WO2025201186A1 - 道具效果的显示方法、装置、设备及存储介质 - Google Patents

道具效果的显示方法、装置、设备及存储介质

Info

Publication number
WO2025201186A1
WO2025201186A1 PCT/CN2025/083979 CN2025083979W WO2025201186A1 WO 2025201186 A1 WO2025201186 A1 WO 2025201186A1 CN 2025083979 W CN2025083979 W CN 2025083979W WO 2025201186 A1 WO2025201186 A1 WO 2025201186A1
Authority
WO
WIPO (PCT)
Prior art keywords
virtual
prop
virtual character
voiceprint
character
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
PCT/CN2025/083979
Other languages
English (en)
French (fr)
Inventor
李一舟
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Tencent Technology (Shenzhen) Co Ltd
Original Assignee
Tencent Technology (Shenzhen) Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Tencent Technology (Shenzhen) Co Ltd filed Critical Tencent Technology (Shenzhen) Co Ltd
Publication of WO2025201186A1 publication Critical patent/WO2025201186A1/zh
Priority to US19/638,106 priority Critical patent/US20260233096A1/en
Anticipated expiration legal-status Critical
Pending legal-status Critical Current

Links

Classifications

    • A—HUMAN NECESSITIES
    • A63—SPORTS; GAMES; AMUSEMENTS
    • A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50—Controlling the output signals based on the game progress
    • A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • A—HUMAN NECESSITIES
    • A63—SPORTS; GAMES; AMUSEMENTS
    • A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50—Controlling the output signals based on the game progress
    • A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A—HUMAN NECESSITIES
    • A63—SPORTS; GAMES; AMUSEMENTS
    • A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50—Controlling the output signals based on the game progress
    • A63F13/54—Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
    • A—HUMAN NECESSITIES
    • A63—SPORTS; GAMES; AMUSEMENTS
    • A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80—Special adaptations for executing a specific game genre or game mode
    • A63F13/837—Shooting of targets
    • A—HUMAN NECESSITIES
    • A63—SPORTS; GAMES; AMUSEMENTS
    • A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80—Special adaptations for executing a specific game genre or game mode
    • A63F13/822—Strategy games; Role-playing games
    • A—HUMAN NECESSITIES
    • A63—SPORTS; GAMES; AMUSEMENTS
    • A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8076—Shooting

