一显示模块、接收模块和第二显示模块;
所述第一显示模块,配置为显示第一虚拟对象对应的对局控制界面,所述第一虚拟对象以第一生命状态处于虚拟环境中,所述虚拟环境中还包括处于第二生命状态的第二虚拟对象;
所述接收模块,配置为接收针对所述第二虚拟对象的查验操作,所述查验操作是所述第一虚拟对象使用查验技能对所述第二虚拟对象进行查验的操作,所述查验技能用于对所述第二虚拟对象的状态转换信息进行查验,所述状态转换信息用于指示所述第二虚拟对象由所述第一生命状态转换为所述第二生命状态的相关信息;
所述第二显示模块,配置为基于所述查验操作在所述对局控制界面中显示所述状态 转换信息。
本申请实施例提供了一种用于信息显示的电子设备,所述电子设备包括处理器和存储器;所述存储器中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由所述处理器加载并执行,以实现本申请实施例提供的信息显示方法。
本申请实施例提供了一种计算机可读存储介质,所述计算机可读存储介质中存储有至少一条计算机程序,所述计算机程序由处理器加载并执行以实现本申请实施例提供的信息显示方法。
本申请实施例提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在计算机可读存储介质中。终端的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该终端实现本申请实施例提供的信息显示方法。
附图说明
图1是本申请实施例提供的实施环境的示意图;
图2是本申请实施例提供的信息显示方法的流程图一;
图3是本申请实施例提供的信息显示方法的流程图二;
图4是本申请实施例提供的信息显示方法的流程图三;
图5是本申请实施例提供的对局控制界面的示意图一;
图6是本申请实施例提供的对局控制界面的示意图二;
图7是本申请实施例提供的技能拾取方法的流程图;
图8是本申请实施例提供的碰撞检测的示意图;
图9是本申请实施例提供的信息显示方法的流程图四;
图10是本申请实施例提供的信息显示方法的流程图五;
图11是本申请实施例提供的信息显示装置的结构框图;
图12是本申请实施例提供的终端的结构框图。
具体实施方式
为使本申请的目的、技术方案和优点更加清楚,下面将结合附图对本申请实施方式作进一步地详细描述。
在申请实施例中提及的“多个”是指两个或两个以上。“和/或”,描述关联对象的关联关系,表示可以存在三种关系;例如,A和/或B,可以表示:单独存在A,同时存在A和B,单独存在B这三种情况。字符“/”一般表示前后关联对象是一种“或”的关系。
首先,对本申请实施例中涉及的名词进行介绍。
1)虚拟环境,是指应用程序在终端上运行时显示(或提供)的虚拟环境。虚拟环境可以是二维虚拟环境、2.5维虚拟环境和三维虚拟环境中的任意一种,本申请实施例以虚拟环境是三维虚拟环境来举例说明。在本申请实施例中,该虚拟环境还用于至少两个虚拟对象之间的对局。在本申请实施例中,该虚拟环境中包括可供至少两个虚拟对象使用的虚拟资源。
2)虚拟对象,是指在虚拟环境中的可活动对象。该可活动对象可以是虚拟人物、虚拟动物和动漫人物中的至少一种。在本申请实施例中,当虚拟环境为三维虚拟环境时, 虚拟对象可以是三维立体模型。每个虚拟对象在三维虚拟环境中具有自身的形状和体积,占据三维虚拟环境中的一部分空间。在本申请实施例中,虚拟对象是基于三维人体骨骼技术构建的三维角色,该虚拟对象通过穿戴不同的虚拟皮肤来实现不同的外在形象。在本申请实施例中,虚拟对象也可以采用2.5维或二维模型来实现,本申请实施例对此不加以限定。
3)虚拟道具,是指虚拟对象在虚拟环境中能够使用的道具,包括能够对其他虚拟对象发起伤害的虚拟武器,补给道具,防御道具,虚拟光束和虚拟冲击波等用于虚拟对象释放技能时通过手部展示的虚拟道具,以及虚拟对象的部分身体躯干,比如手部和腿部等。
4)用户界面(User Interface,UI)控件,是指在功能应用的用户界面上能够看见的任何可视控件或元素,比如,图片、输入框、文本框、按钮和标签等控件;其中,一些UI控件用于接收用户的操作。
请参考图1,图1示出了本申请实施例提供的实施环境的示意图。该实施环境用于支持计算机系统100,该计算机系统100可以包括:第一终端110、服务器120和第二终端130。
第一终端110安装和运行有支持虚拟环境的游戏应用程序111,该游戏应用程序111可以是多人在线对局程序。当第一终端110运行游戏应用程序111时,第一终端110的屏幕上显示游戏应用程序111的用户界面。该游戏应用程序111可以是多人在线战术竞技(Multiplayer Online Battle Arena,MOBA)游戏、大逃杀射击游戏和模拟战略游戏(Simulation Game,SLG)的任意一种。在本申请实施例中,以该游戏应用程序111是MOBA游戏来举例说明。第一终端110是第一用户112使用的终端,第一用户112使用第一终端110控制位于虚拟环境中的第一虚拟对象进行活动,第一虚拟对象可以称为第一用户112的主控虚拟对象。第一虚拟对象的活动包括但不限于:调整身体姿态、爬行、步行、奔跑、骑行、飞行、跳跃、驾驶、拾取、射击、攻击、投掷和释放技能中的至少一种。示例性地,第一虚拟对象是第一虚拟人物,比如仿真人物或动漫人物。
第二终端130安装和运行有支持虚拟环境的游戏应用程序131,该游戏应用程序131可以是多人在线对局程序。当第二终端130运行游戏应用程序131时,第二终端130的屏幕上显示游戏应用程序131的用户界面。该客户端可以是MOBA游戏、大逃杀射击游戏、SLG游戏中的任意一种,在本申请实施例中,以该游戏应用程序131是MOBA游戏来举例说明。第二终端130是第二用户132使用的终端,第二用户132使用第二终端130控制位于虚拟环境中的第二虚拟对象进行活动,第二虚拟对象可以称为第二用户132的主控虚拟对象。示例性地,第二虚拟对象是第二虚拟人物,比如仿真人物或动漫人物。
在本申请实施例中,第一虚拟对象和第二虚拟对象处于同一虚拟环境中。在本申请实施例中,第一虚拟对象和第二虚拟对象可以属于同一个阵营、同一个队伍、同一个组织、具有好友关系或具有临时性的通讯权限。在本申请实施例中,第一虚拟对象和第二虚拟对象可以属于不同的阵营、不同的队伍、不同的组织或具有敌对关系。
在本申请实施例中,第一终端110和第二终端130上安装的游戏应用程序是相同的,或两个终端上安装的游戏应用程序是不同操作系统平台(安卓或IOS)上的同一类型游戏应用程序。第一终端110可以泛指多个终端中的一个,第二终端130可以泛指多个终端中的另一个,本申请实施例以第一终端110和第二终端130来举例说明。第一终端110和第二终端130的设备类型相同或不同,该设备类型包括:智能手机、平板电脑、电子书阅读器、动态影像专家压缩标准音频层面3(Moving Picture Experts Group Audio Layer III,MP3)播放器、动态影像专家压缩标准音频层面4(Moving Picture Experts Group Audio  Layer IV,MP4)播放器、膝上型便携计算机和台式计算机中的至少一种。
