Information display method, device, equipment and medium
By displaying the shooting coverage area indicator on the virtual environment screen, the problem of users having difficulty viewing hit feedback after long distances or obstacles is solved, ensuring that users can clearly obtain shooting feedback and improving user experience.
Patent Information
- Application Number
- CN202111662007.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Priority Date
- 2021-11-05
- Filing Date
- 2021-12-31
- Publication Date
- 2024-12-13
- Estimated Expiration
- 2041-12-31
AI Technical Summary
In shooting games, it is difficult for users to view hit feedback information on virtual objects at long distances or behind obstacles, resulting in users not being able to obtain shooting feedback clearly.
By displaying a shooting coverage area indicator on the virtual environment screen, users can view shooting feedback information within the area instead of just displaying hit effects on virtual objects, ensuring that users can hide behind obstacles even if they are far away from the target or if the target is hiding behind obstacles. You can also get shooting feedback clearly.
It enables users to easily view shooting feedback information under any circumstances, improving user experience and game interactivity.
Smart Images

Figure CN114247140B_ABST
Abstract
Description
[0001] This application claims priority to Chinese patent application No. 202111305192.3, filed on November 5, 2021, and entitled “Information Display Method, Device, Equipment and Medium”, the entire contents of which are incorporated by reference into this application. Technical Field
[0002] The present application relates to the field of human-computer interaction, and in particular to an information display method, device, equipment and medium. Background Art
[0003] In shooting games, users can control virtual objects to shoot using virtual guns, and the types of virtual guns are set according to the types of real guns.
[0004] In the related art, a user controls a first virtual object to shoot using a long-range shooting prop, and the long-range shooting prop can shoot virtual ammunition. After the virtual ammunition hits a second virtual object in the virtual environment, at least one hit special effect is displayed based on the second virtual object.
[0005] However, when the distance between the first virtual object and the second virtual object is far, it is difficult for the user to see the hit effect on the second virtual object. Or, when the second virtual object moves behind a virtual obstacle, the user cannot see the second virtual object, so the user cannot view the hit effect on the second virtual object. Therefore, the related art does not facilitate users to view hit feedback information. Summary of the invention
[0006] The embodiment of the present application provides an information display method, device, equipment and medium, which displays hit feedback information in a hit feedback control on a virtual environment screen after a user hits a second virtual object with a virtual object, so that the user can view the hit feedback information conveniently. The technical solution is as follows:
[0007] According to one aspect of the present application, there is provided an information display method, the method comprising:
[0008] Displaying a virtual environment screen and a shooting indicator of a first virtual object, wherein the first virtual object has a long-range shooting prop, and the shooting indicator is used to indicate at least one of a shooting direction and a shooting coverage range of the long-range shooting prop;
[0009] In response to a shooting operation on the long-range shooting prop, controlling the first virtual object to use the long-range shooting prop to shoot at the second virtual object;
[0010] On the virtual environment screen, a hit feedback control is displayed based on the shooting indicator, and the hit feedback control is used to indicate shooting feedback information of the second virtual object.
[0011] According to another aspect of the present application, there is provided an information display device, the device comprising:
[0012] A display module, configured to display a virtual environment screen and a shooting indicator of a first virtual object, wherein the first virtual object has a long-range shooting prop, and the shooting indicator is configured to indicate at least one of a shooting direction and a shooting coverage range of the long-range shooting prop;
[0013] a control module, configured to control the first virtual object to shoot at the second virtual object using the remote shooting prop in response to a shooting operation on the remote shooting prop;
[0014] The display module is further used to display a hit feedback control on the virtual environment screen based on the shooting indicator of the long-range shooting prop, and the hit feedback control is used to indicate the shooting feedback information of the second virtual object.
[0015] According to another aspect of the present application, a computer device is provided, which includes: a processor and a memory, wherein at least one instruction, at least one program, a code set or an instruction set is stored in the memory, and the at least one instruction, at least one program, a code set or an instruction set is loaded and executed by the processor to implement the information display method described above.
[0016] According to another aspect of the present application, a computer storage medium is provided, in which at least one program code is stored. The program code is loaded and executed by a processor to implement the information display method described in the above aspect.
[0017] According to another aspect of the present application, a computer program product or a computer program is provided, wherein the computer program product or the computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the information display method described in the above aspect.
[0018] The beneficial effects brought by the technical solution provided by the embodiment of the present application include at least:
[0019] The embodiment of the present application will control the first virtual object to use the long-range shooting prop to shoot the second virtual object, and then display the shooting feedback information based on the shooting coverage area indicator on the virtual environment interface. Provide a method for users to view the shooting feedback information, directly display the shooting feedback information based on the shooting coverage area indicator, instead of displaying the hit special effect on the second virtual object in the virtual environment, even if the second virtual object is far away from the first virtual object, or the second virtual object hides behind an obstacle, the user controlling the first virtual object can still view the hit feedback information in the hit feedback control, which is convenient for users to directly view the hit feedback information. BRIEF DESCRIPTION OF THE DRAWINGS
[0020] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.
