WO2025256258A1 - 基于虚拟道具的使用方法、装置、设备、介质及产品 - Google Patents
基于虚拟道具的使用方法、装置、设备、介质及产品Info
- Publication number
- WO2025256258A1 WO2025256258A1 PCT/CN2025/088871 CN2025088871W WO2025256258A1 WO 2025256258 A1 WO2025256258 A1 WO 2025256258A1 CN 2025088871 W CN2025088871 W CN 2025088871W WO 2025256258 A1 WO2025256258 A1 WO 2025256258A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- virtual
- attack
- shooting
- scattering
- prop
- 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
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
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
- A63F13/573—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
-
- 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
Definitions
- This application relates to the field of virtual environments, and in particular to a method, apparatus, device, medium, and product for using virtual props.
- players can use various forms of virtual props to participate in virtual matches, greatly enhancing the fun of the game.
- players can control a main virtual object to attack enemy virtual objects using virtual shooting tools.
- the virtual shooting tools determine the attack direction based on the direction selected by the player, and perform a virtual shooting process in that attack direction when the player performs a virtual shooting operation through the virtual shooting tools, so as to assist the player in achieving the goal of attacking enemy virtual objects.
- Some virtual shooting props can achieve a virtual shooting process by launching multiple virtual projectiles; virtual shooting props can determine the attack direction based on the player's selected direction, but the attack direction can usually only be indicated by the crosshair position of the virtual shooting prop. Players can only adjust the selected direction of the virtual shooting prop based on the relative position between the crosshair position and the enemy virtual object. The player's purpose in attacking the enemy virtual object is poor and the accuracy is also low.
- This application provides a method, apparatus, device, medium, and product for using virtual props.
- the technical solution is as follows.
- a method for using virtual props executed by a computer device, the method comprising:
- the display shows a master virtual object, which is equipped with a virtual shooting prop, and the virtual shooting prop is loaded with multiple virtual projectiles; wherein a single virtual shot consumes at least two virtual projectiles.
- Receive object control operation the object control operation being used to control the master virtual object to hold the virtual shooting prop and point in a first direction;
- At least two scattering trajectories are displayed with the virtual shooting prop as the starting point of the shooting.
- the at least two scattering trajectories correspond one-to-one with the at least two virtual projectiles.
- the scattering direction corresponding to the scattering trajectory is used to indicate the attack direction when performing virtual shooting through the virtual shooting prop.
- the receiving module is further configured to, in response to a first virtual launcher acting on the virtual attack target, display a first effect marker indicating the effect result after the first virtual launcher is launched; and in response to a second virtual launcher not acting on the virtual attack target, display a second effect marker indicating the effect result after the second virtual launcher is launched, wherein the first effect is different from the second effect.
- a computer-readable storage medium wherein at least one instruction, at least one program, code set, or instruction set is stored therein, wherein the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by a processor to implement the method of using virtual props as described in any of the embodiments of this application above.
- a computer program product or computer program which includes computer instructions stored in a computer-readable storage medium.
- a processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform any of the virtual prop-based usage methods described in the above embodiments.
- At least two scattering trajectories emitted from the virtual shooting item are displayed according to the first direction indicated by the object's control operation.
- Each scattering trajectory represents one virtual projectile consumed in the virtual shot.
- This process visualizes the scattering trajectories of at least two virtual consumables when using the virtual shooting item, effectively indicating the attack direction during virtual shooting. This allows players to accurately target their attacks while performing efficient scattering attacks, reducing the operational difficulty and increasing players' willingness to use the virtual shooting item. While improving human-computer interaction efficiency, it also facilitates improved resource utilization through precise attacks.
- Figure 1 is a structural block diagram of an electronic device provided in an exemplary embodiment of this application.
- Figure 2 is a structural block diagram of a computer system provided in an exemplary embodiment of this application.
- Figure 3 is a flowchart of a method for using virtual props provided in an exemplary embodiment of this application.
- Figure 4 is a flowchart of a method for using virtual props provided in another exemplary embodiment of this application.
- Figure 5 is a schematic diagram of the interface for consuming a single virtual projectile in a single virtual shot, provided in an exemplary embodiment of this application.
- Figure 6 is a schematic diagram of an interface that consumes at least two virtual projectiles in a single virtual shot, according to an exemplary embodiment of this application.
- Figure 7 is a schematic diagram of an interface displaying at least two scattering trajectories provided in an exemplary embodiment of this application;
- Figure 8 is a schematic diagram of determining and displaying the firing sight according to an exemplary embodiment of this application.
- FIG. 9 is a flowchart of displaying attack prompt information provided in an exemplary embodiment of this application.
- Figure 10 is a schematic diagram of displaying attack prompt information based on the sum of attack intensities of at least one virtual emitter, provided by an exemplary embodiment of this application.
- Figure 11 is a flowchart of a display object attack animation provided in an exemplary embodiment of this application.
- Figure 12 is a schematic diagram showing the virtual shooting results provided in an exemplary embodiment of this application.
- Figure 13 is a flowchart of a method for dynamically displaying a circular firing sight based on the dispersion size of virtual projectiles in a virtual shotgun, according to an exemplary embodiment of this application.
- Figure 14 is a flowchart of a real-time virtual bullet dispersion effect displayed when the virtual shooting prop is close to the virtual attack target, according to an exemplary embodiment of this application;
- Figure 16 is a flowchart of a real-time feedback effect of displaying a virtual projectile after the virtual shooting prop is used, provided by an exemplary embodiment of this application.
- Figure 17 is a structural block diagram of a virtual prop-based user device provided in an exemplary embodiment of this application.
- Figure 18 is a structural block diagram of a terminal provided in an exemplary embodiment of this application.
- Virtual scene is a scene displayed (or provided) by an application when it runs on a terminal.
- This virtual scene can be a simulation of a real scene, a semi-simulated/semi-fictional scene, or a purely fictional scene.
- a virtual scene can be any of a two-dimensional virtual scene, a 2.5-dimensional virtual scene, or a three-dimensional virtual scene; this application does not limit it to any particular type.
- the following embodiments use a three-dimensional virtual scene as an example.
- Virtual models are models used in virtual scenes to mimic real-world scenes. For example, a virtual model occupies a certain volume within a virtual scene.
- Examples of virtual models include: terrain models, building models, plant and animal models, virtual prop models, virtual vehicle models, and virtual object models.
- terrain models include: ground, mountains, rivers, rocks, steps, etc.
- building models include: houses, walls, containers, and fixed facilities inside buildings: tables, chairs, cabinets, beds, etc.
- plant and animal models include: trees, flowers, birds, etc.
- virtual prop models include: virtual attack tools, first-aid kits, airdrops, etc.
- virtual vehicle models include: cars, ships, helicopters, etc.
- virtual object models include: people, animals, anime characters, etc.
- Virtual characters/objects These refer to movable objects in a virtual scene. These movable objects can be virtual objects, virtual animals, anime characters, etc., such as people, animals, plants, oil drums, walls, and stones displayed in a 3D virtual scene.
- virtual objects are 3D models created based on animation skeletal technology. Each virtual object has its own shape and volume in the 3D virtual scene, occupying a portion of the space within the 3D virtual scene.
- This application provides a method for using virtual props, which visualizes the scattering trajectories of at least two virtual consumables when using virtual shooting props. This effectively indicates the attack direction when performing virtual shooting, facilitating precise target targeting and improving human-computer interaction efficiency.
- the virtual prop-based usage method trained according to this application can be applied to at least one of various virtual scenarios, such as virtual shooting scenarios and virtual battle scenarios. It is worth noting that the above application scenarios are merely illustrative examples, and the virtual prop-based usage method provided in this embodiment can also be applied to other scenarios; this application does not limit its application to these scenarios.
- this application may display prompt interfaces, pop-ups, or output voice prompts before and during the collection of user data.
- These prompt interfaces, pop-ups, or voice prompts are used to inform the user that their data is being collected. This ensures that the application only begins the steps for collecting user data after receiving confirmation from the user regarding the prompt interface or pop-up; otherwise (i.e., without user confirmation), the steps for collecting user data end, meaning no user data is collected.
- all user data collected in this application is collected with the user's consent and authorization, and the collection, use, and processing of related user data must comply with the relevant laws, regulations, and standards of the relevant regions.
- the terminal in this application can be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III) player, an MP4 (Moving Picture Experts Group Audio Layer IV) player, etc.
- the terminal has an application that supports virtual environments installed and running, such as an application that supports 3D virtual environments.
- This application can be any of the following: a virtual reality application, a 3D mapping application, a third-person shooter (TPS) game, a first-person shooter (FPS) game, or a multiplayer online battle arena (MOBA) game.
- the application can be a standalone application, such as a standalone 3D game application, or an online multiplayer application.
- FIG. 1 shows a structural block diagram of an electronic device provided in an exemplary embodiment of this application.
- the electronic device 100 includes an operating system 120 and an application program 122.
- Operating system 120 is the foundational software that provides application 122 with secure access to computer hardware.
- Application 122 is an application that supports virtual environments.
- application 122 is an application that supports three-dimensional virtual environments.
- Application 122 can be any of the following: virtual reality application, 3D map application, TPS game, FPS game, MOBA game, or multiplayer shooting survival game.
- Application 122 can be a standalone application, such as a standalone 3D game application, or an online multiplayer application.
- FIG. 2 shows a structural block diagram of a computer system provided in an exemplary embodiment of this application.
- the computer system 200 includes: a first device 220, a server 240, and a second device 260.
- the first device 220 has an application installed and running that supports a virtual environment.
- This application can be any of the following: a virtual reality application, a 3D mapping application, a TPS game, an FPS game, a MOBA game, or a multiplayer shooting survival game.
- the first device 220 is the device used by the first user, who uses the first device 220 to control the activities of a first virtual object located in the virtual environment. These activities include, but are not limited to, adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up items, shooting, attacking, and throwing at least one of these.
- the first virtual object is a first virtual character, such as a realistic or anime character.
- the first device 220 is connected to the server 240 via a wireless network or a wired network.
- Server 240 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 240 is used to provide background services for applications supporting a three-dimensional virtual environment.
- server 240 undertakes the primary computing work, and the first device 220 and the second device 260 undertake secondary computing work; or, server 240 undertakes secondary computing work, and the first device 220 and the second device 260 undertake primary computing work; or, server 240, the first device 220, and the second device 260 collaborate in a distributed computing architecture.
- the second device 260 has an application installed and running that supports a virtual environment.
- This application can be any of the following: a virtual reality application, a 3D mapping application, an FPS game, a MOBA game, or a multiplayer shooting survival game.
- the second device 260 is a device used by a second user, who uses the second device 260 to control the activities of a second virtual object located in the virtual environment. These activities include, but are not limited to, adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up items, shooting, attacking, and throwing at least one of these.
- the second virtual object is a second virtual character, such as a realistic or anime character.
- first virtual character and the second virtual character are in the same virtual environment.
- first virtual character and the second virtual character can belong to the same team, the same organization, have a friend relationship, or have temporary communication permissions.
- first virtual character and the second virtual character can also belong to different teams, different organizations, or two hostile groups.
- the applications installed on the first device 220 and the second device 260 are the same, or the applications installed on the two devices are the same type of application from different control system platforms.
- the first device 220 can refer to one of multiple devices, and the second device 260 can refer to one of multiple devices; this embodiment only uses the first device 220 and the second device 260 as examples.
- the device types of the first device 220 and the second device 260 may be the same or different, and these device types include at least one of the following: game console, desktop computer, smartphone, tablet computer, e-book reader, MP3 player, MP4 player, and laptop computer.
- the following embodiment uses a desktop computer as an example.
- the number of the aforementioned devices can be more or less. For example, there may be only one device, or there may be dozens or hundreds of devices, or even more. This application does not limit the number or type of devices.
- server 240 can be implemented as a physical server or as a cloud server in the cloud.
- the method for using virtual props provided in this application will be described.
- This method can be executed by a computer device. Taking the application of this method to a terminal as an example, as shown in Figure 3, the method includes the following steps 310 to 330.
- Step 310 Display the master virtual object.
- the master virtual object represents a virtual object controlled by the player.
- a game application is installed on a terminal, and a first account is logged in.
- the player selects at least one virtual game object as the master virtual object to participate in the virtual game based on the first account.
- the player participates in the virtual game by controlling the master virtual object to move in the virtual scene, perform tasks, and attack other virtual objects.
- the main virtual object is equipped with virtual shooting props.
- virtual shooting props are a type of virtual prop used to represent virtual props that can perform shooting functions in a virtual scene.
- virtual shooting props can be implemented as at least one of various shooting props such as virtual shotguns, virtual rifles, and virtual bows.
- the main virtual object can acquire virtual shooting items by picking them up, such as: the player controlling the main virtual object to pick up virtual shooting items dropped by other virtual objects, pick up virtual shooting items airdropped during the game, or pick up virtual shooting items randomly scattered in the virtual scene during the game; or, the main virtual object can acquire virtual shooting items by exchanging resources, such as: the player controlling the main virtual object to purchase virtual shooting items through the virtual store, or the player controlling the main virtual object to exchange virtual items with other virtual objects and obtain virtual shooting items; or, as the game continues, the main virtual object accumulates combat experience, and when the combat experience reaches a preset combat value, the game background automatically issues virtual shooting items to the main virtual object.
- the virtual shooting prop is loaded with multiple virtual projectiles.
- the virtual shooting prop is loaded with multiple virtual projectiles for performing the virtual shooting process.
- the virtual projectiles are related to the prop type of the virtual shooting prop.
- the virtual shooting prop is a virtual shotgun, and the virtual projectiles are virtual bullets; or, the virtual shooting prop is a virtual rifle, and the virtual projectiles are virtual bullets; or, the virtual shooting prop is a virtual bow, and the virtual projectiles are virtual arrows, etc.
- the virtual launcher is content launched into a virtual scene
- the virtual shooting prop is filled with virtual filler
- the virtual filler includes the virtual launcher
- the virtual launcher is content obtained by the virtual shooting prop splitting when the virtual filler is launched.
- the virtual shooting prop is implemented as a virtual shotgun, and the virtual filler loaded into the virtual shotgun is the virtual bullet.
- Each virtual bullet includes multiple virtual projectiles, which are regarded as virtual projectiles loaded into the virtual shooting prop.
- the virtual bullet fired by the virtual shooting prop splits into multiple virtual projectiles, which are the content launched into the virtual scene to achieve the virtual shooting effect.
- Each virtual shot consumes at least two virtual projectiles.
- a single virtual shot consumes at least two of the multiple virtual launchers loaded into the virtual shooting prop.
- the virtual shooting prop is implemented as a virtual shotgun, each time a virtual shot is used, it consumes 5 virtual projectiles; or, if the virtual shooting prop is implemented as a virtual bow, each time a virtual shot is used, it consumes 3 virtual arrows, and so on.
- a single virtual shot consumes at least two virtual projectiles.
- at least two virtual projectiles are fired simultaneously from the virtual shooting prop; for instance, a single virtual shot may fire five virtual projectiles simultaneously from a virtual shotgun.
- a single virtual shot consumes at least two virtual projectiles in sequence.
- at least two virtual projectiles will be fired sequentially from the virtual shooting device.
- a single virtual shot might fire five virtual projectiles from a virtual shotgun in sequence; or, a single virtual shot might fire three virtual projectiles from a virtual shotgun first, followed by two more virtual projectiles, etc.
- Step 320 Receive object control operation.
- the object control operation is used to control the main virtual object to hold the virtual shooting prop and point in the first direction.
- the direction in which the virtual shooting prop is pointing can be adjusted by adjusting the orientation of the master virtual object.
- the orientation of the main virtual object can be adjusted using the directional control area in the game interface.
- Players can perform operations such as sliding and rotating on the directional control area. If the player slides to the left on the directional control area, the main virtual object can be moved to the left of the current position. If the player slides to the lower right on the directional control area, the main virtual object can be moved to the lower right of the current position (such as moving in the southeast direction).
- the virtual shooting prop changes direction along with the master virtual object.
- the pointing direction of the virtual shooting prop will change accordingly with the orientation of the main virtual object, that is, the virtual shooting prop will point towards the left side, etc.
- the orientation of the main virtual object can be changed, the pointing direction of the virtual shooting prop can be changed. Therefore, the orientation of the main virtual object can be controlled to the first direction, so as to achieve the purpose of controlling the virtual object to hold the virtual shooting prop pointing in the first direction.
- the first direction is any direction within the virtual scene, used to describe the direction in which the virtual shooting prop is pointing.
- the first direction is the direction in which the virtual muzzle of the virtual shotgun is pointing; or, if the virtual shooting prop is implemented as a virtual bow, the first direction is the direction parallel to the virtual bowstring of the virtual shotgun, and so on.
- the operation of controlling the virtual shooting prop to point in the first direction is called object control operation, that is: controlling the main virtual object to point in the first direction so that the virtual shooting prop points in the first direction along with the main virtual object.
- Step 330 Display at least two scattering trajectories with the virtual shooting prop as the starting point of the shot, based on the first direction.
- At least two scattering trajectories correspond one-to-one with at least two virtual emitters.
- the virtual shooting situation pointed to by the virtual shooting prop can be analyzed based on the first direction. Therefore, by combining the first direction and the firing situation of the virtual shooting prop when firing at least two virtual launchers, the scattering trajectory corresponding to at least two virtual launchers can be displayed, taking the virtual shooting prop as the firing starting point, thereby displaying at least two scattering trajectories.
- the virtual shooting prop will fire at least two virtual projectiles in a single virtual shot.
- the at least two virtual projectiles correspond to a firing direction, and the virtual projectiles are usually used to attack other virtual objects. Therefore, the virtual shooting process can also be called a scattering attack process, that is, the virtual shooting prop will scatter at least two virtual projectiles to different directions to achieve the purpose of attacking a wide range of directions based on the first direction.
- this virtual launch process corresponds to five scattering trajectories, where the launch starting point of the scattering trajectory corresponding to the first direction is the virtual shooting prop, the launch ending point is the intersection of the first direction with other virtual objects or virtual obstacles, or the launch terminal is a point in the first direction that has a preset distance from the launch starting point, etc.
- the launching outlet of the virtual shooting prop used to launch the virtual launcher is taken as the shooting starting point, thereby displaying scattering trajectories that scatter in at least two directions respectively.
- the scattering direction corresponding to the scattering trajectory is used to indicate the attack direction when performing virtual shooting using virtual shooting props.
- the direction corresponding to the scattering trajectory is called the scattering direction. Since the scattering trajectory is determined based on a first direction, the scattering direction corresponding to the scattering trajectory is also determined based on the first direction. Considering that the scattering trajectory is the trajectory of the virtual projectile after it is launched, the scattering direction corresponding to the scattering trajectory can indicate the direction of the virtual projectile after it is launched, thus indicating the attack direction when performing virtual shooting using virtual shooting props.
- the main virtual object holds a virtual shooting item
- at least two scattering trajectories emitted from the virtual shooting item are displayed based on the first direction indicated by the object's control operation.
- Each scattering trajectory represents one virtual projectile consumed in the virtual shot.
- This process visualizes the scattering trajectories of at least two virtual consumables when using the virtual shooting item, effectively indicating the attack direction during virtual shooting. This allows players to accurately target their attacks while performing efficient scattering attacks, reducing the operational difficulty and increasing players' willingness to use the virtual shooting item. While improving human-computer interaction efficiency, it also facilitates improved resource utilization through precise attacks.
- this method can be executed by a computer device, as shown in Figure 4.
- the embodiment shown in Figure 3 can also be implemented as follows: steps 410 to 432.
- Step 410 Display the master virtual object.
- the main virtual object is equipped with virtual shooting props, and the virtual shooting props are loaded with multiple virtual launchers; each virtual shot consumes at least two virtual launchers.
- the main virtual object is the virtual object controlled by the player;
- the virtual shooting item is a virtual item that can achieve a scattering attack effect. That is, when performing a single operation on the virtual shooting item and performing a single virtual shot, the virtual shooting item will consume at least two virtual launchers loaded in it.
- the at least two virtual launchers may be implemented as some of the multiple virtual launchers, or they may be implemented as all of the multiple virtual launchers. This is not limited here.
- Figure 5 shows a schematic diagram of the interface where a single virtual shot consumes one virtual launcher.
