Exploration method, device, equipment, medium and program product in virtual world
By attaching a pet virtual character with a detection function to the virtual character, the location of the enemy virtual character can be actively detected, which solves the problem of passively determining the direction of the enemy virtual character in the existing technology, and improves the efficiency of human-computer interaction and user experience.
Patent Information
- Application Number
- CN202210364179.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-04-07
- Publication Date
- 2026-08-25
- Estimated Expiration
- 2042-04-07
AI Technical Summary
In existing technologies, the main virtual character can only determine the general direction of the enemy virtual character through passive "footstep" sound effects, and cannot actively explore the precise location of the enemy virtual character.
By attaching a pet virtual character with detection capabilities to the main virtual character, the pet virtual character can detect enemy virtual characters within a preset range of the main virtual character when the main virtual character enters aiming mode, and display the location information of the enemy virtual characters.
It improves the efficiency of human-computer interaction, assists users in actively exploring the location information of enemy virtual characters, and enhances the user experience.
Smart Images

Figure CN116920398B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of human-computer interaction, and in particular to a method, apparatus, device, medium, and program product for exploration in a virtual world. Background Technology
[0002] A battle game is a game in which multiple user accounts compete in the same arena. Optionally, a battle game can be a multiplayer online tactical shooter.
[0003] In related technologies, when an enemy virtual character appears near the main virtual character, the game client uses a "footsteps" sound effect to indicate the location of the enemy virtual character.
[0004] However, in related technologies, the main virtual character can only passively determine the approximate direction of enemy virtual characters near the main virtual character based on the "footsteps" sound effect. Summary of the Invention
[0005] This application provides a method, apparatus, device, medium, and program product for detection in a virtual world, which can actively detect the location information of enemy virtual characters. The technical solution is as follows:
[0006] According to one aspect of this application, a method for exploration in a virtual world is provided, the method comprising:
[0007] Displays the main virtual character located in the virtual world, the main virtual character having a pet virtual character for exploration;
[0008] In response to a first command to the pet virtual character, control the pet virtual character to attach to the limbs of the main virtual character;
[0009] In response to the main virtual character entering the aiming state, detect enemy virtual characters within a preset range of the main virtual character;
[0010] In response to the presence of an enemy virtual character within a preset range of the main virtual character, the location information of the enemy virtual character is displayed;
[0011] In this context, the enemy virtual character and the master virtual object are in an adversarial relationship within the virtual world.
[0012] According to one aspect of this application, a detection device in a virtual world is provided, the device comprising:
[0013] A display module is used to display the main virtual character located in the virtual world, the main virtual character having a pet virtual character for exploration;
[0014] A control module is configured to, in response to a first command to the pet virtual character, control the pet virtual character to attach to the limbs of the main control virtual character;
[0015] The detection module is used to detect enemy virtual characters within a preset range of the main control virtual character in response to the main control virtual character entering the aiming state;
[0016] The display module is also used to display the location information of the enemy virtual character in response to the presence of the enemy virtual character within a preset range of the main virtual character;
[0017] In this context, the enemy virtual character and the master virtual object are in an adversarial relationship within the virtual world.
[0018] According to another aspect of this application, a computer device is provided, comprising: a processor and a memory, wherein the memory stores at least one computer program, the at least one computer program being loaded and executed by the processor to implement the exploration method in a virtual world as described above.
[0019] According to another aspect of this application, a computer storage medium is provided, wherein at least one computer program is stored in the computer-readable storage medium, and the at least one computer program is loaded and executed by a processor to implement the exploration method in a virtual world as described above.
[0020] According to another aspect of this application, a computer program product is provided, comprising a computer program stored in a computer-readable storage medium; the computer program is read from and executed by a processor of a computer device from the computer-readable storage medium, causing the computer device to perform the exploration method in a virtual world as described above.
[0021] The beneficial effects of the technical solution provided in this application include at least the following:
[0022] This application improves human-computer interaction efficiency by displaying a master virtual character with a pet virtual avatar in the virtual world, controlling the pet virtual avatar to attach to the master virtual character's limbs, and detecting enemy virtual characters within a preset range when the master virtual character enters aiming mode. If an enemy virtual character is present within the preset range, its location information is displayed. This is achieved by controlling a pet virtual avatar attached to the master virtual character's limbs to assist the user in actively detecting the location of enemy virtual characters. Attached Figure Description
[0023] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0024] Figure 1 This is a schematic diagram of a method for exploration in a virtual world provided in an exemplary embodiment of this application;
[0025] Figure 2 This is a structural block diagram of a computer system provided in an exemplary embodiment of this application;
[0026] Figure 3 This is a flowchart of a method for exploration in a virtual world provided in an exemplary embodiment of this application;
[0027] Figure 4 This is a flowchart of a method for exploration in a virtual world provided in an exemplary embodiment of this application;
[0028] Figure 5 This is a schematic diagram of a method for exploration in a virtual world provided in an exemplary embodiment of this application;
[0029] Figure 6 This is a schematic diagram of a method for exploration in a virtual world provided in an exemplary embodiment of this application;
[0030] Figure 7 This is a schematic diagram of a map display control provided in an exemplary embodiment of this application;
[0031] Figure 8 This is a schematic diagram of a method for exploration in a virtual world provided in an exemplary embodiment of this application;
[0032] Figure 9 This is a flowchart of a method for exploration in a virtual world provided in an exemplary embodiment of this application;
[0033] Figure 10 This is a schematic diagram of a method for exploration in a virtual world provided in an exemplary embodiment of this application;
[0034] Figure 11 This is a schematic diagram of a method for exploration in a virtual world provided in an exemplary embodiment of this application;
[0035] Figure 12 This is a flowchart of a method for exploration in a virtual world provided in an exemplary embodiment of this application;
[0036] Figure 13This is a block diagram of a detection device in a virtual world provided in an exemplary embodiment of this application;
[0037] Figure 14 This is a schematic diagram of the device structure of a computer device provided in an exemplary embodiment of this application. Detailed Implementation
[0038] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.
[0039] First, a brief introduction to the terms used in the embodiments of this application:
[0040] Virtual Environment: A virtual environment displayed (or provided) by an application when it runs on a terminal. This virtual environment can be a simulation of the real world, a semi-simulated / semi-fictional three-dimensional world, or a purely fictional three-dimensional world. The virtual environment can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual environment. Optionally, this virtual environment is also used for virtual environment battles between at least two virtual characters, and has virtual resources available for use by at least two virtual characters. Optionally, the virtual environment includes a symmetrical lower left and upper right corner area, with virtual characters belonging to two opposing factions each occupying one of these areas.
[0041] Virtual character: refers to an actionable object in a virtual environment. This actionable object can be at least one of virtual characters, virtual animals, or anime characters. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual character can be a three-dimensional virtual model. Each virtual character has its own shape and volume in the three-dimensional virtual environment and occupies a portion of the space within the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and the virtual character achieves different external appearances by wearing different skins. In some implementations, the virtual character can also be implemented using a 2.5D or 2D model; this application does not limit this aspect.
[0042] Multiplayer online tactical competitive games (MOTCMS) refer to a virtual environment where different virtual teams belonging to at least two opposing factions occupy their respective map areas and compete against each other with a specific victory condition as the objective. This victory condition includes, but is not limited to: capturing or destroying a stronghold of the opposing faction, eliminating virtual characters of the opposing faction, surviving within a specified scenario and time limit, capturing a certain resource, or exceeding the opponent's score within a specified time limit. Tactical competitive games can be played in rounds, and each round may use the same or different maps. Each virtual team consists of one or more virtual characters, such as 1, 2, 3, or 5.
