Game display control method, device, electronic device and storage medium
By responding to the virtual attack and dodge operation in the game, adjust the movement rate to slow down the virtual attack action, solve the problem of inappropriate time to set the time to broadcast the return on the existing technology, and realize the timely display of wonderful pictures in multi -player online games and improve the improvement Game experience.
Patent Information
- Application Number
- CN202111370806.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-11-18
- Publication Date
- 2025-01-28
- Estimated Expiration
- 2041-11-18
AI Technical Summary
In the existing game technology, the timing of the replay action is not appropriate, which affects the system performance and interrupts the game coherence. In the online game of multiple players, teammates cannot know the other party's situation in a timely manner.
In response to non -player virtual characters to launch a virtual attack to the first virtual character, control non -player virtual characters to perform virtual attack action to slow down, and when triggering dodge operations on the first client, control the first virtual role to dodge dodge Shift, determine whether the dodge is effective, and adjust the movement rate according to the preset time.
With no need to switch back and forth perspective, you can show the wonderful pictures in the game interaction to multiple players in a timely manner, ensuring the coherentity of the game and improving the game interaction experience.
Smart Images

Figure CN113893545B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game technology, and in particular to a game display control method, device, electronic device and storage medium. Background Art
[0002] Currently, in some games, when a player character completes a certain dungeon task (such as killing a boss, avoiding attacks, etc.) or triggers a certain plot, the corresponding exciting scenes will be replayed in slow motion.
[0003] However, the related prior art has the following defects:
[0004] (1) The timing of triggering the playback is usually set after the player character's action is completed, and the camera needs to be switched. For example, the previous action scene is played back by switching the game camera in the current perspective, and then switching back to the current perspective after the animation playback is completed. Switching back and forth not only affects system performance and interrupts the continuity of the game, but also the action presentation is not timely, resulting in a poor experience;
[0005] (2) The exciting replay scenes are usually only displayed on the player's own terminal. Multiplayer online games require the cooperation of players and teammates, which makes it impossible for teammates to know the situation of the other party in time, nor can they see the exciting action scenes of the other party in the first time, which affects the efficiency of the game. Summary of the invention
[0006] The purpose of the present application is to provide a game display control method, device, electronic device and storage medium to address the deficiencies in the above-mentioned prior art, which can realize timely slow-down display to multiple players of the wonderful scene when the first virtual character successfully dodges the virtual attack launched by the non-player virtual character during the game interaction process without switching the perspective back and forth, and can also ensure the continuity of the game and improve the game interaction experience.
[0007] To achieve the above purpose, the technical solution adopted in the embodiment of the present application is as follows:
[0008] In a first aspect, the present invention provides a game display control method, the method comprising:
[0009] In response to a non-player virtual character initiating a virtual attack on a first virtual character, controlling the non-player virtual character to perform a virtual attack action at a first action rate, wherein the first virtual character is controlled by a first client;
[0010] In response to a dodge operation triggered on the first client for the virtual attack, controlling the first virtual character to dodge and move from a current position in the virtual scene to a target direction indicated by the dodge operation;
[0011] Determining whether the dodge displacement is an effective dodge, wherein the effective dodge prevents the first virtual character from receiving virtual damage generated by the virtual attack;
[0012] If the dodge displacement is a valid dodge, the first client controls the non-player virtual character to perform a virtual attack action at a second action rate according to a first preset time, so as to slow down the virtual attack action;
[0013] The first client sends a synchronization message to the second client, so that after receiving the synchronization message, the second client synchronously executes according to the first preset time to control the non-player virtual character to perform the virtual attack action at a second action rate.
[0014] In an optional embodiment, the method further comprises:
[0015] After the first preset time ends, the first client and the second client respectively resume controlling the non-player virtual character to perform the virtual attack action at the first action rate.
[0016] In an optional implementation, controlling the first virtual character to dodge and move from a current position in the virtual scene to a target direction indicated by the dodge operation includes:
[0017] According to a second preset time, the first virtual character is controlled to dodge and move from the current position in the virtual scene to the end position corresponding to the target direction at a third action rate, wherein the second preset time is the time required for the first virtual character to move from the current position to the end position at the third action rate, and the third action rate is less than the standard rate at which the first virtual character moves in the virtual scene.
[0018] In an optional embodiment, the method further comprises:
[0019] If the dodge displacement is a valid dodge, the release state of the skill action of the non-player virtual character is delayed to after the first preset time.
[0020] In an optional implementation manner, the determining whether the dodge displacement is a valid dodge includes:
[0021] Determine a bounding box of the first virtual character at the current position;
[0022] During the process of the first virtual character performing a dodge displacement from the current position to the target direction, if a ray collision occurs between the bounding box area and the virtual attack, the dodge displacement is determined to be a valid dodge.
[0023] In an optional implementation, the second client is a client corresponding to a second virtual character, the second virtual character is a player virtual character located within a preset range of the first virtual character or the non-player virtual character, and the second virtual character is controlled by the second client.
[0024] In an optional implementation, after receiving the synchronization message, the second client synchronously executes, according to the first preset time, to control the non-player virtual character to execute the virtual attack action at a second action rate, including:
[0025] After receiving the synchronization message, the second client responds to the perspective adjustment operation and adjusts the perspective of the second virtual character to a target perspective, wherein the target perspective makes the second virtual character face the area corresponding to the virtual attack;
[0026] The second client controls the non-player virtual character to perform the virtual attack action at a second action rate according to the first preset time.
[0027] In an optional implementation manner, the first preset time is greater than the second preset time, and the method further includes:
[0028] When the second preset time ends but the first preset time has not ended, in response to a re-dodge operation for the virtual attack triggered on the first client, the first virtual character is controlled to perform a re-dodge movement from the current position in the virtual scene to the target direction indicated by the re-dodge operation, and according to the remaining time of the first preset time, the non-player virtual character is continued to be controlled to perform the virtual attack action at a second action rate to slow down the virtual attack action.
[0029] In an optional implementation manner, after the response to the evasion operation for the virtual attack triggered on the first client, the method further includes:
[0030] Sending a dodge notification to a server, so that the server marks the first virtual character as being in a dodge state according to the dodge notification;
[0031] If the dodge displacement is a valid dodge, the first client controls the non-player virtual character to perform a virtual attack action at a second action rate according to a first preset time to slow down the virtual attack action, including:
[0032] If the dodge displacement is a valid dodge, requesting the server to obtain the attack status of the first virtual character;
[0033] If it is determined that the first virtual character is in a dodging state according to the attack state of the first virtual character returned by the server, the first client controls the non-player virtual character to perform a virtual attack action at a second action rate according to a first preset time to slow down the virtual attack action.
