WO2024037399A1 - 基于虚拟世界的捕捉信息显示方法、装置、设备及介质 - Google Patents

基于虚拟世界的捕捉信息显示方法、装置、设备及介质 Download PDF

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Publication number
WO2024037399A1
WO2024037399A1 PCT/CN2023/111925 CN2023111925W WO2024037399A1 WO 2024037399 A1 WO2024037399 A1 WO 2024037399A1 CN 2023111925 W CN2023111925 W CN 2023111925W WO 2024037399 A1 WO2024037399 A1 WO 2024037399A1
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WO
WIPO (PCT)
Prior art keywords
pet
avatar
capture
virtual character
virtual
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PCT/CN2023/111925
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English (en)
French (fr)
Inventor
陈阳
穆丝雨
Original Assignee
腾讯科技(深圳)有限公司
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Publication of WO2024037399A1 publication Critical patent/WO2024037399A1/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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling 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
    • A63F13/822Strategy games; Role-playing games
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/431Generation of visual interfaces for content selection or interaction; Content or additional data rendering

Definitions

  • Embodiments of the present application relate to the field of virtual worlds, and in particular to a method, device, equipment and medium for displaying captured information based on the virtual world.
  • Role-Playing Game is a game type. In this type of game, players are responsible for playing a character in a realistic or fictional world.
  • the player plays a pet trainer. Capture various pets in the open world, and then interact with them by raising pets, using pets to pick, and using pets to fight.
  • the pet's energy value will be displayed on the user interface. When the energy value is high, there is almost no probability of successfully capturing the pet; when the energy value is low, there is a relatively high success rate of capturing the pet.
  • the actual capture process is not only related to the energy value of the pet. However, since the player can only see the energy value of the pet on the user interface, the player can only use the pet's energy value as the basis for capturing the pet. However, just because a pet is in a low energy state does not mean that the pet can be captured. The related technical methods rely on the player's guessing and repeated attempts, resulting in a very vague process of capturing the pet.
  • This application provides a method, device, equipment and medium for displaying captured information based on the virtual world.
  • the technical solutions are as follows:
  • a method for displaying captured information based on a virtual world is provided.
  • the method is executed by a computer device, and the method includes:
  • the capture prompt information prompts that the pet avatar is in a captureable state
  • the successful capture of the pet avatar is displayed
  • the captureable state is used to indicate that the capture success rate of the pet virtual character reaches a target probability or a target probability range.
  • a device for displaying captured information based on a virtual world includes:
  • a display module used to display the pet virtual character located in the virtual world
  • the display module is used to display the capture prompt information of the pet avatar, and the capture prompt information is used to prompt status information related to capturing the pet avatar;
  • the display module is configured to display the successful capture of the pet virtual character in response to the master virtual character's capture operation of the pet virtual character when the capture prompt information prompts that the pet virtual character is in a captureable state.
  • the captureable state is used to indicate that the capture success rate of the pet virtual character reaches a target probability or a target probability range.
  • a computer device includes: a processor and a memory.
  • the memory stores a computer program.
  • the computer program is loaded and executed by the processor to implement the above.
  • a computer-readable storage medium stores a computer program, and the computer program is loaded and executed by a processor to implement the virtual world-based virtualization as described above. catch Capture information display method.
  • a computer program product including computer instructions stored in a computer-readable storage medium.
  • the processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the virtual world-based capture information display method provided by the above aspect.
  • the computer device can visualize information related to the capture of the pet avatar based on the capture prompt information, and can accurately display whether the pet avatar is in a captureable state, making the pet virtual
  • the captureable status of a character is a definite result. It does not need to rely on the player's guessing and repeated attempts. It can also avoid the player's capture process to make the pet avatar's energy value lower, causing some players to attack the pet avatar first to the lowest level. The situation of capturing the energy value again makes the relationship between the player and the pet avatar more in line with the game setting of partnership.
  • the capture prompt information indicates that the pet avatar is in a captureable state
  • the player can capture the pet avatar, which can improve the capture success rate of the pet avatar and improve the efficiency of human-computer interaction.
  • Figure 1 shows a schematic diagram of a virtual world provided by an exemplary embodiment
  • Figure 2 shows a schematic diagram of a virtual world provided by an exemplary embodiment
  • Figure 3 shows a structural block diagram of a computer system provided by an exemplary embodiment
  • Figure 4 shows a schematic diagram of capturing a pet virtual character of a related technology provided by an exemplary embodiment
  • Figure 5 shows a schematic diagram of capturing a pet virtual character in a related technology provided by an exemplary embodiment
  • Figure 6 shows a schematic diagram of capturing a pet virtual character of a related technology provided by an exemplary embodiment
  • Figure 7 shows a schematic diagram of capturing a pet virtual character of a related technology provided by an exemplary embodiment
  • Figure 8 shows a flow chart of a virtual world-based capture information display method provided by an exemplary embodiment
  • Figure 9 shows a flow chart of a virtual world-based capture information display method provided by an exemplary embodiment
  • Figure 10 shows a schematic diagram of a virtual world-based capture information display method provided by an exemplary embodiment
  • Figure 11 shows a schematic diagram of a virtual world-based capture information display method provided by an exemplary embodiment
  • Figure 12 shows a schematic diagram of a virtual world-based capture information display method provided by an exemplary embodiment
  • Figure 13 shows a flow chart of a virtual world-based capture information display method provided by an exemplary embodiment
  • Figure 14 shows a schematic diagram of a virtual world-based capture information display method provided by an exemplary embodiment
  • Figure 15 shows a schematic diagram of a virtual world-based capture information display method provided by an exemplary embodiment
  • Figure 16 shows a flow chart of a virtual world-based capture information display method provided by an exemplary embodiment
  • Figure 17 shows a structural block diagram of a virtual world-based capture information display device provided by an exemplary embodiment
  • Figure 18 shows a structural block diagram of a computer device provided by an exemplary embodiment.
  • Virtual world It is the virtual world displayed (or provided) when the application is running on the terminal.
  • the virtual world can be a simulation environment of the real world, a semi-simulation and semi-fictional environment, or a purely fictitious environment.
  • the virtual world can be any one of a two-dimensional virtual world, a 2.5-dimensional virtual world, and a three-dimensional virtual world, which is not limited in this application.
  • the following embodiments illustrate that the virtual world is a three-dimensional virtual world.
  • Master virtual character refers to the movable object played by the player in the virtual world.
  • the master virtual character can be a virtual character, a virtual animal, an animation character, etc., such as a character or animal displayed in a three-dimensional virtual world.
  • the master virtual character is a three-dimensional model created based on animation skeleton technology.
  • Each master virtual character has its own shape and volume in the three-dimensional virtual world and occupies a part of the space in the three-dimensional virtual world.
  • Pet virtual character refers to a movable object controlled by artificial intelligence (AI) in the virtual world.
  • Pet virtual characters can be virtual creatures, virtual animals, virtual monsters, virtual elves, virtual pets, etc., such as: movable objects in the form of animals or other forms displayed in the three-dimensional virtual world.
  • Pet avatars can be controlled
  • the virtual character performs at least one of interactive operations such as capturing, raising, and upgrading.
  • the pet avatar can assist the main control avatar in performing at least one of interactive operations such as collecting, fighting, and changing land plots.
  • a player plays a virtual character in a real world or a virtual world.
  • This turn-based RPG offers two types of maps: world map and battle map.
  • virtual characters move around the world map, such as playing, capturing pet avatars, collecting treasure boxes, collecting virtual props, etc.; in combat scenarios, virtual characters control captured pet avatars in the battle map, and Enemy units (such as NPC (Non-Player Character) in the game, AI-controlled monsters, or pet virtual characters captured by other characters, etc.) engage in turn-based battles.
  • NPC Non-Player Character
  • an innovative turn-based RPG mechanism is provided.
  • This turn-based RPG combines the traditional world map and battle map into one.
  • the battle map is a sub-map dynamically determined from the world map during each battle. In this way, when switching between world scenes (or non-combat scenes) and combat scenes, there will not be a huge difference in the map content displayed in the user interface, thereby avoiding the sense of tearing that exists in related technologies.
  • this turn-based RPG also allows the environment in the virtual world (weather, time, land, etc.) to affect the main control avatar, pet avatar and combat process, and conversely, the main control avatar, pet avatar and combat process also It will affect the environment in the virtual world, thereby organically integrating the turn-based combat process into the virtual world. It is no longer two torn parts, but forms a whole.
  • the game process of this turn-based RPG includes: capture process and battle process.
  • spherical container props to aim at the pet avatar.
  • the body of the pet avatar displays capture-related information, such as capture difficulty (indicated by color, for example, difficulty represented by green ⁇ difficulty represented by orange ⁇ difficulty represented by red), virtual scene
  • capture difficulty indicator by color, for example, difficulty represented by green ⁇ difficulty represented by orange ⁇ difficulty represented by red
  • attributes of the pet avatar are displayed on the screen.
  • the aiming circle is also displayed on the virtual scene screen. The aiming circle will cycle through the process of shrinking and enlarging over time. When the aiming circle shrinks, the pet will If the virtual character throws a spherical container prop, there is a higher chance of successfully catching it.
  • Throw spherical container props to the pet avatar to capture the pet avatar.
  • the throwing effect can be achieved through the touch controls on the touch screen.
  • the capture will fail and a capture failure prompt will be displayed; if the throwing location and throwing timing are both correct, but the level or strength of the main control avatar is insufficient, the capture will fail and a capture failure prompt will be displayed. ; If the throwing position and timing are correct, and the level or strength of the main control virtual character is sufficient, the capture is successful, and a prompt for successful capture, rewards for successful capture (such as experience points, newly acquired skills, etc.), and captured The attributes of the pet virtual character (such as name, gender, height, weight, number, skills, rarity, personality characteristics, etc.).
  • Battle process It can be singles, doubles, or team battles
  • the turn-based RPG has innovative designs in at least the following parts:
  • the world map consists of multiple plots.
  • Each plot is a polygonal plot.
  • the polygonal plot can be any one of square, rectangle, and hexagon.
  • each plot is a 50cm x 50cm square.
  • Each plot has its own surface properties. Surface properties include grass, stone, water, etc.
  • the multiple plots included in the world map can be of the same type, or a combination of multiple different types of plots.
  • the first pet virtual character in the world map is The reference position determined by the character 12 is one or more plots within a certain range of the center, which is determined as the battle map 16 .
  • the reference position is the position where the first pet avatar 12 is located, or a suitable combat position closest to the first pet avatar 12 .
  • the battle map 16 includes all plots within a circular range centered on the reference position and with a predetermined length as the radius; in some embodiments, the battle map 16 includes the reference position as the center and a predetermined length as the radius. and width of all plots within a rectangle.
  • the world scene refers to the scene corresponding to the world map.
  • one or more plots in the world map can be displayed in the user interface.
  • the user interface displays one or more plots where the master virtual character or the pet avatar is currently located on the world map, as well as some interface elements related to the above-mentioned displayed plots, the master avatar, the pet avatar, etc. .
  • the battle scene refers to the scene corresponding to the battle map.
  • the battle map can be displayed in the user interface, such as displaying all or part of the land parcels included in the battle map.
  • the user interface displays one or more plots where the master virtual character or the pet avatar is currently located in the battle map, as well as some interface elements related to the above-mentioned displayed plots, the master avatar, the pet avatar, etc. .
  • the world scene and the battle scene can be switched, for example, from the world scene to the battle scene, or from the battle scene to the world scene.
  • the virtual camera can adopt different shooting perspectives when displaying world scenes and combat scenes. For example, when displaying the world scene, the virtual camera shoots the world scene from the perspective of the master virtual character (such as the first-person perspective or the third-person perspective of the master virtual character) to obtain the display screen of the world scene; when displaying the battle scene , the virtual camera shoots the battle scene from an intermediate perspective (for example, the virtual camera is located in the middle and diagonally above the two sides of the battle) to obtain a display screen of the battle scene.
  • the allowed user operations can also be different.
  • the user when displaying a world scene, the user is allowed to manually adjust the viewing angle, and the user is allowed to control the movement of the main virtual character or pet avatar; when displaying a battle scene, the user is not allowed to manually adjust the viewing angle, and the user is not allowed to control the main virtual character.
  • the movement of characters or pet virtual characters, etc. Through the above method, the user can make a perceptual distinction between the world scene and the battle scene.
  • the battle map used in the battle scene is one or more places in the world map. blocks, so the switching between the world scene and the battle scene does not bring a strong sense of tearing, but a very smooth and natural switching.
  • Potential energy includes grass type, fire type, water type, stone type, ice type, electric type, poison type, light type, ghost type, demon type, normal type, martial type, cute type, fantasy type, insect type, wing type, dragon type At least one of the Department and Mechanical Department.
  • Halo is an abstract element in the virtual world that appears continuously, randomly, follows the master virtual character, follows the pet virtual character, appears triggered by skills, or appears triggered by props. Halos are invisible or visible in the virtual world, such as flame halo, light halo, blood-added halo, Buff halo, etc.
  • the master virtual character owns at least one spherical container prop, and the spherical container prop is used to capture, store, raise or release the pet avatar.
  • the master virtual character captures the pet avatar by throwing an empty spherical container prop, or releases the pet avatar by throwing a spherical container prop storing the pet avatar.
  • spherical container props are called Poke Balls or Baby Balls or Grunt Balls.
  • the capture threshold is greater than the energy value of the pet avatar, the pet avatar is in a "captureable state". Display a prompt message on the user interface that the pet avatar is in a "catchable state" to assist players in capturing it.
  • the capture threshold is affected by factors such as the player's operation, weather, environment, and the number of times it has been captured. For example, players can feed fruits, use special skills, attack and other operations, and the capture threshold can be changed through weather, time and other conditions in the game.
  • this prompt information is used to assist players to try to capture by feeding food, changing the environment and other friendly means, rather than using combat methods to capture, reflecting the design purpose of the pet avatar being a good friend of the controlling avatar.
  • the released pet avatar can stay in the virtual scene and interact with the main control avatar, can also perform collection behaviors, and can also compete with other pet avatars.
  • the released pet virtual character will interact with the environment in the virtual world, such as activating potential energy mechanisms to change the potential energy of the surrounding environment, obtaining virtual items in treasure chests with attribute locks, and affecting the properties of land in the virtual world. , such as burning grass, frozen lakes, etc.
  • the spherical container prop also simulates the physical characteristics of real spherical objects. It can bounce when it encounters obstacles and can also float on the water.
  • the skills released by the pet avatars will have an impact on the environment of the virtual world, and this will be synchronized from the battle scene to the world scene. For example, if a pet avatar fights in a battle scene, and the pet avatar releases a fire skill, the grass patch in the battle scene will be ignited, and the ignited grass patch will be synchronized to the world scene. Furthermore, when the environment of the land changes, it will have an impact on the pet virtual character.
  • the environment in the virtual world will have an impact on the pet avatars, such as affecting the skill damage of the pet avatars or affecting the skill display effects of the pet avatars.
  • the environment in the virtual world includes the environment of the land and the environment of the weather. These two aspects will comprehensively affect the dislike and liking of the pet virtual character for the environment.
  • the pet virtual character's dislike and liking for the environment include the following different levels: strong affinity, weak affinity, indifference, weak resistance, and strong resistance.
  • the pet avatar likes both environments (land + weather), it will obtain a strong affinity effect; if the pet avatar only likes one environment and does not hate the other environment, it will obtain a weak affinity effect; If the avatar likes one environment and dislikes another environment, no effect will be obtained; if the pet avatar only dislikes one environment and does not like the other environment, a weak conflict effect will be obtained; if the pet avatar dislikes two environments If both are disgusted, a strong conflict effect will be obtained.
  • the server or client needs to obtain the environment regularly (such as every round) and determine the impact of the environment on the pet virtual character.
  • the pet avatar When the pet avatar is the attacker, active displacement will occur. If the first position currently located by the pet avatar meets the skill release conditions, the pet avatar can release the skill in place at the first position. If the above-mentioned first position does not meet the skill release conditions, before the skill is released, the pet avatar will be controlled to actively move from the first position to a second position that meets the skill release conditions, and the pet avatar will release the skill at the second position.
  • the above-mentioned second position can be called a legal combat point, which refers to a position that satisfies the skill release conditions of the pet virtual character.
  • the pet avatar after the skill is released, the pet avatar will move to a third position.
  • the third position may be the same as or different from the above-mentioned first position.
  • the above mentioned The three positions can be called legal standing points, which refer to the position of the pet avatar after the skill is released.
  • the above skill release conditions may be related to pet avatar, skills, environment and other factors.
