WO2023226565A1 - 虚拟角色的追寻方法和装置、存储介质、设备和程序产品 - Google Patents

虚拟角色的追寻方法和装置、存储介质、设备和程序产品 Download PDF

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Publication number
WO2023226565A1
WO2023226565A1 PCT/CN2023/082978 CN2023082978W WO2023226565A1 WO 2023226565 A1 WO2023226565 A1 WO 2023226565A1 CN 2023082978 W CN2023082978 W CN 2023082978W WO 2023226565 A1 WO2023226565 A1 WO 2023226565A1
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WIPO (PCT)
Prior art keywords
virtual
virtual character
character
attack prop
displayed
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PCT/CN2023/082978
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English (en)
French (fr)
Inventor
练建锋
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腾讯科技(深圳)有限公司
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Publication of WO2023226565A1 publication Critical patent/WO2023226565A1/zh

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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
    • A63F13/537Controlling 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
    • A63F13/5372Controlling 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 for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
    • 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
    • A63F13/5378Controlling 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 for displaying an additional top view, e.g. radar screens or maps
    • 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
    • A63F13/80Special 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
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat

Definitions

  • the present application relates to the field of computers and, in particular, to the pursuit of virtual characters.
  • Embodiments of the present application provide a method and device, a storage medium, a device, and a program product for tracking virtual characters, so as to at least solve the technical problem of low efficiency in tracking virtual characters in related technologies.
  • a method for tracking a virtual character including: displaying the virtual scene and the mini-map screen where the first virtual character is located in the target application; and controlling the first virtual character in response to the target triggering operation.
  • the character launches a first virtual attack prop, wherein the first virtual attack prop is used to trigger the pursuit of the hit virtual character when hitting a virtual character in a different camp from the first virtual character; in the When the first virtual attack prop hits a second virtual character in a different camp from the first virtual character, the position of the second virtual character is displayed on the mini map screen; in the position of the second virtual character When movement occurs, the moved position of the second virtual character is displayed on the mini map screen.
  • a device for tracking a virtual character including: a first display module for displaying the virtual scene and the minimap screen where the first virtual character is located in the target application; and controlling A module for controlling the first virtual character to launch a first virtual attack prop in response to a target triggering operation, wherein the first virtual attack prop is used when hitting a virtual character in a different camp from the first virtual character. , triggering the pursuit of the hit virtual character; the second display module is configured to display a display on the mini map when the first virtual attack prop hits a second virtual character in a different camp from the first virtual character. The position of the second virtual character is displayed in the screen; a third display module is used to display the moved position of the second virtual character in the mini map screen when the position of the second virtual character moves. .
  • a computer-readable storage medium stores a computer program, wherein the computer program is configured to execute the above virtual character when running. Find ways.
  • a computer program product includes a computer program.
  • a computer program is stored in a computer-readable storage medium.
  • the processor of the computer device reads the computer program from the computer-readable storage medium, and the processor executes the computer program, so that the computer device performs the above virtual character tracing method.
  • an electronic device including a memory and a processor.
  • a computer program is stored in the memory, and the processor is configured to execute the pursuit of the virtual character through the computer program. method.
  • the virtual scene and the mini map screen where the first virtual character is located are displayed in the target application, and the first virtual character is controlled to launch the first virtual attack prop in response to the obtained target trigger operation, wherein,
  • the first virtual attack prop is used to trigger the pursuit of the hit virtual character when it hits a virtual character in a different camp from the first virtual character.
  • the position of the second avatar is displayed on the mini map screen.
  • the position of the second avatar is displayed on the mini map screen.
  • the position of the second virtual character can be continuously displayed on the mini map screen.
  • the Dynamically updating the position of the second virtual character in the mini map screen achieves the purpose of continuous pursuit of a specific target, thereby improving the efficiency of pursuing the virtual character, optimizing the technical effect of the virtual attack props in pursuing the target, and thus solving the problem
  • the identity mark on the mini map screen players can clearly know the identity of the virtual character currently being pursued.
  • specific virtual characters can be pursued in a targeted manner, making it easier for players to notify players of the same camp.
  • the logo combination can indicate the virtual character initiating the pursuit, when the virtual character initiating the pursuit performs the prompt operation, the content information prompted by the prompt operation can be determined more quickly, further improving the player's ability to The pursuit efficiency in game applications enriches the interactive needs of players.
  • Figure 1 is a schematic diagram of the application environment of an optional virtual character tracing method according to an embodiment of the present application
  • Figure 2 is a schematic flowchart of an optional virtual character tracking method according to an embodiment of the present application.
  • Figure 3 is a schematic diagram of an optional virtual character tracking method according to an embodiment of the present application.
  • Figure 4 is a schematic diagram of yet another optional virtual character tracking method according to an embodiment of the present application.
  • Figure 5 is a schematic diagram of yet another optional virtual character tracking method according to an embodiment of the present application.
  • Figure 6 is a schematic diagram of yet another optional virtual character tracking method according to an embodiment of the present application.
  • Figure 7 is a schematic diagram of yet another optional virtual character tracking method according to an embodiment of the present application.
  • Figure 8 is a schematic diagram of yet another optional virtual character tracking method according to an embodiment of the present application.
  • Figure 9 is a schematic diagram of yet another optional virtual character tracking method according to an embodiment of the present application.
  • Figure 10 is a schematic diagram of yet another optional virtual character tracking method according to an embodiment of the present application.
  • Figure 11 is a schematic diagram of yet another optional virtual character tracking method according to an embodiment of the present application.
  • Figure 12 is a schematic diagram of yet another optional virtual character tracking method according to an embodiment of the present application.
  • Figure 13 is a schematic diagram of yet another optional virtual character tracking method according to an embodiment of the present application.
  • Figure 14 is a schematic diagram of yet another optional virtual character tracking method according to an embodiment of the present application.
  • Figure 15 is a schematic diagram of yet another optional virtual character tracking method according to an embodiment of the present application.
  • Figure 16 is a schematic diagram of yet another optional virtual character tracking method according to an embodiment of the present application.
  • Figure 17 is a schematic structural diagram of an optional virtual character tracking device according to an embodiment of the present application.
  • Figure 18 is a schematic structural diagram of an optional virtual character pursuit product according to an embodiment of the present application.
  • Figure 19 is a schematic structural diagram of an optional electronic device according to an embodiment of the present application.
  • First-person shooting game is a branch of action game (Action Game, ACT). As the name suggests, first-person shooting game is a shooting game based on the subjective perspective of the player. .
  • Third-person shooting game is also a type of shooting game. The difference from first-person shooting games is that the player is visible on the game screen.
  • a method for tracing a virtual character is provided.
  • the above method for tracing a virtual character can be applied to the server 101 and the network 102 as shown in Figure 1 and the user terminal 103 in the hardware environment.
  • the server 101 is connected to the user terminal 103 through the network.
  • the server here can be, but is not limited to, used to provide services for the user terminal or the client installed on the user terminal.
  • the client can include a video client, instant messaging Client, browser client, game client, etc.
  • the above-mentioned server 101 may be provided with, but is not limited to, a database 105 for providing data storage services for the server 101 .
  • the above-mentioned networks may include but are not limited to: wired networks, wireless networks, wherein the wired networks include: local area networks, metropolitan area networks and wide area networks, the wireless networks include: Bluetooth, WIFI and other networks that implement wireless communication, the user terminal 103 It can be a terminal configured with a client of the target game application, which can include but is not limited to at least one of the following: mobile phones (such as Android mobile phones, iOS mobile phones, etc.), notebook computers, tablet computers, handheld computers, MID (Mobile Internet Devices, mobile Internet equipment), PAD, desktop computer, smart TV, etc., the above-mentioned server 101 can be a single server or A server cluster composed of multiple servers, or a cloud server.
  • the above-mentioned server 101 can be a single server or A server cluster composed of multiple servers, or a cloud server.
  • the application 107 that provides the above-mentioned virtual character tracking service can be, but is not limited to, displayed through the user terminal 103.
  • the virtual character tracking application 107 configured on the terminal can The portal uses the above-mentioned virtual character tracking service.
  • the above-mentioned virtual character tracking method can be used based on the above-mentioned application program 107.
  • the above-mentioned virtual character and the interface for controlling the above-mentioned virtual attack props to track the virtual character can be displayed through the display interface of the application program 107. and other information, the above is just an example, and there is no limitation on this in this embodiment.
  • the above virtual character tracking method can be implemented on the terminal device 103 through the following steps:
  • the above-mentioned virtual character tracing method can also be implemented by a server, for example, in the server 101 shown in Figure 1; or by a terminal device and a server jointly.
  • the method for tracking the virtual character includes:
  • the above-mentioned virtual character tracking method can be, but is not limited to, applied to various applications.
  • the above-mentioned target game application can be a multi-player online tactical game.
  • Competitive game Multiplayer Online Battle Arena referred to as MOBA
  • single-player game Single-Player Game referred to as SPG.
  • the above-mentioned target game applications may include, but are not limited to, shooting applications, role-playing applications, real-time strategy applications, etc.
  • the above-mentioned shooting applications may include, but are not limited to, first-person shooting applications, third-person shooting applications, and the like.
  • FIG. 3 is a schematic diagram of a virtual character tracking method according to an embodiment of the present invention.
  • the application display interface can be divided into a first-person display interface 301 and third-person display interface 303, as well as a display interface including but not limited to using a perspective switching interactive button to switch between first-person and third-person.
  • target applications may include but are not limited to at least one of the following: Two Dimension (2D) game application, Three Dimension (3D) game application, Virtual Reality (VR) Game applications, augmented reality (Augmented Reality, AR for short) game applications, mixed reality (Mixed Reality, MR for short) game applications.
  • 2D Two Dimension
  • 3D Three Dimension
  • VR Virtual Reality
  • AR Augmented Reality
  • MR Mixed reality
  • the first virtual character is controlled to launch the first virtual attack prop to the second virtual character.
  • the position of the second avatar is displayed on the mini map screen.
  • the position of the second avatar is also displayed on the mini map. Displaying the moved position of the second virtual character on the screen can improve the efficiency of tracking the virtual character, optimize the tracking target of the virtual attack props, and thereby solve the technical problem of low efficiency in tracking the virtual character in related technologies.
  • the virtual scene corresponding to the above-mentioned first virtual character may include but is not limited to the game screen displayed on the terminal of the game application logged in by the player who controls the first virtual character, the above-mentioned mini map screen It may include but is not limited to thumbnails of the above-mentioned virtual scenes. Taking game applications as an example, it may include but is not limited to game thumbnails displayed in the game screen of the game application.
  • the above-mentioned small map screen may include, but is not limited to, configured to be the current one.
  • the panoramic map of the game may also include but is not limited to a partial map centered on the first virtual character,
  • Figure 4 is a schematic diagram of another method for tracking a virtual character according to an embodiment of the present invention.
  • a first virtual object 402, a second virtual object 404, an interactive interactive screen are displayed on the game screen of the game application.
  • a first virtual attack prop for tracking the hit virtual character is configured for the above-mentioned first virtual object.
  • prompt information 410 can be displayed on the game screen to prompt that the first virtual object currently holds the first virtual attack prop, and when it hits the virtual object, it will start to pursue it. The virtual object that was hit.
  • the above-mentioned target triggering operations may include but are not limited to touch interaction operations, voice control operations, and triggering operations implemented by a preset time threshold or a preset virtual resource quantity threshold.
  • the above-mentioned first virtual attack props may include but are not limited to virtual bullets, virtual throwing objects, virtual lasers and other virtual attack props that can hit the second virtual character after being launched.
  • a virtual attack prop is a virtual attack prop configured in advance for the first virtual character, and can be attacked after obtaining the target trigger operation.
  • triggering the pursuit of the hit virtual character may include, but is not limited to, displaying the specific location of the hit virtual character in the mini map screen, and may also include, but is not limited to, The area where the hit avatar is located is displayed on the mini map screen.
  • the above-mentioned display of the position of the second virtual character in the mini map screen may include but is not limited to displaying a preset position identifier, such as a circle, triangle, rectangle, etc., to display the position in the mini map.
  • a preset position identifier such as a circle, triangle, rectangle, etc.
  • the position of the second virtual character may also include but is not limited to displaying an identifier associated with the second virtual character, for example, the camp identifier of the second virtual character, the function identifier of the second virtual character, etc.
  • FIG. 5 is a schematic diagram of another method for tracking a virtual character according to an embodiment of the present invention.
  • it includes a first virtual object 502, a second virtual object 504, an interaction button 506, a mini map screen 508 and Identification 510, in which the player controls the first virtual object 502 and controls the third virtual object 502 by performing an interactive operation on the interactive button 506 (corresponding to the aforementioned target triggering operation) when the prompt message "Chasing bullets has been activated!!" is displayed.
  • a virtual object launches the first virtual attack prop to the second virtual object 504.
  • a logo 510 is displayed in the mini map screen 508, and the logo 510 represents the second virtual character.
  • the above-mentioned voice control operation may include but is not limited to triggering and controlling the first virtual object to launch the first virtual attack prop to the second virtual object when receiving a voice control command indicating starting pursuit.
  • the above-mentioned time threshold is exceeded.
  • the trigger may include, but is not limited to, a preset countdown. When the countdown ends, the trigger controls the first virtual object to launch the first virtual attack prop to the second virtual object.
  • the above triggering by the preset virtual resource quantity threshold may include, but is not limited to, in the first When the number of virtual resources of a virtual character meets the preset threshold, the first virtual object is triggered to launch a first virtual attack prop to the second virtual object.
  • the above virtual resources may include but are not limited to virtual energy, virtual gold coins, and killed objects. Number of virtual characters, etc.
  • the above-mentioned different camps may include but are not limited to preset groups before entering the current game, and preset team operations during the current game. grouping.
  • the grouping here is used to indicate the camps to which multiple virtual objects participating in the same game mission belong.
  • Virtual objects in different camps can attack each other.
  • the virtual objects in different camps can be configured to be in opposition to each other.
  • the above-mentioned process of pursuing the second virtual character can be understood as maintaining the pursuit of the second virtual character within the preset time period for the first virtual attack prop to hit the second virtual character. Pursuing effect, at this time, when the position of the second avatar moves, the position of the second avatar after movement is displayed on the mini map screen.
  • displaying the moved position of the second virtual character in the mini map screen may include but is not limited to being understood as continuously displaying the moved position of the second virtual character during the movement of the second virtual character. It may also be understood that In the process of moving the second virtual character, when the second virtual character stays longer than the preset value, the position after the movement of the second virtual character is re-displayed.
  • Figure 6 is a schematic diagram of another method for tracking a virtual character according to an embodiment of the present invention.
  • it includes a first virtual object 602, a second virtual object 604, a mini map screen 606, a logo 608, and a logo. 610, in which the player controls the first virtual object 602.
  • the prompt message "The pursuit bullet has hit!!" is displayed, at this time, the first virtual object 602 has controlled the first virtual attack prop to hit the second virtual object.
  • Object 604 during the pursuit of the second virtual object 604, the second virtual object 604 moved to the lower left.
  • the movement trajectory corresponding to the movement of the second virtual object 604 to the lower left is displayed on the mini map screen. That is, the mark 608 moves to the lower left on the mini map screen to the mark 610.
