CN111265868A - Display control method, display control device, storage medium, and electronic device - Google Patents
Display control method, display control device, storage medium, and electronic device Download PDFInfo
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- CN111265868A CN111265868A CN202010055501.5A CN202010055501A CN111265868A CN 111265868 A CN111265868 A CN 111265868A CN 202010055501 A CN202010055501 A CN 202010055501A CN 111265868 A CN111265868 A CN 111265868A
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- 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
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- 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8076—Shooting
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Abstract
Description
技术领域technical field
本发明涉及计算机领域,具体而言,涉及一种显示控制方法、装置、存储介质及电子装置。The present invention relates to the field of computers, and in particular, to a display control method, device, storage medium and electronic device.
背景技术Background technique
目前,在移动端射击游戏应用中,在玩家射杀攻击目标之后,会显示相应的射杀特效,以此增强射杀的视觉冲击。At present, in mobile shooting game applications, after the player shoots the target, the corresponding special effects will be displayed to enhance the visual impact of the shooting.
在实践中发现,目前针对不同的射击道具,在玩家使用射击道具进行射击之后所显示的射杀特效均一样,从而导致玩家难以根据射杀特效来确定相应的射击道具。进一步地,在玩家受到射击攻击时,玩家与攻击者的距离通常较远,此时,难以直接观察到攻击者使用的射击道具,因而在根据射杀特效也无法分辨攻击者使用的射击道具的情况下,难以分辨射击道具。可见,当前的射击显示方式存在着射击道具的可分辨程度低的问题。In practice, it is found that, for different shooting props, the shooting effects displayed after the player uses the shooting props to shoot are the same, which makes it difficult for the player to determine the corresponding shooting props according to the shooting effects. Further, when the player is attacked by shooting, the distance between the player and the attacker is usually far away. At this time, it is difficult to directly observe the shooting props used by the attacker, so it is impossible to distinguish the shooting props used by the attacker according to the special shooting effect. case, it is difficult to distinguish shooting props. It can be seen that the current shooting display method has the problem that the distinguishability of the shooting props is low.
针对上述的问题,目前尚未提出有效的解决方案。For the above problems, no effective solution has been proposed yet.
发明内容SUMMARY OF THE INVENTION
本发明实施例提供了一种显示控制方法、装置、存储介质及电子装置,以至少提高射击道具的可分辨程度。Embodiments of the present invention provide a display control method, device, storage medium, and electronic device, so as to at least improve the distinguishability of shooting props.
根据本发明实施例的一个方面,提供了一种显示控制方法,包括:在检测到对参与游戏任务的目标对象执行的射击指令的情况下,获取上述目标对象当前的目标生命属性值,其中,在上述目标对象的生命属性值达到第一阈值的情况下,上述目标对象将退出上述游戏任务;在上述目标生命属性值达到上述第一阈值的情况下,获取发出上述射击指令的虚拟角色所使用的目标虚拟射击道具;确定与上述目标虚拟射击道具相匹配的射击结果显示模式;按照上述射击结果显示模式,显示与上述目标对象匹配的射击结果,其中,上述射击结果指示上述目标对象退出上述游戏任务。According to an aspect of the embodiments of the present invention, a display control method is provided, comprising: when a shooting instruction executed on a target object participating in a game task is detected, acquiring the current target life attribute value of the target object, wherein, When the life attribute value of the target object reaches the first threshold, the target object will quit the game task; when the target life attribute value reaches the first threshold, obtain the virtual character that issued the shooting instruction. the target virtual shooting prop; determine the shooting result display mode that matches the above-mentioned target virtual shooting prop; according to the above-mentioned shooting result display mode, display the shooting result matching the above-mentioned target object, wherein the above-mentioned shooting result indicates that the above-mentioned target object exits the above-mentioned game Task.
根据本发明实施例的另一方面,还提供了一种显示控制装置,包括:第一获取单元,用于在检测到对参与游戏任务的目标对象执行的射击指令的情况下,获取上述目标对象当前的目标生命属性值,其中,在上述目标对象的生命属性值达到第一阈值的情况下,上述目标对象将退出上述游戏任务;第二获取单元,用于在上述目标生命属性值达到上述第一阈值的情况下,获取发出上述射击指令的虚拟角色所使用的目标虚拟射击道具;第一确定单元,用于确定与上述目标虚拟射击道具相匹配的射击结果显示模式;第一显示单元,用于按照上述射击结果显示模式,显示与上述目标对象匹配的射击结果,其中,上述射击结果指示上述目标对象退出上述游戏任务。According to another aspect of the embodiments of the present invention, there is also provided a display control device, comprising: a first acquisition unit, configured to acquire the above target object when a shooting instruction executed on a target object participating in a game task is detected The current target life attribute value, wherein, when the life attribute value of the target object reaches the first threshold, the target object will exit the game task; the second obtaining unit is used for the target life attribute value reaches the above-mentioned first threshold value. In the case of a threshold value, obtain the target virtual shooting prop used by the virtual character that issued the above-mentioned shooting instruction; the first determining unit is used to determine the shooting result display mode that matches the above-mentioned target virtual shooting prop; the first display unit is used for In accordance with the above-mentioned shooting result display mode, the shooting result matching the above-mentioned target object is displayed, wherein the above-mentioned shooting result indicates that the above-mentioned target object exits the above-mentioned game task.
根据本发明实施例的又一方面,还提供了一种存储介质,该存储介质中存储有计算机程序,其中,该计算机程序被设置为运行时执行上述显示控制方法。According to yet another aspect of the embodiments of the present invention, a storage medium is also provided, where a computer program is stored in the storage medium, wherein the computer program is configured to execute the above display control method when running.
根据本发明实施例的又一方面,还提供了一种电子装置,包括存储器、处理器及存储在存储器上并可在处理器上运行的计算机程序,其中,上述处理器通过计算机程序执行上述的显示控制方法。According to another aspect of the embodiments of the present invention, an electronic device is also provided, including a memory, a processor, and a computer program stored in the memory and running on the processor, wherein the processor executes the above-mentioned computer program through the computer program Displays the control method.
在本发明实施例中,在检测到对参与游戏任务的目标对象执行的射击指令的情况下,获取目标对象当前的目标生命属性值,其中,在目标对象的生命属性值达到第一阈值的情况下,目标对象将退出游戏任务;在目标生命属性值达到第一阈值的情况下,获取发出射击指令的虚拟角色所使用的目标虚拟射击道具;确定与目标虚拟射击道具相匹配的射击结果显示模式;按照射击结果显示模式,显示与目标对象匹配的射击结果,其中,射击结果指示目标对象退出游戏任务。这一过程可以在虚拟角色使用目标虚拟射击道具射杀目标对象的情况下,按照目标虚拟射击道具相匹配的射击结果显示模式显示目标对象的射击结果,从而使得可以根据射击结果显示模式分辨射击道具,进而提高了射击道具的可分辨程度。In the embodiment of the present invention, in the case of detecting the shooting instruction executed on the target object participating in the game task, the current target life attribute value of the target object is obtained, wherein, in the case that the life attribute value of the target object reaches the first threshold value The target object will exit the game task; when the target life attribute value reaches the first threshold, obtain the target virtual shooting prop used by the virtual character who issued the shooting command; determine the shooting result display mode that matches the target virtual shooting prop ; According to the shooting result display mode, the shooting result matching the target object is displayed, wherein the shooting result instructs the target object to quit the game task. In this process, when the virtual character uses the target virtual shooting prop to shoot the target object, the shooting result of the target object can be displayed according to the shooting result display mode matched with the target virtual shooting prop, so that the shooting prop can be distinguished according to the shooting result display mode. , thereby improving the distinguishability of shooting props.
附图说明Description of drawings
此处所说明的附图用来提供对本发明的进一步理解,构成本申请的一部分,本发明的示意性实施例及其说明用于解释本发明,并不构成对本发明的不当限定。在附图中:The accompanying drawings described herein are used to provide a further understanding of the present invention and constitute a part of the present application. The exemplary embodiments of the present invention and their descriptions are used to explain the present invention and do not constitute an improper limitation of the present invention. In the attached image:
图1是根据本发明实施例的一种可选的显示控制方法的网络环境的示意图;1 is a schematic diagram of a network environment of an optional display control method according to an embodiment of the present invention;
图2是根据本发明实施例的一种可选的显示控制方法的流程图;2 is a flowchart of an optional display control method according to an embodiment of the present invention;
图3是根据本发明实施例的一种可选的虚拟射击道具交换空间的示意图;3 is a schematic diagram of an optional virtual shooting props exchange space according to an embodiment of the present invention;
图4是根据本发明实施例的一种可选的目标虚拟射击道具的示意图;4 is a schematic diagram of an optional target virtual shooting prop according to an embodiment of the present invention;
图5是根据本发明实施例的一种可选的射击结果的显示效果示意图;5 is a schematic diagram of a display effect of an optional shooting result according to an embodiment of the present invention;
图6是根据本发明实施例的一种可选的射击结果的显示效果示意图;6 is a schematic diagram of a display effect of an optional shooting result according to an embodiment of the present invention;
图7是根据本发明实施例的一种可选的射击结果的冰冻效果示意图;7 is a schematic diagram of a freezing effect of an optional shooting result according to an embodiment of the present invention;
图8是根据本发明实施例的一种可选的射击结果的冰冻效果示意图;8 is a schematic diagram of a freezing effect of an optional shooting result according to an embodiment of the present invention;
图9是根据本发明实施例的一种可选的虚拟角色射击目标对象的射击示意图;FIG. 9 is a schematic diagram of an optional virtual character shooting a target object according to an embodiment of the present invention;
图10是根据本发明实施例的一种可选的射击结果的显示效果的配置示意图;10 is a schematic configuration diagram of an optional display effect of a shooting result according to an embodiment of the present invention;
图11是根据本发明实施例的一种可选的显示控制方法的流程示意图;11 is a schematic flowchart of an optional display control method according to an embodiment of the present invention;
图12是根据本发明实施例的一种可选的显示控制装置的�����示意图��12 is a schematic structural diagram of an optional display control device according to an embodiment of the present invention;
图13是根据本发明实施例的一种可选的电子装置的结构示意图。FIG. 13 is a schematic structural diagram of an optional electronic device according to an embodiment of the present invention.