- the main virtual object 510 holds a virtual shooting item 520, which is a virtual item that consumes one virtual launcher per shot. Therefore, when the player controls the main virtual object 510 to use the virtual shooting item 520 to perform a single virtual shot, a virtual attack marker (a damage point in Figure 5) 540 will be displayed on the virtual wall 530 attacked by the virtual shooting item 520.
- a virtual attack marker a damage point in Figure 5
- Figure 6 shows a schematic diagram of the interface where a single virtual shot consumes at least two virtual launchers.
- the main virtual object 610 holds a virtual shooting item 620, which is a virtual item that consumes at least two virtual launchers per shot. Therefore, when the player controls the main virtual object 610 to use the virtual shooting item 620 to perform a single virtual shot, multiple virtual attack markers (8 damage points as shown in Figure 6) 640 will be displayed on the virtual wall 630 attacked by the virtual shooting item 620.
- the aforementioned virtual attack markers represent the marking effects produced after virtual shooting, such as virtual bullet marks, virtual arrow marks, etc., and are not limited here.
- the virtual shooting prop used in the embodiment of this application is the virtual shooting prop shown in Figure 6.
- This virtual shooting prop can scatter at least two virtual projectiles in a single virtual shot, thereby achieving the purpose of scattering attack in a single virtual shot.
- Step 420 Receive object control operation from the main virtual object holding the virtual shooting prop pointing in the first direction.
- This is illustrative of controlling the virtual object to hold virtual shooting props when the virtual object is equipped with them.
- the direction in which the virtual shooting prop points can be adjusted by adjusting the orientation of the master virtual object.
- the orientation of the main virtual object can be changed, the pointing direction of the virtual shooting prop can be changed. Therefore, the orientation of the main virtual object can be controlled to the first direction, so as to achieve the purpose of controlling the virtual object to hold the virtual shooting prop pointing in the first direction.
- the first direction is any direction in the virtual scene, used to describe the direction in which the virtual shooting prop is pointing; the operation of controlling the virtual shooting prop to point in the first direction is called object control operation.
- Step 431 If there is a virtual attack target within the attack range corresponding to the first direction, display at least two scattering trajectories with the virtual shooting prop as the starting point.
- the attack range is an area defined from the virtual scene based on a first direction.
- the attack range is a three-dimensional area defined from the virtual scene based on a first direction, such as a three-dimensional area considering distance, width, and height; or, the attack range is a two-dimensional planar area defined from the virtual scene based on a first direction, such as a two-dimensional planar area considering distance and width, etc.
- a virtual attack object exists within a preset distance with the first direction as the ray direction, at least two scattering trajectories with the virtual shooting prop as the shooting starting point are displayed.
- the ray direction is used to characterize the direction of the ray emitted from the firing point, and the preset distance is used to determine the attack range.
- the first direction as the direction indicated by the virtual shooting prop in the virtual scene, can be used to analyze the direction targeted by the virtual shooting prop when it performs virtual shooting.
- a ray can be emitted with the shooting starting point corresponding to the virtual shooting prop as the ray emission starting point and the first direction as the ray direction.
- a ray emission can be obtained in the virtual scene. It can be determined whether the ray emission passes through the virtual attack object within a preset distance, so as to determine whether there is a virtual attack object within the attack range corresponding to the first direction.
- the virtual attack target is a virtual object that is in a different virtual faction from the main virtual object; or, the virtual attack target is a virtual obstacle in the virtual scene, such as a virtual wall or virtual building; or, the virtual attack target is a non-player character (NPC) in the virtual scene.
- NPC non-player character
- Figure 7 shows a schematic diagram of determining the presence of a virtual attack target based on a virtual shooting prop and a ray emitted from a first direction, and displays at least two scattering trajectories.
- the virtual shooting prop 710 is a virtual shotgun, and the virtual attack target is a virtual obstacle 720.
- the ray is emitted in the first direction from the firing point corresponding to the virtual shooting prop.
- the virtual obstacle 720 exists at a preset distance (e.g., 20m), that is, when the virtual obstacle 720 is within the preset distance of the virtual shooting prop 710, at least two scattering trajectories with the virtual shooting prop as the firing point will be displayed.
- the firing outlet of the virtual shooting prop that launches the virtual projectile is taken as the shooting starting point, and the intersection between the scattering trajectory and the virtual attack object is taken as the shooting ending point, thereby displaying the scattering line segment as the scattering trajectory corresponding to the virtual shooting prop.
- the main virtual object 730 holds a virtual shooting prop 710.
- the terminal determines at least two scattering trajectories based on the first direction, and then determines the intersection points between the at least two scattering trajectories and the virtual ground 740 (the four black dots shown in the figure), and takes the at least two intersection points as the shooting endpoints.
- the scattering line segments corresponding to the at least two virtual projectiles are determined as scattering trajectories.
- the four scattering trajectories shown in Figure 7 are the scattering line segments between the launch outlet 711 and the four intersection points, etc.
- the trajectory of the virtual bullet is marked as a scattering line segment 751, and the intersection point between the virtual bullet and the virtual obstacle is represented by a black dot 752, which is not limited here.
- a virtual attack target exists within a preset orientation area with the first direction as the reference direction, at least two scattering trajectories with the virtual shooting prop as the shooting starting point are displayed.
- the preset orientation area is used to represent the attack area corresponding to the first direction.
- a certain preset orientation area is determined with a first direction as the reference direction.
- the preset orientation area is based on a pre-determined area shape and a flexibly determined area range based on the first direction.
- the preset orientation area can be implemented as a fan-shaped area with a preset radius.
- the first direction is the reference direction
- the first direction is taken as the center direction of the fan-shaped area.
- a fan-shaped area with a preset radius is determined based on the first direction as the preset orientation area. This allows for the determination of whether a virtual attack object exists within the preset orientation area, and thus whether to display a scattering trajectory.
- At least two scattering trajectories are displayed with the virtual shooting prop as the shooting starting point.
- the scattering trajectory is determined based on parameters preset by the virtual shooting prop and a first direction.
- the calculation of the scattering trajectory is performed by the terminal or a server connected to the terminal; the determination of the scattering trajectory involves various techniques such as physical simulation, mathematical modeling, and computer graphics.
- the following steps can be used to determine the scattering trajectory based on a first direction.
- initial conditions such as the initial position of the virtual launcher and the launch velocities of at least two virtual launchers respectively; in addition, based on the launch angles of at least two virtual launchers respectively, the launch angles are applied to the first direction to determine at least two subsequent scattering trajectories based on the first direction.
- Step 431 above describes using the attack range corresponding to the first direction pointed to by the object control operation as the condition for displaying the scattering trajectory. That is, the scattering trajectory is only displayed when a virtual attack object exists within the attack range corresponding to the first direction. This allows the player's attention to be more focused on the virtual attack object that needs to be attacked, without being distracted by other unnecessary information, enhancing the realism and logic of the virtual attack process. Secondly, when there is no virtual attack object within the attack range, there is no need to calculate and render extra scattering trajectories, which can improve game performance or simulation calculation efficiency to a certain extent, avoiding potential visual confusion during player operation. This allows users to more clearly understand the shooting effect and feedback, greatly saving computing resources and improving the operating experience.
- the document also introduces the method of using a preset distance or preset facing area determined based on a first direction to define the attack range.
- a preset distance can be used as the attack range. This allows for the display of a scattering trajectory when a virtual attack object exists within the preset distance. This not only helps players better understand the effective shooting area but also helps them focus more on the current attack range, improving operational accuracy.
- a preset facing area can be used as the attack range under the constraint of the first direction. This allows for the display of a scattering trajectory when a virtual attack object exists within the preset facing area. The preset facing area better matches the shooting state of the virtual attack item, resulting in a more realistic scattering trajectory. This conditional method of determining the attack area and displaying the scattering trajectory is crucial for efficient simulation and can effectively improve operational performance and smoothness, assisting players in making more accurate decisions.
- Step 432 If there is no virtual attack target within the attack range corresponding to the first direction, display the shooting crosshair corresponding to the virtual shooting prop.
- the shooting crosshair is a mark generated when the virtual shooting prop is aimed at the first direction.
- the virtual shooting prop is equipped with a virtual sight.
- the virtual shooting prop determines the target based on aiming in the first direction, and the shooting crosshair is used to mark the target.
- the item configuration information is used to characterize the configuration of the virtual shooting item itself.
- the item configuration information includes at least one of the following: basic item attributes (such as item type, item attack power, item effective range, item effective rate of fire, maximum number of virtual projectiles, item cooldown time, etc.), item functional attributes (item aiming mode, scatter radius, special effects, etc.), item usage restrictions, item acquisition method, etc.
- the scattering radius in the item configuration information, combined with the first direction can be used to determine the scattering area at a preset distance.
- the scattering area could be a circular region centered on the intersection of the first direction at the preset distance, with the scattering radius as the radius of the region; this is not limited here.
- the scattering region is used to describe the scattering of virtual shooting props when firing at least two virtual projectiles.
- a certain area can be determined near the direction point pointed to by the first direction to form the shooting crosshair corresponding to the virtual shooting item.
- multiple points can be taken in the direction indicated by the first direction, and the scattering area of the virtual projectile at the preset scattering distance can be used as the area to determine the aiming point.
- the point taken at the preset scattering distance in the first direction can be used as the direction point.
- the scattering area when the virtual shooting item performs virtual shooting can be roughly determined.
- the scattering area can be used as the aiming point displayed on the interface.
- the above describes the display of the shooting crosshair based on the first direction and item configuration information.
- players can more clearly understand the trajectory distribution of the projectiles, allowing them to adjust their aiming state according to the scattering area, thereby improving shooting accuracy and efficiency.
- This also enhances the game's realism and immersion, allowing players to intuitively see the shooting results and accuracy, thus optimizing the player's gaming experience and strategic planning. It achieves the goal of providing effective feedback, helping to improve shooting accuracy and also increasing the efficiency of human-computer interaction.
- Figure 8 shows a schematic diagram for determining and displaying the firing sight.
- the virtual shooting prop 810 is a virtual shotgun with a preset scattering distance of 2m. That is, based on the first direction, the scattering area of the virtual projectile is determined 2m from the starting point of the launch. If the scattering area is a circular area with a diameter of X meters, then the circular area of X meters is used as the shooting crosshair 820 displayed on the interface. In other words, when the main virtual object holds the virtual shooting prop and points in the first direction, if there is no virtual attack object within the attack range, a circular area of X meters can be displayed on the interface as the shooting crosshair 820, where X is a positive number.
- the aiming reticle is displayed at a preset distance in the first direction that the master virtual object is facing; or, the aiming reticle is displayed on the virtual plane (such as a virtual wall or virtual glass) closest to the master virtual object, etc., without limitation.
- the scattering area scattered by the virtual shooting prop within a preset scattering distance is displayed as the shooting crosshair.
- the motion posture of the main virtual object can also be comprehensively considered.
- the motion posture is used to describe the spatial position of each virtual object part of the main virtual object during movement.
- the motion posture includes at least one of several action postures such as standing posture, walking posture, running posture, and jumping posture. Among them, the scattering area changes dynamically with the change of motion posture.
- the virtual shooting prop when the movement posture is a standing posture, the virtual shooting prop has good stability during the virtual shooting process, so the scattering effect is relatively stable and the corresponding scattering area is small; when the movement posture is a running posture or a jumping posture, the virtual shooting prop has poor stability during the virtual shooting process, so the scattering effect is less stable and the corresponding scattering area is larger.
- the above describes the consideration of using the movement of the main virtual object in the virtual scene as a factor in displaying the shooting crosshair.
- a more precise display of the dispersion area as the shooting crosshair helps players adjust their aim more effectively based on the dispersion range. It also helps players make more accurate shooting decisions even when the main virtual object is in motion, increasing the game's strategic depth and allowing players to better handle different combat situations, thus enhancing the immersive experience.
- the dynamic changes in the dispersion area accompanying the movement make the display more real-time, increasing the realism and interactivity of the operation, improving the visual effects and the movement of the virtual object, and ultimately helping to improve the operational efficiency of the user.
- Step 432 above describes the display of the crosshair when there is no virtual target within the attack range.
- the crosshair provides timely feedback to the player on the current firing direction, helping them clearly see the target's direction and avoiding confusion due to a lack of visual cues. Even without a virtual target within the attack range, the player can still maintain precise control over the firing direction, improving the immediacy and clarity of the visual feedback.
- the crosshair position displayed on the interface can be used to determine whether to continue searching for a virtual target or adjust the firing angle, providing a basis for the player's next tactical decision, reducing unnecessary visual interference, optimizing the player's visual experience, and enabling flexible feedback adjustments in different situations to adapt to more operational needs.
- visualizing the scattering trajectories of at least two virtual consumables when using virtual shooting items effectively indicates the attack direction during virtual shooting. This allows players to execute efficient scattering attacks while precisely targeting their enemies, reducing the operational difficulty of using virtual shooting items and increasing players' willingness to use them. It also improves human-computer interaction efficiency and facilitates increased resource utilization through precise attacks.
- the presence or absence of a virtual attack object within the attack range is used as a criterion to determine whether to display the scattering trajectory corresponding to the virtual shooting prop.
- the shooting crosshair of the virtual shooting prop is displayed.
- the display of the shooting crosshair is changed to the display of at least two scattering trajectories with the virtual shooting prop as the starting point.
- a clearer prompt is provided to the player in a visual way to represent the positional change of the virtual attack object relative to the main virtual object, making it easier for the player to perform a more precise virtual shooting process based on the virtual shooting prop and improving the efficiency of human-computer interaction.
- At least two scattering trajectories are used to characterize at least two attack directions when a virtual shooting prop performs a virtual shot. Therefore, the scattering trajectories express the motion trajectories of at least two virtual projectiles after being launched. Based on this, the attack intensity of at least two virtual projectiles and their scattering trajectories can be combined to predict the intensity of virtual damage to the virtual target during the current virtual shot, thus providing players with a more intuitive game assistance process.
- this method can be executed by a computer device, as shown in Figure 9.
- the embodiment shown in Figure 3 may further include the following step 910.
- Step 910 If the collision detection relationship between at least two scattering trajectories and the virtual attack object meets the preset conditions, display an attack prompt message.
- the collision detection relationship is used to describe the intersection between the scattering trajectory and the virtual attack object.
- a first attack warning message is displayed.
- a collision between a preset number of scattering trajectories and a virtual attack object is considered to meet the preset conditions.
- the preset quantity is a pre-set quantity, such as 3; then when at least 3 out of 2 scattering trajectories collide with the virtual attack object, the first attack prompt message is displayed.
- the first attack prompt message can be a text prompt message, such as: “Attack the opponent quickly” or “It's a good time to attack the opponent”; or, the first attack prompt message can be a visual effect message, such as: “Cover the screen with a red layer” or "Display simulated attack effects”.
- the above describes using the number of scattering trajectories as a condition for displaying attack prompts. Only when a preset number of scattering trajectories collide with the virtual attack target will the first attack prompt be displayed to alert the player to the opportune moment to launch a virtual attack.
- This first attack prompt helps improve the player's operational speed. Furthermore, setting a preset number can reduce the resource consumption of trajectory recognition based on collision detection to some extent, ensuring accurate and efficient collision judgment. It also provides immediate feedback on the interface, enhancing interactivity and visual hierarchy, thereby improving the smoothness and immersion of the operating experience.
- a second attack prompt message is displayed in response to the sum of the attack intensities of the virtual emitters corresponding to the at least one scattering trajectory reaching the object attribute value corresponding to the virtual attack object.
- attack strength is used to describe the intensity of virtual damage caused by virtual projectiles to virtual attack targets.
- the illustrative representation of a collision detection relationship with a virtual attack object indicates that the scattering trajectory will act on the virtual attack object; if at least one of the at least two scattering trajectories collides with the virtual attack object, it means that at least one scattering trajectory will act on the virtual attack object.
- the virtual projectiles corresponding to the at least one scattering trajectory can be determined based on the action process, and the attack intensity corresponding to the virtual projectiles can be determined.
- the attack intensity represents the magnitude of virtual damage caused by the current virtual projectiles to the virtual attack target.
- attack intensities corresponding to at least one virtual launcher acting on the virtual attack target are combined to obtain the sum of the attack intensities of at least one virtual launcher acting on the virtual attack target.
- Three scattering trajectories include scattering trajectory 1, scattering trajectory 2, and scattering trajectory 3, where scattering trajectory 1 corresponds to virtual emitter A, scattering trajectory 2 corresponds to virtual emitter B, and scattering trajectory 3 corresponds to virtual emitter C. If there is a collision detection relationship between scattering trajectory 1 and scattering trajectory 2 and the virtual attack object, it means that virtual emitter A corresponding to scattering trajectory 1 and virtual emitter B corresponding to scattering trajectory 2 will act on the virtual attack object. If it is determined that the attack strength of virtual emitter A on the virtual attack object is 20 and the attack strength of virtual emitter B on the virtual attack object is 30, it means that at least one virtual emitter will act on the virtual attack object with a total attack strength of 50.
- a second attack prompt message is displayed.
- object attribute values describe the survival status of a virtual attack object in a virtual scene.
- object attribute values are numerical values such as virtual health, virtual mana, and virtual defense corresponding to the virtual attack object.
- the sum of attack strengths reaches the object attribute value corresponding to the virtual attack object, it means that the virtual attack damage inflicted by at least one virtual projectile on the virtual attack object will eliminate the virtual attack object, thus allowing a second attack prompt message to be displayed.
- the first attack notification information and the second attack notification information both belong to the aforementioned attack notification information.
- the attack notification information is used to prompt the user to perform virtual shooting on the virtual attack target using a virtual shooting tool.
- the first attack warning message and the second attack warning message can be presented in the same or different ways, and this is not limited here.
- an attack prompt message can be displayed to prompt the player to use a virtual shooting tool to perform a virtual shot at the virtual target.
- the object attribute value can be implemented as an attribute value to keep the virtual attack object alive, or it can be implemented as other preset attribute values. For example, if the attribute value to keep the virtual attack object alive is 100, and the object attribute value is selected as 80, it means that when at least one virtual projectile acts on the virtual attack object, the attribute value of the virtual attack object is reduced by 80, which means that a second attack prompt message can be displayed, etc.
- each scattering trajectory corresponds to a virtual projectile
- each virtual projectile corresponds to an attack intensity representing the virtual damage inflicted on the virtual attack object.
- the attack notification information is presented as a color-coded indicator.
- the attack notification information is presented as a text prompt.
- a text prompt message is displayed as an attack prompt message; for example, the text prompt message is "Now is the best time to attack the opponent" or "Eliminate the opponent in one fell swoop", etc.
- the attack notification information is presented as a vibration feedback state.
- the terminal executes a vibration feedback state to prompt the player to launch a virtual shot at the virtual attack target using virtual shooting props.
- an attack warning message is displayed.
- the preset object level is the level condition for displaying attack prompts.
- the object level corresponding to the master virtual object does not reach the preset object level, even if the collision detection relationship between at least two scattering trajectories and the virtual attack object meets the preset conditions, no attack prompts will be displayed.
- the object level corresponding to the master virtual object reaches the preset object level, if the collision detection relationship between at least two scattering trajectories and the virtual attack object meets the preset conditions, an attack prompt will be displayed, thereby encouraging the master virtual object to actively play the game to improve its object level and unlock more gameplay.
- Figure 10 shows a schematic diagram of displaying attack prompt information based on the sum of the attack strengths of at least one virtual projectile.
- the number of virtual launchers that have caused virtual damage to the hostile virtual target among at least two virtual launchers is determined in real time.
- the virtual damage caused by virtual projectiles fired by virtual shooting props within 20m will not be reduced, so the virtual damage values corresponding to the three virtual projectiles are calculated as the attack strength.
- the attack intensity corresponding to the three virtual projectiles can be determined.
- the sum of the attack strengths of three virtual projectiles against a hostile virtual object is 240.
- the current virtual life value of the hostile virtual object is 200, and the sum of the attack strength of the three virtual projectiles on the hostile virtual object is 240, then it means that the virtual shooting tool is used to perform virtual shooting on the hostile virtual object 1010, which can eliminate the hostile virtual object 1010. Therefore, the red scattering trajectory 1020 is displayed (red is shown in bold in the figure).