  • the pet avatar When the pet avatar is the one being attacked, it will produce passive displacement. When it is attacked by a skill, there will be a displacement process of being knocked back. For example, the pet avatar is currently in the first position and is attacked by a skill at the first position. The pet avatar can move from the first position to the fourth position. The fourth position can be based on the pet avatar as the attacked party and the attacking party. The pet avatar, the skills received, the environment and other factors are determined.
  • the environment it is in may also change, thereby affecting the battle of the pet avatar in subsequent rounds.
  • FIG. 3 shows a structural block diagram of a computer system provided by an exemplary embodiment of the present application.
  • the computer system 100 includes computer equipment, which may be: a first terminal 120, a server 140, a second terminal 160, and a third terminal 180.
  • the first terminal 120 has an application program supporting the virtual world installed and running.
  • the application can be any one of a three-dimensional map program, a virtual reality (Virtual Reality, VR) application, an augmented reality (Augmented Reality, AR) program, an RPG program, a turn-based game program, and a turn-based RPG program.
  • the first terminal 120 is a terminal used by the first user.
  • the first user uses the first terminal 120 to control the first virtual character located in the virtual world to perform activities.
  • the first virtual character can serve as the master virtual character.
  • the activities include but are not limited to : Adjust body posture, walk, run, jump, ride, drive, aim, pick up, capture pet avatar, control pet avatar, raise pet avatar, use pet avatar to pick, use pet avatar to fight, use At least one of throwing props and attacking other avatars.
  • the first virtual character is a first virtual character, such as a simulated character object or an animation character object.
  • the first user controls the first virtual character to perform activities through the UI controls on the virtual world screen, and the first user controls the first virtual character to throw the pet virtual character through the UI controls on the virtual world screen.
  • the second terminal 160 has an application program supporting the virtual world installed and running.
  • the application can be any one of a three-dimensional map program, a virtual reality application, an augmented reality program, an RPG program, a turn-based game program, and a turn-based RPG program.
  • the second terminal 160 is a terminal used by the second user.
  • the second user uses the second terminal 160 to control the second virtual character located in the virtual world to perform activities.
  • the second virtual character can also serve as the master virtual character.
  • This activity includes but is not limited to: adjusting body posture, walking, running, jumping, riding, driving, aiming, picking up, capturing pet avatars, controlling pet avatars, raising pet avatars, using pet avatars for picking, and using pets
  • the virtual character engages in at least one of fighting, using throwing props, and attacking other virtual characters.
  • the second virtual character is a second virtual character, such as a simulation character object or an animation character object.
  • the second user controls the second virtual character to perform activities through the UI controls on the virtual world screen, and the second user controls the second virtual character to throw the pet virtual character through the UI controls on the virtual world screen.
  • the third terminal 180 installs and runs an application program that supports the virtual world.
  • the application can be any one of a three-dimensional map program, a virtual reality application, an augmented reality program, an RPG program, a turn-based game program, and a turn-based RPG program.
  • the third terminal 180 is a terminal used by a third user.
  • the third user uses the third terminal 180 to control the third virtual character located in the virtual world to perform activities.
  • the third avatar can also serve as the master avatar.
  • This activity includes but is not limited to: adjusting body posture, walking, running, jumping, riding, driving, aiming, picking up, capturing pet avatars, controlling pet avatars, raising pet avatars, using pet avatars for picking, and using pets
  • the virtual character engages in at least one of fighting, using throwing props, and attacking other virtual characters.
  • the third virtual character is a third virtual character, such as a simulation character object or an animation character object.
  • the third user controls the third virtual character to perform activities through the UI controls on the virtual world screen, and the third user controls the third virtual character to throw the pet virtual character through the UI controls on the virtual world screen.
  • the first virtual character, the second virtual character and the third virtual character are in the same virtual world.
  • the first virtual character and the second virtual character may belong to different camps, and the second virtual character and the third virtual character may belong to the same camp.
  • the application programs installed on the first terminal 120, the second terminal 160 and the third terminal 180 are the same, or the application programs installed on the three terminals are of the same type on different operating system platforms (Android or IOS).
  • One terminal 120 may generally refer to one of multiple terminals
  • the second terminal 160 may generally refer to one of multiple terminals
  • the third terminal 180 may generally refer to one of multiple terminals.
  • This embodiment only uses the first terminal 120 , the second terminal 160 and the third terminal 180 for illustration.
  • the device types of the first terminal 120 , the second terminal 160 and the third terminal 180 are the same or different.
  • the device types include: smart phone, smart watch, smart TV, tablet computer, e-book reader, MP3 player, MP4 player. , at least one of a laptop computer and a desktop computer.
  • the following embodiments take the terminal including a smart phone as an example.
  • the first terminal 120, the second terminal 160 and the third terminal 180 are respectively connected to the server 140 through a wireless network or a wired network.
  • the server 140 includes at least one of a server, multiple servers, a cloud computing platform, and a virtualization center.
  • the server 140 includes a processor 144 and a memory 142.
  • the memory 142 further includes a receiving module 1421, a control module 1422 and a sending module 1423.
  • the receiving module 1421 is used to receive requests sent by the client, such as viewing the location of the enemy virtual character. request; the control module 1422 is used to control the rendering of the virtual world screen; the sending module 1423 is used to send a response to the client, such as sending the location of the third virtual character to the client.
  • the server 140 is used to provide background services for applications that support the three-dimensional virtual world.
  • the server 140 undertakes the main calculation work, and the first terminal 120, the second terminal 160 and the third terminal 180 undertake the secondary calculation work; or the server 140 undertakes the secondary calculation work, and the first terminal 120, the second terminal 160 and the third terminal 180 undertake the main computing work; or, the server 140, the first terminal 120, the second terminal 160 and the third terminal 180 use a distributed computing architecture to perform collaborative computing.
  • first terminal 120, second terminal 160 and third terminal 180 may be more or less.
  • This embodiment of the present application does not limit the number and device types of the first terminal 120, the second terminal 160, and the third terminal 180.
  • FIG. 4 , FIG. 5 , FIG. 6 and FIG. 7 respectively show a schematic diagram of capturing a pet virtual character in the related art provided by an exemplary embodiment of the present application.
  • the player's main virtual character 200 in the virtual world is a pet trainer.
  • the player releases the captured pet virtual character 202 to fight with the pet virtual character 300 to be captured.
  • the status bar 201 of the pet avatar 202 is displayed on the user interface.
  • the status bar 201 displays the nickname, gender, level, and energy value of the pet avatar 202.
  • the energy value is initially full.
  • the user interface also displays a status bar 301 of the pet avatar 300.
  • the status bar 301 displays the nickname, gender, level, and energy value of the pet avatar 300.
  • the energy value is initially full. It can be seen that the pet avatar's energy value of 300 is very high, and there is almost no probability of successful capture at this time.
  • the user interface displays "What a pity! It's just a little bit close!”, that is, the capture fails.
  • the master virtual character releases the captured pet virtual character 202 to fight with the pet virtual character 300 to be captured.
  • the status bar 201 of the pet avatar 202 is displayed on the user interface.
  • the status bar 201 displays the nickname, gender, level, and energy value of the pet avatar 202.
  • the energy value is initially full.
  • the user interface also displays a status bar 301 of the pet avatar 300.
  • the status bar 301 displays the nickname, gender, level, and energy value of the pet avatar 300.
  • the energy value is initially full.
  • the master virtual character captures the pet avatar 300 by throwing out an empty spherical container prop. If the capture is successful, the pet avatar 300 is displayed as a spherical container 302 .
  • the actual capture process is not only related to the energy value of 300 of the pet avatar. However, since players can only see the pet avatar's energy value of 300 on the user interface, they mistakenly believe that the capture process is to reduce the energy value of the pet avatar's 300, causing some players to attack the pet avatar's energy value of 300 first. The value is then captured, resulting in misunderstanding of the information.
  • Figure 8 shows a flow chart of a method for displaying captured information based on a virtual world provided by an exemplary embodiment of the present application.
  • This method is illustrated by taking the method being executed by a client installed on a computer device that supports the virtual world as an example.
  • the computer device may be the first terminal 120 and/or the second terminal 160 and/or the third terminal 180 and/or the server 140 shown in FIG. 3 .
  • the method includes step 620, step 640 and step 660:
  • Step 620 Display the pet virtual character located in the virtual world.
  • the computer device displays a pet avatar located in the virtual world.
  • a pet avatar In a non-combat scene, it may display a pet avatar to be captured.
  • a battle scene it may display a pet avatar released by the master avatar. /or display the pet avatar to be captured.
  • the pet avatar can be displayed in any possible form.
  • the form of the pet avatar is related to the level of the pet avatar, the environment (weather, time, land), the props used, etc.
  • the pet virtual character is displayed in one of the original form (or initial form, basic form), evolved form, dress-up form, and transformation form, or is displayed in the form corresponding to the environment at that time, or is displayed as after using props.
  • Other forms are possible forms.
  • the computer device displays the pet avatar located in the virtual world in response to the combat triggering operation.
  • the battle triggering operation refers to the operation triggered by the player to fight with the pet avatar to be captured in order to capture the pet avatar.
  • the pet avatar can be located at any possible location in the virtual world.
  • the location of the pet avatar can be associated with the type, attributes, etc. of the pet avatar.
  • the type of pet avatar includes at least one of grass type, fire type, water type, and insect type.
  • pet avatars are grass-type characters and are mostly distributed near grasslands, jungles, etc. in the virtual world.
  • Pet avatars are water characters, and they are mostly distributed near lakes, oceans, etc. in the virtual world.
  • the location of the pet avatar can be randomly set. For example, the pet avatar is located near a certain road in the virtual world.
  • the computer device displays the pet avatar located in the virtual world in response to the master avatar moving to the location of the pet avatar. Due to the size limitation of the user interface, the content that can be displayed on the user interface is limited, so the pet avatar can be displayed when the master avatar moves near the location of the pet avatar.
  • the player can control the master virtual character to move to the location of the pet virtual character through peripherals such as a handle, mouse, and keyboard, or through VR (Virtual Reality, virtual reality) glasses, VR helmets, voice control, somatosensory operations, etc. , this embodiment does not limit this.
  • peripherals such as a handle, mouse, and keyboard, or through VR (Virtual Reality, virtual reality) glasses, VR helmets, voice control, somatosensory operations, etc.
  • Step 640 Display the capture prompt information of the pet avatar.
  • the capture prompt information is used to prompt status information related to capturing the pet avatar.
  • the computer device can display the capture prompt information of the pet avatar, and the capture prompt information is used to prompt status information related to capturing the pet avatar.
  • the status information may be status value information of the pet avatar, or may be information indicating whether the pet avatar is in a captureable state.
  • the status information may also be the emotional state, like and dislike level information of the pet virtual character.
  • capture prompt information can be displayed anywhere in the virtual world.
  • the capture prompt information may be displayed at one of the upper right, lower right, upper left, or lower left positions of the virtual world.
  • the capture prompt information is displayed near the pet avatar to be captured, and the distance between the display position where the capture prompt information is located and the pet avatar to be captured is less than a threshold.
  • the capture prompt information can be displayed in any possible form.
  • the capture prompt information is displayed as one of a ring icon, a spherical container icon, or a bar chart. This embodiment does not limit the display form of the capture prompt information.
  • Step 660 When the capture prompt information indicates that the pet avatar is in a captureable state, in response to the master avatar's capture operation of the pet avatar, a successful capture of the pet avatar is displayed; where the captureable state is used to indicate that the pet avatar is captured successfully.
  • the character's capture success rate reaches the target probability or target probability range.
  • the capture success rate will be relatively high.
  • the captureable state is used to indicate that the capture success rate of the pet virtual character reaches the target probability or target probability range.
  • the target probability and target probability range can be set according to actual technical needs. For example, the target probability can be set to 95% and the target probability range is set to 90%-95%.
  • the capturing operation of the pet avatar may be a spherical container prop throwing operation.
  • the spherical container props may be various types of empty spherical containers, such as empty ordinary balls, high-grade balls, super-heavy balls, etc.
  • the master avatar catches the pet avatar by throwing out an empty spherical container prop.
  • the computer device responds to the master avatar's capture operation of the pet avatar and displays that the pet avatar is successfully captured.
  • the computer device may display the successfully captured pet avatar as a spherical container icon, or may display other successfully captured icons, text, etc.
  • the computer device can display the pet avatar located in the virtual world and its capture prompt information, and can visualize the information related to the capture of the pet avatar based on the capture prompt information, and can accurately Displays whether the pet avatar is in a captureable state to avoid misunderstanding of player information. Therefore, when the capture prompt information indicates that the pet avatar is in a captureable state, the player captures the pet avatar, which can improve the capture success rate of the pet avatar and improve the efficiency of human-computer interaction.
  • the following embodiment lists two ways of displaying the capture prompt information of the pet avatar in step 640.
  • one of the ways can be implemented or a combination of the two ways can be implemented.
  • Figure 9 shows a flow chart of a virtual world-based capture information display method provided by an exemplary embodiment of the present application.
  • Step 640 displays the capture prompt information of the pet virtual character, including step 641:
  • Step 641 Display the first status bar of the pet avatar; and display a prompt element on the first status bar, where the prompt element is used to indicate the capture threshold of the pet avatar.
  • the status bar is used to represent the status information of the pet avatar.
  • the status information of the pet avatar may be the status value of the pet avatar, or whether the pet avatar is in a captureable state.
  • the status value includes an energy value or a physical value.
  • the status bar is used to display the status value of the pet avatar, and the status bar is also called a first status bar.
  • the first status bar is full.
  • the computer device displays a first status bar of the pet avatar.
  • the capture threshold is an explicit reminder of the corresponding upper limit of the status value when the capture success rate of the pet virtual character reaches the target condition or target probability range. That is, when the actual state value is less than or equal to the capture threshold, the capture success rate of the pet avatar reaches the target condition or target probability range; when the actual state value is greater than the capture threshold, the capture success rate of the pet avatar does not reach the target. Conditional or target probability range.
  • the difference between the actual status value and the capture threshold is negatively correlated with the capture success rate.
  • the greater the difference the lower the capture success rate. It can be understood that as the difference between the actual state value and the capture threshold increases, the capture success rate of the pet virtual character gradually approaches the fixed capture success rate, which is greater than 0.
  • the capture threshold of the pet avatar corresponds to the pet avatar, and the capture threshold may be fixed.
  • the capture threshold is a dynamically changing value.
  • the capture threshold is related to at least one of the following factors:
  • the pet type and/or pet level of the pet avatar are The pet type and/or pet level of the pet avatar;
  • the distance between the master avatar and the pet avatar is the distance between the master avatar and the pet avatar.
  • the capture threshold is used to prompt that the actual status value corresponding to the capture success rate reaching the target probability of 95% is 25.
  • the capture threshold will be reduced. For example, when the actual status value of the pet avatar is 15, the capture success rate will be reduced. Only then will the target probability be reached at 95%.
  • each pet avatar has an environment that it likes or dislikes.
  • an affinity effect can be obtained, and the corresponding capture threshold can be increased.
  • a conflict effect can be obtained, and the corresponding capture threshold can be reduced.
  • the computer device displays a prompt element on the first status bar, the prompt element being used to indicate the capture threshold of the pet avatar. That is, the first status bar can display the status value of the pet avatar and the capture threshold of the pet avatar.
  • the computer device displays a prompt element on the first status bar, including: displaying a prompt element on the first status bar at a position corresponding to the capture threshold, and the display style of the prompt element is at least one of a vertical bar, a pointer, and an icon. kind.
  • the first status bar is a bar chart
  • the first status bar 501 A prompt element 502 is displayed on the screen.
  • the prompt element 502 is used to indicate the capture threshold of the pet avatar 500 .
  • the display style of the prompt element 502 is a vertical bar.
  • the prompt element is used to indicate the capture threshold of the pet avatar, so that the capture threshold of the pet avatar can be visualized through the prompt element, and subsequent processing of the pet avatar can be improved. Capture success rate.
  • the computer device displays a prompt element on the first status bar at a position corresponding to the capture threshold, including:
  • a prompt element with a first display style is displayed on the first status bar at a position corresponding to the capture threshold, and the first display style is used to indicate the capture state;
  • a prompt element with a second display style is displayed on the first status bar at a position corresponding to the capture threshold, and the second display style is used to indicate that the capture of the pet avatar is successful.
  • the rate is negatively correlated with the status value of the pet avatar.
  • the status value of the pet avatar may be an energy value or a physical value.
  • the capture success rate of the pet avatar reaches the target probability or target probability range, that is, the pet avatar is in a captureable state.