[0021] Figure 1 is a schematic diagram of the structure of a computer system provided by an exemplary embodiment of the present application;
[0022] Figure 2 is a flowchart of an information display method provided by an exemplary embodiment of the present application;
[0023] Figure 3 is a schematic diagram of a camera model provided by an exemplary embodiment of the present application;
[0024] Figure 4 is an interface schematic diagram of an information display method provided by an exemplary embodiment of the present application;
[0025] Figure 5 is an interface schematic diagram of an information display method provided by an exemplary embodiment of the present application;
[0026] Figure 6 It is a schematic diagram of an interface of a related technology provided by an exemplary embodiment of the present application;
[0027] Figure 7 is a flowchart of an information display method provided by an exemplary embodiment of the present application;
[0028] Figure 8 is an interface schematic diagram of an information display method provided by an exemplary embodiment of the present application;
[0029] Fig. 9 It is a schematic diagram of an interface of a related technology provided by an exemplary embodiment of the present application;
[0030] Fig.10is a flowchart of an information display method provided by an exemplary embodiment of the present application;
[0031] Fig.11 is an interface schematic diagram of an information display method provided by an exemplary embodiment of the present application;
[0032] Fig.12 is a flowchart of an information display method provided by an exemplary embodiment of the present application;
[0033] Fig.13 is a flowchart of an information display method provided by an exemplary embodiment of the present application;
[0034] Fig.14 It is a flowchart of a method for determining a shooting direction of a long-range shooting prop provided by an exemplary embodiment of the present application;
[0035] Fig.15 is a schematic diagram of a method for determining a shooting direction of a long-range shooting prop provided by an exemplary embodiment of the present application;
[0036] Fig.16 is a schematic diagram of a method for determining a shooting direction of a long-range shooting prop provided by an exemplary embodiment of the present application;
[0037] Fig.17 is a flowchart of an information display method provided by an exemplary embodiment of the present application;
[0038] Fig.18 is a structural schematic diagram of an information display device provided by an exemplary embodiment of the present application;
[0039] Fig.19 It is a structural diagram of a computer device provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION
[0040] In order to make the objectives, technical solutions and advantages of the present application clearer, the implementation methods of the present application will be further described in detail below with reference to the accompanying drawings.
[0041] First, the nouns involved in the embodiments of the present application are introduced:
[0042] Virtual environment: is the virtual environment displayed (or provided) when the application is running on the terminal. The virtual environment can be a three-dimensional virtual environment or a two-dimensional virtual environment. The three-dimensional virtual environment can be a simulation of the real world, a semi-simulation and semi-fictional environment, or a purely fictional environment.
[0043] Virtual object: refers to an object that can be moved in a virtual environment. The movable object can be a virtual person, a virtual animal, an animated character, etc., such as a person, an animal, a plant, an oil drum, a wall, a stone, etc. displayed in a virtual environment. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual object is a three-dimensional model created based on animation skeleton technology. Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment. Optionally, when the virtual environment is a two-dimensional virtual environment, the virtual object is a two-dimensional plane model created based on animation technology. Each virtual object has its own shape and area in the two-dimensional virtual environment and occupies a part of the area in the two-dimensional virtual environment.
[0044] FPS (First Person Shooting game) game: a game that provides several strongholds in the virtual world, and users in different camps control virtual characters to fight in the virtual world, occupy strongholds or destroy strongholds of the enemy camp or kill all or part of the characters of the enemy camp. Usually, users play the game from a first-person perspective in FPS games, and users can also choose to play the game from a third-person perspective. For example, FPS games can divide users into two enemy camps, and the virtual characters controlled by users are scattered in the virtual world to compete with each other, with killing all enemy users as the condition for victory. FPS games are played in rounds, and the duration of a round of FPS games is from the start of the game to the time when the victory condition is achieved.
[0045] Figure 1 The structure block diagram of a computer system provided by an exemplary embodiment of the present application is shown. The computer system 100 includes: a first terminal 120, a server cluster 140 and a second terminal 160.