具体实施方式Detailed ways
为了使本技术领域的人员更好地理解本发明方案,下面将结合本发明实施例中的附图,对本发明实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本发明一部分的实施例,而不是全部的实施例。基于本发明中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都应当属于本发明保护的范围。In order to make those skilled in the art better understand the solutions of the present invention, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present invention. Obviously, the described embodiments are only Embodiments are part of the present invention, but not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by persons of ordinary skill in the art without creative efforts shall fall within the protection scope of the present invention.
需要说明的是,本发明的说明书和权利要求书及上述附图中的术语“第一”、“第二”等是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便这里描述的本发明的实施例能够以除了在这里图示或描述的那些以外的顺序实施。此外,术语“包括”和“具有”以及他们的任何变形,意图在于覆盖不排他的包含,例如,包含了一系列步骤或单元的过程、方法、系统、产品或设备不必限于清楚地列出的那些步骤或单元,而是可包括没有清楚地列出的或对于这些过程、方法、产品或设备固有的其它步骤或单元。It should be noted that the terms "first", "second" and the like in the description and claims of the present invention and the above drawings are used to distinguish similar objects, and are not necessarily used to describe a specific sequence or sequence. It is to be understood that the data so used may be interchanged under appropriate circumstances such that the embodiments of the invention described herein can be practiced in sequences other than those illustrated or described herein. Furthermore, the terms "comprising" and "having" and any variations thereof, are intended to cover non-exclusive inclusion, for example, a process, method, system, product or device comprising a series of steps or units is not necessarily limited to those expressly listed Rather, those steps or units may include other steps or units not expressly listed or inherent to these processes, methods, products or devices.
根据本发明实施例的一个方面,提供了一种显示控制方法,可选地,作为一种可选的实施方式,上述显示控制方法可以但不限于应用于如图1所示的网络环境中的显示控制系统中,该显示控制系统包括用户设备102、网络110及服务器112。假设用户设备102中安装有游戏应用的客户端(如图1所示为射击类游戏应用客户端),其中,用户设备102中包括人机交互屏幕104,处理器106及存储器108。人机交互屏幕104用于通过与上述客户端对应的人机交互接口检测人机交互操作(如触摸操作、按压操作等);处理器106,用于根据人机交互操作生成对应的操作指令,并响应该操作指令,如响应触摸操作所触发的射击指令,获取目标对象当前的目标生命属性值。存储器108用于存储上述操作指令。具体的,请参照步骤S101至步骤S108。According to an aspect of an embodiment of the present invention, a display control method is provided. Optionally, as an optional implementation manner, the above display control method may be, but is not limited to, be applied to the network environment as shown in FIG. 1 . In the display control system, the display control system includes the user equipment 102 , the network 110 and the server 112 . It is assumed that a game application client (as shown in FIG. 1 , a shooting game application client) is installed in the user equipment 102 , wherein the user equipment 102 includes a human-computer interaction screen 104 , a processor 106 and a memory 108 . The human-computer interaction screen 104 is used to detect human-computer interaction operations (such as touch operations, pressing operations, etc.) through the human-computer interaction interface corresponding to the above-mentioned client; the processor 106 is used to generate corresponding operation instructions according to the human-computer interaction operations, And respond to the operation instruction, such as responding to a shooting instruction triggered by a touch operation, to obtain the current target life attribute value of the target object. The memory 108 is used to store the above-mentioned operation instructions. Specifically, please refer to step S101 to step S108.
S101,用户设备102在检测到对参与游戏任务的目标对象执行的射击指令的情况下,获取目标对象当前的目标生命属性值,其中,在目标对象的生命属性值达到第一阈值的情况下,目标对象将退出游戏任务;S101, the user equipment 102 acquires the current target life attribute value of the target object in the case of detecting the shooting instruction executed on the target object participating in the game task, wherein, when the life attribute value of the target object reaches a first threshold, The target object will exit the game task;
S102,用户设备102在目标生命属性值达到第一阈值的情况下,获取发出射击指令的虚拟角色所使用的目标虚拟射击道具;S102, when the target life attribute value reaches the first threshold, the user equipment 102 obtains the target virtual shooting prop used by the virtual character issuing the shooting instruction;
S103,用户设备102向网络110发送获取指令,该获取指令用于指示获取目标虚拟射击道具相匹配的射击结果显示模式;S103, the user equipment 102 sends an acquisition instruction to the network 110, where the acquisition instruction is used to instruct the acquisition of a shooting result display mode matching the target virtual shooting prop;
S104,网络110向服务器112发送该获取指令;S104, the network 110 sends the obtaining instruction to the server 112;
S105,服务器112响应该获取指令,确定与目标虚拟射击道具相匹配的射击结果显示模式;S105, the server 112 determines a shooting result display mode matching the target virtual shooting prop in response to the obtaining instruction;
S106,服务器112向网络110返回射击结果显示模式;S106, the server 112 returns the shooting result display mode to the network 110;
S107,网络110向用户设备102返回射击结果显示模式;S107, the network 110 returns the shooting result display mode to the user equipment 102;
S108,用户设备102按照射击结果显示模式,显示与目标对象匹配的射击结果,其中,射击结果指示目标对象退出游戏任务。S108, the user equipment 102 displays a shooting result matching the target object according to the shooting result display mode, wherein the shooting result indicates that the target object quits the game task.
本发明实施例中,人机交互屏幕102上呈现有人机交互界面,用户可以通过对人机交互界面的触控操作进行人机交互,通过人机交互屏幕102可以接收用户的触摸操作,例如,用户可以点击人机交互界面中的移动按键,控制游戏中受用户操控的虚拟角色移动,又或者,用户还可以点击人机交互界面中的射击按键,控制受用户操控的虚拟角色进行射击,其中,在用户点击人机交互界面中的射击按键的情况下,确定检测到射击指令,此时将射击道具所指向的目标对象确定为射击目标,其中,目标对象可以包括但不限于敌对虚拟角色、游戏任务中的道具等,本发明实施例中不做限定。在目标对象为敌对虚拟角色的情况下,处理器106可以在发出射击指令的情况下,获取目标对象当前的目标生命属性值,其中,目标对象的目标生命属性值用于表示目标对象的生命情况,目标生命属性值越高,目标对象的生命值越高,如果目标对象的目标生命属性值减小至第一阈值,则说明目标对象在本局游戏任务中死亡,也即是,目标对象将退出游戏任务。此时,处理器106可以获取发出射击指令的虚拟角色所使用的目标虚拟射击道具,处理器106通过网络110向服务器112发送获取指令,获取指令用于指示获取发出射击指令的虚拟角色所使用的目标虚拟射击道具,其中,目标虚拟射击道具可以包括但不限于枪支类型、枪支型号和枪支标识等,本发明实施例中不做限定。服务器112中包括数据库114及处理引擎116。其中,数据库114可以用于存储各个虚拟射击道具与其对应的射击结果显示模式等,本发明实施例中不做限定。处理器引擎116用于响应获取指令,从数据库114中确定与目标虚拟射击道具相匹配的射击结果显示模式,其中,射击结果显示模式可以包括但不限于目标对象的死亡特效、射击道具处的射击特效、击杀反馈信息的显示特效等,本发明实施例中不做限定。进一步地,服务器112还可以将射击结果显示模式通过网络110发送给用户设备102,以使用户设备102按照射击结果显示模式,显示与目标对象匹配的射击结果。In this embodiment of the present invention, a human-computer interaction interface is presented on the human-computer interaction screen 102, and the user can perform human-computer interaction through touch operations on the human-computer interaction interface, and the human-computer interaction screen 102 can receive the user's touch operation, for example, The user can click the move button in the human-computer interaction interface to control the movement of the virtual character controlled by the user in the game, or the user can also click the shooting button in the human-computer interaction interface to control the virtual character controlled by the user to shoot, among which , when the user clicks the shooting button in the human-computer interaction interface, it is determined that a shooting instruction is detected, and at this time, the target object pointed by the shooting prop is determined as the shooting target, wherein the target object may include but not limited to hostile virtual characters, The props and the like in the game task are not limited in the embodiments of the present invention. In the case where the target object is a hostile virtual character, the processor 106 may obtain the current target life attribute value of the target object when a shooting instruction is issued, wherein the target life attribute value of the target object is used to indicate the life status of the target object , the higher the target life attribute value, the higher the target object's life value, if the target object's target life attribute value decreases to the first threshold, it means that the target object died in the game task of this game, that is, the target object will exit game tasks. At this time, the processor 106 can acquire the target virtual shooting prop used by the virtual character who issued the shooting instruction, and the processor 106 sends the acquisition instruction to the server 112 through the network 110. Target virtual shooting props, where the target virtual shooting props may include but are not limited to gun types, gun models, gun marks, etc., which are not limited in this embodiment of the present invention. The server 112 includes a database 114 and a processing engine 116 . The database 114 may be used to store each virtual shooting prop and its corresponding shooting result display mode, etc., which is not limited in the embodiment of the present invention. The processor engine 116 is configured to, in response to the acquisition instruction, determine a shooting result display mode that matches the target virtual shooting prop from the database 114, wherein the shooting result display mode may include, but is not limited to, the death effect of the target object, the shooting at the shooting prop Special effects, special effects for displaying kill feedback information, etc., are not limited in the embodiments of the present invention. Further, the server 112 may also send the shooting result display mode to the user equipment 102 through the network 110, so that the user equipment 102 displays the shooting result matching the target object according to the shooting result display mode.