Definitions

  • the present application relates to the field of applications supporting virtual environments, and in particular to a method, apparatus, device, and storage medium for displaying prop effects.
  • a user account can control the main virtual character to throw virtual props (such as virtual grenades) to attack the virtual characters in the enemy camp.
  • virtual props such as virtual grenades
  • the controlling virtual character cannot observe the obscured enemy virtual character through obstacles (such as walls), when there is an obstacle between the controlling virtual character and the enemy virtual character that blocks the controlling virtual character's sight, displaying the highlighted outline of the enemy virtual character through the obstacle is obviously contrary to the laws of nature.
  • a method for displaying a prop effect is provided, the method being executed by a computer device, the method comprising:
  • the virtual environment displayed in the user interface is a picture obtained by observing the virtual environment from the perspective corresponding to the master virtual character, and the master virtual character carries an explosive virtual prop;
  • a device for displaying a prop effect comprising:
  • a display module is used to display a user interface, wherein the virtual environment displayed in the user interface is a picture obtained by observing the virtual environment from the perspective corresponding to the master virtual character, and the master virtual character carries an explosive virtual prop;
  • the display module is configured to display, in response to a prop use operation, the master virtual character using the explosive virtual prop, wherein the explosive virtual prop is a virtual prop that produces an effect within an effective range;
  • the display module is used to display the voiceprint indication information corresponding to the target virtual character when the explosive virtual prop acts on the target virtual character, and the voiceprint indication information is used to indicate the source position of the impact sound caused by the action of the explosive virtual prop.
  • a computer device comprising a processor and a memory, wherein the memory stores at least one program, and the at least one program is loaded and executed by the processor to implement the method for displaying the prop effects as described above.
  • a novel method for displaying prop effects is provided.
  • a voiceprint indication function is provided for explosive virtual props. After the controlling virtual character uses the explosive virtual prop to hit a target virtual character, the target virtual character's voiceprint indication information is exposed to the controlling virtual character based on the sound of the target virtual character being hit. The voiceprint indication information is used to indicate the target virtual character's location.
  • the voiceprint prompt information can simulate the real-life sound positioning method and more reasonably indicate the target virtual character's location to the controlling virtual character.
  • the controlling virtual character can also explore based on the voiceprint prompt information, thereby improving the efficiency of human-computer interaction.
  • FIG2 is a structural block diagram of a computer system provided by an exemplary embodiment of the present application.
  • FIG3 is a flow chart of a method for displaying prop effects provided by an exemplary embodiment of the present application.
  • FIG4 is a schematic diagram of a camera model provided by an exemplary embodiment of the present application.
  • FIG5 is a schematic diagram of an interface of a method for displaying prop effects provided by an exemplary embodiment of the present application.
  • FIG6 is a flowchart of a method for displaying prop effects provided by an exemplary embodiment of the present application.
  • FIG7 is a schematic diagram of a hit animation provided by an exemplary embodiment of the present application.
  • FIG8 is a schematic diagram of a relationship curve provided by an exemplary embodiment of the present application.
  • FIG9 is a schematic diagram of a method for activating an explosive virtual prop provided by an exemplary embodiment of the present application.
  • FIG10 is a flow chart of a method for displaying prop effects according to an exemplary embodiment of the present application.
  • FIG12 is a flow chart of a method for displaying prop effects according to an exemplary embodiment of the present application.
  • FIG14 is a schematic diagram of a configuration interface of a method for displaying prop effects provided by an exemplary embodiment of the present application.
  • FIG15 is a schematic diagram of a configuration interface of a method for displaying prop effects provided by an exemplary embodiment of the present application.
  • FIG16 is a schematic diagram of a configuration interface of a method for displaying prop effects provided by an exemplary embodiment of the present application.
  • FIG17 is a schematic structural diagram of a display device for a prop effect provided by an exemplary embodiment of the present application.
  • a virtual environment is a virtual environment displayed or provided when an application is running on a terminal.
  • This virtual environment can be a simulation of the real world, a semi-simulated and semi-imaginary environment, or a purely imaginary environment.
  • the virtual environment can be any of two-dimensional, 2.5-dimensional, and three-dimensional virtual environments, and is not limited in the present embodiments.
  • a vatar refers to an animated object in a virtual environment. This can be a virtual person, virtual animal, or anime character, such as a person displayed in a 3D virtual environment. Alternatively, a vatar is a 3D model created using animation skeletal technology. Each vatar has its own unique shape and volume within the 3D virtual world, occupying a portion of the space within the 3D virtual world.
  • Virtual props refer to props used by virtual characters in a virtual environment, including at least one of the following: virtual attack props such as grenades, flash bombs, smoke bombs, incendiary bombs, stun bombs, missiles, rockets, pistols, rifles, sniper rifles, daggers, knives, swords, axes, etc. that can cause damage to other virtual characters, as well as supply props such as bullets, and virtual pendants such as quick clips, scopes, and silencers installed on designated virtual attack props that can provide partial attribute bonuses for virtual attack props, as well as defensive props such as shields, armor, and armored vehicles.
  • virtual attack props such as grenades, flash bombs, smoke bombs, incendiary bombs, stun bombs, missiles, rockets, pistols, rifles, sniper rifles, daggers, knives, swords, axes, etc. that can cause damage to other virtual characters, as well as supply props such as bullets, and virtual pendant
  • Explosive virtual props refers to virtual props that, after use, explode and affect virtual characters within the effective range.
  • explosive virtual props may include at least one of the following: hand grenades, hand grenades, flash grenades, smoke bombs, incendiary bombs, stun bombs, missiles, and rockets.
  • Explosive virtual props may be throwing virtual props (i.e., virtual props used by throwing), launching virtual props (i.e., virtual props used by launching, such as missiles), or virtual props used in other ways.
  • Explosive virtual props are props with a range effect. After taking effect, they will have an effect on virtual characters within the effective range.
  • the effect may include at least one of the following: a debuff effect (e.g., reducing health points, reducing movement speed, paralyzing movements, blocking vision, reducing defense points, etc.) or a buff effect (e.g., adding a protective shield, increasing defense points, increasing movement speed, enhancing signals, interfering with enemy attacks, etc.).
  • a debuff effect e.g., reducing health points, reducing movement speed, paralyzing movements, blocking vision, reducing defense points, etc.
  • a buff effect e.g., adding a protective shield, increasing defense points, increasing movement speed, enhancing signals, interfering with enemy attacks, etc.
  • Throwing virtual props is a kind of virtual props, which refers to virtual props used by virtual characters in a virtual environment by throwing.
  • throwing virtual props include combat props (damage-type throwing virtual props) and tactical props (non-damage-type throwing virtual props).
  • combat props can cause damage to virtual characters, such as: virtual grenades, virtual incendiary bombs, virtual sticky bombs, virtual poison mist bombs, etc.
  • Tactical props will not cause damage to virtual characters, but will cause functional impacts, such as: virtual smoke bombs, virtual stun bombs, virtual flash bombs, etc.
  • the throwing virtual props can trigger the target function when the throwing time reaches a preset time, or it can trigger the target function when it is thrown and there is a collision.
  • First-person Shooting refers to a shooting game that can be played from a first-person perspective by a user account.
  • the screen of the virtual environment in the game is a screen of observing the virtual environment from the perspective of the virtual character controlled by the user account.
  • virtual characters of at least two camps play a single-game battle mode in the virtual environment.
  • the virtual characters survive in the virtual environment by avoiding attacks launched by other virtual characters and dangers in the virtual environment (such as poison gas circles, swamps, etc.).
  • the health value of the virtual character in the virtual environment is zero, the life of the virtual character in the virtual environment ends, and the virtual character that survives in the virtual environment is the winner.
  • the competitive mode of the battle can include a single-player battle mode, a two-player team battle mode, or a multiplayer group battle mode.
  • the embodiment of the present application does not limit the battle mode.
  • the display method of the prop effects provided in the present application can be applied to applications that support virtual environments.
  • Applications that support virtual environments are applications in which user accounts can control the behavior of virtual characters in virtual environments.
  • the display method of the prop effects provided in the present application can be applied to: Virtual Reality (VR) applications, Augmented Reality (AR) applications, social applications, interactive entertainment applications, metaverse applications, three-dimensional map programs, VR games, AR games, shooting games (STG), first-person shooting games (FPS), third-person shooting games (TPS), fighting games (FTG), and more.
  • the application program may be any of the following: a multiplayer online battle arena (MOBA), a real-time strategy game (RTS), a massively multiplayer online game (MMOG), an arcade game, a simulation game (SLG), a shooting game, a racing game, a role-playing game, an adventure game, a sandbox game, a battle royale (BR), and a racing game.
  • the application program may be a stand-alone application program, such as a stand-alone 3D game program, or a network-connected application program.
  • a game in a virtual environment is composed of one or more maps of the game world.
  • the virtual environment in the game can simulate scenes in the real world.
  • User accounts can control virtual characters in the game to walk, run, jump, shoot, fight, drive, and perform other actions in the virtual environment. They can also control virtual vehicles to travel in the virtual environment.
  • the game has strong interactivity, and multiple user accounts can form teams online to play competitive games.
  • the client of the application supporting the virtual environment can support at least one operating system among the Windows operating system, Apple operating system, Android operating system, IOS operating system and LINUX operating system, and clients of different operating systems can interconnect with each other.
  • the client is a program suitable for use on a mobile terminal with a touch screen.
  • the method for displaying prop effects provided in embodiments of the present application can be applied to an application that supports shooting games, where players can control virtual characters to use explosive virtual props.
  • the method for displaying prop effects provided in embodiments of the present application can be applied to an application that supports role-playing games, where players can also control virtual characters to use explosive virtual props.
  • the client is an application developed based on a 3D engine, such as the Unity engine.
  • the method for displaying prop effects provided in this application can be executed by a computer device, which can be specifically a terminal, including desktop computers, laptop computers, mobile phones, tablet computers, e-book readers, MP3 (Moving Picture Experts Group Audio Layer III) players, MP4 (Moving Picture Experts Group Audio Layer IV) players, etc.
  • the terminal has a client that supports a virtual environment, such as a client that supports a three-dimensional virtual environment application.
  • FIG1 is a schematic structural diagram of a terminal provided by an exemplary embodiment of the present application.
  • the terminal includes a processor 101 , a touch screen 102 , and a memory 103 .
  • the memory 103 stores at least one program of the processor 101.
  • the memory 103 stores a virtual environment program A, an application B, an application C, a touch (and pressure) sensing module 18, and an operating system kernel layer 19.
  • the virtual environment program A is an application developed based on the three-dimensional virtual environment module 17.
  • the virtual environment program A includes but is not limited to at least one of a game program, a virtual reality program, a three-dimensional map program, and a three-dimensional demonstration program developed by the three-dimensional virtual environment module (also referred to as the virtual environment module) 17.
  • the virtual environment program A is developed using the Java programming language and the C# language; for another example, when the operating system of the terminal adopts the IOS operating system, the virtual environment program A is developed using the Object-C programming language and the C# language.
  • the three-dimensional virtual environment module 17 is a module that supports multiple operating system platforms. Schematically, the three-dimensional virtual environment module can be used for program development in multiple fields such as game development, virtual reality (VR), and three-dimensional maps. The embodiment of this application does not limit the specific type of the three-dimensional virtual environment module 17.
  • FIG2 is a structural block diagram of a computer system provided by an exemplary embodiment of the present application.
  • the computer system 200 includes: a first terminal 210 , a second terminal 220 , and a server cluster 230 .
  • a first terminal 210 has an application 211 installed and running that supports a virtual environment.
  • This application 211 may be a client that supports a virtual environment.
  • the user interface of application 211 is displayed on the screen of the first terminal 210.
  • Application 211 may be any of an FPS game, a TPS game, a MOBA game, a competitive game, a SLG game, a racing game, or a car racing game. In this embodiment, an FPS game is used as an example.
  • the first terminal 210 is used by a first user 212, who uses the first terminal 210 to control the behavior of a first virtual character in the virtual environment, for example, using explosive virtual props.
  • Second terminal 220 has an application 221 installed and running that supports a virtual environment.
  • Application 221 can be a client that supports the virtual environment.
  • the user interface of application 221 is displayed on the screen of second terminal 220.
  • Application 221 can be any of an FPS game, a TPS game, a MOBA game, a competitive game, a SLG game, a racing game, or a car game.
  • application 221 is identical to application 211, or can be the same application under a different operating system, or a different version of the same application.
  • Second terminal 220 is used by a second user 222, who uses second terminal 220 to control the behavior of a second virtual character in the virtual environment, such as using explosive virtual props.
  • the virtual environment also contains at least one third virtual character, controlled by a third user of the application on a third terminal.
  • the device types of the first terminal 210 and the second terminal 220 include at least one of a smart phone, a tablet computer, an e-book reader, an MP3 player, an MP2 player, a laptop computer, and a desktop computer.
  • the above-mentioned terminal and server are both computer devices.
  • the user interface is the interface within the client that provides game functionality for the controlling avatar.
  • the user interface can be the game interface within the shooting game application.
  • the user interface displays a virtual environment screen, which is viewed from the perspective of the controlling avatar.
  • the user interface can also display a target avatar.
  • the user interface may also display UI controls, for example, including at least one of the following: a shooting control, a throwing control, an equipment switching control, a movement control, a jump control, a reload control, a compass, etc.
  • the compass is used to indicate direction.
  • the compass may indicate the direction the controlling avatar is currently facing. When the direction of the controlling avatar changes, the direction indicated by the compass changes accordingly.
  • the virtual environment can be a simulation of the real world, a semi-simulated and semi-fictional environment, or a purely fictional environment.
  • the virtual environment displayed by the client in an FPS game is displayed from the first-person perspective of the main virtual character controlled by the user account.
  • the virtual environment displayed by the client in a TPS game is displayed from the third-person perspective of the main virtual character controlled by the user account. This perspective changes based on the control operations performed by the user account on the virtual character.
  • the virtual environment displayed by the client is obtained by capturing images of the virtual environment through a camera model set up in the virtual environment.
  • the camera model refers to a three-dimensional model located around the virtual character in the virtual environment.
  • the camera model is located near the head of the virtual character or at the head of the virtual character;
  • the camera model can be located behind the virtual character and bound to the virtual character, or the camera model can be located at any position at a preset distance from the virtual character, and the virtual character in the virtual environment can be observed from different angles through the camera model.
  • the camera model is located at any position at a preset distance from the virtual character as an example for explanation.
  • one perspective corresponds to one camera model, or one perspective is bound to one camera model.
  • the camera model can rotate with the virtual character as the rotation center, such as rotating the camera model with any point of the virtual character as the rotation center.
  • the camera model not only rotates in angle but also shifts in displacement.
  • the distance between the camera model and the rotation center remains unchanged, that is, the camera model is rotated on the surface of a sphere with the rotation center as the center of the sphere, wherein any point of the virtual character can be the head, torso, or any point around the virtual character.
  • This embodiment of the present application does not limit this.
  • the center of the perspective of the camera model points to the direction of the point on the sphere where the camera model is located pointing to the center of the sphere.
  • Figure 4 is a schematic diagram of a camera model provided by an exemplary embodiment of the present application.
  • a point is determined in the master virtual character 51 as the rotation center 52, and the camera model can rotate around this rotation center 52.
  • the viewing direction of the camera model also changes with the rotation of the camera model.
  • the first perspective (first-person perspective) of the master virtual character 51 is bound to the first camera, and the first camera is configured with an initial position, such as the position of the master virtual character's head, such as position 53.
  • the client when the client receives a perspective switching operation, the first perspective of the master virtual character 51 is switched to a second perspective (third-person perspective), and the second perspective is bound to the second camera, which is also configured with an initial position, such as position 54. Therefore, after the perspective switching operation is performed, the camera model observing the virtual environment switches from the first camera to the second camera, and the position of the camera model observing the virtual environment is also switched from position 53 to position 54 accordingly.
  • the camera model moves along with the movement of the master virtual character, or switches to different perspectives, the image of the virtual environment displayed by the client will also change accordingly.
  • the target virtual character can be a virtual character controlled by another user account.
  • the target virtual character can be a virtual character controlled by a second user account, and the second user account can be a user account logged in on the second terminal.
  • the target virtual character can also be a virtual character automatically controlled by the system (client or server).
  • the target virtual character is a virtual character controlled by AI (Artificial Intelligence).
  • AI Artificial Intelligence
  • the target virtual character can be called a non-player character (NPC).
  • NPC non-player character
  • the target virtual character can also be called a hit character.
  • a virtual character refers to an active object in a virtual environment.
  • the active object may be a virtual person, a virtual animal, an animated character, or the like, such as a person displayed in a three-dimensional virtual environment.
  • the virtual environment may further include at least one third virtual character, which is a virtual character controlled by a third user account, or which may be controlled by the system.
  • the controlling virtual character and the target virtual character can belong to different factions.
  • the target virtual character can also be referred to as the enemy virtual character.
  • a game is played by virtual characters from at least two factions. During the game, virtual characters from different factions attack each other to defeat the virtual characters from the enemy faction, thereby achieving victory.
  • the controlling virtual character and the target virtual character can also belong to the same faction.
  • the controlling virtual character may possess an explosive virtual item, or the controlling virtual character may have the explosive virtual item in their equipment bar, or may have the explosive virtual item in their backpack.
  • the first user account may control the controlling virtual character to use the explosive virtual item by triggering a control corresponding to the explosive virtual item.
  • Explosive virtual props are virtual props owned by the controlling virtual character.
  • the controlling virtual character has a virtual backpack for storing the controlling virtual character's virtual props.
  • the client can control (display) the controlling virtual character's use of the virtual props in its virtual backpack.
  • Virtual props refer to props that the virtual character can use in a virtual environment, including, for example, attack props, defensive props, supply props, and virtual pendants.
  • An explosive virtual item is a virtual item that explodes after use. This means it can explode after use.
  • An explosive virtual item produces an effect within its effective range, which refers to the area within which the effect occurs.
  • an explosive virtual item will have an effect on any virtual character it hits within its effective range.
  • An explosive virtual item can hit at least one virtual character within its effective range.
  • an explosive virtual item can be at least one of the following: a grenade, a hand grenade, a flashbang, a smoke bomb, an incendiary bomb, a stun bomb, a missile, a rocket, or a jammer.
  • the explosion virtual prop corresponds to an effective space, with the effective position as the anchor point position of the effective space, and the direction of the explosion virtual prop at the effective position as the anchor point normal vector of the effective space, and then the effective range of the explosion virtual prop is determined according to the effective space.
  • the explosive virtual props in the embodiments of the present application may also refer to throwing virtual props, that is, the explosive virtual props can explode after being thrown.
  • Throwing virtual props refer to virtual props used by virtual characters in a virtual environment by throwing. Throwing virtual props can be considered a type of virtual attack prop. Throwing virtual props are virtual items that can be thrown and used by virtual characters in a virtual environment. For example, according to function, throwing virtual props include combat props (damage-type throwing virtual props) and tactical props (non-damage-type throwing virtual props).
  • combat props can cause damage to virtual characters. Tactical props will not cause damage to virtual characters, but will affect their functions.
  • Throwing virtual props include but are not limited to virtual throwing knives, virtual throwing axes, virtual grenades, virtual flash bombs, virtual smoke bombs, virtual mines, virtual bombs, virtual incendiary bombs, virtual sticky bombs, virtual Molotov cocktails, and virtual poison mist bombs.
  • the main virtual character carries at least one explosive virtual prop.
  • a voiceprint is a sound wave spectrum image that is generated by converting sound signals into electromagnetic vibrations and displaying them.
  • each person's voiceprint is unique. Accordingly, in virtual environments, each virtual character's voiceprint can also be set to be unique.
  • a voiceprint has at least one of the following characteristics: wavelength, frequency, intensity, and amplitude.
  • the explosive virtual prop is configured to have a voiceprint indication function. After hitting the target virtual character, the virtual prop with the voiceprint indication function will continuously expose the voiceprint indication information of the hit target virtual character to the main virtual character (prop user).
  • the voiceprint indication information is at least used to indicate the source location of the hitting sound of the hit target virtual character, so as to indicate the location of the hit target virtual character.
  • all or some of the explosive virtual props can be configured with the voiceprint indication function.
  • only some of the explosive virtual props can be configured with the voiceprint indication function.
  • the master virtual character uses the explosive virtual prop configured with the voiceprint indication function
  • the prop effect display method provided in the embodiments of the present application can be used to display the voiceprint indication information corresponding to the target virtual character.
  • the voiceprint indication information corresponding to the target virtual character will not be displayed.
  • Step 320 In response to the prop use operation, the controlling virtual character is displayed to use the explosion virtual prop, where the explosion virtual prop is a virtual prop that produces an effect within an effective range.
  • an explosive virtual prop When an explosive virtual prop is used, it will have an effective range in the virtual environment. This effective range is also related to the direction and force of throwing the explosive virtual prop. Specifically, the first user account can control the effective range of the explosive virtual prop in the virtual environment by controlling the direction and force of the main virtual character throwing the explosive virtual prop.
  • the explosive virtual item can be a prop that takes effect immediately upon use, or a prop that takes effect with a delay. Delayed effect means that the item takes effect after a certain period of time or after a certain condition is met.
  • the condition can be a preset event, such as a collision.
  • the explosive virtual item can be a virtual grenade.
  • the virtual grenade triggers a detonation function when it is thrown in the virtual environment for a preset duration.
  • the first user account controls the main virtual character to throw the virtual grenade.
  • the client displays the virtual grenade detonating in the virtual environment, causing damage to virtual characters within a preset distance of the explosion point.
  • the explosive virtual item can be a virtual flash bomb.
  • the virtual flash bomb triggers a flash function when it is thrown in the virtual environment and triggers a flash function when a collision occurs.
  • the first user account controls the main virtual character to throw the virtual flash bomb.
  • the client triggers a flash function within the flash range of the virtual flash bomb, obstructing the vision of virtual characters within the flash range.
  • Step 330 When the explosive virtual prop acts on the target virtual character, the voiceprint indication information corresponding to the target virtual character is displayed.
  • the voiceprint indication information is used to indicate the source position of the impact sound caused by the explosive virtual prop.
  • the method of determining whether the explosive virtual prop acts on the target virtual character may include at least one of the following: when the target virtual character is within the effective range of the explosive virtual prop, determining that the explosive virtual prop acts on the target virtual character; when the target virtual character is within the effective range of the explosive virtual prop and the target virtual character belongs to the enemy camp of the main controlling virtual character, determining that the explosive virtual prop acts on the target virtual character; when the target virtual character is within the effective range of the explosive virtual prop and the explosive virtual prop can directly hit the target virtual character, determining that the explosive virtual prop acts on the target virtual character; when the target virtual character is within the effective range of the explosive virtual prop and the target virtual character is the target character type of the explosive virtual prop, determining that the explosive virtual prop acts on the target virtual character.
  • the target virtual characters hit by the explosion virtual props can be one or at least two.
  • a voiceprint indication information corresponding to the target virtual character will be displayed on the user interface of the master virtual character.
  • the explosion virtual props hit at least two target virtual characters at least two voiceprint indication information corresponding to the at least two target virtual characters will be displayed on the user interface of the master virtual character, that is, each target virtual character hit by the explosion virtual props will display a voiceprint indication information.
  • the embodiment of the present application only takes the target virtual character as an example, and other virtual characters that are hit can display their corresponding voiceprint indication information in the same way.
  • the duration of the display is determined based on the linear distance between the target avatar and the effective location. During this duration, the voiceprint indication information is displayed on the user interface of the controlling avatar. After the display duration expires, the voiceprint indication information is removed.
  • the voiceprint indication information corresponding to the target virtual character is displayed on the user interface of the master virtual character; when the explosive virtual prop is in effect for the duration and the target virtual character is within the effective range, the voiceprint indication information is continuously displayed; after the effective duration of the explosive virtual prop times out, the voiceprint indication information is canceled; after the target virtual character moves out of the effective range, the voiceprint indication information is canceled.
  • the voiceprint indication information includes a voiceprint icon; and a compass is displayed on the user interface.
  • the first terminal can display the voiceprint icon corresponding to the target virtual character on the compass.
  • the voiceprint icon is used to indicate at least one of the first direction and the first distance; the display position of the voiceprint icon on the compass is used to indicate the first direction of the target virtual character relative to the position of the main virtual character; the display size of the voiceprint icon on the compass is used to indicate the first distance between the target virtual character and the main virtual character.
  • the first terminal displays the voiceprint icon corresponding to the target virtual character on the compass, and the voiceprint icon on the compass changes with the change of first information, the first information including at least one of the following: the position of the controlling virtual character, the position of the target virtual character, and the orientation of the controlling virtual character;
  • the voiceprint icon on the compass changes with the change of the first information, which may refer to at least one of the following: the display position of the voiceprint icon on the compass points to the direction of the target virtual character; when the distance between the target virtual character and the main virtual character is shortened, the voiceprint icon becomes larger; when the distance between the target virtual character and the main virtual character is increased, the voiceprint icon is reduced.
  • the voiceprint icon moves to the left on the compass; when the controlling avatar turns the viewing angle to the left, the voiceprint icon moves to the right on the access compass. If the target avatar doesn't move, when the controlling avatar approaches the target avatar, the voiceprint icon gradually enlarges on the compass; when the controlling avatar moves away from the target avatar, the voiceprint icon gradually shrinks on the compass.
  • the voiceprint icon moves to the left on the compass; when the target avatar moves to the right of the controlling avatar, the voiceprint icon moves to the right on the compass.
  • the voiceprint icon may also have at least two colors, and different colors of the at least two colors are used to indicate the degree of injury of the target virtual character, or different colors of the at least two colors are used to indicate the defense situation of the target virtual character, or different colors of the at least two colors are used to indicate the current posture of the target virtual character.
  • the voiceprint icon when the damage value of the explosive virtual prop to the target virtual character is lower than the first threshold, the voiceprint icon is displayed in green; when the damage value of the explosive virtual prop to the target virtual character is higher than the first threshold, the voiceprint icon is displayed in yellow; when the explosive virtual prop kills the target virtual character, the voiceprint icon is displayed in red.