[0043] This application provides a technical solution for a method of exploration in a virtual world, which can be executed by a terminal or a client on the terminal. For example... Figure 1 As shown, the client displays the master virtual character 102 located in virtual world 101, and the master virtual character 102 has a pet virtual character 103 for exploration.
[0044] For example, when the pet virtual character 103 is attached to the limbs of the main virtual character 102 and is not equipped with the virtual detection tool 106, the client responds by detecting the enemy virtual character 105 in a circular area with the main virtual character 102 as the origin, and displays the location information of the enemy virtual character 105 in the map display control 104.
[0045] Optionally, the orientation information is used to indicate the direction of the enemy virtual character 105 relative to the main virtual character 102, and the orientation information indicates one of at least two preset orientations.
[0046] For example, such as Figure 1 As shown in Figure (a), when the pet virtual character 103 is attached to the arm of the main virtual character 102, the pet virtual character 103 explores the enemy virtual character 105 within a circular area with the main virtual character 102 as the origin. When the enemy virtual character 105 is within the exploration range, the location information of the enemy virtual character 105 is displayed in the map display control 104. For example, if the enemy virtual character 105 is located to the north of the main virtual character 102, the north direction of the map display control 104 is highlighted in the map display control 104.
[0047] For example, when the pet virtual character 103 is attached to the limbs of the main virtual character 102, the pet virtual character 103 is equipped with a virtual exploration tool 106, and the main virtual character 102 enters the aiming state, the client responds to the pet virtual character 103 exploring the first fan-shaped area with the main virtual character 102 as the origin. If there is an enemy virtual character in the first fan-shaped area, the client displays the location information of the enemy virtual character 105 in the first fan-shaped area in the map display control 104.
[0048] The location information is used to indicate the geographical location of the enemy virtual character 105 relative to the main virtual character 102.
[0049] For example, such as Figure 1As shown in Figure (b), when the pet virtual character 103 is attached to the arm of the main virtual character 102, the pet virtual character 103 is equipped with a virtual exploration tool 106, and the main virtual character 102 is in aiming mode, the pet virtual character 103 explores the first fan-shaped area with the main virtual character 102 as the origin and based on the item attributes of the virtual exploration tool 106. At this moment, the enemy virtual character 105 is located to the northwest of the main virtual character 102. The location information of the enemy virtual character 105 is highlighted in the map display control 104. That is, the actual geographical location of the enemy virtual character 105 is displayed in the northwest of the map display control 104.
[0050] In one possible implementation, when the pet virtual character 103 is attached to the limbs of the main virtual character 102, the pet virtual character 103 is equipped with a virtual exploration tool 106, the pet virtual character 103 has an energy progress bar, and the main virtual character 102 enters the aiming state, the client responds by having the pet virtual character 103 explore the second fan-shaped area with the main virtual character 102 as the origin during the first duration. If an enemy virtual character 105 is present in the second fan-shaped area, the location information of the enemy virtual character 105 in the second fan-shaped area is displayed in the map display control 104.
[0051] The first duration is related to the energy value of the pet virtual character 103; the energy value progress bar is used to indicate the first duration of the pet virtual character 103's exploration of the second area; the size of the second area is larger than the size of the first area.
[0052] For example, the user interface also displays an energy progress bar for the pet virtual character 103. According to the energy progress bar, the first time period is 5 seconds. When the main virtual character 102 enters aiming mode, the pet virtual character uses the main virtual character 102 as the origin and, based on the item attributes of the virtual exploration item and the energy value of the pet virtual character 103, explores the second fan-shaped area 107 within 5 seconds. When the enemy virtual character 105 is in the second fan-shaped area, the location information of the enemy virtual character 105 in the second fan-shaped area is displayed in the map display control 104.
[0053] In one possible implementation, when the pet virtual character 103 is equipped with a virtual detection tool 106 and the pet virtual character 103 is detached from the main control virtual character 102, the client responds to the detection of an enemy virtual character 105 within a circular area with the pet virtual character 103 as the origin, and displays the location information of the enemy virtual character 105 within the circular area with the pet virtual character 103 as the origin in the map display control 104.
[0054] Optionally, when the pet virtual character 103 is equipped with a virtual exploration tool 106 and the pet virtual character 103 is detached from the main control virtual character 102, exploration is carried out in a circular area with the pet virtual character 103 as the origin. If there is an enemy virtual character 105 in the circular area with the pet virtual character 103 as the origin and the enemy virtual character 105 is behind a virtual obstacle, the enemy virtual character 105 is displayed through perspective, and the location information of the enemy virtual character 105 in the circular area with the pet virtual character 103 as the origin is displayed in the map display control 104.
[0055] For example, such as Figure 1 As shown in Figure (c), when the pet virtual character 103 is equipped with a virtual exploration tool 106 and the pet virtual character 103 is detached from the main control virtual character 102, the exploration is carried out with the pet virtual character 103 as the origin. If the enemy virtual character 105 is located in the northeast direction of the pet virtual character 103, the actual location of the enemy virtual character 105 will be highlighted in the map display control 104. That is, the actual geographical location of the enemy virtual character 105 will be displayed in the northeast direction in the map display control 104.
[0056] In one possible implementation, if the main virtual character 102 is detected by the pet virtual character 103 of the enemy virtual character 105, a prompt message is displayed, wherein the prompt message is used to indicate that the location information of the main virtual character 102 has been determined by the enemy virtual character 105.
[0057] In summary, the method provided in this embodiment displays a master virtual character located in a virtual world. By controlling a pet virtual character attached to the master virtual character's limbs, and when the master virtual character enters aiming mode, the method detects and displays the location information of enemy virtual characters within a preset range of the master virtual character. This application provides a new detection method to assist users in actively detecting the location information of enemy virtual characters, improving human-computer interaction efficiency and enhancing user experience.
[0058] Figure 2 A structural block diagram of a computer system provided in an exemplary embodiment of this application is given. The computer system 100 includes: a first terminal 110, a server 120, and a second terminal 130.
[0059] The first terminal 110 has a client 111 installed and running that supports a virtual environment. This client 111 can be a multiplayer online battle arena (MOBA) program. When the first terminal runs the client 111, the user interface of the client 111 is displayed on the screen of the first terminal 110. The client 111 can be any of the following: battle royale shooting game, virtual reality (VR) application, augmented reality (AR) program, 3D mapping program, virtual reality game, augmented reality game, first-person shooter (FPS) game, third-person shooter (TPS) game, multiplayer online battle arena (MOBA) game, or simulation game (SLG). In this embodiment, the client 111 is an MOBA game as an example. The first terminal 110 is the terminal used by the first user 112. The first user 112 uses the first terminal 110 to control a first virtual character located in the virtual environment to perform activities, or to control a pet virtual character to explore in the virtual world. The first virtual character can be referred to as the virtual character of the first user 112. The first user 112 can assemble, disassemble, and unload virtual items owned by the first virtual character; this application does not limit this. For illustrative purposes, the first virtual character is a virtual character, such as a lifelike character or an anime character.