在本申请实施例中,对局中存在两个阵营:第一阵营和第二阵营。第一虚拟对象属于第一阵营或者第二阵营,当第一虚拟对象属于第一阵营时,第一终端110所显示的对局控制界面中,第二阵营中虚拟对象的阵营信息不可见,第一用户112控制第一虚拟对象击败第二阵营的虚拟对象以及维护虚拟环境中的虚拟设备以赢得胜利;当第一虚拟对象属于第二阵营时,第一终端110所显示的对局控制界面中,第一阵营中虚拟对象的阵营信息可见,第一用户112控制第一虚拟对象击败第一阵营的虚拟对象以及摧毁虚拟环境中的虚拟设备以赢得胜利。第二虚拟对象属于第一阵营或者第二阵营,当第二虚拟对象属于第一阵营时,第二终端130所显示的对局控制界面中,第二阵营中虚拟对象的阵营信息不可见,第二用户132控制第二虚拟对象击败第二阵营的虚拟对象以及维护虚拟环境中的虚拟设备以赢得胜利;当第二虚拟对象属于第二阵营时,第二终端130所显示的对局控制界面中,第一阵营中虚拟对象的阵营信息可见,第二用户132控制第二虚拟对象击败第一阵营的虚拟对象以及摧毁虚拟环境中的虚拟设备以赢得胜利。
图1中示出了两个终端,但在不同实施例中存在多个其它终端可以接入服务器120。在本申请实施例中,还存在一个或多个终端是开发者对应的终端,在该终端上安装有支持虚拟环境的游戏应用程序的开发和编辑平台,开发者可在该终端上对游戏应用程序进行编辑和更新,并将更新后的游戏应用程序安装包通过有线或无线网络传输至服务器120,第一终端110和第二终端130可从服务器120下载游戏应用程序安装包实现对游戏应用程序的更新。其中,第一终端110、第二终端130以及其它终端通过无线网络或有线网络与服务器120相连。
服务器120包括一台服务器、多台服务器组成的服务器集群、云计算平台和虚拟化中心中的至少一种。服务器120用于为支持三维虚拟环境的游戏应用程序提供后台服务。在本申请实施例中,服务器120承担的计算工作多于终端承担的计算工作;或者,服务器120承担的计算工作少于或等于终端承担的计算工作;又或者,服务器120和终端之间采用分布式计算架构进行协同计算。
在本申请实施例中,服务器120包括存储器121、处理器122、用户账号数据库123、对局服务模块124、面向用户的输入/输出接口(Input/Output Interface,I/O接口)125。其中,处理器122用于加载服务器120中存储的指令,处理用户账号数据库123和对局服务模块124中的数据;用户账号数据库123用于存储第一终端110、第二终端130以及其它终端所使用的用户账号的数据,比如用户账号的头像、用户账号的昵称、用户账号的战斗力指数,用户账号所在的服务区,等等;对局服务模块124用于提供多个对局房间供用户进行对局,比如1比(Versus,V)1对局、3V3对局、5V5对局、以及MVN对局(M和N为不相等的正整数)等;面向用户的I/O接口125用于通过无线网络或有线网络和第一终端110和/或第二终端130建立通信交换数据。
需要说明的是,为了实现虚拟环境中的对局,在对局开始后,虚拟环境中的虚拟对象被其他虚拟对象击败所对应的生命状态转换信息会在全局的虚拟环境中进行公示,导致用户容易在频繁更新公示的生命状态转换信息中错过自己感兴趣的生命状态转换信息。而本申请实施例中,在用户主动通过携带的查验技能对处于死亡状态的第二虚拟对象进行查验的情况下,用于信息显示的电子设备(比如,终端)才显示状态转换信息,从而可以保证显示的状态转换信息是满足用户获取需求的信息,有利于用户有效掌握感兴趣的状态转换信息;因此,能够提升信息显示的针对性,提升虚拟环境中信息交互的效率。
图2示出了本申请实施例提供的信息显示方法的流程图一。本申请实施例以该信息显示方法被图1所示实施环境中的第一终端110或第二终端130或该实施环境中的其它 终端执行为例进行说明,该信息显示方法包括步骤201至步骤203。
步骤201,显示第一虚拟对象对应的对局控制界面,第一虚拟对象以第一生命状态处于虚拟环境中,虚拟环境中还包括处于第二生命状态的第二虚拟对象。
在本申请实施例中,在对局开局后,终端显示第一虚拟对象对应的对局控制界面,第一虚拟对象处于虚拟环境中,且第一虚拟对象处于第一生命状态。
在本申请实施例中,第一生命状态指的是存活状态,比如,生命状态值不低于指定值的状态。在存活状态下,第一虚拟对象支持在虚拟环境中进行活动,第一虚拟对象的活动包括但不限于:调整身体姿态、爬行、步行、奔跑、骑行、飞行、跳跃、驾驶、拾取、射击、攻击、投掷和释放技能中的至少一种。
在本申请实施例中,一局对局中包含两种阵营:第一阵营和第二阵营,用户需要控制第一虚拟对象与敌对阵营的虚拟对象进行竞技,以获取第一虚拟对象所在阵营的胜利。其中,第一阵营中虚拟对象的阵营信息对第二阵营中的虚拟对象可见,第二阵营中虚拟对象的阵营信息对第一阵营中的虚拟对象不可见。其中,第一虚拟对象属于第一阵营,第一虚拟对象在虚拟环境中处于第一生命状态。
示例性地,对局中的虚拟对象分为保卫者(即为第一阵营中的虚拟对象)和潜入者(即为第二阵营中的虚拟对象);第一虚拟对象属于保卫者,第一虚拟对象的对局控制界面中显示第一虚拟对象的阵营信息为保卫者,而虚拟环境中的其他虚拟对象的阵营信息对第一虚拟对象来说不可见。
需要说明的是,虚拟环境中还包括处于第二生命状态的第二虚拟对象,第二虚拟对象的阵营信息对第一虚拟对象不可见。
步骤202,接收针对第二虚拟对象的查验操作,查验操作是第一虚拟对象使用查验技能对第二虚拟对象进行查验的操作,查验技能用于对第二虚拟对象的状态转换信息进行查验,状态转换信息用于指示第二虚拟对象由第一生命状态转换为第二生命状态的相关信息。
在本申请实施例中,终端通过接收用户针对第二虚拟对象的查验操作,对第二虚拟对象的状态转换信息进行查验,以获得与查验技能匹配的状态转换信息。
在本申请实施例中,在第一虚拟对象携带查验技能的情况下,终端才能够接收到第一虚拟对象针对第二虚拟对象触发与查验技能相对应的查验操作。其中,状态转换信息用于指示第二虚拟对象由第一生命状态转换为第二生命状态的相关信息。
在本申请实施例中,第二生命状态指的是死亡状态,比如,生命状态值等于指定值的状态。在死亡状态下,第二虚拟对象不支持在虚拟环境中进行活动。在本申请实施例中,处于死亡状态的第二虚拟对象不支持进行复活。
在本申请实施例中,第一虚拟对象不是将第二虚拟对象的第一生命状态转换为第二生命状态的进攻虚拟对象。也即,在第一虚拟对象是造成第二虚拟对象的生命状态发生转换的进攻虚拟对象的情况下,第一虚拟对象无法对第二虚拟对象进行查验。