  • a prompt element with a first display style is displayed on the first status bar at a position corresponding to the capture threshold, and the first display style is used to indicate the captureable state.
  • the capture success rate can also be directly set to a fixed capture success rate, for example, the fixed capture success rate is set to 95%.
  • a prompt element 504 with a first display style is displayed on the first status bar 501 at a position corresponding to the capture threshold, and the first display
  • the prompt element 504 of the style is a spherical container icon, used to indicate the captureable state.
  • the pet virtual character when the pet virtual character is in a high status value or a low status value, there may be a situation where the status value of the pet virtual character is less than the capture threshold.
  • the position corresponding to the capture threshold on the first status bar 501 displays a first display style.
  • Prompt element 504, the prompt element 504 of the first display style is a spherical container icon, used to indicate the captureable state. That is, the pet avatar still has a captureable state when its status value is high, and there is no need to attack the pet avatar to a low status value first.
  • the capture success rate of the pet avatar does not reach the target probability or target probability range, that is, the pet avatar is not in a captureable state.
  • the computer device displays a prompt element with a second display style on the first status bar at a position corresponding to the capture threshold. It is understandable that the first display style is different from the second display style.
  • the prompt element of the second display style is a vertical bar.
  • the second display style is used to indicate that the capture success rate of the pet avatar is in proportion to the status value of the pet avatar. negative correlation. That is, the higher the status value of the pet avatar, the lower the capture success rate; the lower the status value of the pet avatar, the higher the capture success rate.
  • the capture success rate of the pet avatar gradually approaches the fixed capture success rate.
  • Figure 13 shows a flow chart of a virtual world-based capture information display method in an exemplary embodiment of the present application.
  • the method of determining whether a pet virtual character is in a captureable state is as follows:
  • Step 700 The master virtual character interacts with the pet virtual character and enters battle
  • Step 701 determine the relationship between the capture threshold of the pet avatar and the status value of the pet avatar; when the capture threshold of the pet avatar is greater than the status value of the pet avatar, proceed to step 702; when the capture threshold of the pet avatar is not greater than When the status value of the pet avatar is determined, enter step 703;
  • Step 702 determine that the pet avatar is in a captureable state, and proceed to step 704;
  • Step 703 determine that the pet avatar is not in a captureable state, and proceed to step 705;
  • Step 704 Determine whether the master virtual character uses a spherical container prop (such as a Poké Ball) to capture; if so, proceed to step 706; if not, proceed to step 705;
  • a spherical container prop such as a Poké Ball
  • Step 705 wait for further operations of the master virtual character to change the capture threshold and/or status value of the pet avatar; then, re-enter step 701 to determine the relationship between the capture threshold of the pet avatar and the status value of the pet avatar;
  • Step 706 Display that the pet avatar is successfully captured.
  • based on the relationship between the status value of the pet avatar and the capture threshold of the pet avatar it is determined whether the pet avatar is in a captureable state, and a prompt element of a display style corresponding to whether it is in a captureable state is displayed. , can accurately display the capture status of the pet avatar, and players do not need to attack the pet avatar to a low status value before capturing the pet avatar.
  • Step 640 displays the capture prompt information of the pet avatar, including step 642:
  • Step 642 Display the second status bar of the pet avatar. When the second status bar is full, it is used to indicate the captureable state.
  • the status bar is used to display whether the pet avatar is in a captureable state.
  • This status bar is also called a second status bar.
  • the computer device displays a second status bar of the pet avatar, the second status bar indicating a captureable status when full.
  • the second status bar is full.
  • the second status bar can also be understood as representing the degree of satisfaction.
  • the master virtual character attacks the pet avatar, the degree of satisfaction will be consumed.
  • the degree of satisfaction is full, the pet avatar is in a captureable state.
  • the master virtual character can improve the satisfaction of the pet virtual character by using friendly props, feeding fruits and other friendly operations.
  • the computer device can visualize the captureable state of the pet avatar by displaying the second status bar of the pet avatar to indicate the captureable state.
  • the captureable status can be indicated when the pet avatar has a high status value or a low status value.
  • Players can improve the capture success rate by capturing the pet avatar based on the captureable status.
  • the pet avatar corresponds to an initial value of the capture threshold.
  • the initial value of the capture threshold is related to the first factor, and the first factor includes at least one of the following factors:
  • the pet type and/or pet level of the pet avatar are The pet type and/or pet level of the pet avatar;
  • the pet type of the pet avatar includes but is not limited to birds, insects, large animals, small animals, etc.
  • the pet level includes but is not limited to primary, intermediate, advanced, etc.
  • the capture threshold of the pet avatar The initial value of is related to the pet type and/or pet level of the pet avatar. The rarer the pet type and/or the higher the pet level, the less likely it is to capture the pet avatar, and the smaller the initial value of the corresponding capture threshold is.
  • the prop types of the spherical container props include but are not limited to ordinary props, intermediate props, advanced props, etc.
  • the prop levels include but are not limited to elementary, intermediate, advanced, etc.
  • the prop types of the spherical container props used in the capture operation The higher the level and/or the level of the prop, the easier it is for the pet avatar to be captured, and the corresponding initial value of the capture threshold is larger.
  • the initial value of the capture threshold is related to the number of historical captures of the pet avatar by the master virtual character. There may be a positive correlation between the number of historical captures of the pet avatar by the master virtual character and the initial value of the capture threshold. For example, the greater the number of historical captures, the easier it is for the pet avatar to be captured by the master avatar, and the larger the initial value of the corresponding capture threshold is.
  • the initial value of the capture threshold is related to the number of historical captures of the same type of pet avatar by the master virtual character.
  • the number of historical captures of the same type of pet avatar by the master virtual character can be positively correlated with the initial value of the capture threshold. relation. For example, the greater the number of historical captures of the same type of pet avatar, the better the master avatar is at capturing that type of pet avatar, that is, the greater the initial value of the capture threshold corresponding to that type of pet avatar.
  • the initial value of the capture threshold is also related to whether the pet avatar discovers the master avatar.
  • the master avatar can go around the blind spot of the pet avatar and capture the pet avatar directly.
  • the master avatar only needs to adopt a certain capture strategy, and there is no need to fight. Under such circumstances, the capture success rate can be relatively high. That is, when the pet avatar does not find the master avatar, the larger the initial value of the corresponding capture threshold is.
  • the distance between the master virtual character and the pet virtual character can affect the capture threshold, and the distance and the initial value of the capture threshold can be positively correlated.
  • the closer the distance between the master avatar and the pet avatar the more accurate the skill release of the master avatar will be.
  • the capture success rate of the pet avatar will be higher, that is, the greater the initial value of the corresponding capture threshold will be. .
  • the initial value of the capture threshold is also related to the personality matching degree between the master virtual character and the pet avatar, and the personality matching degree and the initial value of the capture threshold may be positively correlated.
  • each pet avatar will have the personality of the master avatar that it likes or dislikes. For example, a pet avatar with a bellicose personality prefers a master avatar with a belligerent personality, and the two personalities match. The degree is relatively high. The higher the personality matching degree between the master virtual character and the pet virtual character, the easier it is for the pet virtual character to be captured, that is, the larger the initial value of the capture threshold is.
  • the initial value of the capture threshold is also related to the gender matching degree between the master avatar and the pet avatar, and the gender matching degree and the initial value of the capture threshold may be positively correlated.
  • each pet avatar will have the gender of the master avatar that it likes or dislikes. The higher the gender match between the master avatar and the pet avatar, the easier it is for the pet avatar to be captured. , that is, the larger the initial value of the capture threshold is.
  • the numerical size of the above capture threshold is a relative size, and the specific value of the numerical value needs to be determined based on the actual situation. It should also be noted that the initial value of the capture threshold of the pet avatar is related to the first factor. However, for a certain first factor, whether the initial value of the capture threshold of the pet avatar caused by the first factor is large or small, It also needs to be set according to the specific pet virtual character.
  • a pet avatar has a higher capture success rate when using a more advanced spherical container prop, that is, the corresponding initial value of the capture threshold is large, and another pet avatar uses a more advanced spherical container prop.
  • the capture success rate is small when using spherical container props, that is, the initial value of the corresponding capture threshold is small. That is, whether the initial value of the capture threshold of the pet avatar caused by the first factor is large or small, it needs to be set according to the specific pet avatar.
  • the capture threshold of the pet avatar has an initial value
  • the initial value of the capture threshold is related to the above-mentioned first factor, so that the initial value of the capture threshold of the pet avatar can be combined with the operations or attributes of the master virtual character, etc.
  • the information is adaptively adjusted, which greatly enriches the capture scenarios of pet virtual characters.
  • different master virtual characters can also adapt to different capture strategies according to the initial value of the pet virtual character’s capture threshold, which can improve human performance. It can also improve the efficiency of computer interaction and improve the player's gaming experience.
  • the capture prompt information displayed by the computer device may change.
  • the method further includes step 680:
  • Step 680 Change the display of capture prompt information based on the state of the pet avatar in the virtual world.
  • the status of the pet avatar in the virtual world is related to the location, form, level, status value, environment, weather and other factors of the pet avatar.
  • the status of the pet avatar in the virtual world can affect the display of capture prompt information. For example, for the same pet avatar, when the weather is raining, the capture prompt information is displayed as a vertical bar, and when the weather is sunny, the capture prompt information is displayed as an icon.
  • the computer device changes the display of the capture prompt information based on the state of the pet avatar in the virtual world.
  • the capture prompt information can be combined with the virtual world, thereby organically integrating the turn-based combat process into the virtual world.
  • the two parts are torn apart but form a whole.
  • Step 680 changes the display of capture prompt information based on the state of the pet avatar in the virtual world, including:
  • the display position of the prompt element is changed on the first status bar.
  • the capture threshold of the pet avatar can also be changed based on the second factor, that is, the second factor causes the capture threshold to change.
  • the second factor includes at least one of the following factors:
  • the distance between the master avatar and the pet avatar is the distance between the master avatar and the pet avatar.
  • the second factor may be the weather in the virtual world.
  • the capture threshold of the pet avatar in sunny weather will be relatively large.
  • the capture threshold of the pet avatar will become smaller.
  • the second factor may be the land parcel where the pet avatar is located in the virtual world.
  • the corresponding capture threshold is relatively large.
  • the capture threshold of the pet avatar will become smaller.
  • the second factor may be an interactive operation between the master virtual character and the pet virtual character.
  • the capture threshold of the pet avatar will increase.
  • the capture threshold of the pet avatar will be reduced.
  • the second factor also includes whether the pet avatar discovers the master avatar. When the pet avatar does not find the master avatar, it is relatively easier to be captured, and the capture threshold will be relatively large.
  • the second factor may also be the distance between the master avatar and the pet avatar.
  • the capture success rate of the pet avatar will be higher, that is, the corresponding capture threshold will be larger.
  • the capture threshold increases.
  • controlling the interaction between the master virtual character and the pet virtual character includes at least one of the following:
  • the master virtual character and the pet virtual character engage in turn-based battles
  • the master virtual character feeds the pet virtual character
  • the master virtual character heals the pet virtual character
  • the master avatar changes the weather in the virtual world through the captured pet avatar and/or props;
  • the master avatar changes the location of the pet avatar in the virtual world through the captured pet avatar and/or props.
  • the interactive operation between the main control avatar and the pet avatar includes an interaction between the main control avatar and the pet avatar.
  • Some pet avatars have bellicose personalities.
  • the capture threshold of these pet avatars will change.
  • the interactive operation between the main control virtual character and the pet avatar includes the main control avatar feeding the pet avatar.
  • the capture threshold increases.
  • the capture threshold will decrease.
  • the interactive operation also includes the master virtual character healing the pet virtual character.
  • the master avatar heals the pet avatar the favorability of the pet avatar toward the master avatar increases, and the capture success rate increases, that is, the capture threshold increases.
  • the interactive operation also includes the master virtual character changing the weather in the virtual world through the captured pet virtual character and/or props.
  • the master virtual character changing the weather in the virtual world through the captured pet virtual character and/or props.
  • the interactive operation also includes the master virtual character changing the plot of land where the pet virtual character is located in the virtual world through the captured pet virtual character and/or props.
  • the master virtual character changing the plot of land where the pet virtual character is located in the virtual world through the captured pet virtual character and/or props.
  • the capture threshold will increase; when the pet avatar hates the factor, the capture threshold will decrease; when the pet avatar is indifferent to the factor, the capture threshold will remain unchanged.
  • the display position of the prompt element is changed on the first status bar. It can be understood that during the change of the display position of the prompt element on the first status bar, combined with whether the capture threshold increases or decreases, it is determined that the prompt element is displayed in the first display style or the second display style during the change process, And when the display position of the prompt element on the first status bar is changed, combined with whether the pet avatar is in a captureable state, it is determined that the prompt element is displayed in the first display style or the second display style at the end of the change process.
  • the capture threshold increases, it is determined that the prompt element is displayed in the first display style during the change process; when the capture threshold decreases, it is determined that the change process The prompt element is displayed in the second display style.
  • the display position of the prompt element on the first status bar is changed, and the pet avatar is in a captureable state, it is determined that the prompt element is displayed in the first display style at the end of the change process, and When the pet avatar is not in a captureable state, it is determined that the prompt element is displayed in the second display style at the end of the change process.
  • the interactive operation between the master avatar 400 and the pet avatar 500 In the case where the capture threshold of the pet avatar 500 is changed, taking the interactive operation as using friendly props as an example, the capture threshold can be increased. Then the prompt element 504 on the first status bar 501 moves to the right in the first display style (spherical container icon). After the position movement of the prompt element 504 on the first status bar is completed, when the pet avatar 500 is not in a captureable state, the prompt element 504 is displayed in the second display style (vertical bar).
  • the second factor causes the capture threshold to change
  • determine the changed capture threshold and when the changed capture threshold reaches the stage value, trigger the pet virtual character to release the friendly skill; when the changed capture threshold does not When the stage value is reached, the pet avatar is triggered to adjust the skill intensity.
  • the changed capture threshold when the changed capture threshold reaches the stage value, it means that the pet avatar has obtained varying degrees of satisfaction, and the pet avatar will not attack in this round and instead release friendly skills. For example, when the changed capture threshold reaches more than 80 points, the pet avatar starts to perform and sing. When the changed capture threshold reaches more than 90 points, the pet avatar not only starts to perform and sing, but also actively plays the main control avatar or the main control avatar. The pet virtual character released by the character supplements the status value (recovers blood).
  • the pet avatar when the changed capture threshold does not reach the stage value, the pet avatar is triggered to produce an emotional response.
  • the capture threshold increases, the pet avatar's temper becomes better, and the pet avatar is triggered to reduce the skill intensity, that is, low-damage or gain-effect skills are released.
  • the capture threshold decreases, the pet avatar's temper becomes bad, and the pet avatar is triggered. skills The intensity is increased, that is, skills with high damage or debuff effects are released.
  • Figure 16 shows a flowchart of a virtual world-based capture information display method in an exemplary embodiment of the present application.
  • the step flow in the case where at least one factor causes the capture threshold to change is as follows:
  • Step 800 The master virtual character uses props to interact with the pet virtual character in battle
  • Step 801 determine the pet avatar's liking and disliking degree for the prop; when the pet avatar likes the prop, the capture threshold increases, when the pet avatar dislikes the prop, the capture threshold decreases, and when the pet avatar has no interest, the capture threshold remains unchanged;
  • Step 802 Determine whether the capture threshold of the pet avatar reaches the stage value; if so, proceed to step 803; if not, proceed to step 804;
  • Step 803 The pet avatar behaves friendly to the master avatar, triggering the pet avatar to release friendly skills; for example, the pet avatar performs singing, or replenishes the status value of the master avatar and/or the pet avatar released by the master avatar. ;
  • Step 804 trigger the pet avatar to adjust the skill intensity; when the capture threshold increases, the pet avatar decreases the skill intensity, and when the capture threshold decreases, the pet avatar increases the skill intensity.
  • the second factor can be used to change the capture threshold of the pet avatar, so that the capture threshold of the pet avatar can be adaptively adjusted in conjunction with information about the virtual world, the operation of the master avatar, etc., which greatly enriches the pet avatar. capture scene.
  • the second factor causes the capture threshold to change
  • the changed capture threshold can be visualized by changing the display position of the prompt element on the first status bar.
  • different master virtual characters can also adjust the capture strategy at any time according to the changing capture threshold of the pet virtual character, which can improve the efficiency of human-computer interaction and improve the player's gaming experience.
  • Figure 17 shows a structural block diagram of a capture information display device based on a virtual world provided by an exemplary embodiment of the present application.