  • the identification 608 is based on whether the second virtual object 604 moves to determine whether to follow the real-time movement
  • the above-mentioned virtual character tracking method may include but is not limited to being applied to displaying the third virtual character on the mini map screen after the first virtual object hits the second virtual object and the second virtual object does not appear in the first virtual object's field of view.
  • the above-mentioned second virtual object does not appear in the field of view of the first virtual object. This may include but is not limited to the existence of obstacles as shown in Figure 6 between the first virtual object and the second virtual object, or the above-mentioned The first virtual object and the second virtual object are in different virtual spaces, etc.
  • Figure 7 is a schematic flowchart of another virtual character tracking method according to an embodiment of the present invention. As shown in Figure 7, it may include but is not limited to the following steps:
  • step S6 is directly executed
  • step S4 hide the virtual pursuit button used to configure the first virtual attack prop
  • Figure 8 is a schematic flowchart of yet another virtual character tracking method according to an embodiment of the present invention. As shown in Figure 8, it may include but is not limited to the following steps:
  • players can add a tracking mark to their virtual bullets. After the tracking effect bullet hits an enemy, it will not only injure the enemy, but also display for a short period of time whether the enemy and the enemy are nearby a few meters away. Virtual characters of the same enemy camp can pursue specific enemy players in a more targeted manner, improving the player's combat efficiency and the efficiency of obtaining the locations of players from different camps.
  • the virtual scene and the mini-map screen where the first virtual character is located are displayed in the target application, and the first virtual character is controlled to launch the first virtual attack prop in response to the obtained target trigger operation, wherein the first The virtual attack prop is used to trigger the pursuit of the hit virtual character when it hits a virtual character in a different camp from the first virtual character.
  • the first virtual attack prop hits a second virtual character in a different camp from the first virtual character.
  • the position of the second avatar is displayed on the mini map screen.
  • the position of the second avatar moves during the pursuit of the second avatar, the position of the second avatar is displayed on the mini map screen.
  • the position of the second virtual character after movement is controlled by controlling the first virtual attack prop to attack the second virtual character, so that the position of the second virtual character can continue to be displayed on the mini-map screen.
  • the second virtual character moves, it still Maintaining the display of the second virtual character achieves the purpose of continuously pursuing a specific target, thereby improving the efficiency of pursuing the virtual character, optimizing the technical effect of pursuing the target of the virtual attack props, and thereby solving the problem of pursuing the virtual character in related technologies. Less efficient technical issues.
  • the above method also includes:
  • the target identity information of the second virtual character is determined, where the target identity information is used to indicate the corresponding identity information of the second virtual character in the virtual scene; according to the target identity information: A target identity is added to the second virtual character, and the target identity is displayed on the mini map screen, where the target identity is used to represent the position of the second virtual character in the virtual scene.
  • the above-mentioned target identity information represents the identity information corresponding to the second virtual character in the current virtual scene, for example, the camp information of the second virtual character and the virtual life value of the second virtual character.
  • Information, etc., the above-mentioned target identity identifier may include but is not limited to an identifier indicating the camp to which the second virtual character belongs, may also include but is not limited to an identifier indicating the virtual arm of the second virtual character, may also include but is not limited to indicating the second virtual character
  • the identity mark of the current state For example, when the second virtual character has a virtual health value of more than 80%, a green identity mark is displayed.
  • a yellow identity mark is displayed.
  • a red identity mark is displayed, and different colors are used to identify the virtual health value of the second virtual character, so that the player can decide whether to pursue the second virtual character.
  • the above method also includes:
  • the current launch count of the first virtual attack prop is determined, where the current launch count is the The number of launches determined after a virtual attack prop hits the second virtual character.
  • the current number of launches is less than or equal to the preset number
  • a first target identification combination is displayed at the position of the second virtual character in the mini map screen, where the first target identification combination is used to indicate that the second virtual character is hit by the first virtual attack prop, The number of times the first virtual attack prop has hit the virtual character.
  • the total number of times the first virtual attack prop is allowed to be launched can be preset by the system, and can also be configured to be associated with the virtual attribute of the first virtual character, for example, for the first
  • the virtual character configures the corresponding energy tank.
  • the energy stored in the energy tank increases by 10%, the number of launches of the first virtual attack prop will be increased by 1.
  • the above energy can be obtained by defeating other virtual characters in different camps.
  • the above determination of the current number of launches of the first virtual attack prop may include But it is not limited to determining the number of times the first virtual attack prop has been launched in the current game. It may also include but is not limited to associating the first virtual attack prop with the virtual skill and determine the number of times it has been launched during the release of the virtual skill.
  • the above method also includes:
  • a second target identification combination is displayed at the position of the second virtual character in the mini map screen, where the second target identification combination is used to indicate that the second virtual character is hit by the first virtual attack prop. , the number of times the first virtual attack prop has hit the virtual character.
  • Figure 9 is a schematic diagram of another method for tracking a virtual character according to an embodiment of the present invention.
  • it includes a first virtual object 902, a second virtual object 904, prompt information 906, prompt information 908 and a small Map 910, wherein when the first virtual object 902 has been equipped with the above-mentioned first virtual attack prop, prompt information 906 is displayed in the game screen.
  • the location identification of the second virtual object is not displayed in the mini map 910.
  • prompt information 908 is displayed in the game screen.
  • the location identifier of the second virtual object is displayed in the mini map 910. Both prompt information 906 and prompt information 908 are used to prompt the current situation.
  • the number of times the first virtual attack prop is allowed to be launched or the number of times the current first virtual attack prop has hit a virtual object.
  • the order in which the second virtual character is hit can be marked on the mini map screen, which facilitates the player controlling the first virtual character to notify other players, improves the pursuit efficiency, and optimizes the player's experience.
  • the above method also includes:
  • the first logo combination is displayed, where the first logo combination includes a first sub-logo and a second sub-logo, and the first The sub-identity is used to identify the identity of the first virtual character, and the second sub-identity is used to indicate that the second virtual character is the first virtual character hit by the first virtual attack prop;
  • a second logo combination is displayed, where the second logo combination includes a first sub-logo and a third sub-logo, and the third The sub-identifier is used to represent the number of times the first virtual attack prop has hit the virtual character when the second virtual character is hit by the first virtual attack prop.
  • the above-mentioned current number of hits represents the first time the first virtual attack prop hits a virtual object. Specifically, it may include but is not limited to, but is not limited to, the number of times the first virtual attack prop hits the virtual object after the first launch. The object, or the first virtual attack prop hits an avatar in a different camp from the first avatar for the first time.
  • the above-mentioned first identification combination includes a first sub-identification and a second sub-identification, wherein the first sub-identification may include but is not limited to the ID of the first virtual character, the ID of the first virtual character
  • the serial number of the first virtual character may include, but is not limited to, the serial number that is uniquely used to identify the first virtual character in the camp in which the first virtual character is located.
  • the above-mentioned second sub-identity is used to indicate that the above-mentioned second virtual character is the first virtual character hit by the first virtual attack prop. It may also include but is not limited to indicating that the above-mentioned second virtual character is the first virtual character hit by the first virtual attack prop. Hit avatar.
  • the above-mentioned second identification combination includes a first sub-identification and a third sub-identification, where the first sub-identification may include but is not limited to the ID of the first virtual character, the ID of the first virtual character
  • the serial number of the above-mentioned first virtual character may include but is not limited to the first virtual character in its camp, which is uniquely used to identify the first virtual character.
  • the third sub-identification is used to indicate the number of times the first virtual character controls the first virtual attack prop to hit the virtual character when the second virtual character is hit.
  • Figure 10 is a schematic diagram of another method for tracking a virtual character according to an embodiment of the present invention. As shown in Figure 10, it includes a virtual object 1002, a virtual object 1004, a mini map screen 1006, a first identification combination 1008 and a second Logo combination 1010, wherein when the first virtual character launches and hits the virtual object 1002, the first logo combination 1008 is displayed on the mini map screen 1006, including the first sub-identity and the second sub-identity. When the character fires again and hits the virtual object 1004, a second logo combination 1010 is displayed on the mini map screen 1006, including a first sub-logo and a third sub-logo, with the third sub-logo indicating that the virtual object is hit for the second time.
  • the first logo combination or the second logo combination can be displayed in the mini map screen. Furthermore, when the second virtual character is hit, it is marked on the mini map screen how many times the first virtual attack prop was hit. After winning a virtual character, it is easier for the player controlling the first virtual character to notify other players, which improves the pursuit efficiency and optimizes the player's experience.
  • the above method also includes:
  • the first sub-logo is displayed as a digital logo
  • the second sub-logo is displayed as a fixed logo
  • the digital logo is used to represent the first virtual character that launches the first virtual attack prop
  • the fixed logo Used to indicate that the second virtual character is the first virtual character hit by the first virtual attack prop
  • the third sub-identity is displayed as an associated identification, and the associated identification is associated with the number of times the first virtual attack prop has hit the virtual character when it hits the second virtual character.
  • the above-mentioned digital identification may include, but is not limited to, the ID of the first virtual character, the serial number of the first virtual character, etc.
  • the serial number of the above-mentioned first virtual character may include, but is not limited to, the first virtual character.
  • the above-mentioned second sub-identity may include but is not limited to a fixed identification, for example, the position of the second virtual character is displayed as a larger circle than the identification of other virtual characters, so as to make it more precise. It directly indicates that the virtual character is being pursued for the first time, making it easier for other players to learn about the pursued virtual character from the mini map screen.
  • Figure 11 is a schematic diagram of another method for tracking a virtual character according to an embodiment of the present invention.
  • it includes identification A, identification B, identification C and identification D, wherein identification A, identification B and identification C is the logo displayed on the mini map screen 1102.
  • the logo A represents the current location of the first virtual character
  • the number 1 represents the serial number of the first virtual character in the camp or team, which is the above-mentioned first sub-identity.
  • the identification C is the identification of other virtual characters
  • the identification B is the second sub-identification of the virtual character currently being pursued for the first time. It can be concluded that the identification B is obviously greater than the identification C. Therefore, the second virtual character corresponding to the identification B is the above-mentioned third virtual character.
  • the virtual character is hit by a virtual attack prop for the first time.
  • the logo A, logo C and logo D are all logos displayed on the mini map screen 1104.
  • the logo A represents the current location of the first virtual character
  • the number 1 represents the serial number of the first virtual character in the camp or team.
  • identification C is the identification of other virtual characters
  • identification D is an identification associated with the number of times the first virtual attack prop hits the second virtual character when it hits the virtual character
  • 1-2 represents the
  • the second virtual character is the second virtual character hit by the first virtual character with serial number 1.
  • a digital identification representing the serial number of the first virtual character can be displayed on the mini map screen, and can also be displayed on the mini map screen.
  • a fixed identification indicating that the second virtual character is the virtual character hit for the first time may be displayed, and a correlation indicating the number of times the first virtual character controls the first virtual attack prop to hit the virtual character when the second virtual character is hit may also be displayed.
  • the logo allows players to simply and accurately report the specific location of the player currently being pursued when notifying other players, thereby improving tracking efficiency and optimizing the player experience.
  • the above method also includes:
  • a third logo combination is displayed, where the third logo combination includes a first sub-logo and a fourth sub-logo,
  • the first sub-identity is used to identify the identity of the first virtual character
  • the fourth sub-identity is used to indicate the number of hits the first virtual character has hit the virtual character when controlling the first virtual attack prop to hit the third virtual character.
  • the third avatar is an avatar in a different camp from the first avatar;
  • a fourth logo combination is displayed, wherein the fourth logo combination includes a fifth sub-logo and a sixth sub-logo, and the fifth sub-logo is used to Identifies the identity of the fourth virtual character, and the sixth sub-identity is used to represent the number of hits that the fourth virtual character has hit the virtual character when controlling the first virtual attack prop to hit the fifth virtual character.
  • the fourth virtual character is the same as the fourth virtual character.
  • the first avatar is an avatar in the same camp
  • the fifth avatar is a virtual character in a different camp from the fourth avatar.
  • the above-mentioned third virtual character is a virtual character in a different camp from the first virtual character.
  • the third virtual character may be in the same camp as the second virtual character, or may be in the same camp as the second virtual character.
  • the virtual characters are in different camps.
  • the above-mentioned third virtual character is a virtual character that the first virtual character has hit before using the first virtual attack prop. That is, the first virtual character uses the first virtual attack prop to hit the third virtual character first. Then use the first virtual attack prop to hit the second virtual character.
  • the third logo combination associated with the third virtual character is also displayed on the mini map screen.
  • Figure 12 is a schematic diagram of another method for tracking a virtual character according to an embodiment of the present invention. As shown in Figure 12, it includes identification A, identification B and identification C, where identification A, identification B and identification C are all
  • logo displayed on the mini map screen 1202 logo A represents the current location of the first virtual character
  • the number 1 represents the serial number of the first virtual character in the camp or team, which is the above-mentioned first sub-label
  • logo C. is the identification of the third virtual character
  • 1-1 indicates that the third virtual character is the first virtual character hit by the first virtual character controlling the first virtual attack prop
  • identification B is the identification of the second virtual character
  • 1-2 indicates The second virtual character is the second virtual character hit by the first virtual character with the serial number 1.
  • the 1 in 1-2 is the above-mentioned first sub-identification
  • the 2 in 1-2 is the above-mentioned fourth sub-identification. logo.
  • the above-mentioned fourth virtual character is a virtual character in the same camp as the first virtual character.
  • the fourth virtual character is a character in the same team as the first virtual character
  • the above-mentioned fifth virtual character is a virtual character in a different camp from the fourth virtual character.
  • the fifth virtual character is a character in the same team as the second virtual character.
  • the above-mentioned second virtual attack prop is owned by the fourth virtual character.
  • the attack prop used can be configured to be completely identical or partially different from the first virtual attack prop, as long as it also has the same pursuit effect as the first virtual attack prop.
  • the above-mentioned fifth virtual character can also be in a different camp from the second virtual character.
  • the game application includes at least three different camps fighting with each other.
  • the above-mentioned fifth virtual character is the fourth virtual character. horn
  • the virtual character that has been hit before using the second virtual attack prop, that is, the fourth virtual character uses the second virtual attack prop to hit the fifth virtual character first, and the first virtual character then uses the first virtual attack prop to hit the fifth virtual character. 2.
  • the fourth identification combination and the target identification combination associated with both the fourth avatar and the fifth avatar are displayed on the mini map screen at the same time.
  • Figure 13 is a schematic diagram of another method for tracking a virtual character according to an embodiment of the present invention. As shown in Figure 13, it includes identification A, identification B and identification C, where identification A, identification B and identification C are all The logo displayed on the mini map screen 1302, logo A represents the current location of the first virtual character, and the number 1 represents the serial number of the first virtual character in the camp or team, which is the above-mentioned first sub-label, logo C. It is the identification of the fifth virtual character.
  • the first number 2 represents the serial number of the fourth virtual character in the camp or team, which is the fifth sub-identification mentioned above.
  • the second number 2 represents the fifth virtual character whose serial number is The virtual character hit second by the fourth avatar of 2 is the above-mentioned sixth sub-identity.
  • the first virtual character controlled by the player can be displayed on the mini map screen, and the positions of all the virtual characters that the player starts to pursue after being hit. At the same time, it can also display all the positions of the fourth avatar of the same camp that is being pursued after being hit.