[0046] The first terminal 120 is installed and runs an application that supports a virtual environment. The application can be any one of a racing game, a MOBA (Multiplayer Online Battle Arena) game, a virtual reality application, a three-dimensional map program, an FPS game, and a multiplayer gunfight survival game. The first terminal 120 is a terminal used by a first user, and the first user uses the first terminal 120 to operate a first virtual object in a three-dimensional virtual environment to perform an activity, and the activity includes but is not limited to: at least one of attacking, releasing skills, purchasing props, healing, adjusting body posture, crawling, walking, riding, flying, jumping, driving, picking up, shooting, and throwing. Schematically, the first virtual object is a first virtual character.
[0047] The first terminal 120 is connected to the server cluster 140 via a wireless network or a wired network.
[0048] The server cluster 140 includes at least one of a server, multiple servers, a cloud computing platform, and a virtualization center. The server cluster 140 is used to provide background services for applications that support virtual environments. Optionally, the server cluster 140 undertakes the main computing work, and the first terminal 120 and the second terminal 160 undertake the secondary computing work; or, the server cluster 140 undertakes the secondary computing work, and the first terminal 120 and the second terminal 160 undertake the main computing work; or, the server cluster 140, the first terminal 120 and the second terminal 160 adopt a distributed computing architecture to perform collaborative computing.
[0049] The second terminal 160 is installed and runs an application that supports a virtual environment. The application can be any one of a racing game, a MOBA game, a virtual reality application, a three-dimensional map program, an FPS game, and a multiplayer gunfight survival game. The second terminal 160 is a terminal used by a second user, and the second user uses the second terminal 160 to operate a second virtual object in a three-dimensional virtual environment to perform an activity, which includes but is not limited to: attacking, releasing skills, purchasing props, healing, adjusting body posture, crawling, walking, riding, flying, jumping, driving, picking up, shooting, and throwing. Schematically, the second virtual character is a second virtual person. The first virtual object and the second virtual object may belong to the same team, the same organization, have a friend relationship, or have temporary communication permissions. The first virtual object and the second virtual object may also not belong to the same team, or the same organization, or the same camp.
[0050] Optionally, the applications installed on the first terminal 120 and the second terminal 160 are the same, or the same type of applications on different platforms. The first terminal 120 may generally refer to one of a plurality of terminals, and the second terminal 160 may generally refer to one of a plurality of terminals. This embodiment is only illustrated by taking the first terminal 120 and the second terminal 160 as examples. The first terminal 120 and the second terminal 160 may be of the same or different device types, and the device types include at least one of: a smart phone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop portable computer, and a desktop computer.
[0051] Figure 2 FIG. 1 is a flow chart showing an information display method provided by an embodiment of the present application. Figure 1 The first terminal 120 or the second terminal 160 shown is executed, and the method includes the following steps:
[0052] Step 202: Display a virtual environment screen and a shooting indicator of a first virtual object, wherein the first virtual object has a long-range shooting prop, and the shooting indicator is used to indicate at least one of a shooting direction and a shooting coverage range of the long-range shooting prop.
[0053] The first virtual object refers to a main control object of the user in the virtual environment. Exemplarily, the first virtual object is at least one of a virtual character, a virtual animal, a cartoon character, a virtual vehicle, and a virtual animal.
[0054] The long-range shooting prop is a prop for realizing long-range attack. Optionally, the long-range shooting prop includes at least one of a firearm, a bow and arrow, a crossbow, a rocket launcher, and a missile.
[0055] In an optional implementation, the shooting indicator refers to a shooting coverage area indicator of the long-range shooting prop. Exemplarily, when the long-range shooting prop is a scattering type long-range shooting prop, the shooting coverage area indicator is a control with a two-dimensional shape on the virtual environment screen. For example, when the scattering type long-range shooting prop is a shotgun, the shooting coverage area indicator is a circular control on the virtual environment screen.
[0056] In an optional implementation, the shooting indicator refers to a crosshair of a long-range shooting prop. Exemplarily, the crosshair of a long-range shooting prop is a cross-shaped control on the virtual environment screen.
[0057] The virtual environment is a three-dimensional environment in which the first virtual object is located in the virtual world during the running of the application in the terminal. Optionally, in an embodiment of the present application, the virtual environment is observed through a camera model.
[0058] Optionally, the camera model automatically follows the virtual character in the virtual world, that is, when the position of the first virtual object in the virtual world changes, the camera model follows the position of the first virtual object in the virtual world and changes simultaneously, and the camera model is always within a preset distance range of the first virtual object in the virtual world. Optionally, during the automatic following process, the relative position of the camera model and the first virtual object does not change.