[0060] The second terminal 130 has a client 131 installed and running that supports a virtual environment. This client 131 can be a multiplayer online battle arena (MOBA) program. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. This client can be any of the following: battle royale shooting game, VR application, AR program, 3D map program, virtual reality game, augmented reality game, FPS, TPS, MOBA, or SLG. In this embodiment, a MOBA game is used as an example. The second terminal 130 is the terminal used by the second user 113. The second user 113 uses the second terminal 130 to control a second virtual character located in the virtual environment to perform activities and to control a pet virtual character to explore the virtual world. The second virtual character can be referred to as the virtual character of the second user 113. For illustrative purposes, the second virtual character is a virtual character, such as a realistic character or an anime character.
[0061] Optionally, the first virtual character and the second virtual character reside in the same virtual environment. Optionally, the first virtual character and the second virtual character may belong to the same faction, the same team, the same organization, have a friend relationship, or have temporary communication permissions. Optionally, the first virtual character and the second virtual character may belong to different factions, different teams, different organizations, or have an adversarial relationship.
[0062] Optionally, the clients installed on the first terminal 110 and the second terminal 130 are the same, or the clients installed on the two terminals are the same type of client on different operating system platforms (Android or iOS). The first terminal 110 can refer to one of multiple terminals, and the second terminal 130 can refer to another of multiple terminals. This embodiment only uses the first terminal 110 and the second terminal 130 as examples. The device types of the first terminal 110 and the second terminal 130 may be the same or different, and these device types include at least one of the following: smartphones, tablets, e-book readers, MP3 players, MP4 players, laptops, and desktop computers.
[0063] Figure 2 Only two terminals are shown in the diagram, but in different embodiments, multiple other terminals 140 can access the server 120. Optionally, one or more terminals 140 may also be terminals corresponding to developers, on which a development and editing platform for clients supporting virtual environments is installed. Developers can edit and update the client on the terminal 140 and transmit the updated client installation package to the server 120 via wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.
[0064] The first terminal 110, the second terminal 130, and other terminals 140 are connected to the server 120 via a wireless network or a wired network.
[0065] Server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 120 is used to provide backend services for clients supporting a 3D virtual environment. Optionally, server 120 undertakes the main computing work, and the terminal undertakes the secondary computing work; or, server 120 undertakes the secondary computing work, and the terminal undertakes the main computing work; or, server 120 and the terminal use a distributed computing architecture for collaborative computing.
[0066] In an illustrative example, server 120 includes processor 122, user account database 123, battle service module 124, and user-facing input / output interface (I / O interface) 125. Processor 122 loads instructions stored in server 121 and processes data in user account database 123 and battle service module 124. User account database 123 stores data about user accounts used by first terminal 110, second terminal 130, and other terminals 140, such as user account avatars, nicknames, combat power indices, and the service area where the user account is located. Battle service module 124 provides multiple battle rooms for users to play, such as 1v1, 3v3, and 5v5 battles. User-facing I / O interface 125 establishes communication and exchanges data with first terminal 110 and / or second terminal 130 via wireless or wired network.
[0067] Figure 3 This is a flowchart illustrating exploration in a virtual world, provided as an exemplary embodiment of this application. The method can be performed by, for example... Figure 2 The method is executed on a terminal or a client on a terminal in the system shown. The method includes:
[0068] Step 302: Display the main virtual character located in the virtual world.
[0069] The virtual world is a virtual activity space provided by an application in the terminal during its operation, in which the main virtual character performs various activities. The main virtual character has a pet virtual character for exploration.
[0070] For example, the virtual world is a two-dimensional image displayed on the client, obtained by capturing images of a three-dimensional virtual environment. For example, the shape of the virtual world is determined by the shape of the terminal's display screen, or by the shape of the client's user interface. Taking a rectangular terminal display screen as an example, the virtual environment image is also displayed as a rectangular image.
[0071] The master virtual character is a virtual character controlled by the client. The client controls the master virtual character's activities in the virtual environment based on received user commands.
[0072] For example, the activities of the main virtual character in the virtual world include: walking, running, jumping, climbing, lying down, attacking, releasing skills, picking up items, and sending messages, but are not limited thereto, and the embodiments of this application do not limit this.
[0073] Step 304: In response to the first command for the pet virtual character, control the pet virtual character to attach to the limbs of the main virtual character.
[0074] A pet virtual character is an interactive object with different functions possessed by a main virtual character in a virtual world. Pet virtual characters can be acquired through at least one of the following methods: picking up, stealing, or purchasing; this application does not limit the method used.
[0075] Optionally, the functions of the pet virtual character include at least one of the following: enhancing the strength of the main virtual character, enhancing the speed of the main virtual character, providing defensive capabilities, providing reconnaissance capabilities, and providing offensive capabilities, but are not limited thereto, and this application does not limit this. This application describes a pet virtual character with reconnaissance capabilities as an example.
[0076] For example, in response to a first instruction for the pet virtual character, the client controls the pet virtual character to attach to the limbs of the main virtual character. For example, the pet virtual character is attached to the arm of the main virtual character, the pet virtual character is attached to the leg of the main virtual character, or the pet virtual character is attached to the back of the main virtual character, but it is not limited thereto, and the embodiments of this application do not limit it.
[0077] Step 306: In response to the main virtual character entering the aiming state, detect enemy virtual characters within the preset range of the main virtual character.
[0078] For example, an enemy virtual character refers to a virtual character other than the main virtual character. That is, an enemy virtual character refers to a virtual character that is in the same camp as the main virtual character, or a virtual character that is in the opposite camp to the main virtual character. This application embodiment does not limit this.
[0079] The aiming state refers to the main virtual character focusing its gaze or attention on a certain position or direction. For example, the main virtual character enters a waist aiming or shoulder aiming state, but it is not limited to this. The embodiments of this application do not limit this.
[0080] Hip aiming refers to the aiming state without the scope open, while shoulder aiming refers to the aiming state with the scope open.
[0081] The preset range refers to the default exploration range of the main virtual character, which can be at least one of the following: fan-shaped, circular, annular, and rectangular, but is not limited thereto. The embodiments of this application do not specifically limit the shape of the preset range.
[0082] Step 308: In response to the presence of an enemy virtual character within the preset range of the main virtual character, display the location information of the enemy virtual character.
[0083] The location information of the enemy virtual character refers to at least one of the enemy virtual character's location direction and specific geographical information, but is not limited thereto, and the embodiments of this application do not limit it.
[0084] For example, in response to the pet virtual character probing the enemy virtual character, the client displays the enemy virtual character's location information in the user interface.
[0085] In summary, the method provided in this embodiment displays a master virtual character in a virtual world. By controlling a pet virtual character to attach to the limbs of the master virtual character, and when the master virtual character enters aiming mode, it detects and displays the location information of enemy virtual characters within a preset range of the master virtual character. This application provides a new detection method to assist users in actively detecting the location information of enemy virtual characters, improving human-computer interaction efficiency and enhancing user experience.
[0086] Figure 4 This is a flowchart illustrating exploration in a virtual world, provided as an exemplary embodiment of this application. The method can be performed by, for example... Figure 2 The method is executed on a terminal or a client on a terminal in the system shown. The method includes:
[0087] Step 402: Display the main virtual character located in the virtual world.
[0088] The virtual world is a virtual activity space provided by an application in the terminal during its operation, in which the main virtual character performs various activities. The main virtual character has a pet virtual character for exploration.
[0089] For example, the virtual world is a two-dimensional image displayed on the client, obtained by capturing images of a three-dimensional virtual environment. For example, the shape of the virtual world is determined by the shape of the terminal's display screen, or by the shape of the client's user interface. The master virtual character is a virtual character controlled by the client. The client controls the master virtual character's activities within the virtual environment based on received user actions.