[0034] In an optional embodiment, the method further comprises:
[0035] If the virtual attack action includes a displacement action, after the first preset time ends, the first client and the second client respectively update the position of the non-player virtual character to the target position indicated by the virtual attack action according to the virtual attack action.
[0036] In an optional implementation manner, the first client sending a synchronization message to the second client includes:
[0037] The first client sends a synchronization message to the server, so that the server determines that the client corresponding to the player virtual character within the preset range of the first virtual character or the non-player virtual character is the second client according to the synchronization message, and forwards the synchronization message to the second client.
[0038] In a second aspect, the present invention provides a display control device for a game, the display control device comprising:
[0039] A response module, configured to control the non-player virtual character to perform a virtual attack action at a first action rate in response to the non-player virtual character initiating a virtual attack on the first virtual character, wherein the first virtual character is controlled by the first client;
[0040] A first control module, configured to respond to a dodge operation triggered on the first client for the virtual attack, and control the first virtual character to dodge and move from a current position in the virtual scene to a target direction indicated by the dodge operation;
[0041] A judging module, used for judging whether the dodge displacement is an effective dodge, wherein the effective dodge prevents the first virtual character from receiving virtual damage generated by the virtual attack;
[0042] A second control module, configured to, if the dodge displacement is a valid dodge, control the non-player virtual character to perform a virtual attack action at a second action rate according to a first preset time to slow down the virtual attack action;
[0043] The sending module is used for the first client to send a synchronization message to the second client, so that the second client, after receiving the synchronization message, synchronously executes according to the first preset time, and controls the non-player virtual character to perform the virtual attack action at a second action rate.
[0044] In an optional embodiment, the display control device further includes: a recovery control module, which is used for, after the first preset time ends, the first client and the second client respectively recover and control the non-player virtual character to perform the virtual attack action at the first action rate.
[0045] In an optional embodiment, the first control module is specifically used to control the first virtual character to dodge and move from the current position in the virtual scene to the end position corresponding to the target direction at a third action rate according to a second preset time, wherein the second preset time is the time required for the first virtual character to move from the current position to the end position at the third action rate, and the third action rate is less than the standard rate at which the first virtual character moves in the virtual scene.
[0046] In an optional implementation, the second control module is further configured to delay the release state of the skill action of the non-player virtual character to after the first preset time if the dodge displacement is a valid dodge.
[0047] In an optional implementation manner, the judgment module is specifically used to determine a bounding box of the first virtual character at the current position;
[0048] During the process of the first virtual character performing a dodge displacement from the current position to the target direction, if a ray collision occurs between the bounding box area and the virtual attack, the dodge displacement is determined to be a valid dodge.
[0049] In an optional implementation, the second client is a client corresponding to a second virtual character, the second virtual character is a player virtual character located within a preset range of the first virtual character or the non-player virtual character, and the second virtual character is controlled by the second client.
[0050] In an optional implementation, after receiving the synchronization message, the second client responds to the perspective adjustment operation and adjusts the perspective of the second virtual character to a target perspective, wherein the target perspective makes the second virtual character face the area corresponding to the virtual attack;
[0051] The second client controls the non-player virtual character to perform the virtual attack action at a second action rate according to the first preset time.
[0052] In an optional embodiment, the first preset time is greater than the second preset time, and the first control module is further used to respond to a re-dodge operation for the virtual attack triggered on the first client when the second preset time ends but the first preset time has not ended, control the first virtual character to perform a re-dodge movement from the current position in the virtual scene to the target direction indicated by the re-dodge operation, and continue to control the non-player virtual character to perform the virtual attack action at a second action rate according to the remaining time of the first preset time to slow down the virtual attack action.
[0053] In an optional implementation manner, the first control module is further configured to send a dodge notification to the server, so that the server marks the first virtual character as being in a dodge state according to the dodge notification;
[0054] The second control module is specifically configured to request the server to obtain the attack status of the first virtual character if the dodge displacement is a valid dodge;
[0055] If it is determined that the first virtual character is in a dodging state according to the attack state of the first virtual character returned by the server, the first client controls the non-player virtual character to perform a virtual attack action at a second action rate according to a first preset time to slow down the virtual attack action.
[0056] In an optional embodiment, the display control device also includes: an updating module, which is used for, if the virtual attack action includes a displacement action, then after the first preset time ends, the first client and the second client respectively update the position of the non-player virtual character according to the virtual attack action to the target position indicated by the virtual attack action.
[0057] In an optional embodiment, the sending module is specifically used for the first client to send a synchronization message to the server, so that the server determines that the client corresponding to the player virtual character within a preset range of the first virtual character or the non-player virtual character is the second client based on the synchronization message, and forwards the synchronization message to the second client.
[0058] In a third aspect, the present invention provides an electronic device, comprising: a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to execute the display control method of the game as described in any of the aforementioned embodiments.
[0059] In a fourth aspect, the present invention provides a computer-readable storage medium having a computer program stored thereon, wherein the computer program, when executed by a processor, executes a display control method for a game as described in any of the aforementioned embodiments.
[0060] The beneficial effects of this application are:
[0061] In a display control method, device, electronic device and storage medium of a game provided by an embodiment of the present application, in response to a non-player virtual character launching a virtual attack on a first virtual character, the non-player virtual character is controlled to perform a virtual attack action at a first action rate; in response to a dodge operation for a virtual attack triggered on a first client, the first virtual character is controlled to dodge from a current position in a virtual scene to a target direction indicated by the dodge operation; it is determined whether the dodge displacement is a valid dodge, and if the dodge displacement is a valid dodge, the first client controls the non-player virtual character to perform a virtual attack action at a second action rate according to a first preset time to slow down the virtual attack action; the first client sends a synchronization message to the second client, so that the second client synchronously executes the control of the non-player virtual character to perform a virtual attack action at the second action rate according to the first preset time after receiving the synchronization message. By applying the embodiment of the present application, it is possible to timely display to multiple players a wonderful picture of slowing down the virtual attack action of the non-player virtual character when the first virtual character successfully dodges the virtual attack launched by the non-player virtual character during the game interaction without switching perspectives back and forth, and the continuity of the game can also be ensured, thereby improving the game interaction experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0062] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings required for use in the embodiments will be briefly introduced below. It should be understood that the following drawings only show certain embodiments of the present application and therefore should not be regarded as limiting the scope. For ordinary technicians in this field, other related drawings can be obtained based on these drawings without paying creative work.