  • the voiceprint icon is displayed in orange; when the target virtual character is wearing defensive equipment, the voiceprint icon is displayed in blue.
  • the voiceprint icon may also have at least two shapes, and different shapes among the at least two shapes are used to indicate the level of the target virtual character, or, different shapes among the at least two shapes are used to indicate the gender of the target virtual character, or, different shapes among the at least two shapes are used to indicate the camp to which the target virtual character belongs, or, different shapes among the at least two shapes are used to indicate the current posture of the target virtual character.
  • the voiceprint icon when the target virtual character is in a standing posture, the voiceprint icon is displayed in a standing style; when the target virtual character is in a kneeling posture, the voiceprint icon is displayed in a kneeling style; when the target virtual character is in a lying posture, the voiceprint icon is displayed in a lying style.
  • a user interface is displayed.
  • the virtual environment screen in the user interface is a screen obtained by observing the virtual environment from the first-person perspective of the controlling virtual character 401.
  • the controlling virtual character 401 can hold a grenade (explosive virtual prop).
  • a target virtual character 402 can also be displayed in the virtual environment screen of the user interface.
  • the user account can control the main virtual character 401 to throw a grenade at the target virtual character, as shown in (2) in Figure 5.
  • the grenade explodes near the target virtual character.
  • the target virtual character will make a sound of being hit, and a voiceprint icon 404 will be displayed at the location of the target virtual character on the compass 403.
  • the voiceprint indication information may be displayed when the controlling virtual character cannot directly see the target virtual character; and when the controlling virtual character can directly see the target virtual character, the voiceprint indication information may not be displayed but the outline of the target virtual character may be highlighted.
  • the method for displaying prop effects sets a voiceprint indication function for the explosive virtual prop.
  • the voiceprint indication information of the target virtual character is exposed to the master virtual character (prop user) based on the sound of the target virtual character being hit.
  • the voiceprint indication information is used to indicate the location of the target virtual character.
  • the voiceprint prompt information can simulate the sound positioning in reality, and more reasonably prompt the master virtual character of the target virtual character's location.
  • the master virtual character can also explore according to the voiceprint prompt information, thereby improving the efficiency of human-computer interaction.
  • the method for displaying prop effects displays the voiceprint icon corresponding to the target virtual character on the compass after the explosive virtual prop hits the target virtual character.
  • the position of the voiceprint icon on the compass is used to mark the position of the target virtual character relative to the main virtual character, and the display size of the voiceprint icon is used to represent the distance between the target virtual character and the main virtual character, so as to facilitate the main virtual character to judge the position of the target virtual character.
  • the voiceprint icon can continuously indicate the real-time position of the target virtual character to the controlling virtual character over a period of time.
  • the position and size of the voiceprint icon on the compass can change as the relative position of the target virtual character and the controlling virtual character changes, enabling the controlling virtual character to locate the position of the target virtual character in real time.
  • the enemy's voiceprint indication information will be displayed on the user interface of the main virtual character, reminding the user account that there is an enemy lurking behind the obstacle, and the enemy's location will be indicated to the user account through the voiceprint indication information.
  • the target virtual character can, after being hit, display a struck animation.
  • the target virtual character can, after being hit, perform a struck animation action to display a struck animation.
  • the display duration of the voiceprint indication information may be determined according to the distance between the target virtual character and the effective location.
  • Figure 6 is a flowchart illustrating a method for displaying prop effects according to an exemplary embodiment of the present application.
  • This method can be executed by a computer device, specifically a terminal.
  • the method can be used in the terminal shown in Figure 1 or a client within the terminal that supports a virtual environment.
  • the method can be used in the first terminal in the system shown in Figure 2 or a client within the first terminal that supports a virtual environment.
  • step 321 may be included before step 330, and/or step 340 may be included after step 330.
  • Step 310 Displaying a user interface.
  • the virtual environment image displayed in the user interface is an image obtained by observing the virtual environment from a perspective corresponding to the master virtual character.
  • the master virtual character carries an explosive virtual prop.
  • Step 320 In response to the prop use operation, the controlling virtual character is displayed to use the explosion virtual prop, where the explosion virtual prop is a virtual prop that produces an effect within an effective range.
  • Step 321 When the explosive virtual prop acts on the target virtual character, display the target virtual character's hit animation, which is used to indicate that the target virtual character is affected by the explosive virtual prop; the hit animation includes a hit sound.
  • the target virtual character When an explosive virtual prop hits a target virtual character, the target virtual character is triggered to play a hit animation, which at least includes a hit sound.
  • the hit animation is the hit animation corresponding to the explosive virtual prop, and different hit animations can be played when different explosive virtual props hit the target virtual character.
  • hit animation, hit sound, and voiceprint indication functions can be configured independently. Not all explosive virtual props will produce a hit animation and hit sound after hitting the target virtual character, and explosive virtual props with hit animations are not necessarily configured with voiceprint indication functions. These capabilities can be configured independently (i.e., explosive virtual props can have a voiceprint indication function without a hit animation, or they can have a hit animation but no voiceprint indication function).
  • the display method of the prop effect provided in the embodiment of the present application will also add some performance details.
  • the display method of the prop effect provided in the embodiment of the present application will use "hit animation" to express this design point. Through the hit animation, it is shown that the target virtual character is unstable due to the shock wave of the explosive, and therefore accidentally "makes a sound", which reveals the voiceprint indication information.
  • the legs of the target virtual character 402 bend outwards and the body tilts, and a hit animation is played.
  • the duration of playing the hit animation/hit sound and the duration of displaying the voiceprint indication information may not necessarily be related.
  • the duration of playing the hit sound may be a first duration
  • the duration of displaying the voiceprint indication information may be a second duration.
  • the first duration may be equal to the second duration, greater than the second duration, or less than the second duration.
  • the client of each virtual character participating in this game can display the target virtual character performing the hit animation after being hit by the explosive virtual prop; but only the client (user interface) of the main virtual character will display the voiceprint indication information.
  • Step 330 When the explosive virtual prop acts on the target virtual character, the voiceprint indication information corresponding to the target virtual character is displayed.
  • the voiceprint indication information is used to indicate the source position of the impact sound caused by the explosive virtual prop.
  • the voiceprint indication information corresponding to the target virtual character is displayed, so that the user account can see the voiceprint indication information on the interface while hearing the hit sound, clearly showing the source location of the hit sound to the user account.
  • Step 340 When the display duration of the voiceprint indication information reaches a first duration, cancel the display of the voiceprint indication information.
  • the first duration is negatively correlated with the straight-line distance, and the straight-line distance is the distance from the target virtual character to the effective position of the explosive virtual prop.
  • the voiceprint indication information is associated with a display duration.
  • a specified value e.g., a first duration
  • the first duration is determined based on the linear distance between the target avatar and the effective location. The farther the target avatar is from the effective location, the shorter the display duration of the voiceprint indication information; the closer the target avatar is to the effective location, the longer the display duration of the voiceprint indication information.
  • the relationship between the display duration of the voiceprint indication information and linear distance can be determined based on a preset relationship curve.
  • Figure 8 shows a relationship curve between display duration and linear distance.
  • the horizontal axis of the relationship curve represents linear distance (cm), i.e., the linear distance between the virtual character affected by the explosion and the center of the explosion.
  • the vertical axis of the relationship curve represents display duration (seconds), i.e., the duration of exposure of the corresponding voiceprint indication information after the target virtual character is exposed to the explosion at that distance.
  • Point A (0,8) in Figure 8 indicates that at a distance of 0cm, the voiceprint indication information will be displayed for 8 seconds when exposed to the explosive virtual prop.
  • Point B (1000,0) in Figure 8 indicates that at a distance of 1000cm, the voiceprint indication information will be displayed for only 0 seconds when exposed to the explosive virtual prop. In other words, no voiceprint indication information will be displayed.
  • the horizontal axis value of point B can depend on the radius of the effective range of the explosive virtual prop. For example, if the effective range radius is 1000cm, then the virtual character at a distance of 1000cm or greater will not be affected by the explosive virtual prop and the voiceprint indication information will not be displayed.
  • the straight-line distance when there is an obstacle between the target virtual character and the effective position, the straight-line distance may refer to the route distance from the effective position to the location of the target virtual character, or the straight-line distance may refer to the diffusion distance of the effect of the explosive virtual prop from the effective position to the location of the target virtual character; in this way, the display duration of the voiceprint indication information can be made closer to the actual effect of the explosive virtual prop.
  • the method for displaying prop effects plays a hit animation of the target virtual character when the target virtual character is hit by the explosive virtual prop.
  • the hit animation includes the hit sound, and simultaneously displays voiceprint indication information on the user interface of the controlling virtual character, showing the source location of the hit sound to the user account.
  • the voiceprint indication information indicates the location of the target virtual character, simulating the real-world sound positioning method, and more reasonably indicates the location of the target virtual character (the hit character) to the controlling virtual character (the prop user).
  • the method for displaying prop effects determines the display duration of the voiceprint indication information based on the straight-line distance between the target virtual character and the effective position of the explosion virtual prop, so that the target virtual character close to the explosion point is exposed to the voiceprint indication information for a longer time, and the target virtual character farther away from the explosion point is exposed to the voiceprint indication information for a shorter time, giving the target virtual character and the master virtual character a certain amount of information game space.
  • explosive virtual props can be divided into direct virtual props and indirect virtual props, wherein direct virtual props are explosive virtual props that can directly hit the virtual character, and indirect virtual props are explosive virtual props that can penetrate obstacles and hit the virtual character.
  • the explosion virtual prop takes effect at the explosion point (effective location) 405, the target virtual character 402 is within the explosion range (effective range), and there is no obstruction between the explosion point 405 and the target virtual character 402.
  • the direct virtual prop can act on the target virtual character 402
  • the indirect virtual prop can also act on the target virtual character 402.
  • the explosion virtual prop takes effect at the explosion point (effective location) 405, and the target virtual character 402 is within the explosion range (effective range).
  • the target virtual character 402 is blocked by the obstacle 406.
  • the direct virtual prop cannot act on the target virtual character 402, but the indirect virtual prop can act on the target virtual character 402.
  • Figure 10 is a flowchart illustrating a method for displaying item effects, provided by an exemplary embodiment of the present application.
  • This method can be executed by a computer device, specifically a terminal.
  • the method can be used in the terminal shown in Figure 1 or a client within the terminal that supports a virtual environment.
  • the method can be used in the first terminal in the system shown in Figure 2 or a client within the first terminal that supports a virtual environment.
  • step 330 includes step 331.
  • Step 310 Displaying a user interface.
  • the virtual environment image displayed in the user interface is an image obtained by observing the virtual environment from a perspective corresponding to the master virtual character.
  • the master virtual character carries an explosive virtual prop.
  • the explosion virtual prop is a direct virtual prop
  • the direct virtual prop is a virtual prop that acts on a virtual character that is not blocked between the effective range and the effective position.
  • Direct virtual props can also be called virtual props that can only hit directly. Direct virtual props can only hit the target (target virtual character) if there are no obstacles between the effective position and the target.
  • direct virtual props include: grenades, hand grenades, flashbangs, etc.
  • Step 320 In response to the prop use operation, the controlling virtual character is displayed to use the explosion virtual prop, where the explosion virtual prop is a virtual prop that produces an effect within an effective range.
  • the explosive virtual prop When the explosive virtual prop is a direct virtual prop, the explosive virtual prop can hit the target virtual character only when there is no obstruction between the target virtual character and the effective position.
  • the straight-line distance between the effective position of the explosive virtual prop and the target virtual character is calculated; when the straight-line distance is less than the effective radius of the explosive virtual prop, at least one detection line is emitted from the effective position to the key joint points of the target virtual character; when no obstacle is detected by at least one detection line, it is determined that the explosive virtual prop acts on the target virtual character; and the voiceprint indication information corresponding to the target virtual character is displayed; wherein, the key joint points include at least one of the following: head joint points, chest joint points, hip joint points, leg joint points, foot joint points, spine joint points, and root nodes.
  • the target avatar may include three key joints (key skeletal points): head joint 407, root node 408, and spine joint 409. These key joints represent the target avatar's head, chest, and legs.
  • a detection ray (detection line/straight line) is emitted from the explosion point (effective location) to each of these three key joints. If the detection rays corresponding to these three key joints are not blocked by any obstacles, it indicates that there are no obstacles between the target avatar and the explosion point.
  • key joints may also be determined based on the current posture of the target virtual character; wherein the posture includes at least one of the following: a standing posture, a kneeling posture, and a prone posture.
  • the key joints may include a head joint, a root joint, and a spinal joint.
  • the key joints may include a head joint and a root joint.
  • the key joints may include a spinal joint.
  • a first detection line is emitted from the effective position to the head joint of the target virtual character, a second detection line is emitted to the root node of the target virtual character, and a third detection line is emitted to the spine joint of the target virtual character; when at least one detection line among the first detection line, the second detection line, and the third detection line does not detect an obstacle, it is determined that the target virtual character in the standing posture is hit by the explosive virtual prop (it is determined that the explosive virtual prop acts on the target virtual character).
  • the first detection line, the second detection line, and the third detection line all detect obstacles, it is determined that the target virtual character in the standing posture is not hit by the explosive virtual prop.
  • a first detection line is emitted from the effective position toward the target virtual character's head joint point, and a second detection line is emitted toward the target virtual character's root node; if one of the first detection line and the second detection line does not detect an obstacle, it is determined that the target virtual character in the kneeling position has been hit by the explosive virtual prop (it is determined that the explosive virtual prop acts on the target virtual character). If both the first detection line and the second detection line detect obstacles, it is determined that the target virtual character in the kneeling position has not been hit by the explosive virtual prop.
  • a third detection line is emitted from the effective position toward the spinal joint of the target virtual character; if the third detection line does not detect an obstacle, it is determined that the target virtual character in the prone position has been hit by the explosive virtual prop (the explosive virtual prop is determined to have acted on the target virtual character). If the third detection line detects an obstacle, it is determined that the target virtual character in the prone position has not been hit by the explosive virtual prop.
  • the method for displaying prop effects when the explosive virtual prop is a direct virtual prop, detects whether the explosive virtual prop can hit the target virtual character by emitting a detection line.
  • the voiceprint indication information is used to indicate the position of the target virtual character, simulating the sound positioning in reality, and more reasonably prompting the main control virtual character with the position of the target virtual character.
  • Figure 12 is a flowchart illustrating a method for displaying item effects, provided by an exemplary embodiment of the present application.
  • This method can be executed by a computer device, specifically a terminal.
  • the method can be used in the terminal shown in Figure 1 or a client within the terminal that supports a virtual environment.
  • the method can be used in the first terminal in the system shown in Figure 2 or a client within the first terminal that supports a virtual environment.
  • step 330 includes step 332.
  • Step 310 Displaying a user interface.
  • the virtual environment image displayed in the user interface is an image obtained by observing the virtual environment from a perspective corresponding to the master virtual character.
  • the master virtual character carries an explosive virtual prop.
  • the explosive virtual props may be indirect virtual props, which are virtual props that penetrate obstacles and act on virtual characters within the effective range.
  • indirect virtual props are virtual props that have the ability to penetrate obstacles and act on virtual characters within the effective range.
  • Indirect virtual props are also called virtual props that allow indirect hits. Indirect virtual props can hit a target virtual character (target virtual character) when there are no obstacles between the effective position and the target, or they can hit the target virtual character when there are obstacles between the effective position and the target (target virtual character).
  • target virtual character a target virtual character
  • indirect virtual props include stun grenades and smoke bombs.
  • Step 320 In response to the prop use operation, the controlling virtual character is displayed to use the explosion virtual prop, where the explosion virtual prop is a virtual prop that produces an effect within an effective range.
  • Step 332 When the explosion virtual prop is an indirect virtual prop and the target virtual character is within the effective range, the voiceprint indication information corresponding to the target virtual character is displayed.
  • the explosive virtual prop is an indirect virtual prop, as long as the target virtual character is within the effective range of the explosive virtual prop, the explosive virtual prop can hit the target virtual character.
  • the straight-line distance between the effective position of the explosion virtual prop and the target virtual character is calculated; when the straight-line distance is less than the effective radius of the explosion virtual prop, it is determined that the explosion virtual prop acts on the target virtual character; and the voiceprint indication information corresponding to the target virtual character is displayed.
  • the method for displaying prop effects when the explosive virtual prop is an indirect virtual prop, detects whether the explosive virtual prop can hit the target virtual character by judging whether the distance between the target virtual character and the effective position is less than the effective radius of the explosive virtual prop.
  • the voiceprint indication information is used to indicate the position of the target virtual character, simulating the sound positioning in reality, and more reasonably prompting the main virtual character with the position of the target virtual character.
  • Figure 13 is a flowchart illustrating a method for displaying item effects, provided by an exemplary embodiment of the present application.
  • This method can be executed by a computer device, specifically a terminal.
  • the method can be used in the terminal shown in Figure 1 or a client within the terminal that supports a virtual environment.
  • the method can be used in the first terminal in the system shown in Figure 2 or a client within the first terminal that supports a virtual environment.
  • the method includes the following steps.
  • step 501 the user account controls the master virtual character to throw at least one throwing object (explosive virtual prop), and the target virtual character is blown up by the throwing object.
  • the master virtual character controls the master virtual character to throw at least one throwing object (explosive virtual prop), and the target virtual character is blown up by the throwing object.
  • this feature is integrated into a functional component.
  • the yellow SGProjectileCamera component 601 is the component for this feature. Adding this component 601 to the projectile blueprint deems this feature enabled for that projectile (voiceprint indicator). This feature can be configured and disabled at any time, making it highly flexible.
  • the projectile is set to “only take effect if it is a direct hit (without obstruction)”, that is, a direct virtual prop; if the option 602 is not checked, it is regarded as “both direct hit and wall hit can take effect”, that is, an indirect virtual prop.
  • the logic of being hit by a projectile is added, and a new type of hit “Take Hit by Grenade” 603 is added to “Take Hit Animation SetT Ake(Hit Animation Group)”, which is the type of being hit by a grenade.
  • Various hit animations after being hit by a projectile can be flexibly configured here.
  • a detection ray is emitted from the effective position of the explosion virtual prop to the root node of the target virtual character, and the distance of the detection ray from the effective position to the root node is calculated. If the distance is less than the effective radius of the explosion virtual prop, it is determined that the target virtual character is within the effective range; if the distance is greater than the effective radius, it is determined that the target virtual character is not within the effective range.
  • throwing objects can be used to trigger virtual characters in two ways:
  • the display module 802 is configured to display the voiceprint icon corresponding to the target virtual character on the compass;
  • the voiceprint icon on the compass changes with the first information, including at least one of the following:
  • the display module 802 is configured to display the voiceprint indication information corresponding to the target virtual character when the explosion virtual prop is a direct virtual prop, the target virtual character is located within the effective range, and there is no obstacle between the effective position of the explosion virtual prop and the target virtual character;
  • the detection module 803 is configured to calculate the straight-line distance between the effective position of the explosion virtual prop and the target virtual character when the explosion virtual prop is a direct virtual prop;
  • the detection module 803 is configured to emit at least one detection line from the effective position to the key joint point of the target virtual character when the straight-line distance is less than the effective radius of the explosive virtual prop;
  • the detection module 803 is configured to determine that the explosive virtual prop acts on the target virtual character when no obstacle is detected by the at least one detection line;
  • the display module 802 is configured to display the voiceprint indication information corresponding to the target virtual character
  • the key joints include at least one of the following: head joints, chest joints, hip joints, leg joints, and foot joints.
  • the indirect virtual props are virtual props that penetrate obstacles and act on the virtual character within the effective range.
  • the device further includes:
  • the detection module 803 is configured to calculate the straight-line distance between the effective position of the explosion virtual prop and the target virtual character when the explosion virtual prop is an indirect virtual prop;
  • the detection module 803 is configured to determine that the explosive virtual prop acts on the target virtual character when the straight-line distance is less than the effective radius of the explosive virtual prop;
  • the display module 802 is configured to display the voiceprint indication information corresponding to the target virtual character.
  • the display module 802 is configured to cancel display of the voiceprint indication information when the display duration of the voiceprint indication information reaches a first duration
  • the first duration is negatively correlated with the straight-line distance, and the straight-line distance is the distance from the target virtual character to the effective position of the explosive virtual prop.
  • the display module 802 is used to display a hit animation of the target virtual character when the explosive virtual prop acts on the target virtual character, and the hit animation is used to indicate that the target virtual character is affected by the explosive virtual prop; the hit animation includes a hit sound.
  • the above-described embodiments of the display device for prop effects illustrate only the division of the aforementioned functional modules.
  • the aforementioned functions can be assigned to different functional modules as needed, i.e., the internal structure of the device can be divided into different functional modules to perform all or part of the functions described above.
  • the above-described embodiments of the display device for prop effects and the embodiments of the method for displaying prop effects are based on the same concept. The specific implementation process is detailed in the method embodiments and will not be further described here.
  • An embodiment of the present application also provides a computer device, which includes: a processor and a memory, wherein the memory stores at least one program, and the at least one program is loaded and executed by the processor to implement the display method of the prop effects provided by the above-mentioned method embodiments.
  • FIG18 is a schematic diagram of the structure of a terminal provided by an exemplary embodiment of the present application.
  • the terminal 1700 includes: a processor 1701 and a memory 1702.
  • the processor 1701 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc.
  • the processor 1701 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), or PLA (Programmable Logic Array).
  • the processor 1701 may also include a main processor and a coprocessor.
  • the main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state.
  • the processor 1701 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen.
  • the processor 1701 may also include an AI (Artificial Intelligence) processor, which is used to handle computing operations related to machine learning.
  • AI Artificial Intelligence
  • Memory 1702 may include one or more computer-readable storage media, which may be non-transitory. Memory 1702 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in memory 1702 is used to store at least one instruction, which is executed by processor 1701 to implement the method for displaying prop effects provided in the method embodiment of the present application.
  • terminal 1700 may optionally include a peripheral device interface 1703 and at least one peripheral device.
  • Processor 1701, memory 1702, and peripheral device interface 1703 may be connected via a bus or signal lines.
  • Each peripheral device may be connected to peripheral device interface 1703 via a bus, signal lines, or circuit boards.
  • the peripheral device may include at least one of a radio frequency circuit 1704, a display screen 1705, a camera assembly 1706, an audio circuit 1707, and a power supply 1708.
  • the peripheral device interface 1703 can be used to connect at least one I/O (Input/Output)-related peripheral device to the processor 1701 and the memory 1702.
  • the processor 1701, the memory 1702, and the peripheral device interface 1703 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1701, the memory 1702, and the peripheral device interface 1703 can be implemented on separate chips or circuit boards, which is not limited in this embodiment of the present application.
  • the radio frequency circuit 1704 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals.
  • the radio frequency circuit 1704 communicates with communication networks and other communication devices via electromagnetic signals.
  • the radio frequency circuit 1704 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals.
  • the radio frequency circuit 1704 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and the like.
  • the radio frequency circuit 1704 can communicate with other terminals via at least one wireless communication protocol.
  • Such wireless communication protocols include, but are not limited to, the World Wide Web, a metropolitan area network, an intranet, various generations of mobile communication networks (2G, 3G, 4G, and 5G), a wireless local area network, and/or a WiFi (Wireless Fidelity) network.
  • the radio frequency circuit 1704 may also include circuits related to NFC (Near Field Communication), which is not limited in this application.
  • Display screen 1705 is used to display a UI (User Interface).
  • the UI may include graphics, text, icons, videos, or any combination thereof.
  • display screen 1705 is a touch screen display, it is also capable of collecting touch signals on or above the surface of display screen 1705.
  • the touch signals may be input as control signals to processor 1701 for processing.
  • display screen 1705 may also be used to provide virtual buttons and/or virtual keyboards, also known as soft buttons and/or soft keyboards.
  • display screen 1705 there may be one display screen 1705, provided on the front panel of terminal 1700; in other embodiments, there may be at least two display screens 1705, provided on different surfaces of terminal 1700 or in a foldable design; in still other embodiments, display screen 1705 may be a flexible display, provided on a curved or foldable surface of terminal 1700. Display screen 1705 may even be provided in a non-rectangular, irregular shape, i.e., a special-shaped screen.
  • the display screen 1705 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
  • the camera assembly 1706 is used to capture images or videos.
  • the camera assembly 1706 includes a front camera and a rear camera.
  • the front camera is provided on the front panel of the terminal 1700, and the rear camera is provided on the back of the terminal.
  • there are at least two rear cameras which are any one of a main camera, a depth of field camera, a wide-angle camera, and a telephoto camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, the fusion of the main camera and the wide-angle camera to realize panoramic shooting and VR (Virtual Reality) shooting function or other fusion shooting functions.
  • the camera assembly 1706 may also include a flash.
  • the flash can be a single-color temperature flash or a dual-color temperature flash.
  • a dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.
  • the audio circuit 1707 may include a microphone and a speaker.
  • the microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals that are input into the processor 1701 for processing, or input into the radio frequency circuit 1704 to achieve voice communication.
  • the microphone may also be an array microphone or an omnidirectional collection microphone.
  • the speaker is used to convert electrical signals from the processor 1701 or the radio frequency circuit 1704 into sound waves.
  • the speaker may be a traditional thin film speaker or a piezoelectric ceramic speaker.