[0090] For example, the first position of the main virtual character or pet virtual character in the virtual world can be equal to the center position in the map display control or another position in the map display control. That is, the first position of the main virtual character or pet virtual character in the virtual world can correspond to the center of the map display control or another position in the map display control. This application embodiment describes the example where the first position of the main virtual character in the virtual world corresponds to the center of the map display control.
[0091] For example, in the exploration method in the virtual world provided in this embodiment, the virtual world screen is set to always take the main virtual character as the observation center by default, that is, the content displayed in the map display control is the content displayed with the main virtual character as the observation center.
[0092] Optionally, if the screen in the map display control is the screen obtained by default, then the first position of the main virtual character is equal to the center position in the map display control, or the first position is located near the center position in the map display control.
[0093] Step 404: In response to the first command for the pet virtual character, control the pet virtual character to attach to the limbs of the main virtual character.
[0094] A pet virtual character is an interactive object with different functions that the main virtual character possesses in the virtual world.
[0095] The virtual pet character can be obtained through at least one of the following methods: picking up, stealing, or purchasing. This application does not limit the method.
[0096] For example, in response to a first instruction to the pet virtual character, the client controls the pet virtual character to attach to any limb of the main virtual character, such as attaching the pet virtual character to the leg of the main virtual character. This application embodiment does not limit this.
[0097] Step 406: When the pet virtual character is equipped with a virtual detection tool, in response to the main virtual character entering the aiming state, the main virtual character is used as the origin to detect the enemy virtual characters in the first fan-shaped area.
[0098] Virtual exploration tools are items possessed by the main virtual character in the virtual world that have exploration functions.
[0099] Virtual exploration tools can be obtained through at least one of the following methods: picking up, stealing, or purchasing; this application does not limit the method.
[0100] Optionally, the main virtual character entering the aiming state refers to the main virtual character controlling a virtual shooting prop or a virtual bow and arrow prop to enter the aiming state. For example, controlling the virtual shooting prop to aim at an enemy virtual character, or controlling the virtual shooting prop to aim at a virtual stone, but not limited to these. In this application embodiment, there is no specific limitation on the prop controlled by the main virtual character when entering the aiming state, the direction of aiming, or the item being aimed at.
[0101] Step 408: In response to the presence of an enemy virtual character within the first sector area with the main virtual character as the origin, display the location information of the enemy virtual character in the map display control.
[0102] For example, in response to the presence of an enemy virtual character within a first sector area with the main virtual character as the origin, the client displays the location information of the enemy virtual character in the map display control.
[0103] For example, such as Figure 5 As shown, the client displays a master virtual character 502 located in virtual world 501. The master virtual character 502 has a pet virtual character 503 for exploration. When the pet virtual character 503 is attached to the arm of the master virtual character 502, the pet virtual character 503 is equipped with a virtual exploration tool 506, and the master virtual character 502 is in aiming mode, the pet virtual character 503 explores the first fan-shaped area 507 with the master virtual character 502 as the origin, based on the item attributes of the virtual exploration tool 506. At this moment, the enemy virtual character 505 is located to the northwest of the master virtual character 502. The location information of the enemy virtual character 505 is displayed in the map display control 504, that is, the actual geographical location of the enemy virtual character 505 is displayed in the northwest of the map display control 504.
[0104] In one possible implementation, the pet virtual character has an energy progress bar. When the pet virtual character is equipped with a virtual exploration tool, in response to the main virtual character entering the aiming state, the system explores enemy virtual characters in a second fan-shaped area with the main virtual character as the origin during the first duration. In response to the presence of enemy virtual characters in the second fan-shaped area, the system displays the location information of the enemy virtual characters in the map display control. The size of the second fan-shaped area is larger than the size of the first fan-shaped area.
[0105] Optionally, the energy progress bar is used to indicate the first duration of the pet virtual character's exploration of the second sector area. That is, the client can determine the duration of the pet virtual character's exploration of the second sector area based on the value of the energy progress bar.
[0106] For example, such as Figure 6 As shown, the client displays a master virtual character 602 located in virtual world 601, which has a pet virtual character 603 for exploration. With the pet virtual character 603 attached to the limbs of the master virtual character 602, equipped with a virtual exploration tool 606, and having an energy progress bar 608, and when the master virtual character 602 enters aiming mode, the client responds by having the pet virtual character 603 explore a second fan-shaped area 607 with the master virtual character 602 as the origin during a first duration. If an enemy virtual character 605 is present in the second fan-shaped area 607, the location information of the enemy virtual character 605 in the second fan-shaped area is displayed in the map display control 604.
[0107] The first duration is related to the energy value of the pet virtual character 603; the energy value progress bar 608 is used to indicate the first duration of the pet virtual character 603's exploration of the second sector area 607.
[0108] For example, based on the energy progress bar 608, the first time period is 5 seconds. When the main virtual character 602 enters the aiming state, the pet virtual character 603, with the main virtual character 602 as the origin, explores the second fan-shaped area 607 within 5 seconds based on the item attributes of the virtual exploration item 606 and the energy value of the pet virtual character 603. When the enemy virtual character 605 is in the second fan-shaped area 607, the location information of the enemy virtual character 605 in the second fan-shaped area 607 is displayed in the map display control 604.
[0109] For example, such as Figure 7 The diagram shows a map display control. The first sector area 701 is a sector area 701 that explores the enemy virtual character with the main virtual character as the origin. The second sector area 702 is a sector area 702 that explores the enemy virtual character with the main virtual character as the origin during the first duration. The size of the second sector area 702 displayed in the map display control is larger than the size of the first sector area 701.
[0110] In one possible implementation, when the pet virtual character is attached to the limbs of the main virtual character and is not equipped with any virtual detection tools, the enemy virtual character is detected within a circular area with the main virtual character as the origin; in response to the presence of an enemy virtual character within the circular area with the main virtual character as the origin, the client displays the location information of the enemy virtual character in the map display control.
[0111] Optionally, the orientation information is used to indicate the direction of the enemy virtual character relative to the main virtual character, and the orientation information indicates one of at least two preset orientations.
[0112] For example, such as Figure 8 As shown, the client displays a master virtual character 802 located in virtual world 801. The master virtual character 802 has a pet virtual character 803 for scouting. When the pet virtual character 803 is attached to the arm of the master virtual character 802, the pet virtual character 803 scouts for enemy virtual characters 805 within a circular area with the master virtual character 802 as the origin. When the enemy virtual character 805 is within the scouting range, the location information of the enemy virtual character 805 is displayed in the map display control 804. For example, if the enemy virtual character 805 is located to the north of the master virtual character 802, then the north direction of the map display control 804 is highlighted in the map display control 804.
[0113] In summary, the method provided in this embodiment displays a master virtual character in a virtual world, and by controlling a pet virtual character to attach to the limbs of the master virtual character, it provides a variety of ways to detect and display the location information of enemy virtual characters within a preset range of the master virtual character.
[0114] In the first detection method, the pet virtual character is equipped with a virtual detection tool. In response to the main virtual character entering the aiming state, the tool detects the enemy virtual characters in the first sector area with the main virtual character as the origin. The location information of the enemy virtual characters in the first sector area is displayed in the map display control, thereby assisting the user in detecting the location information of the enemy virtual characters, improving the efficiency of human-computer interaction, and enhancing the user experience.