[0063] Figure 1 A schematic diagram of a game display control method provided in an embodiment of the present application;
[0064] Figure 2 A schematic diagram of another game display control method provided in an embodiment of the present application;
[0065] Figure 3 A schematic diagram of another game display control method provided in an embodiment of the present application;
[0066] Figure 4 A schematic diagram of another game display control method provided in an embodiment of the present application;
[0067] Figure 5 A schematic diagram of another game display control method provided in an embodiment of the present application;
[0068] Figure 6 A schematic diagram of another game display control method provided in an embodiment of the present application;
[0069] Figure 7 A schematic diagram of another game display control method provided in an embodiment of the present application;
[0070] Figure 8 A schematic diagram of another game display control method provided in an embodiment of the present application;
[0071] Fig. 9 A schematic diagram of functional modules of a game display control device provided in an embodiment of the present application;
[0072] Fig.10 A schematic diagram of the structure of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION
[0073] In order to make the purpose, technical solution and advantages of the embodiments of the present application clearer, the technical solution in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are part of the embodiments of the present application, rather than all the embodiments. The components of the embodiments of the present application described and shown in the drawings here can be arranged and designed in various different configurations.
[0074] Therefore, the following detailed description of the embodiments of the present application provided in the accompanying drawings is not intended to limit the scope of the present application for which protection is sought, but merely represents selected embodiments of the present application. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in the field without creative work are within the scope of protection of the present application.
[0075] It should be noted that similar reference numerals and letters denote similar items in the following drawings, and therefore, once an item is defined in one drawing, further definition and explanation thereof is not required in subsequent drawings.
[0076] Figure 1A flowchart of a display control method for a game provided in an embodiment of the present application, wherein the executor of the method may be a first client device installed with a first client, and the first client device may be a mobile terminal, a computer, a PDA, etc., wherein the terminal device may be a local terminal device, and the local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen. Reference Figure 1 As shown, the display control method of the game includes:
[0077] S101: In response to a non-player virtual character initiating a virtual attack on a first virtual character, the non-player virtual character is controlled to perform a virtual attack action at a first action rate.
[0078] Among them, the first virtual character is controlled by the first client, and the user can control the first virtual character to move in the virtual scene, for example, control the virtual object to run, jump, crawl, etc., and can also control the first virtual object to use the skills, virtual props, etc. provided by the application to fight with non-player characters or other virtual characters. Non-player virtual characters (NPC) refer to game characters that are not controlled by real players in the game. Optionally, non-player virtual characters can generally be controlled by computer artificial intelligence and have their own behavior patterns. They can include but are not limited to: monsters in various forms such as human, machine, and beast for attacking the virtual characters controlled by the player. Optionally, the number of non-player virtual characters is pre-set, or dynamically determined according to the number of clients joining the battle, and the embodiments of the present application are not limited to this.
[0079] It is understandable that in the game, the non-player virtual character can launch a virtual attack on the first virtual character controlled by the player through the first client. Optionally, the attack method of the virtual attack may include but is not limited to: throwing bombs, breathing fire, freezing the attacked virtual character for a preset period of time, holding a virtual weapon (knife, gun) and attacking using the attack method corresponding to the virtual weapon, etc. The virtual attack method may be different depending on the non-player virtual character. In response to the virtual attack, the non-player virtual character may be controlled to perform a virtual attack action at a first action rate, wherein the first action rate may be a pre-set standard action rate for controlling the non-player virtual character to perform a virtual attack action. The application does not limit the size of the first action rate, which may be different according to the actual application scenario and the type of the non-player virtual character.
[0080] S102: In response to a dodge operation triggered on the first client for a virtual attack, control the first virtual character to dodge and move from a current position in the virtual scene to a target direction indicated by the dodge operation.
[0081] It is understandable that when the non-player virtual character launches a virtual attack on the first virtual character, in order to prevent the first virtual character from being subjected to the virtual attack, the player can generate a dodge operation for the virtual attack based on the touch screen in the first client device through touch operations such as clicking, pressing, long pressing, sliding, dragging, and dragging. In response to the dodge operation, the first virtual character can be controlled to dodge from the current position in the virtual scene to the target direction indicated by the dodge operation. Optionally, the target direction indicated by the dodge operation can be the left front, left rear, right front, right rear, etc. relative to the current position of the first virtual character in the virtual scene, which is not limited here. Of course, the present application does not limit the displacement distance of the dodge displacement here, which can be different according to the duration and strength of the dodge operation.
[0082] S103: Determine whether the dodge displacement is an effective dodge, where the effective dodge prevents the first virtual character from receiving virtual damage caused by the virtual attack.
[0083] Among them, considering that in order to enrich the player's gaming combat experience in some games, the game is often configured that if the first virtual character is controlled to dodge from the current position in the virtual scene to the target direction indicated by the dodge operation as an effective dodge, the effect of slowing down the action rate of the virtual attack action of the non-player virtual character can be shown to the player, so that the player can control the first virtual character to take the opportunity to attack or move, thereby improving the player's gaming interaction experience.
[0084] Based on the real game interaction scenario, it can be understood that in response to the dodge operation, the first virtual character is controlled to dodge from the current position in the virtual scene to the target direction indicated by the dodge operation, but the virtual attack initiated by the non-player virtual character may still cause virtual damage to the first virtual character. In this case, it is necessary to determine whether the dodge displacement is an effective dodge.
[0085] Optionally, the virtual damage may be the first virtual character losing a certain amount of blood, the first virtual character being killed in battle, or the first virtual character being frozen for a preset period of time, wherein when the first virtual character is frozen, the first virtual character may maintain the state before freezing, and the movement speed is zero.
[0086] S104: If the dodge displacement is a valid dodge, the first client controls the non-player virtual character to perform a virtual attack action at a second action rate according to the first preset time to slow down the virtual attack action.
[0087] In some embodiments, if the dodge displacement is an effective dodge, then at this time, the first client can control the non-player virtual character to perform a virtual attack action at a second action rate according to the first preset time to slow down the virtual attack action. Furthermore, the first client can also synchronously play the corresponding screen effects and sound effects to increase the player's game immersion. It can be understood that in this case, since the virtual attack action is slowed down, that is, the attack frequency of the non-player virtual character per unit time is reduced, therefore, in this case, the player can control the first virtual character to take the opportunity to attack or move, thereby increasing the victory rate of the first virtual character.
[0088] Among them, the first preset time can indicate the duration of the non-player virtual character performing the virtual attack action at the second action rate. Optionally, the value of the first preset time can be any duration such as 1 second, 3 seconds, 5 seconds, etc. The second action rate should be less than the first action rate. In some scenarios, the second action rate may also be zero, that is, the non-player virtual character is in a frozen state. This application does not limit the specific values of the first action rate and the second action rate, which may vary according to the actual application scenario.