[0059] The camera model refers to a three-dimensional model located around the first virtual object in the virtual world. When the first-person perspective is adopted, the camera model is located near the head of the first virtual object or at the head of the first virtual object; when the third-person perspective is adopted, the camera model can be located behind the first virtual object and bound to the first virtual object, or can be located at any position at a preset distance from the first virtual object. The first virtual object in the virtual world can be observed from different angles through the camera model. Optionally, when the third-person perspective is the first-person over-the-shoulder perspective, the camera model is located behind the first virtual object (such as the head and shoulders of the first virtual object). Optionally, in addition to the first-person perspective and the third-person perspective, the perspective also includes other perspectives, such as a bird's-eye view; when the bird's-eye view is adopted, the camera model can be located above the head of the first virtual object, and the bird's-eye view is a perspective of observing the virtual world from an aerial bird's-eye view. Optionally, the camera model will not be actually displayed in the virtual world, that is, the camera model is not displayed in the virtual world displayed in the user interface. Exemplary, such as Figure 4 As shown, the virtual world is observed through the first virtual character 401 using a first-person perspective.
[0060] The camera model is located at an arbitrary position at a preset distance from the first virtual object as an example for explanation. Optionally, a first virtual object corresponds to a camera model, and the camera model can be rotated with the first virtual object as the rotation center, such as: rotating the camera model with any point of the first virtual object as the rotation center. During the rotation process, the camera model not only rotates in angle, but also shifts in displacement. During the rotation, the distance between the camera model and the rotation center remains unchanged, that is, the camera model is rotated on the surface of a sphere with the rotation center as the center of the sphere, wherein any point of the first virtual object can be the head, torso, or any point around the first virtual object of the virtual character, and the embodiments of the present application do not limit this. Optionally, when the camera model observes the first virtual object, the center of the camera model's viewing angle points to the direction of the point on the sphere where the camera model is located pointing to the center of the sphere.
[0061] For illustration, please refer to Figure 3 , a point is determined in the first virtual object 31 as a rotation center 32, and the camera model rotates around the rotation center 32. Optionally, the camera model is configured with an initial position, which is the position above and behind the first virtual object (such as the position behind the brain). Figure 3 As shown, the initial position is position 33. When the camera model rotates to position 34 or position 35, the viewing direction of the camera model changes with the rotation of the camera model.
[0062] Optionally, the camera model can also observe the virtual character at preset angles in different directions of the first virtual object.
[0063] For example, Figure 4 As shown, at least one of a moving joystick 402, a shooting control 403, a jumping control 404, a lying control 405, a squatting control 406, a map 407 and a shooting indicator 408 is displayed on the user interface. Among them, the moving joystick 402 is used to control the movement mode of the first virtual object in the virtual world. The prop use control 403 is used to control the first virtual object to use the currently held props. For example, if the first virtual object currently holds a long-range shooting prop, the user will control the first virtual object to use the long-range shooting prop to shoot after clicking the prop use control 403. For another example, if the first virtual object currently holds a throwing long-range shooting prop, the user will control the first virtual object to use the throwing long-range shooting prop to throw after clicking the prop use control 403. The jumping control 404 is used to control the first virtual object to jump in the virtual world. The lying control 405 is used to control the first virtual object to lie down in the virtual world. The squatting control 406 is used to control the first virtual object to squat in the virtual world. The map 407 is used to display a thumbnail of the virtual world. The shooting indicator 408 is used to indicate at least one of the shooting direction and coverage of the prop held by the first virtual object. It should be noted that the controls displayed on the user interface can be more or less, and the embodiment of the present application does not specifically limit this.
[0064] Step 204: In response to the shooting operation on the long-range shooting prop, control the first virtual object to use the long-range shooting prop to shoot at the second virtual object.
[0065] The shooting operation is used to control the first virtual object to shoot. Optionally, the shooting operation may be to press one or more preset physical buttons to shoot, or the shooting operation may be to perform the shooting operation by long pressing, clicking, double-clicking and / or sliding on a designated area of the touch screen to generate a signal. In VR (Virtual Reality) games, the shooting operation may be triggered by a user performing a specific action or inputting a specific voice. For example, Figure 4 As shown, the user clicks the prop use control 403 to control the first virtual object 401 to use the long-range shooting prop 409 to shoot.
[0066] The second virtual object is a virtual object other than the first virtual object in the virtual environment. The second virtual object can be in the same camp as the first virtual object, or the second virtual object can be in a different camp from the first virtual object. Figure 4 As shown, the second virtual object 410 is a virtual object of a different camp from the first virtual object 401 .
[0067] In an optional implementation, the second virtual object is at least one of a neutral virtual object, a virtual obstacle, a virtual prop, and a virtual item. Exemplarily, when the second virtual object is a neutral treasure chest in the virtual environment, the user can control the first virtual object to shoot at the neutral treasure chest.
[0068] Step 206: On the virtual environment screen, a hit feedback control is displayed based on the shooting indicator of the long-range shooting prop, and the hit feedback control is used to indicate shooting feedback information of the second virtual object.