  • the device includes:
  • the display module 10 is used to display the pet virtual character located in the virtual world.
  • the display module 10 is used to display the capture prompt information of the pet avatar, and the capture prompt information is used to prompt status information related to capturing the pet avatar.
  • the display module 10 is configured to display the successful capture of the pet in response to the master virtual character's capture operation of the pet virtual character when the capture prompt information prompts that the pet avatar is in a captureable state. virtual character;
  • the captureable state is used to indicate that the capture success rate of the pet virtual character reaches a target probability or a target probability range.
  • the display module 10 is used to display the first status bar of the pet virtual character; and, display a prompt element on the first status bar, the prompt element is used to indicate The capture threshold of the pet avatar.
  • the display module 10 is configured to display the prompt element at a position corresponding to the capture threshold on the first status bar, and the display style of the prompt element is a vertical bar, At least one of a pointer and an icon.
  • the display module 10 is configured to, when the status value of the pet avatar is less than the capture threshold, display the status value corresponding to the capture threshold on the first status bar.
  • the location displays the prompt element having a first display style, the first display style being used to indicate the captureable state;
  • the display module 10 is configured to display a second display style on the first status bar at a position corresponding to the capture threshold when the status value of the pet virtual character is not less than the capture threshold.
  • the prompt element and the second display style are used to indicate that the capture success rate of the pet avatar is negatively correlated with the status value of the pet avatar.
  • the display module 10 is configured to display a second status bar of the pet avatar, and the second status bar is used to indicate the captureable state when full.
  • the initial value of the capture threshold is related to a first factor, and the first factor includes at least one of the following factors:
  • the pet type and/or pet level of the pet avatar are The pet type and/or pet level of the pet avatar;
  • the display module 10 is configured to change the display of the capture prompt information based on the state of the pet virtual character in the virtual world.
  • the display module 10 is configured to change the display position of the prompt element on the first status bar when the second factor causes the capture threshold to change;
  • the second factor includes at least one of the following factors:
  • the distance between the main control avatar and the pet avatar is the distance between the main control avatar and the pet avatar.
  • the interactive operation between the master virtual character and the pet virtual character includes at least one of the following:
  • the main control virtual character engages in a turn-based battle with the pet virtual character
  • the main control virtual character feeds the pet virtual character
  • the master virtual character heals the pet virtual character
  • the master virtual character changes the weather in the virtual world through the captured pet virtual character and/or props;
  • the master virtual character changes the land area where the pet virtual character is located in the virtual world through the captured pet virtual character and/or props.
  • FIG 18 shows a structural block diagram of a computer device 1800 provided by an exemplary embodiment of the present application.
  • the computer device 1800 can be a portable mobile terminal, such as a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III, Moving Picture Experts Compression Standard Audio Layer 3), MP4 (Moving Picture Experts Group Audio Layer IV, Motion Picture Expert compresses the standard audio layer 4) player.
  • the computer device 1800 may also be called a user device, a portable terminal, or other names.
  • computer device 1800 includes: processor 1801 and memory 1802.
  • the processor 1801 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc.
  • the processor 1801 can be implemented using at least one hardware form among DSP (Digital Signal Processing, digital signal processing), FPGA (Field Programmable Gate Array, field programmable gate array), and PLA (Programmable Logic Array, programmable logic array).
  • the processor 1801 can also include a main processor and a co-processor.
  • the main processor is a processor used to process data in the wake-up state, also called CPU (Central Processing Unit, central processing unit); the co-processor is A low-power processor used to process data in standby mode.
  • the processor 1801 may be integrated with a GPU (Graphics Processing Unit, image processor), and the GPU is responsible for rendering and drawing content that needs to be displayed on the display screen.
  • the processor 1801 may also include an AI (Artificial Intelligence, artificial intelligence) processor, which is used to process computing operations related to machine learning.
  • AI Artificial Intelligence, artificial intelligence
  • Memory 1802 may include one or more computer-readable storage media, which may be tangible and non-transitory. Memory 1802 may also include high-speed random access memory, and non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1802 is used to store at least one instruction for execution by the processor 1801 to implement the present invention. Please provide a method for displaying captured information based on the virtual world provided in the embodiment.
  • the computer device 1800 optionally further includes a peripheral device interface 1803 and at least one peripheral device.
  • the peripheral device includes: at least one of a radio frequency circuit 1804, a touch display screen 1805, a camera 1806, an audio circuit 1807, and a power supply 1808.
  • computing device 1800 also includes one or more sensors 1809.
  • the one or more sensors 1809 include, but are not limited to: acceleration sensor 1810, gyro sensor 1811, pressure sensor 1812, optical sensor 1813, and proximity sensor 1814.
  • FIG. 18 does not constitute a limitation on the computer device 1800, and may include more or fewer components than shown, or combine certain components, or adopt different component arrangements.
  • This application also provides a computer-readable storage medium, which stores a computer program, at least one instruction, at least one program, a code set or an instruction set.
  • the computer program, the at least one instruction The at least one program, the code set or the instruction set are loaded and executed by the processor to implement the virtual world-based capture information display method provided by the above method embodiment.
  • the present application also provides a computer program product or computer program, which includes computer instructions, and the computer instructions are stored in a computer-readable storage medium.