  • the position of the virtual character, and the order in which each virtual character that is being pursued after being hit can be marked at the same time, can facilitate players to report to their companions, enrich the social needs in game applications, and improve game applications. The efficiency of pursuing virtual characters optimizes the player's gaming experience.
  • the above method also includes:
  • the position of the sixth virtual character located within the preset range of the second virtual character is displayed on the mini map screen, where the sixth virtual character is the same as the first virtual character.
  • the above-mentioned sixth virtual character may include but is not limited to the same as the above-mentioned third virtual character, may be a virtual character in the same camp as the second virtual character, or may be the same as the second virtual character.
  • Figure 14 is a schematic diagram of yet another virtual character tracking method according to an embodiment of the present invention. As shown in Figure 14, it includes a virtual object 1402, a virtual object 1404, a mini map screen 1406, an identifier 1408 and an identifier 1410, where, When the first virtual character controls the first virtual attack prop to hit the virtual character 1402 (corresponding to the aforementioned second virtual character), it can be detected that the virtual character 1402 is centered on the first virtual character and is in a different camp within the preset range. Other virtual characters, when the virtual character 1404 (corresponding to the aforementioned sixth virtual character) is detected, the logo 1408 and the logo 1410 are simultaneously displayed on the mini map screen 1406. The logo 1408 is used to mark the position of the virtual object 1402, and the logo 1410 Used to mark the position of virtual object 1404.
  • the above method also includes:
  • the real-time position of the second virtual character is displayed on the mini map screen within a preset time period, and when the preset time period is reached, the display of the second virtual character's position is cancelled.
  • the position of the second virtual character after movement is displayed on the mini map screen;
  • the position of the second avatar moves for longer than the preset time. If it is too long, the position of the second avatar after movement will be cancelled.
  • a preset duration can be configured for the pursuit effect of the first virtual attack prop, so that after the first virtual attack prop hits the virtual character, it will be displayed on the minimap screen within the preset duration.
  • the position of the second virtual character reaches the preset time period, the position of the second virtual character is cancelled.
  • the moved position of the second avatar character is continuously displayed. After the preset time period is reached, the moved position of the second avatar character is cancelled.
  • the position after the movement of the second virtual character is continuously displayed, which may include but is not limited to real-time display of the second virtual character.
  • the position during movement may also include but is not limited to displaying the position of the second virtual character after movement at a preset time interval.
  • the above method also includes at least one of the following:
  • the virtual health ratio of the second avatar is also displayed.
  • the direction that the second virtual character is facing can also be displayed at the same time.
  • it is displayed in a small map as a fan-shaped area, and the center of the circle of the fan-shaped area is
  • the type of virtual props held by the second virtual character and the virtual life value ratio of the second virtual character can also be displayed at the same time, wherein the above-mentioned
  • the type of virtual props held may include but is not limited to the type of virtual props currently held by the second virtual character, and may also be the type of virtual props preset by the second virtual character.
  • the above-mentioned virtual life value ratio may include, but is not limited to, displaying the virtual life value percentage, or an identification obtained by converting the above-mentioned percentage, for example, red means less, yellow means center, blue means more, etc.
  • the above method also includes:
  • it may include but is not limited to when the virtual life value of the second virtual character drops to a preset threshold, determining that the virtual life value meets the preset condition, and canceling the display of the second virtual character at this time.
  • the position may also include, but is not limited to, canceling the display of the position of the second virtual character when the virtual health value of the first virtual character drops to a preset threshold.
  • the above method also includes:
  • first prompt information is sent to a set of first virtual characters in the same camp as the first virtual character, where the first prompt information is used to prompt the second virtual character in the mini map.
  • the first prompt information is used to prompt the second virtual character in the mini map.
  • second prompt information is sent to the first virtual character set, where the second prompt information is used to prompt that the second virtual character is in a moving state, and the real-time position of the second virtual character is within a small is shown on the map.
  • the above-mentioned first prompt information and second prompt information may include but are not limited to text.
  • Text information, voice information, etc. are used to prompt that the second virtual character has been displayed on the mini map or that the second virtual character is in a moving state, and the real-time location of the second virtual character has been displayed on the mini map.
  • Figure 15 is a schematic diagram of another virtual character tracking method according to an embodiment of the present invention. As shown in Figure 15, it includes a virtual object 1502, a mini map screen 1504 and an indicator 1506, where the first virtual character controls the first
  • the virtual attack prop hits the virtual character 1502 (corresponding to the aforementioned second virtual character)
  • a text message of "1-2 has been pursued, please gather fire” can be sent to other virtual characters in the same camp.
  • the logo 1506 is displayed on the mini map screen at the same time.
  • other players view the text message they can directly lock the location of the logo 1506 through the mini map screen, and then perform other game operations on the virtual character.
  • the above method also includes:
  • the pursuit effect of the second avatar can be changed to only pursue the second avatar and no longer pursue the sixth avatar within the preset range of the second avatar.
  • Figure 16 is a schematic diagram of yet another virtual character tracking method according to an embodiment of the present invention.
  • it includes a virtual object 1602, a virtual object 1604, a mini map screen 1606, an identifier 1608 and an identifier 1610.
  • the first virtual character controls the first virtual attack prop to hit the virtual character 1602 (corresponding to the aforementioned second virtual character)
  • it can be detected that the virtual character 1602 is centered on the first virtual character within the preset range.
  • other virtual characters of different camps detect the virtual character 1604 (corresponding to the aforementioned sixth virtual character) they display the logo 1608 and the logo 1610 on the mini map screen 1606 at the same time.
  • the logo 1608 is used to mark the position of the virtual object 1602.
  • the mark 1610 is used to mark the position of the virtual object 1604.
  • the mark 1610 corresponding to the sixth virtual character is cancelled, and the mark 1608 is kept displayed to facilitate the player to find the second virtual character.
  • the loot carried by the character is used to mark the position of the virtual object 1604.
  • the above method also includes at least one of the following:
  • the orientation of the second virtual character, the type of virtual props held, and the virtual life value can be continuously displayed. It can include, but is not limited to, configured to display in real time, and can also be configured to display at preset time intervals.
  • This application proposes a new small map tracking and scanning method.
  • Players can add tracking marks to their virtual bullets. After such bullets hit an enemy, they can not only injure the enemy, but also display the enemy and its surroundings for a continuous period of time. Whether there are accomplices within the range, you can pursue specific enemy players in a more targeted manner.
  • the mini map When the virtual bullet with added pursuit effect hits an enemy, if the enemy starts to escape, the mini map will still display the enemy's location during the escape process, and can also display the accomplices within 5 meters of the circle near the enemy.
  • a virtual character tracking device for implementing the above virtual character tracking method is also provided. As shown in Figure 17, the device includes:
  • the first display module 1702 is used to display the virtual scene and mini map screen where the first virtual character is located in the target application;
  • the control module 1704 is configured to control the first virtual character to launch a first virtual attack prop in response to a target triggering operation, wherein the first virtual attack prop is used to hit a virtual character in a different camp from the first virtual character.
  • the first virtual attack prop is used to hit a virtual character in a different camp from the first virtual character.
  • the second display module 1706 is configured to display the second virtual character in the mini map screen when the first virtual attack prop hits a second virtual character in a different camp from the first virtual character. Location;
  • the third display module 1708 is configured to display the moved position of the second virtual character on the mini map screen when the position of the second virtual character moves.
  • the device is also used for:
  • the target identity information of the second virtual character is determined, where the target identity information is used to indicate the corresponding identity information of the second virtual character in the virtual scene; according to the target identity information: A target identity is added to the second virtual character, and the target identity is displayed on the mini map screen, where the target identity is used to represent the position of the second virtual character in the virtual scene.
  • the device is further configured to: when the total number of times the first virtual attack prop is allowed to be launched is a preset number of times, and the first virtual attack prop hits the second virtual character In this case, determine the current number of launches of the first virtual attack prop, where the current number of launches is the number of launches determined after the first virtual attack prop hits the second virtual character, and the current number of launches is Less than or equal to the preset number of times; according to the current number of launches, a target identification combination is displayed at the position of the second virtual character in the mini map screen, wherein the target identification combination is used to represent the When the second virtual character is hit by the first virtual attack prop, the number of times the first virtual attack prop hits the virtual character.
  • the device is also used for:
  • the first virtual attack prop hits the second virtual character
  • determine the current number of hits of the first virtual attack prop wherein the current number of hits is the number of hits of the first virtual attack prop The number of times the virtual character has been hit currently
  • a second target identification combination is displayed at the position of the second virtual character in the mini map screen, where the second target identification combination is used to represent the second virtual character.
  • the device is also used for:
  • a first identification combination is displayed, wherein the first identification combination includes a first sub-identity and a third Two sub-identities, the first sub-identity is used to identify the identity of the first virtual character, and the second sub-identity is used to indicate that the second virtual character is the first hit by the first virtual attack prop. virtual character;
  • a second identification combination is displayed, wherein the second identification combination includes the first sub-identification and the third sub-identifier, The third sub-identification is used to represent the number of times the first virtual attack prop has hit the virtual character when the second virtual character is hit by the first virtual attack prop.
  • the device is also used for:
  • the first sub-identity is displayed as a digital identification
  • the second sub-identity is displayed as a fixed identification
  • the digital identification is used to represent the emission of the first virtual identification.
  • the first virtual character of the attack prop the fixed identification is used to indicate that the second virtual character is the first virtual character hit by the first virtual attack prop;
  • the third sub-identity is displayed as an associated identification, and the associated identification and the first virtual attack prop have already hit the virtual character when it hits the second virtual character. times associated.
  • the device is also used for:
  • a third logo combination is displayed in the mini map screen, wherein the third The identification combination includes a first sub-identity and a fourth sub-identity, the first sub-identity is used to identify the identity of the first virtual character, and the fourth sub-identity is used to indicate that the first virtual character controls the first virtual character.
  • the number of times a virtual attack prop hits the virtual character when it hits the third virtual character, and the third virtual character is a virtual character in a different camp from the first virtual character;
  • a fourth logo combination is displayed on the mini map screen, where the fourth logo combination includes a fifth sub-logo and a sixth sub-logo.
  • the fifth sub-identity is used to identify the identity of the fourth virtual character
  • the sixth sub-identity is used to indicate that the fourth virtual character controls the first virtual attack prop to hit the fifth virtual character.
  • the number of hits of the avatar in time the fourth avatar is a virtual character in the same camp as the first avatar, and the fifth avatar is in a different camp from the fourth avatar. virtual character.
  • the device is also used for:
  • the position of the sixth virtual character located within the preset range of the second virtual character is displayed on the mini map screen, wherein the The sixth virtual character is a virtual character in a different camp from the first virtual character.
  • the device is also used for:
  • the real-time position of the second virtual character is displayed on the mini map screen within a preset time period, and when the preset time period is reached, cancel Display the position of the second virtual character.
  • the device is also used to perform at least one of the following methods:
  • the virtual life value ratio of the second virtual character is also displayed.
  • the device is also used for:
  • the device is also used for:
  • first prompt information is sent to a set of first virtual characters in the same camp as the first virtual character, wherein the first prompt information is Prompt that the second virtual character has been displayed in the mini-map;
  • second prompt information is sent to the first virtual character set, wherein the second prompt information is used to prompt that the second virtual character is in a moving state, and the second prompt information is sent to the first virtual character set.
  • the real-time location of the second virtual character has been displayed on the mini map.
  • a computer program product includes a computer program/instructions containing program code for executing the method shown in the flowchart.
  • the computer program may be downloaded and installed from the network via communications portion 1809, and/or installed from removable media 1811.
  • the central processor 1801 When the computer program is executed by the central processor 1801, various functions provided by the embodiments of the present application are executed.
  • Figure 18 schematically shows a block diagram of a computer system used to implement an electronic device according to an embodiment of the present application.
  • the computer system 1800 includes a central processing unit 1801 (Central Processing Unit, CPU), which can be loaded into a random computer according to a program stored in a read-only memory 1802 (Read-Only Memory, ROM) or from a storage part 1808. Access the program in the memory 1803 (Random Access Memory, RAM) to perform various appropriate actions and processes. In the random access memory 1803, various programs and data required for system operation are also stored.
  • the central processing unit 1801, the read-only memory 1802 and the random access memory 1803 are connected to each other through a bus 1804.
  • the input/output interface 1805 Input/Output interface, ie I/O interface
  • Ie I/O interface is also connected to the bus 1804.
  • the following components are connected to the input/output interface 1805: an input part 1806 including a keyboard, a mouse, etc.; an output part 1807 including a cathode ray tube (Cathode Ray Tube, CRT), a liquid crystal display (Liquid Crystal Display, LCD), etc., and a speaker, etc. ; a storage section 1808 including a hard disk, etc.; and a communication section 1809 including a network interface card such as a LAN card, a modem, etc. The communication section 1809 performs communication processing via a network such as the Internet.
  • Driver 1180 is also connected to input/output interface 1805 as needed.
  • Removable media 1811 such as magnetic disks, optical disks, magneto-optical disks, semiconductor memories, etc., are installed on the drive 1180 as needed, so that computer programs read therefrom are installed into the storage portion 1808 as needed.
  • the processes described in the respective method flow charts may be implemented as computer software programs.
  • embodiments of the present application include a computer program product including a computer program carried on a computer-readable medium, the computer program containing program code for performing the method illustrated in the flowchart.
  • the computer program may be downloaded and installed from the network via communications portion 1809, and/or from removable media. Quality 1811 is installed.
  • the central processor 1801 When the computer program is executed by the central processor 1801, various functions defined in the system of the present application are executed.
  • an electronic device for implementing the above virtual character tracing method is also provided.
  • the electronic device may be a terminal device or a server shown in Figure 1 .
  • This embodiment is explained by taking the electronic device as a terminal device as an example.
  • the electronic device includes a memory 1902 and a processor 1904.
  • the memory 1902 stores a computer program.
  • the processor 1904 is configured to execute the steps in any of the above method embodiments through the computer program.
  • the above-mentioned electronic device may be located in at least one network device among multiple network devices of the computer network.
  • the above-mentioned processor may be configured to perform the following steps through a computer program:
  • S1 display the virtual scene and mini-map screen where the first virtual character is located in the target application
  • the structure shown in Figure 19 is only illustrative, and the electronic device may also be a smart phone (such as an Android phone, iOS phone, etc.), a tablet computer, a handheld computer, and a mobile Internet device. (Mobile Internet Devices, MID), PAD and other terminal equipment.
  • FIG. 19 does not limit the structure of the above-mentioned electronic device.
  • the electronic device may also include more or fewer components (such as network interfaces, etc.) than shown in FIG. 19 , or have a different configuration than shown in FIG. 19 .
  • the memory 1902 can be used to store software programs and modules, such as the program instructions/modules corresponding to the virtual character tracking method and device in the embodiment of the present application.
  • the processor 1904 runs the software programs and modules stored in the memory 1902, thereby Execute various functional applications and data processing, that is, realize the above-mentioned virtual character tracking method.
  • Memory 1902 may include high-speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.
  • the memory 1902 may further include memory located remotely relative to the processor 1904, and these remote memories may be connected to the terminal through a network.
  • the above-mentioned networks include but are not limited to the Internet, intranets, local area networks, mobile communication networks and combinations thereof.
  • the memory 1902 may be used for, but is not limited to, storing information such as virtual characters.