[0069] The hit feedback control can be a transparent control on the virtual environment screen, or a non-transparent control on the virtual environment screen. The relationship between the hit feedback control and the shooting indicator of the remote prop includes at least one of the following: on the virtual environment screen, a hit feedback control with a two-dimensional shape is displayed with the shooting indicator of the remote shooting prop as the center; or, on the virtual environment screen, a hit feedback control with a two-dimensional shape is displayed around the shooting indicator of the remote shooting prop; or, on the virtual environment screen, a hit feedback control with a two-dimensional shape is displayed following the shooting indicator of the remote shooting prop. Exemplary, such as Figure 5 As shown, a transparent hit feedback control 502 having a two-dimensional shape is displayed on the virtual environment screen with a shooting indicator 501 of a long-range shooting prop as the center.
[0070] The two-dimensional shape of the hit feedback control includes but is not limited to at least one of a circle, a rectangle, a triangle, a parallelogram, and an irregular shape. The user or technician can adjust the two-dimensional shape of the hit feedback control according to actual needs.
[0071] Optionally, the position of the hit feedback control on the virtual environment screen moves with the shooting direction of the remote shooting prop. Exemplarily, when the shooting direction of the remote shooting prop is direction A, the hit feedback control is at position B on the virtual environment screen, and when the shooting direction of the remote shooting prop is direction C, the hit feedback control is at position D on the virtual environment screen.
[0072] Optionally, the position of the hit feedback control on the virtual environment screen moves with the line of sight of the first virtual object. Exemplarily, when the line of sight of the first virtual object is in the W direction, the X position of the hit feedback control on the virtual environment screen is moved, and when the line of sight of the first virtual object is in the Y direction, the Z position of the hit feedback control on the virtual environment screen is moved.
[0073] The shooting feedback information is used to indicate feedback information after the long-range shooting prop hits the second virtual object. The shooting feedback information includes at least one of the hitting position of the long-range shooting prop, the hitting time of the long-range shooting prop, the type of virtual ammunition hitting the second virtual object, and the type of the second virtual object.
[0074] Optionally, in response to the long-range shooting prop hitting the second virtual object, feedback information is displayed in the hit feedback control. Figure 5 As shown, after the first virtual object 504 hits the second virtual object 503 using a long-range shooting prop, a transparent shooting feedback control 502 is displayed on the virtual environment screen based on the shooting indicator 501, and feedback points are displayed in the hit feedback control 502, and the feedback points correspond one-to-one to the virtual ammunition fired by the long-range shooting prop.
[0075] In an actual implementation, the feedback point is at least one of a circle, a triangle, a parallelogram, a hexagon and a triangle. The user can adjust the shape of the feedback point according to actual needs.
[0076] Optionally, on the virtual environment screen, a hit feedback control is displayed based on a shooting indicator of the long-range shooting prop, and feedback text is displayed in the feedback control, where the feedback text is used to represent shooting feedback information on the second virtual object.
[0077] In order to facilitate users to view the shooting feedback information provided by the hit feedback control, the hit feedback control is displayed based on the shooting indicator of the remote shooting prop. Among them, the shooting indicator includes a shooting coverage area indicator or a crosshair. The shooting coverage area indicator refers to the coverage range of the virtual ammunition fired by the remote shooting prop in the virtual environment. For example, when the scattering type remote shooting prop is a shotgun, the shotgun will fire multiple ammunition at a time, and the ammunition fired by the shotgun will be randomly distributed in the shooting coverage area. The shooting coverage area indicator is used to indicate the aforementioned shooting coverage area. Optionally, on the virtual environment screen, a hit feedback control with a two-dimensional shape is displayed based on the shooting coverage area indicator of the remote shooting prop. Alternatively, on the virtual environment screen, a hit feedback control with a two-dimensional shape is displayed based on the crosshair of the remote shooting prop.
[0078] In an optional implementation of the embodiment of the present application, when the long-range shooting prop hits a virtual obstacle in the virtual environment, a bullet hole special effect will be displayed on the virtual obstacle. Optionally, the muzzle position of the long-range shooting prop is used as the starting point of the ray, and the shooting direction of the virtual ammunition fired by the long-range shooting prop is used as the ray direction, and a detection ray is emitted; in response to the intersection of the detection ray and the collision box, a bullet hole special effect corresponding to the intersection is displayed on the virtual obstacle.
[0079] In summary, this embodiment will control the first virtual object to use a long-range shooting prop to shoot the second virtual object, and then display shooting feedback information based on the shooting coverage area indicator on the virtual environment interface. A method for viewing shooting feedback information is provided for the user, and the shooting feedback information is directly displayed based on the shooting coverage area indicator, rather than displaying the hit special effect on the second virtual object in the virtual environment. Even if the second virtual object is far away from the first virtual object, or the second virtual object hides behind an obstacle, the user controlling the first virtual object can still view the hit feedback information in the hit feedback control, which is convenient for the user to directly view the hit feedback information.