  • the processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the virtual world-based capture information display method provided by the above method embodiment.

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Abstract

一种基于虚拟世界的捕捉信息显示方法、装置、设备及介质,属于虚拟世界领域。该方法包括:显示位于虚拟世界中的宠物虚拟角色(620);显示宠物虚拟角色的捕捉提示信息,捕捉提示信息用于提示与捕捉宠物虚拟角色有关的状态信息(640);在捕捉提示信息提示宠物虚拟角色处于可捕捉状态的情况下,响应于主控虚拟角色对宠物虚拟角色的捕捉操作,显示成功捕捉宠物虚拟角色;其中,可捕捉状态用于表示宠物虚拟角色的捕捉成功率达到目标概率或目标概率范围(660)。上述方案可以精准显示宠物虚拟角色的可捕捉状态,提高宠物虚拟角色的捕捉成功率,提高人机交互效率。

Description

基于虚拟世界的捕捉信息显示方法、装置、设备及介质
本申请要求于2022年08月19日提交的申请号为202211001669.3、发明名称为“基于虚拟世界的捕捉信息显示方法、装置、设备及介质”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请实施例涉及虚拟世界领域,特别涉及一种基于虚拟世界的捕捉信息显示方法、装置、设备及介质。
背景技术
角色扮演游戏(Role-Playing Game,RPG)是一种游戏类型。在该类型的游戏中,玩家负责扮演一个角色在一个写实世界或虚构世界中活动。
相关技术中的一个RPG中,玩家扮演一个宠物训练师。在开放世界中捕捉各种各样的宠物,再进行养育宠物、使用宠物采摘、使用宠物战斗等互动。在捕捉宠物时,用户界面上会显示该宠物的精力值。当精力值很高时,几乎没有捕捉成功的概率;当精力值较低时,才有比较高的成功率能够捕捉到该宠物。
实际上的捕捉过程不仅与宠物的精力值有关。但是由于玩家只能在用户界面上看到该宠物的精力值,导致玩家仅能够以宠物的精力值作为宠物的捕捉依据。然而,宠物处于低精力值状态并不等同于能够捕捉到该宠物,相关技术的方式需要依靠玩家的猜测和反复尝试,导致宠物的捕捉过程非常模糊。
发明内容
本申请提供了一种基于虚拟世界的捕捉信息显示方法、装置、设备及介质。所述技术方案如下:
根据本申请的一方面,提供了一种基于虚拟世界的捕捉信息显示方法,所述方法由计算机设备执行,所述方法包括:
显示位于所述虚拟世界中的宠物虚拟角色;
显示所述宠物虚拟角色的捕捉提示信息,所述捕捉提示信息用于提示与捕捉所述宠物虚拟角色有关的状态信息;
在所述捕捉提示信息提示所述宠物虚拟角色处于可捕捉状态的情况下,响应于主控虚拟角色对所述宠物虚拟角色的捕捉操作,显示成功捕捉所述宠物虚拟角色;
其中,所述可捕捉状态用于表示所述宠物虚拟角色的捕捉成功率达到目标概率或目标概率范围。
根据本申请的另一方面,提供了一种基于虚拟世界的捕捉信息显示装置,所述装置包括:
显示模块,用于显示位于所述虚拟世界中的宠物虚拟角色;
所述显示模块,用于显示所述宠物虚拟角色的捕捉提示信息,所述捕捉提示信息用于提示与捕捉所述宠物虚拟角色有关的状态信息;
所述显示模块,用于在所述捕捉提示信息提示所述宠物虚拟角色处于可捕捉状态的情况下,响应于主控虚拟角色对所述宠物虚拟角色的捕捉操作,显示成功捕捉所述宠物虚拟角色;
其中,所述可捕捉状态用于表示所述宠物虚拟角色的捕捉成功率达到目标概率或目标概率范围。
根据本申请的一个方面,提供了一种计算机设备,所述计算机设备包括:处理器和存储器,所述存储器存储有计算机程序,所述计算机程序由所述处理器加载并执行以实现如上所述的基于虚拟世界的捕捉信息显示方法。
根据本申请的另一方面,提供了一种计算机可读存储介质,所述计算机可读存储介质存储有计算机程序,所述计算机程序由处理器加载并执行以实现如上所述的基于虚拟世界的捕 捉信息显示方法。
根据本申请的另一方面,提供了一种计算机程序产品,所述计算机程序产品包括计算机指令,该计算机指令存储在计算机可读存储介质中。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指令,处理器执行该计算机指令,使得该计算机设备执行上述方面提供的基于虚拟世界的捕捉信息显示方法。
本申请实施例提供的技术方案带来的有益效果至少包括:
计算机设备通过显示位于虚拟世界中的宠物虚拟角色及其捕捉提示信息,可以基于捕捉提示信息将与宠物虚拟角色捕捉相关的信息进行可视化,能够精准显示宠物虚拟角色是否处于可捕捉状态,使得宠物虚拟角色的可捕捉状态是一个确定的结果,无需依靠玩家的猜测和反复尝试,还可以避免玩家产生捕捉过程就是要让宠物虚拟角色的精力值变低,导致某些玩家先攻击宠物虚拟角色至低精力值再去捕捉的情况,使得玩家与宠物虚拟角色的关系更符合伙伴关系的游戏设定。在捕捉提示信息提示宠物虚拟角色处于可捕捉状态的情况下,玩家对宠物虚拟角色进行捕捉,可以提高宠物虚拟角色的捕捉成功率,提高人机交互效率。
附图说明
图1示出了一个示例性实施例提供的虚拟世界的示意图;
图2示出了一个示例性实施例提供的虚拟世界的示意图;
图3示出了一个示例性实施例提供的计算机系统的结构框图;
图4示出了一个示例性实施例提供的相关技术宠物虚拟角色的捕捉示意图;
图5示出了一个示例性实施例提供的相关技术宠物虚拟角色的捕捉示意图;
图6示出了一个示例性实施例提供的相关技术宠物虚拟角色的捕捉示意图;
图7示出了一个示例性实施例提供的相关技术宠物虚拟角色的捕捉示意图;
图8示出了一个示例性实施例提供的基于虚拟世界的捕捉信息显示方法的流程图;
图9示出了一个示例性实施例提供的基于虚拟世界的捕捉信息显示方法的流程图;
图10示出了一个示例性实施例提供的基于虚拟世界的捕捉信息显示方法的示意图;
图11示出了一个示例性实施例提供的基于虚拟世界的捕捉信息显示方法的示意图;
图12示出了一个示例性实施例提供的基于虚拟世界的捕捉信息显示方法的示意图;
图13示出了一个示例性实施例提供的基于虚拟世界的捕捉信息显示方法的流程图;
图14示出了一个示例性实施例提供的基于虚拟世界的捕捉信息显示方法的示意图;
图15示出了一个示例性实施例提供的基于虚拟世界的捕捉信息显示方法的示意图;
图16示出了一个示例性实施例提供的基于虚拟世界的捕捉信息显示方法的流程图;
图17示出了一个示例性实施例提供的基于虚拟世界的捕捉信息显示装置的结构框图;
图18示出了一个示例性实施例提供的计算机设备的结构框图。
具体实施方式
首先,对本申请实施例中涉及的名词进行简单介绍:
虚拟世界:是应用程序在终端上运行时显示(或提供)的虚拟世界。该虚拟世界可以是对真实世界的仿真环境,也可以是半仿真半虚构的环境,还可以是纯虚构的环境。虚拟世界可以是二维虚拟世界、2.5维虚拟世界和三维虚拟世界中的任意一种,本申请对此不加以限定。下述实施例以虚拟世界是三维虚拟世界来举例说明。
主控虚拟角色:是指玩家在虚拟世界中扮演的可活动对象。主控虚拟角色可以是虚拟人物、虚拟动物、动漫人物等,比如:在三维虚拟世界中显示的人物、动物。可选地,主控虚拟角色是基于动画骨骼技术创建的三维立体模型。每个主控虚拟角色在三维虚拟世界中具有自身的形状和体积,占据三维虚拟世界中的一部分空间。
宠物虚拟角色:是指由人工智能(Artificial Intelligence,AI)在虚拟世界中控制的可活动对象。宠物虚拟角色可以是虚拟生物、虚拟动物、虚拟怪物、虚拟精灵、虚拟宠物等,比如:在三维虚拟世界中显示的呈动物或者其他形态的可活动对象。宠物虚拟角色可以被主控 虚拟角色执行捕捉、养育、升级等互动操作中的至少一种。宠物虚拟角色可以辅助主控虚拟角色进行采集、战斗、改变地块等互动操作中的至少一种。
相关技术中的回合制角色扮演游戏(Role-Playing Game,RPG)中,玩家在写实世界或虚拟世界中扮演一个虚拟角色。该回合制RPG提供两种类型的地图:世界地图和战斗地图。在非战斗场景下,虚拟角色在世界地图中活动,比如游玩、捕捉宠物虚拟角色、收集宝箱、收集虚拟道具等;在战斗场景下,虚拟角色在战斗地图中控制已捕捉的宠物虚拟角色,与敌方单位(如游戏中的NPC(Non-Player Character,非玩家角色)、AI控制的怪物,或其他角色捕捉的宠物虚拟角色等)进行回合制战斗。
在相关技术中,由于世界地图和战斗地图是两个完全不同的地图,因此在世界场景(或称为非战斗场景)和战斗场景之间进行切换时,用户界面中会显示差异性较大的地图内容,玩家可以明显感受到两个不同地图的差异,存在强烈的撕裂感。相关技术为了缓解这种撕裂感,往往会在切换时显示一个过渡动画,但效果仍然不佳。
在本申请实施例中,提供了一种创新的回合制RPG机制。该回合制RPG中将传统的世界地图和战斗地图合二为一。战斗地图是每次战斗时,从世界地图中动态确定出来的一块子地图。这样在世界场景(或称为非战斗场景)和战斗场景之间进行切换时,用户界面中显示的地图内容不会存在巨大差异,从而避免相关技术所存在的撕裂感。并且,该回合制RPG还允许虚拟世界中的环境(天气、时间、地块等)对主控虚拟角色、宠物虚拟角色以及战斗过程进行影响,反之主控虚拟角色、宠物虚拟角色以及战斗过程也会对虚拟世界中的环境进行影响,从而将回合制战斗过程有机融入虚拟世界中,不再是撕裂的两部分,而是形成一个整体。
该回合制RPG的游戏流程包括:捕捉过程和对战过程。
捕捉过程:
1.在虚拟场景中,发现宠物虚拟角色。主控虚拟角色接近宠物虚拟角色到一定范围内,虚拟场景画面中显示与宠物虚拟角色面对面的捕捉场景,此时宠物虚拟角色可能会静止不动,或者不停地动来动去,或者威吓攻击主控虚拟角色。
2.准备好球状容器道具,比如选择球状容器道具。
3.用球状容器道具瞄准宠物虚拟角色,宠物虚拟角色的身体上显示捕捉相关信息,比如捕捉难度(用颜色表示,比如,绿色表示的难度<橙色表示的难度<红色表示的难度),虚拟场景画面上显示该宠物虚拟角色的属性(包括姓名、性别、等级、综合属性值),虚拟场景画面上还显示瞄准圈,瞄准圈会随时间循环缩小和放大的过程,在瞄准圈缩小时向宠物虚拟角色投掷球状容器道具,则有更高的几率捕捉成功。
4.向宠物虚拟角色投掷球状容器道具以捕捉宠物虚拟角色,可以通过触摸屏上的触摸控件,实现投掷的效果。
如果投掷位置和/或投掷时机不正确,则捕捉失败,显示捕捉失败的提示;如果投掷位置和投掷时机均正确,但主控虚拟角色的等级或实力不够,则捕捉失败,显示捕捉失败的提示;如果投掷位置和投掷时机均正确,且主控虚拟角色的等级或实力足够,则捕捉成功,显示捕捉成功的提示、捕捉成功的奖励(比如经验值、新获得的技能等)、捕捉到的宠物虚拟角色的属性(比如名称、性别、身高、体重、编号、技能、稀有度、个性特征等)。
对战过程:可以是单打,或双打,或团战
1.选择要出战的宠物虚拟角色。
2.显示对战场景,选择宠物虚拟角色要使用的技能。
3.控制触摸屏上的触摸控件,释放技能。
4.显示技能动画效果。
在本申请实施例中,该回合制RPG至少在以下部分存在创新设计:
世界地图
世界地图包括多个地块。每个地块是一块多边形地块。该多边形地块为正方形、长方形、六边形中的任意一种。例如,每个地块是50厘米×50厘米的正方形。每一个地块都拥有自己的地表属性。地表属性包括草、石头、水等。另外,世界地图所包括的多个地块,可以采用同一种类型的地块,也可以采用多种不同类型地块的组合。
战斗地图
参考图1和图2所示,在虚拟世界10中,当第一宠物虚拟角色12在世界地图中的某个地点遭遇第二宠物虚拟角色14进入战斗时,将世界地图中以第一宠物虚拟角色12所确定的参考位置为中心的一定范围内的一个或多个地块,确定为战斗地图16。该参考位置是第一宠物虚拟角色12所在的位置,或者,离第一宠物虚拟角色12最近的合适战斗位置。在一些实施例中,该战斗地图16包括以参考位置为中心,预定长度为半径的圆形范围内的所有地块;在一些实施例中,该战斗地图16包括以参考位置为中心,预定长度和宽度的矩形范围内的所有地块。
世界场景和战斗场景
世界场景是指世界地图所对应的场景,当用户界面中显示世界场景时,用户界面中可以显示世界地图中的一个或多个地块。例如,用户界面中显示主控虚拟角色或宠物虚拟角色在世界地图中当前所处的一个或多个地块,以及与上述显示地块、主控虚拟角色、宠物虚拟角色等相关的一些界面元素。
战斗场景是指战斗地图所对应的场景,当用户界面中显示战斗场景时,用户界面中可以显示战斗地图,如显示战斗地图所包含的全部或部分地块。例如,用户界面中显示主控虚拟角色或宠物虚拟角色在战斗地图中当前所处的一个或多个地块,以及与上述显示地块、主控虚拟角色、宠物虚拟角色等相关的一些界面元素。
世界场景和战斗场景可以切换,例如从世界场景切换至战斗场景,也可以从战斗场景切换至世界场景。
在显示世界场景和战斗场景时,虚拟摄像机可以采用不同的拍摄视角。例如,在显示世界场景时,虚拟摄像机以主控虚拟角色的视角(如主控虚拟角色的第一人称视角或者第三人称视角)对世界场景进行拍摄,得到世界场景的显示画面;在显示战斗场景时,虚拟摄像机以中间视角(如虚拟摄像机位于战斗双方的中间且斜上方的位置处)对战斗场景进行拍摄,得到战斗场景的显示画面。可选地,在世界场景和战斗场景中,除了上述拍摄视角有所不同之外,所允许的用户操作也可以有所不同。例如,在显示世界场景时,允许用户手动调整视角、允许用户控制主控虚拟角色或者宠物虚拟角色的走位;在显示战斗场景时,则不允许用户手动调整视角、不允许用户控制主控虚拟角色或者宠物虚拟角色的走位等。通过上述方式,可以让用户从感知上对世界场景和战斗场景做一个区分,但是由于世界场景和战斗场景共用相同的世界地图,战斗场景所使用的战斗地图是世界地图中的一个或多个地块,因此世界场景和战斗场景的切换并不会带来强烈的撕裂感,而是非常平滑自然的切换。
势能
虚拟世界中对战斗产生影响的元素或属性或标识。势能包括草系、火系、水系、石系、冰系、电系、毒系、光系、幽灵系、恶魔系、普通系、武系、萌系、幻系、虫系、翼系、龙系、机械系中的至少一种。
光环
在虚拟世界中对一定范围内的地块、主控虚拟角色、宠物虚拟角色中的至少一种可视元素存在影响能力的抽象元素。光环是虚拟世界中持续出现、随机出现、跟随主控虚拟角色出现、跟随宠物虚拟角色出现、由技能触发出现或由道具触发出现的抽象元素。光环在虚拟世界中是不可见或可见的,例如,火焰光环、光系光环、加血光环、Buff光环等等。
宠物虚拟角色的捕捉
主控虚拟角色拥有至少一个球状容器道具,该球状容器道具用于捕捉、存放、养育或释放宠物虚拟角色。主控虚拟角色通过投掷出空的球状容器道具捕捉宠物虚拟角色,或,投掷出存放有宠物虚拟角色的球状容器道具来释放出该宠物虚拟角色。示例性的,球状容器道具称为精灵球或宝贝球或咕噜球。
对于捕捉宠物虚拟角色,在捕捉阈值大于宠物虚拟角色的精力值时,该宠物虚拟角色处于“可捕捉状态”。在用户界面上显示宠物虚拟角色处于“可捕捉状态”的提示信息,以便辅助玩家进行捕捉。其中,捕捉阈值受到玩家的操作、天气、环境、曾经捕捉过的次数等因素的影响。例如,玩家通过投喂果实、使用特殊技能、攻击等操作,游戏内通过天气、时间等条件可以使捕捉阈值发生变化。同时,该提示信息用于辅助玩家尽量以投喂食物、改变环境等友好手段进行捕捉,而非采用战斗方式进行捕捉,体现宠物虚拟角色是主控虚拟角色的好朋友的设计宗旨。
释放出的宠物虚拟角色,可以停留在虚拟场景中与主控虚拟角色互动,也可以执行采集行为,还可以与其他宠物虚拟角色进行对战。另外,释放出的宠物虚拟角色会与虚拟世界中的环境产生交互,如激活势能机关来改变周围环境的势能、获取带有属性锁的宝箱中的虚拟物品、对虚拟世界的地块属性产生影响,如点燃草地、冰冻湖面等。
该球状容器道具还模拟了真实球状物体的物理特性,可以在碰到障碍物时反弹,也可以在水面上打水漂。
战斗过程改变世界环境
在宠物虚拟角色之间进行回合制对战时,宠物虚拟角色释放的技能会对虚拟世界的环境产生影响,且这会从战斗场景同步到世界场景。例如,宠物虚拟角色在战斗场景中进行对战,宠物虚拟角色释放了一个火技能,战斗场景中的草地地块会被点燃,且该点燃的草地地块会同步到世界场景中。进一步地,当地块的环境发生改变之后,又会对宠物虚拟角色产生影响。
世界环境改变战斗过程
在宠物虚拟角色之间进行回合制对战时,虚拟世界中的环境会对宠物虚拟角色产生影响,比如对宠物虚拟角色的技能伤害产生影响,或对宠物虚拟角色的技能显示效果产生影响。示例性地,虚拟世界中的环境包括地块的环境和天气的环境,这两方面会综合影响宠物虚拟角色对于环境的厌恶和喜欢程度。示例性地,宠物虚拟角色对环境的厌恶和喜欢程度包括如下几个不同等级:强亲和、弱亲和、无感、弱抵触、强抵触。