[0115] In the second exploration method, the pet virtual character is equipped with virtual exploration props and has a corresponding energy progress bar. In response to the main virtual character entering the aiming state, the pet virtual character explores the enemy virtual characters in the second sector area with the main virtual character as the origin. The location information of the enemy virtual characters in the second sector area is displayed in the map display control, thereby helping the user to explore the location information of the enemy virtual characters in a larger area, improving the efficiency of human-computer interaction and enhancing the user experience.
[0116] In the third exploration method, the pet virtual character is attached to the limbs of the main virtual character and is not equipped with any virtual exploration tools. It explores enemy virtual characters within a circular area centered on the main virtual character. In response to the presence of enemy virtual characters within the circular area centered on the main virtual character, the location information of the enemy virtual characters is displayed in the map display control, assisting the user in exploring the approximate location and direction of the enemy virtual characters, improving human-computer interaction efficiency, and enhancing the user experience.
[0117] Figure 9 This is a flowchart illustrating exploration in a virtual world, provided as an exemplary embodiment of this application. The method can be performed by, for example... Figure 2 The method is executed on a terminal or a client on a terminal in the system shown. The method includes:
[0118] Step 902: Display the main virtual character located in the virtual world.
[0119] The virtual world is a virtual activity space provided by an application in the terminal during its operation, in which the main virtual character performs various activities. The main virtual character has a pet virtual character for exploration.
[0120] The master virtual character is a virtual character controlled by the client. The client controls the master virtual character's activities in the virtual environment based on received user commands.
[0121] Step 904: In response to the second command for the pet virtual character, control the pet virtual character to detach from the main virtual character.
[0122] A pet virtual character is an interactive object with different functions that the main virtual character possesses in the virtual world.
[0123] The virtual pet character can be obtained through at least one of the following methods: picking up, stealing, or purchasing. This application does not limit the method.
[0124] For example, in response to a second instruction for the pet virtual character, the client controls the pet virtual character to detach from the host virtual character, for example, the pet virtual character detaches from the host virtual character's leg. This application embodiment does not limit this.
[0125] Step 906: In response to the detection of an enemy virtual character within a circular area with the pet virtual character as the origin, display the location information of the enemy virtual character in the map display control.
[0126] For example, when an enemy virtual character is detected within a circular area centered on the pet virtual character, the client displays the enemy virtual character's location information in the map display control.
[0127] Optionally, when the pet virtual character and the host virtual character are separated, the pet virtual character can move with the host virtual character, or the host virtual character can specify a fixed position and the pet virtual character can be fixed at that fixed position. However, this is not a limitation. The embodiments of this application do not specifically limit the state of the pet virtual character after it is separated from the host virtual character.
[0128] For example, such as Figure 10 As shown, the client displays a master virtual character 1002 located in virtual world 1001. The master virtual character 1002 has a pet virtual character 1003 for exploration. When the pet virtual character 1003 is equipped with a virtual exploration item 1006 and is detached from the master virtual character 1002, exploration is performed on a circular area with the pet virtual character 1003 as the origin. If the enemy virtual character 1005 is located northeast of the pet virtual character 1003, the actual location of the enemy virtual character 1005 is displayed in the map display control 1004. That is, the actual geographical location of the enemy virtual character 1005 is displayed in the northeast direction in the map display control 1004.
[0129] In one possible implementation, the client responds to the detection of an enemy virtual character within a circular area centered on the pet virtual character, highlights the enemy virtual character, and displays the location information of the enemy virtual character within the circular area in the map display control.
[0130] Optionally, the highlighting method includes at least one of the following: highlighting, inverting color, emitting light, adding background color, and adding prompt labels, but is not limited thereto, and the embodiments of this application do not limit this.
[0131] In one possible implementation, when an enemy virtual character is detected in a circular area with the pet virtual character as the origin, and the enemy virtual character is behind a virtual obstacle, the client responds by displaying the enemy virtual character in perspective, and the map display control displays the location information of the enemy virtual character in the circular area.
[0132] In one possible implementation, when the automatic exploration function is activated, the target exploration state corresponding to the pet virtual character is determined based on the location exploration model when exploring at the current location. The target exploration state includes one of a first exploration state and a second exploration state. The first exploration state refers to the location information of the enemy virtual character within the preset range of the main virtual character, and the second exploration state refers to the location information of the enemy virtual character within the preset range of the main virtual character.
[0133] For example, when the automatic exploration function is enabled, the client can determine the target exploration status corresponding to the pet virtual character when exploring the current location through the location exploration model.
[0134] For example, when the main virtual character arrives at location A to explore, the pet virtual character automatically enters the second exploration state.
[0135] In one possible implementation, when training the location detection model, the historical location detection records of user accounts are statistically analyzed; optionally, the historical location detection records are the historical location detection records of the user account corresponding to the sample virtual character, or the historical location detection records of other user accounts, which is not limited in this embodiment.
[0136] The behavioral characteristics of the sample virtual character after the first location is explored are extracted from the historical location exploration records. Based on the behavioral characteristics, the corresponding sample exploration state is obtained. The first location refers to the location of the sample virtual character.
[0137] By using a location exploration model, data processing is performed on the first location to obtain the predicted exploration status.
[0138] The model parameters of the location exploration model are updated based on the difference between the predicted exploration state and the sample exploration state.
[0139] For example, the behavioral characteristics include combat behavioral characteristics and non-combat behavioral characteristics; the behavioral characteristics of the sample virtual character after exploring the first location are extracted from the historical location exploration records, the exploration state corresponding to the non-combat behavioral characteristics is marked as the first exploration state, and the exploration state corresponding to the combat behavioral characteristics is marked as the second exploration state.
[0140] Optionally, non-combat behavior characteristics include at least one of chatting, hiding, running away, and taking a detour, but are not limited thereto, and the embodiments of this application do not limit this.
[0141] For example, the behavior of a sample virtual character after being explored at the first location is "avoidance", and the exploration state corresponding to this "avoidance" behavior is marked as the first exploration state. The first location is processed by the location exploration model to obtain the predicted exploration state. Based on the difference between the predicted exploration state and the first exploration state, the model parameters of the location exploration model are updated to obtain the trained location exploration model.
[0142] In one possible implementation, if the main virtual character is detected by the pet virtual character of the enemy virtual character, a prompt message is displayed to indicate that the location information of the main virtual character has been determined by the enemy virtual character.
[0143] For example, such as Figure 11 As shown, the main virtual character 1102 located in the virtual world 1101 is displayed in the client. When the main virtual character 1102 is detected by the pet virtual character of the enemy virtual character, a prompt message 1103 is displayed. The content of the prompt message 1103 is at least one of "location exposed" and "warning", but it is not limited to this. This application embodiment does not limit it.
[0144] In summary, the method provided in this embodiment displays a main virtual character in a virtual world, and allows a pet virtual character to detach from the main virtual character and explore enemy virtual characters within a circular area centered on the pet virtual character. The location information of the enemy virtual characters is then displayed in the map display control. This application provides a novel exploration method that assists users in actively exploring the location information of enemy virtual characters, improving human-computer interaction efficiency and enhancing the user experience.
[0145] Figure 12 This is a flowchart illustrating an exemplary embodiment of a method for exploration in a virtual world provided in this application. The method includes:
[0146] Step 1201: Click the button to summon the "Scout Monster".
[0147] Taking the "Scout Monster" as an example, the user can summon the "Scout Monster" by clicking the button, and the client will receive the summoning command for the "Scout Monster".
[0148] Step 1202: Display the animation of the scout monster attaching its arm.