- visualizing the scattering trajectories of at least two virtual consumables when using virtual shooting items effectively indicates the attack direction during virtual shooting. This allows players to execute efficient scattering attacks while precisely targeting their enemies, reducing the operational difficulty of using virtual shooting items and increasing players' willingness to use them. It also improves human-computer interaction efficiency and facilitates increased resource utilization through precise attacks.
- an attack prompt message is displayed when the collision detection relationship between at least two scattering trajectories and the virtual attack object meets preset conditions.
- the terminal also analyzes the relative positions of the at least two scattering trajectories and the virtual attack object in real time. The purpose is to predict whether the virtual projectiles corresponding to the scattering trajectories can cause a virtual attack on the virtual attack object, so as to display the attack prompt message on the interface as flexibly as possible. This better prompts the player to perform targeted attacks on the virtual attack object in a timely manner, reduces the difficulty of operating virtual attack items, and improves human-computer interaction efficiency.
- an attack prompt message can be displayed.
- the intensity of the virtual damage caused by the virtual projectiles to the virtual attack object can be analyzed more quickly (e.g., the more scattering trajectories that collide with the virtual attack object, the greater the virtual damage; the fewer scattering trajectories that collide with the virtual attack object, the smaller the virtual damage). This allows for more efficient provision of targeted attack prompt messages to players while reducing the amount of data required to analyze the collision detection relationship between scattering trajectories and virtual attack objects.
- an attack prompt message can be displayed.
- the attack intensity of each virtual projectile that can cause virtual damage to the virtual attack object the sum of attack intensities that can affect the virtual attack object is determined. Therefore, when the sum of attack intensities reaches a level that eliminates the virtual attack object or causes significant damage, an attack prompt message is displayed to prompt the player to perform virtual shooting on the virtual object using virtual shooting tools. This allows players to perform timely virtual attacks based on the attack prompt message, improving the efficiency of virtual matches.
- the system receives and controls the virtual object to perform a prop control operation via a virtual shooting prop, enabling the player to use the virtual shooting prop to perform a scattering attack on a virtual attack object and display the corresponding object attack animation.
- this method can be executed by a computer device, as shown in Figure 11.
- the embodiment shown in Figure 3 may further include steps 1110 to 1120.
- Step 1110 Receive the control tool operation from the virtual object controlling the virtual target to perform virtual shooting on the virtual target.
- the player can control the main virtual object to use the virtual shooting item to perform virtual shooting.
- This process is used to adjust the state of the virtual shooting item, such as changing it from the default state to the used state.
- This operation is the item control operation.
- the interface displays item operation controls, and the item control operation is realized based on the player's trigger operation of the item operation controls, so as to control the main virtual object to perform a virtual shooting process through the virtual shooting item.
- prop control operations are implemented at any stage when the main virtual object holds the virtual shooting prop.
- the virtual object receives control commands for a virtual shooting item while holding it; or, after the virtual object holds the virtual shooting item and displays the crosshair, it receives control commands for a virtual shooting item; or, after the virtual object holds the virtual shooting item and displays at least two shooting trajectories, it receives control commands for a virtual shooting item, etc.
- Step 1120 in response to the prop control operation, displays an object attack animation that attacks the virtual attack target through at least two virtual launchers.
- the prop control operation can control the main virtual object to use virtual shooting props to launch virtual shooting at the virtual attack object. Since the virtual shooting props fire at least two virtual launchers in a single virtual shot, an object attack animation that attacks the virtual attack object with at least two virtual launchers can be displayed on the interface.
- the virtual firing result is displayed based on the virtual projectile's action on the virtual target.
- the virtual firing result is used to describe the effect of at least two virtual launchers on a virtual attack target.
- the relationship between the virtual launchers and the virtual target includes the following forms: (1) the virtual launcher causes virtual damage to the virtual target, i.e., the virtual launcher successfully acts on the virtual target; (2) the virtual launcher does not cause virtual damage to the virtual target, i.e., the virtual launcher does not act on the virtual target.
- the effects of the at least two virtual projectiles on the virtual attack prop are determined; the virtual shooting result is displayed by combining the effects of the at least two projectiles.
- the virtual shooting prop fires three virtual projectiles: Virtual Projectile 1, Virtual Projectile 2, and Virtual Projectile 3.
- Virtual Projectile 1 and Virtual Projectile 2 inflict virtual damage on the virtual target, while Virtual Projectile 3 does not inflict virtual damage. This indicates that Virtual Projectile 1 and Virtual Projectile 2 are successful, while Virtual Projectile 3 is unsuccessful. Therefore, the virtual shooting result is displayed by combining the successful results of Virtual Projectile 1, the successful results of Virtual Projectile 2, and the unsuccessful results of Virtual Projectile 3.
- the virtual firing results include the effects of at least two virtual launchers.
- a first effect marker is displayed in response to a first virtual emitter acting on a virtual attack target; and a second effect marker is displayed in response to a second virtual emitter not acting on a virtual attack target.
- the first action marker is the action marker corresponding to the first virtual launcher
- the second action marker is the action marker of the second virtual launcher.
- the first effect and the second effect are different.
- the action markers are used to represent the effect after the virtual launcher is launched; therefore, the first action marker is used to represent the effect after the first virtual launcher is launched, and the second action marker is used to represent the effect after the second virtual launcher is launched; the action markers corresponding to at least two virtual launchers constitute the virtual firing result.
- the result of the virtual launcher is a successful action, it means that the virtual launcher is the first virtual launcher that acts on the virtual attack target, and thus the first action marker of the first color is displayed as the first action marker of the first effect. For example, a red first action marker is displayed.
- the virtual emitter is a second virtual emitter that did not act on the virtual attack target, and thus a second action marker of the second color is displayed as a second action marker for the second effect.
- a white second action marker may be displayed.
- Figure 12 shows a schematic diagram displaying the virtual shooting results.
- a virtual shooting result that is temporarily stored for a preset time will be displayed in the preset area 1210 in the lower right corner of the interface, such as displaying a virtual shooting result that is temporarily stored for 2 seconds.
- the virtual firing result includes action markers corresponding to at least two virtual launchers; wherein, based on the distribution effect of at least two virtual launchers in a preset plane, the relative positional relationship between at least two action markers is determined.
- the preset plane is a plane at a preset distance from the virtual shooting prop in the first direction.
- the preset plane is a plane 2 meters away from the shooting exit of the virtual shooting prop.
- the distribution effect of at least two virtual launching objects on the preset plane is determined to determine the relative positional relationship between at least two action markers in the virtual shooting result.
- At least two action markers After determining the relative positional relationship between at least two action markers, it is also necessary to analyze the performance of at least two action markers, that is, whether at least two action markers belong to the first action marker or the second action marker.
- At least two effect markers are displayed as second effect markers for the second effect. That is, based on the relative positional relationship between at least two effect markers, at least two second effect markers for the second effect are displayed. For example, five white second effect markers are displayed.
- Figure 12 which shows the virtual shooting result 1222
- the action marker corresponding to the first portion of the virtual projectiles is designated as the first action marker for the first effect
- the action marker corresponding to the other portion is designated as the second action marker for the second effect. That is, based on the relative positional relationship between at least two action markers, a portion of the first action markers for the first effect are displayed, and a portion of the second action markers for the second effect are displayed. For example, two black first action markers and three white second action markers are displayed.
- At least two action markers are the first action markers for the first effect. That is, based on the relative positional relationship between at least two action markers, at least two first action markers for the first effect are displayed. For example, five black first action markers are displayed.
- visualizing the scattering trajectories of at least two virtual consumables when using virtual shooting items effectively indicates the attack direction during virtual shooting. This allows players to execute efficient scattering attacks while precisely targeting their enemies, reducing the operational difficulty of using virtual shooting items and increasing players' willingness to use them. It also improves human-computer interaction efficiency and facilitates increased resource utilization through precise attacks.
- an object attack animation can be displayed based on the item control operation. This can improve the visual presentation while bringing a richer interactive experience and enhancing the player's sense of participation. It can also ensure that the player has a clear perception of the response time and effect of the operation through real-time feedback, helping to better grasp the timing of the operation and the rhythm of the battle.
- the system can display virtual shooting results based on the virtual damage inflicted on virtual targets by item control operations. These results provide a more intuitive understanding of the virtual damage dealt to virtual targets by at least two virtual projectiles. This not only improves system performance and calculation accuracy but also makes the interface more responsive, strategic, and immersive, enhancing the user experience and allowing players to quickly understand the battle situation and make effective decisions, thus optimizing the overall gameplay experience.
- the different effects indicated by the markers signify whether each virtual projectile inflicts virtual damage on the virtual target. This allows players to review and learn from the virtual shooting process during virtual matches based on the results, leading to a more precise understanding of how virtual shooting items are used. This, in turn, enhances the game's strategic depth and the richness of operational feedback, while also improving human-computer interaction efficiency, by increasing the utilization rate of virtual shooting items. Furthermore, displaying different effects for effective and ineffective collisions reduces unnecessary rendering and computational overhead, ensuring efficient operation in complex combat scenarios and optimizing resource usage.
- the aforementioned virtual shooting prop is implemented as a virtual shotgun used in virtual matches.
- Four improved user interface (UI) functions are provided during the player's operation of the virtual shotgun.
- the aforementioned method of using the virtual prop can also be referred to as a "UI function design method for shotgun information prompts.”
- this method can be executed by a computer device, and the improvements to the four UI functions are explained below.
- the virtual shooting prop is implemented as a virtual shotgun, and the virtual projectile loaded into the virtual shotgun is implemented as a virtual bullet;
- the virtual bullet can be an accessory directly loaded into the virtual shotgun, or it can be an accessory obtained by splitting a virtual bullet loaded into the virtual shotgun, without limitation here.
- the front sight is shown as a circle.
- the front sight can also be made into a rectangle, rhombus, star, irregular shape, etc., without limitation here.
- FIG. 13 it is a flowchart of "dynamically displaying a circular firing sight according to the dispersion size of virtual projectiles in a virtual shotgun".
- Step 1310 Players enter the game and use the virtual shotgun.
- the player controls the main virtual object to hold a virtual shotgun, so as to achieve the purpose of using the virtual shotgun in the game.
- Step 1320 Fire a ray from the virtual muzzle of the virtual shotgun.
- the virtual muzzle is the position in the virtual shotgun used to fire virtual projectiles, and the ray is used to perform collision detection, which is usually not directly displayed on the player's corresponding interface.
- the virtual gun muzzle points in a first direction and emits a ray along that first direction.
- step 1330 when it is determined based on the ray emission process that there is no virtual obstacle (virtual attack target) obstructing within 20 meters (preset distance) in the first direction, the following step 1330 is performed.
- Step 1330 Calculate in real time the dispersion path of the virtual projectile when the main virtual object uses a virtual shooting tool.
- the dispersion path of the virtual projectile can be predicted in real time if the virtual shooting tool is used, that is, the scattering trajectory of the virtual projectile can be analyzed. This scattering trajectory may not yet be displayed on the player's interface.
- Step 1340 Determine the diameter of the circle formed by the virtual projectile 2 meters after its launch.
- Step 1350 Display a white circular firing sight, and the diameter of the circular firing sight is consistent with the diameter of the circular area formed by the virtual projectile.
- the diameter of the circular area formed 2 meters after the virtual projectile is launched is taken as the diameter of the circular front sight. Therefore, when displaying a white front sight, a white front sight with a diameter equal to the diameter of the circular area is shown. For example, if the diameter of the circular area formed 2 meters after the virtual projectile is launched is 5cm, then the diameter of the circular front sight is 5cm.
- the white circular sight is merely an illustrative example; the circular sight can also be black, red, or other colors, and this is not a limitation here.
- a circular aiming reticle is displayed when the virtual shooting prop is far away from the virtual attack target, and a virtual bullet dispersion effect is displayed when the virtual shooting prop is close to the virtual attack target.
- the dispersion effect of the virtual bullet is the content of displaying at least two dispersion trajectories as mentioned above.
- the fact that the virtual shooting prop is close to the virtual attack target means that there is a virtual attack target within the attack range corresponding to the first direction mentioned above.
- FIG 14 it is a flowchart of "displaying real-time virtual bullet dispersion effects when the virtual shooting prop is close to the virtual attack target".
- Step 1410 The player enters the game and obtains a virtual shotgun.
- the player controls the master virtual object to hold a virtual shotgun.
- Step 1420 Perform collision detection by emitting rays from the virtual gun muzzle in real time to determine whether there are virtual obstacles obstructing the view within a 20m range.
- the virtual muzzle represents the position in a virtual shotgun used to fire virtual projectiles, while the ray is used for collision detection and is not typically displayed directly on the player's interface.
- the virtual muzzle points in a first direction, emitting a ray along that direction.
- step 1430 when it is determined based on the ray emission process that there is a virtual obstacle (virtual attack target) obstructing the path within 20 meters (preset distance) in the first direction, step 1430 is executed; otherwise, the aforementioned firing crosshair can be displayed.
- a virtual obstacle virtual attack target
- Step 1430 Hide the circular crosshair and display the real-time virtual bullet spread effect.
- the illustrative virtual projectile dispersion effect refers to at least two of the aforementioned scattering trajectories.
- a circular crosshair is displayed to constantly search for the virtual target; when the virtual shooting prop is close to the virtual target, the circular crosshair is switched to a virtual bullet dispersion effect so as to more clearly perform targeted virtual attacks on the virtual target.
- Step 1440 Calculate the dispersion path of each virtual projectile after launch in real time.
- the terminal or a server connected to the terminal calculates the dispersion path of each virtual projectile after launch. That is, after knowing the virtual muzzle as the launch starting point, the trajectory and launch endpoint of each virtual projectile after launch are determined to display a clearer dispersion trajectory as the dispersion path.
- Step 1450 The scattering path is represented by a white scattering line segment.
- the scattering trajectory of the virtual projectile after launch can be represented by white scattering lines on the interface.
- Other colors or line states (such as dashed lines) can also be used to represent scattering lines; this is not limited here.
- Step 1460 Determine whether the distribution path overlaps with the virtual attack target.
- the following step 1470 can be executed; when the distribution path does not overlap with the virtual attack object, only the distribution path can be displayed.
- Step 1470 A white circle appears at the overlapping area.
- the main virtual object before the player controls the main virtual object to use virtual shooting tools, it can be determined in real time whether the main virtual object can eliminate the virtual attack target. That is, it determines whether the virtual attack of the virtual projectile corresponding to at least two dispersion paths that overlap with the virtual attack target can eliminate the virtual attack target.
- Step 1510 When a player triggers a close-range attack in a virtual match, a real-time virtual bullet spread effect is displayed.
- Step 1520 In real time, determine the distribution path that overlaps with the virtual attack target.
- At least one scattering path is identified that intersects with the virtual attack target.
- Step 1530 Determine the virtual damage value of each virtual bullet from the currently used virtual shotgun.
- the virtual projectile corresponding to the dispersion path is determined; and the virtual damage value (attack intensity) corresponding to the virtual projectile is determined, that is, the degree of virtual damage caused by the virtual projectile to the virtual attack target is determined.
- Step 1540 Multiply the virtual damage value of each virtual projectile by the number of overlapping virtual projectiles to obtain the total damage dealt to the virtual target.
- the sum of the attack strengths i.e. the total damage, is obtained by combining the virtual damage values corresponding to the multiple virtual projectiles acting on the virtual attack target.
- Step 1550 If the total damage to the virtual target is greater than the virtual health of the virtual target, the special effect will turn red.
- the virtual attack of the virtual projectile corresponding to the dispersion path can eliminate the virtual attack object, such as reaching the object attribute value of the virtual attack object, then an attack prompt message will be displayed.
- an attack adjustment message is displayed. This message prompts the player to adjust the direction of the virtual attack item to assist in eliminating the target. For example, the attack adjustment message might be displayed as "Move the virtual attack item to the left" or "Move the virtual attack item downwards.”
- the real-time feedback effect of the virtual projectile can be displayed, along with the virtual shooting result mentioned above.
- Step 1610 Players use a virtual shotgun to perform virtual shooting in a virtual match.
- the player controls a virtual object to use a virtual shotgun and perform a virtual shooting process.
- Step 1620 Determine the cross-sectional path of the virtual projectile 2m after it is fired from the virtual gun muzzle, and display the cross-sectional effect as a planar diagram at a fixed position on the interface.
- a planar region such as a circular region, is determined at a distance of 2 meters based on at least two scattering trajectories after at least two virtual projectiles are launched; and this circular region is displayed at a fixed position on the interface, which is the process described above for determining the relative positional relationship between at least two action markers.
- Step 1630 Determine whether each virtual projectile hits the virtual target.
- This example illustrates whether at least two virtual projectiles inflict virtual damage on a virtual target after firing. If so, a red indicator is displayed; otherwise, a white indicator is displayed. This is the same as the description of the virtual firing results.
- the color effect of the indicator is merely illustrative and not intended to be limiting.
- Step 1640 Wait 2 seconds or until the player uses the virtual attack item again to perform a virtual shot, then cancel the display of the virtual shot result.
- the virtual shooting result can be canceled after 2 seconds; or, the virtual shooting result can be canceled when the player controls the main virtual object again to use the virtual attack item.
- visualizing the scattering trajectories of at least two virtual consumables when using virtual shooting items effectively indicates the attack direction during virtual shooting. This allows players to execute efficient scattering attacks while precisely targeting their enemies, reducing the operational difficulty of using virtual shooting items and increasing players' willingness to use them. It also improves human-computer interaction efficiency and facilitates increased resource utilization through precise attacks.
- This application's embodiments optimize a series of pain points in using the virtual shotgun during virtual matches. These include binding the circular crosshair to the dispersion of the virtual bullets, displaying the dispersion effect of the virtual bullets in real-time at close range, indicating to the player that a virtual shot will eliminate the virtual target by turning the dispersion effect red, and providing players with a clear and intuitive understanding of the effects of virtual shots. These four improvements significantly reduce the difficulty of using the virtual shotgun in the game. Furthermore, the virtual shot result is displayed in a fixed location on the game interface after each virtual shot, allowing players to better preview and review the game results. This ensures that the virtual damage caused by the virtual shotgun is visible to the player, improving human-computer interaction efficiency.
- Figure 17 is a structural block diagram of a virtual prop-based user device provided in an exemplary embodiment of this application. As shown in Figure 17, the device includes the following parts:
- Display module 1710 is used to display a main virtual object, which is equipped with a virtual shooting prop, and the virtual shooting prop is loaded with multiple virtual launchers; wherein a single virtual shot consumes at least two virtual launchers.
- the receiving module 1720 is used to receive object control operations, wherein the object control operations are used to control the main virtual object to hold the virtual shooting prop and point in a first direction;
- the display module 1710 is further configured to display at least two scattering trajectories with the virtual shooting prop as the shooting starting point based on the first direction.
- the at least two scattering trajectories correspond one-to-one with the at least two virtual projectiles.
- the scattering direction corresponding to the scattering trajectory is used to indicate the attack direction when performing virtual shooting through the virtual shooting prop.
- the display module 1710 is further configured to display at least two scattering trajectories with the virtual shooting prop as the starting point when there is a virtual attack object within the attack range corresponding to the first direction.
- the display module 1710 is further configured to, when the virtual attack object exists within a preset distance with the first direction as the ray direction, display at least two scattering trajectories with the virtual shooting prop as the shooting starting point, wherein the ray direction is used to characterize the direction of the ray emitted from the shooting starting point, and the preset distance is used to determine the attack range; or, when the virtual attack object exists within a preset orientation area with the first direction as the reference direction, display at least two scattering trajectories with the virtual shooting prop as the shooting starting point, wherein the preset orientation area is used to represent the attack area corresponding to the first direction.
- the display module 1710 is further configured to display the firing crosshair corresponding to the virtual shooting prop when there is no virtual attack target within the attack range corresponding to the first direction.
- the firing crosshair is a mark generated when the virtual shooting prop aims at the first direction.
- the display module 1710 is further configured to display the scattering area of the at least two virtual launchers at a preset scattering distance as the shooting crosshair based on the first direction and the item configuration information corresponding to the virtual shooting item.
- the item configuration information is used to characterize the configuration of the virtual shooting item itself, and the scattering area is used to describe the scattering situation of the virtual shooting item when firing the at least two virtual launchers.
- the display module 1710 is further configured to display the scattering area scattered by the virtual shooting prop within a preset scattering distance as the shooting crosshair based on the motion posture of the master virtual object in the virtual scene; the motion posture is used to describe the spatial position of each virtual object part of the master virtual object during movement, and the scattering area changes dynamically with the change of the motion posture.