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Abstract

一种道具效果的显示方法、装置、设备及存储介质,属于支持虚拟环境的应用程序领域。方法包括:显示用户界面,用户界面中显示的虚拟环境画面是以主控虚拟角色对应的视角观察虚拟环境得到的画面,主控虚拟角色携带有爆炸虚拟道具(310);响应于道具使用操作,显示主控虚拟角色使用爆炸虚拟道具,爆炸虚拟道具是在生效范围内产生作用效果的虚拟道具(320);在爆炸虚拟道具作用于目标虚拟角色的情况下,显示目标虚拟角色对应的声纹指示信息,声纹指示信息用于指示受到爆炸虚拟道具作用所引发的受击声音的来源位置(330)。本方法可以更合理地显示爆炸虚拟道具的受击效果。

Description

道具效果的显示方法、装置、设备及存储介质
本申请要求于2024年03月27日提交的申请号为202410373547.X、发明名称为“道具效果的显示方法、装置、设备及存储介质”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
本申请涉及支持虚拟环境的应用程序领域,特别涉及一种道具效果的显示方法、装置、设备及存储介质。
背景技术
在第一人称射击(First Person Shooting,FPS)游戏中,用户账号能够控制主控虚拟角色使用投掷虚拟道具(例如虚拟手雷),从而攻击敌方阵营的虚拟角色。
相关技术中,当用户账号控制主控虚拟角色命中敌方虚拟角色后,主控虚拟角色的界面上会高亮显示敌方虚拟角色的轮廓,提示敌方虚拟角色的位置。
由于主控虚拟角色无法透过障碍物(例如墙壁)观察到被遮挡的敌方虚拟角色,当主控虚拟角色与敌方虚拟角色之间存在障碍物遮挡了主控虚拟角色的视线时,穿过障碍物显示高亮的敌方虚拟角色轮廓显然违反自然规律。
发明内容
本申请提供了一种道具效果的显示方法、装置、设备及存储介质,可以更合理地显示爆炸虚拟道具的受击效果。所述技术方案如下:
根据本申请的一方面,提供了一种道具效果的显示方法,所述方法由计算机设备执行,所述方法包括:
显示用户界面,所述用户界面中显示的虚拟环境画面是以主控虚拟角色对应的视角观察虚拟环境得到的画面,所述主控虚拟角色携带有爆炸虚拟道具;
响应于道具使用操作,显示所述主控虚拟角色使用所述爆炸虚拟道具,所述爆炸虚拟道具是在生效范围内产生作用效果的虚拟道具;
在所述爆炸虚拟道具作用于目标虚拟角色的情况下,显示所述目标虚拟角色对应的声纹指示信息,所述声纹指示信息用于指示受到所述爆炸虚拟道具作用所引发的受击声音的来源位置。
根据本申请的另一方面,提供了一种道具效果的显示装置,所述装置包括:
显示模块,用于显示用户界面,所述用户界面中显示的虚拟环境画面是以主控虚拟角色对应的视角观察虚拟环境得到的画面,所述主控虚拟角色携带有爆炸虚拟道具;
所述显示模块,用于响应于道具使用操作,显示所述主控虚拟角色使用所述爆炸虚拟道具,所述爆炸虚拟道具是在生效范围内产生作用效果的虚拟道具;
所述显示模块,用于在所述爆炸虚拟道具作用于目标虚拟角色的情况下,显示所述目标虚拟角色对应的声纹指示信息,所述声纹指示信息用于指示受到所述爆炸虚拟道具作用所引发的受击声音的来源位置。
根据本申请的另一方面,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,所述存储器中存储有至少一段程序,所述至少一段程序由所述处理器加载并执行以实现如上方面所述的道具效果的显示方法。
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中存储有至少一段程序,所述至少一段程序由处理器加载并执行以实现如上方面所述的道具效果的显示方法。
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面的各种可选实现方式中提供的道具效果的显示方法。
本申请提供的技术方案带来的有益效果至少包括:
提供了一种新型的道具效果的显示方法。为爆炸虚拟道具设置声纹指示功能,在主控虚拟角色使用爆炸虚拟道具命中目标虚拟角色后,根据该目标虚拟角色的受击声音,向主控虚拟角色暴露该目标虚拟角色的声纹指示信息,采用声纹指示信息来指示该目标虚拟角色的所处位置。相比于相关技术中透过障碍物并高亮显示受击的目标虚拟角色的角色轮廓的方式,通过声纹提示信息能够模拟现实中的听声辨位,更合理地向主控虚拟角色提示目标虚拟角色的所处位置,主控虚拟角色还可以根据声纹提示信息进行探索,从而能够提高人机交互效率。
附图说明
图1是本申请一个示例性实施例提供的终端的结构示意图;
图2是本申请一个示例性实施例提供的计算机系统的结构框图;
图3是本申请一个示例性实施例提供的道具效果的显示方法的流程示意图;
图4是本申请一个示例性实施例提供的摄像机模型的示意图;
图5是本申请一个示例性实施例提供的道具效果的显示方法的界面示意图;
图6是本申请一个示例性实施例提供的道具效果的显示方法的流程示意图;
图7是本申请一个示例性实施例提供的受击动画的示意图;
图8是本申请一个示例性实施例提供的关系曲线的示意图;
图9是本申请一个示例性实施例提供的爆炸虚拟道具的生效方式的示意图;
图10是本申请一个示例性实施例提供的道具效果的显示方法的流程示意图;
图11是本申请一个示例性实施例提供的关键关节点的示意图;
图12是本申请一个示例性实施例提供的道具效果的显示方法的流程示意图;
图13是本申请一个示例性实施例提供的道具效果的显示方法的流程示意图;
图14是本申请一个示例性实施例提供的道具效果的显示方法的配置界面示意图;
图15是本申请一个示例性实施例提供的道具效果的显示方法的配置界面示意图;
图16是本申请一个示例性实施例提供的道具效果的显示方法的配置界面示意图;
图17是本申请一个示例性实施例提供的道具效果的显示装置的结构示意图;
图18是本申请一个示例性实施例提供的终端的结构示意图。
具体实施方式
首先,对本申请实施例涉及的名词进行介绍:
虚拟环境:是应用程序在终端上运行时显示或提供的虚拟环境。该虚拟环境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。虚拟环境可以是二维虚拟环境、2.5维虚拟环境和三维虚拟环境中的任意一种,本申请实施例对此不限定。
虚拟角色:虚拟角色是指虚拟环境中的可活动对象。该可活动对象可以是虚拟人物、虚拟动物、动漫人物等,比如:在三维虚拟环境中显示的人物。可选地,虚拟角色是基于动画骨骼技术创建的三维立体模型。每个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。
虚拟道具:虚拟道具是指虚拟角色在虚拟环境中使用的道具,包括以下至少一种:手雷、手榴弹、闪光弹、烟雾弹、燃烧弹、震爆弹、导弹、火箭、手枪、步枪、狙击枪、匕首、刀、剑、斧子等能够对其他虚拟角色造成伤害的虚拟攻击道具,以及子弹等补给道具,以及快速弹夹、瞄准镜、消声器等安装在指定虚拟攻击道具上,可以为虚拟攻击道具提供部分属性加成的虚拟挂件,以及盾牌、盔甲、装甲车等防御道具。
爆炸虚拟道具:是指使用后通过爆炸的方式作用于生效范围内的虚拟角色的虚拟道具。例如,爆炸虚拟道具可以包括以下至少之一:手雷、手榴弹、闪光弹、烟雾弹、燃烧弹、震爆弹、导弹、火箭。爆炸虚拟道具可以是投掷虚拟道具(即,通过投掷的方式使用的虚拟道具),也可以是发射虚拟道具(即,通过发射的方式使用的虚拟道具,例如导弹),还可以是通过其他方式使用的虚拟道具。爆炸虚拟道具是具有范围性作用效果的道具,在生效后会对生效范围内的虚拟角色产生作用效果,作用效果可以包括以下至少之一:减益效果(例如,降低生命值、降低移动速度、麻痹动作、遮挡视线、降低防御值等)、增益效果(例如,增加保护罩、增加防御值、增加移动速度、增强信号、干扰敌方攻击等)。
投掷虚拟道具:投掷虚拟道具是一种虚拟道具,是指虚拟角色在虚拟环境中通过投掷的方式使用的虚拟道具。示意性的,按功能进行划分,投掷虚拟道具包括战斗道具(伤害类投掷虚拟道具)和战术道具(非伤害类投掷虚拟道具)。其中,战斗道具为可对虚拟角色造成伤害,例如:虚拟手雷、虚拟燃烧弹、虚拟粘性炸弹、虚拟毒雾炸弹等。战术道具不会对虚拟角色造成伤害,但会造成功能影响,例如:虚拟烟雾弹、虚拟震爆弹、虚拟闪光弹等。可选地,投掷虚拟道具可以在被投掷时长达到预设时长时触发目标功能,也可以在被投掷并存在碰撞情况时触发目标功能。
用户界面(User Interface,UI)控件:是指在应用程序的用户界面上能够看见的任何可视控件或元素。例如,图片、输入框、文本框、按钮、标签等控件,其中一些UI控件响应用户的操作。
第一人称射击游戏(First-person Shooting,FPS):是指用户账号能够以第一人称视角进行的射击游戏,游戏中的虚拟环境的画面是以用户账号控制的虚拟角色的视角对虚拟环境进行观察的画面。在游戏中,至少两个阵营的虚拟角色在虚拟环境中进行单局对战模式,虚拟角色通过躲避其他虚拟角色发起的攻击和虚拟环境中存在的危险(比如,毒气圈、沼泽地等)来达到在虚拟环境中存活的目的,当虚拟角色在虚拟环境中的生命值为零时,虚拟角色在虚拟环境中的生命结束,最后存活在虚拟环境中的虚拟角色是获胜方。可选地,该对战(对局)的竞技模式可以包括单人对战模式、双人小组对战模式或者多人大组对战模式,本申请实施例对对战模式不加以限定。
本申请中提供的道具效果的显示方法可以应用于支持虚拟环境的应用程序。支持虚拟环境的应用程序是用户账号可以控制虚拟角色在虚拟环境中的行为的应用程序。示例性的,本申请中提供的道具效果的显示方法可以应用于:虚拟现实(Virtual Reality,VR)应用程序、增强现实(Augmented Reality,AR)应用程序、社交类应用程序、互动娱乐类应用程序、元宇宙类应用程序、三维地图程序、VR游戏、AR游戏、射击游戏(Shooting Game,STG)、第一人称射击游戏(First-Person Shooting Game,FPS)、第三人称射击游戏(Third-Personal Shooting Game,TPS)、格斗游戏(Fight Technology Game,FTG)、动作游戏(Action Game,ACT)、多人在线战术竞技(Multiplayer Online Battle Arena,MOBA)游戏、即时战略游戏(Real-Time Strategy Game,RTS)、大型多人在线游戏(Massive/Massively Multiplayer Online Game,MMOG)、街机类游戏、策略游戏(Simulation Game,SLG)、射击类游戏、竞速类游戏、角色扮演类游戏、冒险类游戏、沙盒游戏、战术竞技生存(Battle Royale,BR)游戏、赛车类游戏中的任意一种。可选地,该应用程序可以是单机版的应用程序,比如单机版的3D游戏程序,也可以是网络联机版的应用程序。中的任意一种程序。
示例性的,虚拟环境中的游戏由一个或多个游戏世界的地图构成,游戏中的虚拟环境可模拟现实世界的场景,用户账号可以操控游戏中的虚拟角色在虚拟环境中进行行走、跑步、跳跃、射击、格斗、驾驶等动作,还可以控制虚拟载具在虚拟环境中行驶,交互性较强,并且多个用户账号可以在线组队进行竞技游戏。
在一些实施例中,支持虚拟环境的应用程序的客户端可以支持Windows操作系统、苹果操作系统、安卓操作系统、IOS操作系统和LINUX操作系统中的至少一种操作系统,并且不同操作系统的客户端可以互联互通。
在一些实施例中,上述客户端是适用于具有触摸屏的移动终端上的程序。比如,本申请实施例提供的道具效果的显示方法可应用于支持射击游戏的应用程序中,玩家可通过控制虚拟角色使用爆炸虚拟道具;又如,本申请实施例提供的道具效果的显示方法可应用于支持角色扮演类游戏的应用程序中,玩家同样可通过控制虚拟角色使用爆炸虚拟道具。在一些实施例中,上述客户端是基于三维引擎开发的应用程序,比如三维引擎是Unity引擎。
本申请中提供的道具效果的显示方法可以由计算机设备执行,计算机设备具体可以是终端,类型包括:台式计算机、膝上型便携计算机、手机、平板电脑、电子书阅读器、MP3(Moving Picture Experts Group Audio Layer III,动态影像专家压缩标准音频层面3)播放器、MP4(Moving Picture Experts Group Audio Layer IV,动态影像专家压缩标准音频层面4)播放器等等。该终端中安装和运行有支持虚拟环境的客户端,比如支持三维虚拟环境的应用程序的客户端。
图1是本申请一个示例性实施例提供的终端的结构示意图,该终端包括处理器101、触摸屏102以及存储器103。
处理器101可以是单核处理器、多核处理器、嵌入式芯片以及具有指令运行能力的处理器中的至少一种。触摸屏102包括普通触摸屏或压力感应触摸屏。普通触摸屏可以对施加在触摸屏102上的按压操作或滑动操作进行测量;压力感应触摸屏可以对施加在触摸屏102上的按压力度进行测量。
存储器103存储有处理器101的至少一段程序。示意性的,存储器103中存储有虚拟环境程序A、应用程序B、应用程序C、触摸(以及压力)感应模块18、操作系统的内核层19。其中,虚拟环境程序A为基于三维虚拟环境模块17开发的应用程序。可选地,虚拟环境程序A包括但不限于由三维虚拟环境模块(也称虚拟环境模块)17开发的游戏程序、虚拟现实程序、三维地图程序、三维演示程序中的至少一种。比如,终端的操作系统采用安卓操作系统时,虚拟环境程序A采用Java编程语言以及C#语言进行开发;又比如,终端的操作系统采用IOS操作系统时,虚拟环境程序A采用Object-C编程语言以及C#语言进行开发。
三维虚拟环境模块17是一款支持多种操作系统平台的模块,示意性的,三维虚拟环境模块可用于游戏开发领域、虚拟现实(Virtual Reality,VR)领域以及三维地图领域等多领域的程序开发,本申请实施例对三维虚拟环境模块17的具体类型不限。
触摸(以及压力)感应模块18是用于接收触摸屏驱动程序191所上报的触摸事件(以及压力触控事件)的模块,可选地,触摸感应模块可以不具有压力感应功能,不接收压力触控事件。触摸事件包括:触摸事件的类型和坐标值,触摸事件的类型包括但不限于:触摸开始事件、触摸移动事件和触摸落下事件。压力触控事件中包括:压力触控事件的压力值以及坐标值。该坐标值用于指示压力触控操作在显示屏上的触控位置。
示意性的,内核层19包括了触摸屏驱动程序191以及其它驱动程序192。触摸屏驱动程序191是用于检测压力触控事件的模块,当触摸屏驱动程序191检测到压力触控事件后,将压力触控事件传递给触摸(以及压力)感应模块18。
其它驱动程序192可以是与处理器101有关的驱动程序、与存储器103有关的驱动程序、与网络组件有关的驱动程序、与声音组件、与加速度测量组件有关的驱动程序等。
本领域技术人员可以知晓,上述仅为对终端的结构的概括性示意。在不同的实施例中,终端可以具有更多或更少的组件。比如,终端还可以包括加速度传感器、陀螺仪传感器、电源等。
图2是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200包括:第一终端210、第二终端220、服务器集群230。
第一终端210安装和运行有支持虚拟环境的应用程序211,该应用程序211可以是支持虚拟环境的客户端。当第一终端210运行应用程序211时,第一终端210的屏幕上显示应用程序211的用户界面。该应用程序211可以是FPS游戏、TPS游戏、MOBA游戏、竞技游戏、SLG游戏、竞速类游戏、赛车类游戏的任意一种。在本实施例中,以该应用程序211是FPS游戏来举例说明。第一终端210是第一用户212使用的终端,第一用户212使用第一终端210控制位于虚拟环境中的第一虚拟角色的行为,例如,使用爆炸虚拟道具。
第二终端220安装和运行有支持虚拟环境的应用程序221,该应用程序221可以是支持虚拟环境的客户端。当第二终端220运行应用程序221时,第二终端220的屏幕上显示应用程序221的用户界面。该应用程序221可以是FPS游戏、TPS游戏、MOBA游戏、竞技游戏、SLG游戏、竞速类游戏、赛车类游戏的任意一种。可选地,应用程序221与应用程序211完全相同,或者为不同操作系统下的同一应用程序,或者为同一应用程序的不同版本。第二终端220是第二用户222使用的终端,第二用户222使用第二终端220控制位于虚拟环境中的第二虚拟角色的行为,例如使用爆炸虚拟道具。虚拟环境中还存在至少一个第三虚拟角色,第三虚拟角色由第三终端上的应用程序的第三用户控制。
第一终端210和第二终端220的设备类型包括:智能手机、平板电脑、电子书阅读器、MP3播放器、MP2播放器、膝上型便携计算机和台式计算机中的至少一种。
图2中仅示出了两个终端,但在不同实施例中存在多个其它终端240。在一些实施例中,还存在至少一个其它终端240是开发者对应的终端,在其它终端240上安装有虚拟环境的客户端的开发和编辑平台,开发者可在其它终端240上对客户端进行编辑和更新,并将更新后的客户端安装包通过有线或无线网络传输至服务器集群230,第一终端210、第二终端220可从服务器集群230下载客户端安装包实现对客户端的更新。
第一终端210、第二终端220和其它终端240通过无线网络或有线网络与服务器集群230相连。
服务器集群230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。服务器集群230用于为支持三维虚拟环境的客户端提供后台服务。可选地,服务器集群230承担主要计算工作,终端承担次要计算工作;或者,服务器集群230承担次要计算工作,终端承担主要计算工作;或者,服务器集群230和终端之间采用分布式计算架构进行协同计算。
可选地,上述终端和服务器均为计算机设备。
在一个示意性的例子中,服务器集群230包括服务器231和服务器236,服务器231包括处理器232、用户账号数据库233、对局服务模块234、面向用户的输入/输出接口(Input/Output Interface,I/O接口)235。其中,处理器232用于加载服务器231中存储的指令,处理用户账号数据库233和对局服务模块234中的数据;用户账号数据库233用于存储第一终端210、第二终端220以及其它终端240所使用的用户账号的数据,比如用户账号的头像、用户账号的昵称、用户账号拥有的虚拟道具,用户账号所在的服务区;对局服务模块234用于为不同阵营的虚拟角色开展的对局提供服务;面向用户的I/O接口235用于通过无线网络或有线网络和第一终端210建立通信交换数据。
结合上述对虚拟环境的介绍以及实施环境说明,以下将对本申请实施例提供的道具效果的显示方法进行说明。
图3是本申请一个示例性实施例提供的道具效果的显示方法的流程示意图。该方法可以由计算机设备执行,计算机设备具体可以是终端,例如,可以用于如图1所示的终端或终端中的支持虚拟环境的客户端,或者,该方法可以用于如图2所示的系统中的第一终端或第一终端中的支持虚拟环境的客户端。该方法包括以下步骤310、步骤320和步骤330中的至少部分步骤。