在本申请实施例中,查验操作包括:对查验控件的触发操作,或者,对目标快捷键的输入操作。本申请实施例对查验操作的实现方式不进行限制。示例性地,在第二虚拟对象处于第二生命状态的情况下,第二虚拟对象的对应位置(比如,第二虚拟对象的所在位置)显示有查验控件,提示其他虚拟对象可对第二虚拟对象进行查验,在第一虚拟对象与第二虚拟对象之间的距离小于距离阈值的情况下,即为第一虚拟对象与第二虚拟对象之间的距离符合距离要求的情况下,用户对显示的查验控件进行触发从而终端接收到对第二虚拟对象的状态转换信息进行查验的查验操作。
示例性地,用户通过输入查验技能相对应的快捷键,从而终端接收到对第二虚拟对象的状态转换信息进行查验的查验操作。
在本申请实施例中,对于处于第二生命状态的第二虚拟对象来说,其他虚拟对象(比如,第一虚拟对象)针对第二虚拟对象的查验操作只能对其实施指定次数(比如,一次),从而,终端能够接收到指定次数个查验操作。
示例性地,在第一虚拟对象对第二虚拟对象查验之后,其他虚拟对象无法对第二虚拟对象再次进行查验,也就是说,终端在接收到第一虚拟对象针对第二虚拟对象的查验操作之后,针对第二虚拟对象,将无法再接收到查验操作。
在本申请实施例中,第一虚拟对象携带查验技能的方式包括如下中的至少一种:在开局时自动配置查验技能;在对局过程中满足解锁条件从而解锁查验技能;通过捡拾操作从而获取查验技能通过虚拟资源交换查验技能。
示例性地,解锁条件包括如下中的至少一种:对局时长到达目标时长;第一虚拟对象的战绩达到目标战绩。如:在对局时长到达4分钟的情况下,解锁第一查验技能,从而第一虚拟对象携带第一查验技能;在对局时长到达5分钟的情况下,解锁第二查验技能,从而第一虚拟对象携带第二查验技能。又如:在第一虚拟对象的积分达到第一目标积分的情况下,解锁第三查验技能,从而第一虚拟对象携带第三查验技能;在第一虚拟对象的积分达到第二目标积分的情况下,解锁第四查验技能,从而第一虚拟对象携带第四查验技能。
在本申请实施例中,第一虚拟对象所携带的查验技能对应有数量阈值。示例性地,数量阈值为3,第一虚拟对象只可以携带数3个以内的查验技能。示例性地,数量阈值的大小可以通过第一虚拟对象使用修改道具进行修改,如:使用修改道具将数量阈值由3扩大至5。
步骤203,基于查验操作在对局控制界面中显示状态转换信息。
在申请实施例中,在接收到查验操作的时长达到预设时长之后,终端在对局控制界面中显示状态转换信息以完成对查验操作的响应。如:在接收到查验操作2秒后,终端显示状态转换信息。
示例性地,状态转换信息用于指示第二虚拟对象由存活状态转换为死亡状态的相关信息。
在本申请实施例中,终端可以确定是否对第二虚拟对象的状态转换信息进行全局公开,当终端接收到用户触发的全局公开的操作时,响应于该操作在全局公开,即为在该对局中的每个虚拟对象所对应的终端上显示该状态转换信息,以使对局中的所有虚拟对象均能获知状态转换信息。
可以理解的是,在虚拟环境中存在处于死亡状态的第二虚拟对象的情况下,终端可以在接收到查验操作的情况下对第二虚拟对象进行查验,并通过显示状态转换信息显示第二虚拟对象由存活状态转换为死亡状态的相关信息。由于状态转换信息的显示依赖于第一虚拟对象对第二虚拟对象进行查验时所携带的查验技能,在用户主动通过携带的查验技能对第二虚拟对象进行查验的情况下,终端才显示状态转换信息,从而可以保证显示的状态转换信息是满足用户获取需求的信息,有利于用户有效掌握感兴趣的状态转换信息,从而能够提升结果信息显示的针对性。
还可以理解的是,在对局中存在两个阵营:第一阵营和第二阵营,且在第一阵营中虚拟对象的阵营信息对第二阵营中的虚拟对象可见,而第二阵营中虚拟对象的阵营信息对第一阵营中的虚拟对象不可见的情况下,当第一虚拟对象属于第一阵营时,可以通过查验技能对第二虚拟对象进行查验,从而使得第一虚拟对象对应的用户基于查验得到的状态转换信息推测第二阵营所包含的虚拟对象。
在本申请实施例中,第一虚拟对象所携带的查验技能需要满足激活条件从而被激活,第一虚拟对象再通过激活的查验技能触发查验操作;从而,能够限定查验操作在固定的 场景下进行使用,保障查验过程的拟真性。
图3示出了本申请实施例提供的信息显示方法的流程图二。本申请实施例以该信息显示方法被图1所示实施环境中的第一终端110或第二终端130或该实施环境中的其它终端执行时为例进行说明,该信息显示方法包括如下步骤。
步骤301,显示第一虚拟对象对应的对局控制界面,第一虚拟对象以第一生命状态处于虚拟环境中,虚拟环境中还包括处于第二生命状态的第二虚拟对象。
本步骤的实施方式参见上述步骤201。
步骤302,当第一虚拟对象与第二虚拟对象之间的距离小于距离阈值时,将查验技能转换为激活状态。
在本申请实施例中,当虚拟环境中包括处于第二生命状态的第二虚拟对象时,终端对第一虚拟对象与第二虚拟对象之间的距离进行检测,在第一虚拟对象与第二虚拟对象之间的距离符合距离要求的情况下,如:两者之间的距离小于距离阈值,将第一虚拟对象所携带的查验技能转换为激活状态。在本申请实施例中,激活的查验技能的数量为至少一个。
示例性地,处于激活状态的查验技能用高亮的方式进行标识;或,处于激活状态的查验技能用闪烁的方式进行标识;或,处于激活状态的查验技能用放大的方式进行标识。本申请实施例对处于激活状态的查验技能在界面上的表现形式不进行限定。
步骤3031,当查验技能为激活状态时,在对局控制界面中显示查验控件,并通过查验控件,接收针对第二虚拟对象的查验操作。
在本申请实施例中,当终端确定第一虚拟对象所携带的查验技能为激活状态时,终端在战控制界面中显示查验控件;当用户对查验控件进行触发时,终端相应接收到查验操作。
步骤3032,当查验技能为激活状态时,通过目标快捷键,接收针对第二虚拟对象的查验操作。
在本申请实施例中,在终端接收用户对应于目标快捷键的输入操作的情况下,终端将对应于目标快捷键的输入操作视为针对第二虚拟对象的查验操作,终端相应控制第一虚拟对象使用查验技能对第二虚拟对象进行查验。
可以理解的是,对应于目标快捷键的输入操作可以通过实体键盘、手柄和终端自带的虚拟键盘等实现,本申请实施例对此不进行限制。
步骤304,基于查验操作在对局控制界面中显示状态转换信息。
本步骤的实施方式参见上述步骤203。
可以理解的是,本申请实施例提供的信息显示方法,能够当虚拟环境中存在处于第二生命状态的第二虚拟对象时,终端对第一虚拟对象与第二虚拟对象之间的距离进行检测,在第一虚拟对象与第二虚拟对象之间的距离符合距离要求的情况下,查验技能被激活,第一虚拟对象再通过激活的查验技能触发查验操作;由于查验操作需要在第一虚拟对象与第二虚拟对象之间的距离符合距离要求的情况下触发,保障了第一虚拟对象对第二虚拟对象进行查验过程的拟真性,提升了虚拟环境的渲染效果。
在本申请实施例中,查验技能包括:影像查验技能、道具查验技能和搜寻技能中的至少一种;由于状态转换信息与查验技能匹配,从而相应地,状态转换信息包括:虚拟对象信息、虚拟道具信息和搜寻指引信息中的至少一种。