[0149] When the client receives the "Scout Monster" summoning command, an animation of the "Scout Monster" attaching to the arm of the main virtual character is displayed on the client's user interface.
[0150] Optionally, the animation of the "scout monster" attaching to the arm of the main virtual character is the process of the "scout monster" attaching to the arm of the main virtual character, or the special effects display after the "scout monster" attaches to the arm of the main virtual character. This application embodiment does not limit this.
[0151] Step 1203: Detect whether there are enemy virtual characters around the main virtual character.
[0152] When the "Reconnaissance Monster" is attached to the arm of the main virtual character, the "Reconnaissance Monster" is in the first exploration state. In the first exploration state, the "Reconnaissance Monster" explores the enemy virtual character with the main virtual character as the origin.
[0153] Step 1204: Display the location information of the enemy virtual character in the map display control.
[0154] When an enemy virtual character is within the detection range, display the enemy virtual character's location information in the map display control. For example, if the enemy virtual character is located to the north of the main virtual character, highlight the north direction of the map display control.
[0155] Step 1205: Load the virtual exploration tool.
[0156] For example, virtual reconnaissance items can be mounted on the "reconnaissance monster".
[0157] Optionally, virtual exploration props are items with exploration functions that the main virtual character possesses in the virtual world.
[0158] Virtual exploration tools can be obtained through at least one of the following methods: picking up, stealing, or purchasing; this application does not limit the method.
[0159] Step 1206: Click the shoulder aiming button.
[0160] Users can control the main virtual character to enter the shoulder aiming state by clicking the shoulder aiming button.
[0161] Step 1207: Enter shoulder aiming mode.
[0162] After receiving the shoulder aiming command, the client controls the main virtual character to enter shoulder aiming mode and sends a probe command to the server.
[0163] Step 1208: Obtain the location information of the enemy virtual characters in the first area.
[0164] Upon receiving a reconnaissance command, the main server obtains the location information of the enemy virtual characters in the first area and sends this information to the client.
[0165] Step 1209: Highlight the enemy virtual character based on the location information and highlight the enemy virtual character in the map display control.
[0166] Upon receiving the location information of the enemy virtual character in the first area, the client highlights the enemy virtual character based on the location information and displays the specific location of the enemy virtual character in the map display control.
[0167] Step 1210: Cancel shoulder aiming.
[0168] Users can cancel the shoulder aiming state of the main virtual character by clicking the shoulder aiming button again.
[0169] Step 1211: The main virtual character enters normal walking mode and displays the energy value progress bar.
[0170] After receiving the instruction to cancel the shoulder aiming, the client controls the main virtual character to enter normal walking mode and displays an energy progress bar on the client.
[0171] Step 1212: Click the shoulder sight button.
[0172] Users can control the main virtual character to enter the shoulder aiming state by clicking the shoulder aiming button.
[0173] Step 1213: Enemy virtual characters were detected in the second area during the first duration.
[0174] Based on the energy progress bar, the client responds by having the "scout monster" explore enemy virtual characters in the second area during the first duration and sending exploration commands to the server.
[0175] Step 1214: Determine the exploration range based on the energy value progress bar, and obtain the location information of enemy virtual characters within the exploration range.
[0176] The server determines the second area to be explored based on the energy value progress bar, explores the enemy virtual character in the second area, and sends the location information of the enemy virtual character to the client. The first duration is related to the energy value of the pet virtual character.
[0177] Step 1215: Highlight the enemy virtual character based on the location information and highlight the enemy object in the map display control.
[0178] Upon receiving the location information of the enemy virtual character, the client displays the location information of the enemy virtual character in the second area in the map display control and highlights the enemy virtual character.
[0179] Figure 13 This illustration shows a schematic diagram of a detection device in a virtual world provided by an exemplary embodiment of this application. The device can be implemented as all or part of a computer device through software, hardware, or a combination of both. The device includes:
[0180] Display module 1301 is used to display the main virtual character located in the virtual world, the main virtual character having a pet virtual character for exploration;
[0181] The control module 1302 is used to control the pet virtual character to attach to the limbs of the main control virtual character in response to a first command for the pet virtual character;
[0182] The detection module 1303 is used to detect enemy virtual characters within a preset range of the main control virtual character in response to the main control virtual character entering the aiming state;
[0183] The display module 1301 is also used to display the location information of the enemy virtual character in response to the presence of the enemy virtual character within a preset range of the main virtual character;
[0184] In this context, the enemy virtual character and the master virtual object are in an adversarial relationship within the virtual world.
[0185] In one possible implementation, the detection module 1303 is further configured to, in response to the main control virtual character entering the aiming state, detect the enemy virtual character within the first sector area with the main control virtual character as the origin, when the pet virtual character is equipped with a virtual detection prop.
[0186] In one possible implementation, the display module 1301 is further configured to display the location information of the enemy virtual character in the map display control in response to the presence of the enemy virtual character in the first sector area with the main virtual character as the origin;
[0187] The location information is used to indicate the geographical location of the enemy virtual character relative to the controlling virtual character.
[0188] In one possible implementation, the detection module 1303 is further configured to, in response to the main control virtual character entering the aiming state, detect the enemy virtual character within the second fan-shaped area during a first duration period with the main control virtual character as the origin, when the pet virtual character is equipped with a virtual detection prop.
[0189] The energy progress bar is used to indicate the first duration during which the pet virtual character explores the second fan-shaped area, and the size of the second fan-shaped area is larger than the size of the first fan-shaped area.
[0190] In one possible implementation, the display module 1301 is further configured to display the location information of the enemy virtual character in the map display control in response to the presence of the enemy virtual character in the second sector area.
[0191] In one possible implementation, the detection module 1303 is further configured to detect the enemy virtual character within a circular area with the main virtual character as the origin when the pet virtual character is attached to the limb of the main virtual character and is not equipped with any virtual detection props.
[0192] In response to the presence of an enemy virtual character within the circular area centered on the main virtual character, the location information of the enemy virtual character is displayed in the map display control;
[0193] The orientation information is used to indicate the direction of the enemy virtual character relative to the main virtual character, and the orientation information indicates one of at least two preset orientations.
[0194] In one possible implementation, the control module 1302 is further configured to control the pet virtual character to detach from the host virtual character in response to a second instruction for the pet virtual character.
[0195] In one possible implementation, the display module 1301 is further configured to display the location information of the enemy virtual character in a map display control in response to detecting the enemy virtual character within a circular area with the pet virtual character as the origin.
[0196] In one possible implementation, the display module 1301 is further configured to, in response to detecting the enemy virtual character within a circular area with the pet virtual character as the origin, highlight the enemy virtual character and display the location information of the enemy virtual character within the circular area in the map display control.
[0197] In one possible implementation, the display module 1301 is further configured to, in response to the detection of an enemy virtual character in a circular area with the pet virtual character as the origin, and the enemy virtual character being behind a virtual obstacle, display the enemy virtual character in perspective, and display the location information of the enemy virtual character in the circular area in the map display control.
[0198] In one possible implementation, the display module 1301 is further configured to display a prompt message when the main virtual character is detected by the pet virtual character of the enemy virtual character, the prompt message indicating that the location information of the main virtual character has been determined by the enemy virtual character.
[0199] In one possible implementation, the control module 1302 is further configured to, when the automatic exploration function is activated, determine the target exploration state corresponding to the pet virtual character when exploring at the current location based on the location exploration model. The target exploration state includes one of a first exploration state and a second exploration state. The first exploration state refers to exploring the location information of enemy virtual characters within a preset range of the main control virtual character, and the second exploration state refers to exploring the positioning information of enemy virtual characters within a preset range of the main control virtual character.