  • the memory 1902 may include, but is not limited to, the first display module 1702 , the control module 1704 , the second display module 1706 and the third display module 1708 in the virtual character tracking device.
  • it may also include but is not limited to other module units in the above-mentioned virtual character tracking device, which will not be described again in this example.
  • the above-mentioned transmission device 1906 is used to receive or send data via a network.
  • Specific examples of the above-mentioned network may include wired networks and wireless networks.
  • the transmission device 1906 includes a network adapter (Network Interface Controller, NIC), which can be connected to other network devices and routers through network cables so that Communicate with the Internet or local area network.
  • the transmission device 1906 is a radio frequency (Radio Frequency, RF) module, which is used to communicate with the Internet wirelessly.
  • RF Radio Frequency
  • the above-mentioned electronic device also includes: a display 1908, used to display the above-mentioned game screen; and a connection bus 1910, used to connect various module components in the above-mentioned electronic device.
  • the above-mentioned terminal device or server may be a node in a distributed system, wherein the distributed system may be a blockchain system, and the blockchain system may be composed of multiple nodes communicating through a network.
  • a distributed system formed by formal connections.
  • nodes can form a point-to-point (P2P, Peer To Peer) network, and any form of computing equipment, such as servers, terminals and other electronic equipment, can become a node in the blockchain system by joining the point-to-point network.
  • P2P point-to-point
  • computing equipment such as servers, terminals and other electronic equipment
  • a computer-readable storage medium is provided.
  • a processor of a computer device reads the computer program from the computer-readable storage medium, and the processor executes the computer program, causing the computer device to execute the above-mentioned virtual character.
  • the pursuit methods of virtual characters are provided in various optional implementations of pursuit aspects.
  • the above-mentioned computer-readable storage medium may be configured to store a computer program for performing the following steps:
  • S1 display the virtual scene and mini-map screen where the first virtual character is located in the target application
  • the storage media can include: flash disk, read-only memory (Read-Only Memory, ROM), random access memory (Random Access Memory, RAM), magnetic disk or optical disk, etc.
  • the integrated units in the above embodiments are implemented in the form of software functional units and sold or used as independent products, they can be stored in the above computer-readable storage medium.
  • the technical solution of the present application is essentially or contributes to the existing technology, or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, It includes several instructions to cause one or more computer devices (which can be personal computers, servers or network devices, etc.) to execute all or part of the steps of the methods described in various embodiments of this application.
  • the disclosed client can be implemented in other ways.
  • the device embodiments described above are only illustrative.
  • the division of the units is only one A kind of logical functional division, there may be other division methods in actual implementation, for example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed.
  • the coupling or direct coupling or communication connection between each other shown or discussed may be through some interfaces, and the indirect coupling or communication connection of the units or modules may be in electrical or other forms.
  • the units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place, or they may be distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
  • each functional unit in each embodiment of the present application can be integrated into one processing unit, each unit can exist physically alone, or two or more units can be integrated into one unit.
  • the above integrated units can be implemented in the form of hardware or software functional units.

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Abstract

本申请公开了一种虚拟角色的追寻方法和装置、存储介质及电子设备。其中,该方法包括:在目标应用中显示第一虚拟角色所处的虚拟场景和小地图画面,响应于获取到的目标触发操作,控制第一虚拟角色发射第一虚拟攻击道具,其中,第一虚拟攻击道具用于在击中与第一虚拟角色处于不同阵营的虚拟角色时,触发对击中的虚拟角色的追寻,在第一虚拟攻击道具击中与第一虚拟角色处于不同阵营的第二虚拟角色的情况下,在小地图画面中显示第二虚拟角色的位置,在对第二虚拟角色追寻的过程中,在第二虚拟角色的位置发生移动的情况下,在小地图画面中显示第二虚拟角色移动后的位置。本申请解决了相关技术中追寻虚拟角色的效率较低的技术问题。

Description

虚拟角色的追寻方法和装置、存储介质、设备和程序产品
本申请要求于2022年05月25日提交中国专利局、申请号为202210577499.7、申请名称为“虚拟角色的追寻方法和装置、存储介质及电子设备”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请涉及计算机领域,具体而言,涉及虚拟角色的追寻。
背景技术
目前,在游戏应用中,通常是通过全图扫描的方式,将全部敌人都显示在小地图上,而由于全图扫描时间短暂,对于部分特殊敌人,无法快速甄别,导致无法对特定的敌人进行扫描。
同时,在游戏应用中,虚拟角色一般会不断移动,调整自身位置以完成一局游戏,如果无法快速击败敌人,则敌人会在受伤后进行移动躲藏,此时,如果玩家控制虚拟角色期望进一步追寻,则无法获知敌人的移动轨迹,导致游戏应用中追寻虚拟角色的效率较低的技术问题。
针对上述的问题,目前尚未提出有效的解决方案。
发明内容
本申请实施例提供了一种虚拟角色的追寻方法和装置、存储介质、设备和程序产品,以至少解决相关技术中追寻虚拟角色的效率较低的技术问题。
根据本申请实施例的一个方面,提供了一种虚拟角色的追寻方法,包括:在目标应用中显示第一虚拟角色所处的虚拟场景和小地图画面;响应于目标触发操作,控制第一虚拟角色发射第一虚拟攻击道具,其中,所述第一虚拟攻击道具用于在击中与所述第一虚拟角色处于不同阵营的虚拟角色时,触发对击中的虚拟角色的追寻;在所述第一虚拟攻击道具击中与所述第一虚拟角色处于不同阵营的第二虚拟角色时,在所述小地图画面中显示所述第二虚拟角色的位置;在所述第二虚拟角色的位置发生移动时,在所述小地图画面中显示所述第二虚拟角色移动后的位置。
根据本申请实施例的另一方面,还提供了一种虚拟角色的追寻装置,包括:第一显示模块,用于在目标应用中显示第一虚拟角色所处的虚拟场景和小地图画面;控制模块,用于响应于目标触发操作,控制第一虚拟角色发射第一虚拟攻击道具,其中,所述第一虚拟攻击道具用于在击中与所述第一虚拟角色处于不同阵营的虚拟角色时,触发对击中的虚拟角色的追寻;第二显示模块,用于在所述第一虚拟攻击道具击中与所述第一虚拟角色处于不同阵营的第二虚拟角色时,在所述小地图画面中显示所述第二虚拟角色的位置;第三显示模块,用于在所述第二虚拟角色的位置发生移动时,在所述小地图画面中显示所述第二虚拟角色移动后的位置。
根据本申请实施例的又一方面,还提供了一种计算机可读的存储介质,该计算机可读的存储介质中存储有计算机程序,其中,该计算机程序被设置为运行时执行上述虚拟角色的追寻方法。
根据本申请实施例的又一方面,提供一种计算机程序产品,该计算机程序产品包括计 算机程序,该计算机程序存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机程序,处理器执行该计算机程序,使得该计算机设备执行如以上虚拟角色的追寻方法。
根据本申请实施例的又一方面,还提供了一种电子设备,包括存储器和处理器,上述存储器中存储有计算机程序,上述处理器被设置为通过所述计算机程序执行上述的虚拟角色的追寻方法。
在本申请实施例中,采用在目标应用中显示第一虚拟角色所处的虚拟场景和小地图画面,响应于获取到的目标触发操作,控制第一虚拟角色发射第一虚拟攻击道具,其中,第一虚拟攻击道具用于在击中与第一虚拟角色处于不同阵营的虚拟角色时,触发对击中的虚拟角色的追寻,在第一虚拟攻击道具击中与第一虚拟角色处于不同阵营的第二虚拟角色的情况下,在小地图画面中显示第二虚拟角色的位置,在对第二虚拟角色追寻的过程中,在第二虚拟角色的位置发生移动的情况下,在小地图画面中显示第二虚拟角色移动后的位置,通过控制第一虚拟攻击道具攻击第二虚拟角色,使得第二虚拟角色的位置能够持续显示在小地图画面中,当第二虚拟角色发生了移动时,会在小地图画面中动态更新第二虚拟角色的位置,达到了针对特定目标能够实现持续追寻的目的,从而实现了提高追寻虚拟角色的效率,优化虚拟攻击道具的追寻目标的技术效果,进而解决了相关技术中追寻虚拟角色的效率较低的技术问题。
此外,通过在小地图画面中显示身份标识,可以使玩家清楚地获知当前被追寻的虚拟角色的身份,通过显示不同的标识组合,可以针对性的追寻特定虚拟角色,便于玩家通知与其相同阵营的其他玩家,对于其他玩家而言,由于标识组合可以指示发起追寻的虚拟角色,当发起追寻的虚拟角色执行提示操作时,能够更快速地确定提示操作所提示的内容信息,进一步地提高了玩家在游戏应用中的追寻效率,丰富了玩家的互动需求。