在本发明实施例中,在运行一局游戏任务的情况下,如果游戏任务中的某一虚拟角色射击目标对象,目标对象的生命属性值会随着受到射击攻击而减小,如果目标对象的生命属性值减小至第一阈值,则确定目标对象在本局游戏任务中死亡,也即是,目标对象将退出游戏任务,其中,目标对象为除了该某一虚拟角色的游戏任务中的其它虚拟角色。在这一情况下,可以获取上述某一虚拟角色射击目标对象所使用的目标虚拟射击道具,并且确定与目标虚拟射击道具相匹配的射击结果显示模式,射击结果显示模式可以为某种特殊的死亡特效,例如将目标对象冻结,然后使得目标对象缓缓倒下的特下,射击结果显示模式也可以为某种特殊的击杀反馈信息的显示特效,例如以相对应的字体以及按照相对应的背景来显示击杀反馈信息,射击结果显示模式也可以既包括某种特殊的击杀反馈信息的显示特效,又包括某种特殊的死亡特效等,本发明实施例中不做限定。进一步地,可以按照射击结���显示模式,显示目标对象匹配的射击结果,使得在游戏任务中的所有虚拟角色都可以根据这种射击结果显示模式获知目标虚拟射击道具的种类,提高了射击道具的可分辨程度。In the embodiment of the present invention, in the case of running a game task, if a virtual character in the game task shoots the target object, the life attribute value of the target object will decrease with the shooting attack. When the life attribute value is reduced to the first threshold, it is determined that the target object dies in the game task of this game, that is, the target object will exit the game task, wherein the target object is other virtual characters in the game task except for the certain virtual character. Role. In this case, the target virtual shooting props used by a certain virtual character to shoot the target object can be obtained, and the shooting result display mode matching the target virtual shooting prop can be determined, and the shooting result display mode can be a special death Special effects, such as freezing the target object and then causing the target object to slowly fall down, the shooting result display mode can also be a special special effect for displaying the kill feedback information, for example, in the corresponding font and according to the corresponding The killing feedback information is displayed in the background, and the shooting result display mode may also include some special special effects for displaying the killing feedback information, and some special special effects for death, etc., which are not limited in the embodiment of the present invention. Further, the shooting results matched by the target object can be displayed according to the shooting result display mode, so that all virtual characters in the game task can know the type of the target virtual shooting props according to this shooting result display mode, which improves the feasibility of shooting props. degree of resolution.
需要说明的是,上述方法步骤可以但不限于应用于图1所示显示控制系统中,通过用户设备102和服务器112之间的数据交互完成,也可以但不限于应用于图1所示用户设备102中,由用户设备102独立完成。上述仅是示例,本实施例中对此不作任何限定。It should be noted that the above method steps can be applied, but not limited to, in the display control system shown in FIG. 1 , and completed through data interaction between the user equipment 102 and the server 112 , and can also be applied, but not limited to, applied to the user equipment shown in FIG. 1 . In 102, it is performed independently by the user equipment 102. The above is only an example, which is not limited in this embodiment.
可选地,在本实施例中,上述用户设备可以但不限于为手机、平板电脑、笔记本电脑、PC机等支持运行应用客户端的计算机设备。上述服务器和用户设备可以但不限于通过网络实现数据交互,上述网络可以包括但不限于无线网络或有线网络。其中,该无线网络包括:蓝牙、WIFI及其他实现无线通信的网络。上述有线网络可以包括但不限于:广域网、城域网、局域网。上述仅是一种示例,本实施例中对此不作任何限定。Optionally, in this embodiment, the above-mentioned user equipment may be, but is not limited to, a mobile phone, a tablet computer, a notebook computer, a PC, and other computer equipment that supports running an application client. The above-mentioned server and user equipment may, but are not limited to, implement data interaction through a network, and the above-mentioned network may include, but is not limited to, a wireless network or a wired network. Wherein, the wireless network includes: Bluetooth, WIFI and other networks that realize wireless communication. The above wired network may include, but is not limited to, a wide area network, a metropolitan area network, and a local area network. The above is only an example, which is not limited in this embodiment.
可选地,作为一种可选的实施方式,如图2所示,上述显示控制方法包括:Optionally, as an optional implementation manner, as shown in FIG. 2 , the above-mentioned display control method includes:
S201,在检测到对参与游戏任务的目标对象执行的射击指令的情况下,获取目标对象当前的目标生命属性值,其中,在目标对象的生命属性值达到第一阈值的情况下,目标对象将退出游戏任务;S201, in the case of detecting the shooting instruction executed on the target object participating in the game task, obtain the current target life attribute value of the target object, wherein, when the life attribute value of the target object reaches a first threshold, the target object will exit the game task;
S202,在目标生命属性值达到第一阈值的情况下,获取发出射击指令的虚拟角色所使用的目标虚拟射击道具;S202, when the target life attribute value reaches the first threshold, obtain the target virtual shooting prop used by the virtual character issuing the shooting instruction;
S203,确定与目标虚拟射击道具相匹配的射击结果显示模式;S203, determining a shooting result display mode matching the target virtual shooting prop;
S204,按照射击结果显示模式,显示与目标对象匹配的射击结果,其中,射击结果指示目标对象退出游戏任务。S204 , according to the shooting result display mode, display the shooting result matching the target object, wherein the shooting result indicates that the target object quits the game task.
可选地,在本实施例中,上述显示控制方法可以但不限于应用于游戏应用中,如射击类游戏应用,在射击类游戏应用的游戏场景中,在运行一局游戏任务的情况下,参与游戏任务中的各个虚拟角色需要进行相互射杀来确定最终的战胜方和战败方,每一虚拟角色均可向参与游戏任务中的敌对虚拟角色发出射击,具体的,由该虚拟角色的操控者在其使用的终端设备上通过对屏幕的触控操作来触发射击指令。并且参与游戏任务的各个虚拟角色对应有生命属性值,生命属性值达到第一阈值,即表明该虚拟角色的生命属性值较低,此时在本局游戏任务中,确认该虚拟角色死亡,也即是,该虚拟角色将退出游戏任务。通常的,在虚拟角色退出游戏任务的情况下,会显示该虚拟角色的死亡特效,并广播该虚拟角色的死亡信息。如果击杀该虚拟角色的虚拟角色使用了目标虚拟射击道具,则会以目标虚拟射击道具相匹配的射击结果显示模式显示目标对象匹配的射击结果。例如,目标虚拟射击道具相匹配的射击结果显示模式可以包括对目标对象(也即是被射杀的上述虚拟角色)渲染冰冻后倒下的死亡特效,并且在广播上述虚拟角色的死亡信息时,可以使用特定的背景以及特定的字体、图标等。其中,针对不同的目标虚拟射击道具,可以具有不同的射击结果显示模式,以此能够根据射击结果显示模式快速分辨射击道具,提高了射击道具的分辨程度。Optionally, in this embodiment, the above-mentioned display control method can be, but is not limited to, applied to game applications, such as shooting game applications. In the game scene of shooting game applications, in the case of running a game task, Each virtual character participating in the game mission needs to shoot each other to determine the final winner and loser. Each virtual character can shoot at the hostile virtual character participating in the game mission. Specifically, controlled by the virtual character The user triggers the shooting command by touching the screen on the terminal device they use. And each virtual character participating in the game task has a corresponding life attribute value, and the life attribute value reaches the first threshold, which means that the life attribute value of the virtual character is low. At this time, in the game task of this round, it is confirmed that the virtual character is dead, that is, Yes, the avatar will exit the game mission. Usually, when the virtual character exits the game task, the death special effect of the virtual character will be displayed, and the death information of the virtual character will be broadcast. If the avatar that killed the avatar used the target virtual shooting prop, the shooting result matching the target object will be displayed in the shooting result display mode matching the target virtual shooting prop. For example, the display mode of the shooting result matching the target virtual shooting prop may include rendering the death special effect of freezing and falling down on the target object (that is, the above-mentioned virtual character who was shot and killed), and when broadcasting the death information of the above-mentioned virtual character, Specific backgrounds and specific fonts, icons, etc. can be used. Among them, different target virtual shooting props can have different shooting result display modes, so that the shooting props can be quickly distinguished according to the shooting result display modes, and the resolution of the shooting props is improved.
本发明实施例中,参与游戏任务的目标对象可以为非玩家操控的虚拟角色,也可以为玩家操控的虚拟角色,在本局游戏任务中的其它虚拟角色可以向目标对象发出射击指令,以此对目标对象造成攻击伤害,在对目标对象造成攻击伤害时,目标对象的生命属性值会产生变化,例如生命属性值会减小预设阈值,其中预设阈值为发出射击指令的虚拟角色的攻击伤害值所��定。例如,发出射击指令的虚拟角色使用的目标虚拟射击道具对应有上述预设阈值,在虚拟角色使用目标虚拟射击道具对目标对象进行射击的情况下,可以将目标对象的目标生命属性值减小预设阈值,此时获取到的目标对象的当前目标生命属性值即为对目标对象的生命属性值减去射击伤害的攻击值。此时,如果目标生命属性值达到第一阈值,则说明目标对象在本局游戏任务中死亡,并且目标对象将退出游戏任务。第一阈值为预先设置的用于表示生命值较低的值,也即是,���于���示���命将要耗尽的值。在目标生命属性值达到第一阈值的情况下,可以获取发出射击指令的虚拟角色所使用的目标虚拟射击道具,其中,虚拟角色为在本局游戏任务中射击该目标对象的虚拟角色,目标虚拟射击道具为用于进行射击的道具,可以包括但不限于各类射击枪支。进一步地,不同的目标虚拟射击道具相匹配的射击结果显示模式可以各不相同,针对不同的目标虚拟射击道具可以按照不同的射击结果显示模式显示目标对象匹配的射击结果。进一步可选的,针对虚拟角色进行射击使用的虚拟射击道具,可以包含普通的虚拟射击道具以及目标虚拟射击道具,对于普通的虚拟射击道具而言,与之对应的射击结果显示模式均相同,例如,射击结果显示模式可以为目标对象缓缓倒地,按照固定的显示效果显示目标对象的击杀死亡信息。对于目标虚拟射击道具而言,与之对应的射击结果显示模式均不相同,例如,射击结果显示模式可以为将目标对象冰冻并控制目标对象缓缓倒地,按照特殊的显示效果显示目标对象的击杀死亡信息,又或者,可以为将目标对象进行火烧,并控制目标对象缓缓倒地等,本发明实施例中不做限定。进一步地,射击结果显示模式为在目标对象将退出游戏任务时所显示的效果模式,可以包括但不限于目标对象的死亡特效以及目标对象的死亡信息广播特效等。In this embodiment of the present invention, the target object participating in the game task may be a virtual character controlled by a non-player, or a virtual character controlled by a player, and other virtual characters in the game task of this round may issue shooting instructions to the target object, so as to counteract the The target object causes attack damage. When the target object is attacked, the target object's life attribute value will change. For example, the life attribute value will decrease by a preset threshold, where the preset threshold is the attack damage of the virtual character who issued the shooting command. value determined. For example, the target virtual shooting prop used by the virtual character issuing the shooting instruction corresponds to the above-mentioned preset threshold. When the virtual character uses the target virtual shooting prop to shoot the target object, the target life attribute value of the target object can be reduced by the predetermined threshold. The threshold is set, and the current target life attribute value of the target object obtained at this time is the attack value of the target object's life attribute value minus the shooting damage. At this time, if the target life attribute value reaches the first threshold, it means that the target object dies in the game mission of this round, and the target object will exit the game mission. The first threshold is a preset value for indicating that the life value is low, that is, a value for indicating that the life value is about to be exhausted. When the target's life attribute value reaches the first threshold, the target virtual shooting props used by the virtual character issuing the shooting instruction can be obtained. Props are props used for shooting, which may include but are not limited to various types of shooting guns. Further, different target virtual shooting props can display different shooting result display modes, and different target virtual shooting props can display the matching shooting results of target objects according to different shooting result display modes. Further optionally, the virtual shooting props used for shooting virtual characters may include common virtual shooting props and target virtual shooting props. For common virtual shooting props, the corresponding shooting result display modes are the same, for example , the shooting result display mode can be that the target object slowly falls to the ground, and the killing and death information of the target object is displayed according to a fixed display effect. For the target virtual shooting props, the corresponding shooting result display modes are all different. For example, the shooting result display mode can be to freeze the target object and control the target object to slowly fall to the ground, and display the target object according to the special display effect. Killing the death information, or alternatively, may be burning the target object and controlling the target object to slowly fall to the ground, etc., which is not limited in this embodiment of the present invention. Further, the shooting result display mode is an effect mode displayed when the target object will exit the game task, which may include but not limited to the death special effect of the target object and the death information broadcast special effect of the target object.