[0080] In the related art, when the first virtual object uses a scattering type long-range shooting prop to shoot, if the scattering type long-range shooting prop hits a virtual obstacle in the virtual environment, a bullet hole special effect will be displayed on the virtual obstacle, such as Figure 6 As shown, the first virtual object uses a scattering type long-range shooting prop to shoot at a virtual obstacle, and a bullet hole special effect 601 is displayed on the virtual obstacle. However, when the first virtual object uses a scattering type virtual firearm to shoot at a second virtual object, the user cannot see clearly how many virtual ammunition of the scattering type virtual firearm hits the second virtual object, and when the distance between the first virtual object and the second virtual object is far, it is difficult for the user to observe the hit position on the virtual environment interface.
[0081] Figure 7 FIG. 1 is a flow chart showing an information display method provided by an embodiment of the present application. Figure 1 The first terminal 120 or the second terminal 160 shown is executed, and the method includes the following steps:
[0082] Step 701: Display a virtual environment screen and a shooting indicator of a first virtual object.
[0083] The first virtual object refers to a main control object of the user in the virtual environment. Exemplarily, the first virtual object is at least one of a virtual character, a virtual animal, a cartoon character, a virtual vehicle, and a virtual animal.
[0084] The first virtual object has a scattering type long-range shooting prop, and the scattering type long-range shooting prop shoots at least two virtual ammunitions at a time. Exemplarily, the scattering type long-range shooting prop includes at least one of a shotgun and a cluster bomb.
[0085] The virtual environment is a three-dimensional environment in which the first virtual object is located in the virtual world during the running of the application in the terminal. Optionally, in an embodiment of the present application, the virtual environment is observed through a camera model.
[0086] The shooting indicator is used to indicate at least one of a shooting direction and a shooting coverage range of the long-range shooting prop.
[0087] When the long-range shooting prop is a firearm, the shooting direction refers to the crosshairs of the firearm.
[0088] In the case where the long-range shooting prop is a shotgun, the shooting coverage refers to the coverage of the ammunition fired from the shotgun.
[0089] Step 702: In response to a shooting operation on a scattering type long-range shooting prop, control the first virtual object to use the long-range shooting prop to shoot at the second virtual object.
[0090] The shooting operation is used to control the first virtual object to shoot. Optionally, the shooting operation may be to press one or more preset physical buttons to shoot, or the shooting operation may be to perform the shooting operation by a signal generated by long pressing, clicking, double-clicking and / or sliding on a designated area of the touch screen. In a VR game, the shooting operation may be triggered by a user performing a specific action or inputting a specific voice.
[0091] The second virtual object is a virtual object other than the first virtual object in the virtual environment. The second virtual object can be in the same camp as the first virtual object, or in a different camp from the first virtual object.
[0092] Step 703: On the virtual environment screen, a hit feedback control having a two-dimensional shape is displayed based on the shooting coverage area indicator of the scattering type long-range shooting prop, and at least one of a first form of feedback point and a second form of feedback point is displayed in the hit feedback control.
[0093] The hit feedback control may be a transparent control on the virtual environment screen, or may be a non-transparent control on the virtual environment screen. The relationship between the hit feedback control and the shooting indicator of the remote prop includes at least one of the following: on the virtual environment screen, the hit feedback control having a two-dimensional shape is displayed with the shooting indicator of the remote shooting prop as the center; or, on the virtual environment screen, the hit feedback control having a two-dimensional shape is displayed around the shooting indicator of the remote shooting prop; or, on the virtual environment screen, the hit feedback control having a two-dimensional shape is displayed following the shooting indicator of the remote shooting prop.
[0094] The feedback points displayed in the hit feedback control correspond one-to-one to the virtual ammunition fired by the scattered long-range shooting props.
[0095] The first form of feedback points is used to indicate virtual ammunition fired by the scattering type long-range shooting prop that hits the second virtual object, and the second form of feedback points is used to indicate virtual ammunition fired by the scattering type long-range shooting prop that misses the second virtual object, and the first form and the second form are different. The form of the feedback point includes at least one of color, shape, and transparency. Exemplarily, the first form and the second form are different in that the transparency of the first form of feedback points is different from the transparency of the second form of feedback points. Exemplarily, Figure 5 As shown, when the virtual ammunition fired by the scattering type long-range shooting prop hits the second virtual object 503, the first form of feedback points are displayed in the transparent hit feedback control 502. When the virtual ammunition fired by the scattering type long-range shooting prop does not hit the second virtual object 503, the second form of feedback points are displayed in the transparent hit feedback control 502, wherein the transparency of the first form of feedback points is 0%, and the transparency of the second form of feedback points is 100%, then the first form of feedback points are visible feedback points in the hit feedback control 502, and the second form of feedback points are invisible feedback points in the hit feedback control 502.