步骤310:显示用户界面,用户界面中显示的虚拟环境画面是以主控虚拟角色对应的视角观察虚拟环境得到的画面,主控虚拟角色携带有爆炸虚拟道具。
用户界面是客户端中为主控虚拟角色提供对局功能的界面。以射击游戏应用程序的客户端为例,用户界面可以是射击游戏应用程序中的对战界面。用户界面中显示有虚拟环境画面,虚拟环境画面是以主控虚拟角色的视角观察虚拟环境得到的画面。可选的,用户界面的虚拟环境画面上还可以显示有目标虚拟角色。
用户界面上还可以显示有UI控件,例如,UI控件可以包括以下至少之一:射击控件、投掷控件、装备切换控件、移动控件、跳跃控件、装弹控件、方位罗盘等。其中,方位罗盘用于指示方位,方位罗盘可以指示主控虚拟角色当前面朝的方向,当主控虚拟角色的朝向发生变化,方位罗盘所指示的方向随之改变。
虚拟环境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。一些实施例中,FPS游戏中客户端显示的虚拟环境是以用户账号控制的主控虚拟角色对应的第一人称视角对完整的虚拟环境进行观察从而显示的。一些实施例中,TPS游戏中客户端显示的虚拟环境是以用户账号控制的主控虚拟角色对应的第三人称视角对完整的虚拟环境进行观察从而显示的,上述视角会根据用户账号对其控制的虚拟角色的控制操作改变。
示例性地,客户端显示的虚拟环境是通过架设在虚拟环境中的摄像机模型对虚拟环境进行画面采集从而得到的。摄像机模型是指在虚拟环境中位于虚拟角色周围的三维模型。当采用第一人称视角时,摄像机模型位于虚拟角色的头部附近或者位于虚拟角色的头部;当采用第三人称视角时,摄像机模型可以位于虚拟角色的后方并与虚拟角色进行绑定,或者摄像机模型位于与虚拟角色相距预设距离的任意位置,通过该摄像机模型可以从不同角度对位于虚拟环境中的该虚拟角色进行观察。比如,摄像机模型位于虚拟角色左侧且相距虚拟角色预设距离;又比如,摄像机模型位于虚拟角色右侧且相距虚拟角色预设距离;又比如,摄像机位于虚拟角色的左前方且相距虚拟角色预设距离;又比如,摄像机位于虚拟角色的右后方且相距虚拟角色预设距离,等等。
可选的,该摄像机模型在虚拟环境中不会进行实际显示,即,在用户界面显示的虚拟环境中不显示该摄像机模型。
对该摄像机模型位于与虚拟角色相距预设距离的任意位置为例进行说明,可选地,一个视角对应一个摄像机模型,或者,一个视角绑定一个摄像机模型。该摄像机模型可以以虚拟角色为旋转中心进行旋转,如:以虚拟角色的任意一点为旋转中心对摄像机模型进行旋转,摄像机模型在旋转过程中的不仅在角度上有转动,还在位移上有偏移,旋转时摄像机模型与该旋转中心之间的距离保持不变,即,将摄像机模型在以该旋转中心作为球心的球体表面进行旋转,其中,虚拟角色的任意一点可以是虚拟角色的头部、躯干、或者虚拟角色周围的任意一点,本申请实施例对此不加以限定。可选地,摄像机模型在对虚拟环境进行观察时,该摄像机模型的视角的中心指向为该摄像机模型所在球面的点指向球心的方向。
可选地,该摄像机模型还可以在虚拟角色的不同方向以预设的角度对虚拟角色进行观察。
示例地,图4是本申请一个示例性实施例提供的摄像机模型的示意图。如图4所示,在主控虚拟角色51中确定一点作为旋转中心52,摄像机模型可以围绕该旋转中心52进行旋转。当摄像机模型围绕旋转中心52旋转时,摄像机模型的视角方向也随摄像机模型的转动而改变。可选地,主控虚拟角色51的第一视角(第一人称视角)与第一摄像机绑定,第一摄像机配置有一个初始位置,比如该初始位置为主控虚拟角色头部的位置,例如位置53。示例地,客户端接收到视角切换操作时,将主控虚拟角色51的第一视角切换为第二视角(第三人称视角),第二视角与第二摄像机绑定,第二摄像机也配置有一个初始位置,比如该初始位置为位置54。因此,执行视角切换操作后,对虚拟环境进行观察的摄像机模型从第一摄像机切换为第二摄像机,对虚拟环境进行观察的摄像机模型的位置也相应地从位置53切换为位置54。在摄像机模型伴随主控虚拟角色的移动而移动,或者切换不同视角时,客户端显示的虚拟环境的画面也会相应产生变化。
示例性的,计算机设备为终端,终端上登录有第一用户账号,主控虚拟角色可以是由第一用户账号控制的虚拟角色。可选地,由于主控虚拟角色可以使用爆炸虚拟道具,则主控虚拟角色也可以称为道具使用者。
目标虚拟角色可以是由其他用户账号控制的虚拟角色,例如,目标虚拟角色可以是由第二用户账号控制的虚拟角色,第二用户账号可以是第二终端上登录的用户账号。目标虚拟角色也可以是由系统(客户端或服务器)自动控制的虚拟角色,例如,目标虚拟角色是由AI(Artificial Intelligence,人工智能)控制的虚拟角色。此时目标虚拟角色可称为非玩家角色(Non-Player Character,NPC)。可选地,由于目标虚拟角色可以被爆炸虚拟道具命中,则目标虚拟角色也可以称为受击角色。
本申请实施例中的虚拟角色是指虚拟环境中的可活动对象,该可活动对象可以是虚拟人物、虚拟动物、动漫人物等,比如在三维虚拟环境中显示的人物。可选地,该虚拟环境中还可以包括至少一个第三虚拟角色,第三虚拟角色是第三用户账号控制的虚拟角色,或者,第三虚拟角色还能够由系统进行控制。
主控虚拟角色与目标虚拟角色所属的阵营可以不同,例如主控虚拟角色属于第一阵营,目标虚拟角色属于第二阵营,则目标虚拟角色也可以称为敌方虚拟角色。一场对局由至少两个阵营的虚拟角色参与,在对局过程中,不同阵营的虚拟角色通过互相攻击,以击败敌方阵营的虚拟角色,从而取得对局的胜利。当然,主控虚拟角色与目标虚拟角色所属的阵营也可以相同。
在用户界面中,主控虚拟角色可以持有爆炸虚拟道具,或者,主控虚拟角色的装备栏中装备有爆炸虚拟道具,或者,主控虚拟角色的背包中携带有爆炸虚拟道具。第一用户账号可以通过触发爆炸虚拟道具对应的使用控件,来控制主控虚拟角色使用爆炸虚拟道具。
爆炸虚拟道具是主控虚拟角色拥有的虚拟道具。可选地,主控虚拟角色具有虚拟背包,虚拟背包用于存放主控虚拟角色的虚拟道具。客户端根据第一用户账号对主控虚拟角色的操控操作,可控制(显示)主控虚拟角色使用其虚拟背包中的虚拟道具。虚拟道具是指虚拟角色在虚拟环境中能够使用的道具,例如包括攻击道具、防御道具、补给道具、虚拟挂件等。
爆炸虚拟道具是爆炸生效的虚拟道具,即,爆炸虚拟道具在使用后可以发生爆炸。爆炸虚拟道具是在生效范围内产生作用效果的虚拟道具,生效范围是指产生作用效果的范围。可选的,爆炸虚拟道具会对生效范围内命中的虚拟角色产生作用效果,爆炸虚拟道具可以命中生效范围内的至少一个虚拟角色。例如,爆炸虚拟道具可以是以下至少一种虚拟道具:手雷、手榴弹、闪光弹、烟雾弹、燃烧弹、震爆弹、导弹、火箭、干扰弹。
爆炸虚拟道具的生效范围可以根据爆炸虚拟道具的预设配置确定。主控虚拟角色使用爆炸虚拟道具后,使爆炸虚拟道具在生效位置爆炸,则可以根据生效位置以及爆炸虚拟道具预配置的生效范围确定方式,确定爆炸虚拟道具的生效范围。可选的,爆炸虚拟道具的生效范围可以是二维区域范围,也可以是三维空间范围。例如,爆炸虚拟道具对应有生效半径,则以生效位置为球心,以生效半径为半径的球形范围即为爆炸虚拟道具的生效范围。再如,爆炸虚拟道具对应有生效空间,以生效位置为生效空间的锚点位置,以爆炸虚拟道具在生效位置的朝向为生效空间的锚点法向量,进而根据生效空间确定出爆炸虚拟道具的生效范围。
可选的,本申请实施例中的爆炸虚拟道具也可以是指投掷虚拟道具,即,爆炸虚拟道具在被投掷出去之后可以发生爆炸。投掷虚拟道具是指虚拟角色在虚拟环境中通过投掷的方式使用的虚拟道具。投掷虚拟道具可视为一种虚拟攻击道具。投掷虚拟道具是虚拟环境中可供虚拟角色使用的可被投掷的虚拟物品。示例地,按功能进行划分,投掷虚拟道具包括战斗道具(伤害类投掷虚拟道具)和战术道具(非伤害类投掷虚拟道具)。其中,战斗道具为可对虚拟角色造成伤害。战术道具不会对虚拟角色造成伤害,但会造成功能影响。投掷虚拟道具包括但不限于虚拟飞刀、虚拟飞斧、虚拟手雷、虚拟闪光弹、虚拟烟雾弹、虚拟地雷、虚拟炸弹、虚拟燃烧弹、虚拟粘性炸弹、虚拟燃烧瓶、虚拟毒雾弹。在一些实施例中,主控虚拟角色携带的爆炸虚拟道具为至少一个。
声纹是指将声音信号转换为电磁振动并显示的声波频谱图像。在一些实施例中,现实世界的场景中,每个人的声纹是独一无二的。相应的,在虚拟环境的场景中,可以设定每个虚拟角色的声纹也是独一无二的。声纹具有以下至少一种特征:波长、频率、强度、幅度。
示例性的,爆炸虚拟道具被配置为具有声纹指示功能,具有声纹指示功能的虚拟道具在命中目标虚拟角色后,会向主控虚拟角色(道具使用者)持续暴露命中的该目标虚拟角色的声纹指示信息,声纹指示信息至少用于指示命中的该目标虚拟角色的受击声音的来源位置,以指示命中的该目标虚拟角色的位置。
示例性的,由于爆炸虚拟道具的数量、类型多种多样,可以将全部或部分爆炸虚拟道具配置该声纹指示功能。在一些实施例中,可以只有部分爆炸虚拟道具被配置了声纹指示功能,当主控虚拟角色使用被配置了声纹指示功能的爆炸虚拟道具时,当爆炸虚拟道具命中目标虚拟角色,可以采用本申请实施例提供的道具效果的显示方法,显示目标虚拟角色对应的声纹指示信息。而未被配置声纹指示功能的爆炸虚拟道具在命中该目标虚拟角色后则不会显示目标虚拟角色对应的声纹指示信息。
步骤320:响应于道具使用操作,显示主控虚拟角色使用爆炸虚拟道具,爆炸虚拟道具是在生效范围内产生作用效果的虚拟道具。
道具使用操作是指控制主控虚拟角色使用爆炸虚拟道具的操作。客户端根据第一用户账号对主控虚拟角色的控制操作,显示主控虚拟角色使用爆炸虚拟道具。道具使用操作具体可以是主控虚拟角色投掷爆炸虚拟道具。在一些实施例中,主控虚拟角色使用的爆炸虚拟道具为至少一个,则道具使用操作可以是使用至少一个爆炸虚拟道具的操作。例如,通过一次道具使用操作投掷一个爆炸虚拟道具,或,通过一次道具使用操作投掷至少两个爆炸虚拟道具。
爆炸虚拟道具被使用后在虚拟环境中会产生生效范围,该生效范围还与投掷该爆炸虚拟道具的方向和力度有关。其中,第一用户账号可以通过控制主控虚拟角色投掷爆炸虚拟道具的方向和力度,从而控制爆炸虚拟道具在虚拟环境中的生效范围。
可选地,投掷爆炸虚拟道具的投掷方式包括对爆炸虚拟道具的高抛、低抛、碰壁反弹中的至少一种,本申请实施例对此不作限定。即,可通过高抛、低抛、碰撞反弹中的至少一种方式对爆炸虚拟道具进行使用。
可选的,爆炸虚拟道具可以是使用后立即生效的道具,也可以是延迟生效的道具。其中,延迟生效是指一段时间后或满足一定条件后生效。该条件可以是存在预设事件,例如,碰撞事件。例如,爆炸虚拟道具可以是虚拟手雷,虚拟手雷是通过在虚拟环境中被投掷时长达到预设时长时触发引爆功能的道具,第一用户账号控制主控虚拟角色对虚拟手雷进行投掷,当虚拟手雷的被投掷时长达到预设时长时,客户端显示虚拟手雷在虚拟环境中引爆,并对位于爆炸点预设距离范围内的虚拟角色造成伤害。再如,爆炸虚拟道具可以是虚拟闪光弹,虚拟闪光弹是通过在虚拟环境中被投掷并在存在碰撞事件时触发闪光作用的道具,第一用户账号控制主控虚拟角色对虚拟闪光弹进行投掷,当虚拟闪光弹在虚拟环境中落地时,客户端在虚拟闪光弹的闪光范围内触发闪光功能,位于闪光范围内的虚拟角色视线受到阻碍。
步骤330:在爆炸虚拟道具作用于目标虚拟角色的情况下,显示目标虚拟角色对应的声纹指示信息,声纹指示信息用于指示受到爆炸虚拟道具作用所引发的受击声音的来源位置。
在一种可选的实施例中,确定爆炸虚拟道具作用于目标虚拟角色的方式可以包括以下至少之一:当目标虚拟角色位于爆炸虚拟道具的生效范围内时,确定爆炸虚拟道具作用于目标虚拟角色;当目标虚拟角色位于爆炸虚拟道具的生效范围内,且目标虚拟角色归属主控虚拟角色的敌对阵营时,确定爆炸虚拟道具作用于目标虚拟角色;当目标虚拟角色位于爆炸虚拟道具的生效范围内,且爆炸虚拟道具能够直接命中目标虚拟角色时,确定爆炸虚拟道具作用于目标虚拟角色;当目标虚拟角色位于爆炸虚拟道具的生效范围内,且目标虚拟角色为爆炸虚拟道具的目标角色类型时,确定爆炸虚拟道具作用于目标虚拟角色。
在一些实施例中,受击声音是爆炸虚拟道具产生作用效果时自动发出的。例如,受击声音可以是以下至少一种:爆炸声音、爆炸回音。或,受击声音是目标虚拟角色被爆炸虚拟道具命中后,由目标虚拟角色发出的。例如,受击声音是目标虚拟角色的求救声音、与其他物品碰撞的声音。示例性的,目标虚拟角色被爆炸虚拟道具命中后,会发出受击声音,并随之在主控虚拟角色的界面上显示受击声音对应的声纹指示信息。即,声纹指示信息是由于目标虚拟角色受到爆炸虚拟道具作用后发出声音,所产生的指示信息,通过目标虚拟角色发出声音的声音来源位置,向道具使用者(主控虚拟角色)暴露目标虚拟角色的位置。
声纹指示信息是在爆炸虚拟道具被配置了声纹指示功能的情况下,向道具使用者(主控虚拟角色)展示的一种命中目标(目标虚拟角色)位置的道具效果反馈信息。声纹指示信息用于指示爆炸虚拟道具命中的虚拟角色的位置。声纹指示信息用于指示爆炸虚拟道具命中的虚拟角色与主控虚拟角色的相对方位和/或相对距离。
在一些实施例中,声纹指示信息可以显示为以下至少一种形式:图标、控件、标注位置、呈扩散状的声波、文本框中的信息。具体地,声纹指示信息可以是显示在用户界面上的图标,声纹指示信息也可以是显示在用户界面上的UI控件。
例如,声纹指示信息可以显示在方位罗盘上,根据声纹指示信息在方位罗盘上的显示位置确定目标虚拟角色所在的方位,根据声纹指示信息在方位罗盘上的显示大小指示目标虚拟角色距离主控虚拟角色的远近。
或者,声纹指示信息可以显示为指向图标,指向图标是显示在虚拟环境中的三维图标,指向图标在虚拟环境中指向目标虚拟角色所在的位置,指向图标附近还可以显示有目标虚拟角色与主控虚拟角色的距离。
或者,声纹指示信息可以是在小地图/雷达上标注目标虚拟角色的位置。
或者,声纹指示信息可以在虚拟环境中显示为声波形式,声波从目标虚拟角色所在的位置向外扩散,主控虚拟角色可以根据声波的扩散形状来预估目标虚拟角色所在的位置。
又或者,声纹指示信息可以显示为文本框,文本框中显示了声纹指示信息所指示的至少一种信息。
可选的,当声纹指示信息显示为UI控件时,第一用户账号还可以通过触发该UI控件来锁定目标虚拟角色发射制导道具,制导道具可以实时根据声纹指示信息所指示的位置进行制导发射。在选中声纹指示信息对应的UI控件的情况下,响应于使用制导道具的操作,显示主控虚拟角色锁定声源位置发射制导道具,声源位置是声纹指示信息所指示的位置。
可选的,声纹指示信息可以用于指示以下至少一种信息:目标虚拟角色的绝对位置(在虚拟环境中的坐标位置)、目标虚拟角色与主控虚拟角色的相对方向(即,目标虚拟角色位于主控虚拟角色的哪个方位)、目标虚拟角色与主控虚拟角色的相对距离、目标虚拟角色受到爆炸虚拟道具作用后的作用程度(例如,受到的伤害值、受伤程度)、目标虚拟角色的装备情况(例如,是否穿戴防御装备、防御装备的防御值、防御情况)、爆炸虚拟道具命中的虚拟角色数量、目标虚拟角色的所属阵营、目标虚拟角色是否移动出生效范围。在一些可选示例中,声纹指示信息还用于指示以下至少一种信息:目标虚拟角色的角色类型、性别、当前姿态、等级。
在一些实施例中,爆炸虚拟道具命中的目标虚拟角色可以是一个或至少两个。示例性的,当爆炸虚拟道具命中一个目标虚拟角色时,主控虚拟角色的用户界面上会显示该目标虚拟角色对应的一个声纹指示信息。当爆炸虚拟道具命中了至少两个目标虚拟角色时,主控虚拟角色的用户界面上会显示出至少两个目标虚拟角色分别对应的至少两个声纹指示信息,即,爆炸虚拟道具的每个命中的目标虚拟角色各自显示一个声纹指示信息。本申请实施例仅以目标虚拟角色进行举例说明,其他被命中的虚拟角色可以同理显示其对应的声纹指示信息。
可选的,声纹指示信息会在主控虚拟角色的用户界面上显示一段时间。声纹指示信息的显示时长可以是预设时长。或者,声纹指示信息的显示时长可以根据以下至少一种信息确定:目标虚拟角色距离爆炸虚拟道具的生效位置的距离;爆炸虚拟道具的作用时长;目标虚拟角色在爆炸虚拟道具的生效范围内的时长。
例如,在爆炸虚拟道具命中目标虚拟角色的情况下,根据目标虚拟角色与生效位置的直线距离确定显示时长,在显示时长内在主控虚拟角色的用户界面上显示声纹指示信息。在显示时长超时后,取消显示声纹指示信息。
例如,在爆炸虚拟道具命中目标虚拟角色的情况下,在主控虚拟角色的用户界面上显示目标虚拟角色对应的声纹指示信息;在爆炸虚拟道具生效的作用时长内,且目标虚拟角色位于生效范围内的情况下,持续显示声纹指示信息;在爆炸虚拟道具生效的作用时长超时后,取消显示声纹指示信息;在目标虚拟角色移出生效范围后,取消显示声纹指示信息。
需要说明的是,在声纹指示信息持续显示期间,声纹指示信息会随着目标虚拟角色的位置变化而变化,实时向主控虚拟角色指示目标虚拟角色的当前位置。
或者,声纹指示信息也可以只用于指示目标虚拟角色被命中时所处的位置,不随目标虚拟角色的位置变化而变化,在持续显示期间始终指向目标虚拟角色被命中时所处的位置。
在一种可选的实施例中,以声纹指示信息以图标的形式显示为例,声纹指示信息包括声纹图标;用户界面上显示有方位罗盘。第一终端可以在方位罗盘上显示目标虚拟角色对应的声纹图标。
其中,声纹图标用于指示第一方向和第一距离中的至少一个;声纹图标在方位罗盘上的显示位置用于指示目标虚拟角色所处位置相对于主控虚拟角色所处位置的第一方向;声纹图标在方位罗盘上的显示大小用于指示目标虚拟角色所处位置与主控虚拟角色所处位置的第一距离。
以声纹图标会随着目标虚拟角色的位置变化而变化为例,可选的,第一终端在方位罗盘上显示目标虚拟角色对应的声纹图标,且方位罗盘上的声纹图标随第一信息的改变而改变,第一信息包括以下至少一种:主控虚拟角色的位置、目标虚拟角色的位置、主控虚拟角色的朝向;
其中,方位罗盘上的声纹图标随第一信息的改变而改变,可以是指以下至少之一:声纹图标在方位罗盘上的显示位置指向目标虚拟角色所在的方向;在目标虚拟角色与主控虚拟角色的距离缩短的情况下,声纹图标变大;在目标虚拟角色与主控虚拟角色的距离增大的情况下,声纹图标缩小。
即,若目标虚拟角色不移动,当主控虚拟角色向右偏转视角时,声纹图标在方位罗盘上向左移动;当主控虚拟角色向左偏移视角时,声纹图标在访问罗盘上向右移动。若目标虚拟角色不移动,当主控虚拟角色靠近目标虚拟角色时,声纹图标在方位罗盘上逐渐放大;当主控虚拟角色远离目标虚拟角色时,声纹图标在方位罗盘上逐渐缩小。若主控虚拟角色不移动且不偏转视角,当目标虚拟角色向主控虚拟角色的左侧移动时,声纹图标在方位罗盘上向左移动;当目标虚拟角色向主控虚拟角色的右侧移动时,声纹图标在方位罗盘上向右移动。
可选的,声纹图标还可以具有至少两种颜色,至少两种颜色中的不同颜色用于指示目标虚拟角色的受伤程度,或者,至少两种颜色中的不同颜色用于指示目标虚拟角色的防御情况,或者,至少两种颜色中的不同颜色用于指示目标虚拟角色的当前姿态。
例如,当爆炸虚拟道具对目标虚拟角色的伤害值低于第一阈值时,声纹图标显示为绿色;当爆炸虚拟道具对目标虚拟角色的伤害值高于第一阈值时,声纹图标显示为黄色;当爆炸虚拟道具击杀目标虚拟角色时,声纹图标显示为红色。