在本发明实施例中,在检测到对参与游戏任务的目标对象执行的射击指令的情况下,获取目标对象当前的目标生命属性值,其中,在目标对象的生命属性值达到第一阈值的情况下,目标对象将退出游戏任务;在目标生命属性值达到第一阈值的情况下,获取发出射击指令的虚拟角色所使用的目标虚拟射击道具;确定与目标虚拟射击道具相匹配的射击结果显示模式;按照射击结果显示模式,显示与目标对象匹配的射击结果,其中,射击结果指示目标对象退出游戏任务。��一过程可以在虚拟角色使用目标虚拟射击道具射杀目标对象的情况下,按照目标虚拟射击道具相匹配的射击结果显示模式显示目标对象的射击结果,从而使得可以根据射击结果显示模式分辨射击道具,进而提高了射击道具的可分辨程度。In the embodiment of the present invention, in the case of detecting the shooting instruction executed on the target object participating in the game task, the current target life attribute value of the target object is obtained, wherein, in the case that the life attribute value of the target object reaches the first threshold value The target object will exit the game task; when the target life attribute value reaches the first threshold, obtain the target virtual shooting prop used by the virtual character who issued the shooting command; determine the shooting result display mode that matches the target virtual shooting prop ; According to the shooting result display mode, the shooting result matching the target object is displayed, wherein the shooting result instructs the target object to quit the game task. In this process, when the virtual character uses the target virtual shooting prop to shoot the target object, the shooting result of the target object can be displayed according to the shooting result display mode matched with the target virtual shooting prop, so that the shooting prop can be distinguished according to the shooting result display mode. , thereby improving the distinguishability of shooting props.
作为一种可选的实施方式,按照射击结果显示模式,显示与目标对象匹配的射击结果可以包括:As an optional implementation manner, according to the shooting result display mode, displaying the shooting results matching the target object may include:
S1,按照射击结果显示模式所指示的背景渲染子模式,对用于显示射击结果的背景面板进行渲染,得到目标背景面板;S1, according to the background rendering sub-mode indicated by the shooting result display mode, render the background panel used for displaying the shooting result to obtain the target background panel;
S2,在目标背景面板中,按照射击结果显示模式所指示的信息提示子模式,显示与目标对象匹配的射击结果。S2, in the target background panel, display the shooting result matching the target object according to the information prompting sub-mode indicated by the shooting result display mode.
本发明实施例中,射击结果显示模式所指示的背景渲染子模式用于对显示射击结果的背景面板进行渲染,其中,在目标对象将要退出游戏任务的情况下,会广播目标对象匹配的射击结果,以使在本局游戏任务中的各个虚拟角色能够获知退出游戏任务的目标对象。具体的,显示射击结果时需要在指定区域显示,并且显示的射击结果既包括文字、图标等内容结果,也包括显示时的背景结果。因此,可以按照背景渲染子模式对用于显示射击结果的背景面板进行渲染,得到目标背景面板。其中,背景渲染子模式为用于渲染背景面板的模式,可以包括但不限于背景纹理、背景颜色以及背景特效等。在得到目标背景面板之后,可以按照射击结果显示模式所指示的信息提示子模式显示与目标对象匹配的射击结果,其中信息提示子模式为用于显示提示信息的模式,可以包括但不限于提示信息的文本颜色、图标形状、字体等。并且,射击结果显示模式中至少包括背景渲染子模式与信息提示子模式,以此对射击结果的显示背景和射击结果的显示内容进行渲染并显示,进一步增强了射击结果显示的可分辨程度。In the embodiment of the present invention, the background rendering sub-mode indicated by the shooting result display mode is used to render the background panel displaying the shooting result, wherein, when the target object is about to exit the game task, the shooting result matching the target object will be broadcasted , so that each virtual character in the current game task can learn the target object to exit the game task. Specifically, when displaying the shooting results, it needs to be displayed in a designated area, and the displayed shooting results include not only content results such as text and icons, but also the background results when displayed. Therefore, the background panel for displaying the shooting result can be rendered according to the background rendering sub-mode to obtain the target background panel. The background rendering sub-mode is a mode for rendering the background panel, which may include, but not limited to, background texture, background color, and background special effects. After the target background panel is obtained, the shooting result that matches the target object can be displayed according to the information prompting sub-mode indicated by the shooting result display mode, wherein the information prompting sub-mode is a mode for displaying prompting information, which may include but not limited to prompting information text color, icon shape, font, etc. Moreover, the shooting result display mode includes at least a background rendering sub-mode and an information prompting sub-mode, so as to render and display the display background of the shooting result and the display content of the shooting result, which further enhances the distinguishability of the display of the shooting result.
作为一种可选的实施方式,按照射击结果显示模式,显示与目标对象匹配的射击结果可以包括:As an optional implementation manner, according to the shooting result display mode, displaying the shooting results matching the target object may include:
S1,在射击结果显示模式所指示的对象渲染模式为冰冻效果渲染模式的情况下,确定在目标生命属性值达到第一阈值时目标对象对应的目标姿态,其中,冰冻效果渲染模式用于指示目标对象使用冰冻效果人物模型;S1, when the object rendering mode indicated by the shooting result display mode is the freezing effect rendering mode, determine the target posture corresponding to the target object when the target life attribute value reaches the first threshold, wherein the freezing effect rendering mode is used to indicate the target The object uses the frozen effect character model;
S2,控制使用冰冻效果人物模型的目标对象保持目标姿态;S2, control the target object using the freezing effect character model to maintain the target posture;
S3,在保持时长达到目标时长的情况下,控制目标对象以目标姿态按照第一速度倒地,其中,第一速度小于等于第二阈值。S3 , when the holding time period reaches the target time period, the target object is controlled to fall to the ground in a target posture at a first speed, where the first speed is less than or equal to a second threshold.
本发明实施例中,射击结果显示模式可以包括对象渲染模式,对象渲染模式用于对目标对象的显示进行渲染,可以包括但不限于冰冻效果渲染模式、火焰效果渲染模式等,本发明实施例中不做限定。在对象渲染模式为冰冻效果渲染模式的情况下,可以确定目标生命属性值达到第一阈值时目标对象对应的目标姿态,目标姿态也即是确定目标对象需要退出游戏任务时目标对象的姿态,目标姿态可以包括但不限于站立、蹲下、行走等。在确定目标姿态之后,需要保持目标对象维持目标姿态,具体的,可以将原先正常显示效果的人物模型替换为冰冻效果人物模型,并且替换后的冰冻效果人物模型的姿态为目标姿态,从而在视觉效果上,在目标对象的目标生命属性值达到第一阈值的情况下,可以将目标对象冻结为目标姿态。进一步地,在冰冻效果人物模型的目标对象保持目标姿态的保持时长达到目标时长的情况下,可以控制目标对象以目标姿态按照第一速度倒地,第一速度可以设置为小于等于第二阈值,其中,在视觉效果上,在目标对象冻结为目标姿态之后,过一段时间可以控制目标对象缓缓倒下,从而使得目标对象的死亡特效更加逼真。可选的,在控制目标对象缓缓倒下之后,还可以控制使用冰冻效果人物模型的目标对象慢慢消失,进一步渲染死亡特效。这一过程能够以特殊的冰冻效果渲染模式显示与目标对象匹配的射击结果,从而使得在游戏任务中的玩家均可以根据这一特殊的冰冻效果渲染模式确定射杀该目标对象的目标虚拟射击道具,从而提高了射击道具的可分辨程度。In this embodiment of the present invention, the shooting result display mode may include an object rendering mode, and the object rendering mode is used to render the display of the target object, and may include, but is not limited to, a freezing effect rendering mode, a flame effect rendering mode, and the like. Not limited. When the object rendering mode is the freezing effect rendering mode, the target posture corresponding to the target object when the target life attribute value reaches the first threshold can be determined. The target posture is the posture of the target object when it is determined that the target object needs to exit the game task. Gestures may include, but are not limited to, standing, squatting, walking, and the like. After the target posture is determined, it is necessary to keep the target object to maintain the target posture. Specifically, the original character model with normal display effect can be replaced with a frozen effect character model, and the posture of the replaced frozen effect character model is the target posture, so as to visually Effectively, when the target life attribute value of the target object reaches the first threshold, the target object can be frozen into the target posture. Further, in the case that the target object of the freezing effect character model maintains the target posture for a duration of time reaching the target duration, the target object can be controlled to fall to the ground in the target posture at a first speed, and the first speed can be set to be less than or equal to the second threshold value, Among them, in terms of visual effect, after the target object is frozen into the target posture, the target object can be controlled to slowly fall down after a period of time, so that the special effect of death of the target object is more realistic. Optionally, after the target object is controlled to fall down slowly, the target object using the frozen effect character model can also be controlled to disappear slowly to further render the death special effect. This process can display the shooting results matching the target object in a special freezing effect rendering mode, so that players in the game mission can determine the target virtual shooting prop to shoot the target object according to this special freezing effect rendering mode , thereby improving the distinguishability of shooting props.