图4示出了本申请实施例提供的信息显示方法的流程图三。本申请实施例以该信息显示方法被图1所示实施环境中的第一终端110或第二终端130或该实施环境中的其它终端执行时为例进行说明,该信息显示方法包括如下步骤。
步骤401,显示第一虚拟对象对应的对局控制界面,第一虚拟对象以第一生命状态 处于虚拟环境中,虚拟环境中还包括处于第二生命状态的第二虚拟对象。
本步骤的实施方式参见上述步骤201。
步骤4021,通过接收针对第二虚拟对象的对影像查验技能的触发操作,获得与影像查验技能对应的查验操作。
在本申请实施例中,当查验技能中包括影像查验技能时,在虚拟环境中存在处于第二生命状态的第二虚拟对象,且影像查验技能处于激活状态的情况下,终端接收针对第二虚拟对象的对影像查验技能的触发操作,也就获得了查验操作。影像查验技能是用于对已处于第二生命状态的虚拟对象在处于第二生命状态之前所观察到的其他虚拟对象进行查验的技能;可以理解的是,具备上述功能属性的技能均可以认为是本申请实施例中所述的影像查验技能。示例性地,影像查验技能也可称为影像重建技能。
示例性地,影像查验技能属于被动技能,其在被第一虚拟对象携带之后可以长时间使用,没有使用次数的限制。
步骤4031,基于与影像查验技能对应的查验操作,在对局控制界面中显示虚拟对象信息。
在本申请实施例中,当查验技能中包括影像查验技能时,状态转换信息中包括虚拟对象信息,虚拟对象信息用于指示第二虚拟对象在处于第二生命状态之前所观察到的虚拟对象,终端基于对影像查验技能的触发操作,在对局控制界面中显示虚拟对象信息。
在本申请实施例中,虚拟对象信息中所指示的虚拟对象的个数为一个。在第二虚拟对象处于第二生命状态之前,即第二虚拟对象进行状态转换过程之前,第二虚拟对象可能观察到多个其他虚拟对象,虚拟对象信息对第二虚拟对象观察到的多个其他虚拟对象中的最后一个观察到的虚拟对象进行指示。
在本申请实施例中,将第二虚拟对象的第一生命状态转换为第二生命状态的进攻虚拟对象中包括第三虚拟对象;终端基于对影像查验技能的触发操作,在对局控制界面中显示虚拟对象信息存在如下可能的实现方式。
一种是当第三虚拟对象在第二虚拟对象的状态转换过程中未触发隐匿技能时,基于对影像查验技能的触发操作,在对局控制界面中显示虚拟对象信息,虚拟对象信息中包括第三虚拟对象的对象标识信息;其中,隐匿技能与影像查验技能之间为互斥关系。
在本申请实施例中,终端获取第三虚拟对象在第二虚拟对象的状态转换过程中的技能触发情况,基于获得的技能触发情况确定第三虚拟对象未触发隐匿技能的情况下,基于对影像查验技能的触发操作,在对局控制界面中显示虚拟对象信息,虚拟对象信息为第三虚拟对象的对象标识信息。第三虚拟对象的对象标识信息用于指示第三虚拟对象。第三虚拟对象的对象标识信息包括如下中的至少一种:第三虚拟对象的昵称,第三虚拟对象在对局中的编号。
其中,第三虚拟对象的隐匿技能指的是控制第三虚拟对象处于隐匿状态的技能,处于隐匿状态下的第三虚拟对象无法被其他虚拟对象观察到。在本申请实施例中,隐匿技能对应有生效时长,如:15秒。在本申请实施例中,其他虚拟对象靠近(比如,两者的距离小于指定距离时)处于隐匿状态下的第三虚拟对象,可以观察到第三虚拟对象的轮廓。
可以理解的是,隐匿技能与影像查验技能之间为互斥关系指的是影像查验技能的使用结果(即显示的虚拟对象信息)受到隐匿技能的影响。在第三虚拟对象在第二虚拟对象的状态转换过程中触发隐匿技能的情况下,第一虚拟对象则无法有效使用影像查验技能获知准确的第二虚拟对象的虚拟对象信息,所以隐匿技能与影像查验技能之间为互斥关系。
示例性地,参考图5,图5示出了一种第三虚拟对象对应的对局控制界面,第三虚 拟对象所属阵营为潜入者。在对局控制界面中显示有隐匿技能501,且隐匿技能501被触发处于激活状态,第三虚拟对象502处于隐匿状态,第三虚拟对象502即便正对第二虚拟对象503,也不会被第二虚拟对象503观察到。第三虚拟对象502对第二虚拟对象503进攻,击败第二虚拟对象503,致使第二虚拟对象503由第一生命状态转换为第二生命状态。
另一种是当第三虚拟对象在第二虚拟对象的状态转换过程中触发隐匿技能时,基于对影像查验技能的触发操作,在对局控制界面中显示虚拟对象信息,虚拟对象信息中包括第四虚拟对象的对象标识信息;或者,当第三虚拟对象在第二虚拟对象的状态转换过程中触发隐匿技能时,基于对影像查验技能的触发操作,在对局控制界面中显示失败信息,失败信息用于指示隐匿技能的触发。
其中,第四虚拟对象为第二虚拟对象在处于第二生命状态之前所观察到的虚拟对象。可以理解的是,由于第三虚拟对象在第二虚拟对象的状态转换过程中触发隐匿技能,第三虚拟对象对于第二虚拟对象来说无法观察到。
在本申请实施例中,由于隐匿技能与影像查验技能之间为互斥关系,在第三虚拟对象在第二虚拟对象的状态转换过程中触发隐匿技能的情况下,第二虚拟对象在处于第二生命状态之前所观察到的虚拟对象中不包括第三虚拟对象,终端显示的虚拟对象信息中包括第四虚拟对象的对象标识信息,第四虚拟对象为第二虚拟对象在处于第二生命状态之前所观察到的虚拟对象。第四虚拟对象的对象标识信息用于指示第四虚拟对象。第四虚拟对象的对象标识信息包括如下中的至少一种:第四虚拟对象的昵称,第四虚拟对象在对局中的编号。
示例性地,第二虚拟对象在处于第一生命状态的过程中,观察到的最后一个虚拟对象为第四虚拟对象之后,第二虚拟对象被触发隐匿技能的第三虚拟对象进攻而进行状态转换过程,则虚拟对象信息中包括第四虚拟对象的对象标识信息。
在本申请实施例中,由于隐匿技能与影像查验技能之间为互斥关系,在第三虚拟对象在第二虚拟对象的状态转换过程中触发隐匿技能的情况下,第二虚拟对象在处于第二生命状态之前所观察到的虚拟对象中不包括第三虚拟对象,第一虚拟对象通过影像查验技能不能查验到准确的导致第二虚拟对象进行状态转换过程的虚拟对象,则终端显示失败信息,失败信息用于指示隐匿技能的触发。
步骤4022,通过接收针对第二虚拟对象的对道具查验技能的触发操作,获得与道具查验技能对应的查验操作。
在本申请实施例中,当查验技能中包括道具查验技能时,在虚拟环境中存在处于第二生命状态的第二虚拟对象,且道具查验技能处于激活状态的情况下,终端接收针对第二虚拟对象的对道具查验技能的触发操作,也就获得了查验操作。道具查验技能是用于对导致虚拟对象处于第二生命状态的虚拟道具进行查验的技能;可以理解的是,具备上述功能属性的技能均可以认为是本申请实施例中所述的道具查验技能。示例性地,道具查验技能也可称为鹰眼技能。
示例性地,道具查验技能属于被动技能,其在被第一虚拟对象携带之后可以长时间使用,没有使用次数的限制。
步骤4032,基于与道具查验技能对应的查验操作,在对局控制界面中显示虚拟道具信息。
在本申请实施例中,当查验技能中包括道具查验技能时,状态转换信息中包括虚拟道具信息,虚拟道具信息用于指示致使第二虚拟对象进行状态转换过程的虚拟道具,终端基于对道具查验技能的触发操作,在对局控制界面中显示虚拟道具信息。