[0089] S105: The first client sends a synchronization message to the second client, so that after receiving the synchronization message, the second client synchronously executes according to the first preset time to control the non-player virtual character to perform a virtual attack action at a second action rate.
[0090] Based on the above description, it can be understood that, since the game scene in which the first virtual character is located may also include a second virtual character controlled by the second client, for example, a second virtual character who is a teammate of the first virtual character, therefore, in this case, in order for the second virtual character controlled by the second client in the game scene to know the attack status of the non-player virtual character in the game scene in time, the first client can send a synchronization message to the second client, so that the second client can perform the same execution operation as the first client after receiving the synchronization message, that is, synchronous execution according to the first preset time, control the non-player virtual character to perform a virtual attack action at a second action rate. It can be understood that at this time, the second virtual character controlled by the second client can know the attack status of the non-player virtual character in the game scene in time, and adjust the attack strategy in real time, for example, control the second virtual character to take the opportunity to attack or move, and cooperate with the first virtual character to improve the victory rate of the team combat game. In summary, it can be seen that the display control method of the game provided in the embodiment of the present application can timely display the wonderful pictures in the game interaction process to multiple players, timely present the game interaction actions of each virtual character, and can also ensure the continuity of the game, and improve the game interaction experience.
[0091] It should be noted that the present application does not limit the number of second clients, and may include one or more according to the actual game scenario.
[0092] In summary, the embodiment of the present application provides a display control method for a game, the method comprising: in response to a non-player virtual character launching a virtual attack on a first virtual character, controlling the non-player virtual character to perform a virtual attack action at a first action rate; in response to a dodge operation for a virtual attack triggered on a first client, controlling the first virtual character to dodge from a current position in a virtual scene to a target direction indicated by the dodge operation; determining whether the dodge displacement is a valid dodge, if the dodge displacement is a valid dodge, the first client controls the non-player virtual character to perform a virtual attack action at a second action rate according to a first preset time to slow down the virtual attack action; the first client sends a synchronization message to the second client, so that after receiving the synchronization message, the second client synchronously controls the non-player virtual character to perform a virtual attack action at the second action rate according to the first preset time. By applying the embodiment of the present application, it is possible to timely slow down and display to multiple players the wonderful scene when the first virtual character successfully dodges the virtual attack launched by the non-player virtual character during the game interaction process without switching perspectives back and forth, and the continuity of the game can also be ensured, thereby improving the game interaction experience.
[0093] Figure 2 A schematic diagram of another game display control method provided in an embodiment of the present application. Figure 2 As shown, the above method also includes:
[0094] S201. After a first preset time has elapsed, the first client and the second client respectively resume controlling the non-player virtual character to perform virtual attack actions at a first action rate.
[0095] Among them, if the first action rate is the standard action rate or the normal action rate, it can be understood that in order to reflect the diversity of the game, after the first preset time ends, the first client and the second client can respectively resume controlling the non-player virtual character to perform virtual attack actions at a normal action rate.
[0096] Optionally, the controlling the first virtual character to dodge and move from a current position in the virtual scene to a target direction indicated by the dodge operation includes:
[0097] According to the second preset time, the first virtual character is controlled to dodge and move from a current position in the virtual scene to an end position corresponding to a target direction at a third action rate.
[0098] The second preset time is the time required for the first virtual character to move from the current position to the end position at a third motion rate, and the third motion rate is lower than a standard speed at which the first virtual character moves in the virtual scene.
[0099] The second preset time is the dodge time of the first virtual character, and its value can be less than the first preset time. Optionally, when the first preset time is 3 seconds, the second preset time can be 0.5 seconds, 1 second, etc., and the present application does not limit the specific value. According to the actual application scenario, the second preset time can also be equal to the first preset time, and the present application does not limit it here.
[0100] The standard speed at which the first virtual character moves in the virtual scene, that is, the standard movement speed of the first virtual character, may be different depending on the first virtual character. Of course, the present application does not limit the magnitude relationship between the third action speed and the standard speed. According to the actual application scenario, the third action speed may be 1 / 2, 1 / 3, etc. of the standard speed.
[0101] Optionally, when dodging and displacing, the first virtual character can be controlled to move from the current position in the virtual scene to the end position corresponding to the target direction at a third action rate according to a second preset time through a preset time function. During the control process, the first terminal can also play preset screen effects and sound effects to distinguish the display and attract the player's attention.
[0102] Based on the above description, it can be understood that, since the third action rate is lower than the standard rate at which the first virtual character moves in the virtual scene, there is no need to switch the game camera. The wonderful dodging scenes of the first virtual character can be displayed to the player controlling the first virtual character in slow motion, the game interaction actions of the first virtual character can be presented in a timely manner, and the continuity of the game can be ensured, thereby improving the game interaction experience.
[0103] Of course, it should be noted that, according to the actual application scenario, the first client may also send a synchronization message of the first virtual character to the second client, so that after receiving the synchronization message of the first virtual character, the second client synchronously executes according to the second preset time, and controls the first virtual character to dodge and move from the current position in the virtual scene to the end position corresponding to the target direction at a third action rate. The present application does not limit the specific interaction process here, and it can be flexibly set according to the actual application scenario.
[0104] Optionally, the above method further includes:
[0105] If the dodge displacement is a valid dodge, the release state of the skill action of the non-player virtual character is delayed to after a first preset time.
[0106] In some embodiments, if the second action rate is 0, that is, the non-player virtual character is in a frozen state, in this case, the virtual attack launched by the non-player virtual character may not be completed when frozen. Therefore, in order to reflect the continuity of the game action after the non-player virtual character is unfrozen, the release state of the skill action of the non-player virtual character can be delayed to after the first preset time.
[0107] Optionally, if the first preset time is 3 seconds, and the skill action of a non-player virtual character is a fire-breathing action, then in this case the fire-breathing action of the non-player virtual character can be delayed to 3 seconds later. Of course, the setting of the first preset time and the presentation of the skill action are not limited thereto, and may vary according to actual application scenarios.
[0108] Of course, it is understandable that if the non-player virtual character is controlled by a game server corresponding to the first client and the second client, then the game server can delay the release state of the skill action of the non-player virtual character to after the first preset time based on the effective dodge notification sent when the first client determines that the dodge displacement is a valid dodge, so as to ensure the consistency of the release state of the skill action of the non-player virtual character between the first client and the game server.