[0096] Step 704: In response to the scattering type long-range shooting prop hitting the second virtual object, a hit feedback control is displayed on the virtual environment screen based on the shooting indicator of the scattering type long-range shooting prop, and at least one of the third form of feedback points and the fourth form of feedback points is displayed in the hit feedback control.
[0097] The feedback points displayed in the hit feedback control correspond one-to-one to the virtual ammunition fired by the scattered long-range shooting props.
[0098] The third form of the feedback point is used to indicate that the virtual ammunition shot by the scattering type long-range shooting prop hits the first part of the second virtual object, and the fourth form of the feedback point is used to indicate that the virtual ammunition shot by the scattering type long-range shooting prop hits the second part of the second virtual object. The third form is different from the fourth form, and the first part and the second part are different parts of the second virtual object. The form of the feedback point includes at least one of color, shape, and transparency.
[0099] For example, Figure 8 As shown, when the virtual ammunition shot by the scattering type long-range shooting prop hits the torso of the second virtual object, the third form of feedback points 801 are displayed in the shooting coverage area indicator 803. When the virtual ammunition shot by the scattering type long-range shooting prop hits the head of the second virtual object, the fourth form of feedback points 802 are displayed in the shooting coverage area indicator 803. Among them, the third form of feedback points 801 are white, and the fourth form of feedback points 802 are black.
[0100] Step 705: In response to the scattering type long-range shooting prop hitting the second virtual object, a hit feedback control having a two-dimensional shape is displayed on the virtual environment screen based on the shooting coverage area indicator of the scattering type long-range shooting prop, and at least one of the fifth form of feedback points and the sixth form of feedback points is displayed in the hit feedback control.
[0101] The feedback points displayed in the hit feedback control correspond one-to-one to the virtual ammunition fired by the scattered long-range shooting props.
[0102] The fifth form of the feedback point is used to indicate that the virtual ammunition fired by the scattering type long-range shooting prop hits the second virtual object at the first time, and the sixth form of the feedback point is used to indicate that the virtual ammunition fired by the scattering type long-range shooting prop hits the second virtual object at the second time. The fifth form is different from the sixth form, and the first time and the second time are different times. The form of the feedback point includes at least one of color, shape, and transparency.
[0103] Exemplarily, when the virtual ammunition fired by the scattering type long-range shooting prop hits the second virtual object at the first time, the fifth form of feedback points is displayed in the shooting coverage area indicator. When the virtual ammunition fired by the scattering type long-range shooting prop hits the second virtual object at the second time, the sixth form of feedback points is displayed in the shooting coverage area indicator. Among them, the fifth form of feedback points is star-shaped, and the sixth form of feedback points is circular.
[0104] Step 706: In response to the scattering type long-range shooting prop hitting the second virtual object, a hit feedback control having a two-dimensional shape is displayed on the virtual environment screen based on the shooting coverage area indicator of the scattering type long-range shooting prop, and at least one of the seventh form of feedback points and the eighth form of feedback points is displayed in the hit feedback control.
[0105] The feedback points displayed in the hit feedback control correspond to the virtual ammunition fired by the scattering type long-range shooting props one by one. The form of the feedback points includes at least one of color, shape and transparency.
[0106] The feedback point of the seventh form is used to indicate that the first type of virtual ammunition fired by the scatter-type long-range shooting prop hits the second virtual object. The feedback point of the eighth form is used to indicate that the first type of virtual ammunition fired by the scatter-type long-range shooting prop hits the second virtual object. The seventh form is different from the eighth form, and the first type and the second type are different types.
[0107] Exemplarily, when the common type of virtual ammunition fired by the scattering type long-range shooting prop hits the second virtual object, the seventh form of feedback points is displayed in the shooting coverage area indicator. When the armor-piercing type virtual ammunition fired by the scattering type long-range shooting prop hits the second virtual object, the eighth form of feedback points is displayed in the shooting coverage area indicator. Among them, the seventh form of feedback points is star-shaped, and the sixth form of feedback points is circular.
[0108] In an optional implementation, after the client receives a shooting operation, the client sends shooting information to the server; the server receives the shooting information and calculates the shooting result based on the shooting information; the server sends the shooting result to the client; and the client displays a shooting feedback control on the virtual environment interface based on the shooting result.