- the display module 1710 is further configured to display attack prompt information when the collision detection relationship between the at least two scattering trajectories and the virtual attack object meets preset conditions; wherein the collision detection relationship is used to describe the intersection between the scattering trajectory and the virtual attack object, and the attack prompt information is used to prompt the user to perform virtual shooting on the virtual attack object using the virtual shooting prop.
- the display module 1710 is further configured to display a first attack prompt message when a predetermined number of the at least two scattering trajectories collide with the virtual attack object.
- the display module 1710 is further configured to, in the event that at least one of the at least two scattering trajectories collides with the virtual attack object, display a second attack prompt message in response to the sum of the attack intensities of the virtual emitters corresponding to the at least one scattering trajectory reaching the object attribute value corresponding to the virtual attack object; the attack intensity is used to describe the intensity of virtual damage caused by the virtual emitter to the virtual attack object.
- the receiving module 1720 is further configured to receive a prop control operation that controls the master virtual object to perform the virtual shooting on the virtual attack object through the virtual shooting prop; and in response to the prop control operation, display an object attack animation that attacks the virtual attack object through the at least two virtual launchers.
- the receiving module 1720 is further configured to display virtual firing results based on the action of the virtual launchers on the virtual attack target, the virtual firing results being used to describe the effect of the at least two virtual launchers on the virtual attack target.
- the receiving module 1720 is further configured to, in response to the first virtual launcher acting on the virtual attack target, display a first effect marker indicating the effect result after the first virtual launcher is launched; and in response to the second virtual launcher not acting on the virtual attack target, display a second effect marker indicating the effect result after the second virtual launcher is launched, wherein the first effect is different from the second effect.
- visualizing the scattering trajectories of at least two virtual consumables when using virtual shooting items effectively indicates the attack direction during virtual shooting. This allows players to execute efficient scattering attacks while precisely targeting their enemies, reducing the operational difficulty of using virtual shooting items and increasing players' willingness to use them. It also improves human-computer interaction efficiency and facilitates increased resource utilization through precise attacks.
- the virtual prop-based device provided in the above embodiments is only an example of the division of the above functional modules.
- the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above.
- the virtual prop-based device and the virtual prop-based method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.
- FIG 18 shows a structural block diagram of an electronic device 1800 provided in an exemplary embodiment of this application.
- the electronic device 1800 can be a portable mobile terminal, such as a smartphone, in-vehicle terminal, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), MP4 player (Moving Picture Experts Group Audio Layer IV), laptop computer, or desktop computer.
- the electronic device 1800 may also be referred to as a user device, portable terminal, laptop terminal, desktop terminal, or other names.
- the electronic device 1800 includes a processor 1801 and a memory 1802.
- the processor 1801 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc.
- the processor 1801 can be implemented in at least one of the following hardware forms: DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array).
- DSP Digital Signal Processing
- FPGA Field-Programmable Gate Array
- PLA Programmable Logic
- the memory 1802 may include one or more computer-readable storage media, which may be non-transitory.
- the electronic device 1800 further includes one or more sensors. These sensors include, but are not limited to, a proximity sensor, a gyroscope sensor, and a pressure sensor.
- the proximity sensor also known as a distance sensor, is typically located on the front panel of the electronic device 1800. The proximity sensor is used to acquire the distance between the user and the front of the electronic device 1800.
- the gyroscope sensor can detect the orientation and rotation angle of the electronic device 1800.
- the gyroscope sensor can work in conjunction with an accelerometer sensor to acquire the user's 3D movements on the electronic device 1800.
- the processor 1801 can perform the following functions: motion sensing (e.g., changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.
- the pressure sensor can be located on the side bezel of the electronic device 1800 and/or below the display screen. When the pressure sensor is located on the side bezel of the electronic device 1800, it can detect the user's grip signal on the electronic device 1800, and the processor 1801 can perform left/right hand recognition or quick operation based on the grip signal acquired by the pressure sensor.
- the processor 1801 controls the operable controls on the UI interface based on the user's pressure input to the display screen. Operable controls include at least one of the following: button controls, scroll bar controls, icon controls, and menu controls.
- the electronic device 1800 may also include other component parts. Those skilled in the art will understand that the structure shown in FIG18 does not constitute a limitation on the electronic device 1800, and may include more or fewer components than shown, or combine certain components, or adopt different component arrangements.
- Embodiments of this application also provide a computer device, which can be implemented as a terminal or server as shown in FIG2.
- the computer device includes a processor and a memory, the memory storing at least one instruction, at least one program, code set, or instruction set, the at least one instruction, at least one program, code set, or instruction set being loaded and executed by the processor to implement the virtual prop-based usage method provided in the above-described method embodiments.
- Embodiments of this application also provide a computer-readable storage medium storing at least one instruction, at least one program, code set, or instruction set, wherein the at least one instruction, at least one program, code set, or instruction set is loaded and executed by a processor to implement the virtual prop-based usage method provided in the above-described method embodiments.
- Embodiments of this application also provide a computer program product or computer program, which includes computer instructions stored in a computer-readable storage medium.
- a processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform any of the virtual prop-based usage methods described in the above embodiments.
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Abstract
一种基于虚拟道具的使用方法、装置、设备、介质及产品。该方法包括:显示主控虚拟对象(310);接收对象控制操作(320);基于第一方向显示以虚拟射击道具为射击起点的至少两条散射轨迹(330)。
Description
本申请要求于2024年06月13日提交的申请号为202410769681.1、发明名称为“基于虚拟道具的界面显示方法、装置、设备、介质及产品”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。
本申请实施例涉及虚拟环境领域,特别涉及一种基于虚拟道具的使用方法、装置、设备、介质及产品。
目前的游戏应用中,玩家可以使用各种形式的虚拟道具参与虚拟对局过程,充分提高了游戏趣味性。
相关技术中,玩家可以控制主控虚拟对象使用虚拟射击道具攻击敌方虚拟对象,虚拟射击道具基于玩家选定的方向确定攻击方向,并在玩家通过虚拟射击道具执行虚拟射击操作时,向该攻击方向执行虚拟射击过程,以辅助玩家实现攻击敌方虚拟对象的目的。
有些虚拟射击道具可以通过发射多个虚拟发射物的方式实现虚拟射击过程;虚拟射击道具能够基于玩家的选定方向确定攻击方向,但是攻击方向通常只能通过虚拟射击道具的准星位置予以表现,玩家只能基于准星位置和敌方虚拟对象之间的相对位置关系调整虚拟射击道具选定的方向,玩家攻击敌方虚拟对象的目的性较差,精准度也较低。
本申请实施例提供了一种基于虚拟道具的使用方法、装置、设备、介质及产品。所述技术方案如下。
一方面,提供了一种基于虚拟道具的使用方法,由计算机设备执行,所述方法包括:
显示主控虚拟对象,所述主控虚拟对象装备虚拟射击道具,所述虚拟射击道具装填多个虚拟发射物;其中单次虚拟射击消耗至少两个虚拟发射物;
接收对象控制操作,所述对象控制操作用于控制所述主控虚拟对象持有所述虚拟射击道具指向第一方向;
基于所述第一方向显示以所述虚拟射击道具为射击起点的至少两条散射轨迹,所述至少两条散射轨迹与所述至少两个虚拟发射物一一对应,所述散射轨迹对应的散射方向用于提示通过所述虚拟射击道具执行虚拟射击时的攻击方向。
另一方面,提供了一种基于虚拟道具的使用装置,所述装置包括:
显示模块,用于显示主控虚拟对象,所述主控虚拟对象装备虚拟射击道具,所述虚拟射击道具装填多个虚拟发射物;其中单次虚拟射击消耗至少两个虚拟发射物;
接收模块,用于接收对象控制操作,所述对象控制操作用于控制所述主控虚拟对象持有所述虚拟射击道具指向第一方向;
显示模块,还用于基于所述第一方向显示以所述虚拟射击道具为射击起点的至少两条散射轨迹,所述至少两条散射轨迹与所述至少两个虚拟发射物一一对应,所述散射轨迹对应的散射方向用于提示通过所述虚拟射击道具执行虚拟射击时的攻击方向。
在一个可选的实施例中,所述显示模块还用于在所述第一方向对应的攻击范围内存在虚拟攻击对象的情况下,显示以所述虚拟射击道具为所述射击起点的所述至少两条散射轨迹。
在一个可选的实施例中,所述显示模块还用于在以所述第一方向为射线方向的预设距离内存在所述虚拟攻击对象的情况下,显示以所述虚拟射击道具为射击起点的所述至少两条散射轨迹,所述射线方向用于表征从所述射击起点发射的射线的方向,所述预设距离用于确定所述攻击范围;或者,在以所述第一方向为参考方向的预设朝向区域内存在所述虚拟攻击对象的情况下,显示以所述虚拟射击道具为所述射击起点的所述至少两条散射轨迹,所述预设朝向区域用于表示所述第一方向对应的所述攻击区域。