作为一种可选的实施方式,在获取发出射击指令的虚拟角色所使用的目标虚拟射击道具之后,还可以执行以下步骤:As an optional implementation manner, after acquiring the target virtual shooting prop used by the virtual character issuing the shooting instruction, the following steps may also be performed:
在确定目标虚拟射击道具显示在当前显示界面中的情况下,按照与目标虚拟射击道具相匹配的目标装备形态,在当前显示界面中显示目标虚拟射击道具。When it is determined that the target virtual shooting prop is displayed in the current display interface, the target virtual shooting prop is displayed in the current display interface according to the target equipment form matching the target virtual shooting prop.
本发明实施例中,当前显示界面为游戏任务中的某一虚拟角色的操控者所使用的终端设备上显示的人机交互界面,当前显示界面可以为射杀目标对象的虚拟角色的操控者所使用的终端设备上显示的人机交互界面,也可以为游戏任务中其它虚拟角色的操控者所使用的终端设备上显示的人机交互界面,本发明实施例中不做限定。如果目标虚拟射击道具显示在当前显示界面上,可以按照目标虚拟射击道具相匹配的目标装备形态来显示目标虚拟射击道具。其中,目标装备形态为目标虚拟射击道具装备后的形态,可以包括但不限于目标虚拟射击道具装备后的皮肤形态、结构形态等,本发明实施例中不做限定。这一过程可以使得能够看到目标虚拟射击道具的玩家都可以注意到目标虚拟射击道具的目标装备形态,从而进一步提高了目标虚拟射击道具的可分辨程度。In the embodiment of the present invention, the current display interface is a human-computer interaction interface displayed on a terminal device used by the controller of a certain virtual character in the game task, and the current display interface may be displayed by the controller of the virtual character who shoots the target object. The human-computer interaction interface displayed on the terminal device used may also be the human-computer interaction interface displayed on the terminal device used by the controllers of other virtual characters in the game task, which is not limited in the embodiment of the present invention. If the target virtual shooting props are displayed on the current display interface, the target virtual shooting props may be displayed according to the target equipment shape matched with the target virtual shooting props. The target equipment form is the form after the target virtual shooting prop is equipped, which may include but is not limited to the skin form, structural form, etc. after the target virtual shooting prop is equipped, which is not limited in the embodiment of the present invention. This process enables players who can see the target virtual shooting prop to notice the target equipment shape of the target virtual shooting prop, thereby further improving the distinguishability of the target virtual shooting prop.
作为一种可选的实施方式,在按照与目标虚拟射击道具相匹配的目标装备形态,在当前显示界面中显示目标虚拟射击道具之前,还可以执行以下步骤:As an optional implementation manner, before displaying the target virtual shooting props in the current display interface according to the target equipment form matching the target virtual shooting props, the following steps may also be performed:
S1,从虚拟角色对应的虚拟射击道具的装备配置空间中确定出目标装备形态;S1, determine the target equipment shape from the equipment configuration space of the virtual shooting props corresponding to the virtual character;
S2,为虚拟角色所使用的目标虚拟射击道具配置目标装备形态。S2, configure the target equipment shape for the target virtual shooting prop used by the virtual character.
本发明实施例中,虚拟角色对应有虚拟射击道具的装备配置空间,其中,装备配置空间中包含各种虚拟射击道具、虚拟辅助道具等,其中虚拟射击道具可以包括但不限于各种类型的射击枪支,虚拟辅助道具可以包括但不限于弹夹、枪药等辅助道具。进一步地,可以在虚拟角色对应的虚拟射击道具的装备配置空间中确定出目标装备形态,从而为目标虚拟射击道具配置该目标装备形态,实现根据玩家的选择进行目标虚拟射击道具的装备形态配置,提高了配置的自由度。In the embodiment of the present invention, the virtual character corresponds to an equipment configuration space of virtual shooting props, wherein the equipment configuration space includes various virtual shooting props, virtual auxiliary props, etc., wherein the virtual shooting props may include but are not limited to various types of shooting Guns and virtual auxiliary props may include but are not limited to auxiliary props such as magazines and gunpowder. Further, the target equipment shape can be determined in the equipment configuration space of the virtual shooting props corresponding to the virtual characters, so as to configure the target equipment shape for the target virtual shooting props, so as to realize the equipment shape configuration of the target virtual shooting props according to the player's selection, The freedom of configuration is improved.
作为一种可选的实施方式,在从虚拟角色对应的虚拟射击道具的装备配置空间中确定出目标装备形态之前,还可以执行以下步骤:As an optional implementation manner, before determining the target equipment shape from the equipment configuration space of the virtual shooting props corresponding to the virtual character, the following steps may also be performed:
S1,从虚拟射击道具交换空间中选择目标装备形态,其中,虚拟射击道具交换空间用于交换以下至少之一:虚拟射击道具、虚拟射击道具的装备形态、虚拟射击道具的辅助道具;S1, select the target equipment form from the virtual shooting props exchange space, wherein the virtual shooting props exchange space is used to exchange at least one of the following: virtual shooting props, the equipment form of the virtual shooting props, and auxiliary props of the virtual shooting props;
S2,在确定向虚拟射击道具交换空间转移与目标装备形态相匹配的目标虚拟资源的情况下,将目标装备形态添加至装备配置空间中。S2, when it is determined to transfer the target virtual resource matching the target equipment shape to the virtual shooting prop exchange space, add the target equipment shape to the equipment configuration space.
本发明实施例中,虚拟射击道具交换空间为用于进行虚拟射击道具交换的空间,并且虚拟射击道具交换空间还可以交换虚拟射击道具的装备形态、虚拟射击道具的辅助道具等,其中,虚拟射击道具可以包括各种类型的枪支,虚拟射击道具的装备形态可以包括但不限于各种类型的枪支对应的皮肤形态,虚拟射击道具的辅助道具可以包括但不限于弹夹、枪药等辅助道具。在确定向虚拟射击道具交换空间转移与目标装备形态相匹配的目标虚拟资源的情况下,可以将目标装备形态添加至装备配置空间,以使后续可以从装备空间中选择目标装备形态来配置目标虚拟射击道具。In the embodiment of the present invention, the virtual shooting props exchange space is a space for exchanging virtual shooting props, and the virtual shooting props exchange space can also exchange the equipment form of the virtual shooting props, auxiliary props of the virtual shooting props, etc. The props can include various types of guns, the equipment forms of the virtual shooting props can include but are not limited to the skin shapes corresponding to various types of guns, and the auxiliary props of the virtual shooting props can include but are not limited to auxiliary props such as magazines and gunpowder. When it is determined to transfer the target virtual resource matching the target equipment shape to the virtual shooting prop exchange space, the target equipment shape can be added to the equipment configuration space, so that the target equipment shape can be selected from the equipment space to configure the target virtual Shooting props.