或者,当目标虚拟角色未穿戴防御装备时,声纹图标显示为橙色;当目标虚拟角色穿戴了防御装备时,声纹图标显示为蓝色。
或者,当目标虚拟角色处于站立姿态时,声纹图标显示为白色;当目标虚拟角色处于跪立姿态时,声纹图标显示为粉色;当目标虚拟角色处于趴下姿态时,声纹图标显示为黑色。
可选的,声纹图标还可以具有至少两种形状,至少两种形状中的不同形状用于指示目标虚拟角色的等级,或者,至少两种形状中的不同形状用于指示目标虚拟角色的性别,或者,至少两种形状中的不同形状用于指示目标虚拟角色所属的阵营,或者,至少两种形状中的不同形状用于指示目标虚拟角色的当前姿态。
例如,当目标虚拟角色处于站立姿态时,声纹图标显示为站立样式;当目标虚拟角色处于跪立姿态时,声纹图标显示为跪立样式;当目标虚拟角色处于趴下姿态时,声纹图标显示为趴下样式。
例如,以爆炸虚拟道具是手雷为例,如图5中的(1)所示,显示用户界面,用户界面中的虚拟环境画面是以主控虚拟角色401的第一人称视角对虚拟环境进行观察得到的画面,主控虚拟角色401可以持有手雷(爆炸虚拟道具)。用户界面的虚拟环境画面中还可以显示有目标虚拟角色402。
随后,用户账号可以控制主控虚拟角色401向目标虚拟角色投掷手雷,如图5中的(2)所示,手雷在目标虚拟角色附近引爆,目标虚拟角色被命中后会发出受击声音,并在方位罗盘403上目标虚拟角色所在位置处显示声纹图标404。
如图5中的(3)所示,声纹图标404可以在界面上显示一段时间,持续向主控虚拟角色指示目标虚拟角色402的实时位置。
在一种可选的实施例中,可以在主控虚拟角色无法直接看到目标虚拟角色的情况下,显示声纹指示信息,在主控虚拟角色能够直接看到目标虚拟角色的情况下,不显示声纹指示信息,而是高亮显示目标虚拟角色的轮廓。
例如,在爆炸虚拟道具作用于目标虚拟角色,且目标虚拟角色位于主控虚拟角色的虚拟环境画面内(可以是目标虚拟角色完整显示在虚拟环境画面内,即完全不被遮挡;也可以是目标虚拟角色部分显示在虚拟环境画面内,即部分被遮挡)的情况下,高亮显示目标虚拟角色的轮廓。在爆炸虚拟道具作用于目标虚拟角色,且目标虚拟角色不位于主控虚拟角色的虚拟环境画面内的情况下,显示目标虚拟角色对应的声纹指示信息。
需要说明的是,声纹指示信息是向道具使用者(主控虚拟角色)展示的信息,非道具使用者(包括被命中的虚拟角色,以及未被命中的虚拟角色)的用户界面上不会显示该信息。例如,目标虚拟角色视角的用户界面上不会显示声纹指示信息。再如,第三虚拟角色的用户界面上也不会显示声纹指示信息,第三虚拟角色未使用爆炸虚拟道具命中目标虚拟角色。
或者,声纹指示信息可以向本阵营的虚拟角色同步展示,例如,第三虚拟角色与主控虚拟角色归属同一阵营,则当主控虚拟角色使用爆炸虚拟道具命中目标虚拟角色后,第三虚拟角色对应的用户界面上也会同步显示声纹指示信息,第三虚拟角色的用户界面上的声纹指示信息是根据第三虚拟角色与目标虚拟角色相对位置显示的,用于向第三虚拟角色指示目标虚拟角色的位置。
综上所述,本实施例提供的道具效果的显示方法,通过为爆炸虚拟道具设置声纹指示功能,主控虚拟角色使用爆炸虚拟道具命中目标虚拟角色后,根据该目标虚拟角色的受击声音,向主控虚拟角色(道具使用者)暴露该目标虚拟角色的声纹指示信息,采用声纹指示信息来指示该目标虚拟角色的所处位置,通过声纹提示信息能够模拟现实中的听声辨位,更合理地向主控虚拟角色提示目标虚拟角色的所处位置,主控虚拟角色还可以根据声纹提示信息进行探索,从而能够提高人机交互效率。
本实施例提供的道具效果的显示方法,通过在爆炸虚拟道具命中目标虚拟角色后,在方位罗盘上显示目标虚拟角色对应的声纹图标,用声纹图标在方位罗盘上的位置来标注目标虚拟角色相对于主控虚拟角色的方位,用声纹图标的显示大小来表征目标虚拟角色与主控虚拟角色距离远近;便于主控虚拟角色判断目标虚拟角色的位置。
本实施例提供的道具效果的显示方法,声纹图标可以在一段时间内持续向主控虚拟角色指示目标虚拟角色的实时位置,声纹图标在方位罗盘上的位置和大小可以随着目标虚拟角色与主控虚拟角色的相对位置变化而变化,使主控虚拟角色能够实时定位目标虚拟角色的位置。
在游戏场景中,用户账号在虚拟环境中遇到房屋、墙、岩石等障碍物时,会担心在障碍物后是否躲藏有敌人,因此,通常会通过向障碍物附近投掷虚拟道具进行试探。但在敌方保持潜伏不动的情况下,用户账号即使投掷虚拟道具,也不能准确判断障碍物后是否有敌人,无法排除障碍物后方有敌人潜伏的风险。因此,采用本申请实施例提供的道具效果的显示方法,当用户账号控制主控虚拟角色向障碍物后方投掷爆炸虚拟道具后,若爆炸虚拟道具命中敌人,则会在主控虚拟角色的用户界面上显示敌人的声纹指示信息,提醒用户账号障碍物后有敌人潜伏,并且通过声纹指示信息向用户账号指示敌人所在位置。
可选的,目标虚拟角色可以在被命中后,显示受击动画。在一些实施例中,目标虚拟角色可以在被命中后,执行受击动画动作,以显示受击动画。
可选的,声纹指示信息的显示时长可以根据目标虚拟角色与生效位置的距离确定。
图6是本申请一个示例性实施例提供的道具效果的显示方法的流程示意图。该方法可以由计算机设备执行,计算机设备具体可以是终端,例如,可以用于如图1所示的终端或终端中的支持虚拟环境的客户端,或者,该方法可以用于如图2所示的系统中的第一终端或第一终端中的支持虚拟环境的客户端。基于图3所示实施例,步骤330之前还包括步骤321,和/或,步骤330之后还包括步骤340。
步骤310:显示用户界面,用户界面中显示的虚拟环境画面是以主控虚拟角色对应的视角观察虚拟环境得到的画面,主控虚拟角色携带有爆炸虚拟道具。
步骤320:响应于道具使用操作,显示主控虚拟角色使用爆炸虚拟道具,爆炸虚拟道具是在生效范围内产生作用效果的虚拟道具。
步骤321:在爆炸虚拟道具作用于目标虚拟角色的情况下,显示目标虚拟角色的受击动画,受击动画用于指示目标虚拟角色受到爆炸虚拟道具的作用;受击动画包括受击声音。
当爆炸虚拟道具命中目标虚拟角色时,目标虚拟角色受到爆炸虚拟道具的作用会触发播放受击动画,受击动画中至少包括了受击声音。该受击动画是爆炸虚拟道具对应的受击动画,不同爆炸虚拟道具命中目标虚拟角色时可以播放不同的受击动画。
还需说明的是,受击动画、受击声音、声纹指示功能可以分别独立配置。并非所有爆炸虚拟道具命中目标虚拟角色后都会有受击动画和受击声音,具有受击动画的爆炸虚拟道具也不一定被配置了声纹指示功能,这些能力都可以被独立配置(即,爆炸虚拟道具可以不具有受击动画但具有声纹指示功能,也可以具有受击动画但不具有声纹指示功能)。
为了丰富目标虚拟角色在受到爆炸虚拟道具作用时的表现,且使这种让目标虚拟角色“暴露声纹”的效果更加的合理化,符合玩家的认知,本申请实施例提供的道具效果的显示方法还会增补一些表现上的细节。本申请实施例提供的道具效果的显示方法将运用“受击动画”来表现这一设计点,通过受击动画来展现被炸到的目标虚拟角色由于爆炸物的冲击波,站立不稳,因此不小心“发出了声音”,才暴露了声纹指示信息。
例如,如图7所示,目标虚拟角色402被爆炸虚拟道具炸到的同时,目标虚拟角色402的腿部向外拐,同时身体倾斜,播放了一个受击动画。
可选的,受击动画/受击声音的播放时长与声纹指示信息的显示时长可以不具有必然联系。例如,受击声音的播放时长为第一时长,声纹指示信息的显示时长为第二时长,第一时长可以等于第二时长,第一时长也可以大于第二时长,第一时长也可以小于第二时长。
示例性的,可以为不同的爆炸虚拟道具配置不同的受击动画,爆炸虚拟道具与受击动画一一对应。根据命中目标虚拟角色的爆炸虚拟道具,控制目标虚拟角色执行该爆炸虚拟道具对应的受击动画动作,以显示受击动画。
示例性的,参与本次游戏对局的每个虚拟角色(包括主控虚拟角色、目标虚拟角色、第三虚拟角色)的客户端上都可以显示目标虚拟角色在被爆炸虚拟道具命中后执行了受击动画;但只有主控虚拟角色的客户端(用户界面)上会显示声纹指示信息。
步骤330:在爆炸虚拟道具作用于目标虚拟角色的情况下,显示目标虚拟角色对应的声纹指示信息,声纹指示信息用于指示受到爆炸虚拟道具作用所引发的受击声音的来源位置。
示例性的,在播放受击动画的同时,显示目标虚拟角色对应的声纹指示信息,使用户账号在听到受击声音的同时能够在界面上看到声纹指示信息,明确地向用户账号展示受击声音的来源位置。
步骤340:在声纹指示信息的显示时长达到第一时长的情况下,取消显示声纹指示信息。
其中,第一时长与直线距离呈负相关关系,直线距离为目标虚拟角色到爆炸虚拟道具的生效位置的距离。
示例性的,声纹指示信息对应有显示时长,当声纹指示信息的显示时长达到指定值(例如第一时长)时,取消显示声纹指示信息。第一时长是根据目标虚拟角色与生效位置的直线距离确定的。目标虚拟角色距离生效位置越远,则声纹指示信息的显示时长越短;目标虚拟角色距离生效位置越近,则声纹指示信息的显示时长越长。
可选的,声纹指示信息的显示时长与直线距离的关系可以根据预设的关系曲线确定。例如,如图8所示,为一种显示时长与直线距离的关系曲线。该关系曲线的横轴为直线距离(厘米),即爆炸时被炸到的虚拟角色距离爆炸中心的直线距离;该关系曲线的纵轴为显示时长(秒),即目标虚拟角色在该距离受到爆炸作用后对应的声纹指示信息的暴露时长。图8中的A点(0,8)表示在0cm的距离下受到爆炸虚拟道具作用可以持续显示声纹指示信息8s;图8中的B点(1000,0)表示1000cm的距离下受到爆炸虚拟道具作用可以持续显示声纹只是信息0s,也即不显示声纹指示信息。其中,B点的横坐标取值可以取决于爆炸虚拟道具对应的生效范围的半径,例如,生效范围的半径为1000cm,则在1000cm或更远的位置处不会受到爆炸虚拟道具的作用,也不会显示声纹指示信息。
在一种可选的实施例中,当目标虚拟角色与生效位置之间具有障碍物时,直线距离可以是指从生效位置导航到达目标虚拟角色所处位置的路线距离,或者,直线距离可以是指爆炸虚拟道具的作用效果从生效位置扩散到目标虚拟角色所处位置的扩散距离;如此,可以使声纹指示信息的显示时长更贴近爆炸虚拟道具的实际作用效果。
综上所述,本实施例提供的道具效果的显示方法,当目标虚拟角色被爆炸虚拟道具命中后,播放目标虚拟角色被命中的受击动画,受击动画中包含了受击声音,同时在主控虚拟角色的用户界面上显示声纹指示信息,向用户账号展示受击声音的来源位置。通过声纹指示信息来指示目标虚拟角色的所处位置,模拟现实中的听声辨位,更合理地向主控虚拟角色(道具使用者)提示该目标虚拟角色(受击角色)的位置。
本实施例提供的道具效果的显示方法,根据目标虚拟角色与爆炸虚拟道具的生效位置的直线距离,确定声纹指示信息的显示时长,使靠近爆炸点的目标虚拟角色更长时间暴露声纹指示信息,是距离爆炸点较远的目标虚拟角色短时间暴露声纹指示信息,给予目标虚拟角色和主控虚拟角色一定的信息博弈空间。
示例性的,根据爆炸虚拟道具的作用方式不同,可以将其分为直接虚拟道具和间接虚拟道具,其中,直接虚拟道具是能够直接命中虚拟角色的爆炸虚拟道具,间接虚拟道具是能够穿透障碍物并命中虚拟角色的爆炸虚拟道具。
例如,如图9中的(1)所示,爆炸虚拟道具在爆炸点(生效位置)405生效,目标虚拟角色402位于爆炸范围(生效范围)内,且爆炸点405到目标虚拟角色402之间没有阻隔。此时直接虚拟道具可以作用于目标虚拟角色402,间接虚拟道具也可以作用于目标虚拟角色402。
如图9中的(2)所示,爆炸虚拟道具在爆炸点(生效位置)405生效,目标虚拟角色402位于爆炸范围(生效范围)内,但爆炸点405到目标虚拟角色402之间存在障碍物406,目标虚拟角色402被障碍物406阻隔。此时直接虚拟道具不可以作用于目标虚拟角色402,间接虚拟道具可以作用于目标虚拟角色402。
下面分别以直接虚拟道具和间接虚拟道具,对本申请实施例提供的道具效果的显示方法进行举例说明。
一、直接虚拟道具。
图10是本申请一个示例性实施例提供的道具效果的显示方法的流程示意图。该方法可以由计算机设备执行,计算机设备具体可以是终端,例如,可以用于如图1所示的终端或终端中的支持虚拟环境的客户端,或者,该方法可以用于如图2所示的系统中的第一终端或第一终端中的支持虚拟环境的客户端。基于图3所示实施例,步骤330包括步骤331。
步骤310:显示用户界面,用户界面中显示的虚拟环境画面是以主控虚拟角色对应的视角观察虚拟环境得到的画面,主控虚拟角色携带有爆炸虚拟道具。
示例性的,爆炸虚拟道具是直接虚拟道具,直接虚拟道具是作用于生效范围内与生效位置之间无遮挡的虚拟角色的虚拟道具。
直接虚拟道具也可以称为只能直接命中的虚拟道具。直接虚拟道具只有在生效位置与命中目标(目标虚拟角色)之间无障碍物遮挡时才能够命中目标。例如,直接虚拟道具可以包括:手雷、手榴弹、闪光弹等。
步骤320:响应于道具使用操作,显示主控虚拟角色使用爆炸虚拟道具,爆炸虚拟道具是在生效范围内产生作用效果的虚拟道具。
步骤331:在爆炸虚拟道具为直接虚拟道具,且目标虚拟角色位于生效范围内,且爆炸虚拟道具的生效位置与目标虚拟角色之间无障碍物的情况下,显示目标虚拟角色对应的声纹指示信息。
当爆炸虚拟道具是直接虚拟道具时,只有在目标虚拟角色与生效位置之间无遮挡的情况下,爆炸虚拟道具才能够命中目标虚拟角色。
可选的,在爆炸虚拟道具为直接虚拟道具的情况下,计算爆炸虚拟道具的生效位置与目标虚拟角色的直线距离;在直线距离小于爆炸虚拟道具的生效半径的情况下,自生效位置向目标虚拟角色的关键关节点发射至少一条检测线;在至少一条检测线未检测到障碍物的情况下,确定爆炸虚拟道具作用于目标虚拟角色;显示目标虚拟角色对应的声纹指示信息;其中,关键关节点包括以下至少之一:头部关节点、胸部关节点、髋部关节点、腿部关节点、脚部关节点、脊柱关节点、根节点。
例如,如图11所示,目标虚拟角色可以包括三个关键关节点(关键骨骼点):头部关节点407、根节点408和脊柱关节点409。这几个关键关节点代表了目标虚拟角色的头、胸、腿三个关键部位。从爆炸点(生效位置)向这三个关键关节点分别发射一条检测射线(检测线/直线),且这三条关键关节点对应的检测射线均没有被障碍物阻隔,则说明目标虚拟角色和爆炸点之间并没有障碍物的阻隔。
在一种可选的实施例中,还可以根据目标虚拟角色当前的姿态确定关键关节点;其中,姿态包括以下至少一种:站立姿态、跪立姿态、趴下姿态。当目标虚拟角色当前为站立姿态时,关键关节点可以包括头部关节点、根节点和脊柱关节点。当目标虚拟角色当前为跪立姿态时,关键关节点可以包括头部关节点和根关节点。当目标虚拟角色当前为趴下姿态时,关键关节点可以包括脊柱关节点。
示例性的,在目标虚拟角色处于站立姿态的情况下,自生效位置向目标虚拟角色的头部关节点发射第一检测线、向目标虚拟角色的根节点发射第二检测线、向目标虚拟角色的脊柱关节点发射第三检测线;在第一检测线、第二检测线、第三检测线中存在至少一条检测线未检测到障碍物的情况下,确定站立姿态的目标虚拟角色被爆炸虚拟道具命中(确定爆炸虚拟道具作用于目标虚拟角色)。在第一检测线、第二检测线、第三检测线均检测到障碍物的情况下,确定站立姿态的目标虚拟角色未被爆炸虚拟道具命中。
示例性的,在目标虚拟角色处于跪立姿态的情况下,自生效位置向目标虚拟角色的头部关节点发射第一检测线、向目标虚拟角色的根节点发射第二检测线;在第一检测线、第二检测线中存在一条检测线未检测到障碍物的情况下,确定跪立姿态的目标虚拟角色被爆炸虚拟道具命中(确定爆炸虚拟道具作用于目标虚拟角色)。在第一检测线、第二检测线均检测到障碍物的情况下,确定跪立姿态的目标虚拟角色未被爆炸虚拟道具命中。
示例性的,在目标虚拟角色处于趴下姿态的情况下,自生效位置向目标虚拟角色的脊柱关节点发射第三检测线;在第三检测线未检测到障碍物的情况下,确定趴下姿态的目标虚拟角色被爆炸虚拟道具命中(确定爆炸虚拟道具作用于目标虚拟角色)。在第三检测线检测到障碍物的情况下,确定趴下姿态的目标虚拟角色未被爆炸虚拟道具命中。
综上所述,本实施例提供的道具效果的显示方法,当爆炸虚拟道具是直接虚拟道具时,通过发射检测线来检测爆炸虚拟道具能否命中目标虚拟角色,在能够命中目标虚拟角色时,用声纹指示信息来指示目标虚拟角色的所处位置,模拟现实中的听声辨位,更合理地向主控虚拟角色提示目标虚拟角色的位置。
二、间接虚拟道具。
图12是本申请一个示例性实施例提供的道具效果的显示方法的流程示意图。该方法可以由计算机设备执行,计算机设备具体可以是终端,例如,可以用于如图1所示的终端或终端中的支持虚拟环境的客户端,或者,该方法可以用于如图2所示的系统中的第一终端或第一终端中的支持虚拟环境的客户端。基于图3所示实施例,步骤330包括步骤332。
步骤310:显示用户界面,用户界面中显示的虚拟环境画面是以主控虚拟角色对应的视角观察虚拟环境得到的画面,主控虚拟角色携带有爆炸虚拟道具。
示例性的,爆炸虚拟道具可以是间接虚拟道具,间接虚拟道具是穿透障碍物并作用于生效范围内的虚拟角色的虚拟道具,或理解为,间接虚拟道具是具有穿透障碍物的能力并作用于生效范围内的虚拟角色的虚拟道具。
间接虚拟道具也可以称为允许间接命中的虚拟道具。间接虚拟道具可以在生效位置与命中目标(目标虚拟角色)之间无障碍物遮挡时命中该目标虚拟角色,也可以在生效位置与命中目标(目标虚拟角色)之间存在障碍物遮挡时命中该目标虚拟角色。例如,间接虚拟道具可以包括:震撼弹、烟雾弹等。
步骤320:响应于道具使用操作,显示主控虚拟角色使用爆炸虚拟道具,爆炸虚拟道具是在生效范围内产生作用效果的虚拟道具。
步骤332:在爆炸虚拟道具为间接虚拟道具,且目标虚拟角色位于生效范围内的情况下,显示目标虚拟角色对应的声纹指示信息。
当爆炸虚拟道具是间接虚拟道具时,只要目标虚拟角色位于爆炸虚拟道具的生效范围内,爆炸虚拟道具就能够命中目标虚拟角色。
可选的,在爆炸虚拟道具为间接虚拟道具的情况下,计算爆炸虚拟道具的生效位置与目标虚拟角色的直线距离;在直线距离小于爆炸虚拟道具的生效半径的情况下,确定爆炸虚拟道具作用于目标虚拟角色;显示目标虚拟角色对应的声纹指示信息。
综上所述,本实施例提供的道具效果的显示方法,当爆炸虚拟道具是间接虚拟道具时,通过判断目标虚拟角色与生效位置的距离是否小于爆炸虚拟道具的生效半径,来检测爆炸虚拟道具能否命中目标虚拟角色,在能够命中目标虚拟角色时,用声纹指示信息来指示目标虚拟角色的所处位置,模拟现实中的听声辨位,更合理地向主控虚拟角色提示目标虚拟角色的位置。
图13是本申请一个示例性实施例提供的道具效果的显示方法的流程示意图。该方法可以由计算机设备执行,计算机设备具体可以是终端,例如,可以用于如图1所示的终端或终端中的支持虚拟环境的客户端,或者,该方法可以用于如图2所示的系统中的第一终端或第一终端中的支持虚拟环境的客户端。该方法包括以下步骤。
步骤501,用户账号控制主控虚拟角色投掷至少一个投掷物(爆炸虚拟道具),目标虚拟角色被投掷物炸到。
示例性的,为了方便给每个投掷物随时配置声纹指示功能,将该功能做成集成的功能组件的形式。如图14所示,黄色的SGProjectileCamera(SG投射相机)组件601,即为本功能的组件,只要在投掷物的蓝图中,添加这个组件601,则视为该投掷物启用了此功能(声纹指示功能)。该功能可以随时配置,随时取消,运用较为灵活。