[0200] In one possible implementation, the control module 1302 is also used to count the historical location exploration records of user accounts;
[0201] The behavioral characteristics of the sample virtual character after the first location exploration are extracted from the historical location exploration records, and the corresponding sample exploration state is obtained based on the behavioral characteristics. The first location refers to the location where the sample virtual character is located.
[0202] The location detection model is used to process the data at the first location to obtain the predicted detection status.
[0203] The model parameters of the location exploration model are updated based on the difference between the predicted exploration state and the sample exploration state.
[0204] The behavioral characteristics include combat behavioral characteristics and non-combat behavioral characteristics;
[0205] In one possible implementation, the control module 1302 is further configured to extract the behavioral characteristics of the sample virtual character after exploring the first location from the historical location exploration record, mark the exploration state corresponding to the non-combat behavioral characteristics as the first exploration state, and mark the exploration state corresponding to the combat behavioral characteristics as the second exploration state.
[0206] Figure 14This illustration shows a structural block diagram of a computer device 1400 provided in an exemplary embodiment of this application. The computer device 1400 may be a portable mobile terminal, such as a smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), or MP4 player (Moving Picture Experts Group Audio Layer IV). The computer device 1400 may also be referred to as a user device, portable terminal, or other names.
[0207] Typically, computer device 1400 includes a processor 1401 and a memory 1402.
[0208] Processor 1401 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1401 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1401 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1401 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 1401 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.
[0209] The memory 1402 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 1402 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1402 are used to store at least one instruction, which is executed by the processor 1401 to implement the exploration method in a virtual world provided in the embodiments of this application.
[0210] In some embodiments, the computer device 1400 may also optionally include: a peripheral device interface 1403 and at least one peripheral device. Specifically, the peripheral device includes at least one of: a radio frequency circuit 1404, a touch display screen 1405, a camera 1406, an audio circuit 1407, and a power supply 1408.
[0211] Peripheral device interface 1403 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 1401 and memory 1402. In some embodiments, processor 1401, memory 1402 and peripheral device interface 1403 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 1401, memory 1402 and peripheral device interface 1403 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0212] The radio frequency (RF) circuit 1404 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1404 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 1404 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals back into electrical signals. Optionally, the RF circuit 1404 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The RF circuit 1404 can communicate with other terminals through at least one wireless communication protocol. This wireless communication protocol includes, but is not limited to: the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 1404 may also include circuitry related to NFC (Near Field Communication), which is not limited in this application.
[0213] The touch display screen 1405 is used to display a UI (User Interface). This UI may include graphics, text, icons, videos, and any combination thereof. The touch display screen 1405 also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to the processor 1401 for processing. The touch display screen 1405 is used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one touch display screen 1405, located on the front panel of the computer device 1400; in other embodiments, there may be at least two touch display screens, respectively located on different surfaces of the computer device 1400 or in a folded design; in some embodiments, the touch display screen 1405 may be a flexible display screen, located on a curved or folded surface of the computer device 1400. Furthermore, the touch display screen 1405 may be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. The touch display screen 1405 may be made of materials such as LCD (Liquid Crystal Display) or OLED (Organic Light-Emitting Diode).
[0214] The camera assembly 1406 is used to acquire images or videos. Optionally, the camera assembly 1406 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is used for video calls or selfies, and the rear-facing camera is used for taking photos or videos. In some embodiments, there are at least two rear-facing cameras, which are any one of a main camera, a depth-sensing camera, and a wide-angle camera, to achieve background blurring by fusion of the main camera and the depth-sensing camera, and panoramic shooting and VR (Virtual Reality) shooting by fusion of the main camera and the wide-angle camera. In some embodiments, the camera assembly 1406 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash is a combination of a warm-light flash and a cool-light flash, which can be used for light compensation at different color temperatures.
[0215] Audio circuitry 1407 provides an audio interface between the user and computer device 1400. Audio circuitry 1407 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, converting the sound waves into electrical signals that are input to processor 1401 for processing, or input to radio frequency circuitry 1404 for voice communication. For stereo sound acquisition or noise reduction purposes, multiple microphones may be used, each located at a different location within computer device 1400. The microphone may also be an array microphone or an omnidirectional microphone. The speaker is used to convert electrical signals from processor 1401 or radio frequency circuitry 1404 into sound waves. The speaker may be a conventional diaphragm speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can convert electrical signals not only into audible sound waves but also into inaudible sound waves for purposes such as distance measurement. In some embodiments, audio circuitry 1407 may also include a headphone jack.
[0216] Power supply 1408 is used to supply power to the various components in computer device 1400. Power supply 1408 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 1408 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired line, and a wireless rechargeable battery is a battery that is charged via a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0217] In some embodiments, the computer device 1400 further includes one or more sensors 1409. The one or more sensors 1409 include, but are not limited to, an accelerometer 1410, a gyroscope 1411, a pressure sensor 1412, an optical sensor 1413, and a proximity sensor 1414.
[0218] Accelerometer 1410 can detect the magnitude of acceleration along the three coordinate axes of a coordinate system established by computer device 1400. For example, accelerometer 1410 can be used to detect the components of gravitational acceleration along the three coordinate axes. Processor 1401 can control touchscreen display 1405 to display the user interface in landscape or portrait view based on the gravitational acceleration signal acquired by accelerometer 1410. Accelerometer 1410 can also be used for games or for acquiring user motion data.
[0219] The gyroscope sensor 1411 can detect the orientation and rotation angle of the computer device 1400. The gyroscope sensor 1411 can work in conjunction with the accelerometer sensor 1410 to acquire 3D motion data from the user on the computer device 1400. Based on the data acquired by the gyroscope sensor 1411, the processor 1401 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.
[0220] Pressure sensor 1412 can be disposed on the side bezel of computer device 1400 and / or on the lower layer of touch display screen 1405. When pressure sensor 1412 is disposed on the side bezel of computer device 1400, it can detect the user's grip signal on computer device 1400 and perform left / right hand recognition or quick operation based on the grip signal. When pressure sensor 1412 is disposed on the lower layer of touch display screen 1405, it can control operable controls on the UI interface based on the user's pressure operation on touch display screen 1405. Operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.
[0221] Optical sensor 1413 is used to collect ambient light intensity. In one embodiment, processor 1401 can control the display brightness of touch display screen 1405 based on the ambient light intensity collected by optical sensor 1413. Specifically, when the ambient light intensity is high, the display brightness of touch display screen 1405 is increased; when the ambient light intensity is low, the display brightness of touch display screen 1405 is decreased. In another embodiment, processor 1401 can also dynamically adjust the shooting parameters of camera assembly 1406 based on the ambient light intensity collected by optical sensor 1413.
[0222] The proximity sensor 1414, also known as a distance sensor, is typically located on the front of the computer device 1400. The proximity sensor 1414 is used to detect the distance between the user and the front of the computer device 1400. In one embodiment, when the proximity sensor 1414 detects that the distance between the user and the front of the computer device 1400 is gradually decreasing, the processor 1401 controls the touch display screen 1405 to switch from a screen-on state to a screen-off state; when the proximity sensor 1414 detects that the distance between the user and the front of the computer device 1400 is gradually increasing, the processor 1401 controls the touch display screen 1405 to switch from a screen-off state to a screen-on state.