在一个可选的实施例中,所述显示模块还用于在所述第一方向对应的攻击范围内不存在虚拟攻击对象的情况下,显示所述虚拟射击道具对应的射击准星,所述射击准星是所述虚拟射击道具瞄准所述第一方向时产生的标记。
在一个可选的实施例中,所述显示模块还用于基于所述第一方向和所述虚拟射击道具对应的道具配置信息,显示所述至少两个虚拟发射物在预设散射距离处散射的散射区域作为所述射击准星,所述道具配置信息用于表征所述虚拟射击道具本身的配置情况,所述散射区域用于描述所述虚拟射击道具在发射所述至少两个虚拟发射物时的散射情况。
在一个可选的实施例中,所述显示模块还用于基于所述主控虚拟对象在虚拟场景中的运动姿态,显示所述虚拟射击道具在预设散射距离内散射的散射区域作为所述射击准星;所述运动姿态用于描述所述主控虚拟对象的各个虚拟对象部位在运动时的空间位置情况,所述散射区域伴随所述运动姿态的变化存在动态变化。
在一个可选的实施例中,所述显示模块还用于在所述至少两条散射轨迹与虚拟攻击对象之间的碰撞检测关系符合预设条件的情况下,显示攻击提示信息;其中,所述碰撞检测关系用于描述所述散射轨迹与所述虚拟攻击对象之间的相交情况,所述攻击提示信息用于提示通过所述虚拟射击道具对所述虚拟攻击对象执行虚拟射击。
在一个可选的实施例中,所述显示模块还用于在所述至少两条散射轨迹中存在预设数量的所述散射轨迹与所述虚拟攻击对象之间存在碰撞的情况下,显示第一攻击提示信息。
在一个可选的实施例中,所述显示模块还用于在所述至少两条散射轨迹中存在至少一条散射轨迹与所述虚拟攻击对象存在碰撞的情况下,响应于所述至少一条散射轨迹分别对应的所述虚拟发射物的攻击强度之和,达到所述虚拟攻击对象对应的对象属性值,显示第二攻击提示信息;所述攻击强度用于描述所述虚拟发射物对所述虚拟攻击对象造成的虚拟伤害强度。
在一个可选的实施例中,所述接收模块还用于接收控制所述主控虚拟对象通过所述虚拟射击道具对虚拟攻击对象执行所述虚拟射击的道具控制操作;响应于所述道具控制操作,显示通过所述至少两个虚拟发射物攻击所述虚拟攻击对象的对象攻击动画。
在一个可选的实施例中,所述接收模块还用于基于所述虚拟发射物作用于所述虚拟攻击对象的情况,显示虚拟射击结果,所述虚拟射击结果用于描述所述至少两个虚拟发射物对所述虚拟攻击对象的作用结果。
在一个可选的实施例中,所述接收模块还用于响应于第一虚拟发射物作用于所述虚拟攻击对象,显示第一效果的第一作用标记,所述第一作用标记用于表示所述第一虚拟发射物发射后的作用结果;响应于第二虚拟发射物未作用于所述虚拟攻击对象,显示第二效果的第二作用标记,所述第二作用标记用于表示所述第二虚拟发射物发射后的作用结果,所述第一效果与所述第二效果不同。
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条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由所述处理器加载并执行以实现如上述本申请实施例中任一所述的基于虚拟道具的使用方法。
另一方面,提供了一种计算机可读存储介质,所述存储介质中存储有至少一条指令、至少一段程序、代码集或指令集,所述至少一条指令、所述至少一段程序、所述代码集或指令集由处理器加载并执行以实现如上述本申请实施例中任一所述的基于虚拟道具的使用方法。
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实施例中任一所述的基于虚拟道具的使用方法。
本申请实施例提供的技术方案带来的有益效果至少包括:
在主控虚拟对象持有虚拟射击道具时,根据对象控制操作所表征的虚拟射击道具指向的第一方向,显示从虚拟射击道具发射的至少两条散射轨迹,每条散射轨迹代表了虚拟射击中消耗的一个虚拟发射物。通过上述过程将使用虚拟射击道具时至少两个虚拟消耗物的散射轨迹予以可视化呈现,从而通过显示的散射轨迹有效提示了执行虚拟射击时的攻击方向,便于玩家在使用虚拟射击道具执行高效的散射攻击的同时,精准化散射攻击的目标,降低了通过虚拟射击道具执行散射攻击时的操作难度,提升了玩家对虚拟射击道具的使用意愿,在提升人机交互效率的同时,也有利于通过精准攻击提升对局资源利用率。
图1是本申请一个示例性实施例提供的电子设备的结构框图;
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基于虚拟道具的使用方法的流程图;
图4是本申请另一个示例性实施例提供的基于虚拟道具的使用方法的流程图;
图5是本申请一个示例性实施例提供的单次虚拟射击消耗单个虚拟发射物的界面示意图;
图6是本申请一个示例性实施例提供的单次虚拟射击消耗至少两个虚拟发射物的界面示意图;
图7是本申请一个示例性实施例提供的显示至少两条散射轨迹的界面示意图;
图8是本申请一个示例性实施例提供的确定射击准星并显示射击准星的示意图;
图9是本申请一个示例性实施例提供的显示攻击提示信息的流程图;
图10是本申请一个示例性实施例提供的基于至少一个虚拟发射物的攻击强度之和显示攻击提示信息的示意图;
图11是本申请一个示例性实施例提供的显示对象攻击动画的流程图;
图12是本申请一个示例性实施例提供的显示虚拟射击结果的示意图;
图13是本申请一个示例性实施例提供的根据虚拟霰弹枪中虚拟弹丸的散布大小动态显示圆形的射击准星的流程图;
图14是本申请一个示例性实施例提供的当虚拟射击道具与虚拟攻击对象距离较近时显示实时的虚拟弹丸散布特效的流程图;
图15是本申请一个示例性实施例提供的在虚拟射击道具被使用前判断主控虚拟对象是否能够淘汰虚拟攻击对象的流程图;
图16是本申请一个示例性实施例提供的在虚拟射击道具被使用后显示虚拟发射物的实时反馈效果的流程图;
图17是本申请一个示例性实施例提供的基于虚拟道具的使用装置的结构框图;
图18是本申请一个示例性实施例提供的终端的结构框图。
为使本申请的目的、技术方案和优点更加清楚,下面将结合附图对本申请实施方式作进一步地详细描述。
首先,针对本申请实施例中涉及的名词予以简单介绍。
虚拟场景:是应用程序在终端上运行时显示(或提供)的虚拟场景。该虚拟场景可以是对真实场景的仿真场景,也可以是半仿真半虚构的场景,还可以是纯虚构的场景。虚拟场景可以是二维虚拟场景、2.5维虚拟场景和三维虚拟场景中的任意一种,本申请对此不加以限定。下述实施例以虚拟场景是三维虚拟场景来举例说明。
虚拟模型:是虚拟场景中用于模仿真实场景的模型。示例性的,虚拟模型在虚拟场景中占据一定的体积。示例性的,虚拟模型包括:地形模型、建筑模型、动植物模型、虚拟道具模型、虚拟载具模型、虚拟对象模型。例如,地形模型包括:地面、山川、水流、石块、台阶等;建筑模型包括:房屋、围墙、集装箱、以及建筑内部的固定设施:桌椅、柜子、床等;动植物模型包括:树木、花草、飞鸟等;虚拟道具模型包括:虚拟攻击道具、药箱、空投等;虚拟载具模型包括:汽车、船舶、直升机等;虚拟对象模型包括:人物、动物、动漫人物等。
虚拟角色/虚拟对象:是指虚拟场景中的可活动对象。该可活动对象可以是虚拟对象、虚拟动物、动漫人物等,比如:在三维虚拟场景中显示的人物、动物、植物、油桶、墙壁、石块等。可选地,虚拟对象是基于动画骨骼技术创建的三维立体模型。每个虚拟对象在三维虚拟场景中具有自身的形状和体积,占据三维虚拟场景中的一部分空间。
在本申请实施例中,提供了一种基于虚拟道具的使用方法,将使用虚拟射击道具时至少两个虚拟消耗物的散射轨迹予以可视化呈现,有效提示了执行虚拟射击时的攻击方向,便于精准化散射攻击的目标,提升人机交互效率。针对本申请训练得到的基于虚拟道具的使用方法,在应用时包括虚拟射击场景、虚拟对战场景等多种虚拟场景中的至少一种。值得注意的是,上述应用场景仅为示意性的举例,本实施例提供的基于虚拟道具的使用方法还可以应用于其他场景中,本申请实施例对此不加以限定。
需要说明的是,本申请在收集用户的相关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采集的,且相关用户数据的收集、使用和处理需要遵守相关地区的相关法律法规和标准。
本申请中的终端可以是台式计算机、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应用程序,比如支持三维虚拟环境的应用程序。该应用程序可以是虚拟现实应用程序、三维地图程序、第三人称射击游戏(Third-Person Shooting game,TPS)、第一人称射击游戏(First-Person Shooting game,FPS)、多人在线战术竞技游戏(Multiplayer Online Battle Arena Games,MOBA)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,比如单机版的三维游戏程序,也可以是网络联机版的应用程序。
图1示出了本申请一个示例性实施例提供的电子设备的结构框图。该电子设备100包括:操作系统120和应用程序122。
操作系统120是为应用程序122提供对计算机硬件的安全访问的基础软件。
应用程序122是支持虚拟环境的应用程序。可选地,应用程序122是支持三维虚拟环境的应用程序。该应用程序122可以是虚拟现实应用程序、三维地图程序、TPS游戏、FPS游戏、MOBA游戏、多人枪战类生存游戏中的任意一种。该应用程序122可以是单机版的应用程序,比如单机版的三维游戏程序,也可以是网络联机版的应用程序。
图2示出了本申请一个示例性实施例提供的计算机系统的结构框图。该计算机系统200包括:第一设备220、服务器240和第二设备260。
第一设备220安装和运行有支持虚拟环境的应用程序。该应用程序可以是虚拟现实应用程序、三维地图程序、TPS游戏、FPS游戏、MOBA游戏、多人枪战类生存游戏中的任意一种。第一设备220是第一用户使用的设备,第一用户使用第一设备220控制位于虚拟环境中的第一虚拟对象活动,该活动包括但不限于:调整身体姿态、爬行、步行、奔跑、骑行、跳跃、驾驶、拾取、射击、攻击、投掷中的至少一种。示意性的,第一虚拟对象是第一虚拟人物,比如仿真人物角色或动漫人物角色。
第一设备220通过无线网络或有线网络与服务器240相连。
服务器240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240用于为支持三维虚拟环境的应用程序提供后台服务。可选地,服务器240承担主要计算工作,第一设备220和第二设备260承担次要计算工作;或者,服务器240承担次要计算工作,第一设备220和第二设备260承担主要计算工作;或者,服务器240、第一设备220和第二设备260三者之间采用分布式计算架构协同计算。
第二设备260安装和运行有支持虚拟环境的应用程序。该应用程序可以是虚拟现实应用程序、三维地图程序、FPS游戏、MOBA游戏、多人枪战类生存游戏中的任意一种。第二设备260是第二用户使用的设备,第二用户使用第二设备260控制位于虚拟环境中的第二虚拟物体活动,该活动包括但不限于:调整身体姿态、爬行、步行、奔跑、骑行、跳跃、驾驶、拾取、射击、攻击、投掷中的至少一种。示意性的,第二虚拟物体是第二虚拟人物,比如仿真人物角色或动漫人物角色。
可选地,第一虚拟人物和第二虚拟人物处于同一虚拟环境中。可选地,第一虚拟人物和第二虚拟人物可以属于同一个队伍、同一个组织、具有好友关系或具有临时性的通讯权限。可选地,第一虚拟人物和第二虚拟人物也可以属于不同队伍、不同组织、或具有敌对性的两个团体。
可选地,第一设备220和第二设备260上安装的应用程序是相同的,或两个设备上安装的应用程序是不同控制系统平台的同一类型应用程序。第一设备220可以泛指多个设备中的一个,第二设备260可以泛指多个设备中的一个,本实施例仅以第一设备220和第二设备260来举例说明。第一设备220和第二设备260的设备类型相同或不同,该设备类型包括:游戏主机、台式计算机、智能手机、平板电脑、电子书阅读器、MP3播放器、MP4播放器和膝上型便携计算机中的至少一种。以下实施例以设备是台式计算机来举例说明。
本领域技术人员可以知晓,上述设备的数量可以更多或更少。比如上述设备可以仅为一个,或者上述设备为几十个或几百个,或者更多数量。本申请实施例对设备的数量和设备类型不加以限定。
值得注意的是,上述服务器240可以实现为物理服务器,也可以实现为云端的云服务器。
结合上述名词简介和应用场景,对本申请提供的基于虚拟道具的使用方法进行说明,该方法可以由计算机设备执行。以该方法应用于终端为例进行说明,如图3所示,该方法包括如下步骤310至步骤330。
步骤310,显示主控虚拟对象。
示意性的,主控虚拟对象用于表示玩家控制的虚拟对象。例如:终端中安装有一款游戏应用程序,其中登录有第一账号,玩家基于第一账号选择至少一个虚拟游戏对象作为参与虚拟对局的主控虚拟对象,并在游戏过程中通过控制主控虚拟对象在虚拟场景中运动、执行任务、攻击其他虚拟对象等方式,实现参与虚拟对局的过程。
其中,主控虚拟对象装备虚拟射击道具。
示意性的,虚拟射击道具属于虚拟道具的一种类型,用于表示可以在虚拟场景中实现射击功能的虚拟道具。可选地,虚拟射击道具实现为虚拟霰弹枪、虚拟步枪、虚拟弓等多种射击道具中的至少一种。
可选地,主控虚拟对象通过拾取方式获取得到虚拟射击道具,如:玩家控制主控虚拟对象拾取其他虚拟对象掉落的虚拟射击道具、拾取游戏过程中空投的虚拟射击道具、拾取游戏阶段随机散落在虚拟场景中的虚拟射击道具等;或者,主控虚拟对象通过资源兑换方式获取得到虚拟射击道具,如:玩家控制主控虚拟对象通过虚拟商店购买虚拟射击道具、玩家控制主控虚拟对象与其他虚拟对象交换虚拟道具并得到虚拟射击道具等;或者,随着游戏过程的继续,主控虚拟对象的战斗经验累积,在战斗经验达到预设战斗值的情况下游戏后台自动向主控虚拟对象下发虚拟射击道具等。
其中,虚拟射击道具装填多个虚拟发射物。
示意性的,虚拟射击道具中装填有多个用于执行虚拟射击过程的虚拟发射物,虚拟发射物与虚拟射击道具的道具类型相关。可选地,虚拟射击道具为虚拟霰弹枪,虚拟发射物实现为虚拟弹丸;或者,虚拟射击道具实现为虚拟步枪,虚拟发射物实现为虚拟子弹;或者,虚拟射击道具实现为虚拟弓,虚拟发射物实现为虚拟箭等。
在一些实施例中,虚拟发射物是发射至虚拟场景中的内容,虚拟射击道具中装填有虚拟填充物,虚拟填充物中包括虚拟发射物;虚拟发射物是虚拟射击道具在发射虚拟填充物时分裂得到的内容。
示意性的,虚拟射击道具实现为虚拟霰弹枪,装填在虚拟霰弹枪中的虚拟填充物为虚拟子弹,每个虚拟子弹中包括多个虚拟弹丸,虚拟弹丸视为装填在虚拟射击道具中的虚拟发射物;当通过虚拟射击道具实现虚拟射击过程时,虚拟射击道具射出的虚拟子弹分裂为多个虚拟弹丸,多个虚拟弹丸是发射至虚拟场景中实现虚拟射击效果的内容。
其中单次虚拟射击消耗至少两个虚拟发射物。
示意性的,在通过虚拟射击道具执行虚拟射击过程时,单次虚拟射击消耗装填在虚拟射击道具中的多个虚拟发射物中的至少两个虚拟发射物。例如:虚拟射击道具实现为虚拟霰弹枪,每次使用虚拟霰弹枪执行虚拟射击时,会消耗5个虚拟弹丸;或者,虚拟射击道具实现为虚拟弓,每次使用虚拟弓执行虚拟射击时,会消耗3个虚拟箭等。
可选地,单次虚拟射击同时消耗至少两个虚拟发射物。示意性的,单次虚拟射击时,会从虚拟射击道具同时发射至少两个虚拟发射物,如单次虚拟射击时,从虚拟霰弹枪处同时发射5个虚拟弹丸等。
可选地,单次虚拟射击先后消耗至少两个虚拟发射物。示意性的,单次虚拟射击时,会从虚拟射击道具先后发射至少两个虚拟发射物,如单次虚拟射击时,从虚拟霰弹枪处依次发射5个虚拟弹丸;或者,单次虚拟射击时,从虚拟霰弹枪处先发射3个虚拟弹丸,再发射2个虚拟弹丸等。
步骤320,接收对象控制操作。
其中,对象控制操作用于控制主控虚拟对象持有虚拟射击道具指向第一方向。
示意性的,在主控虚拟对象装备虚拟射击道具的情况下,控制主控虚拟对象持有虚拟射击道具。例如:主控虚拟对象在获取到虚拟射击道具时,即控制主控虚拟对象手持该虚拟射击道具;或者,主控虚拟对象将虚拟射击道具放置在虚拟背包中,控制主控虚拟对象从虚拟背包中选择该虚拟射击道具,以实现控制主控虚拟对象持有该虚拟射击道具的目的。
在一些实施例中,在主控虚拟对象持有虚拟射击道具的情况下,通过调整主控虚拟对象的朝向调整虚拟射击道具所指向的方向。
示意性的,通过游戏界面中的方向控制区域调整主控虚拟对象的朝向;玩家可以针对方向控制区域执行滑动、旋转等操作,若玩家在方向控制区域上向左滑动,则可以控制主控虚拟对象向当前位置的左侧移动,若玩家在方向控制区域上向右下方滑动,则可以控制主控虚拟对象向当前位置的右下方移动(如东南方向移动)等。
可选地,基于主控虚拟对象持有虚拟射击道具,当主控虚拟对象的朝向变化时,虚拟射击道具伴随主控虚拟对象实现方向上的变化过程。
例如:主控虚拟对象基于玩家针对方向控制区域的控制操作,朝向虚拟场景的左侧区域,则虚拟射击道具的指向方向伴随主控虚拟对象的朝向方向变化,即虚拟射击道具指向左侧区域等。
可选地,基于控制主控虚拟对象朝向变化可以改变虚拟射击道具的指向方向,因此可以控制主控虚拟对象朝向第一方向,以实现控制虚拟对象持有虚拟射击道具指向第一方向的目的。
示意性的,第一方向是虚拟场景中的任意一个方向,用于描述虚拟射击道具所指向的方向。例如:虚拟射击道具实现为虚拟霰弹枪,第一方向是虚拟霰弹枪的虚拟枪头指向的方向;或者,虚拟射击道具实现为虚拟弓,第一方向是虚拟霰弹枪的虚拟弓弦所平行的方向等。
可选地,将控制虚拟射击道具指向第一方向的操作称为对象控制操作,即:控制主控虚拟对象朝向第一方向,以使得虚拟射击道具伴随主控虚拟对象指向第一方向。
步骤330,基于第一方向显示以虚拟射击道具为射击起点的至少两条散射轨迹。
其中,至少两条散射轨迹与至少两个虚拟发射物一一对应。
示意性的,在虚拟射击道具的指向第一方向后,根据第一方向能够分析虚拟射击道具所指向的虚拟射击情况,因此综合第一方向和虚拟射击道具在发射至少两个虚拟发射物的发射情况,可以以虚拟射击道具为射击起点,显示与至少两个虚拟发射物分别对应的散射轨迹,从而显示至少两条散射轨迹。
可选地,虚拟射击道具在单次虚拟射击时会发射至少两个虚拟发射物,至少两个虚拟发射物分别对应一个发射方向,且虚拟发射物通常用于攻击其他虚拟对象,因此还可以将虚拟射击过程称为散射攻击过程,即虚拟射击道具将至少两个虚拟发射物散射至不同的方向,以实现基于第一方向对大范围方向执行攻击的目的。
示意性的,基于第一方向和虚拟射击道具预设的发射轨迹,会确定在虚拟射击道具发射至少两个虚拟发射物时,在第一方向上发射一个虚拟发射物,在第一方向的立体周侧的其他四个方向上各自发射一个虚拟发射物,以实现散射至少两个虚拟发射物的目的;因此该虚拟发射过程对应五条散射轨迹,其中第一方向上对应的散射轨迹的发射起点为虚拟射击道具,发射终点为第一方向上与其他虚拟对象或者虚拟障碍物的交点,或者,发射终端为第一方向上与发射起点存在预设距离的点等。
在一些实施例中,在以虚拟射击道具为射击起点显示至少两条散射轨迹时,将虚拟射击道具中用于发射虚拟发射物的发射物出口为射击起点,从而显示向至少两个方向分别散射的散射轨迹。
其中,散射轨迹对应的散射方向用于提示通过虚拟射击道具执行虚拟射击时的攻击方向。
示意性的,散射轨迹对应的方向称为散射方向,由于散射轨迹是基于第一方向确定的,因此散射轨迹对应的散射方向是基于第一方向确定的。考虑到散射轨迹是虚拟发射物被发射后运行的轨迹,因此散射轨迹对应的散射方向能够指示虚拟发射物被发射后运行的方向,从而提示通过虚拟射击道具执行虚拟射击时的攻击方向。
也即:当玩家控制主控虚拟对象使用虚拟射击道具执行虚拟射击时,虚拟射击道具发射的至少两个虚拟发射物会分别沿着对应的散射轨迹运行,从而实现在散射方向的攻击过程,即散射方向下操作虚拟射击道具执行虚拟射击,则散射方向指示虚拟射击过程中的攻击方向。
值得注意的是,以上仅为示意性的举例,本申请实施例对此不加以限定。
综上所述,在主控虚拟对象持有虚拟射击道具时,根据对象控制操作所表征的虚拟射击道具指向的第一方向,显示从虚拟射击道具发射的至少两条散射轨迹,每条散射轨迹代表了虚拟射击中消耗的一个虚拟发射物。通过上述过程将使用虚拟射击道具时至少两个虚拟消耗物的散射轨迹予以可视化呈现,从而通过显示的散射轨迹有效提示了执行虚拟射击时的攻击方向,便于玩家在使用虚拟射击道具执行高效的散射攻击的同时,精准化散射攻击的目标,降低了通过虚拟射击道具执行散射攻击时的操作难度,提升了玩家对虚拟射击道具的使用意愿,在提升人机交互效率的同时,也有利于通过精准攻击提升对局资源利用率。