请参阅图3,图3是一种可选的虚拟射击道具交换空间的示意图,如图3所示,图3左侧即为虚拟射击道具交换空间,在虚拟射击道具交换空间中具有各种类型的虚拟射击道具,此时虚拟射击道具的显示方式使用默认排序、全部品质和所有种类,因此显示的虚拟射击道具包含全部品质以及所有种类的虚拟射击道具。玩家可以通过在虚拟射击道具交换空间中选择目标装备形态301,图3所示的目标装备形态301的名称为AK117-华丽圣诞,在玩家选择目标装备形态301之后,可以在显示屏的右侧显示目标装备形态301的预览画面,如图3所示,在图3右侧显示有目标装备形态301的细节图,可选的,还可以进一步显示该目标装备形态对应的属性值,如图所示,该目标装备形态301对应的伤害值为50,、射速为70、精准度为55、便携性为60以及射程为45。进一步可选的,玩家还可以在满足装备升级条件的情况下对该目标装备形态进行升级,以此更新目标装备形态对应的属性值。如果玩家确定选择该目标装备形态301,可以通过点击右下角的装备按键选择该目标装备形态301,在确定向虚拟射击道具交换空间转移与目标装备形态相匹配的目标虚拟资源的情况下,将目标装备形态添加至装备配置空间中,此时装备按键更新为图3所示的已装备按键。请一并参阅图4,图4是一种可选的目标虚拟射击道具的示意图,如图4所示,此时已经使用目标装备形态配置目标虚拟射击道具,并且按照与目标虚拟射击道具相匹配的目标装备形态,在当前显示界面中显示目标虚拟射击道具401,其中,当前显示界面为能够看到目标虚拟射击道具的全部玩家所使用的终端显示屏上显示的界面,也即是,在使用目标装备形态配置目标虚拟射击道具之后,游戏任务中的玩家均可以看到目标虚拟射击道具401的目标装备形态。Please refer to Figure 3. Figure 3 is a schematic diagram of an optional virtual shooting props exchange space. As shown in Figure 3, the left side of Figure 3 is the virtual shooting props exchange space. There are various types of virtual shooting props in the virtual shooting props exchange space. At this time, the display method of virtual shooting props uses the default order, all qualities and all types, so the displayed virtual shooting props include all qualities and all types of virtual shooting props. The player can select the
请参阅图5,图5是一种可选的射击结果的显示效果示意图,如图5所示,射击结果的显示效果可以包括背景显示效果和信息提示效果,图5所示的目标对象匹配的射击结果501其具有特殊的背景显示效果,而使用其它虚拟射击道具������游戏���的虚拟角色���,显示的射击结果502可以为不具有背景显示效果的显示方式。可选的,在图5所示的射击结果501中可以使用特定的信息提示效果,可以包括但不限于特定的字体、特定的图标等,而射击结果502可以使用普通的字体、普通的图标等。进一步可选的,射击结果501与射击结果502所采用的背景显示效果可以由虚拟射击道具决定,不同的虚拟射击道具可以对应不同的背景显示效果,背景显示效果可以包括但不限于背景纹理效果、背景颜色效果等;此外,不同的虚拟射击道具还可以对应不同的信息提示效果,信息提示效果可以包括但不限于信息提示字体效果、信息提示图标效果等。Please refer to FIG. 5. FIG. 5 is a schematic diagram of an optional display effect of the shooting result. As shown in FIG. 5, the display effect of the shooting result may include a background display effect and an information prompt effect. The target object shown in FIG. The
请参阅图6,图6是一种可选的射击结果的显示效果示意图,如图6所示,在游戏任务中虚拟角色使用普通的虚拟射击道具射击目标对象,以使目标对象的目标生命属性值达到第一阈值的情况下,按照普通的虚拟射击道具相匹配的射击结果显示模式,显示目标对象的射击结果,即显示目标对象被射中后倒下的特效。请一并参阅图7与图8,图7是一种可选的射击结果的冰冻效果示意图,图8是一种可选的射击结果的冰冻效果示意图,在游戏任务中虚拟角色使用目标虚拟射击道具射击目标对象,以使目标对象的目标生命属性值达到第一阈值的情况下,按照目标虚拟射击道具相匹配的射击结果显示模式,显示目标对象的射击结果,也即是如图7所示的目标对象先被冻结在目标姿态,目标姿态是目标生命属性值达到第一阈值时的目标对象的姿态,在目标对象被冻结在目标姿态的时长达到预设时长的情况下,可以如图8所示,控制目标对象以冻结姿态慢慢倒下。可选的,在控制目标对象以冻结姿态慢慢倒下之后,可以控制目标姿态消失。Please refer to FIG. 6. FIG. 6 is a schematic diagram of the display effect of an optional shooting result. As shown in FIG. 6, in the game task, the virtual character uses ordinary virtual shooting props to shoot the target object, so that the target life attribute of the target object is changed. When the value reaches the first threshold, the shooting result of the target object is displayed according to the shooting result display mode matched with ordinary virtual shooting props, that is, the special effect of the target object falling down after being shot is displayed. Please refer to FIG. 7 and FIG. 8 together. FIG. 7 is a schematic diagram of the freezing effect of an optional shooting result, and FIG. 8 is a schematic diagram of the freezing effect of an optional shooting result. In the game task, the virtual character uses the target virtual shooting The prop shoots the target object, so that when the target life attribute value of the target object reaches the first threshold, the shooting result of the target object is displayed according to the shooting result display mode matching the target virtual shooting prop, that is, as shown in Figure 7 The target object of the As shown, control the target object to slowly fall down in a frozen posture. Optionally, after controlling the target object to slowly fall down in a frozen posture, the target posture can be controlled to disappear.
请参阅图9,图9是一种可选的虚拟角色射击目标对象的射击示意图,如图9所示,虚拟角色901正在射击目标对象902,并且在目标对象902周围具有伤害碰撞框,在虚拟角色901击中伤害碰撞框中的位置的情况下,确定目标对象902受到攻击,并且,虚拟角色901可以发出射线来检测将要击中的位置,以便于虚拟角色901调整击中位置,提高击中准确率。在目标对象902受到攻击的情况下,可以对目标对象902的生命属性值产生一定的影响,例如,将目标对象902的生命属性值降低预设数值,从而在目标对象902受到攻击的情况下,可以更新目标对象902的生命属性值,在生命属性值达到第一阈值的时候,确定目标对象902将要退出游戏任务。Please refer to FIG. 9. FIG. 9 is a schematic diagram of an optional virtual character shooting a target object. As shown in FIG. 9, the
请参阅图10,图10是一种可选的射击结果的显示效果的配置示意图,如图10所示,在图10的左侧具有两种显示效果的配置选择按键,SliceBG和NormalBG,其中,SliceBG用于表示普通的显示效果,NormalBG用于表示特殊的显示效果。可选的,在虚拟角色射击目标对象使用的射击道具为目标虚拟射击道具的情况下,将目标对象对应的射击结果的显示效果配置为上述特殊的显示效果;在虚拟角色射击目标对象使用的射击道具为普通的虚拟射击道具的情况下,可以将目标对象对应的射击结果的显示效果配置为上述普通的显示效果。如图10所示,此时选中的是特殊的显示效果,因此在图10右侧显示具有特殊背景显示效果的预览界面,此时实现了针对目标虚拟射击道具配置特殊的显示效果的功能。Please refer to FIG. 10. FIG. 10 is a schematic configuration diagram of an optional display effect of shooting results. As shown in FIG. 10, there are two configuration selection buttons for display effects on the left side of FIG. 10, SliceBG and NormalBG, wherein, SliceBG is used to represent ordinary display effects, and NormalBG is used to represent special display effects. Optionally, when the shooting prop used by the virtual character to shoot the target object is the target virtual shooting prop, the display effect of the shooting result corresponding to the target object is configured as the above-mentioned special display effect; When the props are common virtual shooting props, the display effect of the shooting result corresponding to the target object may be configured as the above-mentioned common display effect. As shown in Figure 10, a special display effect is selected at this time, so a preview interface with a special background display effect is displayed on the right side of Figure 10. At this time, the function of configuring a special display effect for the target virtual shooting prop is realized.
请参阅图11,图11是一种可选的显示控制方法的流程示意图,如图11所示,可以执行以下步骤:Please refer to FIG. 11. FIG. 11 is a schematic flowchart of an optional display control method. As shown in FIG. 11, the following steps can be performed:
S1101,进入射击道具交换空间;S1101, enter the shooting props exchange space;
S1102,是否向射击道具交换空间转移与目标装备形态相匹配的目标虚拟资源,如果是,执行步骤S1103,如果否,继续执行步骤S1102;S1102, whether to transfer the target virtual resource matching the target equipment shape to the shooting props exchange space, if yes, go to step S1103, if not, continue to go to step S1102;
S1103,将目标装备形态添加至装备配置空间;S1103, add the target equipment form to the equipment configuration space;
S1104,是否从装备配置空间中确定使用目标装备形态,如果是,执行步骤S1105,如果否,继续执行步骤S1104;S1104, determine whether to use the target equipment form from the equipment configuration space, if yes, go to step S1105, if not, continue to go to step S1104;
S1105,为虚拟角色所使用的目标虚拟射击道具配置目标装备形态;S1105, configure the target equipment shape for the target virtual shooting prop used by the virtual character;
S1106,在确定目标虚拟射击道具显示在当前显示界面中的情况下,按照上述目标装备形态,在当前显示界面中显示目标虚拟射击道具;S1106, when it is determined that the target virtual shooting prop is displayed in the current display interface, display the target virtual shooting prop in the current display interface according to the above-mentioned target equipment form;
S1107,虚拟角色发出射击指令后是否击中目标对象,如果是,执行步骤S1108,如果否,执行步骤S1107;S1107, whether the virtual character hits the target object after issuing the shooting instruction, if yes, go to step S1108, if not, go to step S1107;
S1108,控制使用冰冻效果人物模型的目标对象保持目标姿态;S1108, controlling the target object using the freezing effect character model to maintain the target posture;
S1109,虚拟角色发出射击指令对目标对象造成伤害后,目标对象的目标生命属性值是否达到第一阈值,如果是,执行步骤S1110,如果否,继续执行步骤S1109;S1109, after the virtual character issues a shooting instruction to cause damage to the target object, whether the target life attribute value of the target object reaches the first threshold, if yes, go to step S1110, if not, continue to go to step S1109;
S1110,显示与目标对象匹配的射击结果。S1110, displaying a shooting result matching the target object.
本发明实施例中,玩家可以进入射击道具交换空间,在射击道具交换空间中可以使用虚拟资源来交换射击道具,虚拟资源可以包括但不限于虚拟货币。在玩家向射击道具交换空间转移与目标装备形态相匹配目标虚拟资源的情况下,可以将目标装备形态添加至玩家操控的虚拟角色对应的装备配置空间。在射击道具交换空间中,不同的目标装备形态对应有相应的目标虚拟资源,玩家需要按照目标装备形态对应的目标虚拟资源转移目标虚拟资源,以此完成虚拟资源和目标装备形态的交换。在完成虚拟资源和目标装备形态的交换之后,可以将目标装备形态添加至虚拟角色对应的装备配置空间,后续可以通过在装置配置空间选取目标装备形态来配置目标虚拟射击道具。在为虚拟角色所使用的目标虚拟射击道具配置目标装备形态之后,如果目标虚拟射击道具在当前显示界面中,则可以按照目标装备形态在当前显示界面显示目标虚拟射击道具。如果虚拟角色发出射击指令后击中目标对象,则可以控制冰冻效果人物模型的目标对象保持目标姿态,目标姿态为击中目标对象时目标对象的姿态。在虚拟角色发出射击指令对目标对象造成伤害后,如果目标对象的目标生命属性值达到第一阈值,则说明目标对象将要退出游戏任务,也即是,目标对象在本局游戏任务中死亡,此时,可以显示与目标对象匹配的射击结果。可选的,显示与目标对象匹配的射击结果的方式可以为:确定虚拟角色发出射击指令时使用的目标虚拟射击道具,确定目标虚拟射击道具对应的射击结果,显示与目标对象匹配的射击结果,其中,射击结果可以包括但不限于射杀反馈信息、目标对象的死亡特效等,本发明实施例中不做限定。In the embodiment of the present invention, the player can enter the shooting props exchange space, and in the shooting props exchange space, virtual resources can be used to exchange shooting props, and the virtual resources can include but are not limited to virtual currency. When the player transfers the target virtual resource matching the target equipment shape to the shooting item exchange space, the target equipment shape may be added to the equipment configuration space corresponding to the virtual character controlled by the player. In the shooting props exchange space, different target equipment forms correspond to corresponding target virtual resources. Players need to transfer the target virtual resources according to the target virtual resources corresponding to the target equipment forms, so as to complete the exchange of virtual resources and target equipment forms. After the exchange of the virtual resources and the target equipment form is completed, the target equipment form can be added to the equipment configuration space corresponding to the avatar, and the target virtual shooting prop can be configured by selecting the target equipment form in the device configuration space. After configuring the target equipment shape for the target virtual shooting prop used by the virtual character, if the target virtual shooting prop is in the current display interface, the target virtual shooting prop can be displayed on the current display interface according to the target equipment shape. If the virtual character hits the target object after issuing a shooting instruction, the target object of the freezing effect character model can be controlled to maintain the target posture, and the target posture is the posture of the target object when the target object is hit. After the virtual character issues a shooting command to cause damage to the target object, if the target life attribute value of the target object reaches the first threshold, it means that the target object will exit the game task, that is, the target object dies in the game task of this round, at this time , which can display shooting results that match the target object. Optionally, the method of displaying the shooting result matching the target object may be: determining the target virtual shooting prop used when the virtual character issues the shooting instruction, determining the shooting result corresponding to the target virtual shooting prop, displaying the shooting result matching the target object, The shooting result may include, but is not limited to, shooting feedback information, special effects of death of the target object, etc., which are not limited in this embodiment of the present invention.