附图说明
图1是根据本申请实施例的一种可选的虚拟角色的追寻方法的应用环境的示意图;
图2是根据本申请实施例的一种可选的虚拟角色的追寻方法的流程示意图;
图3是根据本申请实施例的一种可选的虚拟角色的追寻方法的示意图;
图4是根据本申请实施例的又一种可选的虚拟角色的追寻方法的示意图;
图5是根据本申请实施例的又一种可选的虚拟角色的追寻方法的示意图;
图6是根据本申请实施例的又一种可选的虚拟角色的追寻方法的示意图;
图7是根据本申请实施例的又一种可选的虚拟角色的追寻方法的示意图;
图8是根据本申请实施例的又一种可选的虚拟角色的追寻方法的示意图;
图9是根据本申请实施例的又一种可选的虚拟角色的追寻方法的示意图;
图10是根据本申请实施例的又一种可选的虚拟角色的追寻方法的示意图;
图11是根据本申请实施例的又一种可选的虚拟角色的追寻方法的示意图;
图12是根据本申请实施例的又一种可选的虚拟角色的追寻方法的示意图;
图13是根据本申请实施例的又一种可选的虚拟角色的追寻方法的示意图;
图14是根据本申请实施例的又一种可选的虚拟角色的追寻方法的示意图;
图15是根据本申请实施例的又一种可选的虚拟角色的追寻方法的示意图;
图16是根据本申请实施例的又一种可选的虚拟角色的追寻方法的示意图;
图17是根据本申请实施例的一种可选的虚拟角色的追寻装置的结构示意图;
图18是根据本申请实施例的一种可选的虚拟角色的追寻产品的结构示意图;
图19是根据本申请实施例的一种可选的电子设备的结构示意图。
具体实施方式
为了使本技术领域的人员更好地理解本申请方案,下面将结合本申请实施例中的附图,对本申请实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本申请一部分的实施例,而不是全部的实施例。基于本申请中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都应当属于本申请保护的范围。
需要说明的是,本申请的说明书和权利要求书及上述附图中的术语“第一”、“第二”等是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便这里描述的本申请的实施例能够以除了在这里图示或描述的那些以外的顺序实施。此外,术语“包括”和“具有”以及他们的任何变形,意图在于覆盖不排他的包含,例如,包含了一系列步骤或单元的过程、方法、系统、产品或设备不必限于清楚地列出的那些步骤或单元,而是可包括没有清楚地列出的或对于这些过程、方法、产品或设备固有的其它步骤或单元。
首先,在对本申请实施例进行描述的过程中出现的部分名词或者术语适用于如下解释:
射击游戏:包含第一人称射击游戏、第三人称射击游戏等包含但不仅限于此的所有使用热兵器类进行远程攻击的游戏。
第一人称射击类游戏(First-person shooting game,FPS),第一人称射击游戏属于动作类游戏(Action Game,ACT)的一个分支,顾名思义,第一人称视角射击游戏就是以玩家的主观视角来进行射击游戏。
第三人称射击类游戏(Third-person shooting game,TPS),也是射击游戏的一种,与第一人称射击类游戏的区别在于,玩家在游戏屏幕中是可见的。
下面结合实施例对本申请进行说明:
根据本发明实施例的一个方面,提供了一种虚拟角色的追寻方法,可选地,在本实施例中,上述虚拟角色的追寻方法可以应用于如图1所示的由服务器101、网络102和用户终端103所构成的硬件环境中。如图1所示,服务器101通过网络与用户终端103进行连接,这里的服务器可以但不限于用于为用户终端或用户终端上安装的客户端提供服务,客户端可以包括视频客户端、即时通信客户端、浏览器客户端、游戏客户端等。其中,上述服务器101上可以但不限于设置有数据库105,用于为服务器101提供数据存储服务。此外,上述网络可以包括但不限于:有线网络,无线网络,其中,该有线网络包括:局域网、城域网和广域网,该无线网络包括:蓝牙、WIFI及其他实现无线通信的网络,用户终端103可以是配置有目标游戏应用的客户端的终端,可以包括但不限于以下至少之一:手机(如Android手机、iOS手机等)、笔记本电脑、平板电脑、掌上电脑、MID(Mobile Internet Devices,移动互联网设备)、PAD、台式电脑、智能电视等,上述服务器101可以是单一服务器,也可以是 由多个服务器组成的服务器集群,或者是云服务器,提供上述虚拟角色的追寻服务的应用程序107可以但不限于通过用户终端103进行显示,可通过终端上配置的虚拟角色的追寻的应用程序107的入口,使用上述虚拟角色的追寻服务,例如,可以基于上述应用程序107使用上述虚拟角色的追寻方法,可以通过应用程序107的显示界面显示上述虚拟角色以及控制上述虚拟攻击道具追寻虚拟角色的界面等信息,上述仅是一种示例,本实施例中对此不作任何限定。
结合图1所示,上述虚拟角色的追寻方法可以在终端设备103通过如下步骤实现:
S1,在终端设备103上安装的目标应用中显示第一虚拟角色所处的虚拟场景和小地图画面;
S2,响应于目标触发操作,在终端设备103上控制第一虚拟角色发射第一虚拟攻击道具,其中,第一虚拟攻击道具用于在击中与第一虚拟角色处于不同阵营的虚拟角色时,触发对击中的虚拟角色的追寻;
S3,在第一虚拟攻击道具击中与第一虚拟角色处于不同阵营的第二虚拟角色时,在终端设备103上在小地图画面中显示第二虚拟角色的位置;
S4,在第二虚拟角色的位置发生移动时,在终端设备103上在小地图画面中显示第二虚拟角色移动后的位置。
可选地,在本实施例中,上述虚拟角色的追寻方法还可以通过服务器实现,例如,图1所示的服务器101中实现;或由终端设备和服务器共同实现。
上述仅是一种示例,本实施例不做具体的限定。
可选地,作为一种可选的实施方式,如图2所示,上述虚拟角色的追寻方法包括:
S202,在目标应用中显示第一虚拟角色所处的虚拟场景和小地图画面;
S204,响应于目标触发操作,控制第一虚拟角色发射第一虚拟攻击道具,其中,第一虚拟攻击道具用于在击中与第一虚拟角色处于不同阵营的虚拟角色时,触发对击中的虚拟角色的追寻;
S206,在第一虚拟攻击道具击中与第一虚拟角色处于不同阵营的第二虚拟角色时,在小地图画面中显示第二虚拟角色的位置;
S208,在第二虚拟角色的位置发生移动时,在小地图画面中显示第二虚拟角色移动后的位置。
可选的,在本申请实施例中,上述虚拟角色的追寻方法可以但不限于应用于各种应用中,其中,以目标应用是目标游戏应用为例,上述目标游戏应用可以为多人在线战术竞技游戏(Multiplayer Online Battle Arena简称为MOBA)或者为单人游戏(Single-Player Game简称为SPG)。在此不做具体限定,上述的目标游戏应用可以包括但不限于射击应用、角色扮演应用、即时战略应用等,上述射击应用可以包括但不限于第一人称射击应用、第三人称射击应用以及能够在第一人称与第三人称之间进行切换的射击应用,其中,图3是根据本发明实施例的一种虚拟角色的追寻方法的示意图,如图3所示,应用显示界面可以区分为第一人称显示界面301和第三人称显示界面303,以及包括但不限于利用视角切换交互按钮进行第一人称和第三人称之间切换的显示界面。
需要说明的是,上述目标应用可以包括但不限于以下至少之一:二维(Two Dimension,简称2D)游戏应用、三维(Three Dimension,简称3D)游戏应用、虚拟现实(Virtual Reality,简称VR)游戏应用、增强现实(Augmented Reality,简称AR)游戏应用、混合现实(Mixed Reality,简称MR)游戏应用。以上只是一种示例,本实施例对此不作任何限定。
例如,目前的相关技术中,一般是在第一虚拟对象使用虚拟技能后,将虚拟场景中的全部虚拟角色均显示在小地图画面,通过红点在小地图画面中标注虚拟对象的位置,而在本实施例中,在获取目标触发操作后,通过控制第一虚拟角色向第二虚拟角色发射第一虚拟攻击道具,在第一虚拟攻击道具击中与第一虚拟角色处于不同阵营的第二虚拟角色的情况下,在小地图画面中显示第二虚拟角色的位置,此外,当对第二虚拟角色追寻的过程中,在第二虚拟角色的位置发生移动的情况下,还会在小地图画面中显示第二虚拟角色移动后的位置,能够提高追寻虚拟角色的效率,优化虚拟攻击道具的追寻目标,进而解决了相关技术中追寻虚拟角色的效率较低的技术问题。
可选的,在本申请本实施例中,上述第一虚拟角色对应的虚拟场景可以包括但不限于控制第一虚拟角色的玩家所登录的游戏应用的终端上显示的游戏画面,上述小地图画面可以包括但不限于为上述虚拟场景的缩略图,以游戏应用为例,可以包括但不限于游戏应用的游戏画面中所显示的游戏缩略图,上述小地图画面可以包括但不限于配置为当前一局游戏的全景地图,还可以包括但不限于以第一虚拟角色为中心的部分地图,
例如,图4是根据本发明实施例的另一种虚拟角色的追寻方法的示意图,如图4所示,在游戏应用的游戏画面上显示有第一虚拟对象402、第二虚拟对象404、交互按钮406以及小地图画面408,当玩家控制第一虚拟对象402在游戏应用中观察到上述第二虚拟对象404时,由玩家自主判断是否要对第二虚拟对象进行追寻,当需要进行追寻时,通过对交互按钮406中“追寻”交互按钮执行交互操作,为上述第一虚拟对象配置用于对击中的虚拟角色进行追寻的第一虚拟攻击道具。
需要说明的是,当第一虚拟攻击道具被激活时,可以在游戏画面上显示提示信息410,以提示第一虚拟对象当前所持有的是第一虚拟攻击道具,在击中虚拟对象时,会开始追寻被击中的虚拟对象。
可选的,在本申请本实施例中,上述目标触发操作可以包括但不限于触控交互操作、语音控制操作以及通过预设时间阈值或预设虚拟资源的数量阈值的方式实现的触发操作。
可选的,在本申请本实施例中,上述第一虚拟攻击道具可以包括但不限于虚拟子弹、虚拟投掷物、虚拟激光等在发射后能够击中第二虚拟角色的虚拟攻击道具,上述第一虚拟攻击道具是预先为第一虚拟角色配置的虚拟攻击道具,可以在获取到目标触发操作后进行攻击。
可选的,在本申请本实施例中,上述触发对击中的虚拟角色的追寻可以包括但不限于将上述击中的虚拟角色的具体位置显示在小地图画面中,还可以包括但不限于将上述击中的虚拟角色的位置所处的区域显示在小地图画面中。
可选的,在本申请本实施例中,上述在小地图画面中显示第二虚拟角色的位置可以包括但不限于显示预设的位置标识,例如,圆形、三角形、矩形等形状以在小地图画面上标 注第二虚拟角色的位置,还可以包括但不限于显示与第二虚拟角色关联的标识,例如,第二虚拟角色的阵营标识、第二虚拟角色的职能标识等。
例如,图5是根据本发明实施例的又一种虚拟角色的追寻方法的示意图,如图5所示,包括第一虚拟对象502、第二虚拟对象504、交互按钮506、小地图画面508以及标识510,其中,玩家控制第一虚拟对象502,在显示有提示信息“追寻子弹已激活!!”的情况下,通过对交互按钮506执行交互操作(对应于前述的目标触发操作),控制第一虚拟对象向第二虚拟对象504发射第一虚拟攻击道具,在第一虚拟攻击道具击中第二虚拟角色504的情况下,在小地图画面508中显示标识510,标识510表示第二虚拟角色504所处的位置。
需要说明的是,上述语音控制操作可以包括但不限于在接收到表示开始追寻的语音控制命令时,触发控制第一虚拟对象向第二虚拟对象发射第一虚拟攻击道具,上述通过预设时间阈值触发可以包括但不限于预设倒计时,当倒计时结束时,触发控制第一虚拟对象向第二虚拟对象发射第一虚拟攻击道具,上述通过预设虚拟资源的数量阈值触发可以包括但不限于在第一虚拟角色的虚拟资源的数量满足预设阈值时,触发控制第一虚拟对象向第二虚拟对象发射第一虚拟攻击道具,上述虚拟资源可以包括但不限于虚拟能量、虚拟金币、已经击杀的虚拟角色数量等。
可选的,在本申请本实施例中,上述不同阵营可以包括但不限于在进入当前一局游戏之前预设的分组,以及在进行当前一局游戏的过程中通过预设组队操作的方式进行的分组。这里的分组用于指示参与同一局游戏任务的多个虚拟对象所隶属的阵营,不同阵营中的虚拟对象可以被互相攻击,具体而言,可以配置为不同阵营中的虚拟对象互为对立关系。
可选的,在本申请本实施例中,上述对第二虚拟角色追寻的过程中可以理解为在第一虚拟攻击道具击中第二虚拟角色的预设时长内,保持对第二虚拟角色的追寻效果,此时,在第二虚拟角色的位置发生移动的情况下,在小地图画面中显示第二虚拟角色移动后的位置。
需要说明的是,在小地图画面中显示第二虚拟角色移动后的位置可以包括但不限于理解为在第二虚拟角色移动的过程中,持续显示第二虚拟角色移动后的位置,还可以理解为在第二虚拟角色移动的过程中,当第二虚拟角色停留时长超过预设值时,重新显示第二虚拟角色移动后的位置。
例如,图6是根据本发明实施例的又一种虚拟角色的追寻方法的示意图,如图6所示,包括第一虚拟对象602、第二虚拟对象604、小地图画面606、标识608以及标识610,其中,玩家控制第一虚拟对象602,在显示有提示信息“追寻子弹已命中!!”的情况下,此时,第一虚拟对象602已经控制第一虚拟攻击道具击中了第二虚拟对象604,在对第二虚拟对象604的追寻过程中,第二虚拟对象604向左下方进行了移动,此时,在小地图画面中显示第二虚拟对象604向左下方移动对应的移动轨迹,也即,标识608在小地图画面中向左下方移动至标识610。
需要说明的是,可以包括但不限于持续显示第二虚拟对象604的移动轨迹,也即,标识608是根据第二虚拟对象604是否移动,以确定是否跟随实时移动,还可以包括但不限于间歇显示第二虚拟对象604的位置,也即,标识608在第二虚拟对象604发生移动时,取消显示, 在第二虚拟对象604重新停止移动时,重新显示移动后的位置标识。
此外,上述虚拟角色的追寻方法可以包括但不限于应用于第一虚拟对象击中第二虚拟对象后,第二虚拟对象未出现在第一虚拟对象的视野内时,在小地图画面上显示第二虚拟对象的位置,上述第二虚拟对象未出现在第一虚拟对象的视野内可以包括但不限于第一虚拟对象和第二虚拟对象之间存在如图6所示的障碍物,或者,上述第一虚拟对象和第二虚拟对象处于不同的虚拟空间等。
上述仅是一种示例,本申请实施例不做任何具体的限定。
示例性地,图7是根据本发明实施例的另一种虚拟角色的追寻方法的流程示意图,如图7所示,可以包括但不限于如下步骤:
S1,开始;
S2,填充1次追寻效果;
为第一虚拟角色填充1次追寻效果子弹,显示虚拟追寻按钮,通过玩家点击虚拟追寻按钮后,给当前虚拟子弹增加追寻效果,生成第一虚拟攻击道具(追寻效果子弹);
S3,追寻效果子弹数量减1;
在控制第一虚拟攻击道具发射后,追寻效果子弹的数量减1;
S4,存量为0?
判断当前追寻效果子弹的数量是否为0,当判断结果为否时,直接执行步骤S6;
S5,隐藏该按钮;
当S4步骤判断结果为是时,隐藏用于配置第一虚拟攻击道具的虚拟追寻按钮;
S6,结束。
示例性地,图8是根据本发明实施例的又一种虚拟角色的追寻方法的流程示意图,如图8所示,可以包括但不限于如下步骤:
S1,开始;
S2,命中敌人?
检测追寻效果子弹是否真正击中敌人(对应于前述的第二虚拟对象);
S3,在小地图标红敌人;
在判断结果为是的情况下,在小地图标注敌人;
S4,开始15秒倒计时;
S5,扫描该标记玩家附近5米的其他敌人;
S6,倒计时是否结束?
判断倒计时是否结束,在倒计时未结束时,继续执行S5,扫描该标记玩家附近5米的其他敌人;在未命中敌人或者倒计时结束时,执行S7。
S7,结束。