在一个可选的实施例中,在基于第一方向显示至少两条射线线段时,当第一方向对应的攻击范围内存在虚拟攻击对象时,显示至少两条散射轨迹;当第一方向对应的攻击范围内不存在虚拟攻击对象时,显示虚拟射击道具对应的射击准星,从而通过射击准星转换显示为散射轨迹的过程,更加直观地辅助玩家了解第一方向上虚拟攻击对象的存在情况。示意性的,该方法可以由计算机设备执行,如图4所示,上述图3所示出的实施例还可以实现为如下步骤410至步骤432。
步骤410,显示主控虚拟对象。
其中,主控虚拟对象装备虚拟射击道具,虚拟射击道具装填多个虚拟发射物;其中单次虚拟射击消耗至少两个虚拟发射物。
示意性的,主控虚拟对象是玩家控制的虚拟对象;虚拟射击道具是可以实现散射攻击效果的虚拟道具,即:对虚拟射击道具执行单次操作并执行单次虚拟射击过程中,虚拟射击道具会消耗装填在其中的至少两个虚拟发射物,至少两个虚拟发射物可能实现为多个虚拟发射物中的部分虚拟发射物,也可能实现为多个虚拟发射物中的全部发射物,此处不加以限定。
如图5所示,为单次虚拟射击消耗单个虚拟发射物的界面示意图。其中主控虚拟对象510持有虚拟射击道具520,虚拟射击道具520是单次射击消耗一个虚拟发射物的虚拟道具,因此当玩家控制主控虚拟对象510使用虚拟射击道具520执行单次虚拟射击时,会在虚拟射击道具520所攻击的虚拟墙面530上显示一个虚拟攻击标记(如图5中的一个伤害点)540。
如图6所示,为单次虚拟射击消耗至少两个虚拟发射物的界面示意图。其中主控虚拟对象610持有虚拟射击道具620,虚拟射击道具620是单次射击消耗至少两个虚拟发射物的虚拟道具,因此当玩家控制主控虚拟对象610使用虚拟射击道具620执行单次虚拟射击时,会在虚拟射击道具620所攻击的虚拟墙面630上显示多个虚拟攻击标记(如图6中的8个伤害点)640。
上述虚拟攻击标记代表虚拟射击后产生的标记效果,如:虚拟子弹射击痕迹,虚拟箭射击痕迹等,此处不加以限定。
比较上述图5和图6可以看出,本申请实施例采用的虚拟射击道具为图6所示的虚拟射击道具,该虚拟射击道具可以在单次虚拟射击下散射至少两个虚拟发射物,从而可以实现单次虚拟射击下散射攻击的目的。
步骤420,接收控制主控虚拟对象持有虚拟射击道具指向第一方向的对象控制操作。
示意性的,在主控虚拟对象装备虚拟射击道具的情况下,控制主控虚拟对象持有虚拟射击道具。
在一些实施例中,在主控虚拟对象持有虚拟射击道具的情况下,通过调整主控虚拟对象的朝向可以调整虚拟射击道具所指向的方向。
可选地,基于控制主控虚拟对象朝向变化可以改变虚拟射击道具的指向方向,因此可以控制主控虚拟对象朝向第一方向,以实现控制虚拟对象持有虚拟射击道具指向第一方向的目的。
示意性的,第一方向是虚拟场景中的任意一个方向,用于描述虚拟射击道具所指向的方向;将控制虚拟射击道具指向第一方向的操作称为对象控制操作。
步骤431,在第一方向对应的攻击范围内存在虚拟攻击对象的情况下,显示以虚拟射击道具为射击起点的至少两条散射轨迹。
示意性的,攻击范围是基于第一方向从虚拟场景中确定的区域范围。可选地,攻击范围是基于第一方向从虚拟场景中确定的三维区域范围,如考虑距离、宽度和高度的三维区域范围;或者,攻击范围是基于第一方向从虚拟场景中确定的二维平面范围,如考虑距离和宽度的二维平面范围等。
在一个可选的实施例中,在以第一方向为射线方向的预设距离内存在虚拟攻击对象的情况下,显示以虚拟射击道具为射击起点的至少两条散射轨迹。
其中,射线方向用于表征从射击起点发射的射线的方向,预设距离用于确定攻击范围。
示意性的,第一方向作为虚拟场景中虚拟射击道具所指示的方向,可以用于分析虚拟射击道具执行虚拟射击时所针对的方向;在基于第一方向分析散射轨迹的显示情况时,以虚拟射击道具对应的射击起点为射线发射起点、以第一方向为射线方向发射射线,可以在虚拟场景中得到一条发射射线,确定该发射射线在预设距离内是否穿过虚拟攻击对象,以判断在第一方向对应的攻击范围内是否存在虚拟攻击对象。
可选地,虚拟攻击对象是与主控虚拟对象处于不同虚拟阵营的虚拟对象;或者,虚拟攻击对象是虚拟场景中的虚拟障碍物,如:虚拟墙壁、虚拟楼房等;或者,虚拟攻击对象是虚拟场景中的非玩家角色(Non-Player Character,NPC)等。
如图7所示,为基于虚拟射击道具和第一方向发射射线以确定是否存在虚拟攻击对象,并显示至少两条散射轨迹的示意图。
其中虚拟射击道具710为虚拟霰弹枪,虚拟攻击对象为虚拟障碍物720,以虚拟射击道具对应的发射起点为射线发射起点,向第一方向发射射线,当该射线在预设距离(如20m)处存在虚拟障碍物720,即:虚拟障碍物720位于虚拟射击道具710的预设距离内,则会显示以虚拟射击道具为射击起点的至少两条散射轨迹。
在一些实施例中,在以虚拟射击道具为射击起点显示至少两条散射轨迹时,将虚拟射击道具中发射虚拟发射物的发射出口为射击起点,以散射轨迹与虚拟攻击对象之间的交点为射击终点,从而显示散射线段作为虚拟射击道具对应的散射轨迹。
如图7所示,主控虚拟对象730持有虚拟射击道具710,以虚拟射击道具中发射虚拟发射物的发射出口711为射击起点,虚拟攻击对象实现为虚拟地面740,则终端基于第一方向确定至少两条散射轨迹后,分别确定至少两条散射轨迹与虚拟地面740之间的交点(如图中示出的4个黑色圆点),并将至少两个交点分别作为射击终点,从而综合射击起点和至少两个射击终点,确定与至少两个虚拟发射物分别对应的散射线段作为散射轨迹,如图7所示出的4条散射轨迹分别为发射出口711至四个交点之间的散射线段等。
可选地,以虚拟射击道具710实现为虚拟霰弹枪、虚拟发射物实现为虚拟弹丸为例,为便于理解特标注虚拟弹丸的弹道实现为散射线段形式751,虚拟弹丸与虚拟障碍物之间的交点以黑色圆点752表示,此处不加以限定。
在一个可选的实施例中,在以第一方向为参考方向的预设朝向区域内存在虚拟攻击对象的情况下,显示以虚拟射击道具为射击起点的至少两条散射轨迹。
其中,预设朝向区域用于表示第一方向对应的攻击区域。
示意性的,以第一方向为参考方向确定一定的预设朝向区域,预设朝向区域是基于预先确定的区域形状以及第一方向灵活确定的区域范围。例如:预设朝向区域实现为预设半径的扇形区域,在第一方向为参考方向时,将第一方向作为扇形区域的中心方向,从而基于第一方向确定预设半径的扇形区域作为预设朝向区域,从而判断预设朝向区域内是否存在虚拟攻击对象,以确定是否显示散射轨迹。
可选地,当预设朝向区域内存在虚拟攻击对象,则以虚拟射击道具为射击起点显示至少两条散射轨迹。
在一些实施例中,散射轨迹是基于虚拟射击道具预先设定的参数以及第一方向综合确定的内容。
示意性的,散射轨迹的计算过程是终端或者与终端通信连接的服务器实现的过程;散射轨迹的确定过程涉及物理模拟、数学建模和计算机图形学等多种技术。可选地,可以采用下述步骤基于第一方向确定散射轨迹。
(1)定义物理模型:首先预设虚拟场景中的物理规则,如重力、空气阻力等。
(2)定义初始条件:如预设虚拟发射物发射的初始位置以及至少两个虚拟发射物分别对应的发射速度;此外,在预设至少两个虚拟发射物分别对应的发射角度的基础上,将发射角度应用于第一方向上,以基于第一方向确定后续的至少两个散射轨迹。
(3)弹丸动力学:如应用牛顿运动定律计算虚拟弹丸的运动,其中通常需要考虑虚拟发射物的质量、形状以及发射时的初速度等。例如:不同类型的虚拟发射物的重量、形状等可能存在区别,如虚拟弹丸A为0.5g的球体弹丸、虚拟弹丸B为0.8g的椎体弹丸等。
(4)散射模型:在虚拟射击道具模拟发射或者执行虚拟发射时,虚拟发射物通常是以一个特定的散射模式发射的。如建立一个数学模型模拟虚拟发射物的散射模式,这其中通常涉及概率分布的确定过程,如正态分布等。
(5)考虑用户交互:在游戏类的交互式应用中,还需要考虑玩家对主控虚拟对象的控制可能会散射轨迹的影响。如:当玩家控制主控虚拟对象跳跃的过程中控制虚拟射击道具执行瞄准过程,则基于瞄准过程对应的第一方向确定的至少两条散射轨迹的分散程度较高,因为跳跃过程中存在更强的不稳定因素等。
上述步骤431中介绍了将对象控制操作所指向的第一方向对应的攻击范围作为显示散射轨迹的条件。即只有在第一方向对应的攻击范围内存在虚拟攻击对象时才会显示散射轨迹,使得玩家的注意力可以更针对性地集中在需要攻击的虚拟攻击对象上,而不会被其他不必要的信息干扰,增强了虚拟攻击过程的真实性和逻辑性;其次,在攻击范围内没有虚拟攻击对象时也不需要计算和渲染多余的散射轨迹,从而可以在一定程度上提升游戏性能或仿真计算效率,避免玩家操作过程中可能存在的视觉混乱问题性,使得用户能够更清晰地理解射击的效果与反馈,大大节约了计算资源并提升了操作体验。
其中,还介绍了将基于第一方向确定的预设距离或者预设朝向区域作为确定攻击范围的内容。基于对象控制操作所指向的第一方向,可以将预设距离作为攻击范围,以在预设距离内存在虚拟攻击对象的情况下显示散射轨迹,不仅有助于玩家可以更清楚地理解射击的有效区域,也容易辅助玩家更加专注于当前的攻击范围,提高操作的精准度;此外,也可以在第一方向的约束下将预设朝向区域作为攻击范围,以在预设朝向区域内存在虚拟攻击对象的情况下显示散射轨迹,预设朝向区域更加符合虚拟攻击道具的射击状态,由此呈现的散射轨迹也更加逼真。上述有条件确定攻击区域并显示散射轨迹的方式对于高效仿真至关重要,也可以有效提高操作性能和操作流畅度,以辅助玩家做出更加精准的决策。
值得注意的是,以上仅为示意性的举例,本申请实施例对此不加以限定。
步骤432,在第一方向对应的攻击范围内不存在虚拟攻击对象的情况下,显示虚拟射击道具对应的射击准星。
其中,射击准星是虚拟射击道具瞄准第一方向时产生的标记。
示意性的,虚拟射击道具装备有虚拟瞄准器,当虚拟射击道具指向第一方向时,虚拟射击道具基于对第一方向的瞄准会确定所瞄准的目标,射击准星用于标记该瞄准的目标。
在一个可选的实施例中,基于第一方向和虚拟射击道具对应的道具配置信息,显示至少两个虚拟发射物在预设散射距离处散射的散射区域作为射击准星。
其中,道具配置信息用于表征虚拟射击道具本身的配置情况,示意性的,道具配置信息包括道具基础属性(如道具类型、道具攻击力、道具有效射程、道具有效射速、虚拟发射物的最大填充数量、道具冷却时长等)、道具功能属性(道具瞄准模式、散射半径、特殊效果等)、道具使用限制、道具获取方式等多种信息中的至少一个。
可选地,通过道具配置信息中的散射半径,结合第一方向可以确定预设距离处的散射区域。例如:散射区域是以第一方向在预设距离处的交点为中心、以散射半径为区域半径的圆形区域等,此处不加以限定。
其中,散射区域用于描述虚拟射击道具在发射至少两个虚拟发射物时的散射情况。
示意性的,以第一方向为确定射击准星时的约束方向,综合虚拟射击道具本身具有的道具配置信息,可以在第一方向所指向的方向点附近确定一定的区域,以形成虚拟射击道具对应的射击准星。
例如:第一方向所指示方向上可以取多个点,以将预设散射距离处的虚拟发射物的散射区域作为确定射击准星的区域,将第一方向上的预设散射距离处取到的点作为方向点,根据虚拟射击道具对应的道具配置信息,可以大致确定虚拟射击道具执行虚拟射击时的散射区域,从而以方向点为中心点,将散射区域作为显示在界面上的射击准星。
上述介绍了基于第一方向和道具配置信息显示射击准星的内容。通过显示虚拟射击物的散射区域,玩家可以更清楚地了解发射物的弹道分布,使得玩家可以根据散射区域调整瞄准状态,进而提高射击的精准性和射击效率,也可以增强游戏的真实感与沉浸感,使得玩家可以直观地看到射击结果与精准度,从而优化玩家的游戏体验和策略规划,实现提供有效反馈的目的,既帮助提高射击精准度,也提高了操作的人机交互效率。
如图8所示,为确定射击准星并显示射击准星的示意图。
其中虚拟射击道具810为虚拟霰弹枪,预设散射距离为预先选取的2m距离,即在第一方向的基础上确定从发射起点开始2m距离处的虚拟发射物的散射区域,如该散射区域实现为直径为X米的圆形区域,则将X米的圆形区域作为显示在界面上的射击准星820;即:在主控虚拟对象持有虚拟射击道具指向第一方向的情况下,当攻击范围内不存在虚拟攻击对象,可以在界面上显示X米的圆形区域作为射击准星820,X为正数。
可选地,射击准星显示在主控虚拟对象所朝向的第一方向的预设距离处;或者,射击准星显示在距离主控虚拟对象最近的虚拟平面上(如虚拟墙面、虚拟玻璃)等,此处不加以限定。
在一些实施例中,基于主控虚拟对象在虚拟场景中的运动姿态,显示虚拟射击道具在预设散射距离内散射的散射区域作为射击准星。
可选地,除了考虑第一方向和虚拟射击道具对应的道具配置信息,还可以综合考虑主控虚拟对象的运动姿态,运动姿态用于描述主控虚拟对象的各个虚拟对象部位在运动时的空间位置情况,运动姿态包括站立姿态、行走姿态、跑步姿态、跳跃姿态等多种动作姿态中的至少一种。其中,散射区域伴随运动姿态的变化存在动态变化。
可选地,在运动姿态实现为站立姿态的情况下,虚拟射击道具在虚拟射击过程的稳定性较好,因此散射效果较为稳定,相应的散射区域较小;在运动姿态实现为跑步姿态、跳跃姿态的情况下,虚拟射击道具在虚拟射击过程的稳定性较差,因此散射效果稳定性较差,相应的散射区域较大等。
上述介绍了将主控虚拟对象在虚拟场景中的运动姿态作为显示射击准星的考虑因素的内容。考虑到由于后坐力、稳定性等运动姿态因素对射击精度的影响,使得作为射击准星的散射区域显示更加精准,有助于玩家根据散射范围更针对性地调整瞄准情况,也有助于玩家在主控虚拟对象处于动态活动的过程中仍然能够做出较为精准的射击决策,增加了游戏的策略性,也能让玩家更好地应对不同的战斗情况,提升操作沉浸感。此外,散射区域伴随运动姿态的变化存在动态变化,也使得画面显示更加具有实时性,增加操作的真实感和互动性,提升画面视觉效果以及虚拟对象的运动表现力,进而辅助提升使用对象的操作效率。
示意性的,如图8所示,当主控虚拟对象830的运动姿态为站立姿态时,界面中显示的射击准星820较小;当主控虚拟对象830的运动姿态为跳跃姿态时,界面中显示的射击准星820较大。
或者,当虚拟射击道具的虚拟发射物在发射时散射效果本身较大时,射击准星对应的圆形区域面积也会自适应变大,反之则越小;散射效果与虚拟发射物和/或虚拟射击道具本身的配置相关,此处不加以赘述。
上述步骤432介绍了当攻击范围内不存在虚拟攻击对象的情况下显示射击准星的内容。射击准星能够及时向玩家反馈当前的射击指向,能帮助玩家清楚地看到射击的对象方向,避免因缺乏视觉线索而导致的困惑。即便攻击范围内不存在虚拟攻击对象,使用对象仍然能保持对射击方向的精准把控,提高可视化反馈的即时性与清晰度。此外,还可以根据界面上显示的准星位置判断当前是否应该继续寻找虚拟攻击对象或者是否需要调整射击角度,从而为玩家的下一步战术决策提供依据,减少了不必要的视觉干扰,优化了使用对象的视觉体验,实现在不同情境下的灵活调整反馈,适应更多的操作需求。
综上所述,将使用虚拟射击道具时至少两个虚拟消耗物的散射轨迹予以可视化呈现,从而通过显示的散射轨迹有效提示了执行虚拟射击时的攻击方向,便于玩家在使用虚拟射击道具执行高效的散射攻击的同时,精准化散射攻击的目标,降低了通过虚拟射击道具执行散射攻击时的操作难度,提升了玩家对虚拟射击道具的使用意愿,在提升人机交互效率的同时,也有利于通过精准攻击提升对局资源利用率。
在本申请实施例中,以攻击范围内是否存在虚拟攻击对象为判断条件,确定是否显示虚拟射击道具对应的散射轨迹。当第一方向对应的攻击范围内不存在虚拟攻击对象时,显示虚拟射击道具对应的射击准星,随着主控虚拟对象持有虚拟射击道具在虚拟场景中移动,或者随着虚拟攻击对象在虚拟场景中移动,可能使得第一方向对应的攻击范围内存在虚拟攻击对象,此处从显示射击准星的内容调整为显示以虚拟射击道具为射击起点的至少两条散射轨迹的内容。通过显示内容的变化,以可视化的方式为玩家提供更加清晰的提示,以表征虚拟攻击对象相对于主控虚拟对象的位置变化,便于玩家基于虚拟射击道具执行更精准地虚拟射击过程,提升人机交互效率。
在一个可选的实施例中,基于至少两条散射轨迹用于表征虚拟射击道具执行虚拟射击时的至少两个攻击方向,因此散射轨迹表达了至少两个虚拟发射物在被发射后的运动轨迹,基于此可以综合至少两个虚拟发射物的攻击强度以及至少两个虚拟发射物的散射轨迹,预测当前执行虚拟射击时对虚拟攻击对象造成的虚拟伤害强度,以便为玩家提供更加直观的对局辅助过程。示意性的,该方法可以由计算机设备执行,如图9所示,上述图3所示出的实施例还可以包括如下步骤910。
步骤910,在至少两条散射轨迹与虚拟攻击对象之间的碰撞检测关系符合预设条件的情况下,显示攻击提示信息。
其中,碰撞检测关系用于描述散射轨迹与虚拟攻击对象之间的相交情况。
在一些实施例中,在至少两条散射轨迹中存在预设数量的散射轨迹与虚拟攻击对象之间存在碰撞的情况下,显示第一攻击提示信息。
其中,预设数量的散射轨迹与虚拟攻击对象之间存在碰撞视为符合预设条件。
示意性的,预设数量是预先设定的数量,如预设数量为3;则当至少两条散射轨迹中存在3条散射轨迹与虚拟攻击对象之间存在碰撞,显示第一攻击提示信息。
可选地,第一攻击提示信息为文本提示信息,如:第一攻击提示信息为“速速攻击对方”、“正是攻击对方的好时候”等;或者,第一攻击提示信息为画面特效信息,如:第一攻击提示信息为“画面覆盖红色图层”、“显示模拟攻击特效”等。
上述介绍了将散射轨迹的数量作为显示攻击提示信息的条件的内容。只有在预设数量的散射轨迹与虚拟攻击对象存在碰撞时,才会显示第一攻击提示信息以提示玩家把握对虚拟攻击对象发起虚拟攻击的时机,通过第一攻击提示信息有助于提高玩家的操作速度;另外,通过预设数量可以在一定程度降低基于碰撞检测执行轨迹识别的资源消耗问题,确保精确且高效的碰撞判断,还能在界面上提供即时反馈,增强交互性和视觉层次感,从而提高操作体验的流畅度和沉浸感。
在一些实施例中,在至少两条散射轨迹中存在至少一条散射轨迹与虚拟攻击对象存在碰撞的情况下,响应于至少一条散射轨迹分别对应的虚拟发射物的攻击强度之和,达到虚拟攻击对象对应的对象属性值,显示第二攻击提示信息。
其中,攻击强度用于描述虚拟发射物对虚拟攻击对象造成的虚拟伤害强度。
示意性的,与虚拟攻击对象存在碰撞检测关系用于表示散射轨迹会作用于虚拟攻击对象;当至少两条散射轨迹中存在至少一条散射轨迹与虚拟攻击对象存在碰撞,则代表存在至少一条散射轨迹会作用于虚拟攻击对象上。
可选地,在确定至少一条散射轨迹后,可以基于该作用过程确定至少一条散射轨迹分别对应的虚拟发射物,并确定与虚拟发射物对应的攻击强度,攻击强度代表了当前虚拟发射物对虚拟攻击对象造成的虚拟伤害的大小。
可选地,综合会作用于虚拟攻击对象的至少一个虚拟发射物分别对应的攻击强度,得到至少一个虚拟发射物作用于虚拟攻击对象的攻击强度之和。
例如:三条散射轨迹包括散射轨迹1、散射轨迹2以及散射轨迹3,其中散射轨迹1对应虚拟发射物A、散射轨迹2对应虚拟发射物B、散射轨迹3对应虚拟发射物C;若散射轨迹1和散射轨迹2与虚拟攻击对象之间存在碰撞检测关系,则代表散射轨迹1对应的虚拟发射物A以及散射轨迹2对应的虚拟发射物B会作用于虚拟攻击对象上;若确定虚拟发射物A对虚拟攻击对象的攻击强度为20,虚拟发射物B对虚拟攻击对象的攻击强度为30,则代表至少一个虚拟发射物会作用于虚拟攻击对象的攻击强度之和为50。
可选地,当攻击强度之和达到虚拟攻击对象对应的对象属性值,则显示第二攻击提示信息。
示意性的,对象属性值用于描述虚拟攻击对象在虚拟场景中的生存状态。可选地,对象属性值是虚拟攻击对象对应的虚拟血量、虚拟法力值、虚拟防御值等属性数值。当攻击强度之和达到虚拟攻击对象对应的对象属性值,代表即将作用于虚拟攻击对象的至少一个虚拟发射物对虚拟攻击对象造成的虚拟攻击伤害将会使得虚拟攻击对象淘汰,因此可以显示第二攻击提示信息。
其中,第一攻击提示信息和第二攻击提示信息均属于上述攻击提示信息,攻击提示信息用于提示通过虚拟射击道具对虚拟攻击对象执行虚拟射击。
可选地,第一攻击提示信息和第二攻击提示信息的表现形式既可以相同,也可以不同,此处不加以限定。
示意性的,若确定在第一方向上发射至少一个虚拟发射物可以淘汰虚拟攻击对象,则可以显示攻击提示信息以提示玩家使用虚拟射击道具对虚拟攻击对象执行虚拟射击。
可选地,对象属性值除可以实现为维持虚拟攻击对象处于存活状态的属性值,还可以实现为其他的预设属性值。如:维持虚拟攻击对象处于存活状态的属性值为100,对象属性值选取为80,代表当至少一个虚拟发射物作用于虚拟攻击对象后虚拟攻击对象的属性值降低了80,即可以显示第二攻击提示信息等。