示例性地,参考图6,图6示出了另一种第一虚拟对象对应的对局控制界面,第一 虚拟对象所属阵营为保卫者。第二虚拟对象602被击败后,其附近显示有查验控件603,还显示有提示信息(未查验,靠近以查验身份)查验控件603支持影像查验技能和道具查验技能的同时触发。用户通过触发查验控件603,使终端控制第一虚拟对象601对第二虚拟对象602进行查验,查验完成后,终端显示状态转换信息604,状态转换信息604包含虚拟对象信息“最后看到:10宇霸霸”,以及虚拟道具信息。
步骤4023,通过接收针对第二虚拟对象的对搜寻技能的触发操作,获得与搜寻技能对应的查验操作。
在本申请实施例中,当查验技能中包括搜寻技能时,在虚拟环境中存在处于第二生命状态的第二虚拟对象,且搜寻技能处于激活状态的情况下,终端接收针对第二虚拟对象的对搜寻技能的触发操作,也就获得了查验操作。搜寻技能是用于对导致虚拟对象处于第二生命状态的其他虚拟对象进行搜寻的技能;可以理解的是,具备上述功能属性的技能均可以认为是本申请实施例中所述的搜寻技能。示例性地,搜寻技能也可称为搜寻犬技能。
示例性地,搜寻技能属于主动技能,搜寻技能在被第一虚拟对象携带之后对应有使用次数的限制,如:只可以使用一次。
步骤4033,基于与搜寻技能对应的查验操作,在对局控制界面中显示搜寻指引信息。
在本申请实施例中,当查验技能中包括搜寻技能时,状态转换信息中包括搜寻指引信息,搜寻指引信息用于指示在虚拟环境中第一虚拟对象到第三虚拟对象的路径,第三虚拟对象为将第二虚拟对象的第一生命状态转换为第二生命状态的进攻虚拟对象,终端基于对搜寻技能的触发操作,在对局控制界面中显示搜寻指引信息。
在本申请实施例中,终端基于对搜寻技能的触发操作,在对局控制界面中显示搜寻指引信息存在如下可能的实现方式。
一种是当第三虚拟对象未针对处于第二生命状态的第二虚拟对象触发痕迹清除技能时,终端基于对搜寻技能的触发操作,在对局控制界面中显示搜寻指引信息,搜寻技能与痕迹清除技能之间存在排斥关系。
在本申请实施例中,终端获取第三虚拟对象在第二虚拟对象处于第二生命状态下针对第二虚拟对象的技能触发情况,基于获得的技能触发情况确定第三虚拟对象未对第二虚拟对象触发痕迹清除技能的情况下,基于对搜寻技能的触发操作,在对局控制界面中显示搜寻指引信息。
其中,第三虚拟对象的痕迹清除技能指的是控制第二虚拟对象上停留的第三虚拟对象有关的个人痕迹特征被清除的技能。示例性地,个人痕迹特征包括气味特征。
示例性地,继续参考图5,图5示出了第三虚拟对象对应的对局控制界面,第三虚拟对象所属阵营为潜入者。在对局控制界面中显示有痕迹清除技能504,在第二虚拟对象503被第三虚拟对象502击败后,第三虚拟对象502可以对处于第二生命状态的第二虚拟对象503使用痕迹清除技能504。
可以理解的是,搜寻技能与痕迹清除技能之间为互斥关系指的是搜寻技能的使用结果受到痕迹清除技能的影响。在第三虚拟对象针对处于第二生命状态的第二虚拟对象触发痕迹清除技能的情况下,第二虚拟对象上将不复存在第三虚拟对象有关的个人痕迹特征,第一虚拟对象则无法依据第三虚拟对象有关的个人痕迹特征,使用搜寻技能对第三虚拟对象进行搜寻,所以搜寻技能与痕迹清除技能之间为互斥关系。
另一种为当第二虚拟对象的状态转换时长小于指定时长时,确定未超出时长限制,此时,终端基于对搜寻技能的触发操作,在对局控制界面中显示搜寻指引信息,状态转换时长包括第二虚拟对象由第一生命状态转换为第二生命状态后,处于第二生命状态的时长。
在本申请实施例中,第二虚拟对象上停留的第三虚拟对象有关的个人痕迹特征在时长限制内有效,终端获取第二虚拟对象的状态转换时长,在状态转换时长未超出时长限制的情况下,基于对搜寻技能的触发操作,依据第三虚拟对象有关的个人痕迹特征,使用搜寻技能对第三虚拟对象进行搜寻,在对局控制界面中显示搜寻指引信息。
示例性地,继续参考图6,图6示出了第一虚拟对象对应的对局控制界面,第一虚拟对象所属阵营为保卫者。第二虚拟对象602被第三虚拟对象所击败,且第三虚拟对象未对第二虚拟对象602使用痕迹清除技能。第二虚拟对象602被击败后,终端开始对第二虚拟对象602的状态转换时长进行计时,并基于状态转换时长显示搜寻技能使用提示信息“击杀者气息将在01:23秒后消失(可启用搜寻犬追踪)”。在用户输入搜寻技能对应的快捷键后,控制第一虚拟对象601使用搜寻技能,在虚拟环境中生成一个搜寻犬605,搜寻犬605在虚拟环境中的运动轨迹即可视为由第一虚拟对象601到第三虚拟对象的路径,用户可以控制第一虚拟对象601依据搜寻犬的指引,搜寻第三虚拟对象,从而,终端显示第一虚拟对象601依据搜寻犬的指引搜寻第三虚拟对象的相关信息。
可以理解的是,本申请实施例提供的信息显示方法中,终端控制第一虚拟对象可以通过携带的影像查验技能、道具查验技能和搜寻技能等查验技能,对第二虚拟对象进行查验,并呈现查验出的状态转换信息,以供用户获知状态转换信息。状态转换信息包括:第二虚拟对象最后观察到的虚拟对象,击败第二虚拟对象的虚拟道具,以及击败第二虚拟对象的第三虚拟对象的踪迹,从而便于第一虚拟对象基于携带的查验技能的种类,选择性地获知不同方面的状态转换信息,提升了人机交互的灵活性。
可以理解的是,在对局中,除了上述查验技能,第一虚拟对象也可以携带其他类型的技能。下面,对其他类型的技能进行简单介绍。
1)死寂技能:用于隐藏第一虚拟对象的脚步声。
在本申请实施例中,服务器控制参与对局的终端将第一虚拟对象的动作音量调整为0,从而实现静音效果。
2)虚拟防弹衣:用于减少第一虚拟对象受到的伤害。
在本申请实施例中,虚拟防弹衣在第一虚拟对象持有后自动生效,终端在确定第一虚拟对象受击时呈现防弹衣图标,以使攻击者能看到防弹衣图标;终端在确定防弹衣的抵御点数达到点数阈值的伤害后,控制防弹衣自动失效。
3)虚拟燃烧瓶:用于在虚拟环境中造成火势燃烧。
在本申请实施例中,虚拟燃烧瓶造成的火势能够对虚拟环境中的虚拟对象造成伤害。
4)虚拟无人机(Unmanned Aerial Vehicle,UAV):用于通过扫描一次所有虚拟对象的当前位置,在小地图进行显示。
5)虚拟强心针,用于第一虚拟对象的移动加速、以及生命值恢复。
在本申请实施例中,虚拟强心针支持在移动中进行释放。
在本申请实施例中,终端可以控制查验技能在虚拟环境中通过拾取获得,以控制第一虚拟对象携带查验技能对第二虚拟对象进行查验。
图7示出了本申请实施例提供的技能拾取方法的流程图,该技能拾取方法包括如下步骤。
步骤701,终端开始显示虚拟环境。
步骤702,终端检测第一虚拟对象是否靠近技能。
在本申请实施例中,检测通过碰撞盒来实现的。每个待捡拾的技能均对应有碰撞盒,终端通过检测第一虚拟对象对应的碰撞盒与技能对应的碰撞盒在空间上是否存在交集,来检测第一虚拟对象是否靠近技能。