[0109] Figure 3 A schematic diagram of another game display control method provided in an embodiment of the present application. Figure 3 As shown, the above-mentioned determination of whether the dodge displacement is a valid dodge includes:
[0110] S301, determining a bounding box of a first virtual character at a current position.
[0111] Among them, the bounding box of the first virtual character at the current position can be created by the first client according to the current position of the first virtual character, or, it can be created by the server according to the current position of the first virtual character, and the present application does not limit this. Optionally, the established bounding box can be invisible to each client, and the bounding box can be configured to be retained for a preset time, and the bounding box can be destroyed after the preset time to avoid repeated attacks. Optionally, the preset time can be less than or equal to the above-mentioned second preset time, or, it can be greater than the second preset time and less than the first preset time. The present application does not limit the size relationship between the preset time and the second preset time.
[0112] In some embodiments, the size of the created bounding box can be comparable to the size of the first virtual character, and its shape can be the same as or similar to the shape of the first virtual character, etc., which is not limited here. Optionally, the bounding box of the first virtual character at the current position can be created based on the outline of the first virtual character, or the bounding box of the first virtual character at the current position can be a regular cylinder, such as a cuboid, a cylinder, etc., or can be other irregular cylinders, which is not limited here.
[0113] S302: When the first virtual character performs a dodge displacement from the current position to the target direction, if a ray collision occurs between the bounding box area and the virtual attack, the dodge displacement is determined to be a valid dodge.
[0114] Optionally, when determining whether the above-mentioned dodge displacement is a valid dodge, during the process of the first virtual character dodging from the current position to the target direction, it can be detected whether a ray collision occurs between the bounding box area and the virtual attack. If so, the dodge displacement is determined to be a valid dodge, otherwise, the dodge displacement can be considered to be an invalid dodge.
[0115] In some embodiments, during the specific detection, the preset attack ray corresponding to the virtual attack initiated by the non-player virtual character can be obtained, and by judging whether the bounding box area and the preset attack ray corresponding to the virtual attack have a ray collision, it is determined whether the bounding box area and the virtual attack have a ray collision. Optionally, the preset attack ray corresponding to different virtual attack types can be different. The preset attack rays corresponding to different virtual attack types can be configured according to the attack characteristics of each virtual attack.
[0116] Optionally, the second client is a client corresponding to a second virtual character, the second virtual character is a player virtual character located within a preset range of the first virtual character or the non-player virtual character, and the second virtual character is controlled by the second client.
[0117] Optionally, the player virtual character within the preset range of the first virtual character or the non-player virtual character may include: the player virtual character within the preset range with the first virtual character or the non-player virtual character as the center and the preset distance as the radius. Of course, the number of second virtual characters is not limited here, and one or more may be included according to actual application scenarios. For example, the second virtual character may include multiple virtual characters within 50 meters of the first virtual character.
[0118] Figure 4 A schematic diagram of another game display control method provided in an embodiment of the present application. Figure 4 As shown, after receiving the synchronization message, the second client synchronously executes according to the first preset time to control the non-player virtual character to perform a virtual attack action at a second action rate, including:
[0119] S401. After receiving the synchronization message, the second client responds to the perspective adjustment operation and adjusts the perspective of the second virtual character to a target perspective, wherein the target perspective makes the second virtual character face an area corresponding to the virtual attack.
[0120] S402: The second client controls the non-player virtual character to perform a virtual attack action at a second action rate according to the first preset time.
[0121] In some embodiments, considering that during the process of the first virtual character successfully dodging the virtual attack initiated by the non-player virtual character, the perspective of the second virtual character controlled by the second client may be toward other areas (for example, the second virtual character has its back to the first virtual character). Therefore, in this case, in order to enable the second virtual character to watch the wonderful scene of the first virtual character successfully dodging the virtual attack initiated by the non-player virtual character in time, the second client can optionally generate a perspective adjustment operation after receiving the synchronization message, and in response to the perspective adjustment operation, the perspective of the second virtual character can be adjusted to the area corresponding to the virtual attack.
[0122] In addition, at the same time, the second client controls the non-player virtual character to perform a virtual attack action at a second action rate according to the first preset time. It can be understood that, in this case, it is achieved that the second virtual character can watch the wonderful scene of the first virtual character successfully dodging the virtual attack launched by the non-player virtual character in time without switching the camera, thereby ensuring the continuity of the game and improving the interactive fun of the game.
[0123] Optionally, the first preset time is greater than the second preset time, and the method further includes:
[0124] When the second preset time ends but the first preset time has not ended, in response to a re-dodge operation for the virtual attack triggered on the first client, the first virtual character is controlled to perform a re-dodge movement from the current position in the virtual scene to the target direction indicated by the re-dodge operation, and according to the remaining time of the first preset time, the non-player virtual character continues to be controlled to perform the virtual attack action at a second action rate to slow down the virtual attack action.
[0125] In some scenarios, if the first preset time is greater than the second preset time, then after controlling the first virtual character to dodge and move from the current position in the virtual scene to the end position corresponding to the target direction at the third action rate according to the second preset time, the first client needs to continue to control the non-player virtual character to perform a virtual attack action at the second action rate according to the time difference between the first preset time and the second preset time, so as to slow down the virtual attack action. For example, the first preset time may be 3 seconds, and the second preset time may be 0.5 seconds. Of course, the specific values are not limited to this.
[0126] In this case, it is understandable that if, in response to a re-dodge operation for a virtual attack triggered on the first client, the first virtual character is controlled to perform a re-dodge displacement from the current position in the virtual scene to the target direction indicated by the re-dodge operation, and the re-dodge operation is an effective dodge, then in accordance with the above method, the first client will re-control the non-player virtual character to perform a virtual attack action at a second action rate according to the first preset time to slow down the virtual attack action. It can be seen that if there are multiple re-dodge displacements that are all effective dodges, this will lead to an infinite extension of the time for slowing down the virtual attack action initiated by the non-player virtual character, and the game interaction process is relatively simple. Therefore, in this case, in order to avoid this problem, the non-player virtual character can continue to be controlled to perform a virtual attack action at a second action rate according to the remaining time of the first preset time to slow down the virtual attack action, that is, the timing is no longer restarted, but the timing control is continued according to the remaining time of the first preset time. It is understandable that if the first preset time ends, the first client and the second client respectively resume controlling the non-player virtual character to perform the virtual attack action at the first action rate, which provides a possibility for the diversity of game play.
[0127] Optionally, after responding to the evasion operation for the virtual attack triggered on the first client, the method further includes:
[0128] A dodge notification is sent to the server, so that the server marks the first virtual character as being in a dodge state according to the dodge notification.