如果宠物虚拟角色对2个环境(地块+天气)均喜欢,则获得强力亲和效果;如果宠物虚拟角色只喜欢1个环境,另一个环境不厌恶,则获得较弱亲和效果;如果宠物虚拟角色喜欢1个环境同时厌恶另一个环境,则不会获得任何效果;如果宠物虚拟角色只厌恶1个环境,另一个环境不喜欢,则获得较弱抵触效果;如果宠物虚拟角色对2个环境均厌恶,则获得强抵触效果。
在对战过程中,服务器或客户端需要定期(如每回合)获取环境,并确定环境对宠物虚拟角色所产生的影响。
回合制战斗中的位置变化
传统的回合制战斗中,我方宠物虚拟角色和敌方宠物虚拟角色在战斗地图中的站立位置是固定不变的,也即站桩。在本申请实施例中,宠物虚拟角色之间进行对战时,不论是攻击方还是被攻击方,都是非站桩的,即会产生位移。
宠物虚拟角色作为攻击方时,会产生主动位移。如果宠物虚拟角色当前所处的第一位置满足技能释放条件,则宠物虚拟角色可以在该第一位置原地释放技能。如果上述第一位置不满足技能释放条件,则在技能释放之前,会控制宠物虚拟角色从第一位置主动移动到满足技能释放条件的第二位置,宠物虚拟角色在该第二位置释放技能。上述第二位置可以称为合法战斗点,是指满足宠物虚拟角色的技能释放条件的位置。可选地,宠物虚拟角色在释放技能完成之后,会移动到第三位置,该第三位置可以和上述第一位置相同,也可以不同。上述第 三位置可以称为合法站立点,是指宠物虚拟角色在释放技能完成之后所处的位置。另外,上述技能释放条件可以与宠物虚拟角色、技能、环境等因素有关。
宠物虚拟角色作为受击方时,会产生被动位移,在受到技能攻击时,会有被击退的位移过程。例如,宠物虚拟角色当前处于第一位置,在第一位置受到技能攻击,宠物虚拟角色可以从第一位置移动至第四位置,第四位置可以根据作为受击方的宠物虚拟角色、作为攻击方的宠物虚拟角色、受到的技能、环境等因素确定。
另外,随着宠物虚拟角色的位置发生变化,其所处的环境(包括所处地块的环境、天气的环境)也有可能发生变化,从而对宠物虚拟角色后续回合的战斗产生影响。
图3出了本申请一个示例性实施例提供的计算机系统的结构框图。该计算机系统100包括计算机设备,该计算机设备可以是:第一终端120、服务器140、第二终端160和第三终端180。
第一终端120安装和运行有支持虚拟世界的应用程序。该应用程序可以是三维地图程序、虚拟现实(Virtual Reality,VR)应用程序、增强现实(Augmented Reality,AR)程序、RPG程序、回合制游戏程序、回合制RPG程序中的任意一种。第一终端120是第一用户使用的终端,第一用户使用第一终端120控制位于虚拟世界中的第一虚拟角色进行活动,第一虚拟角色可以作为主控虚拟角色,该活动包括但不限于:调整身体姿态、行走、奔跑、跳跃、骑行、驾驶、瞄准、拾取、捕捉宠物虚拟角色、控制宠物虚拟角色、养育宠物虚拟角色、使用宠物虚拟角色进行采摘、使用宠物虚拟角色进行战斗、使用投掷类道具、攻击其他虚拟角色中的至少一种。示例性的,第一虚拟角色是第一虚拟人物,比如仿真人物对象或动漫人物对象。示例性的,第一用户通过虚拟世界画面上的UI控件来控制第一虚拟角色进行活动,第一用户通过虚拟世界画面上的UI控件来控制第一虚拟角色投掷宠物虚拟角色。
第二终端160安装和运行有支持虚拟世界的应用程序。该应用程序可以是三维地图程序、虚拟现实应用程序、增强现实程序、RPG程序、回合制游戏程序、回合制RPG程序中的任意一种。第二终端160是第二用户使用的终端,第二用户使用第二终端160控制位于虚拟世界中的第二虚拟角色进行活动,第二虚拟角色同样可以作为主控虚拟角色。该活动包括但不限于:调整身体姿态、行走、奔跑、跳跃、骑行、驾驶、瞄准、拾取、捕捉宠物虚拟角色、控制宠物虚拟角色、养育宠物虚拟角色、使用宠物虚拟角色进行采摘、使用宠物虚拟角色进行战斗、使用投掷类道具、攻击其他虚拟角色中的至少一种。示例性的,第二虚拟角色是第二虚拟人物,比如仿真人物对象或动漫人物对象。示例性的,第二用户通过虚拟世界画面上的UI控件来控制第二虚拟角色进行活动,第二用户通过虚拟世界画面上的UI控件来控制第二虚拟角色投掷宠物虚拟角色。
第三终端180安装和运行有支持虚拟世界的应用程序。该应用程序可以是三维地图程序、虚拟现实应用程序、增强现实程序、RPG程序、回合制游戏程序、回合制RPG程序中的任意一种。第三终端180是第三用户使用的终端,第三用户使用第三终端180控制位于虚拟世界中的第三虚拟角色进行活动。第三虚拟角色同样可以作为主控虚拟角色。该活动包括但不限于:调整身体姿态、行走、奔跑、跳跃、骑行、驾驶、瞄准、拾取、捕捉宠物虚拟角色、控制宠物虚拟角色、养育宠物虚拟角色、使用宠物虚拟角色进行采摘、使用宠物虚拟角色进行战斗、使用投掷类道具、攻击其他虚拟角色中的至少一种。示例性的,第三虚拟角色是第三虚拟人物,比如仿真人物对象或动漫人物对象。示例性的,第三用户通过虚拟世界画面上的UI控件来控制第三虚拟角色进行活动,第三用户通过虚拟世界画面上的UI控件来控制第三虚拟角色投掷宠物虚拟角色。
可选地,第一虚拟角色、第二虚拟角色和第三虚拟角色处于同一虚拟世界中。第一虚拟角色和第二虚拟角色可以属于不同阵营,第二虚拟角色和第三虚拟角色可以属于同一阵营。
可选地,第一终端120、第二终端160和第三终端180上安装的应用程序是相同的,或三个终端上安装的应用程序是不同操作系统平台(安卓或IOS)上的同一类型应用程序。第 一终端120可以泛指多个终端中的一个,第二终端160可以泛指多个终端中的一个,第三终端180可以泛指多个终端中的一个,本实施例仅以第一终端120、第二终端160和第三终端180来举例说明。第一终端120、第二终端160和第三终端180的设备类型相同或不同,该设备类型包括:智能手机、智能手表、智能电视、平板电脑、电子书阅读器、MP3播放器、MP4播放器、膝上型便携计算机和台式计算机中的至少一种。以下实施例以终端包括智能手机来举例说明。
第一终端120、第二终端160和第三终端180分别通过无线网络或有线网络与服务器140相连。
服务器140包括一台服务器、多台服务器、云计算平台和虚拟化中心中的至少一种。示例性的,服务器140包括处理器144和存储器142,存储器142又包括接收模块1421、控制模块1422和发送模块1423,接收模块1421用于接收客户端发送的请求,如查看敌方虚拟角色的位置请求;控制模块1422用于控制虚拟世界画面的渲染;发送模块1423用于向客户端发送响应,如向客户端发送第三虚拟角色的位置。服务器140用于为支持三维虚拟世界的应用程序提供后台服务。可选地,服务器140承担主要计算工作,第一终端120、第二终端160和第三终端180承担次要计算工作;或者,服务器140承担次要计算工作,第一终端120、第二终端160和第三终端180承担主要计算工作;或者,服务器140、第一终端120、第二终端160和第三终端180四者之间采用分布式计算架构进行协同计算。
本领域技术人员可以知晓,上述第一终端120、第二终端160和第三终端180的数量可以更多或更少。比如上述第一终端120、第二终端160和第三终端180可以分别仅为一个,或者上述第一终端120、第二终端160和第三终端180可以分别为几十个或几百个,或者更多数量。本申请实施例对第一终端120、第二终端160和第三终端180的数量和设备类型不加以限定。
相关技术中,图4、图5、图6和图7分别示出了本申请的一个示例性实施例提供的相关技术宠物虚拟角色的捕捉示意图。
如图4所示,玩家在虚拟世界中的主控虚拟角色200是宠物训练师,玩家释放已捕捉的宠物虚拟角色202与待捕捉的宠物虚拟角色300进行战斗。此时,用户界面上显示宠物虚拟角色202的状态条201,状态条201显示了宠物虚拟角色202的昵称、性别、等级、精力值,精力值初始为满。用户界面上还显示宠物虚拟角色300的状态条301,状态条301显示了宠物虚拟角色300的昵称、性别、等级、精力值,精力值初始为满。可见,宠物虚拟角色300的精力值很高,此时几乎没有捕捉成功的概率。如图5所示,玩家在尝试捕捉宠物虚拟角色300后用户界面上显示“可惜啊!就还差一点点了!”,即捕捉失败。
如图6所示,主控虚拟角色释放已捕捉的宠物虚拟角色202与待捕捉的宠物虚拟角色300进行战斗。此时,用户界面上显示宠物虚拟角色202的状态条201,状态条201显示了宠物虚拟角色202的昵称、性别、等级、精力值,精力值初始为满。用户界面上还显示宠物虚拟角色300的状态条301,状态条301显示了宠物虚拟角色300的昵称、性别、等级、精力值,精力值初始为满。玩家通过释放技能,使得宠物虚拟角色300的精力值降低,此时捕捉成功的概率比较大。如图7所示,主控虚拟角色通过投掷出空的球状容器道具捕捉宠物虚拟角色300,捕捉成功则宠物虚拟角色300显示为球状容器302。
实际上的捕捉过程不仅与宠物虚拟角色300的精力值有关。但是由于玩家只能在用户界面上看到该宠物虚拟角色300的精力值,错以为捕捉过程就是要让宠物虚拟角色300的精力值变低,导致某些玩家先攻击宠物虚拟角色300至低精力值再去捕捉,导致信息理解错误。
基于此,图8示出了本申请的一个示例性实施例提供的基于虚拟世界的捕捉信息显示方法的流程图,以该方法由计算机设备上安装的支持虚拟世界的客户端执行为例进行说明,该计算机设备可以是图3所示的第一终端120和/或第二终端160和/或第三终端180和/或服务器140。该方法包括步骤620、步骤640和步骤660:
步骤620,显示位于虚拟世界中的宠物虚拟角色。
可选地,计算机设备显示位于虚拟世界中的宠物虚拟角色,在非战斗场景中,可以是显示待捕捉的宠物虚拟角色,在战斗场景中,可以是显示主控虚拟角色释放的宠物虚拟角色和/或显示待捕捉的宠物虚拟角色。
可选地,宠物虚拟角色可以任何可能的形态显示。宠物虚拟角色的形态与宠物虚拟角色的等级、环境(天气、时间、地块)、使用的道具等有关。例如,宠物虚拟角色显示为原始形态(或称初始形态、基础形态)、进化形态、换装形态、变换形态中的一种,或显示为此时对应环境的形态,或在使用道具后显示为其他形态。
可选地,计算机设备响应于战斗触发操作,显示位于虚拟世界中的宠物虚拟角色。战斗触发操作是指玩家触发的与待捕捉的宠物虚拟角色进行战斗,以捕捉该宠物虚拟角色的操作。
可选地,对于待捕捉的宠物虚拟角色,该宠物虚拟角色可位于虚拟世界中的任何可能位置。宠物虚拟角色所在的位置可以与该宠物虚拟角色的类型、属性等关联。宠物虚拟角色的类型包括草系、火系、水系、虫系的至少之一。例如,宠物虚拟角色是草系角色,多分布在虚拟世界的草地、丛林等附近。宠物虚拟角色是水系角色,多分布在虚拟世界中的湖泊、海洋等附近。宠物虚拟角色所在的位置可以是随机设置的。例如,宠物虚拟角色位于虚拟世界的某条道路附近。
可选地,计算机设备响应于主控虚拟角色移动至宠物虚拟角色所在位置,显示位于虚拟世界中的宠物虚拟角色。由于用户界面的大小限制,用户界面可显示的内容有限,因此可在主控虚拟角色移动至宠物虚拟角色所在位置附近时,显示该宠物虚拟角色。
可选地,玩家可以通过手柄、鼠标、键盘等外设或通过VR(Virtual Reality,虚拟现实)眼镜、VR头盔、语音控制、体感操作等方式,控制主控虚拟角色移动至宠物虚拟角色所在位置,本实施例对此不做限制。
步骤640,显示宠物虚拟角色的捕捉提示信息,捕捉提示信息用于提示与捕捉宠物虚拟角色有关的状态信息。
可选地,在战斗场景或非战斗场景下,计算机设备均可以显示宠物虚拟角色的捕捉提示信息,捕捉提示信息用于提示与捕捉宠物虚拟角色有关的状态信息。示例性的,状态信息可以是宠物虚拟角色的状态值信息,还可以是指示宠物虚拟角色是否处于可捕捉状态的信息。在另一些实施例中,状态信息还可以是宠物虚拟角色的情绪状态、喜欢和厌恶程度信息。
可选地,捕捉提示信息可以显示在虚拟世界中的任意位置。例如,捕捉提示信息可以显示在虚拟世界的右上方、右下方、左上方或左下方的其中一个位置。在一些实施例中,捕捉提示信息显示在待捕捉的宠物虚拟角色的附近,捕捉提示信息所在的显示位置与待捕捉的宠物虚拟角色之间的距离小于阈值。
可选地,捕捉提示信息可以以任何可能的形态显示。例如,捕捉提示信息显示为环状图标、球状容器图标或条形图中的一种,本实施例对捕捉提示信息的显示形态不作限制。
步骤660,在捕捉提示信息提示宠物虚拟角色处于可捕捉状态的情况下,响应于主控虚拟角色对宠物虚拟角色的捕捉操作,显示成功捕捉宠物虚拟角色;其中,可捕捉状态用于表示宠物虚拟角色的捕捉成功率达到目标概率或目标概率范围。
可选地,在捕捉提示信息提示宠物虚拟角色处于可捕捉状态的情况下,此时对宠物虚拟角色进行捕捉,则捕捉成功率比较大。
可选地,可捕捉状态用于表示宠物虚拟角色的捕捉成功率达到目标概率或目标概率范围。目标概率和目标概率范围可以根据实际技术需要进行设置,例如,目标概率可以设置为95%,目标概率范围设置在90%-95%。
可选地,对宠物虚拟角色的捕捉操作可以是球状容器道具投掷操作。示例性的,球状容器道具可以是各种类型的空的球状容器,比如空的普通球、高级球、超重球等。主控虚拟角色通过投掷出空的球状容器道具捕捉宠物虚拟角色。
可选地,在捕捉提示信息提示宠物虚拟角色处于可捕捉状态的情况下,计算机设备响应于主控虚拟角色对宠物虚拟角色的捕捉操作,显示成功捕捉宠物虚拟角色。示例性的,计算机设备可以是将成功捕捉的宠物虚拟角色显示为球状容器图标,还可以是显示成功捕捉的其他图标、文字等。
综上所述,本申请实施例提供的方法,计算机设备通过显示位于虚拟世界中的宠物虚拟角色及其捕捉提示信息,可以基于捕捉提示信息将与宠物虚拟角色捕捉相关的信息进行可视化,能够精准显示宠物虚拟角色是否处于可捕捉状态,避免玩家信息理解错误。从而,在捕捉提示信息提示宠物虚拟角色处于可捕捉状态的情况下,玩家对宠物虚拟角色进行捕捉,可以提高宠物虚拟角色的捕捉成功率,提高人机交互效率。
以下实施例列举了步骤640显示宠物虚拟角色的捕捉提示信息的两种方式,在实际应用场景中可以任选其中一种方式实施或两种方式结合实施。
(一)显示宠物虚拟角色的捕捉提示信息的第一种方式
在一个可能的实现方式中,图9示出了本申请一个示例性实施例提供的基于虚拟世界的捕捉信息显示方法的流程图,步骤640显示宠物虚拟角色的捕捉提示信息,包括步骤641:
步骤641,显示宠物虚拟角色的第一状态条;以及,在第一状态条上显示提示元素,提示元素用于指示宠物虚拟角色的捕捉阈值。
示例性的,状态条用以表示宠物虚拟角色的状态信息,宠物虚拟角色的状态信息可以是宠物虚拟角色的状态值,还可以是宠物虚拟角色是否处于可捕捉状态。可选地,状态值包括精力值或体力值。
可选地,在宠物虚拟角色的状态信息为状态值的情况下,状态条用以显示宠物虚拟角色的状态值,该状态条也称为第一状态条。在未对宠物虚拟角色进行捕捉的初始状态下,第一状态条为满。可选地,计算机设备显示宠物虚拟角色的第一状态条。
示例性的,捕捉阈值是宠物虚拟角色的捕捉成功率达到目标条件或目标概率范围时对应的状态值上限的显式提示。也即,当实际状态值小于或等于该捕捉阈值时,宠物虚拟角色的捕捉成功率达到目标条件或目标概率范围;当实际状态值大于该捕捉阈值时,宠物虚拟角色的捕捉成功率未达到目标条件或目标概率范围。
可选地,当实际状态值大于该捕捉阈值时,实际状态值与捕捉阈值之间的差值与捕捉成功率呈负相关关系,该差值越大,捕捉成功率越低。可以理解,随着实际状态值与捕捉阈值之间的差值的增大,宠物虚拟角色的捕捉成功率逐渐向固定捕捉成功率趋近,固定捕捉成功率大于0。
示例性的,宠物虚拟角色的捕捉阈值与宠物虚拟角色对应,捕捉阈值可以是固定不变的。
在一些实施例中,捕捉阈值是一个动态改变的值。捕捉阈值与如下因素中的至少一个因素有关:
宠物虚拟角色的宠物类型和/或宠物等级;
捕捉操作所使用的球状容器道具的道具类型和/或道具等级;
主控虚拟角色对宠物虚拟角色的历史捕捉次数;
主控虚拟角色对同类型宠物虚拟角色的历史捕捉次数;
宠物虚拟角色是否发现主控虚拟角色;
主控虚拟角色与宠物虚拟角色之间的距离;
主控虚拟角色与宠物虚拟角色的性格匹配度;
主控虚拟角色与宠物虚拟角色的性别匹配度;
虚拟世界中的天气;
宠物虚拟角色在虚拟世界中所处的地块;
主控虚拟角色与宠物虚拟角色的互动操作;
宠物虚拟角色是否发现主控虚拟角色;
主控虚拟角色与宠物虚拟角色之间的距离。
例如,一个宠物虚拟角色的状态值为满时是100,对应的捕捉成功率是30%,在该宠物虚拟角色的实际状态值为25时捕捉成功率达到目标概率95%,则捕捉阈值即为25,捕捉阈值即用于提示捕捉成功率达到目标概率95%所对应的实际状态值为25。当该宠物虚拟角色的性格为胆小、不好战,则在主控虚拟角色攻击该宠物虚拟角色时,捕捉阈值会减小,比如在该宠物虚拟角色的实际状态值为15时捕捉成功率才会达到目标概率95%。
又例如,每个宠物虚拟角色分别存在喜欢或厌恶的环境,当宠物虚拟角色喜欢环境时,可获得亲和效果,相应的捕捉阈值可以是增大。反之,当宠物虚拟角色厌恶环境时,可获得抵触效果,相应的捕捉阈值可以是减小。
可选地,计算机设备在第一状态条上显示提示元素,提示元素用于指示宠物虚拟角色的捕捉阈值。即第一状态条可以显示宠物虚拟角色的状态值,以及宠物虚拟角色的捕捉阈值。