示例性地,如图8所示,虚拟环境中的技能801和第一虚拟对象802均设置有碰撞 盒,当第一虚拟对象802的碰撞盒804与技能801的碰撞盒803接触时,确定第一虚拟对象802已靠近技能801。
在本申请实施例中,终端将待捡拾的技能显示为统一的图标;终端响应于用户控制第一虚拟对象靠近拾取的操作,在虚拟环境内显示技能的具体名称及对应的单独的图标。
在本申请实施例中,在对局开始后,服务器通过终端虚拟环境中的每个虚拟对象对应的指定范围内随机显示一个技能,之后终端通过空投掉落技能的方式呈现1~2个技能。
步骤703,终端确定技能个数是否小于3。
在本申请实施例中,第一虚拟对象支持携带的技能的个数最多为3个。技能包括查验技能以及其他类型的技能。在技能小于3的情况下,则执行步骤704;在技能大于或等于3的情况下,则执行步骤705。
步骤704,终端执行装备技能的处理。
由于第一虚拟对象已携带的技能小于3,则第一虚拟对象可以将捡拾的技能直接进行装备。
步骤705,终端弹出技能框。
其中,技能框中包括第一虚拟对象已携带的技能。
步骤706,终端接收用户选择需要更换的技能的操作。
在本申请实施例中,用户在技能框中选择需要更换的技能,终端也就接收到了用户选择需要更换的技能的操作。
步骤707,终端确定是否对技能进行更换。
在本申请实施例中,在用户选中更换的技能后,终端显示更换确认信息,提示用户对是否进行技能更换进行确认。在用户取消进行技能更换的情况下,终端响应于用户的取消操作确定不更换技能,则执行步骤708;当用户确认进行技能更换的情况下,终端响应于用户的确认操作确定更换技能,则执行步骤709。
步骤708,终端执行取消技能更换的处理。
步骤709,终端执行技能更换的处理。
可以理解的是,本申请实施例提供的信息显示方法中,查验技能可以在虚拟环境中通过拾取的方式获得,能够保证第一虚拟对象可以携带查验技能对第二虚拟对象进行查验,以呈现状态转换信息,从而供用户获取更多的战术参考信息。
在本申请实施例中,当第一虚拟对象携带道具查验技能或影像查验技能并靠近某个处于第二生命状态的第二虚拟对象(即为死亡状态的虚拟对象)时,便会弹出UI提示用户是否要对第二虚拟对象进行查验。
图9示出了本申请实施例提供的信息显示方法的流程图四,该信息显示方法包括如下步骤。
步骤901,终端开始显示虚拟环境。
步骤902,终端检测第一虚拟对象是否靠近第二虚拟对象。
在本申请实施例中,检测通过碰撞盒来实现的。虚拟环境中的每个虚拟对象均对应有碰撞盒,终端通过检测第一虚拟对象对应的碰撞盒与第二虚拟对象对应的碰撞盒在空间上是否存在交集,来检测第一虚拟对象是否靠近第二虚拟对象。这里,当终端检测到第一虚拟对象靠近第二虚拟对象时,执行步骤903,否则执行步骤911。
步骤903,终端检测第一虚拟对象是否携带查验技能。
在本申请实施例中,道具查验技能和影像查验技能均为被动技能,支持被第一虚拟对象多次使用。当终端检测到第一虚拟对象携带道具查验技能和影像查验技能中的至少一项技能的情况下,则执行步骤904。否则执行步骤911。
步骤904,终端接收用户选择查验的操作。
在本申请实施例中,当用户执行选择查验的操作时,终端接收到的用户选择查验的操作即为针对第二虚拟对象的查验操作。
步骤905,终端检测第一虚拟对象是否携带道具查验技能。
在终端确定第一虚拟对象携带道具查验技能的情况下,则执行步骤906。否则执行步骤907。
步骤906,终端显示虚拟道具信息。
其中,虚拟道具信息用于指示致使第二虚拟对象进行状态转换的虚拟道具。
步骤907,终端检测第一虚拟对象是否携带影像查验技能。
在终端确定第一虚拟对象携带影像查验技能的情况下,则执行步骤908,否则执行步骤911。
步骤908,终端检测第三虚拟对象在状态转换时是否携带隐匿技能。
其中,第三虚拟对象为将第二虚拟对象的第一生命状态转换为第二生命状态的进攻虚拟对象。隐匿技能是与影像查验技能为互斥关系的技能。
在本申请实施例中,终端从服务器侧获取第三虚拟对象在进攻第二虚拟对象时是否携带隐匿技能的信息,以检测第三虚拟对象在第二对象进行状态转换时是否携带隐匿技能。在终端确定第三虚拟对象在状态转换时没有携带隐匿技能的情况下,则执行步骤909;在第三虚拟对象携带隐匿技能的情况下,则执行步骤910。
步骤909,终端显示第三虚拟对象的名字。
步骤910,终端显示查验失败信息。
步骤911,终端结束查验处理。
可以理解的是,本实施例提供的信息显示方法中,第一虚拟对象携带的道具查验技能可以检测击败第二虚拟对象的虚拟道具,第一虚拟对象携带的影像查验技能可以检测第二虚拟对象在被击败前观察到的虚拟对象;这里,终端将检测出的信息作为状态转换信息,通过显示状态转换信息,从而供用户获取更多的战术参考信息。
在本申请实施例中,当第一虚拟对象携带搜寻技能并靠近某个处于第二生命状态的第二虚拟对象时,便会弹出UI提示用户是否要对第二虚拟对象进行搜寻。
图10示出了本申请实施例提供的信息显示方法的流程图五,该信息显示方法包括如下步骤。
步骤1001,终端开始显示虚拟环境。
步骤1002,终端检测到第一虚拟对象靠近第二虚拟对象。
在本申请实施例中,检测通过碰撞盒来实现的。虚拟环境中的每个虚拟对象均对应有碰撞盒,终端通过检测第一虚拟对象对应的碰撞盒与第二虚拟对象对应的碰撞盒在空间上是否存在交集,来检测第一虚拟对象是否靠近第二虚拟对象。这里,当终端检测到第一虚拟对象对应的碰撞盒与第二虚拟对象对应的碰撞盒在空间上存在交集,确定检测到第一虚拟对象靠近第二虚拟对象。
步骤1003,终端检测第二虚拟对象的死亡时间(称为状态转换时长)是否小于90秒。
在本申请实施例中,第三虚拟对象在已死亡的第二虚拟对象上存留的气味在90秒内支持被检测到。其中,第三虚拟对象为将第二虚拟对象的第一生命状态转换为第二生命状态的进攻虚拟对象。在死亡时间小于90秒的情况下,则执行步骤1004,否则执行步骤1007。
步骤1004,终端检测第一虚拟对象是否携带搜寻技能。
在本申请实施例中,搜寻技能为主动技能,仅支持供第一虚拟对象使用一次。在终端检测到第一虚拟对象携带搜寻技能的情况下,则执行步骤1005。
步骤1005,终端检测第二虚拟对象是否带有虚拟气味消除剂(称为痕迹清除技能)。
其中,虚拟气味消除剂用于清除第三虚拟对象在已死亡的第二虚拟对象上存留的气味。虚拟气味消除剂是与搜寻技能为互斥关系的技能。在第二虚拟对象没有虚拟气味消除剂的情况下,则执行步骤1006,是则执行步骤1008。
步骤1006,终端显示虚拟搜寻犬并显示虚拟搜寻犬搜寻第三虚拟对象的动画。
步骤1007,终端结束查验处理。
步骤1008,终端显示无法搜寻提示信息。
可以理解的是,本申请实施例提供的信息显示方法中,第一虚拟对象携带的搜寻技能可以对击败第二虚拟对象的第三虚拟对象进行搜寻;这里,终端将搜寻相关的信息作为状态转换信息,通过显示状态转换信息,从而供用户获取更多的战术参考信息。