示例性的,如图15所示,在启用声纹指示功能的投掷物的蓝图内,勾上“Only Affect Direct Hit Character(只影响直接命中角色)”选项602后,投掷物则被设定为“只有直接命中(没有阻隔)才能生效”,即直接虚拟道具;而不勾上该选项602,则视为“直接命中和隔墙命中均能生效”,即间接虚拟道具。
示例性的,如图16所示,增加被投掷物命中后的受击逻辑,在“Take Hit Animation SetT Ake(受击动画组)”中新增了一类受击“Take Hit by Grenade(被手雷击中)”603,即被手雷击中的类型,可以在此灵活的配置被投掷物命中后的各种受击动画。
步骤502,判断目标虚拟角色是否位于投掷物的爆炸范围(生效范围)内。若位于,则执行步骤503;若不位于则结束。
可选的,从爆炸虚拟道具的生效位置向目标虚拟角色的根节点发射检测射线,计算检测射线从生效位置到根节点的距离,若距离小于爆炸虚拟道具的生效半径,则确定目标虚拟角色位于生效范围内,若距离大于生效半径,则确定目标虚拟角色不位于生效范围内。
步骤503,判断投掷物是否只能直接命中生效,若是则执行步骤504,否则执行步骤505。
一般投掷物作用于虚拟角色,分为两种触发场景:
1.直接炸到虚拟角色,即投掷物的爆炸范围内,与虚拟角色的身体中心的连线没有受到任何场景的阻隔。该触发场景一般用于爆炸伤害类的投掷物,以及闪光弹类的投掷物,因为这两类投掷物,都是需要所见即所得的效果。
2.穿墙影响到虚拟角色,即投掷物的爆炸范围内,与虚拟角色的身体中心的连线虽然受到了场景的阻隔,但此投掷物依旧生效。一般用于震撼弹类的投掷物。
本申请实施例中将只能直接炸到虚拟角色的虚拟道具称为直接虚拟道具,将能够穿墙影响到虚拟角色的虚拟道具称为间接虚拟道具。
若爆炸虚拟道具是直接虚拟道具,则确定爆炸虚拟道具只能直接命中生效;若爆炸虚拟道具是间接虚拟道具,则确定爆炸虚拟道具可以间接命中生效。
步骤504,判断目标虚拟角色是否被投掷物直接命中,若是则执行步骤505,否则结束。
若爆炸虚拟道具是直接虚拟道具,则进一步判断爆炸虚拟道具是否直接命中了目标虚拟角色。从生效位置向目标虚拟角色的三个关键关节点分别发射三条检测线。若三条检测线中存在至少一个检测线未检测到障碍物,则确定目标虚拟角色可以被爆炸虚拟道具直接命中;若三条检测线均检测到障碍物,则确定目标虚拟角色不能被爆炸虚拟道具直接命中。
步骤505,根据目标虚拟角色与爆炸点的距离,计算声纹指示信息的暴露时间(显示时长)。
当目标虚拟角色位于生效范围内,且爆炸虚拟道具是间接虚拟道具时,爆炸虚拟道具可以命中目标虚拟角色,则计算目标虚拟角色与生效位置的直线距离,根据直线距离确定声纹指示信息的显示时长。
当目标虚拟角色位于生效范围内,且爆炸虚拟道具是直接虚拟道具,且爆炸虚拟道具可以直接命中目标虚拟角色时,计算目标虚拟角色与生效位置的直线距离,根据直线距离确定声纹指示信息的显示时长。
步骤506,根据暴露时间显示声纹指示信息,并根据配置播放目标虚拟角色的受击动画。
如图5所示,投掷物投掷出去且炸到目标虚拟角色后,在投掷战术道具的主控虚拟角色的界面上留下了一条声纹,这条声纹便是被炸到的目标虚拟角色因为这个投掷物的效果而产生的,而声纹在方位罗盘上的位置关系(和方位罗盘的左右关系)能够真实的反应被炸到的目标虚拟角色的方位。
综上所述,本实施例提供的道具效果的显示方法,可以为各个爆炸虚拟道具分别配置声纹指示功能、生效逻辑和受击动画,使爆炸虚拟道具命中目标虚拟角色后,根据目标虚拟角色的受击声音,向主控虚拟角色(道具使用者)暴露该目标虚拟角色(受击角色)的声纹指示信息,用声纹指示信息来指示目标虚拟角色的所处位置,模拟现实中的听声辨位,更合理地向主控虚拟角色提示目标虚拟角色的位置。
需要进行说明的是,本申请在收集用户、用户账号的相关数据(例如本申请中的操作数据、对局数据)之前以及在收集用户的相关数据的过程中,都可以显示提示界面、弹窗或输出语音提示信息,该提示界面、弹窗或语音提示信息用于提示用户当前正在搜集其相关数据,使得本申请仅仅在获取到用户对该提示界面或者弹窗发出的确认操作后,才开始执行获取用户相关数据的相关步骤,否则(即未获取到用户对该提示界面或者弹窗发出的确认操作时),结束获取用户相关数据的相关步骤,即不获取用户的相关数据。换句话说,本申请所采集的所有用户数据都是在用户同意并授权的情况下进行采集的,且相关用户数据的收集、使用和处理需要遵守相关国家和地区的相关法律法规和标准。
需要说明的是,本申请实施例提供的道具效果的显示方法步骤的先后顺序可以进行适当调整,步骤也可以根据情况进行相应增减,任何熟悉本技术领域的技术人员在本申请揭露的技术范围内,可轻易想到变化的方法,都应涵盖在本申请的保护范围之内,因此不再赘述。
图17是本申请一个示例性实施例提供的道具效果的显示装置的结构示意图。如图17所示,该装置包括:
显示模块802,用于显示用户界面,所述用户界面中显示的虚拟环境画面是以主控虚拟角色对应的视角观察虚拟环境得到的画面,所述主控虚拟角色携带有爆炸虚拟道具;
所述显示模块802,用于响应于道具使用操作,显示所述主控虚拟角色使用所述爆炸虚拟道具,所述爆炸虚拟道具是在生效范围内产生作用效果的虚拟道具;
所述显示模块802,用于在所述爆炸虚拟道具作用于目标虚拟角色的情况下,显示所述目标虚拟角色对应的声纹指示信息,所述声纹指示信息用于指示受到所述爆炸虚拟道具作用所引发的受击声音的来源位置。
在一种可选的实施例中,所述声纹指示信息包括声纹图标;所述用户界面上还显示有方位罗盘;
所述显示模块802,用于在所述方位罗盘上显示所述目标虚拟角色对应的所述声纹图标;
其中,所述声纹图标用于指示第一方向和第一距离中的至少一个;所述声纹图标在所述方位罗盘上的显示位置用于指示所述目标虚拟角色所处位置相对于所述主控虚拟角色所处位置的所述第一方向;所述声纹图标在所述方位罗盘上的显示大小用于指示所述目标虚拟角色所处位置与所述主控虚拟角色所处位置的所述第一距离。
在一种可选的实施例中,所述显示模块802,用于在所述方位罗盘上显示所述目标虚拟角色对应的所述声纹图标,且所述方位罗盘上的所述声纹图标随第一信息的改变而改变,所述第一信息包括以下至少一种:所述主控虚拟角色的位置、所述目标虚拟角色的位置、所述主控虚拟角色的朝向;
其中,所述方位罗盘上的所述声纹图标随第一信息的改变而改变,包括以下至少之一:
所述声纹图标在所述方位罗盘上的显示位置指向所述目标虚拟角色所在的方向;
在所述目标虚拟角色与所述主控虚拟角色的距离缩短的情况下,所述声纹图标变大;
在所述目标虚拟角色与所述主控虚拟角色的距离增大的情况下,所述声纹图标缩小。
在一种可选的实施例中,所述显示模块802,用于在所述爆炸虚拟道具为直接虚拟道具,且所述目标虚拟角色位于所述生效范围内,且所述爆炸虚拟道具的生效位置与所述目标虚拟角色之间无障碍物的情况下,显示所述目标虚拟角色对应的声纹指示信息;
其中,所述直接虚拟道具是作用于所述生效范围内与所述生效位置之间无遮挡的虚拟角色的虚拟道具。
在一种可选的实施例中,所述装置还包括:
检测模块803,用于在所述爆炸虚拟道具为直接虚拟道具的情况下,计算所述爆炸虚拟道具的生效位置与所述目标虚拟角色的直线距离;
所述检测模块803,用于在所述直线距离小于所述爆炸虚拟道具的生效半径的情况下,自所述生效位置向所述目标虚拟角色的关键关节点发射至少一条检测线;
所述检测模块803,用于在所述至少一条检测线未检测到障碍物的情况下,确定所述爆炸虚拟道具作用于所述目标虚拟角色;
所述显示模块802,用于显示所述目标虚拟角色对应的所述声纹指示信息;
其中,所述关键关节点包括以下至少之一:头部关节点、胸部关节点、髋部关节点、腿部关节点、脚部关节点。
在一种可选的实施例中,所述显示模块802,用于在所述爆炸虚拟道具为间接虚拟道具,且所述目标虚拟角色位于所述生效范围内的情况下,显示所述目标虚拟角色对应的声纹指示信息;
其中,所述间接虚拟道具是穿透障碍物并作用于所述生效范围内的虚拟角色的虚拟道具。
在一种可选的实施例中,所述装置还包括:
检测模块803,用于在所述爆炸虚拟道具为间接虚拟道具的情况下,计算所述爆炸虚拟道具的生效位置与所述目标虚拟角色的直线距离;
所述检测模块803,用于在所述直线距离小于所述爆炸虚拟道具的生效半径的情况下,确定所述爆炸虚拟道具作用于所述目标虚拟角色;
所述显示模块802,用于显示所述目标虚拟角色对应的所述声纹指示信息。
在一种可选的实施例中,所述显示模块802,用于在所述声纹指示信息的显示时长达到第一时长的情况下,取消显示所述声纹指示信息;
其中,所述第一时长与直线距离呈负相关关系,所述直线距离为所述目标虚拟角色到所述爆炸虚拟道具的生效位置的距离。
在一种可选的实施例中,所述显示模块802,用于在所述爆炸虚拟道具作用于目标虚拟角色的情况下,显示所述目标虚拟角色的受击动画,所述受击动画用于指示所述目标虚拟角色受到所述爆炸虚拟道具的作用;所述受击动画包括受击声音。
需要说明的是:上述实施例提供的道具效果的显示装置,仅以上述各功能模块的划分进行举例说明,实际应用中,可以根据需要而将上述功能分配由不同的功能模块完成,即将设备的内部结构划分成不同的功能模块,以完成以上描述的全部或者部分功能。另外,上述实施例提供的道具效果的显示装置与道具效果的显示方法实施例属于同一构思,其具体实现过程详见方法实施例,这里不再赘述。
本申请的实施例还提供了一种计算机设备,该计算机设备包括:处理器和存储器,存储器中存储有至少一段程序,至少一段程序由处理器加载并执行以实现上述各方法实施例提供的道具效果的显示方法。
示例地,以计算机设备是终端为例,图18是本申请一个示例性实施例提供的终端的结构示意图。通常,终端1700包括有:处理器1701和存储器1702。
处理器1701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1701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1701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1701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1701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1702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非暂态的。存储器1702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1702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1701所执行以实现本申请中方法实施例提供的道具效果的显示方法。
在一些实施例中,终端1700还可选包括有:外围设备接口1703和至少一个外围设备。处理器1701、存储器1702和外围设备接口1703之间可以通过总线或信号线相连。各个外围设备可以通过总线、信号线或电路板与外围设备接口1703相连。具体地,外围设备包括:射频电路1704、显示屏1705、摄像头组件1706、音频电路1707和电源1708中的至少一种。
外围设备接口1703可被用于将I/O(Input/Output,输入/输出)相关的至少一个外围设备连接到处理器1701和存储器1702。在一些实施例中,处理器1701、存储器1702和外围设备接口1703被集成在同一芯片或电路板上;在一些其他实施例中,处理器1701、存储器1702和外围设备接口1703中的任意一个或两个可以在单独的芯片或电路板上实现,本申请实施例对此不加以限定。
射频电路1704用于接收和发射RF(Radio Frequency,射频)信号,也称电磁信号。射频电路1704通过电磁信号与通信网络以及其他通信设备进行通信。射频电路1704将电信号转换为电磁信号进行发送,或者,将接收到的电磁信号转换为电信号。可选地,射频电路1704包括:天线系统、RF收发器、一个或多个放大器、调谐器、振荡器、数字信号处理器、编解码芯片组、用户身份模块卡等等。射频电路1704可以通过至少一种无线通信协议来与其它终端进行通信。该无线通信协议包括但不限于:万维网、城域网、内联网、各代移动通信网络(2G、3G、4G及5G)、无线局域网和/或WiFi(Wireless Fidelity,无线保真)网络。在一些实施例中,射频电路1704还可以包括NFC(Near Field Communication,近距离无线通信)有关的电路,本申请对此不加以限定。
显示屏1705用于显示UI(User Interface,用户界面)。该UI可以包括图形、文本、图标、视频及其它们的任意组合。当显示屏1705是触摸显示屏时,显示屏1705还具有采集在显示屏1705的表面或表面上方的触摸信号的能力。该触摸信号可以作为控制信号输入至处理器1701进行处理。此时,显示屏1705还可以用于提供虚拟按钮和/或虚拟键盘,也称软按钮和/或软键盘。在一些实施例中,显示屏1705可以为一个,设置终端1700的前面板;在另一些实施例中,显示屏1705可以为至少两个,分别设置在终端1700的不同表面或呈折叠设计;在再一些实施例中,显示屏1705可以是柔性显示屏,设置在终端1700的弯曲表面上或折叠面上。甚至,显示屏1705还可以设置成非矩形的不规则图形,也即异形屏。显示屏1705可以采用LCD(Liquid Crystal Display,液晶显示屏)、OLED(Organic Light-Emitting Diode,有机发光二极管)等材质制备。
摄像头组件1706用于采集图像或视频。可选地,摄像头组件1706包括前置摄像头和后置摄像头。通常,前置摄像头设置在终端1700的前面板,后置摄像头设置在终端的背面。在一些实施例中,后置摄像头为至少两个,分别为主摄像头、景深摄像头、广角摄像头、长焦摄像头中的任意一种,以实现主摄像头和景深摄像头融合实现背景虚化功能、主摄像头和广角摄像头融合实现全景拍摄以及VR(Virtual Reality,虚拟现实)拍摄功能或者其它融合拍摄功能。在一些实施例中,摄像头组件1706还可以包括闪光灯。闪光灯可以是单色温闪光灯,也可以是双色温闪光灯。双色温闪光灯是指暖光闪光灯和冷光闪光灯的组合,可以用于不同色温下的光线补偿。
音频电路1707可以包括麦克风和扬声器。麦克风用于采集用户及环境的声波,并将声波转换为电信号输入至处理器1701进行处理,或者输入至射频电路1704以实现语音通信。出于立体声采集或降噪的目的,麦克风可以为多个,分别设置在终端1700的不同部位。麦克风还可以是阵列麦克风或全向采集型麦克风。扬声器则用于将来自处理器1701或射频电路1704的电信号转换为声波。扬声器可以是传统的薄膜扬声器,也可以是压电陶瓷扬声器。当扬声器是压电陶瓷扬声器时,不仅可以将电信号转换为人类可听见的声波,也可以将电信号转换为人类听不见的声波以进行测距等用途。在一些实施例中,音频电路1707还可以包括耳机插孔。
电源1708用于为终端1700中的各个组件进行供电。电源1708可以是交流电、直流电、一次性电池或可充电电池。当电源1708包括可充电电池时,该可充电电池可以是有线充电电池或无线充电电池。有线充电电池是通过有线线路充电的电池,无线充电电池是通过无线线圈充电的电池。该可充电电池还可以用于支持快充技术。
在一些实施例中,终端1700还包括有一个或多个传感器1709。该一个或多个传感器1709包括但不限于:加速度传感器1710、陀螺仪传感器1711、压力传感器1712、光学传感器1713以及接近传感器1714。
加速度传感器1710可以检测以终端1700建立的坐标系的三个坐标轴上的加速度大小。比如,加速度传感器1710可以用于检测重力加速度在三个坐标轴上的分量。处理器1701可以根据加速度传感器1710采集的重力加速度信号,控制触摸显示屏1705以横向视图或纵向视图进行用户界面的显示。加速度传感器1710还可以用于游戏或者用户的运动数据的采集。
陀螺仪传感器1711可以检测终端1700的机体方向及转动角度,陀螺仪传感器1711可以与加速度传感器1710协同采集用户对终端1700的3D动作。处理器1701根据陀螺仪传感器1711采集的数据,可以实现如下功能:动作感应(比如根据用户的倾斜操作来改变UI)、拍摄时的图像稳定、游戏控制以及惯性导航。
压力传感器1712可以设置在终端1700的侧边框和/或触摸显示屏1705的下层。当压力传感器1712设置在终端1700的侧边框时,可以检测用户对终端1700的握持信号,由处理器1701根据压力传感器1712采集的握持信号进行左右手识别或快捷操作。当压力传感器1712设置在触摸显示屏1705的下层时,由处理器1701根据用户对触摸显示屏1705的压力操作,实现对UI界面上的可操作性控件进行控制。可操作性控件包括按钮控件、滚动条控件、图标控件、菜单控件中的至少一种。
光学传感器1713用于采集环境光强度。在一个实施例中,处理器1701可以根据光学传感器1713采集的环境光强度,控制触摸显示屏1705的显示亮度。具体地,当环境光强度较高时,调高触摸显示屏1705的显示亮度;当环境光强度较低时,调低触摸显示屏1705的显示亮度。在另一个实施例中,处理器1701还可以根据光学传感器1713采集的环境光强度,动态调整摄像头组件1706的拍摄参数。
接近传感器1714,也称距离传感器,通常设置在终端1700的前面板。接近传感器1714用于采集用户与终端1700的正面之间的距离。在一个实施例中,当接近传感器1714检测到用户与终端1700的正面之间的距离逐渐变小时,由处理器1701控制触摸显示屏1705从亮屏状态切换为息屏状态;当接近传感器1714检测到用户与终端1700的正面之间的距离逐渐变大时,由处理器1701控制触摸显示屏1705从息屏状态切换为亮屏状态。
本领域技术人员可以理解,图18中示出的结构并不构成对终端1700的限定,可以包括比图示更多或更少的组件,或者组合某些组件,或者采用不同的组件布置。
本申请实施例中还提供了一种计算机可读存储介质,该计算机可读存储介质中存储有至少一段程序,当该至少一段程序由计算机设备的处理器加载并执行时,实现上述各方法实施例提供的道具效果的显示方法。
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各方法实施例提供的道具效果的显示方法。
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,该程序可以存储于一种计算机可读存储介质中,上述提到的可读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、等同切换、改进等,均应包含在本申请的保护范围之内。