可选地,计算机设备在第一状态条上显示提示元素,包括:在第一状态条上与捕捉阈值对应的位置显示提示元素,提示元素的显示样式为竖条、指针、图标中的至少一种。
例如,如图10所示,以第一状态条是条形图为例,在主控虚拟角色释放的宠物虚拟角色402与待捕捉的宠物虚拟角色500的战斗场景中,在第一状态条501上显示提示元素502,提示元素502用于指示宠物虚拟角色500的捕捉阈值,提示元素502的显示样式为竖条。
本实施例中,通过在第一状态条上显示提示元素,提示元素用于指示宠物虚拟角色的捕捉阈值,从而能够通过提示元素将宠物虚拟角色的捕捉阈值可视化,提高后续的对宠物虚拟角色进行捕捉的成功率。
在一个示例中,计算机设备在第一状态条上与捕捉阈值对应的位置显示提示元素,包括:
在宠物虚拟角色的状态值小于捕捉阈值的情况下,在第一状态条上与捕捉阈值对应的位置显示具有第一显示样式的提示元素,第一显示样式用于指示可捕捉状态;
在宠物虚拟角色的状态值不小于捕捉阈值的情况下,在第一状态条上与捕捉阈值对应的位置显示具有第二显示样式的提示元素,第二显示样式用于指示宠物虚拟角色的捕捉成功率与宠物虚拟角色的状态值呈负相关关系。
可选地,宠物虚拟角色的状态值可以是精力值或体力值。在宠物虚拟角色的状态值小于捕捉阈值的情况下,宠物虚拟角色的捕捉成功率达到目标概率或目标概率范围,即宠物虚拟角色处于可捕捉状态。此时,在第一状态条上与捕捉阈值对应的位置显示具有第一显示样式的提示元素,第一显示样式用于指示可捕捉状态。
可选地,在状态值小于捕捉阈值的情况下,即宠物虚拟角色处于可捕捉状态,此时捕捉成功率还可直接设置为固定捕捉成功率,例如,设置固定捕捉成功率为95%。
例如,如图11所示,在宠物虚拟角色500的状态值小于捕捉阈值的情况下,在第一状态条501上与捕捉阈值对应的位置显示具有第一显示样式的提示元素504,第一显示样式的提示元素504为球状容器图标,用于指示可捕捉状态。
需要说明的是,本实施例中,在宠物虚拟角色处于高状态值或低状态值的情况下,均可存在宠物虚拟角色的状态值小于捕捉阈值的情况。例如,如图12所示,在宠物虚拟角色500处于高状态值情况下,宠物虚拟角色500的状态值小于捕捉阈值,第一状态条501上与捕捉阈值对应的位置显示具有第一显示样式的提示元素504,第一显示样式的提示元素504为球状容器图标,用于指示可捕捉状态。即在宠物虚拟角色的高状态值时也存在可捕捉状态,无需先攻击宠物虚拟角色至低状态值。
可选地,在宠物虚拟角色的状态值不小于(大于或等于)捕捉阈值的情况下,宠物虚拟角色的捕捉成功率未达到目标概率或目标概率范围,即宠物虚拟角色未处于可捕捉状态。此时,计算机设备在第一状态条上与捕捉阈值对应的位置显示具有第二显示样式的提示元素,可以理解地,第一显示样式与第二显示样式不同。可选地,第二显示样式的提示元素为竖条。
可选地,第二显示样式用于指示宠物虚拟角色的捕捉成功率与宠物虚拟角色的状态值呈 负相关关系。即宠物虚拟角色的状态值越高,捕捉成功率越低;宠物虚拟角色的状态值越低,捕捉成功率越高。
可选地,在宠物虚拟角色的状态值不小于捕捉阈值的情况下,随着状态值的减少,宠物虚拟角色的捕捉成功率逐渐向固定捕捉成功率趋近。
作为示例,图13示出了本申请一个示例性实施例中的基于虚拟世界的捕捉信息显示方法的流程图,确定宠物虚拟角色是否处于可捕捉状态的方式如下:
步骤700,主控虚拟角色与宠物虚拟角色交互,进入战斗;
步骤701,判断宠物虚拟角色的捕捉阈值与宠物虚拟角色的状态值的大小关系;在宠物虚拟角色的捕捉阈值大于宠物虚拟角色的状态值时,进入步骤702;在宠物虚拟角色的捕捉阈值不大于宠物虚拟角色的状态值时,进入步骤703;
步骤702,确定宠物虚拟角色处于可捕捉状态,进入步骤704;
步骤703,确定宠物虚拟角色未处于可捕捉状态,进入步骤705;
步骤704,判断主控虚拟角色是否使用了球状容器道具(比如精灵球)进行捕捉;若是,进入步骤706,若否,进入步骤705;
步骤705,等待主控虚拟角色的进一步操作改变宠物虚拟角色的捕捉阈值和/或状态值;然后,重新进入步骤701判断宠物虚拟角色的捕捉阈值与宠物虚拟角色的状态值的大小关系;
步骤706,显示成功捕捉宠物虚拟角色。
本实施例中,通过基于宠物虚拟角色的状态值与宠物虚拟角色的捕捉阈值的大小关系,确定宠物虚拟角色是否处于可捕捉状态,并显示与是否处于可捕捉状态相对应的显示样式的提示元素,能够精准显示宠物虚拟角色的可捕捉状态,玩家无需先将宠物虚拟角色攻击至低状态值再捕捉宠物虚拟角色。
(二)显示宠物虚拟角色的捕捉提示信息的第二种方式
可选地,在另一个可能的实现方式中,请继续参阅图9,步骤640显示宠物虚拟角色的捕捉提示信息,包括步骤642:
步骤642,显示宠物虚拟角色的第二状态条,第二状态条在充满时用于指示可捕捉状态。
示例性的,在宠物虚拟角色的状态信息为宠物虚拟角色是否处于可捕捉状态的情况下,状态条用以显示宠物虚拟角色是否处于可捕捉状态,该状态条也称为第二状态条。
可选地,计算机设备显示宠物虚拟角色的第二状态条,第二状态条在充满时用于指示可捕捉状态。在宠物虚拟角色处于可捕捉状态下,第二状态条为满。第二状态条也可理解为表示的是满足度,当主控虚拟角色攻击宠物虚拟角色时,会消耗满足度,满足度攒满则宠物虚拟角色处于可捕捉状态。可选地,主控虚拟角色可以通过使用友好道具、投喂果实等友好操作,提高宠物虚拟角色的满足度。
本实施例中,计算机设备通过显示宠物虚拟角色的第二状态条指示可捕捉状态,能够将宠物虚拟角色的可捕捉状态可视化。在宠物虚拟角色的高状态值或低状态值时均可对可捕捉状态进行指示,玩家基于可捕捉状态对宠物虚拟角色进行捕捉可以提高捕捉成功率。
在一个示例中,宠物虚拟角色对应存在捕捉阈值的初始值。可选地,捕捉阈值的初始值与第一因素有关,第一因素包括如下因素中的至少一种:
宠物虚拟角色的宠物类型和/或宠物等级;
捕捉操作所使用的球状容器道具的道具类型和/或道具等级;
主控虚拟角色对宠物虚拟角色的历史捕捉次数;
主控虚拟角色对同类型宠物虚拟角色的历史捕捉次数;
宠物虚拟角色是否发现主控虚拟角色;
主控虚拟角色与宠物虚拟角色之间的距离;
主控虚拟角色与宠物虚拟角色的性格匹配度;
主控虚拟角色与宠物虚拟角色的性别匹配度。
可选地,宠物虚拟角色的宠物类型包括但不限于是鸟类、虫类、大动物类、小动物类等,宠物等级包括但不限于是初级、中级、高级等,宠物虚拟角色的捕捉阈值的初始值与宠物虚拟角色的宠物类型和/或宠物等级相关,宠物类型越稀有和/或宠物等级越高的宠物虚拟角色越不容易被捕捉,对应的捕捉阈值的初始值越小。
可选地,球状容器道具的道具类型包括但不限于是普通道具、中级道具、高级道具等,道具等级包括但不限于是初级、中级、高级等,捕捉操作所使用的球状容器道具的道具类型越高级和/或道具等级越高,可使得宠物虚拟角色越容易被捕捉,对应的捕捉阈值的初始值越大。
可选地,捕捉阈值的初始值与主控虚拟角色对宠物虚拟角色的历史捕捉次数相关,主控虚拟角色对宠物虚拟角色的历史捕捉次数与捕捉阈值的初始值可以是呈正相关关系。比如,历史捕捉次数越多表示该宠物虚拟角色越容易被该主控虚拟角色捕捉,对应的捕捉阈值的初始值越大。
可选地,捕捉阈值的初始值与主控虚拟角色对同类型宠物虚拟角色的历史捕捉次数相关,主控虚拟角色对同类型宠物虚拟角色的历史捕捉次数与捕捉阈值的初始值可以是呈正相关关系。比如,同类型宠物虚拟角色的历史捕捉次数越多,表示该主控虚拟角色越擅长捕捉该类型的宠物虚拟角色,也即该类型的宠物虚拟角色对应的捕捉阈值的初始值越大。
可选地,捕捉阈值的初始值还与宠物虚拟角色是否发现主控虚拟角色相关。在宠物虚拟角色未发现主控虚拟角色时,主控虚拟角色可以绕到宠物虚拟角色的盲区直接对宠物虚拟角色进行捕捉,此时主控虚拟角色只需采取一定的捕捉策略,在无需战斗的情况下就可以使得捕捉成功率比较大。即宠物虚拟角色未发现主控虚拟角色时,对应的捕捉阈值的初始值越大。
可选地,主控虚拟角色与宠物虚拟角色之间的距离可以影响捕捉阈值,距离与捕捉阈值的初始值可以是呈正相关关系。比如,主控虚拟角色与宠物虚拟角色之间的距离越近,主控虚拟角色的技能释放相对越准,此时宠物虚拟角色的捕捉成功率越高,即对应的捕捉阈值的初始值越大。
可选地,捕捉阈值的初始值还与主控虚拟角色与宠物虚拟角色的性格匹配度相关,性格匹配度与捕捉阈值的初始值可以是呈正相关关系。基于宠物虚拟角色的性格属性,每个宠物虚拟角色会存在喜欢或厌恶的主控虚拟角色的性格,比如,性格好战的宠物虚拟角色更喜欢性格好战的主控虚拟角色,二者性格匹配度比较高。主控虚拟角色与宠物虚拟角色的性格匹配度越高,该宠物虚拟角色越容易被捕捉,即捕捉阈值的初始值越大。
可选地,捕捉阈值的初始值还与主控虚拟角色与宠物虚拟角色的性别匹配度相关,性别匹配度与捕捉阈值的初始值可以是呈正相关关系。基于宠物虚拟角色的性别属性,每个宠物虚拟角色会存在喜欢或厌恶的主控虚拟角色的性别,当主控虚拟角色与宠物虚拟角色的性别匹配度越高,该宠物虚拟角色越容易被捕捉,即捕捉阈值的初始值越大。
需要说明,上述的捕捉阈值的数值大小是相对大小,数值的具体值还需要根据实际情况确定。还需要说明,宠物虚拟角色的捕捉阈值的初始值与第一因素有关,但是,对于某个确定的第一因素,该第一因素导致的宠物虚拟角色的捕捉阈值的初始值是大或小,还需要根据具体的宠物虚拟角色来设定。
以第一因素是球状容器道具的道具类型为例,一个宠物虚拟角色使用更高级的球状容器道具时捕捉成功率大,即对应的捕捉阈值的初始值大,另一个宠物虚拟角色使用更高级的球状容器道具时捕捉成功率反而小,即对应的捕捉阈值的初始值小,即第一因素导致的宠物虚拟角色的捕捉阈值的初始值是大或小,还需根据具体的宠物虚拟角色来设定。
本实施例中,宠物虚拟角色的捕捉阈值存在初始值,且捕捉阈值的初始值与上述的第一因素有关,使得宠物虚拟角色的捕捉阈值的初始值能够结合主控虚拟角色的操作或属性等信息进行适应性调整,极大地丰富了宠物虚拟角色的捕捉场景,进一步地,不同的主控虚拟角色还可以根据宠物虚拟角色的捕捉阈值的初始值,适应性采用不同的捕捉策略,可以提高人 机交互效率,还可以提高玩家的游戏体验。
在一些实施例中,计算机设备显示的捕捉提示信息可以改变。可选地,在一个示例中,请继续参阅图9,在步骤660之后,该方法还包括步骤680:
步骤680,基于宠物虚拟角色在虚拟世界中的状态,改变捕捉提示信息的显示。
可选地,宠物虚拟角色在虚拟世界中的状态与宠物虚拟角色的位置、形态、等级、状态值、环境、天气等因素有关。宠物虚拟角色在虚拟世界中的状态,可以对捕捉提示信息的显示产生影响。例如,对于同一宠物虚拟角色,天气为下雨时,捕捉提示信息以竖条进行显示,天气为晴天时,捕捉提示信息以图标进行显示。可选地,计算机设备基于宠物虚拟角色在虚拟世界中的状态,改变捕捉提示信息的显示。
本实施例中,通过基于宠物虚拟角色在虚拟世界中的状态,改变捕捉提示信息的显示,可以将捕捉提示信息与虚拟世界相结合,从而将回合制战斗过程有机融入虚拟世界中,不再是撕裂的两部分,而是形成一个整体。
在一个可能的实现方式中,捕捉提示信息采用捕捉阈值表示。步骤680基于宠物虚拟角色在虚拟世界中的状态,改变捕捉提示信息的显示,包括:
在第二因素导致捕捉阈值发生改变的情况下,在第一状态条上改变提示元素的显示位置。
可选地,在战斗场景或非战斗场景下,宠物虚拟角色的捕捉阈值还可以基于第二因素进行改变,即第二因素导致捕捉阈值发生改变。
可选地,第二因素包括如下因素中的至少一种:
虚拟世界中的天气;
宠物虚拟角色在虚拟世界中所处的地块;
主控虚拟角色与宠物虚拟角色的互动操作;
宠物虚拟角色是否发现主控虚拟角色;
主控虚拟角色与宠物虚拟角色之间的距离。
可选地,第二因素可以是虚拟世界中的天气。比如,宠物虚拟角色喜欢晴天,不喜欢雨天,则在晴天天气下的该宠物虚拟角色的捕捉阈值比较大。当天气由晴天变为雨天,该宠物虚拟角色的捕捉阈值会变小。
可选地,第二因素可以是宠物虚拟角色在虚拟世界中所处的地块。例如,宠物虚拟角色更喜欢当前所处的地块的环境,则当前对应的捕捉阈值比较大,当该宠物虚拟角色移动至其他的地块上时,该宠物虚拟角色的捕捉阈值会变小。
可选地,第二因素可以是主控虚拟角色与宠物虚拟角色的互动操作。比如,在宠物虚拟角色对互动操作喜欢时,该宠物虚拟角色的捕捉阈值会增大。在宠物虚拟角色对互动操作厌恶时,该宠物虚拟角色的捕捉阈值会减小。
可选地,第二因素还包括宠物虚拟角色是否发现主控虚拟角色。在宠物虚拟角色未发现主控虚拟角色时,相对更容易被捕捉,捕捉阈值会比较大。
可选地,第二因素还可以是主控虚拟角色与宠物虚拟角色之间的距离。主控虚拟角色与宠物虚拟角色之间的距离越近,主控虚拟角色的技能释放相对越准,此时宠物虚拟角色的捕捉成功率越高,即对应的捕捉阈值比较大,随着距离缩短,捕捉阈值增大。
可选地,主控虚拟角色与宠物虚拟角色的互动操作,包括如下至少之一:
主控虚拟角色与宠物虚拟角色进行回合制战斗;
主控虚拟角色对宠物虚拟角色进行喂食;
主控虚拟角色对宠物虚拟角色进行疗伤;
主控虚拟角色通过已捕捉的宠物虚拟角色和/或道具改变虚拟世界中的天气;
主控虚拟角色通过已捕捉的宠物虚拟角色和/或道具改变宠物虚拟角色在虚拟世界中所处的地块。
可选地,主控虚拟角色与宠物虚拟角色的互动操作包括主控虚拟角色与宠物虚拟角色进 行回合制战斗。一部分宠物虚拟角色的性格好战,主控虚拟角色与宠物虚拟角色进行回合制战斗时,该部分宠物虚拟角色的捕捉阈值会有所变化。
可选地,主控虚拟角色与宠物虚拟角色的互动操作包括主控虚拟角色对宠物虚拟角色进行喂食。当宠物虚拟角色对食物喜欢时,捕捉阈值会增大。反之,当宠物虚拟角色对食物厌恶时,捕捉阈值会减小。
可选地,该互动操作还包括主控虚拟角色对宠物虚拟角色进行疗伤。当主控虚拟角色对宠物虚拟角色进行疗伤时,宠物虚拟角色对主控虚拟角色的好感度提高,捕捉成功率变大,即捕捉阈值增大。
可选地,该互动操作还包括主控虚拟角色通过已捕捉的宠物虚拟角色和/或道具改变虚拟世界中的天气。当宠物虚拟角色喜欢改变后的天气时,会更容易被捕捉,捕捉阈值相应增大。
可选地,该互动操作还包括主控虚拟角色通过已捕捉的宠物虚拟角色和/或道具改变宠物虚拟角色在虚拟世界中所处的地块。当宠物虚拟角色喜欢改变后所处的地块的环境时,会更容易被捕捉,即捕捉阈值增大。
可选地,基于上述的第二因素,确定宠物虚拟角色对该第二因素的喜欢和厌恶程度,基于喜欢和厌恶程度调整捕捉阈值。例如,宠物虚拟角色喜欢该第二因素时捕捉阈值会增大,宠物虚拟角色厌恶该因素时捕捉阈值会减小,宠物虚拟角色对该因素无感时捕捉阈值不变。
可选地,在第二因素导致捕捉阈值发生变化的情况下,在第一状态条上改变提示元素的显示位置。可以理解地,在第一状态条上的提示元素的显示位置改变过程中,结合捕捉阈值是增大或者减小,确定该改变过程中提示元素以第一显示样式或第二显示样式进行显示,以及在第一状态条上的提示元素的显示位置改变结束时,结合宠物虚拟角色是否处于可捕捉状态,确定在该改变过程结束时提示元素以第一显示样式或第二显示样式进行显示。
可选地,在第一状态条上的提示元素的显示位置改变过程中,捕捉阈值增大时,确定该改变过程中提示元素以第一显示样式进行显示,捕捉阈值减小时,确定该改变过程中提示元素以第二显示样式进行显示。
可选地,在第一状态条上的提示元素的显示位置改变结束时,在宠物虚拟角色处于可捕捉状态的情况下,确定在该改变过程结束时提示元素以第一显示样式进行显示,在宠物虚拟角色未处于可捕捉状态的情况下,确定在该改变过程结束时提示元素以第二显示样式进行显示。
例如,如图14与图15所示,在主控虚拟角色400释放的宠物虚拟角色402与待捕捉的宠物虚拟角色500的战斗场景中,在主控虚拟角色400与宠物虚拟角色500的互动操作导致宠物虚拟角色500的捕捉阈值发生改变的情况下,以该互动操作为使用了友好道具为例,可以使得捕捉阈值增大。则在第一状态条501上的提示元素504的以第一显示样式(球状容器图标)向右移动。在第一状态条上的提示元素504的位置移动结束后,在宠物虚拟角色500未处于可捕捉状态的情况下,提示元素504以第二显示样式(竖条)进行显示。
可选地,在第二因素导致捕捉阈值发生改变的情况下,确定改变后的捕捉阈值,在改变后的捕捉阈值达到阶段值时,触发宠物虚拟角色释放友好技能;在改变后的捕捉阈值未达到阶段值时,触发宠物虚拟角色调整技能强度。
可选地,在改变后的捕捉阈值达到阶段值时,表示宠物虚拟角色获得了不同程度的满足,宠物虚拟角色在本回合将不会进行攻击转而释放友好技能。例如,在改变后的捕捉阈值达到80分以上,宠物虚拟角色开始表演唱歌,在改变后的捕捉阈值达到90分以上,宠物虚拟角色除了开始表演唱歌,还主动为主控虚拟角色或主控虚拟角色释放的宠物虚拟角色补充状态值(回血)。
可选地,在改变后的捕捉阈值未达到阶段值时,触发宠物虚拟角色产生情绪反应。当捕捉阈值增大时,宠物虚拟角色脾气变好,触发宠物虚拟角色将技能强度降低,即释放低伤害或增益效果类技能,当捕捉阈值减小时,宠物虚拟角色脾气变差,触发宠物虚拟角色将技能 强度提高,即释放高伤害或减益效果类技能。