参考图11,图11是本申请,实施例提供的信息显示装置的结构框图,该信息显示装置可以通过软件、硬件或者两者的结合实现成为终端的全部或一部分,该信息显示装置包括:第一显示模块1101、接收模块1102和第二显示模块1103;
所述第一显示模块1101,配置为显示第一虚拟对象对应的对局控制界面,所述第一虚拟对象以第一生命状态处于虚拟环境中,所述虚拟环境中还包括处于第二生命状态的第二虚拟对象;
所述接收模块1102,配置为接收针对所述第二虚拟对象的查验操作,所述查验操作是所述第一虚拟对象使用查验技能对所述第二虚拟对象进行查验的操作,所述查验技能用于对所述第二虚拟对象的状态转换信息进行查验,所述状态转换信息用于指示所述第二虚拟对象由所述第一生命状态转换为所述第二生命状态的相关信息;
所述第二显示模块1103,配置为基于所述查验操作在所述对局控制界面中显示所述状态转换信息。
在本申请实施例中,所述接收模块1102,还配置为当所述第一虚拟对象与所述第二虚拟对象之间的距离小于距离阈值时,将所述查验技能转换为激活状态;当所述查验技能为所述激活状态时,在所述对局控制界面中显示查验控件,并通过所述查验控件,接收针对所述第二虚拟对象的所述查验操作;或,当所述查验技能为所述激活状态时,通过目标快捷键,接收针对所述第二虚拟对象的所述查验操作。
在本申请实施例中,所述查验技能中包括影像查验技能,所述状态转换信息中包括虚拟对象信息,所述虚拟对象信息用于指示所述第二虚拟对象在处于所述第二生命状态之前所观察到的虚拟对象;所述第二显示模块1103,还配置为基于与所述影像查验技能对应的所述查验操作,在所述对局控制界面中显示所述虚拟对象信息。
在本申请实施例中,将所述第二虚拟对象由所述第一生命状态转换为所述第二生命状态的进攻虚拟对象中包括第三虚拟对象;所述第二显示模块1103,还配置为当所述第三虚拟对象在所述第二虚拟对象的状态转换过程中未触发隐匿技能时,基于针对所述影像查验技能的所述查验操作,在所述对局控制界面中显示所述虚拟对象信息,所述虚拟对象信息中包括所述第三虚拟对象的对象标识信息,其中,所述隐匿技能与所述影像查验技能之间为互斥关系;当所述第三虚拟对象在所述状态转换过程中触发所述隐匿技能时,基于针对所述影像查验技能的所述查验操作,在所述对局控制界面中显示所述虚拟对象信息,所述虚拟对象信息中包括第四虚拟对象的对象标识信息,所述第四虚拟对象为所述观察到的虚拟对象;
在本申请实施例中,所述第二显示模块1103,还配置为当所述第三虚拟对象在所述状态转换过程中触发所述隐匿技能时,基于针对所述影像查验技能的所述查验操作,在所述对局控制界面中显示失败信息,所述失败信息用于指示所述第三虚拟对象的所述隐匿技能已触发。
在本申请实施例中,所述查验技能中包括道具查验技能,所述状态转换信息中包括虚拟道具信息,所述虚拟道具信息用于指示致使所述第二虚拟对象进行状态转换的虚拟道具;所述第二显示模块1103,还配置为基于针对所述道具查验技能的所述查验操作,在所述对局控制界面中显示所述虚拟道具信息。
在本申请实施例中,所述查验技能中包括搜寻技能,所述状态转换信息中包括搜寻指引信息,所述搜寻指引信息用于指示在所述虚拟环境中由所述第一虚拟对象到第三虚拟对象的路径,所述第三虚拟对象为将所述第二虚拟对象由所述第一生命状态转换为所述第二生命状态的进攻虚拟对象;所述第二显示模块1103,还配置为基于针对所述搜寻技能的所述查验操作,在所述针对局控制界面中显示所述搜寻指引信息。
在本申请实施例中,所述第二显示模块1103,还配置为当所述第三虚拟对象未针对处于所述第二生命状态的所述第二虚拟对象触发痕迹清除技能时,基于针对所述搜寻技能的所述查验操作,在所述对局控制界面中显示所述搜寻指引信息,所述搜寻技能与所述痕迹清除技能之间为互斥关系。
在本申请实施例中,所述第二显示模块1103,还配置为当所述第二虚拟对象的状态转换时长小于指定时长时,基于针对所述搜寻技能的所述查验操作,在所述对局控制界面中显示所述搜寻指引信息,所述状态转换时长是指所述第二虚拟对象处于所述第二生命状态的时长。
请参考图12,图12示出了本申请实施例提供的终端1200的结构框图。该终端1200可以是便携式移动终端,比如:智能手机、平板电脑、MP3播放器、MP4播放器。终端1200还可能被称为用户设备、便携式终端等其他名称。
通常,终端1200包括有:处理器1201和存储器1202。
处理器1201可以包括一个或多个处理核心,比如4核心处理器、8核心处理器等。处理器1201可以采用数字信号处理(Digital Signal Processing,DSP)、现场可编程门阵列(Field-Programmable Gate Array,FPGA)、可编程逻辑阵列(Programmable Logic Array,PLA)中的至少一种硬件形式来实现。处理器1201也可以包括主处理器和协处理器,主处理器是用于对在唤醒状态下的数据进行处理的处理器,也称中央处理器(Central Processing Unit,CPU);协处理器是用于对在待机状态下的数据进行处理的低功耗处理器。在本申请实施例中,处理器1201可以集成有图像处理器(Graphics Processing Unit,GPU),GPU用于负责显示屏所需要显示的内容的渲染和绘制。在本申请实施例中,处理器1201还可以包括人工智能(Artificial Intelligence,AI)处理器,该AI处理器用于处理有关机器学习的计算操作。
存储器1202可以包括一个或多个计算机可读存储介质,该计算机可读存储介质可以是有形的和非暂态的。存储器1202还可包括高速随机存取存储器,以及非易失性存储器,比如一个或多个磁盘存储设备、闪存存储设备。在一些实施例中,存储器1202中的非暂态的计算机可读存储介质用于存储至少一个指令,该至少一个指令用于被处理器1201所执行以实现本申请实施例提供的信息显示方法。
在本申请实施例中,终端1200还可选包括有:外围设备接口1203和至少一个外围设备。其中,外围设备包括:射频电路1204、触摸显示屏1205、摄像头组件1206、音频电路1207、定位组件1208和电源1209中的至少一种。
在本申请实施例中,终端1200还包括有一个或多个传感器1210。该一个或多个传感器1210包括但不限于:加速度传感器1211、陀螺仪传感器1212、压力传感器1213、光学传感器1214以及接近传感器1215。
本领域技术人员可以理解,图12中示出的结构并不构成对终端1200的限定,可以包括比图示更多或更少的组件,或者组合某些组件,或者采用不同的组件布置。
本申请实施例还提供了一种计算机可读存储介质,该计算机可读存储介质存储有至少一条指令,所述至少一条指令由处理器加载并执行以实现本申请实施例所述的信息显示方法。
本申请实施例提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在计算机可读存储介质中。终端的处理器从计算机可读存储介质读取该计算机指令,处理器执行该计算机指令,使得该终端执行本申请实施例提供的信息显示方法。