需要说明的是,玩家可以为自己的虚拟子弹加上追寻标记,该追寻效果子弹击中敌人之后,不单可以使得敌人受伤,还可以连续一小段时间显示该敌人及他附近几米远是否有与该敌人同一阵营的虚拟角色,可以更有针对性的追寻特定的敌方玩家,提升了玩家的作战效率及获取不同阵营玩家的位置的效率。
上述仅是一种示例,本申请实施例不做任何具体的限定。
通过本实施例,采用在目标应用中显示第一虚拟角色所处的虚拟场景和小地图画面,响应于获取到的目标触发操作,控制第一虚拟角色发射第一虚拟攻击道具,其中,第一虚拟攻击道具用于在击中与第一虚拟角色处于不同阵营的虚拟角色时,触发对击中的虚拟角色的追寻,在第一虚拟攻击道具击中与第一虚拟角色处于不同阵营的第二虚拟角色的情况下,在小地图画面中显示第二虚拟角色的位置,在对第二虚拟角色追寻的过程中,在第二虚拟角色的位置发生移动的情况下,在小地图画面中显示第二虚拟角色移动后的位置的方式,通过控制第一虚拟攻击道具攻击第二虚拟角色,使得第二虚拟角色的位置能够持续显示在小地图画面中,当第二虚拟角色发生了移动时,依旧保持显示第二虚拟角色,达到了针对特定目标能够实现持续追寻的目的,从而实现了提高追寻虚拟角色的效率,优化虚拟攻击道具的追寻目标的技术效果,进而解决了相关技术中追寻虚拟角色的效率较低的技术问题。
作为一种可选的方案,上述方法还包括:
在第一虚拟攻击道具击中第二虚拟角色时,确定第二虚拟角色的目标身份信息,其中,目标身份信息用于指示第二虚拟角色在虚拟场景中对应的身份信息;根据目标身份信息为第二虚拟角色添加目标身份标识,并在小地图画面中显示目标身份标识,其中,目标身份标识用于表示第二虚拟角色在虚拟场景中的位置。
可选的,在本申请本实施例中,上述目标身份信息表示第二虚拟角色在当前虚拟场景中对应的身份信息,例如,第二虚拟角色的所属阵营信息、第二虚拟角色的虚拟生命值信息等,上述目标身份标识可以包括但不限于指示第二虚拟角色所属阵营的标识,还可以包括但不限于指示第二虚拟角色的虚拟兵种的标识,还可以包括但不限于指示第二虚拟角色的当前状态的身份标识,例如,第二虚拟角色处于80%以上虚拟生命值时,显示绿色身份标识,第二虚拟角色处于30%至80%之间虚拟生命值时,显示黄色身份标识,第二虚拟角色处于0至30%之间虚拟生命值时,显示红色身份标识,通过不同颜色来标识第二虚拟角色的虚拟生命值,以便于玩家进行决策是否追击该第二虚拟角色。
作为一种可选的方案,上述方法还包括:
在第一虚拟攻击道具允许发射的总次数为预设次数,且第一虚拟攻击道具击中第二虚拟角色的情况下,确定第一虚拟攻击道具的当前发射次数,其中,当前发射次数是第一虚拟攻击道具击中第二虚拟角色后确定的发射次数,当前发射次数小于或等于预设次数;
根据当前发射次数,在小地图画面中第二虚拟角色所处的位置上显示第一目标标识组合,其中,第一目标标识组合用于表示第二虚拟角色被第一虚拟攻击道具击中时,第一虚拟攻击道具击中过虚拟角色的次数。
可选的,在本申请本实施例中,上述第一虚拟攻击道具允许发射的总次数可以由系统预设,还可以被配置为和第一虚拟角色的虚拟属性相关联,例如,为第一虚拟角色配置对应的能量槽,当能量槽存储的能量每增加10%则增加1次第一虚拟攻击道具的发射次数,上述能量可以通过击败其他处于不同阵营的虚拟角色获取。
可选的,在本申请本实施例中,上述确定第一虚拟攻击道具的当前发射次数可以包括 但不限于确定第一虚拟攻击道具在当前一局游戏中已经发射的次数,还可以包括但不限于将第一虚拟攻击道具与虚拟技能关联,在虚拟技能的释放期间,已经发射的次数。
需要说明的是,作为一种可选的方案,上述方法还包括:
在第一虚拟攻击道具击中第二虚拟角色的情况下,确定第一虚拟攻击道具的当前击中次数,其中,当前击中次数是第一虚拟攻击道具当前击中过的虚拟角色的次数;
根据当前击中次数,在小地图画面中第二虚拟角色所处的位置上显示第二目标标识组合,其中,第二目标标识组合用于表示第二虚拟角色被第一虚拟攻击道具击中后,第一虚拟攻击道具击中过的虚拟角色的次数。
例如,图9是根据本发明实施例的又一种虚拟角色的追寻方法的示意图,如图9所示,包括第一虚拟对象902、第二虚拟对象904、提示信息906、提示信息908以及小地图910,其中,在第一虚拟对象902已经装备了上述第一虚拟攻击道具时,则游戏画面中显示提示信息906,此时,小地图910中未显示第二虚拟对象的位置标识,当玩家控制第一虚拟角色执行射击操作,此时,在游戏画面中显示提示信息908,此时,小地图910中显示有第二虚拟对象的位置标识,提示信息906和提示信息908均用于提示当前第一虚拟攻击道具允许发射的次数或者当前第一虚拟攻击道具击中过虚拟对象的次数。
通过本实施例,可以在小地图画面中标注出第二虚拟角色被击中的顺序,便于控制第一虚拟角色的玩家向其他玩家通知,提高了追寻效率,优化了玩家的使用体验。
作为一种可选的方案,上述方法还包括:
在当前击中次数表示第二虚拟角色为被第一虚拟攻击道具首次击中的虚拟对象时,显示第一标识组合,其中,第一标识组合包括第一子标识和第二子标识,第一子标识用于标识第一虚拟角色的身份,第二子标识用于表示第二虚拟角色是第一虚拟攻击道具首个击中的虚拟角色;
在当前击中次数表示第二虚拟角色不是被第一虚拟攻击道具首次击中的虚拟对象时,显示第二标识组合,其中,第二标识组合包括第一子标识和第三子标识,第三子标识用于表示第二虚拟角色被第一虚拟攻击道具击中时,第一虚拟攻击道具击中过虚拟角色的次数。
可选的,在本申请本实施例中,上述当前击中次数表示第一虚拟攻击道具首次击中虚拟对象,具体而言,可以包括但不限于第一虚拟攻击道具首次发射后击中了虚拟对象,或者,第一虚拟攻击道具首次击中与第一虚拟角色处于不同阵营的虚拟角色。
可选的,在本申请本实施例中,上述第一标识组合包括第一子标识和第二子标识,其中,第一子标识可以包括但不限于第一虚拟角色的ID、第一虚拟角色的序号等,上述第一虚拟角色的序号可以包括但不限于是第一虚拟角色在其所处阵营中,唯一用来标识第一虚拟角色的序号。上述第二子标识用于表示上述第二虚拟角色是第一虚拟攻击道具首个击中的虚拟角色,还可以包括但不限于表示上述第二虚拟角色是所述第一虚拟攻击道具首次发射就击中的虚拟角色。
可选的,在本申请本实施例中,上述第二标识组合包括第一子标识和第三子标识,其中,第一子标识可以包括但不限于第一虚拟角色的ID、第一虚拟角色的序号等,上述第一虚拟角色的序号可以包括但不限于是第一虚拟角色在其所处阵营中,唯一用来标识第一虚 拟角色的序号。上述第三子标识用于表示上述第二虚拟角色在被击中时,第一虚拟角色控制第一虚拟攻击道具击中过虚拟角色的次数。
例如,图10是根据本发明实施例的又一种虚拟角色的追寻方法的示意图,如图10所示,包括虚拟对象1002、虚拟对象1004、小地图画面1006、第一标识组合1008以及第二标识组合1010,其中,在第一虚拟角色首次发射击中虚拟对象1002的情况下,在小地图画面1006上显示第一标识组合1008,包括第一子标识和第二子标识,在第一虚拟角色再次发射击中虚拟对象1004的情况下,在小地图画面1006上显示第二标识组合1010,包括第一子标识和第三子标识,第三子标识表示第二次击中虚拟对象。
上述仅是一种示例,本实施例不做任何具体的限定。
通过本实施例,可以在小地图画面中显示第一标识组合或者第二标识组合,进而,在小地图画面中标注出第二虚拟角色被击中时,是第一虚拟攻击道具第几次击中了虚拟角色,便于控制第一虚拟角色的玩家向其他玩家通知,提高了追寻效率,优化了玩家的使用体验。
作为一种可选的方案,上述方法还包括:
在显示第一标识组合时,将第一子标识显示为数字标识,并将第二子标识显示为固定标识,其中,数字标识用于表示发射第一虚拟攻击道具的第一虚拟角色,固定标识用于表示第二虚拟角色是首个被第一虚拟攻击道具击中的虚拟角色;
在显示第二标识组合时,将第三子标识显示为关联标识,该关联标识与第一虚拟攻击道具击中第二虚拟角色时已击中过虚拟角色的次数关联。
可选的,在本申请本实施例中,上述数字标识可以包括但不限于第一虚拟角色的ID、第一虚拟角色的序号等,上述第一虚拟角色的序号可以包括但不限于是第一虚拟角色在其所处阵营中,唯一用来标识第一虚拟角色的序号。
可选的,在本申请本实施例中,上述第二子标识可以包括但不限于固定标识,例如,将第二虚拟角色的位置显示为较其他虚拟角色的标识更大的圆形,以更直接的表示该虚拟角色是首次被追寻,便于其他玩家从小地图画面中获知被追寻的虚拟角色。
例如,图11是根据本发明实施例的又一种虚拟角色的追寻方法的示意图,如图11所示,包括标识A、标识B、标识C以及标识D,其中,标识A、标识B以及标识C均是显示在小地图画面1102上的标识,标识A表示当前第一虚拟角色所处的位置,数字1表示第一虚拟角色在所处阵营或队伍内的序号,即为上述第一子标识,标识C为其他虚拟角色的标识,标识B为当前首次追寻的虚拟角色的第二子标识,可以得出,明显标识B大于标识C,因此,标识B对应的第二虚拟角色即为上述第一虚拟攻击道具首次被击中的虚拟角色。
而标识A、标识C以及标识D均是显示在小地图画面1104上的标识,标识A表示当前第一虚拟角色所处的位置,数字1表示第一虚拟角色在所处阵营或队伍内的序号,即为上述第一子标识,标识C为其他虚拟角色的标识,标识D为与第一虚拟攻击道具击中第二虚拟角色时击中过虚拟角色的次数关联的标识,1-2表示该第二虚拟角色是由序号为1的第一虚拟角色第二个击中的虚拟角色。
上述仅是一种示例,本实施例不做任何具体的限定。
通过本实施例,可以在小地图画面中显示表示第一虚拟角色的序号的数字标识,还可 以显示表示第二虚拟角色是首次被击中的虚拟角色的固定标识,还可以显示表示第二虚拟角色被击中时,第一虚拟角色控制第一虚拟攻击道具击中虚拟角色的次数的关联标识,使得玩家在向其他玩家通知时,能够简单、准确地播报当前被追寻的玩家的具体位置,以提高了追寻效率,优化了玩家的使用体验。
作为一种可选的方案,上述方法还包括:
在第一虚拟角色控制第一虚拟攻击道具击中第三虚拟角色后再击中第二虚拟角色时,显示第三标识组合,其中,第三标识组合包括第一子标识和第四子标识,第一子标识用于标识第一虚拟角色的身份,第四子标识用于表示第一虚拟角色控制第一虚拟攻击道具击中第三虚拟角色时的击中过虚拟角色的击中次数,第三虚拟角色是与第一虚拟角色处于不同阵营的虚拟角色;
在第四虚拟角色控制第一虚拟攻击道具已经击中过第五虚拟角色时,显示第四标识组合,其中,第四标识组合包括第五子标识和第六子标识,第五子标识用于标识第四虚拟角色的身份,第六子标识用于表示第四虚拟角色控制第一虚拟攻击道具击中第五虚拟角色时的击中过虚拟角色的击中次数,第四虚拟角色是与第一虚拟角色处于相同阵营的虚拟角色,第五虚拟角色是与第四虚拟角色处于不同阵营的虚拟角色。
可选的,在本申请本实施例中,上述第三虚拟角色是与第一虚拟角色处于不同阵营的虚拟角色,该第三虚拟角色可以与第二虚拟角色处于相同阵营,也可以与第二虚拟角色处于不同阵营。
需要说明的是,上述第三虚拟角色是第一虚拟角色使用第一虚拟攻击道具之前击中过的虚拟角色,也即,第一虚拟角色使用第一虚拟攻击道具先击中第三虚拟角色,再使用第一虚拟攻击道具击中第二虚拟角色。
此时,在小地图画面中,同时显示与第三虚拟角色关联的第三标识组合。
例如,图12是根据本发明实施例的又一种虚拟角色的追寻方法的示意图,如图12所示,包括标识A、标识B以及标识C,其中,标识A、标识B以及标识C均是显示在小地图画面1202上的标识,标识A表示当前第一虚拟角色所处的位置,数字1表示第一虚拟角色在所处阵营或队伍内的序号,即为上述第一子标识,标识C为第三虚拟角色的标识,1-1表示第三虚拟角色是第一虚拟角色控制第一虚拟攻击道具第一个击中的虚拟角色,标识B为第二虚拟角色的标识,1-2表示该第二虚拟角色是由序号为1的第一虚拟角色第二个击中的虚拟角色,1-2中的1即为上述第一子标识,1-2中的2即为上述第四子标识。
可选的,在本申请本实施例中,上述第四虚拟角色是与第一虚拟角色处于相同阵营的虚拟角色,示例性地,第四虚拟角色是与第一虚拟角色处于同一队伍的角色,上述第五虚拟角色是与第四虚拟角色处于不同阵营的虚拟角色,示例性地,第五虚拟角色是与第二虚拟角色处于同一队伍的角色,上述第二虚拟攻击道具是第四虚拟角色所使用的攻击道具,可以被配置为与第一虚拟攻击道具完全相同或者部分不同,只要也具备如第一虚拟攻击道具相同的追寻效果即可。
需要说明的是,上述第五虚拟角色也可与第二虚拟角色处于不同阵营,此时,可以理解为该游戏应用中至少包括三个不同阵营进行互相作战,上述第五虚拟角色是第四虚拟角 色使用第二虚拟攻击道具之前击中过的虚拟角色,也即,第四虚拟角色使用第二虚拟攻击道具先击中第五虚拟角色,第一虚拟角色再使用第一虚拟攻击道具击中第二虚拟角色。
此时,在小地图画面中,同时显示与第四虚拟角色和第五虚拟角色均关联的第四标识组合以及目标标识组合。
例如,图13是根据本发明实施例的又一种虚拟角色的追寻方法的示意图,如图13所示,包括标识A、标识B以及标识C,其中,标识A、标识B以及标识C均是显示在小地图画面1302上的标识,标识A表示当前第一虚拟角色所处的位置,数字1表示第一虚拟角色在所处阵营或队伍内的序号,即为上述第一子标识,标识C为第五虚拟角色的标识,第一个数字2表示第四虚拟角色在所处阵营或队伍内的序号,即为上述第五子标识,第二个数字2表示第五虚拟角色是由序号为2的第四虚拟角色第二个击中的虚拟角色,即为上述第六子标识。
上述仅是一种示例,本申请实施例不做任何具体的限定。
通过本实施例,可以在小地图画面上显示玩家控制的第一虚拟角色,击中过后开始追寻的全部虚拟角色的位置,同时还能显示同阵营的第四虚拟角色击中过后开始追寻的全部虚拟角色的位置,并且,还能够同时标注出每个被击中后开始被追寻的虚拟角色被击中的顺序,能够便于玩家向同伴播报,丰富了游戏应用中的社交需求,提高了游戏应用中对虚拟角色进行追寻的效率,优化了玩家的游戏体验。
作为一种可选的方案,上述方法还包括:
在第一虚拟攻击道具击中第二虚拟角色时,在小地图画面中显示位于第二虚拟角色的预设范围内的第六虚拟角色的位置,其中,第六虚拟角色是与第一虚拟角色处于不同阵营的虚拟角色。
可选的,在本申请实施例中,上述第六虚拟角色可以包括但不限于与上述第三虚拟角色相同,可以是与第二虚拟角色处于相同阵营的虚拟角色,还可以是与第二虚拟角色处于不同阵营的虚拟角色,同时与第一虚拟角色处于不同阵营。
例如,图14是根据本发明实施例的又一种虚拟角色的追寻方法的示意图,如图14所示,包括虚拟对象1402、虚拟对象1404、小地图画面1406、标识1408以及标识1410,其中,第一虚拟角色控制第一虚拟攻击道具击中虚拟角色1402(对应于前述的第二虚拟角色)的情况下,可以检测以虚拟角色1402为中心,预设范围内与第一虚拟角色处于不同阵营的其他虚拟角色,在检测到虚拟角色1404(对应于前述的第六虚拟角色)时,在小地图画面1406上同时显示标识1408和标识1410,标识1408用于标注虚拟对象1402的位置,标识1410用于标注虚拟对象1404的位置。
上述仅是一种示例,本申请实施例不做任何具体的限定。
作为一种可选的方案,上述方法还包括:
在第一虚拟攻击道具击中第二虚拟角色时,在预设时长内在小地图画面中显示第二虚拟角色的实时位置,在到达预设时长时,取消显示第二虚拟角色的位置。
例如,在对第二虚拟角色追寻的过程中,在第二虚拟角色的位置发生移动的时长在预设时长内的情况下,在小地图画面中显示第二虚拟角色移动后的位置;
在对第二虚拟角色追寻的过程中,在第二虚拟角色的位置发生移动的时长超过预设时 长的情况下,在小地图画面中取消显示第二虚拟角色移动后的位置。