可选地,在本实施例中,该游戏应用可以为多人在线战术竞技游戏(MultiplayerOnline Battle Arena简称为MOBA)应用,或者还可以为单人游戏(Single-Player Game简称为SPG)应用。上述游戏应用的类型可以包括但不限于以下至少之一:二维(TwoDimension,简称2D)游戏应用、三维(Three Dimension,简称3D)游戏应用、虚拟现实(Virtual Reality,简称VR)游戏应用、增强现实(Augmented Reality,简称AR)游戏应用、混合现实(Mixed Reality,简称MR)游戏应用。以上只是一种示例,本实施例对此不作任何限定。Optionally, in this embodiment, the game application may be a Multiplayer Online Battle Arena (MOBA for short) application, or may also be a Single-Player Game (SPG for short) application. The types of the above game applications may include but are not limited to at least one of the following: two-dimensional (TwoDimension, referred to as 2D) game applications, three-dimensional (Three Dimension, referred to as 3D) game applications, virtual reality (Virtual Reality, referred to as VR) game applications, augmented Augmented Reality (AR) game application and Mixed Reality (MR) game application. The above is just an example, which is not limited in this embodiment.
此外,上述射击游戏应用可以为第三人称射击游戏(Third Person ShootingGame,简称TPS)应用,如除当前玩家所控制的虚拟角色之外的第三方角色对象的视角来运行该射击游戏应用,还可以为第一人称射击游戏(First Person Shooting Game,简称FPS)应用,如以当前玩家所控制的虚拟角色的视角来运行该射击游戏应用。对应的,上述在游戏任务运行过程中产生声音的音源虚拟对象可以但不限于:玩家通过各个游戏应用客户端所控制的虚拟角色(也可称作玩家角色)、非玩家角色(Non-Player Character,简称NPC)、通过上述虚拟角色控制的道具对象(如枪支等)、通过上述虚拟角色控制的载具对象(如车辆等)。上述仅为示例,本实施例中对此不作任何限定。In addition, the above-mentioned shooting game application can be a third-person shooting game (Third Person Shooting Game, TPS for short) application. For example, the shooting game application can be run from the perspective of a third-party character object other than the virtual character controlled by the current player, or it can also be a third-person shooting game application. A first-person shooting game (First Person Shooting Game, FPS for short) application, for example, runs the shooting game application from the perspective of the virtual character controlled by the current player. Correspondingly, the above-mentioned sound source virtual objects that generate sounds during the running of the game tasks may be, but are not limited to: virtual characters (also called player characters), non-player characters (Non-Player Characters) controlled by players through various game application clients. , NPC for short), prop objects (such as guns, etc.) controlled by the above-mentioned virtual characters, and vehicle objects (such as vehicles, etc.) controlled by the above-mentioned virtual characters. The above is only an example, which is not limited in this embodiment.
需要说明的是,对于前述的各方法实施例,为了简单描述,故将其都表述为一系列的动作组合,但是本领域技术人员应该知悉,本发明并不受所描述的动作顺序的限制,因为依据本发明,某些步骤可以采用其他顺序或者同时进行。其次,本领域技术人员也应该知悉,说明书中所描述的实施例均属于优选实施例,所涉及的动作和模块并不一定是本发明所必须的。It should be noted that, for the sake of simple description, the foregoing method embodiments are all expressed as a series of action combinations, but those skilled in the art should know that the present invention is not limited by the described action sequence. As in accordance with the present invention, certain steps may be performed in other orders or simultaneously. Secondly, those skilled in the art should also know that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily required by the present invention.
根据本发明实施例的另一个方面,还提供了一种用于实施上述显示控制方法的显示控制装置。如图12所示,该装置包括:According to another aspect of the embodiments of the present invention, a display control device for implementing the above display control method is also provided. As shown in Figure 12, the device includes:
第一获取单元1201,用于在检测到对参与游戏任务的目标对象执行的射击指令的情况下,获取目标对象当前的目标生命属性值,其中,在目标对象的生命属性值达到第一阈值的情况下,目标对象将退出游戏任务;The first obtaining
第二获取单元1202,用于在目标生命属性值达到第一阈值的情况下,获取发出射击指令的虚拟角色所使用的目标虚拟射击道具;The second obtaining
第一确定单元1203,用于确定与目标虚拟射击道具相匹配的射击结果显示模式;a first determining
第一显示单元1204,用于按照射击结果显示模式,显示与目标对象匹配的射击结果,其中,射击结果指示目标对象退出游戏任务。The
作为一种可选的实施方式,第一显示单元1204可以包括:As an optional implementation manner, the
渲染子单元,用于按照射击结果显示模式所指示的背景渲染子模式,对用于显示射击结果的背景面板进行渲染,得到目标背景面板;The rendering sub-unit is used for rendering the background panel for displaying the shooting result according to the background rendering sub-mode indicated by the shooting result display mode to obtain the target background panel;
显示子单元,用于在目标背景面板中,按照射击结果显示模式所指示的信息提示子模式,显示与目标对象匹配的射击结果。The display sub-unit is used for displaying the shooting result matching the target object in the target background panel according to the information prompting sub-mode indicated by the shooting result display mode.
作为一种可选的实施方式,第一显示单元1204可以包括:As an optional implementation manner, the
确定子单元,用于在射击结果显示模式所指示的对象渲染模式为冰冻效果渲染模式的情况下,确定在目标生命属性值达到第一阈值时目标对象对应的目标姿态,其中,冰冻效果渲染模式用于指示目标对象使用冰冻效果人物模型;The determination subunit is used to determine the target posture corresponding to the target object when the target life attribute value reaches the first threshold when the object rendering mode indicated by the shooting result display mode is the freezing effect rendering mode, wherein the freezing effect rendering mode Used to instruct the target object to use the frozen effect character model;
第一控制子单元,用于控制使用冰冻效果人物模型的目标对象保持目标姿态;The first control subunit is used to control the target object using the freezing effect character model to maintain the target posture;
第二控制子单元,用于在保持时长达到目标时长的情况下,控制目标对象以目标姿态按照第一速度倒地,其中,第一速度小于等于第二阈值。The second control subunit is configured to control the target object to fall to the ground in a target posture at a first speed when the holding time reaches the target time, where the first speed is less than or equal to the second threshold.
作为一种可选的实施方式,上述装置还可以包括:As an optional implementation manner, the above-mentioned device may also include:
第二显示单元,用于在获取发出射击指令的虚拟角色所使用的目标虚拟射击道具之后,在确定目标虚拟射击道具显示在当前显示界面中的情况下,按照与目标虚拟射击道具相匹配的目标装备形态,在当前显示界面中显示目标虚拟射击道具。The second display unit is configured to, after acquiring the target virtual shooting prop used by the virtual character issuing the shooting instruction, in the case of determining that the target virtual shooting prop is displayed in the current display interface, according to the target matching the target virtual shooting prop Equipped form, the target virtual shooting props are displayed in the current display interface.
作为一种可选的实施方式,上述装置还可以包括:As an optional implementation manner, the above-mentioned device may also include:
第二确定单元,用于在按照与目标虚拟射击道具相匹配的目标装备形态,在当前显示界面中显示目标虚拟射击道具之前,从虚拟角色对应的虚拟射击道具的装备配置空间中确定出目标装备形态;The second determining unit is configured to determine the target equipment from the equipment configuration space of the virtual shooting props corresponding to the virtual characters before displaying the target virtual shooting props in the current display interface according to the target equipment shape matching the target virtual shooting props form;
配置单元,用于为虚拟角色所使用的目标虚拟射击道具配置目标装备形态。The configuration unit is used to configure the target equipment shape for the target virtual shooting props used by the virtual character.
作为一种可选的实施方式,上述装置还可以包括:As an optional implementation manner, the above-mentioned device may also include:
选择单元,用于在从虚拟角色对应的虚拟射击道具的装备配置空间中确定出目标装备形态之前,从虚拟射击道具交换空间中选择目标装备形态,其中,虚拟射击道具交换空间用于交换以下至少之一:虚拟射击道具、虚拟射击道具的装备形态、虚拟射击道具的辅助道具;The selection unit is used to select the target equipment shape from the virtual shooting props exchange space before determining the target equipment shape from the equipment configuration space of the virtual shooting props corresponding to the virtual character, wherein the virtual shooting props exchange space is used to exchange at least the following: One: virtual shooting props, equipment form of virtual shooting props, auxiliary props of virtual shooting props;
添加单元,用于在确定向虚拟射击道具交换空间转移与目标装备形态相匹配的目标虚拟资源的情况下,将目标装备形态添加至装备配置空间中。The adding unit is configured to add the target equipment form to the equipment configuration space when it is determined to transfer the target virtual resource matching the target equipment form to the virtual shooting prop exchange space.