[0129] In some embodiments, in order to prevent the player controlling the first client from cheating, optionally, in response to a dodge operation against a virtual attack triggered on the first client, the first client can send a dodge notification to the server. After receiving the dodge notification, the server can mark the first virtual character as a dodge state according to the dodge notification, thereby preventing the player controlling the first client from cheating and affecting normal game interaction.
[0130] Figure 5 A schematic diagram of another game display control method provided in an embodiment of the present application. Figure 5 As shown, if the dodge displacement is a valid dodge, the first client controls the non-player virtual character to perform a virtual attack action at a second action rate according to the first preset time to slow down the virtual attack action, including:
[0131] S501: If the dodge displacement is a valid dodge, a request for obtaining the attack status of the first virtual character is sent to a server.
[0132] S502: If it is determined that the first virtual character is in a dodging state according to the attack state of the first virtual character returned by the server, the first client controls the non-player virtual character to perform a virtual attack action at a second action rate according to a first preset time to slow down the virtual attack action.
[0133] Based on the above description, it can be understood that if the server marks the first virtual character as a dodge state according to the dodge notification, and the first client determines that the dodge displacement is a valid dodge, the first client can send a request to the server to obtain the attack state of the first virtual character. In response to the acquisition request, the server can return the attack state of the first virtual character to the first client. The returned attack state of the first virtual character can indicate whether the first virtual character is in a dodge state. Among them, if the first client determines that the first virtual character is in a dodge state according to the attack state of the first virtual character returned by the server, it means that the first virtual character has indeed performed a dodge operation, that is, the player controlling the first client did not cheat. Then, in this case, the first client can control the non-player virtual character to perform a virtual attack action at a second action rate according to the first preset time to slow down the virtual attack action and improve the security of the display control method of the present application.
[0134] Figure 6 A schematic diagram of another game display control method provided in an embodiment of the present application. Figure 6 As shown, the above method also includes:
[0135] S601: If the virtual attack action includes a displacement action, after the first preset time ends, the first client and the second client respectively update the position of the non-player virtual character to the target position indicated by the virtual attack action according to the virtual attack action.
[0136] In some embodiments, considering that the virtual attack action includes not only in-place attack action but also displacement action, therefore, if the above-mentioned second action rate is 0, that is, the first client controls the non-player virtual character to freeze according to the first preset time, after the first preset time ends, the first client and the second client can respectively update the position of the non-player virtual character according to the virtual attack action to the target position indicated by the virtual attack action, that is, the position needs to be updated to ensure the continuity of the game interaction process.
[0137] Optionally, the first client sends a synchronization message to the second client, including:
[0138] The first client sends a synchronization message to the server, so that the server determines that the client corresponding to the player virtual character within the preset range of the first virtual character or the non-player virtual character is the second client according to the synchronization message, and forwards the synchronization message to the second client.
[0139] It can be understood that the first client cannot directly send a synchronization message to the second client. Therefore, during the sending process, the first client can send a synchronization message to the server, and forward the synchronization message to the second client through the server, wherein the second client is a client corresponding to a player virtual character within a preset range of the first virtual character or non-player virtual character. The second client may include one or more clients, which are not limited here.
[0140] Figure 7 A schematic diagram of another game display control method provided in an embodiment of the present application. Figure 7 As shown, the display control method of the game may include the following interactive process:
[0141] S701: In response to a non-player virtual character initiating a virtual attack on a first virtual character, a first client controls the non-player virtual character to perform a virtual attack action at a first action rate.
[0142] The first virtual character is controlled by the first client.
[0143] S702: In response to a dodge operation for a virtual attack, the first client creates a bounding box of the first virtual character at a current position, and controls the first virtual character to dodge from the current position in the virtual scene to a target direction indicated by the dodge operation.
[0144] S703. When the first virtual character is evading and displacing from the current position to the target direction, if a ray collision occurs between the bounding box area and the virtual attack, the first client determines that the evading and displacement is a valid evasion, and controls the non-player virtual character to perform a virtual attack action at a second action rate according to a first preset time, so as to slow down the virtual attack action.
[0145] The effective dodging prevents the first virtual character from receiving virtual damage caused by the virtual attack.
[0146] S704: The first client sends a synchronization message to the server.
[0147] S705: The server receives a synchronization message sent by the first synchronization client, and forwards the synchronization message to the second client.
[0148] The second client is a client corresponding to a player virtual character that is within a preset range of the first virtual character or the non-player virtual character.
[0149] S706: The second client receives the synchronization message forwarded by the server, and synchronously executes, according to the first preset time, controlling the non-player virtual character to perform a virtual attack action at a second action rate.
[0150] Based on this embodiment, it can be seen that since the first client creates the bounding box of the first virtual character at the current position and determines whether the dodge displacement of the first virtual character from the current position in the virtual scene to the target direction indicated by the dodge operation is a valid dodge, this embodiment will still have a relatively good performance in a situation with a poor network environment, and the feel is no different from that of a stand-alone game.
[0151] Figure 8 Schematic diagram of another game display control method provided in an embodiment of the present application. In some embodiments, Figure 8 As shown, the display control method of the game may include the following interactive process:
[0152] S801: In response to a non-player virtual character initiating a virtual attack on a first virtual character, a first client controls the non-player virtual character to perform a virtual attack action at a first action rate.
[0153] The first virtual character is controlled by the first client.
[0154] S802: In response to a dodge operation for a virtual attack, the first client controls the first virtual character to dodge from a current position in the virtual scene to a target direction indicated by the dodge operation, and sends a dodge notification to the server.
[0155] The dodge notification includes: current location information of the first virtual character.
[0156] S803. The server creates a bounding box for the first virtual character at the current position according to the dodge notification. When the first virtual character performs a dodge displacement from the current position toward the target direction, if a ray collision occurs between the bounding box area and the virtual attack, the dodge displacement is determined to be a valid dodge, and a valid dodge notification is sent to the first client and the second client respectively.
[0157] S804: The first client receives the effective dodge notification sent by the server, and controls the non-player virtual character to perform a virtual attack action at a second action rate according to the first preset time to slow down the virtual attack action.
[0158] The effective dodging prevents the first virtual character from receiving virtual damage caused by the virtual attack.
[0159] S805: The first client receives the effective dodge notification sent by the server, and controls the non-player virtual character to perform a virtual attack action at a second action rate according to the first preset time to slow down the virtual attack action.
[0160] Among them, the execution of step S804 and step S805 is not in particular order. Based on this embodiment, it can be seen that the server creates a bounding box of the first virtual character at the current position, and determines whether the dodge displacement of the first virtual character from the current position in the virtual scene to the target direction indicated by the dodge operation is a valid dodge. Therefore, it can have a higher security, and the player cannot cheat even if the client is cracked.