上述介绍了在散射轨迹与虚拟攻击对象存在碰撞时,还可以额外分析存在碰撞的虚拟发射物的攻击强度之和是否达到对象属性值,从而决定是否显示第二攻击提示信息。每条散射轨迹对应一个虚拟发射物,每个虚拟发射物对应一个代表对虚拟攻击对象造成虚拟伤害强度的攻击强度,通过累积散射轨迹对应的虚拟发射物的攻击强度,并在攻击强度之和达到虚拟攻击对象的对象属性值时显示第二攻击提示信息以提示执行虚拟攻击,可以避免单一轨迹判断的局限性,提高了碰撞与攻击判定的准确性,也有助于增强画面表现以提高人机交互效率;另外,只有在攻击强度累积达到对象属性值的情况下才会显示第二攻击提示信息,可以避免信息的无意义渲染,即通过按需渲染的方式可以有效减轻计算负担,提高渲染效率和系统性能。
在一些实施例中,攻击提示信息表现为颜色提示状态。
示意性的,当攻击强度之和达到虚拟攻击对象对应的对象属性值,显示呈现为指定颜色(如:红色)的至少两条散布轨迹;或者,显示指定颜色(如:橙色)的图层等。
在一些实施例中,攻击提示信息表现为文本提示状态。
示意性的,当攻击强度之和达到虚拟攻击对象对应的对象属性值,显示文本提示信息作为攻击提示信息;如:文本提示信息为“当前就是攻击对方的最佳时刻”、“一举淘汰对方”等。
在一些实施例中,攻击提示信息表现为震动反馈状态。
示意性的,当攻击强度之和达到虚拟攻击对象对应的对象属性值,终端执行震动反馈状态,以提示玩家通过虚拟射击道具对虚拟攻击对象发起虚拟射击等。
在一些实施例中,在主控虚拟对象达到预设对象等级的情况下,显示攻击提示信息。
示意性的,预设对象等级是显示攻击提示信息的等级条件;当主控虚拟对象对应的对象等级未达到预设对象等级,即便至少两条散射轨迹与虚拟攻击对象之间的碰撞检测关系符合预设条件,也不显示攻击提示信息;当主控虚拟对象对应的对象等级达到预设对象等级,若至少两条散射轨迹与虚拟攻击对象之间的碰撞检测关系符合预设条件,则显示攻击提示信息,从而激励主控虚拟对象积极游戏以提升对象等级,解锁更多的游戏玩法。
如图10所示,为基于至少一个虚拟发射物的攻击强度之和显示攻击提示信息的示意图。
在虚拟射击道具前20m内存在虚拟攻击对象为敌对虚拟对象时,实时判断至少两个虚拟发射物中对敌对虚拟对象造成虚拟伤害的虚拟发射物的数量。
例如:基于至少两条散射轨迹确定虚拟射击道具一定发射5个虚拟发射物,其中有3个虚拟发射物能够击中敌对虚拟对象1010。
判断击中敌对虚拟对象1010的3个虚拟发射物分别对应的攻击强度。
可选地,虚拟射击道具发射的虚拟发射物在20m内造成的虚拟伤害不会缩减,因此统计3个虚拟发射物分别对应的虚拟伤害值作为攻击强度。
可选地,虚拟射击道具发射的虚拟发射物造成的虚拟伤害随着发射距离的变大而减弱,则统计3个虚拟发射物分别对应的虚拟伤害值以及敌对虚拟对象距离虚拟射击道具的距离,则可以确定3个虚拟发射物分别对应的攻击强度等。
示意性的,以1个虚拟发射物对应的攻击强度为80为例,则3个虚拟发射物对敌对虚拟对象造成的攻击强度之和为240。
可选地,若虚拟发射物的攻击强度之和大于敌对虚拟对象的虚拟生命值,则显示红色的散射轨迹。
如图10所示,若敌对虚拟对象当前的虚拟生命值为200;3个虚拟发射物对敌对虚拟对象造成的攻击强度之和为240,则代表当前使用虚拟射击道具对敌对虚拟对象1010执行虚拟射击,可以淘汰敌对虚拟对象1010,因此显示红色的散射轨迹1020(图中以加粗形式表示红色)。
值得注意的是,以上仅为示意性的举例,本申请实施例对此不加以限定。
综上所述,将使用虚拟射击道具时至少两个虚拟消耗物的散射轨迹予以可视化呈现,从而通过显示的散射轨迹有效提示了执行虚拟射击时的攻击方向,便于玩家在使用虚拟射击道具执行高效的散射攻击的同时,精准化散射攻击的目标,降低了通过虚拟射击道具执行散射攻击时的操作难度,提升了玩家对虚拟射击道具的使用意愿,在提升人机交互效率的同时,也有利于通过精准攻击提升对局资源利用率。
在本申请实施例中,介绍了当至少两条散射轨迹与虚拟攻击对象之间的碰撞检测关系符合预设条件,则会显示攻击提示信息的内容。终端除会在界面上显示至少两条散射轨迹外,还会实时分析至少两条散射轨迹与虚拟攻击对象之间的相对位置,目的是预测散射轨迹对应的虚拟发射物是否能够对虚拟攻击对象造成虚拟攻击,以尽可能灵活地在界面上显示攻击提示信息,从而更好地提示玩家适时地对虚拟攻击对象执行针对性攻击,降低虚拟攻击道具的操作难度,提高人机交互效率。
其中,在碰撞检测关系的分析下,当预设数量的散射轨迹与虚拟攻击对象之间存在碰撞可以显示攻击提示信息。通过分析与虚拟攻击对象存在碰撞的散射轨迹的数量,能够更快速地分析虚拟发射物对虚拟攻击对象造成的虚拟伤害的强度(如:与虚拟攻击对象之间存在碰撞的散射轨迹数量越多,对虚拟攻击对象造成的虚拟伤害越大,与虚拟攻击对象之间存在碰撞的散射轨迹数量越少,对虚拟攻击对象造成的虚拟伤害越小),从而更加高效地为玩家提供针对性的攻击提示信息,减少分析散射轨迹与虚拟攻击对象之间碰撞检测关系的分析数据量。
其中,在碰撞检测关系的分析下,当存在至少一条散射轨迹与虚拟攻击对象之间存在碰撞且对应的虚拟发射物的攻击强度之和达到对象属性值,可以显示攻击提示信息。借助可以对虚拟攻击对象造成虚拟伤害的每个虚拟发射物的攻击强度,确定可以作用于虚拟攻击对象的攻击强度之和,从而在攻击强度之和达到淘汰掉虚拟攻击对象或者对虚拟攻击对象造成重大伤害的情况下,显示用于提示玩家通过虚拟射击道具对虚拟对象执行虚拟射击的攻击提示信息,以便玩家可以基于攻击提示信息对虚拟攻击对象执行适时的虚拟攻击过程,提高虚拟对局中的对局效率。
在一个可选的实施例中,接收控制主控虚拟对象通过虚拟射击道具执行的道具控制操作,以便玩家使用虚拟射击道具对虚拟攻击对象执行散射攻击,并显示对应的对象攻击动画。示意性的,该方法可以由计算机设备执行,如图11所示,上述图3所示出的实施例还可以包括如下步骤1110至步骤1120。
步骤1110,接收控制主控虚拟对象通过虚拟射击道具对虚拟攻击对象执行虚拟射击的道具控制操作。
示意性的,在主控虚拟对象持有虚拟射击道具的过程中,玩家可以控制主控虚拟对象使用虚拟射击道具执行虚拟射击,该过程用于调整虚拟射击道具的状态,如:从默认状态调整为使用状态,该操作过程即为道具控制操作。
可选地,界面上显示有道具操作控件,基于玩家对道具操作控件的触发操作实现道具控制操作,以控制主控虚拟对象通过虚拟射击道具执行虚拟射击过程。
在一些实施例中,道具控制操作实现在主控虚拟对象持有虚拟射击道具的任一环节中。
示意性的,在主控虚拟对象持有虚拟射击道具的同时,接收道具控制操作;或者,在主控虚拟对象持有虚拟射击道具并显示射击准星后,接收道具控制操作;或者,在主控虚拟对象持有虚拟射击道具并至少两条散射轨迹后,接收道具控制操作等。
步骤1120,响应于道具控制操作,显示通过至少两个虚拟发射物攻击虚拟攻击对象的对象攻击动画。
示意性的,若道具控制操作指示攻击的目标为虚拟场景中的虚拟攻击对象,则基于道具控制操作可以控制主控虚拟对象使用虚拟射击道具对虚拟攻击对象发起虚拟射击,基于虚拟射击道具在单次虚拟射击时发射至少两个虚拟发射物,因此可以在界面上显示通过至少两个虚拟发射物攻击虚拟攻击对象的对象攻击动画。
在一个可选的实施例中,基于虚拟发射物作用于虚拟攻击对象的情况,显示虚拟射击结果。
其中,虚拟射击结果用于描述至少两个虚拟发射物对虚拟攻击对象的作用结果。
示意性的,在至少两个虚拟发射物从虚拟射击道具发射后,虚拟发射物和虚拟攻击对象之间的关系包括如下形式:(1)虚拟发射物对虚拟攻击对象造成虚拟伤害,即虚拟发射物成功作用于虚拟攻击对象;(2)虚拟发射物对虚拟攻击对象未造成虚拟伤害,即虚拟发射物没有作用于虚拟攻击对象。
可选地,当虚拟射击道具发射出至少两个虚拟发射物后,确定至少两个虚拟发射物分别作用与虚拟攻击道具的作用结果;综合至少两个作用结果显示虚拟射击结果。
示意性的,虚拟射击道具发射出3个虚拟发射物,分别为虚拟发射物1、虚拟发射物2以及虚拟发射物3;其中虚拟发射物1对虚拟攻击对象造成了虚拟伤害,虚拟发射物2也对虚拟攻击对象造成了虚拟伤害,虚拟发射物3未对虚拟攻击对象造成虚拟伤害;则代表虚拟发射物1和虚拟发射物2的作用结果均为作用成功结果,虚拟发射物3的作用结果为作用失败结果;因此,综合虚拟发射物1的作用成功结果、虚拟发射物2的作用成功结果以及虚拟发射物3的作用失败结果,显示虚拟射击结果。
可选地,虚拟射击结果中包括至少两个虚拟发射物分别对应的作用结果。
在一些实施例中,响应于第一虚拟发射物作用于虚拟攻击对象,显示第一效果的第一作用标记;响应于第二虚拟发射物未作用于虚拟攻击对象,显示第二效果的第二作用标记。
其中,第一作用标记为第一虚拟发射物对应的作用标记,第二作用标记为第二虚拟发射物的作用标记,第一效果与第二效果不同。
示意性的,作用标记用于表示虚拟发射物发射后的作用结果;因此,第一作用标记用于表示第一虚拟发射物发射后的作用结果,第二作用标记用于表示第二虚拟发射物发射后的作用结果;至少两个虚拟发射物分别对应的作用标记组成虚拟射击结果。
例如:当虚拟发射物对应的作用结果为作用成功结果,则代表该虚拟发射物为作用于虚拟攻击对象的第一虚拟发射物,从而显示第一颜色的第一作用标记作为第一效果的第一作用标记。如:显示红色的第一作用标记。
同理,当虚拟发射物对应的作用结果为作用失败结果,则代表该虚拟发射物为未作用于虚拟攻击对象的第二虚拟发射物,从而显示第二颜色的第二作用标记作为第二效果的第二作用标记。如:显示白色的第二作用标记等。
如图12所示,为显示虚拟射击结果的示意图。
当玩家控制主控虚拟对象使用虚拟射击道具后,界面右下方的预设区域1210内会实时显示一个暂存预设时长的虚拟射击结果,如显示暂存2秒的虚拟射击结果。
可选地,虚拟射击结果中包括至少两个虚拟发射物分别对应的作用标记;其中,基于至少两个虚拟发射物在预设平面内的分布效果,确定至少两个作用标记之间的相对位置关系。
示意性的,预设平面为第一方向上与虚拟射击道具之间相距预设距离处的平面,如预设平面为虚拟发射物从虚拟射击道具的射击出口之间相距2米的平面,确定至少两个虚拟发射物在该预设平面上的分布效果,以确定虚拟射击结果中至少两个作用标记之间的相对位置关系。
可选地,在确定至少两个作用标记之间的相对位置关系后,还需要分析至少两个作用标记的表现情况,即:至少两个作用标记分别属于第一作用标记还是第二作用标记。
示意性的,如图12中的虚拟射击结果1221所示,若至少两个虚拟发射物均未对虚拟攻击对象造成虚拟伤害,则至少两个作用标记均为第二效果的第二作用标记,即:基于至少两个作用标记之间的相对位置关系,显示至少两个第二效果的第二作用标记。如:显示5个白色的第二作用标记。
示意性的,如图12中的虚拟射击结果1222所示,若至少两个虚拟发射物中一部分虚拟发射物对虚拟攻击对象造成虚拟伤害,另一部分虚拟发射物对虚拟攻击对象造成虚拟伤害,则一部分虚拟发射物对应的作用标记为第一效果的第一作用标记,另一部分虚拟发射物对应的作用标记为第二效果的第二作用标记;即:基于至少两个作用标记之间的相对位置关系,显示一部分第一效果的第一作用标记,显示另一部分第二效果的第二作用标记。如:显示2个黑色的第一作用标记以及3个白色的第二作用标记。
示意性的,如图12中的虚拟射击结果1223所示,若至少两个虚拟发射物均对虚拟攻击对象造成虚拟伤害,则至少两个作用标记均为第一效果的第一作用标记,即:基于至少两个作用标记之间的相对位置关系,显示至少两个第一效果的第一作用标记。如:显示5个黑色的第一作用标记。
值得注意的是,以上仅为示意性的举例,本申请实施例对此不加以限定。
综上所述,将使用虚拟射击道具时至少两个虚拟消耗物的散射轨迹予以可视化呈现,从而通过显示的散射轨迹有效提示了执行虚拟射击时的攻击方向,便于玩家在使用虚拟射击道具执行高效的散射攻击的同时,精准化散射攻击的目标,降低了通过虚拟射击道具执行散射攻击时的操作难度,提升了玩家对虚拟射击道具的使用意愿,在提升人机交互效率的同时,也有利于通过精准攻击提升对局资源利用率。
在本申请实施例中,介绍了当接收到道具控制操作后,可以基于道具控制操作显示对象攻击动画,以在提高画面展现力的同时带来更丰富的互动体验,提升玩家的参与感,也可以通过即时反馈确保玩家对操作的响应时间和效果有清晰的感知,帮助更好地掌握操作时机和战斗节奏。
此外,还可以根据道具控制操作对虚拟攻击对象造成的虚拟伤害,显示虚拟射击结果。通过虚拟射击结果可以更直观地了解到至少两个虚拟发射物对虚拟攻击对象造成虚拟伤害的情况,不仅能够提高系统性能和计算精度,还能让界面更具反馈性、策略性和沉浸感,有助于提升操作交互体验,使得玩家能够快速理解战斗状况,并作出有效决策,优化操作的整体体验。
其中不同效果的作用标记表征了每个虚拟发射物是否对虚拟攻击对象造成虚拟伤害,便于玩家基于虚拟射击结果复盘学习虚拟对局中的虚拟射击过程,从而有利于玩家对虚拟射击道具的操作情况予以更精准的了解,便于在提升虚拟射击道具的使用率的基础上,提升游戏策略性以及操作反馈丰富性,也有助于提高人机交互效率。此外,通过在有效碰撞或无效碰撞时显示不同效果的方式,可以减少不必要的渲染和计算开销,确保了在复杂战斗场景中的高效运行,优化了资源使用。
在一个可选的实施例中,上述虚拟射击道具实现为虚拟对局中使用的虚拟霰弹枪,在玩家操作虚拟霰弹枪的过程中提供了四种用户界面(User Interface,UI)功能的改进方案;上述基于虚拟道具的使用方法还可以称为“霰弹枪信息提示的UI功能设计方法”。示意性的,该方法可以由计算机设备执行,在如下内容中对四种UI功能的改进进行说明。
(一)根据虚拟霰弹枪中虚拟弹丸的散布大小动态显示圆形的射击准星。
示意性的,虚拟射击道具实现为虚拟霰弹枪,装填在虚拟霰弹枪中的虚拟发射物实现为虚拟弹丸;虚拟弹丸既可以是直接装填在虚拟霰弹枪中的配件,也可以是装填在虚拟霰弹枪中的虚拟子弹分裂得到的配件,此处不加以限定。
示意性的,以射击准星实现为圆形为例,射击准星还可以实现为矩形、菱形、星形、不规则形状等,此处不加以限定。
在一些实施例中,如图13所示,为“根据虚拟霰弹枪中虚拟弹丸的散布大小动态显示圆形的射击准星”的流程图。
步骤1310,玩家进入游戏内使用虚拟霰弹枪。
示意性的,玩家进入游戏并选择主控虚拟对象后,玩家控制主控虚拟对象持有虚拟霰弹枪,以实现在游戏内使用虚拟霰弹枪的目的。
步骤1320,从虚拟霰弹枪的虚拟枪口处发射射线。
示意性的,虚拟枪口为虚拟霰弹枪中用于发射虚拟弹丸的位置,射线是用于执行碰撞检测的内容,通常不会直接显示在玩家对应的界面上。
可选地,虚拟枪口指向第一方向,沿第一方向发射射线。
在一些实施例中,当基于射线发射过程确定第一方向上的20米(预设距离)内不存在虚拟障碍物(虚拟攻击对象)遮挡时,执行如下步骤1330。
步骤1330,实时计算若主控虚拟对象使用虚拟射击道具时虚拟弹丸的散布路径。
示意性的,当主控虚拟对象持有虚拟射击道具并在前方20米内没有虚拟障碍物时,可以实时预测若使用虚拟射击道具时虚拟弹丸的散布路径,即分析虚拟弹丸的散射轨迹,该散射轨迹可以尚不在玩家的界面中显示。
步骤1340,判断虚拟弹丸发射后2米时虚拟弹丸所形成的圆形的直径大小。
示意性的,在预测发射的至少两个虚拟弹丸的散布路径后,可以分析至少两个虚拟弹丸发射后2米距离处所形成的圆形区域,并确定该圆形区域的直径。
步骤1350,显示白色的圆形射击准星,且圆形射击准星的直径与虚拟弹丸形成的圆形区域的直径保持一致。
示意性的,将上述虚拟弹丸发射后2米距离处所形成的圆形区域的直径作为圆形射击准星的直径,从而在显示白色的射击准星时,显示直径为圆形区域的直径的白色射击准星。如:虚拟弹丸发射后2米距离处所形成的圆形区域的直径为5cm,则圆形射击准星的直径为5cm。
其中,圆形射击准星为白色仅为示意性的举例,圆形射击准星还可以为黑色、红色等其他颜色,此处也不加以限定。
(二)当虚拟射击道具与虚拟攻击对象距离较近时显示实时的虚拟弹丸散布特效。
可选地,以虚拟射击道具与虚拟攻击对象距离较远时显示圆形射击准星,虚拟射击道具与虚拟攻击对象距离较近时显示虚拟弹丸散布特效为例,虚拟弹丸的散布特效即上述显示至少两条散布轨迹的内容;虚拟射击道具与虚拟攻击对象距离较近即代表上述第一方向对应的攻击范围内存在虚拟攻击对象。
在一些实施例中,如图14所示,为“当虚拟射击道具与虚拟攻击对象距离较近时显示实时的虚拟弹丸散布特效”的流程图。
步骤1410,玩家进入游戏内持有虚拟霰弹枪。
示意性的,玩家进入游戏并选择主控虚拟对象后,玩家控制主控虚拟对象持有虚拟霰弹枪。
步骤1420,实时从虚拟枪口发射射线执行碰撞检测,判断20m范围内是否有虚拟障碍物遮挡。
示意性的,虚拟枪口为虚拟霰弹枪中用于发射虚拟弹丸的位置,射线是用于执行碰撞检测的内容,通常不会直接显示在玩家对应的界面上。可选地,虚拟枪口指向第一方向,沿第一方向发射射线。
在一些实施例中,当基于射线发射过程确定第一方向上的20米(预设距离)内存在虚拟障碍物(虚拟攻击对象)遮挡时,执行如下步骤1430;否则可以显示上述的射击准星。
步骤1430,隐藏圆形射击准星,显示实时虚拟弹丸散布特效。
示意性的,虚拟弹丸散布特效即上述的至少两个散射轨迹。
也即:当虚拟射击道具与虚拟攻击对象距离较远时显示圆形射击准星,以时刻寻找虚拟攻击对象;当虚拟射击道具与虚拟攻击对象距离较近时将圆形射击准星切换为虚拟弹丸散布特效,以便更明确地对虚拟攻击对象执行针对性的虚拟攻击。
步骤1440,实时计算每颗虚拟弹丸发射后的散布路径。
示意性的,终端或者与终端通信相连的服务器计算每个虚拟弹丸在发射后的散布路径,即:在已知虚拟枪口为发射起点后,确定每颗虚拟弹丸发射后运行的轨迹以及发射终点,以显示更加明确的散布轨迹作为散布路径。
步骤1450,散布路径用白色的散布线段予以表示。
可选地,在界面上以白色的散布线段表示虚拟弹丸发射后的散射轨迹。还可以通过其他的颜色或者线段状态(如:虚线线段等)表示散布线段,此处不加以限定。
步骤1460,判断散布路径是否和虚拟攻击对象存在重合。
示意性的,当散布路径与虚拟攻击对象存在重合,即散布路径与虚拟攻击对象之间存在交点,可以执行如下步骤1470;当散布路径与虚拟攻击对象不存在重合,可以仅显示散布路径。
步骤1470,重合处显示白色圆形。
示意性的,当散布路径与虚拟攻击对象存在重合,即散布路径与虚拟攻击对象之间存在交点,在交点处显示白色圆形,该交点处即为散布线段的发射终点。
(三)在虚拟射击道具被使用前判断主控虚拟对象是否能够淘汰虚拟攻击对象。
示意性的,在玩家控制主控虚拟对象使用虚拟射击道具前,可以实时判断主控虚拟对象是否能够淘汰虚拟攻击对象。也即:判断至少两条散布路径中与虚拟攻击对象存在重合的散布路径对应的虚拟弹丸的虚拟攻击是否能够淘汰虚拟攻击对象。
在一些实施例中,如图15所示,为“在虚拟射击道具被使用前判断主控虚拟对象是否能够淘汰虚拟攻击对象”的流程图。
步骤1510,玩家在虚拟对局内触发了近距离时显示实时虚拟弹丸散布特效。
示意性的,若虚拟射击道具对应的攻击范围内存在虚拟攻击对象,显示实时的虚拟弹丸的散布特效。
步骤1520,实时判断与虚拟攻击对象重合的散布路径。
示意性的,从至少两个散布路径(散射轨迹)中,确定与虚拟攻击对象存在交点的至少一条散布路径。
步骤1530,判断当前使用的虚拟霰弹枪每颗虚拟弹丸的虚拟伤害数值。
示意性的,确定该散布路径对应的虚拟弹丸;以及确定该虚拟弹丸对应的虚拟伤害数值(攻击强度),即确定该虚拟弹丸对虚拟攻击对象造成的虚拟伤害的程度。
步骤1540,用每颗虚拟弹丸的虚拟伤害数值乘以重合的虚拟弹丸的数量得到对虚拟攻击对象造成的总伤害量。
综合作用于虚拟攻击对象的多个虚拟弹丸分别对应的虚拟伤害数值,得到攻击强度之和,即总伤害量。
步骤1550,若对虚拟攻击对象的总伤害量大于虚拟攻击对象的虚拟血量,则特效变红显示。
示意性的,若对虚拟攻击对象的总伤害量达到虚拟攻击对象的对象属性值,则显示变红的散布路径(散射轨迹)等。
也即:若散布路径对应的虚拟弹丸的虚拟攻击能够淘汰虚拟攻击对象,如达到虚拟攻击对象的对象属性值,则显示攻击提示信息。
若散布路径对应的虚拟弹丸的虚拟攻击尚无法淘汰虚拟攻击对象,显示攻击调整信息;攻击调整信息用于提示主控虚拟对象调整虚拟攻击道具所指向的方向,以辅助玩家淘汰虚拟攻击对象。例如:攻击调整信息实现为“向左移动虚拟攻击道具”、“向下移动虚拟攻击道具”等信息。
(四)在虚拟射击道具被使用后显示虚拟发射物的实时反馈效果。
示意性的,若玩家控制主控虚拟对象使用虚拟射击道具后,可以显示虚拟发射物的实时反馈效果,该实时反馈效果及上述的虚拟射击结果。
在一些实施例中,如图16所示,为“在虚拟射击道具被使用后显示虚拟发射物的实时反馈效果”的流程图。
步骤1610,玩家在虚拟对局内使用虚拟霰弹枪执行虚拟射击。
示意性的,玩家在参与虚拟对局的过程中,控制主控虚拟对象使用虚拟霰弹枪并执行虚拟射击过程。
步骤1620,判断虚拟弹丸从虚拟枪口发射后2m处的路径横截面,将该横截面效果通过平面图的形式显示在界面的固定位置处。