根据本发明实施例的又一个方面,还提供了一种用于实施上述显示控制方法的电子装置,如图13所示,该电子装置包括存储器1302和处理器1304,该存储器1302中存储有计算机程序,该处理器1304被设置为通过计算机程序执行上述任一项方法实施例中的步骤。According to yet another aspect of the embodiments of the present invention, an electronic device for implementing the above display control method is also provided. As shown in FIG. 13 , the electronic device includes a
可选地,在本实施例中,上述电子装置可以位于计算机网络的多个网络设备中的至少一个网络设备。Optionally, in this embodiment, the above-mentioned electronic apparatus may be located in at least one network device among multiple network devices of a computer network.
可选地,在本实施例中,上述处理器可以被设置为通过计算机程序执行以下步骤:Optionally, in this embodiment, the above-mentioned processor may be configured to execute the following steps through a computer program:
S1,在检测到对参与游戏任务的目标对象执行的射击指令的情况下,获取目标对象当前的目标生命属性值,其中,在目标对象的生命属性值达到第一阈值的情况下,目标对象将退出游戏任务;S1, in the case of detecting the shooting instruction executed on the target object participating in the game task, obtain the current target life attribute value of the target object, wherein, when the life attribute value of the target object reaches the first threshold, the target object will exit the game task;
S2,在目标生命属性值达到第一阈值的情况下,获取发出射击指令的虚拟角色所使用的目标虚拟射击道具;S2, when the target life attribute value reaches the first threshold, obtain the target virtual shooting props used by the virtual character issuing the shooting instruction;
S3,确定与目标虚拟射击道具相匹配的射击结果显示模式;S3, determine the shooting result display mode matching the target virtual shooting prop;
S4,按照射击结果显示模式,显示与目标对象匹配的射击结果,其中,射击结果指示目标对象退出游戏任务。S4, according to the shooting result display mode, display the shooting result matching the target object, wherein the shooting result instructs the target object to quit the game task.
可选地,本领域普通技术人员可以理解,图13所示的结构仅为示意,电子装置也可以是智能手机(如Android手机、iOS手机等)、平板电脑、掌上电脑以及移动互联网设备(Mobile Internet Devices,MID)、PAD等终端设备。图13其并不对上述电子装置的结构造成限定。例如,电子装置还可包括比图13中所示更多或者更少的组件(如网络接口等),或者具有与图13所示不同的配置。Optionally, those of ordinary skill in the art can understand that the structure shown in FIG. 13 is for illustration only, and the electronic device may also be a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a palmtop computer, and a mobile Internet device (Mobile Internet device). Internet Devices, MID), PAD and other terminal equipment. FIG. 13 does not limit the structure of the above electronic device. For example, the electronic device may also include more or fewer components than those shown in FIG. 13 (eg, network interfaces, etc.), or have a different configuration than that shown in FIG. 13 .
其中,存储器1302可用于存储软件程序以及模块,如本发明实施例中的虚拟道具获取方法和装置对应的程序指令/模块,处理器1304通过运行存储在存储器1302内的软件程序以及模块,从而执行各种功能应用以及数据处理,即实现上述的操作控制方法。存储器1302可包括高速随机存储器,还可以包括非易失性存储器,如一个或者多个磁性存储装置、闪存、或者其他非易失性固态存储器。在一些实例中,存储器1302可进一步包括相对于处理器1304远程设置的存储器,这些远程存储器可以通过网络连接至终端。上述网络的实例包括但不限于互联网、企业内部网、局域网、移动通信网及其组合。其中,存储器1302具体可以但不限于用于存储操作指令、第一状态的状态信息(如第一能量值)及第二状态的状态信息(如第二能量值)等信息。作为一种示例,如图13所示,上述存储器1302中可以但不限于包括上述显示控制装置中的第一获取单元1201、第二获取单元1202、第一确定单元1203和第一显示单元1204。此外,还可以包括但不限于上述显示控制装置中的其他模块单元,本示例中不再赘述。The
可选地,上述的传输装置1306用于经由一个网络接收或者发送数据。上述的网络具体实例可包括有线网络及无线网络。在一个实例中,传输装置1306包括一个网络适配器(Network Interface Controller,NIC),其可通过网线与其他网络设备与路由器相连从而可与互联网或局域网进行通讯。在一个实例中,传输装置1306为射频(Radio Frequency,RF)模块,其用于通过无线方式与互联网进行通讯。Optionally, the above-mentioned transmission means 1306 is configured to receive or transmit data via a network. Specific examples of the above-mentioned networks may include wired networks and wireless networks. In one example, the
此外,上述电子装置还包括:显示器1308,用于显示目标虚拟射击道具;和连接总线1310,用于连接上述电子装置中的各个模块部件。In addition, the above-mentioned electronic device further includes: a
根据本发明的实施例的又一方面,还提供了一种存储介质,该存储介质中存储有计算机程序,其中,该计算机程序被设置为运行时执行上述任一项方法实施例中的步骤。According to yet another aspect of the embodiments of the present invention, a storage medium is also provided, where a computer program is stored in the storage medium, wherein the computer program is configured to execute the steps in any one of the above method embodiments when running.
可选地,在本实施例中,上述存储介质可以被设置为存储用于执行以下步骤的计算机程序:Optionally, in this embodiment, the above-mentioned storage medium may be configured to store a computer program for executing the following steps:
S1,在检测到对参与游戏任务的目标对象执行的射击指令的情况下,获取目标对象当前的目标生命属性值,其中,在目标对象的生命属性值达到第一阈值的情况下,目标对象将退出游戏任务;S1, in the case of detecting the shooting instruction executed on the target object participating in the game task, obtain the current target life attribute value of the target object, wherein, when the life attribute value of the target object reaches the first threshold, the target object will exit the game task;
S2,在目标生命属性值达到第一阈值的情况下,获取发出射击指令的虚拟角色所使用的目标虚拟射击道具;S2, when the target life attribute value reaches the first threshold, obtain the target virtual shooting props used by the virtual character issuing the shooting instruction;
S3,确定与目标虚拟射击道具相匹配的射击结果显示模式;S3, determine the shooting result display mode matching the target virtual shooting prop;
S4,按照射击结果显示模式,显示与目标对象匹配的射击结果,其中,射击结果指示目标对象退出游戏任务。S4, according to the shooting result display mode, display the shooting result matching the target object, wherein the shooting result instructs the target object to quit the game task.
可选地,在本实施例中,本领域普通技术人员可以理解上述实施例的各种方法中的全部或部分步骤是可以通过程序来指令终端设备相关的硬件来完成,该程序可以存储于一计算机可读存储介质中,存储介质可以包括:闪存盘、只读存储器(Read-Only Memory,ROM)、随机存取器(Random Access Memory,RAM)、磁盘或光盘等。Optionally, in this embodiment, those of ordinary skill in the art can understand that all or part of the steps in the various methods of the above-mentioned embodiments can be completed by instructing the hardware related to the terminal device through a program, and the program can be stored in a In the computer-readable storage medium, the storage medium may include: a flash disk, a read-only memory (Read-Only Memory, ROM), a random access memory (Random Access Memory, RAM), a magnetic disk or an optical disk, and the like.
上述本发明实施例序号仅仅为了描述,不代表实施例的优劣。The above-mentioned serial numbers of the embodiments of the present invention are only for description, and do not represent the advantages or disadvantages of the embodiments.
上述实施例中的集成的单元如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在上述计算机可读取的存储介质中。基于这样的理解,本发明的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的全部或部分可以以软件产品的形式体现出来,该计算机软件产品存储在存储介质中,包括若干指令用以使得一台或多台计算机设备(可为个人计算机、服务器或者网络设备等)执行本发明各个实施例方法的全部或部分步骤。If the integrated units in the above-mentioned embodiments are implemented in the form of software functional units and sold or used as independent products, they may be stored in the above-mentioned computer-readable storage medium. Based on this understanding, the technical solution of the present invention is essentially or the part that contributes to the prior art or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, Several instructions are included to cause one or more computer devices (which may be personal computers, servers, or network devices, etc.) to perform all or part of the steps of the methods of various embodiments of the present invention.
在本发明的上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。In the above-mentioned embodiments of the present invention, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference may be made to related descriptions of other embodiments.
在本申请所提供的几个实施例中,应该理解到,所揭露的客户端,可通过其它的方式实现。其中,以上所描述的装置实施例仅仅是示意性的,例如单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,例如多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,单元或模块的间接耦合或通信连接,可以是电性或其它的形式。In the several embodiments provided in this application, it should be understood that the disclosed client may be implemented in other manners. The device embodiments described above are only illustrative, for example, the division of units is only a logical function division. In actual implementation, there may be other division methods, for example, multiple units or components may be combined or integrated into Another system, or some features can be ignored, or not implemented. On the other hand, the shown or discussed mutual coupling or direct coupling or communication connection may be through some interfaces, indirect coupling or communication connection of units or modules, and may be in electrical or other forms.
作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。Units described as separate components may or may not be physically separated, and components shown as units may or may not be physical units, that is, may be located in one place, or may be distributed to multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution in this embodiment.
另外,在本发明各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。上述集成的单元既可以采用硬件的形式实现,也可以采用软件功能单元的形式实现。In addition, each functional unit in each embodiment of the present invention may be integrated into one processing unit, or each unit may exist physically alone, or two or more units may be integrated into one unit. The above-mentioned integrated units may be implemented in the form of hardware, or may be implemented in the form of software functional units.
以上仅是本发明的优选实施方式,应当指出,���于本技术领域的普通技术人员来说,在不脱离本发明原理的前提下,还可以做出若干改进和润饰,这些改进和润饰也应视为本发明的保护范围。The above are only the preferred embodiments of the present invention. It should be pointed out that for those skilled in the art, some improvements and modifications can be made without departing from the principles of the present invention, and these improvements and modifications should also be regarded as It is the protection scope of the present invention.
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