[0161] Fig. 9 This is a functional module diagram of a game display control device provided in an embodiment of the present application. The basic principle and technical effects of the device are the same as those of the corresponding method embodiment described above. For the sake of brief description, the parts not mentioned in this embodiment can be referred to the corresponding contents in the method embodiment. Fig. 9 As shown, the display control device 100 of the game includes:
[0162] A response module 110 is configured to control the non-player virtual character to perform a virtual attack action at a first action rate in response to the non-player virtual character initiating a virtual attack on the first virtual character, wherein the first virtual character is controlled by the first client;
[0163] A first control module 120, configured to respond to a dodge operation triggered on the first client for the virtual attack, and control the first virtual character to dodge from a current position in the virtual scene to a target direction indicated by the dodge operation;
[0164] A judging module 130, configured to judge whether the dodge displacement is an effective dodge, wherein the effective dodge prevents the first virtual character from receiving virtual damage generated by the virtual attack;
[0165] The second control module 140 is configured to control the non-player virtual character to perform a virtual attack action at a second action rate according to a first preset time to slow down the virtual attack action if the dodge displacement is a valid dodge;
[0166] The sending module 150 is used for the first client to send a synchronization message to the second client, so that the second client, after receiving the synchronization message, synchronously executes according to the first preset time, and controls the non-player virtual character to perform the virtual attack action at a second action rate.
[0167] In an optional embodiment, the display control device further includes: a recovery control module, which is used for, after the first preset time ends, the first client and the second client respectively recover and control the non-player virtual character to perform the virtual attack action at the first action rate.
[0168] In an optional embodiment, the first control module 120 is specifically used to control the first virtual character to dodge and move from the current position in the virtual scene to the end position corresponding to the target direction at a third action rate according to a second preset time, wherein the second preset time is the time required for the first virtual character to move from the current position to the end position at the third action rate, and the third action rate is less than the standard rate at which the first virtual character moves in the virtual scene.
[0169] In an optional implementation, the second control module 140 is further configured to delay the release state of the skill action of the non-player virtual character to after the first preset time if the dodge displacement is a valid dodge.
[0170] In an optional implementation, the judgment module 130 is specifically configured to determine a bounding box of the first virtual character at the current position;
[0171] During the process of the first virtual character performing a dodge displacement from the current position toward the target direction, if a ray collision occurs between the bounding box area and the virtual attack, the dodge displacement is determined to be a valid dodge.
[0172] In an optional implementation, the second client is a client corresponding to a second virtual character, the second virtual character is a player virtual character located within a preset range of the first virtual character or the non-player virtual character, and the second virtual character is controlled by the second client.
[0173] In an optional implementation, after receiving the synchronization message, the second client responds to the perspective adjustment operation and adjusts the perspective of the second virtual character to a target perspective, wherein the target perspective makes the second virtual character face the area corresponding to the virtual attack;
[0174] The second client controls the non-player virtual character to perform the virtual attack action at a second action rate according to the first preset time.
[0175] In an optional embodiment, the first preset time is greater than the second preset time, and the first control module 120 is further used to respond to a re-dodge operation for the virtual attack triggered on the first client when the second preset time ends but the first preset time does not end, control the first virtual character to perform a re-dodge movement from the current position in the virtual scene to the target direction indicated by the re-dodge operation, and continue to control the non-player virtual character to perform the virtual attack action at a second action rate according to the remaining time of the first preset time to slow down the virtual attack action.
[0176] In an optional implementation manner, the first control module 120 is further configured to send a dodge notification to the server, so that the server marks the first virtual character as being in a dodge state according to the dodge notification;
[0177] The second control module 140 is specifically configured to request the server to obtain the attack status of the first virtual character if the dodge displacement is a valid dodge;
[0178] If it is determined that the first virtual character is in a dodging state according to the attack state of the first virtual character returned by the server, the first client controls the non-player virtual character to perform a virtual attack action at a second action rate according to a first preset time to slow down the virtual attack action.
[0179] In an optional embodiment, the display control device also includes: an updating module, which is used for, if the virtual attack action includes a displacement action, then after the first preset time ends, the first client and the second client respectively update the position of the non-player virtual character according to the virtual attack action to the target position indicated by the virtual attack action.
[0180] In an optional embodiment, the sending module 150 is specifically used for the first client to send a synchronization message to the server, so that the server determines that the client corresponding to the player virtual character within the preset range of the first virtual character or the non-player virtual character is the second client based on the synchronization message, and forwards the synchronization message to the second client.
[0181] The above-mentioned device is used to execute the method provided by the aforementioned embodiment, and its implementation principle and technical effect are similar, which will not be repeated here.
[0182] The above modules may be one or more integrated circuits configured to implement the above methods, such as one or more application specific integrated circuits (ASICs), or one or more microprocessors, or one or more field programmable gate arrays (FPGAs). For another example, when a module is implemented in the form of a processing element scheduling program code, the processing element may be a general-purpose processor, such as a central processing unit (CPU) or other processor that can call program code. For another example, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).
[0183] Fig.10 This is a schematic diagram of an electronic device structure provided in an embodiment of the present application. Fig.10 As shown, the electronic device may include: a processor 210, a storage medium 220 and a bus 230, the storage medium 220 stores machine-readable instructions executable by the processor 210, when the electronic device is running, the processor 210 and the storage medium 220 communicate through the bus 230, and the processor 210 executes the machine-readable instructions to perform the steps of the above method embodiment. The specific implementation method and technical effect are similar and will not be repeated here.
[0184] Optionally, the present application further provides a computer-readable storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the steps of the above method embodiment are executed. The specific implementation method and technical effect are similar and will not be repeated here.
[0185] In the several embodiments provided in the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. For example, the device embodiments described above are only schematic. For example, the division of units is only a logical function division. There may be other division methods in actual implementation, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of devices or units, which can be electrical, mechanical or other forms.
[0186] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0187] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of hardware plus software functional units.
[0188] The above-mentioned integrated unit implemented in the form of a software functional unit can be stored in a computer-readable storage medium. The above-mentioned software functional unit is stored in a storage medium, including a number of instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) or a processor (English: processor) to perform some steps of the methods of each embodiment of the present application. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (English: Read-Only Memory, abbreviated: ROM), random access memory (English: RandomAccess Memory, abbreviated: RAM), disk or optical disk and other media that can store program codes.