[0223] Those skilled in the art will understand that Figure 14 The structure shown does not constitute a limitation on the computer device 1400, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.
[0224] This application also provides a computer device, which includes a processor and a memory. The memory stores at least one computer program, which is loaded and executed by the processor to implement the exploration method in the virtual world provided by the above-described method embodiments.
[0225] This application also provides a computer storage medium, which stores at least one computer program. The at least one computer program is loaded and executed by a processor to implement the exploration method in the virtual world provided in the above-described method embodiments.
[0226] This application also provides a computer program product, which includes a computer program stored in a computer-readable storage medium. The computer program is read from and executed by a processor of a computer device, causing the computer device to perform the exploration methods in the virtual world provided in the above-described method embodiments.
[0227] It should be understood that "multiple" as used in this article refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects have an "or" relationship.
[0228] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.
[0229] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent switching, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.
Claims
1. A method for exploration in a virtual world, characterized in that, The method includes: Displays the main virtual character located in the virtual world, the main virtual character having a pet virtual character for exploration; In response to a first command to the pet virtual character, control the pet virtual character to attach to the limbs of the main virtual character; When the pet virtual character is equipped with a virtual detection tool, in response to the main control virtual character entering the aiming state, the enemy virtual characters in the first fan-shaped area are detected with the main control virtual character as the origin. The main control virtual character entering the aiming state means focusing the main control virtual character's line of sight or attention on the second position or the first direction. In response to the presence of the enemy virtual character within the first sector area with the main virtual character as the origin, the location information of the enemy virtual character is displayed in the map display control, wherein the location information is used to indicate the geographical location information of the enemy virtual character relative to the main virtual character; In this context, the enemy virtual character and the controlling virtual character are in an adversarial relationship within the virtual world.
2. The method according to claim 1, characterized in that, The virtual pet character has an energy bar; the method also includes: When the virtual detection tool is mounted on the pet virtual character, in response to the main control virtual character entering the aiming state, the enemy virtual character is detected in the second fan-shaped area with the main control virtual character as the origin during the first duration period; The energy progress bar is used to indicate the first duration during which the pet virtual character explores the second fan-shaped area, and the size of the second fan-shaped area is larger than the size of the first fan-shaped area.
3. The method according to claim 2, characterized in that, The method further includes: In response to the presence of the enemy virtual character within the second sector area, the location information of the enemy virtual character is displayed in the map display control.
4. The method according to claim 1, characterized in that, The method further includes: When the pet virtual character is attached to the limbs of the main virtual character and is not equipped with the virtual detection tool, the enemy virtual character is detected within a circular area with the main virtual character as the origin. In response to the presence of an enemy virtual character within the circular area centered on the main virtual character, the location information of the enemy virtual character is displayed in the map display control; The orientation information is used to indicate the direction of the enemy virtual character relative to the main virtual character, and the orientation information indicates one of at least two preset orientations.
5. The method according to claim 1, characterized in that, The method further includes: In response to a second command to the pet virtual character, the pet virtual character is controlled to detach from the controlling virtual character; In response to the detection of an enemy virtual character within a circular area centered on the pet virtual character, the location information of the enemy virtual character is displayed in the map display control.
6. The method according to claim 5, characterized in that, The step of responding to the detection of an enemy virtual character within a circular area centered on the pet virtual character, and displaying the location information of the enemy virtual character in the map display control, includes: In response to the detection of an enemy virtual character in a circular area with the pet virtual character as the origin, the enemy virtual character is highlighted, and the location information of the enemy virtual character in the circular area is displayed in the map display control.
7. The method according to claim 5, characterized in that, The step of responding to the detection of an enemy virtual character within a circular area centered on the pet virtual character, and displaying the location information of the enemy virtual character in the map display control, includes: In response to the detection of an enemy virtual character in a circular area with the pet virtual character as the origin, and the enemy virtual character being behind a virtual obstacle, the enemy virtual character is displayed in perspective, and the location information of the enemy virtual character in the circular area is displayed in the map display control.
8. The method according to claim 1, characterized in that, The method further includes: If the main virtual character is detected by the enemy virtual character's pet virtual character, a prompt message is displayed, indicating that the location information of the main virtual character has been determined by the enemy virtual character.
9. The method according to claim 1, characterized in that, The method further includes: When the automatic exploration function is activated, the target exploration state corresponding to the pet virtual character is determined based on the location exploration model when exploring the current location. The target exploration state includes one of a first exploration state and a second exploration state. The first exploration state refers to exploring the location information of enemy virtual characters within a preset range of the main control virtual character, and the second exploration state refers to exploring the positioning information of enemy virtual characters within a preset range of the main control virtual character.
10. The method according to claim 9, characterized in that, The method further includes: Analyze the historical location tracking records of user accounts; The behavioral characteristics of the sample virtual character after the first location exploration are extracted from the historical location exploration records, and the corresponding sample exploration state is obtained based on the behavioral characteristics. The first location refers to the location where the sample virtual character is located. The location detection model is used to process the data at the first location to obtain the predicted detection status. The model parameters of the location exploration model are updated based on the difference between the predicted exploration state and the sample exploration state.
11. The method according to claim 10, characterized in that, The behavioral characteristics include combat behavioral characteristics and non-combat behavioral characteristics; The step of extracting the behavioral characteristics of the sample virtual character after exploring the first location from the historical location exploration records, and obtaining the corresponding sample exploration state based on the behavioral characteristics, includes: Extract the behavioral characteristics of the sample virtual character after exploring the first location from the historical location exploration records, mark the exploration state corresponding to the non-combat behavioral characteristics as the first exploration state, and mark the exploration state corresponding to the combat behavioral characteristics as the second exploration state.
12. A detection device in a virtual world, characterized in that, The device includes: A display module is used to display the main virtual character located in the virtual world, the main virtual character having a pet virtual character for exploration; A control module is configured to, in response to a first command to the pet virtual character, control the pet virtual character to attach to the limbs of the main control virtual character; The detection module is used to detect enemy virtual characters in a first fan-shaped area when the main virtual character enters the aiming state, with the main virtual character as the origin, when the main virtual character is equipped with a virtual detection prop. The main virtual character enters the aiming state by focusing the main virtual character's line of sight or attention on a second position or a first direction. The display module is further configured to, in response to the presence of the enemy virtual character within the first fan-shaped area with the main virtual character as the origin, display the location information of the enemy virtual character in the map display control, wherein the location information is used to indicate the geographical location information of the enemy virtual character relative to the main virtual character; In this context, the enemy virtual character and the controlling virtual character are in an adversarial relationship within the virtual world.
13. A computer device, characterized in that, The computer device includes a processor and a memory, wherein the memory stores at least one computer program, and the at least one computer program is loaded and executed by the processor to implement the exploration method in a virtual world as described in any one of claims 1 to 11.
14. A computer storage medium, characterized in that, The computer-readable storage medium stores at least one computer program, which is loaded and executed by a processor to implement the exploration method in a virtual world as described in any one of claims 1 to 11.
15. A computer program product, characterized in that, The computer program product includes a computer program stored in a computer-readable storage medium; the computer program is read from and executed by a processor of a computer device, causing the computer device to perform the exploration method in a virtual world as described in any one of claims 1 to 11.
Citation Information
Patent Citations
Virtual prop operation method and device, storage medium and electronic device
CN111359207A
Reconnaissance method and device based on virtual environment, equipment and medium
CN113318443A