可选的,在本申请实施例中,可以为上述第一虚拟攻击道具的追寻效果配置预设时长,使得第一虚拟攻击道具在击中虚拟角色后,在预设时长内在小地图画面上显示第二虚拟角色的位置,在到达预设时长时,取消显示第二虚拟角色的位置。在对第二虚拟角色追寻的过程中,当还未到达上述预设时长时,持续显示第二虚拟角色移动后的位置,在到达预设时长后,取消显示第二虚拟角色移动后的位置。
需要说明的是,上述在对第二虚拟角色追寻的过程中,当还未到达上述预设时长时,持续显示第二虚拟角色移动后的位置,可以包括但不限于实时显示上述第二虚拟角色移动过程中的位置,还可以包括但不限于按照预设的时间间隔显示第二虚拟角色移动后的位置。
作为一种可选的方案,上述方法还包括以下至少之一:
在小地图画面中显示第二虚拟角色的位置时,同时显示第二虚拟角色的朝向;
在小地图画面中显示第二虚拟角色的位置时,同时显示第二虚拟角色的所持有的虚拟道具的类型;
在小地图画面中显示第二虚拟角色的位置时,同时显示第二虚拟角色的虚拟生命值比例。
可选的,在本申请实施例中,在显示第二虚拟角色时,还可以同时显示上述第二虚拟角色所面对的方向,例如,以扇形区域在小地图中显示,扇形区域的圆心即为上述第二虚拟角色所处的位置,在显示第二虚拟角色时,还可以同时显示第二虚拟角色的所持有的虚拟道具的类型和第二虚拟角色的虚拟生命值比例,其中,上述持有的虚拟道具的类型可以包括但不限于第二虚拟角色当前持有的虚拟道具的类型,还可以是第二虚拟角色预设的虚拟道具的类型。上述虚拟生命值比例,可以包括但不限于显示虚拟生命值百分比,或者,以上述百分比换算后得到的标识,例如,红色表示较少、黄色表示居中、蓝色表示较多等。
作为一种可选的方案,上述方法还包括:
在第一虚拟攻击道具击中第二虚拟角色时,减少第二虚拟角色的虚拟生命值;
在虚拟生命值满足预设条件时,取消在小地图画面中显示第二虚拟角色的位置。
可选的,在本申请实施例中,可以包括但不限于当第二虚拟角色的虚拟生命值下降到预设阈值时,确定虚拟生命值满足预设条件,此时取消显示第二虚拟角色的位置,还可以包括但不限于当第一虚拟角色的虚拟生命值下降到预设阈值时,取消显示第二虚拟角色的位置。
作为一种可选的方案,上述方法还包括:
在小地图画面中显示第二虚拟角色的位置之后,向与第一虚拟角色处于相同阵营的第一虚拟角色集合发送第一提示信息,其中,第一提示信息用于提示第二虚拟角色在小地图中已被显示;
在第二虚拟角色的位置发生移动时,向第一虚拟角色集合发送第二提示信息,其中,第二提示信息用于提示第二虚拟角色处于移动状态,且第二虚拟角色的实时位置在小地图中已被显示。
可选的,在本申请实施例中,上述第一提示信息和第二提示信息可以包括但不限于文 字信息、语音信息等用于提示第二虚拟角色在小地图中已被显示或者第二虚拟角色处于移动状态,且第二虚拟角色的实时位置在小地图中已被显示。
例如,图15是根据本发明实施例的又一种虚拟角色的追寻方法的示意图,如图15所示,包括虚拟对象1502、小地图画面1504以及标识1506,其中,第一虚拟角色控制第一虚拟攻击道具击中虚拟角色1502(对应于前述的第二虚拟角色)的情况下,可以向其他处于相同阵营的虚拟角色发送“1-2已被追寻,请集火”的文字消息,此时,标识1506在小地图画面上同时进行显示,当其他玩家查看到文字消息后,可以直接通过小地图画面锁定标识1506所在位置,进而对该虚拟角色执行其他游戏操作。
上述仅是一种示例,本申请实施例不做任何具体的限定。
作为一种可选的方案,上述方法还包括:
在第二虚拟角色被第一虚拟攻击道具击中的情况下,减少第二虚拟角色的虚拟生命值;
在虚拟生命值满足预设条件的情况下,取消显示第六虚拟角色的位置,同时保持显示第二虚拟角色的位置。
可选的,在本申请实施例中,上述当第二虚拟角色的虚拟生命值满足预设条件时,此时,仅取消显示由于第二虚拟角色被追寻才显示出的第六虚拟角色的位置,但是,保持显示第二虚拟角色的位置。
例如,当第二虚拟角色被击杀后,此时,第二虚拟角色的追寻效果可以变更为仅追寻第二虚拟角色,不再追寻处于第二虚拟角色预设范围的第六虚拟角色。
示例性地,图16是根据本发明实施例的又一种虚拟角色的追寻方法的示意图,如图16所示,包括虚拟对象1602、虚拟对象1604、小地图画面1606、标识1608以及标识1610,其中,第一虚拟角色控制第一虚拟攻击道具击中虚拟角色1602(对应于前述的第二虚拟角色)的情况下,可以检测以虚拟角色1602为中心,预设范围内与第一虚拟角色处于不同阵营的其他虚拟角色,在检测到虚拟角色1604(对应于前述的第六虚拟角色)时,在小地图画面1606上同时显示标识1608和标识1610,标识1608用于标注虚拟对象1602的位置,标识1610用于标注虚拟对象1604的位置,当第二虚拟角色的虚拟生命值满足预设条件时,取消显示第六虚拟角色对应的标识1610,并保持显示标识1608,以便于玩家查找第二虚拟角色所携带的战利品。
上述仅是一种示例,本申请实施例不做任何具体的限定。
作为一种可选的方案,上述方法还包括以下至少之一:
在对第二虚拟角色追寻的过程中,在第二虚拟角色的位置发生移动的情况下,在小地图画面中显示第二虚拟角色移动后的位置,同时显示第二虚拟角色的移动过程中的朝向;
在对第二虚拟角色追寻的过程中,在第二虚拟角色的位置发生移动的情况下,在小地图画面中显示第二虚拟角色移动后的位置,同时显示第二虚拟角色的移动过程中所持有的虚拟道具的类型;
在对第二虚拟角色追寻的过程中,在第二虚拟角色的位置发生移动的情况下,在小地图画面中显示第二虚拟角色移动后的位置,同时显示第二虚拟角色的移动过程中的虚拟生命值。
可选的,在本申请实施例中,可以在对第二虚拟角色追寻的过程中,持续显示第二虚拟角色的朝向、所持有的虚拟道具的类型以及虚拟生命值。可以包括但不限于配置为实时显示,还可以配置为按照预设时间间隔进行显示。
下面结合具体的示例,对本申请实施例进行进一步地解释说明:
本申请提出一种新的小地图追寻扫描方法,玩家可以给自己的虚拟子弹增加追寻标记,该类子弹在击中敌人之后,不单可以使得敌人受伤,还可以连续一段时间显示该敌人及其附近范围内是否有同伙,可以更有针对性的追寻特定的敌方玩家。
具体做法:
1、给子弹填充追寻:
一局游戏开始后,为每位玩家配置3次追寻效果的射击,1号玩家点点击“追寻”按钮,1号玩家后续的1发子弹,只要击中了一位敌人,则被击中的敌人在后续的10秒内都会显示在1号玩家以及1号玩家的队友的小地图上,除非被击中的敌人最终被击杀,则被击杀后对于该敌人的追寻效果立刻终止。
2、标记区分方法:
目前游戏应用中,多为组队划分不同阵营进行作战的游戏,一支队伍会有≥5的人数,如果是1号玩家用追寻弹击中的第一位敌人,那么敌人头像闪亮红色的1-1,如果是1号玩家击中的第二位敌人,该敌人在小地图闪亮红色1-2。这样1号玩家就可以通过语音或者文字的方式告知队友1-1和1-2是否被追寻。当然,这里的标记也可以用其他方法标记,本方法更加简单,且区分度较高。
例如,可以总结为如下表格:
命中敌人后效果:
当增加追寻效果的虚拟子弹击中敌人后,敌人如果开始逃跑,小地图依旧会显示该敌人在逃跑过程中所处的位置,也同样可以显示该敌人附近圆环5米内的同伙。
可以理解的是,在本申请的具体实施方式中,涉及到用户信息等相关的数据,当本申请以上实施例运用到具体产品或技术中时,需要获得用户许可或者同意,且相关数据的收集、使用和处理需要遵守相关国家和地区的相关法律法规和标准。
需要说明的是,对于前述的各方法实施例,为了简单描述,故将其都表述为一系列的动作组合,但是本领域技术人员应该知悉,本申请并不受所描述的动作顺序的限制,因为依据本申请,某些步骤可以采用其他顺序或者同时进行。其次,本领域技术人员也应该知悉,说明书中所描述的实施例均属于优选实施例,所涉及的动作和模块并不一定是本申请所必须的。
根据本申请实施例的另一个方面,还提供了一种用于实施上述虚拟角色的追寻方法的虚拟角色的追寻装置。如图17所示,该装置包括:
第一显示模块1702,用于在目标应用中显示第一虚拟角色所处的虚拟场景和小地图画面;
控制模块1704,用于响应于目标触发操作,控制第一虚拟角色发射第一虚拟攻击道具,其中,所述第一虚拟攻击道具用于在击中与所述第一虚拟角色处于不同阵营的虚拟角色时,触发对击中的虚拟角色的追寻;
第二显示模块1706,用于在所述第一虚拟攻击道具击中与所述第一虚拟角色处于不同阵营的第二虚拟角色时,在所述小地图画面中显示所述第二虚拟角色的位置;
第三显示模块1708,用于在所述第二虚拟角色的位置发生移动时,在所述小地图画面中显示所述第二虚拟角色移动后的位置。
作为一种可选的方案,所述装置还用于:
在第一虚拟攻击道具击中第二虚拟角色时,确定第二虚拟角色的目标身份信息,其中,目标身份信息用于指示第二虚拟角色在虚拟场景中对应的身份信息;根据目标身份信息为第二虚拟角色添加目标身份标识,并在小地图画面中显示目标身份标识,其中,目标身份标识用于表示第二虚拟角色在虚拟场景中的位置。
作为一种可选的方案,所述装置还用于:在所述第一虚拟攻击道具允许发射的总次数为预设次数,且所述第一虚拟攻击道具击中所述第二虚拟角色的情况下,确定所述第一虚拟攻击道具的当前发射次数,其中,所述当前发射次数是所述第一虚拟攻击道具击中所述第二虚拟角色后确定的发射次数,所述当前发射次数小于或等于所述预设次数;根据所述当前发射次数,在所述小地图画面中所述第二虚拟角色所处的位置上显示目标标识组合,其中,所述目标标识组合用于表示所述第二虚拟角色被所述第一虚拟攻击道具击中时,所述第一虚拟攻击道具击中过虚拟角色的次数。
作为一种可选的方案,所述装置还用于:
在所述第一虚拟攻击道具击中所述第二虚拟角色的情况下,确定所述第一虚拟攻击道具的当前击中次数,其中,所述当前击中次数是所述第一虚拟攻击道具当前击中过的虚拟角色的次数;
根据所述当前击中次数,在所述小地图画面中所述第二虚拟角色所处的位置上显示第二目标标识组合,其中,所述第二目标标识组合用于表示所述第二虚拟角色被所述第一虚拟攻击道具击中后,所述第一虚拟攻击道具击中过的虚拟角色的次数。
作为一种可选的方案,所述装置还用于:
在所述当前击中次数表示第二虚拟角色为被所述第一虚拟攻击道具首次击中的虚拟对象时,显示第一标识组合,其中,所述第一标识组合包括第一子标识和第二子标识,所述第一子标识用于标识所述第一虚拟角色的身份,所述第二子标识用于表示所述第二虚拟角色是所述第一虚拟攻击道具首个击中的虚拟角色;
在所述当前击中次数表示第二虚拟角色不是被所述第一虚拟攻击道具首次击中的虚拟对象时,显示第二标识组合,其中,所述第二标识组合包括所述第一子标识和第三子标识, 所述第三子标识用于表示所述第二虚拟角色被所述第一虚拟攻击道具击中时,所述第一虚拟攻击道具击中过虚拟角色的次数。
作为一种可选的方案,所述装置还用于:
在显示所述第一标识组合时,将所述第一子标识显示为数字标识,并将所述第二子标识显示为固定标识,其中,所述数字标识用于表示发射所述第一虚拟攻击道具的所述第一虚拟角色,所述固定标识用于表示所述第二虚拟角色是首个被所述第一虚拟攻击道具击中的虚拟角色;
在显示所述第二标识组合时,将所述第三子标识显示为关联标识,所述关联标识与所述第一虚拟攻击道具击中所述第二虚拟角色时已击中过虚拟角色的次数关联。
作为一种可选的方案,所述装置还用于:
在所述第一虚拟角色控制所述第一虚拟攻击道具击中第三虚拟角色后再击中所述第二虚拟角色时,在小地图画面中显示第三标识组合,其中,所述第三标识组合包括第一子标识和第四子标识,所述第一子标识用于标识所述第一虚拟角色的身份,所述第四子标识用于表示所述第一虚拟角色控制所述第一虚拟攻击道具击中所述第三虚拟角色时的击中过虚拟角色的击中次数,所述第三虚拟角色是与所述第一虚拟角色处于不同阵营的虚拟角色;
在第四虚拟角色控制第一虚拟攻击道具已经击中过第五虚拟角色时,在小地图画面中显示第四标识组合,其中,所述第四标识组合包括第五子标识和第六子标识,所述第五子标识用于标识所述第四虚拟角色的身份,所述第六子标识用于表示所述第四虚拟角色控制所述第一虚拟攻击道具击中所述第五虚拟角色时的击中过虚拟角色的击中次数,所述第四虚拟角色是与所述第一虚拟角色处于相同阵营的虚拟角色,所述第五虚拟角色是与所述第四虚拟角色处于不同阵营的虚拟角色。
作为一种可选的方案,所述装置还用于:
在所述第一虚拟攻击道具击中所述第二虚拟角色时,在所述小地图画面中显示位于所述第二虚拟角色的预设范围内的第六虚拟角色的位置,其中,所述第六虚拟角色是与所述第一虚拟角色处于不同阵营的虚拟角色。
作为一种可选的方案,所述装置还用于:
在所述第一虚拟攻击道具击中所述第二虚拟角色时,在预设时长内在所述小地图画面中显示所述第二虚拟角色的实时位置,在到达所述预设时长时,取消显示所述第二虚拟角色的位置。
作为一种可选的方案,所述装置还用于执行以下至少之一方法:
在所述小地图画面中显示所述第二虚拟角色的位置时,同时显示所述第二虚拟角色的朝向;
在所述小地图画面中显示所述第二虚拟角色的位置时,同时显示所述第二虚拟角色的所持有的虚拟道具的类型;
在所述小地图画面中显示所述第二虚拟角色的位置时,同时显示所述第二虚拟角色的虚拟生命值比例。
作为一种可选的方案,所述装置还用于:
在所述第一虚拟攻击道具击中所述第二虚拟角色时,减少所述第二虚拟角色的虚拟生命值;
在所述虚拟生命值满足预设条件时,取消在所述小地图画面中显示所述第二虚拟角色的位置。
作为一种可选的方案,所述装置还用于:
在所述小地图画面中显示所述第二虚拟角色的位置之后,向与所述第一虚拟角色处于相同阵营的第一虚拟角色集合发送第一提示信息,其中,所述第一提示信息用于提示所述第二虚拟角色在所述小地图中已被显示;
在所述第二虚拟角色的位置发生移动时,向所述第一虚拟角色集合发送第二提示信息,其中,所述第二提示信息用于提示所述第二虚拟角色处于移动状态,且所述第二虚拟角色的实时位置在所述小地图中已被显示。
根据本申请的一个方面,提供了一种计算机程序产品,该计算机程序产品包括计算机程序/指令,该计算机程序/指令包含用于执行流程图所示的方法的程序代码。在这样的实施例中,该计算机程序可以通过通信部分1809从网络上被下载和安装,和/或从可拆卸介质1811被安装。在该计算机程序被中央处理器1801执行时,执行本申请实施例提供的各种功能。
上述本申请实施例序号仅仅为了描述,不代表实施例的优劣。
图18示意性地示出了用于实现本申请实施例的电子设备的计算机系统结构框图。
需要说明的是,图18示出的电子设备的计算机系统1800仅是一个示例,不应对本申请实施例的功能和使用范围带来任何限制。
如图18所示,计算机系统1800包括中央处理器1801(Central Processing Unit,CPU),其可以根据存储在只读存储器1802(Read-Only Memory,ROM)中的程序或者从存储部分1808加载到随机访问存储器1803(Random Access Memory,RAM)中的程序而执行各种适当的动作和处理。在随机访问存储器1803中,还存储有系统操作所需的各种程序和数据。中央处理器1801、在只读存储器1802以及随机访问存储器1803通过总线1804彼此相连。输入/输出接口1805(Input/Output接口,即I/O接口)也连接至总线1804。
以下部件连接至输入/输出接口1805:包括键盘、鼠标等的输入部分1806;包括诸如阴极射线管(Cathode Ray Tube,CRT)、液晶显示器(Liquid Crystal Display,LCD)等以及扬声器等的输出部分1807;包括硬盘等的存储部分1808;以及包括诸如局域网卡、调制解调器等的网络接口卡的通信部分1809。通信部分1809经由诸如因特网的网络执行通信处理。驱动器1180也根据需要连接至输入/输出接口1805。可拆卸介质1811,诸如磁盘、光盘、磁光盘、半导体存储器等等,根据需要安装在驱动器1180上,以便于从其上读出的计算机程序根据需要被安装入存储部分1808。