[0189] It should be noted that, in this article, relational terms such as "first" and "second" are only used to distinguish one entity or operation from another entity or operation, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Moreover, the terms "include", "comprise" or any other variants thereof are intended to cover non-exclusive inclusion, so that a process, method, article or device including a series of elements includes not only those elements, but also other elements not explicitly listed, or also includes elements inherent to such process, method, article or device. In the absence of further restrictions, the elements defined by the sentence "comprise a ..." do not exclude the existence of other identical elements in the process, method, article or device including the elements.
[0190] The above are only preferred embodiments of the present application and are not intended to limit the present application. For those skilled in the art, the present application may have various changes and variations. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the scope of protection of the present application. It should be noted that similar numbers and letters represent similar items in the following drawings, so once an item is defined in one drawing, it does not need to be further defined and explained in subsequent drawings. The above are only preferred embodiments of the present application and are not intended to limit the present application. For those skilled in the art, the present application may have various changes and variations. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the scope of protection of the present application.
Claims
1. A game display control method, characterized in that: The method comprises: In response to a non-player virtual character initiating a virtual attack on a first virtual character, controlling the non-player virtual character to perform a virtual attack action at a first action rate, wherein the first virtual character is controlled by a first client; In response to a dodge operation triggered on the first client for the virtual attack, controlling the first virtual character to dodge and move from a current position in the virtual scene to a target direction indicated by the dodge operation; Determining whether the dodge displacement is an effective dodge, wherein the effective dodge prevents the first virtual character from receiving virtual damage generated by the virtual attack; If the dodge displacement is a valid dodge, the first client controls the non-player virtual character to perform a virtual attack action at a second action rate according to a first preset time, so as to slow down the virtual attack action; The first client sends a synchronization message to the second client, so that after receiving the synchronization message, the second client synchronously executes according to the first preset time to control the non-player virtual character to perform the virtual attack action at a second action rate.
2. The method according to claim 1, characterized in that The method further comprises: After the first preset time ends, the first client and the second client respectively resume controlling the non-player virtual character to perform the virtual attack action at the first action rate.
3. The method according to claim 1, characterized in that The controlling the first virtual character to dodge and move from a current position in the virtual scene to a target direction indicated by the dodge operation includes: According to a second preset time, the first virtual character is controlled to dodge and move from the current position in the virtual scene to the end position corresponding to the target direction at a third action rate, wherein the second preset time is the time required for the first virtual character to move from the current position to the end position at the third action rate, and the third action rate is less than the standard rate at which the first virtual character moves in the virtual scene.
4. The method according to claim 1, characterized in that The method further comprises: If the dodge displacement is a valid dodge, the release state of the skill action of the non-player virtual character is delayed to after the first preset time.
5. The method according to claim 1, characterized in that The determining whether the dodge displacement is a valid dodge comprises: Determine a bounding box of the first virtual character at the current position; During the process of the first virtual character performing a dodge displacement from the current position to the target direction, if a ray collision occurs between the bounding box area and the virtual attack, the dodge displacement is determined to be a valid dodge.
6. The method according to claim 1, characterized in that The second client is a client corresponding to a second virtual character, the second virtual character is a player virtual character located within a preset range of the first virtual character or the non-player virtual character, and the second virtual character is controlled by the second client.
7. The method according to claim 6, characterized in that After receiving the synchronization message, the second client synchronously executes according to the first preset time to control the non-player virtual character to perform the virtual attack action at a second action rate, including: After receiving the synchronization message, the second client responds to the perspective adjustment operation and adjusts the perspective of the second virtual character to a target perspective, wherein the target perspective makes the second virtual character face the area corresponding to the virtual attack; The second client controls the non-player virtual character to perform the virtual attack action at a second action rate according to the first preset time.
8. The method according to claim 3, characterized in that The first preset time is greater than the second preset time, and the method further includes: When the second preset time ends but the first preset time has not ended, in response to a re-dodge operation for the virtual attack triggered on the first client, the first virtual character is controlled to perform a re-dodge movement from the current position in the virtual scene to the target direction indicated by the re-dodge operation, and according to the remaining time of the first preset time, the non-player virtual character is continued to be controlled to perform the virtual attack action at a second action rate to slow down the virtual attack action.
9. The method according to claim 2, characterized in that: After the evasion operation for the virtual attack triggered on the first client in response, the method further includes: Sending a dodge notification to a server, so that the server marks the first virtual character as being in a dodge state according to the dodge notification; If the dodge displacement is a valid dodge, the first client controls the non-player virtual character to perform a virtual attack action at a second action rate according to a first preset time to slow down the virtual attack action, including: If the dodge displacement is a valid dodge, requesting the server to obtain the attack status of the first virtual character; If it is determined that the first virtual character is in a dodging state according to the attack state of the first virtual character returned by the server, the first client controls the non-player virtual character to perform a virtual attack action at a second action rate according to a first preset time to slow down the virtual attack action.
10. The method according to claim 6, characterized in that The method further comprises: If the virtual attack action includes a displacement action, after the first preset time ends, the first client and the second client respectively update the position of the non-player virtual character to the target position indicated by the virtual attack action according to the virtual attack action.
11. The method according to claim 6, characterized in that The first client sends a synchronization message to the second client, including: The first client sends a synchronization message to the server, so that the server determines that the client corresponding to the player virtual character within the preset range of the first virtual character or the non-player virtual character is the second client according to the synchronization message, and forwards the synchronization message to the second client.
12. A display control device for a game, characterized in that: The display control device comprises: A response module, configured to control the non-player virtual character to perform a virtual attack action at a first action rate in response to a non-player virtual character initiating a virtual attack on a first virtual character, wherein the first virtual character is controlled by a first client; A first control module, configured to respond to a dodge operation triggered on the first client for the virtual attack, and control the first virtual character to dodge and move from a current position in the virtual scene to a target direction indicated by the dodge operation; A judging module, used for judging whether the dodge displacement is an effective dodge, wherein the effective dodge prevents the first virtual character from receiving virtual damage generated by the virtual attack; A second control module, configured to, if the dodge displacement is a valid dodge, control the non-player virtual character to perform a virtual attack action at a second action rate according to a first preset time to slow down the virtual attack action; The sending module is used for the first client to send a synchronization message to the second client, so that the second client, after receiving the synchronization message, synchronously executes according to the first preset time, and controls the non-player virtual character to perform the virtual attack action at a second action rate.
13. An electronic device, characterized in that: include: A processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the storage medium via the bus, and the processor executes the machine-readable instructions to execute the display control method of the game as described in any one of claims 1-11.
14. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the display control method of the game as described in any one of claims 1-11 is executed.
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