本领域技术人员应该可以意识到,本申请实施例所描述的功能可以用硬件、软件、固件或它们的任意组合来实现。当使用软件实现时,可以将这些功能存储在计算机可读存储介质中或者作为计算机可读存储介质上的一个或多个指令或代码进行传输。计算机可读存储介质包括计算机存储介质和通信介质,其中通信介质包括便于从一个地方向另一个地方传送计算机程序的任何介质。计算机可读存储介质可以是通用或专用计算机能够存取的任何可用介质。
以上所述仅为本申请的可选实施例,并不用以限制本申请,凡在本申请的精神和原则之内,所作的任何修改、等同替换、改进等,均应包含在本申请的保护范围之内。

Claims (13)

  1. 一种信息显示方法,所述方法由电子设备执行,所述方法包括:
    显示第一虚拟对象对应的对局控制界面,所述第一虚拟对象以第一生命状态处于虚拟环境中,所述虚拟环境中还包括处于第二生命状态的第二虚拟对象;
    接收针对所述第二虚拟对象的查验操作,所述查验操作是所述第一虚拟对象使用查验技能对所述第二虚拟对象进行查验的操作,所述查验技能用于对所述第二虚拟对象的状态转换信息进行查验,所述状态转换信息用于指示所述第二虚拟对象由所述第一生命状态转换为所述第二生命状态的相关信息;
    基于所述查验操作在所述对局控制界面中显示所述状态转换信息。
  2. 根据权利要求1所述的方法,其中,所述接收针对所述第二虚拟对象的查验操作,包括:
    当所述第一虚拟对象与所述第二虚拟对象之间的距离小于距离阈值时,将所述查验技能转换为激活状态;
    当所述查验技能为所述激活状态时,在所述对局控制界面中显示查验控件,并通过所述查验控件,接收针对所述第二虚拟对象的所述查验操作;
    或,当所述查验技能为所述激活状态时,通过目标快捷键,接收针对所述第二虚拟对象的所述查验操作。
  3. 根据权利要求1或2所述的方法,其中,所述查验技能中包括影像查验技能,所述状态转换信息中包括虚拟对象信息,所述虚拟对象信息用于指示所述第二虚拟对象在处于所述第二生命状态之前所观察到的虚拟对象;
    所述基于所述查验操作在所述对局控制界面中显示所述状态转换信息,包括:
    基于与所述影像查验技能对应的所述查验操作,在所述对局控制界面中显示所述虚拟对象信息。
  4. 根据权利要求3所述的方法,其中,将所述第二虚拟对象由所述第一生命状态转换为所述第二生命状态的进攻虚拟对象中包括第三虚拟对象;
    所述基于针对所述影像查验技能的所述查验操作,在所述对局控制界面中显示所述虚拟对象信息,包括:
    当所述第三虚拟对象在所述第二虚拟对象的状态转换过程中未触发隐匿技能时,基于针对所述影像查验技能的所述查验操作,在所述对局控制界面中显示所述虚拟对象信息,所述虚拟对象信息中包括所述第三虚拟对象的对象标识信息,其中,所述隐匿技能与所述影像查验技能之间为互斥关系;
    当所述第三虚拟对象在所述状态转换过程中触发所述隐匿技能时,基于针对所述影像查验技能的所述查验操作,在所述对局控制界面中显示所述虚拟对象信息,所述虚拟对象信息中包括第四虚拟对象的对象标识信息,所述第四虚拟对象为所述观察到的虚拟对象。
  5. 根据权利要求4所述的方法,其中,所述方法还包括:
    当所述第三虚拟对象在所述状态转换过程中触发所述隐匿技能时,基于针对所述影像查验技能的所述查验操作,在所述对局控制界面中显示失败信息,所述失败信息用于指示所述第三虚拟对象的所述隐匿技能已触发。
  6. 根据权利要求1或2所述的方法,其中,所述查验技能中包括道具查验技能,所述状态转换信息中包括虚拟道具信息,所述虚拟道具信息用于指示致使所述第二虚拟对象进行状态转换的虚拟道具;
    所述基于所述查验操作在所述对局控制界面中显示所述状态转换信息,包括:
    基于针对所述道具查验技能的所述查验操作,在所述对局控制界面中显示所述虚拟道具信息。
  7. 根据权利要求1或2所述的方法,其中,所述查验技能中包括搜寻技能,所述状态转换信息中包括搜寻指引信息,所述搜寻指引信息用于指示在所述虚拟环境中由所述第一虚拟对象到第三虚拟对象的路径,所述第三虚拟对象为将所述第二虚拟对象由所述第一生命状态转换为所述第二生命状态的进攻虚拟对象;
    所述基于所述查验操作在所述对局控制界面中显示所述状态转换信息,包括:
    基于针对所述搜寻技能的所述查验操作,在所述针对局控制界面中显示所述搜寻指引信息。
  8. 根据权利要求7所述的方法,其中,所述基于针对所述搜寻技能的所述查验操作,在所述对局控制界面中显示所述搜寻指引信息,包括:
    当所述第三虚拟对象未针对处于所述第二生命状态的所述第二虚拟对象触发痕迹清除技能时,基于针对所述搜寻技能的所述查验操作,在所述对局控制界面中显示所述搜寻指引信息,所述搜寻技能与所述痕迹清除技能之间为互斥关系。
  9. 根据权利要求7所述的方法,其中,所述基于针对所述搜寻技能的所述查验操作,在所述对局控制界面中显示所述搜寻指引信息,包括:
    当所述第二虚拟对象的状态转换时长小于指定时长时,基于针对所述搜寻技能的所述查验操作,在所述对局控制界面中显示所述搜寻指引信息,所述状态转换时长是指所述第二虚拟对象处于所述第二生命状态的时长。
  10. 一种信息显示装置,所述装置包括:第一显示模块、接收模块和第二显示模块;
    所述第一显示模块,配置为显示第一虚拟对象对应的对局控制界面,所述第一虚拟对象以第一生命状态处于虚拟环境中,所述虚拟环境中还包括处于第二生命状态的第二虚拟对象;
    所述接收模块,配置为接收针对所述第二虚拟对象的查验操作,所述查验操作是所述第一虚拟对象使用查验技能对所述第二虚拟对象进行查验的操作,所述查验技能用于对所述第二虚拟对象的状态转换信息进行查验,所述状态转换信息用于指示所述第二虚拟对象由所述第一生命状态转换为所述第二生命状态的相关信息;
    所述第二显示模块,配置为基于所述查验操作在所述对局控制界面中显示所述状态转换信息。
  11. 一种用于信息显示的电子设备,所述电子设备包括处理器和存储器;所述存储器中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由所述处理器加载并执行,以实现如权利要求1至9任一项所述的信息显示方法。
  12. 一种计算机可读存储介质,所述计算机可读存储介质中存储有至少一条计算机程序,所述计算机程序由处理器加载并执行,以实现如权利要求1至9任一项所述的信息显示方法。
  13. 一种计算机程序产品,包括计算机程序或指令,所述计算机程序或指令被处理器执行时,实现如权利要求1至9任一项所述的信息显示方法。
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