作为示例,图16示出了本申请一个示例性实施例中的基于虚拟世界的捕捉信息显示方法的流程图,在至少一种因素导致捕捉阈值发生改变的情况下的步骤流程如下:
步骤800,主控虚拟角色在战斗中使用道具与宠物虚拟角色交互;
步骤801,判断宠物虚拟角色对道具的喜欢和厌恶程度;喜欢时宠物虚拟角色的捕捉阈值增大、厌恶时宠物虚拟角色的捕捉阈值减小、无感时宠物虚拟角色的捕捉阈值不变;
步骤802,判断宠物虚拟角色的捕捉阈值是否达到阶段值;若是,进入步骤803,若否,进入步骤804;
步骤803,宠物虚拟角色对主控虚拟角色表现友好,触发宠物虚拟角色释放友好技能;比如宠物虚拟角色表演唱歌,或为主控虚拟角色和/或主控虚拟角色释放的宠物虚拟角色补充状态值;
步骤804,触发宠物虚拟角色调整技能强度;捕捉阈值增大时宠物虚拟角色降低技能强度,捕捉阈值减小时宠物虚拟角色提高技能强度。
本实施例中,通过第二因素可以改变宠物虚拟角色的捕捉阈值,使得宠物虚拟角色的捕捉阈值能够结合虚拟世界、主控虚拟角色的操作等信息进行适应性调整,极大地丰富了宠物虚拟角色的捕捉场景。在第二因素导致捕捉阈值发生改变的情况下,在第一状态条上改变提示元素的显示位置,可以对发生改变的捕捉阈值进行可视化。进一步地,不同的主控虚拟角色还可以根据宠物虚拟角色的发生改变的捕捉阈值,随时调整捕捉策略,可以提高人机交互效率,还可以提高玩家的游戏体验。
图17示出了本申请一个示例性实施例提供的基于虚拟世界的捕捉信息显示装置的结构框图,该装置包括:
显示模块10,用于显示位于所述虚拟世界中的宠物虚拟角色。
所述显示模块10,用于显示所述宠物虚拟角色的捕捉提示信息,所述捕捉提示信息用于提示与捕捉所述宠物虚拟角色有关的状态信息。
所述显示模块10,用于在所述捕捉提示信息提示所述宠物虚拟角色处于可捕捉状态的情况下,响应于主控虚拟角色对所述宠物虚拟角色的捕捉操作,显示成功捕捉所述宠物虚拟角色;
其中,所述可捕捉状态用于表示所述宠物虚拟角色的捕捉成功率达到目标概率或目标概率范围。
在一个可选的实施例中,所述显示模块10,用于显示所述宠物虚拟角色的第一状态条;以及,在所述第一状态条上显示提示元素,所述提示元素用于指示所述宠物虚拟角色的捕捉阈值。
在一个可选的实施例中,所述显示模块10,用于在所述第一状态条上与所述捕捉阈值对应的位置显示所述提示元素,所述提示元素的显示样式为竖条、指针、图标中的至少一种。
在一个可选的实施例中,所述显示模块10,用于在所述宠物虚拟角色的状态值小于所述捕捉阈值的情况下,在所述第一状态条上与所述捕捉阈值对应的位置显示具有第一显示样式的所述提示元素,所述第一显示样式用于指示所述可捕捉状态;
所述显示模块10,用于在所述宠物虚拟角色的状态值不小于所述捕捉阈值的情况下,在所述第一状态条上与所述捕捉阈值对应的位置显示具有第二显示样式的所述提示元素,所述第二显示样式用于指示所述宠物虚拟角色的捕捉成功率与所述宠物虚拟角色的状态值呈负相关关系。
在一个可选的实施例中,所述显示模块10,用于显示所述宠物虚拟角色的第二状态条,所述第二状态条在充满时用于指示所述可捕捉状态。
在一个可选的实施例中,所述捕捉阈值的初始值与第一因素有关,所述第一因素包括如下因素中的至少一种:
所述宠物虚拟角色的宠物类型和/或宠物等级;
所述捕捉操作所使用的球状容器道具的道具类型和/或道具等级;
所述主控虚拟角色对所述宠物虚拟角色的历史捕捉次数;
所述主控虚拟角色对同类型宠物虚拟角色的历史捕捉次数;
所述宠物虚拟角色是否发现所述主控虚拟角色;
所述主控虚拟角色与所述宠物虚拟角色之间的距离;
所述主控虚拟角色与所述宠物虚拟角色的性格匹配度;
所述主控虚拟角色与所述宠物虚拟角色的性别匹配度。
在一个可选的实施例中,所述显示模块10,用于基于所述宠物虚拟角色在所述虚拟世界中的状态,改变所述捕捉提示信息的显示。
在一个可选的实施例中,所述显示模块10,用于在第二因素导致所述捕捉阈值发生改变的情况下,在所述第一状态条上改变所述提示元素的显示位置;
其中,所述第二因素包括如下因素中的至少一种:
所述虚拟世界中的天气;
所述宠物虚拟角色在所述虚拟世界中所处的地块;
所述主控虚拟角色与所述宠物虚拟角色的互动操作;
所述宠物虚拟角色是否发现所述主控虚拟角色;
所述主控虚拟角色与所述宠物虚拟角色之间的距离。
在一个可选的实施例中,所述主控虚拟角色与所述宠物虚拟角色的互动操作,包括如下至少之一:
所述主控虚拟角色与所述宠物虚拟角色进行回合制战斗;
所述主控虚拟角色对所述宠物虚拟角色进行喂食;
所述主控虚拟角色对所述宠物虚拟角色进行疗伤;
所述主控虚拟角色通过已捕捉的宠物虚拟角色和/或道具改变所述虚拟世界中的天气;
所述主控虚拟角色通过所述已捕捉的宠物虚拟角色和/或道具改变所述宠物虚拟角色在所述虚拟世界中所处的地块。
图18示出了本申请一个示例性实施例提供的计算机设备1800的结构框图。该计算机设备1800可以是便携式移动终端,比如:智能手机、平板电脑、MP3播放器(Moving Picture Experts Group Audio Layer III,动态影像专家压缩标准音频层面3)、MP4(Moving Picture Experts Group Audio Layer IV,动态影像专家压缩标准音频层面4)播放器。计算机设备1800还可能被称为用户设备、便携式终端等其他名称。
通常,计算机设备1800包括有:处理器1801和存储器1802。
处理器1801可以包括一个或多个处理核心,比如4核心处理器、8核心处理器等。处理器1801可以采用DSP(Digital Signal Processing,数字信号处理)、FPGA(Field Programmable Gate Array,现场可编程门阵列)、PLA(Programmable Logic Array,可编程逻辑阵列)中的至少一种硬件形式来实现。处理器1801也可以包括主处理器和协处理器,主处理器是用于对在唤醒状态下的数据进行处理的处理器,也称CPU(Central Processing Unit,中央处理器);协处理器是用于对在待机状态下的数据进行处理的低功耗处理器。在一些实施例中,处理器1801可以在集成有GPU(Graphics Processing Unit,图像处理器),GPU用于负责显示屏所需要显示的内容的渲染和绘制。一些实施例中,处理器1801还可以包括AI(Artificial Intelligence,人工智能)处理器,该AI处理器用于处理有关机器学习的计算操作。
存储器1802可以包括一个或多个计算机可读存储介质,该计算机可读存储介质可以是有形的和非暂态的。存储器1802还可包括高速随机存取存储器,以及非易失性存储器,比如一个或多个磁盘存储设备、闪存存储设备。在一些实施例中,存储器1802中的非暂态的计算机可读存储介质用于存储至少一个指令,该至少一个指令用于被处理器1801所执行以实现本申 请实施例中提供的基于虚拟世界的捕捉信息显示方法。
在一些实施例中,计算机设备1800还可选包括有:外围设备接口1803和至少一个外围设备。具体地,外围设备包括:射频电路1804、触摸显示屏1805、摄像头1806、音频电路1807和电源1808中的至少一种。
在一些实施例中,计算机设备1800还包括有一个或多个传感器1809。该一个或多个传感器1809包括但不限于:加速度传感器1810、陀螺仪传感器1811、压力传感器1812、光学传感器1813以及接近传感器1814。
本领域技术人员可以理解,图18中示出的结构并不构成对计算机设备1800的限定,可以包括比图示更多或更少的组件,或者组合某些组件,或者采用不同的组件布置。
本申请还提供了一种计算机可读存储介质,所述计算机可读存储介质中存储有计算机程序、至少一条指令、至少一段程序、代码集或指令集,所述计算机程序、所述至少一条指令、所述至少一段程序、所述代码集或指令集由处理器加载并执行以实现上述方法实施例提供的基于虚拟世界的捕捉信息显示方法。
本申请还提供了一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机指令存储在计算机可读存储介质中。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指令,处理器执行该计算机指令,使得该计算机设备执行上述方法实施例提供的基于虚拟世界的捕捉信息显示方法。
上述本申请实施例序号仅仅为了描述,不代表实施例的优劣。
本领域普通技术人员可以理解实现上述实施例的全部或部分步骤可以通过硬件来完成,也可以通过程序来指令相关的硬件完成,所述的程序可以存储于一种计算机可读存储介质中,上述提到的存储介质可以是只读存储器,磁盘或光盘等。
以上所述仅为本申请的可选实施例,并不用以限制本申请,凡在本申请的精神和原则之内,所作的任何修改、等同替换、改进等,均应包含在本申请的保护范围之内。

Claims (20)

  1. 一种基于虚拟世界的捕捉信息显示方法,所述方法由计算机设备执行,所述方法包括:
    显示位于所述虚拟世界中的宠物虚拟角色;
    显示所述宠物虚拟角色的捕捉提示信息,所述捕捉提示信息用于提示与捕捉所述宠物虚拟角色有关的状态信息;
    在所述捕捉提示信息提示所述宠物虚拟角色处于可捕捉状态的情况下,响应于主控虚拟角色对所述宠物虚拟角色的捕捉操作,显示成功捕捉所述宠物虚拟角色;
    其中,所述可捕捉状态用于表示所述宠物虚拟角色的捕捉成功率达到目标概率或目标概率范围。
  2. 根据权利要求1所述的方法,其中,所述显示所述宠物虚拟角色的捕捉提示信息,包括:
    显示所述宠物虚拟角色的第一状态条;以及,在所述第一状态条上显示提示元素,所述提示元素用于指示所述宠物虚拟角色的捕捉阈值。
  3. 根据权利要求2所述的方法,其中,所述在所述第一状态条上显示提示元素,包括:
    在所述第一状态条上与所述捕捉阈值对应的位置显示所述提示元素,所述提示元素的显示样式为竖条、指针、图标中的至少一种。
  4. 根据权利要求3所述的方法,其中,所述在所述第一状态条上与所述捕捉阈值对应的位置显示所述提示元素,包括:
    在所述宠物虚拟角色的状态值小于所述捕捉阈值的情况下,在所述第一状态条上与所述捕捉阈值对应的位置显示具有第一显示样式的所述提示元素,所述第一显示样式用于指示所述可捕捉状态;
    在所述宠物虚拟角色的状态值不小于所述捕捉阈值的情况下,在所述第一状态条上与所述捕捉阈值对应的位置显示具有第二显示样式的所述提示元素,所述第二显示样式用于指示所述宠物虚拟角色的捕捉成功率与所述宠物虚拟角色的状态值呈负相关关系。
  5. 根据权利要求1所述的方法,其中,所述显示所述宠物虚拟角色的捕捉提示信息,包括:
    显示所述宠物虚拟角色的第二状态条,所述第二状态条在充满时用于指示所述可捕捉状态。
  6. 根据权利要求1至5任一所述的方法,其中,所述捕捉阈值的初始值与第一因素有关,所述第一因素包括如下因素中的至少一种:
    所述宠物虚拟角色的宠物类型和/或宠物等级;
    所述捕捉操作所使用的球状容器道具的道具类型和/或道具等级;
    所述主控虚拟角色对所述宠物虚拟角色的历史捕捉次数;
    所述主控虚拟角色对同类型宠物虚拟角色的历史捕捉次数;
    所述宠物虚拟角色是否发现所述主控虚拟角色;
    所述主控虚拟角色与所述宠物虚拟角色之间的距离;
    所述主控虚拟角色与所述宠物虚拟角色的性格匹配度;
    所述主控虚拟角色与所述宠物虚拟角色的性别匹配度。
  7. 根据权利要求1至5任一所述的方法,其中,所述方法还包括:
    基于所述宠物虚拟角色在所述虚拟世界中的状态,改变所述捕捉提示信息的显示。
  8. 根据权利要求7所述的方法,其中,所述捕捉提示信息采用捕捉阈值表示,所述基于所述宠物虚拟角色在所述虚拟世界中的状态,改变所述捕捉提示信息的显示,包括:
    在第二因素导致所述捕捉阈值发生改变的情况下,在所述第一状态条上改变所述提示元 素的显示位置;
    其中,所述第二因素包括如下因素中的至少一种:
    所述虚拟世界中的天气;
    所述宠物虚拟角色在所述虚拟世界中所处的地块;
    所述主控虚拟角色与所述宠物虚拟角色的互动操作;
    所述宠物虚拟角色是否发现所述主控虚拟角色;
    所述主控虚拟角色与所述宠物虚拟角色之间的距离。
  9. 根据权利要求8所述的方法,其中,所述主控虚拟角色与所述宠物虚拟角色的互动操作,包括如下至少之一:
    所述主控虚拟角色与所述宠物虚拟角色进行回合制战斗;
    所述主控虚拟角色对所述宠物虚拟角色进行喂食;
    所述主控虚拟角色对所述宠物虚拟角色进行疗伤;
    所述主控虚拟角色通过已捕捉的宠物虚拟角色和/或道具改变所述虚拟世界中的天气;
    所述主控虚拟角色通过所述已捕捉的宠物虚拟角色和/或道具改变所述宠物虚拟角色在所述虚拟世界中所处的地块。
  10. 一种基于虚拟世界的捕捉信息显示装置,其中,所述装置包括:
    显示模块,用于显示位于所述虚拟世界中的宠物虚拟角色;
    所述显示模块,用于显示所述宠物虚拟角色的捕捉提示信息,所述捕捉提示信息用于提示与捕捉所述宠物虚拟角色有关的状态信息;
    所述显示模块,用于在所述捕捉提示信息提示所述宠物虚拟角色处于可捕捉状态的情况下,响应于主控虚拟角色对所述宠物虚拟角色的捕捉操作,显示成功捕捉所述宠物虚拟角色;
    其中,所述可捕捉状态用于表示所述宠物虚拟角色的捕捉成功率达到目标概率或目标概率范围。
  11. 根据权利要求10所述的装置,其中,所述显示模块,用于显示所述宠物虚拟角色的第一状态条;以及,在所述第一状态条上显示提示元素,所述提示元素用于指示所述宠物虚拟角色的捕捉阈值。
  12. 根据权利要求11所述的装置,其中,所述显示模块,用于在所述第一状态条上与所述捕捉阈值对应的位置显示所述提示元素,所述提示元素的显示样式为竖条、指针、图标中的至少一种。
  13. 根据权利要求12所述的装置,其中,所述显示模块,用于在所述宠物虚拟角色的状态值小于所述捕捉阈值的情况下,在所述第一状态条上与所述捕捉阈值对应的位置显示具有第一显示样式的所述提示元素,所述第一显示样式用于指示所述可捕捉状态;
    在所述宠物虚拟角色的状态值不小于所述捕捉阈值的情况下,在所述第一状态条上与所述捕捉阈值对应的位置显示具有第二显示样式的所述提示元素,所述第二显示样式用于指示所述宠物虚拟角色的捕捉成功率与所述宠物虚拟角色的状态值呈负相关关系。
  14. 根据权利要求10所述的装置,其中,所述显示模块,用于显示所述宠物虚拟角色的第二状态条,所述第二状态条在充满时用于指示所述可捕捉状态。
  15. 根据权利要求10至14任一所述的装置,其中,所述捕捉阈值的初始值与第一因素有关,所述第一因素包括如下因素中的至少一种:
    所述宠物虚拟角色的宠物类型和/或宠物等级;
    所述捕捉操作所使用的球状容器道具的道具类型和/或道具等级;
    所述主控虚拟角色对所述宠物虚拟角色的历史捕捉次数;
    所述主控虚拟角色对同类型宠物虚拟角色的历史捕捉次数;
    所述宠物虚拟角色是否发现所述主控虚拟角色;
    所述主控虚拟角色与所述宠物虚拟角色之间的距离;
    所述主控虚拟角色与所述宠物虚拟角色的性格匹配度;
    所述主控虚拟角色与所述宠物虚拟角色的性别匹配度。
  16. 根据权利要求10至14任一所述的装置,其中,所述显示模块,还用于基于所述宠物虚拟角色在所述虚拟世界中的状态,改变所述捕捉提示信息的显示。
  17. 根据权利要求16所述的装置,其中,所述捕捉提示信息采用捕捉阈值表示,所述显示模块,用于在第二因素导致所述捕捉阈值发生改变的情况下,在所述第一状态条上改变所述提示元素的显示位置;
    其中,所述第二因素包括如下因素中的至少一种:
    所述虚拟世界中的天气;
    所述宠物虚拟角色在所述虚拟世界中所处的地块;
    所述主控虚拟角色与所述宠物虚拟角色的互动操作;
    所述宠物虚拟角色是否发现所述主控虚拟角色;
    所述主控虚拟角色与所述宠物虚拟角色之间的距离。
  18. 一种计算机设备,其中,所述计算机设备包括:处理器和存储器,所述存储器存储有计算机程序,所述计算机程序由所述处理器加载并执行以实现如权利要求1至9任一所述的基于虚拟世界的捕捉信息显示方法。
  19. 一种计算机可读存储介质,其中,所述计算机可读存储介质存储有计算机程序,所述计算机程序由处理器加载并执行以实现如权利要求1至9任一所述的基于虚拟世界的捕捉信息显示方法。
  20. 一种计算机程序产品,其中,所述计算机程序产品包括计算机指令,所述计算机指令存储在计算机可读存储介质中,处理器从所述计算机可读存储介质中获取所述计算机指令,使得所述处理器加载并执行以实现如权利要求1至9任一所述的基于虚拟世界的捕捉信息显示方法。
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