示意性的,基于至少两个虚拟弹丸被发射后的至少两条散射轨迹确定2米处散射轨迹所形成的平面区域,如圆形区域;并将该圆形区域显示在界面的固定位置处,即上述确定至少两个作用标记之间的相对位置关系的过程。
步骤1630,判断每颗虚拟弹丸是否击中虚拟攻击对象。
示意性的,分析至少两个虚拟弹丸在发射后是否对虚拟攻击对象造成虚拟攻击伤害。若是,则显示红色的作用标记;若否,则显示白色的作用标记。即上述显示虚拟射击结果的内容。此处作用标记的颜色效果仅为示意性的举例,此处不加以限定。
步骤1640,等待2秒或玩家再次使用虚拟攻击道具执行虚拟射击时取消显示虚拟射击结果。
示意性的,2秒为虚拟射击结果的预设显示时长,还可以实现为其他的时长约束。
可选地,待虚拟射击结果显示2秒后取消显示;或者,在玩家再次控制主控虚拟对象使用虚拟攻击道具时取消显示虚拟射击结果等。
值得注意的是,以上仅为示意性的举例,本申请实施例对此不加以限定。
综上所述,将使用虚拟射击道具时至少两个虚拟消耗物的散射轨迹予以可视化呈现,从而通过显示的散射轨迹有效提示了执行虚拟射击时的攻击方向,便于玩家在使用虚拟射击道具执行高效的散射攻击的同时,精准化散射攻击的目标,降低了通过虚拟射击道具执行散射攻击时的操作难度,提升了玩家对虚拟射击道具的使用意愿,在提升人机交互效率的同时,也有利于通过精准攻击提升对局资源利用率。
在本申请实施例中,对虚拟对局过程中虚拟霰弹枪的一系列使用痛点予以优化。其中包括将圆形射击准星和虚拟弹丸的散布大小予以绑定、在近距离时实时显示虚拟弹丸的散布效果、通过散布效果变为红色的方式提示玩家虚拟射击即可淘汰虚拟攻击对象、让玩家所见即所得地知道通过虚拟射击道具执行虚拟射击后的实现效果。借助上述四种使用虚拟霰弹枪时的改进方式,大大减低了游戏过程中使用虚拟霰弹枪的难度,且在玩家每次执行虚拟射击后都会在游戏界面的固定位置处显示虚拟射击结果,方便玩家更好地预览和复盘游戏结果,使得虚拟霰弹枪造成的虚拟伤害为玩家所知悉,便于提升人机交互效率。
图17是本申请一个示例性实施例提供的基于虚拟道具的使用装置的结构框图,如图17所示,该装置包括如下部分:
显示模块1710,用于显示主控虚拟对象,所述主控虚拟对象装备虚拟射击道具,所述虚拟射击道具装填多个虚拟发射物;其中单次虚拟射击消耗至少两个虚拟发射物;
接收模块1720,用于接收对象控制操作,所述对象控制操作用于控制所述主控虚拟对象持有所述虚拟射击道具指向第一方向;
显示模块1710,还用于基于所述第一方向显示以所述虚拟射击道具为射击起点的至少两条散射轨迹,所述至少两条散射轨迹与所述至少两个虚拟发射物一一对应,所述散射轨迹对应的散射方向用于提示通过所述虚拟射击道具执行虚拟射击时的攻击方向。
在一个可选的实施例中,所述显示模块1710还用于在所述第一方向对应的攻击范围内存在虚拟攻击对象的情况下,显示以所述虚拟射击道具为所述射击起点的所述至少两条散射轨迹。
在一个可选的实施例中,所述显示模块1710还用于在以所述第一方向为射线方向的预设距离内存在所述虚拟攻击对象的情况下,显示以所述虚拟射击道具为射击起点的所述至少两条散射轨迹,所述射线方向用于表征从所述射击起点发射的射线的方向,所述预设距离用于确定所述攻击范围;或者,在以所述第一方向为参考方向的预设朝向区域内存在所述虚拟攻击对象的情况下,显示以所述虚拟射击道具为所述射击起点的所述至少两条散射轨迹,所述预设朝向区域用于表示所述第一方向对应的所述攻击区域。
在一个可选的实施例中,所述显示模块1710还用于在所述第一方向对应的攻击范围内不存在虚拟攻击对象的情况下,显示所述虚拟射击道具对应的射击准星,所述射击准星是所述虚拟射击道具瞄准所述第一方向时产生的标记。
在一个可选的实施例中,所述显示模块1710还用于基于所述第一方向和所述虚拟射击道具对应的道具配置信息,显示所述至少两个虚拟发射物在预设散射距离处散射的散射区域作为所述射击准星,所述道具配置信息用于表征所述虚拟射击道具本身的配置情况,所述散射区域用于描述所述虚拟射击道具在发射所述至少两个虚拟发射物时的散射情况。
在一个可选的实施例中,所述显示模块1710还用于基于所述主控虚拟对象在虚拟场景中的运动姿态,显示所述虚拟射击道具在预设散射距离内散射的散射区域作为所述射击准星;所述运动姿态用于描述所述主控虚拟对象的各个虚拟对象部位在运动时的空间位置情况,所述散射区域伴随所述运动姿态的变化存在动态变化。
在一个可选的实施例中,所述显示模块1710还用于在所述至少两条散射轨迹与虚拟攻击对象之间的碰撞检测关系符合预设条件的情况下,显示攻击提示信息;其中,所述碰撞检测关系用于描述所述散射轨迹与所述虚拟攻击对象之间的相交情况,所述攻击提示信息用于提示通过所述虚拟射击道具对所述虚拟攻击对象执行虚拟射击。
在一个可选的实施例中,所述显示模块1710还用于在所述至少两条散射轨迹中存在预设数量的所述散射轨迹与所述虚拟攻击对象之间存在碰撞的情况下,显示第一攻击提示信息。
在一个可选的实施例中,所述显示模块1710还用于在所述至少两条散射轨迹中存在至少一条散射轨迹与所述虚拟攻击对象存在碰撞的情况下,响应于所述至少一条散射轨迹分别对应的所述虚拟发射物的攻击强度之和,达到所述虚拟攻击对象对应的对象属性值,显示第二攻击提示信息;所述攻击强度用于描述所述虚拟发射物对所述虚拟攻击对象造成的虚拟伤害强度。
在一个可选的实施例中,所述接收模块1720还用于接收控制所述主控虚拟对象通过所述虚拟射击道具对虚拟攻击对象执行所述虚拟射击的道具控制操作;响应于所述道具控制操作,显示通过所述至少两个虚拟发射物攻击所述虚拟攻击对象的对象攻击动画。
在一个可选的实施例中,所述接收模块1720还用于基于所述虚拟发射物作用于所述虚拟攻击对象的情况,显示虚拟射击结果,所述虚拟射击结果用于描述所述至少两个虚拟发射物对所述虚拟攻击对象的作用结果。
在一个可选的实施例中,所述接收模块1720还用于响应于第一虚拟发射物作用于所述虚拟攻击对象,显示第一效果的第一作用标记,第一作用标记用于表示所述第一虚拟发射物发射后的作用结果;响应于第二虚拟发射物未作用于所述虚拟攻击对象,显示第二效果的所述第二作用标记,所述第二作用标记用于表示所述第二虚拟发射物发射后的作用结果,所述第一效果与所述第二效果不同。
综上所述,将使用虚拟射击道具时至少两个虚拟消耗物的散射轨迹予以可视化呈现,从而通过显示的散射轨迹有效提示了执行虚拟射击时的攻击方向,便于玩家在使用虚拟射击道具执行高效的散射攻击的同时,精准化散射攻击的目标,降低了通过虚拟射击道具执行散射攻击时的操作难度,提升了玩家对虚拟射击道具的使用意愿,在提升人机交互效率的同时,也有利于通过精准攻击提升对局资源利用率。
需要说明的是:上述实施例提供的基于虚拟道具的使用装置,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,上述实施例提供的基于虚拟道具的使用装置与基于虚拟道具的使用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。
图18示出了本申请一个示例性实施例提供的电子设备1800的结构框图。该电子设备1800可以是便携式移动终端,比如:智能手机、车载终端、平板电脑、MP3播放器(Moving Picture Experts Group Audio Layer III,动态影像专家压缩标准音频层面3)、MP4(Moving Picture Experts Group Audio Layer IV,动态影像专家压缩标准音频层面4)播放器、笔记本电脑或台式电脑。电子设备1800还可能被称为用户设备、便携式终端、膝上型终端、台式终端等其他名称。通常,电子设备1800包括有:处理器1801和存储器1802。处理器1801可以包括一个或多个处理核心,比如4核心处理器、8核心处理器等。处理器1801可以采用DSP(Digital Signal Processing,数字信号处理)、FPGA(Field-Programmable Gate Array,现场可编程门阵列)、PLA(Programmable Logic Array,可编程逻辑阵列)中的至少一种硬件形式来实现。
存储器1802可以包括一个或多个计算机可读存储介质,该计算机可读存储介质可以是非暂态的。
在一些实施例中,电子设备1800还包括有一个或多个传感器。该一个或多个传感器包括但不限于:接近传感器、陀螺仪传感器、压力传感器。接近传感器,也称距离传感器,通常设置在电子设备1800的前面板。接近传感器用于采集用户与电子设备1800的正面之间的距离。陀螺仪传感器可以检测电子设备1800的机体方向及转动角度,陀螺仪传感器可以与加速度传感器协同采集用户对电子设备1800的3D动作。处理器1801根据陀螺仪传感器采集的数据,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。压力传感器可以设置在电子设备1800的侧边框和/或显示屏的下层。当压力传感器设置在电子设备1800的侧边框时,可以检测用户对电子设备1800的握持信号,由处理器1801根据压力传感器采集的握持信号进行左右手识别或快捷操作。当压力传感器设置在显示屏的下层时,由处理器1801根据用户对显示屏的压力操作,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。
在一些实施例中,电子设备1800还包括其他组件部分,本领域技术人员可以理解,图18中示出的结构并不构成对电子设备1800的限定,可以包括比图示更多或更少的组件,或者组合某些组件,或者采用不同的组件布置。
本申请的实施例还提供了一种计算机设备,该计算机设备可以实现为如图2所示的终端或者服务器。该计算机设备包括处理器和存储器,该存储器中存储有至少一条指令、至少一段程序、代码集或指令集,至少一条指令、至少一段程序、代码集或指令集由处理器加载并执行以实现上述各方法实施例提供的基于虚拟道具的使用方法。
本申请的实施例还提供了一种计算机可读存储介质,该计算机可读存储介质上存储有至少一条指令、至少一段程序、代码集或指令集,至少一条指令、至少一段程序、代码集或指令集由处理器加载并执行,以实现上述各方法实施例提供的基于虚拟道具的使用方法。
本申请的实施例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实施例中任一所述的基于虚拟道具的使用方法。
Claims (20)
- 一种基于虚拟道具的使用方法,由计算机设备执行,所述方法包括:显示主控虚拟对象,所述主控虚拟对象装备虚拟射击道具,所述虚拟射击道具装填多个虚拟发射物;其中单次虚拟射击消耗至少两个虚拟发射物;接收对象控制操作,所述对象控制操作用于控制所述主控虚拟对象持有所述虚拟射击道具指向第一方向;基于所述第一方向显示以所述虚拟射击道具为射击起点的至少两条散射轨迹,所述至少两条散射轨迹与所述至少两个虚拟发射物一一对应,所述散射轨迹对应的散射方向用于提示通过所述虚拟射击道具执行虚拟射击时的攻击方向。
- 根据权利要求1所述的方法,其中,所述基于所述第一方向显示以所述虚拟射击道具为射击起点的至少两条散射轨迹,包括:在所述第一方向对应的攻击范围内存在虚拟攻击对象的情况下,显示以所述虚拟射击道具为所述射击起点的所述至少两条散射轨迹。
- 根据权利要求1或2所述的方法,其中,所述在所述第一方向对应的攻击范围内存在虚拟攻击对象的情况下,显示以所述虚拟射击道具为所述射击起点的所述至少两条散射轨迹,包括:在以所述第一方向为射线方向的预设距离内存在所述虚拟攻击对象的情况下,显示以所述虚拟射击道具为射击起点的所述至少两条散射轨迹,所述射线方向用于表征从所述射击起点发射的射线的方向,所述预设距离用于确定所述攻击范围;或者,在以所述第一方向为参考方向的预设朝向区域内存在所述虚拟攻击对象的情况下,显示以所述虚拟射击道具为所述射击起点的所述至少两条散射轨迹,所述预设朝向区域用于表示所述第一方向对应的所述攻击区域。
- 根据权利要求1至3任一所述的方法,其中,所述接收所述对象控制操作之后,还包括:在所述第一方向对应的攻击范围内不存在虚拟攻击对象的情况下,显示所述虚拟射击道具对应的射击准星,所述射击准星是所述虚拟射击道具瞄准所述第一方向时产生的标记。
- 根据权利要求1至4任一所述的方法,其中,所述显示所述虚拟射击道具对应的射击准星,包括:基于所述第一方向和所述虚拟射击道具对应的道具配置信息,显示所述至少两个虚拟发射物在预设散射距离处散射的散射区域作为所述射击准星,所述道具配置信息用于表征所述虚拟射击道具本身的配置情况,所述散射区域用于描述所述虚拟射击道具在发射所述至少两个虚拟发射物时的散射情况。
- 根据权利要求1至5任一所述的方法,其中,所述显示所述虚拟射击道具对应的射击准星,包括:基于所述主控虚拟对象在虚拟场景中的运动姿态,显示所述虚拟射击道具在预设散射距离内散射的散射区域作为所述射击准星;所述运动姿态用于描述所述主控虚拟对象的各个虚拟对象部位在运动时的空间位置情况,所述散射区域伴随所述运动姿态的变化存在动态变化。
- 根据权利要求1至6任一所述的方法,其中,所述方法还包括:在所述至少两条散射轨迹与虚拟攻击对象之间的碰撞检测关系符合预设条件的情况下,显示攻击提示信息;其中,所述碰撞检测关系用于描述所述散射轨迹与所述虚拟攻击对象之间的相交情况,所述攻击提示信息用于提示通过所述虚拟射击道具对所述虚拟攻击对象执行虚拟射击。
- 根据权利要求1至7任一所述的方法,其中,所述在所述至少两条散射轨迹与虚拟攻击对象之间的碰撞检测关系符合预设条件的情况下,显示攻击提示信息,包括:在所述至少两条散射轨迹中存在预设数量的所述散射轨迹与所述虚拟攻击对象之间存在碰撞的情况下,显示第一攻击提示信息。
- 根据权利要求1至8任一所述的方法,其中,所述在所述至少两条散射轨迹与虚拟攻击对象之间的碰撞检测关系符合预设条件的情况下,显示攻击提示信息,包括:在所述至少两条散射轨迹中存在至少一条散射轨迹与所述虚拟攻击对象存在碰撞的情况下,响应于所述至少一条散射轨迹分别对应的所述虚拟发射物的攻击强度之和,达到所述虚拟攻击对象对应的对象属性值,显示第二攻击提示信息;所述攻击强度用于描述所述虚拟发射物对所述虚拟攻击对象造成的虚拟伤害强度。
- 根据权利要求1至9任一所述的方法,其中,所述方法还包括:接收控制所述主控虚拟对象通过所述虚拟射击道具对虚拟攻击对象执行所述虚拟射击的道具控制操作;响应于所述道具控制操作,显示通过所述至少两个虚拟发射物攻击所述虚拟攻击对象的对象攻击动画。
- 根据权利要求1至10任一所述的方法,其中,所述接收控制所述主控虚拟对象通过所述虚拟射击道具对虚拟攻击对象执行所述虚拟射击的道具控制操作之后,还包括:基于所述虚拟发射物作用于所述虚拟攻击对象的情况,显示虚拟射击结果,所述虚拟射击结果用于描述所述至少两个虚拟发射物对所述虚拟攻击对象的作用结果。
- 根据权利要求1至11任一所述的方法,其中,所述基于所述虚拟发射物作用于所述虚拟攻击对象的情况,显示虚拟射击结果,包括:响应于第一虚拟发射物作用于所述虚拟攻击对象,显示第一效果的第一作用标记,所述第一作用标记用于表示所述第一虚拟发射物发射后的作用结果;响应于第二虚拟发射物未作用于所述虚拟攻击对象,显示第二效果的第二作用标记,所述第二作用标记用于表示所述第二虚拟发射物发射后的作用结果,所述第一效果与所述第二效果不同。
- 一种基于虚拟道具的使用装置,所述装置包括:显示模块,用于显示主控虚拟对象,所述主控虚拟对象装备虚拟射击道具,所述虚拟射击道具装填多个虚拟发射物;其中单次虚拟射击消耗至少两个虚拟发射物;接收模块,用于接收对象控制操作,所述对象控制操作用于控制所述主控虚拟对象持有所述虚拟射击道具指向第一方向;显示模块,还用于基于所述第一方向显示以所述虚拟射击道具为射击起点的至少两条散射轨迹,所述至少两条散射轨迹与所述至少两个虚拟发射物一一对应,所述散射轨迹对应的散射方向用于提示通过所述虚拟射击道具执行虚拟射击时的攻击方向。
- 根据权利要求13所述的装置,其中,所述显示模块,还用于在所述第一方向对应的攻击范围内存在虚拟攻击对象的情况下,显示以所述虚拟射击道具为所述射击起点的所述至少两条散射轨迹。
- 根据权利要求13或14所述的装置,其中,所述显示模块,还用于在以所述第一方向为射线方向的预设距离内存在所述虚拟攻击对象的情况下,显示以所述虚拟射击道具为射击起点的所述至少两条散射轨迹,所述射线方向用于表征从所述射击起点发射的射线的方向,所述预设距离用于确定所述攻击范围;或者,在以所述第一方向为参考方向的预设朝向区域内存在所述虚拟攻击对象的情况下,显示以所述虚拟射击道具为所述射击起点的所述至少两条散射轨迹,所述预设朝向区域用于表示所述第一方向对应的所述攻击区域。
- 根据权利要求13至15任一所述的装置,其中,所述显示模块,还用于在所述第一方向对应的攻击范围内不存在虚拟攻击对象的情况下,显示所述虚拟射击道具对应的射击准星,所述射击准星是所述虚拟射击道具瞄准所述第一方向时产生的标记。
- 根据权利要求13至16任一所述的装置,其中,所述显示模块,还用于基于所述第一方向和所述虚拟射击道具对应的道具配置信息,显示所述至少两个虚拟发射物在预设散射距离处散射的散射区域作为所述射击准星,所述道具配置信息用于表征所述虚拟射击道具本身的配置情况,所述散射区域用于描述所述虚拟射击道具在发射所述至少两个虚拟发射物时的散射情况。
- 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12任一所述的基于虚拟道具的使用方法。
- 一种计算机可读存储介质,所述存储介质中存储有至少一段程序,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12任一所述的基于虚拟道具的使用方法。
- 一种计算机程序产品,包括计算机指令,所述计算机指令被处理器执行时实现如权利要求1至12任一所述的基于虚拟道具的使用方法。
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| CN111084986A (zh) * | 2019-12-17 | 2020-05-01 | 腾讯科技(深圳)有限公司 | 显示控制方法、装置、存储介质及电子装置 |
| CN114247140A (zh) * | 2021-11-05 | 2022-03-29 | 腾讯科技(深圳)有限公司 | 信息显示方法、装置、设备及介质 |
| US20230124014A1 (en) * | 2020-11-06 | 2023-04-20 | Tencent Technology (Shenzhen) Company Limited | Image display method and apparatus, device and storage medium |
| CN116712725A (zh) * | 2023-02-21 | 2023-09-08 | 网易(杭州)网络有限公司 | 一种游戏中信息处理方法、装置、设备及介质 |
| CN117298580A (zh) * | 2022-06-23 | 2023-12-29 | 腾讯科技(深圳)有限公司 | 虚拟对象的互动方法、装置、设备、介质及程序产品 |
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| CN111084986A (zh) * | 2019-12-17 | 2020-05-01 | 腾讯科技(深圳)有限公司 | 显示控制方法、装置、存储介质及电子装置 |
| US20230124014A1 (en) * | 2020-11-06 | 2023-04-20 | Tencent Technology (Shenzhen) Company Limited | Image display method and apparatus, device and storage medium |
| CN114247140A (zh) * | 2021-11-05 | 2022-03-29 | 腾讯科技(深圳)有限公司 | 信息显示方法、装置、设备及介质 |
| CN117298580A (zh) * | 2022-06-23 | 2023-12-29 | 腾讯科技(深圳)有限公司 | 虚拟对象的互动方法、装置、设备、介质及程序产品 |
| CN116712725A (zh) * | 2023-02-21 | 2023-09-08 | 网易(杭州)网络有限公司 | 一种游戏中信息处理方法、装置、设备及介质 |
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