Claims (13)

  1. 一种道具效果的显示方法,所述方法由计算机设备执行,所述方法包括:
    显示用户界面,所述用户界面中显示的虚拟环境画面是以主控虚拟角色对应的视角观察虚拟环境得到的画面,所述主控虚拟角色携带有爆炸虚拟道具;
    响应于道具使用操作,显示所述主控虚拟角色使用所述爆炸虚拟道具,所述爆炸虚拟道具是在生效范围内产生作用效果的虚拟道具;
    在所述爆炸虚拟道具作用于目标虚拟角色的情况下,显示所述目标虚拟角色对应的声纹指示信息,所述声纹指示信息用于指示受到所述爆炸虚拟道具作用所引发的受击声音的来源位置。
  2. 根据权利要求1所述的方法,其中,所述声纹指示信息包括声纹图标;所述用户界面上还显示有方位罗盘;
    所述显示所述目标虚拟角色对应的声纹指示信息,包括:
    在所述方位罗盘上显示所述目标虚拟角色对应的所述声纹图标;
    其中,所述声纹图标用于指示第一方向和第一距离中的至少一个;
    所述声纹图标在所述方位罗盘上的显示位置用于指示所述目标虚拟角色所处位置相对于所述主控虚拟角色所处位置的所述第一方向;
    所述声纹图标在所述方位罗盘上的显示大小用于指示所述目标虚拟角色所处位置与所述主控虚拟角色所处位置的所述第一距离。
  3. 根据权利要求2所述的方法,其中,所述在所述方位罗盘上显示所述目标虚拟角色对应的所述声纹图标,包括:
    在所述方位罗盘上显示所述目标虚拟角色对应的所述声纹图标,且所述方位罗盘上的所述声纹图标随第一信息的改变而改变,所述第一信息包括以下至少一种:所述主控虚拟角色的位置、所述目标虚拟角色的位置、所述主控虚拟角色的朝向;
    其中,所述方位罗盘上的所述声纹图标随第一信息的改变而改变,包括以下至少之一:
    所述声纹图标在所述方位罗盘上的显示位置指向所述目标虚拟角色所在的方向;
    在所述目标虚拟角色与所述主控虚拟角色的距离缩短的情况下,所述声纹图标变大;
    在所述目标虚拟角色与所述主控虚拟角色的距离增大的情况下,所述声纹图标缩小。
  4. 根据权利要求1至3任一所述的方法,其中,所述在所述爆炸虚拟道具作用于目标虚拟角色的情况下,显示所述目标虚拟角色对应的声纹指示信息,包括:
    在所述爆炸虚拟道具为直接虚拟道具,且所述目标虚拟角色位于所述生效范围内,且所述爆炸虚拟道具的生效位置与所述目标虚拟角色之间无障碍物的情况下,显示所述目标虚拟角色对应的所述声纹指示信息;
    其中,所述直接虚拟道具是作用于所述生效范围内与所述生效位置之间无遮挡的虚拟角色的虚拟道具。
  5. 根据权利要求4所述的方法,其中,所述在所述爆炸虚拟道具为直接虚拟道具,且所述目标虚拟角色位于所述生效范围内,且所述爆炸虚拟道具的生效位置与所述目标虚拟角色之间无障碍物的情况下,显示所述目标虚拟角色对应的所述声纹指示信息,包括:
    在所述爆炸虚拟道具为直接虚拟道具的情况下,计算所述爆炸虚拟道具的生效位置与所述目标虚拟角色的直线距离;
    在所述直线距离小于所述爆炸虚拟道具的生效半径的情况下,自所述生效位置向所述目标虚拟角色的关键关节点发射至少一条检测线;
    在所述至少一条检测线未检测到障碍物的情况下,确定所述爆炸虚拟道具作用于所述目标虚拟角色;
    显示所述目标虚拟角色对应的所述声纹指示信息;
    其中,所述关键关节点包括以下至少之一:头部关节点、胸部关节点、髋部关节点、腿部关节点、脚部关节点。
  6. 根据权利要求1至3任一所述的方法,其中,所述在所述爆炸虚拟道具作用于目标虚拟角色的情况下,显示所述目标虚拟角色对应的声纹指示信息,包括:
    在所述爆炸虚拟道具为间接虚拟道具,且所述目标虚拟角色位于所述生效范围内的情况下,显示所述目标虚拟角色对应的所述声纹指示信息;
    其中,所述间接虚拟道具是穿透障碍物并作用于所述生效范围内的虚拟角色的虚拟道具。
  7. 根据权利要求6所述的方法,其中,所述在所述爆炸虚拟道具为间接虚拟道具,且所述目标虚拟角色位于所述生效范围内的情况下,显示所述目标虚拟角色对应的声纹指示信息,包括:
    在所述爆炸虚拟道具为间接虚拟道具的情况下,计算所述爆炸虚拟道具的生效位置与所述目标虚拟角色的直线距离;
    在所述直线距离小于所述爆炸虚拟道具的生效半径的情况下,确定所述爆炸虚拟道具作用于所述目标虚拟角色;
    显示所述目标虚拟角色对应的所述声纹指示信息。
  8. 根据权利要求1至7任一所述的方法,其中,所述方法还包括:
    在所述声纹指示信息的显示时长达到第一时长的情况下,取消显示所述声纹指示信息;
    其中,所述第一时长与直线距离呈负相关关系,所述直线距离为所述目标虚拟角色到所述爆炸虚拟道具的生效位置的距离。
  9. 根据权利要求1至7任一所述的方法,其中,所述方法还包括:
    在所述爆炸虚拟道具作用于所述目标虚拟角色的情况下,显示所述目标虚拟角色的受击动画,所述受击动画用于指示所述目标虚拟角色受到所述爆炸虚拟道具的作用;所述受击动画包括受击声音。
  10. 一种道具效果的显示装置,所述装置包括:
    显示模块,用于显示用户界面,所述用户界面中显示的虚拟环境画面是以主控虚拟角色对应的视角观察虚拟环境得到的画面,所述主控虚拟角色携带有爆炸虚拟道具;
    所述显示模块,用于响应于道具使用操作,显示所述主控虚拟角色使用所述爆炸虚拟道具,所述爆炸虚拟道具是在生效范围内产生作用效果的虚拟道具;
    所述显示模块,用于在所述爆炸虚拟道具作用于目标虚拟角色的情况下,显示所述目标虚拟角色对应的声纹指示信息,所述声纹指示信息用于指示受到所述爆炸虚拟道具作用所引发的受击声音的来源位置。
  11. 一种计算机设备,所述计算机设备包括处理器和存储器,所述存储器中存储有至少一段程序,所述至少一段程序由所述处理器加载并执行以实现如权利要求1至9任一所述的道具效果的显示方法。
  12. 一种计算机可读存储介质,所述计算机可读存储介质中存储有至少一段程序,所述至少一段程序由处理器加载并执行以实现如权利要求1至9任一所述的道具效果的显示方法。
  13. 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,所述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所述计算机可读存储介质读取所述计算机指令,所述处理器执行所述计算机指令,使得所述计算机设备执行如权利要求1至9任一所述的道具效果的显示方法。
PCT/CN2025/083979 2024-03-27 2025-03-21 道具效果的显示方法、装置、设备及存储介质 Pending WO2025201186A1 (zh)

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