特别地,根据本申请的实施例,各个方法流程图中所描述的过程可以被实现为计算机软件程序。例如,本申请的实施例包括一种计算机程序产品,其包括承载在计算机可读介质上的计算机程序,该计算机程序包含用于执行流程图所示的方法的程序代码。在这样的实施例中,该计算机程序可以通过通信部分1809从网络上被下载和安装,和/或从可拆卸介 质1811被安装。在该计算机程序被中央处理器1801执行时,执行本申请的系统中限定的各种功能。
根据本申请实施例的又一个方面,还提供了一种用于实施上述虚拟角色的追寻方法的电子设备,该电子设备可以是图1所示的终端设备或服务器。本实施例以该电子设备为终端设备为例来说明。如图19所示,该电子设备包括存储器1902和处理器1904,该存储器1902中存储有计算机程序,该处理器1904被设置为通过计算机程序执行上述任一项方法实施例中的步骤。
可选地,在本实施例中,上述电子设备可以位于计算机网络的多个网络设备中的至少一个网络设备。
可选地,在本实施例中,上述处理器可以被设置为通过计算机程序执行以下步骤:
S1,在目标应用中显示第一虚拟角色所处的虚拟场景和小地图画面;
S2,响应于目标触发操作,控制第一虚拟角色发射第一虚拟攻击道具,其中,第一虚拟攻击道具用于在击中与第一虚拟角色处于不同阵营的虚拟角色时,触发对击中的虚拟角色的追寻;
S3,在第一虚拟攻击道具击中与第一虚拟角色处于不同阵营的第二虚拟角色时,在小地图画面中显示第二虚拟角色的位置;
S4,在第二虚拟角色的位置发生移动时,在小地图画面中显示第二虚拟角色移动后的位置。
可选地,本领域普通技术人员可以理解,图19所示的结构仅为示意,电子装置电子设备也可以是智能手机(如Android手机、iOS手机等)、平板电脑、掌上电脑以及移动互联网设备(Mobile Internet Devices,MID)、PAD等终端设备。图19其并不对上述电子装置电子设备的结构造成限定。例如,电子装置电子设备还可包括比图19中所示更多或者更少的组件(如网络接口等),或者具有与图19所示不同的配置。
其中,存储器1902可用于存储软件程序以及模块,如本申请实施例中的虚拟角色的追寻方法和装置对应的程序指令/模块,处理器1904通过运行存储在存储器1902内的软件程序以及模块,从而执行各种功能应用以及数据处理,即实现上述的虚拟角色的追寻方法。存储器1902可包括高速随机存储器,还可以包括非易失性存储器,如一个或者多个磁性存储装置、闪存、或者其他非易失性固态存储器。在一些实例中,存储器1902可进一步包括相对于处理器1904远程设置的存储器,这些远程存储器可以通过网络连接至终端。上述网络的实例包括但不限于互联网、企业内部网、局域网、移动通信网及其组合。其中,存储器1902具体可以但不限于用于存储虚拟角色等信息。作为一种示例,如图19所示,上述存储器1902中可以但不限于包括上述虚拟角色的追寻装置中的第一显示模块1702、控制模块1704、第二显示模块1706以及第三显示模块1708。此外,还可以包括但不限于上述虚拟角色的追寻装置中的其他模块单元,本示例中不再赘述。
可选地,上述的传输装置1906用于经由一个网络接收或者发送数据。上述的网络具体实例可包括有线网络及无线网络。在一个实例中,传输装置1906包括一个网络适配器(Network Interface Controller,NIC),其可通过网线与其他网络设备与路由器相连从而可 与互联网或局域网进行通讯。在一个实例中,传输装置1906为射频(Radio Frequency,RF)模块,其用于通过无线方式与互联网进行通讯。
此外,上述电子设备还包括:显示器1908,用于显示上述游戏画面;和连接总线1910,用于连接上述电子设备中的各个模块部件。
在其他实施例中,上述终端设备或者服务器可以是一个分布式系统中的一个节点,其中,该分布式系统可以为区块链系统,该区块链系统可以是由该多个节点通过网络通信的形式连接形成的分布式系统。其中,节点之间可以组成点对点(P2P,Peer To Peer)网络,任意形式的计算设备,比如服务器、终端等电子设备都可以通过加入该点对点网络而成为该区块链系统中的一个节点。
根据本申请的一个方面,提供了一种计算机可读存储介质,计算机设备的处理器从计算机可读存储介质读取该计算机程序,处理器执行该计算机程序,使得该计算机设备执行上述虚拟角色的追寻方面的各种可选实现方式中提供的虚拟角色的追寻方法。
可选地,在本实施例中,上述计算机可读存储介质可以被设置为存储用于执行以下步骤的计算机程序:
S1,在目标应用中显示第一虚拟角色所处的虚拟场景和小地图画面;
S2,响应于目标触发操作,控制第一虚拟角色发射第一虚拟攻击道具,其中,第一虚拟攻击道具用于在击中与第一虚拟角色处于不同阵营的虚拟角色时,触发对击中的虚拟角色的追寻;
S3,在第一虚拟攻击道具击中与第一虚拟角色处于不同阵营的第二虚拟角色时,在小地图画面中显示第二虚拟角色的位置;
S4,在第二虚拟角色的位置发生移动时,在小地图画面中显示第二虚拟角色移动后的位置。
可选地,在本实施例中,本领域普通技术人员可以理解上述实施例的各种方法中的全部或部分步骤是可以通过程序来指令终端设备相关的硬件来完成,该程序可以存储于一计算机可读存储介质中,存储介质可以包括:闪存盘、只读存储器(Read-Only Memory,ROM)、随机存取器(Random Access Memory,RAM)、磁盘或光盘等。
上述本申请实施例序号仅仅为了描述,不代表实施例的优劣。
上述实施例中的集成的单元如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在上述计算机可读取的存储介质中。基于这样的理解,本申请的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的全部或部分可以以软件产品的形式体现出来,该计算机软件产品存储在存储介质中,包括若干指令用以使得一台或多台计算机设备(可为个人计算机、服务器或者网络设备等)执行本申请各个实施例所述方法的全部或部分步骤。
在本申请的上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。
在本申请所提供的几个实施例中,应该理解到,所揭露的客户端,可通过其它的方式实现。其中,以上所描述的装置实施例仅仅是示意性的,例如所述单元的划分,仅仅为一 种逻辑功能划分,实际实现时可以有另外的划分方式,例如多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,单元或模块的间接耦合或通信连接,可以是电性或其它的形式。
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本申请各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。上述集成的单元既可以采用硬件的形式实现,也可以采用软件功能单元的形式实现。
以上所述仅是本申请的优选实施方式,应当指出,对于本技术领域的普通技术人员来说,在不脱离本申请原理的前提下,还可以做出若干改进和润饰,这些改进和润饰也应视为本申请的保护范围。

Claims (16)

  1. 一种虚拟角色的追寻方法,所述方法由计算机设备执行,所述方法包括:
    在目标应用中显示第一虚拟角色所处的虚拟场景和小地图画面;
    响应于目标触发操作,控制所述第一虚拟角色发射第一虚拟攻击道具,其中,所述第一虚拟攻击道具用于在击中与所述第一虚拟角色处于不同阵营的虚拟角色时,触发对击中的虚拟角色的追寻;
    在所述第一虚拟攻击道具击中与所述第一虚拟角色处于不同阵营的第二虚拟角色时,在所述小地图画面中显示所述第二虚拟角色的位置;
    在所述第二虚拟角色的位置发生移动时,在所述小地图画面中显示所述第二虚拟角色移动后的位置。
  2. 根据权利要求1所述的方法,所述方法还包括:
    在所述第一虚拟攻击道具击中所述第二虚拟角色时,确定所述第二虚拟角色的目标身份信息,其中,所述目标身份信息用于指示所述第二虚拟角色在所述虚拟场景中对应的身份信息;
    根据所述目标身份信息为所述第二虚拟角色添加目标身份标识,并在所述小地图画面中显示所述目标身份标识,其中,所述目标身份标识用于表示所述第二虚拟角色在所述虚拟场景中的位置。
  3. 根据权利要求1所述的方法,所述方法还包括:
    在所述第一虚拟攻击道具允许发射的总次数为预设次数,且所述第一虚拟攻击道具击中所述第二虚拟角色的情况下,确定所述第一虚拟攻击道具的当前发射次数,其中,所述当前发射次数是所述第一虚拟攻击道具击中所述第二虚拟角色后确定的发射次数,所述当前发射次数小于或等于所述预设次数;
    根据所述当前发射次数,在所述小地图画面中所述第二虚拟角色所处的位置上显示第一目标标识组合,其中,所述第一目标标识组合用于表示所述第二虚拟角色被所述第一虚拟攻击道具击中时,所述第一虚拟攻击道具击中过虚拟角色的次数。
  4. 根据权利要求1所述的方法,所述方法还包括:
    在所述第一虚拟攻击道具击中所述第二虚拟角色的情况下,确定所述第一虚拟攻击道具的当前击中次数,其中,所述当前击中次数是所述第一虚拟攻击道具当前击中过的虚拟角色的次数;
    根据所述当前击中次数,在所述小地图画面中所述第二虚拟角色所处的位置上显示第二目标标识组合,其中,所述第二目标标识组合用于表示所述第二虚拟角色被所述第一虚拟攻击道具击中后,所述第一虚拟攻击道具击中过的虚拟角色的次数。
  5. 根据权利要求4所述的方法,所述方法还包括:
    在所述当前击中次数表示所述第二虚拟角色为被所述第一虚拟攻击道具首次击中的虚拟对象时,显示第一标识组合,其中,所述第一标识组合包括第一子标识和第二子标识,所述第一子标识用于标识所述第一虚拟角色的身份,所述第二子标识用于表示所述第二虚拟角色是所述第一虚拟攻击道具首个击中的虚拟角色;
    在所述当前击中次数表示所述第二虚拟角色不是被所述第一虚拟攻击道具首次击中的虚拟对象时,显示第二标识组合,其中,所述第二标识组合包括所述第一子标识和第三子标识,所述第三子标识用于表示所述第二虚拟角色被所述第一虚拟攻击道具击中时,所述第一虚拟攻击道具击中过虚拟角色的次数。
  6. 根据权利要求5所述的方法,所述方法还包括:
    在显示所述第一标识组合时,将所述第一子标识显示为数字标识,并将所述第二子标识显示为固定标识,其中,所述数字标识用于表示发射所述第一虚拟攻击道具的所述第一虚拟角色,所述固定标识用于表示所述第二虚拟角色是首个被所述第一虚拟攻击道具击中的虚拟角色;
    在显示所述第二标识组合时,将所述第三子标识显示为关联标识,所述关联标识与所述第一虚拟攻击道具击中所述第二虚拟角色时已击中过虚拟角色的次数关联。
  7. 根据权利要求1所述的方法,所述方法还包括:
    在所述第一虚拟角色控制所述第一虚拟攻击道具击中第三虚拟角色后再击中所述第二虚拟角色时,在小地图画面中显示第三标识组合,其中,所述第三标识组合包括第一子标识和第四子标识,所述第一子标识用于标识所述第一虚拟角色的身份,所述第四子标识用于表示所述第一虚拟角色控制所述第一虚拟攻击道具击中所述第三虚拟角色时的击中过虚拟角色的击中次数,所述第三虚拟角色是与所述第一虚拟角色处于不同阵营的虚拟角色;
    在第四虚拟角色控制所述第一虚拟攻击道具已经击中过第五虚拟角色时,在小地图画面中显示第四标识组合,其中,所述第四标识组合包括第五子标识和第六子标识,所述第五子标识用于标识所述第四虚拟角色的身份,所述第六子标识用于表示所述第四虚拟角色控制所述第一虚拟攻击道具击中所述第五虚拟角色时的击中过虚拟角色的击中次数,所述第四虚拟角色是与所述第一虚拟角色处于相同阵营的虚拟角色,所述第五虚拟角色是与所述第四虚拟角色处于不同阵营的虚拟角色。
  8. 根据权利要求1至7中任一项所述的方法,所述方法还包括:
    在所述第一虚拟攻击道具击中所述第二虚拟角色时,在所述小地图画面中显示位于所述第二虚拟角色的预设范围内的第六虚拟角色的位置,其中,所述第六虚拟角色是与所述第一虚拟角色处于不同阵营的虚拟角色。
  9. 根据权利要求1至7中任一项所述的方法,所述方法还包括:
    在所述第一虚拟攻击道具击中所述第二虚拟角色时,在预设时长内在所述小地图画面中显示所述第二虚拟角色的实时位置,在到达所述预设时长时,取消显示所述第二虚拟角色的位置。
  10. 根据权利要求1至7中任一项所述的方法,所述方法还包括以下至少之一:
    在所述小地图画面中显示所述第二虚拟角色的位置时,同时显示所述第二虚拟角色的朝向;
    在所述小地图画面中显示所述第二虚拟角色的位置时,同时显示所述第二虚拟角色的所持有的虚拟道具的类型;
    在所述小地图画面中显示所述第二虚拟角色的位置时,同时显示所述第二虚拟角色的 虚拟生命值比例。
  11. 根据权利要求1至7中任一项所述的方法,所述方法还包括:
    在所述第一虚拟攻击道具击中所述第二虚拟角色时,减少所述第二虚拟角色的虚拟生命值;
    在所述虚拟生命值满足预设条件时,取消在所述小地图画面中显示所述第二虚拟角色的位置。
  12. 根据权利要求1至7中任一项所述的方法,所述方法还包括:
    在所述小地图画面中显示所述第二虚拟角色的位置之后,向与所述第一虚拟角色处于相同阵营的第一虚拟角色集合发送第一提示信息,其中,所述第一提示信息用于提示所述第二虚拟角色在所述小地图中已被显示;
    在所述第二虚拟角色的位置发生移动时,向所述第一虚拟角色集合发送第二提示信息,其中,所述第二提示信息用于提示所述第二虚拟角色处于移动状态,且所述第二虚拟角色的实时位置在所述小地图中已被显示。
  13. 一种虚拟角色的追寻装置,包括:
    第一显示模块,用于在目标应用中显示第一虚拟角色所处的虚拟场景和小地图画面;
    控制模块,用于响应于目标触发操作,控制第一虚拟角色发射第一虚拟攻击道具,其中,所述第一虚拟攻击道具用于在击中与所述第一虚拟角色处于不同阵营的虚拟角色时,触发对击中的虚拟角色的追寻;
    第二显示模块,用于在所述第一虚拟攻击道具击中与所述第一虚拟角色处于不同阵营的第二虚拟角色时,在所述小地图画面中显示所述第二虚拟角色的位置;
    第三显示模块,用于在所述第二虚拟角色的位置发生移动的情况下,在所述小地图画面中显示所述第二虚拟角色移动后的位置。
  14. 一种计算机可读的存储介质,所述计算机可读的存储介质包括存储的计算机程序,其中,所述计算机程序可被终端设备或计算机运行时执行所述权利要求1至12任一项中所述的方法。
  15. 一种计算机程序产品,包括计算机程序,该计算机程序被处理器执行时实现权利要求1至12任一项中所述方法的步骤。
  16. 一种电子设备,包括存储器和处理器,所述存储器中存储有计算机程序,所述处理器被设置为通过所述计算机程序执行所述权利要求1至12任一项中所述的方法。
PCT/CN2023/082978 2022-05-25 2023-03-22 虚拟角色的追寻方法和装置、存储介质、设备和程序产品 WO2023226565A1 (zh)

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