[0109] In summary, this embodiment will control the first virtual object to use a long-range shooting prop to shoot the second virtual object, and then display shooting feedback information based on the shooting coverage area indicator on the virtual environment interface. A method for viewing shooting feedback information is provided for the user, and the shooting feedback information is directly displayed based on the shooting coverage area indicator, rather than displaying the hit special effect on the second virtual object in the virtual environment. Even if the second virtual object is far away from the first virtual object, or the second virtual object hides behind an obstacle, the user controlling the first virtual object can still view the hit feedback information in the hit feedback control, which is convenient for the user to directly view the hit feedback information.
[0110] Moreover, this embodiment will display feedback points of corresponding shapes in the shooting coverage area indicator according to whether the virtual ammunition hits the second virtual object, the type of the virtual ammunition, the hit position of the virtual ammunition and the hit time of the virtual ammunition, so that the user can determine the specific hit feedback information according to the shape of the feedback point, thereby improving the user's viewing efficiency.
[0111] For the embodiment in which the second virtual object is in an invincible state:
[0112] In the related art, when a virtual object is resurrected, it will be in an invincible state for a few seconds, and the virtual object in the invincible state will not be harmed. Fig. 9 As shown, virtual objects 901 and 902 are in an invincible state, while virtual objects 903 and 904 are not in an invincible state. When virtual objects 901, 902, 903, and 904 are mixed together, it is difficult for the user to recognize that virtual objects 901 and 902 are in an invincible state. Therefore, the embodiment of the present application will display hit feedback information to prompt the user to hit the virtual object in an invincible state.
[0113] Fig.10FIG. 1 is a flow chart showing an information display method provided by an embodiment of the present application. Figure 1 The first terminal 120 or the second terminal 160 shown is executed, and the method includes the following steps:
[0114] Step 1001: Display a virtual environment screen and a shooting indicator of a first virtual object.
[0115] The first virtual object refers to a main control object of the user in the virtual environment. Exemplarily, the first virtual object is at least one of a virtual character, a virtual animal, a cartoon character, a virtual vehicle, and a virtual animal.
[0116] The first virtual object has a scattering type long-range shooting prop, and the scattering type long-range shooting prop shoots at least two virtual ammunitions at a time. Exemplarily, the scattering type long-range shooting prop includes at least one of a shotgun and a cluster bomb.
[0117] The virtual environment is a three-dimensional environment in which the first virtual object is located in the virtual world during the running of the application in the terminal. Optionally, in an embodiment of the present application, the virtual environment is observed through a camera model.
[0118] The shooting indicator is used to indicate at least one of a shooting direction and a shooting coverage range of the long-range shooting prop.
[0119] Step 1002: In response to a shooting operation on a long-range shooting prop, controlling a first virtual object to shoot a second virtual object using the long-range shooting prop.
[0120] The shooting operation is used to control the first virtual object to shoot. Optionally, the shooting operation may be to press one or more preset physical buttons to shoot, or the shooting operation may be to perform the shooting operation by a signal generated by long pressing, clicking, double-clicking and / or sliding on a designated area of the touch screen. In a VR game, the shooting operation may be triggered by a user performing a specific action or inputting a specific voice.
[0121] The second virtual object is a virtual object other than the first virtual object in the virtual environment. The second virtual object can be in the same camp as the first virtual object, or in a different camp from the first virtual object.
[0122] Step 1003: On the virtual environment screen, a hit feedback control is displayed based on the shooting indicator of the long-range shooting prop.
[0123] The hit feedback control may be a transparent control on the virtual environment screen, or may be a non-transparent control on the virtual environment screen. The relationship between the hit feedback control and the shooting indicator of the remote prop includes at least one of the following: on the virtual environment screen, the hit feedback control having a two-dimensional shape is displayed with the shooting indicator of the remote shooting prop as the center; or, on the virtual environment screen, the hit feedback control having a two-dimensional shape is displayed around the shooting indicator of the remote shooting prop; or, on the virtual environment screen, the hit feedback control having a two-dimensional shape is displayed following the shooting indicator of the remote shooting prop.
[0124] Step 1004: In response to the long-range shooting prop hitting the second virtual object and the second virtual object being in an invincible state, displaying a feedback mark in the hit feedback control.
[0125] The invincible state is used to indicate that the damage received by the second virtual object is invalid. Optionally, the second virtual object is in the invincible state after being resurrected. Alternatively, after the second virtual object uses an invincible item, the second virtual object is in the invincible state. Alternatively, after the second virtual object uses an invincible skill, the second virtual object is in the invincible state.
[0126] For example, Fig.11 As shown, the second virtual object 1101 is in an invincible state. After the second virtual object 1101 is hit by a long-range shooting prop, a feedback mark 1102 is displayed in the hit feedback control.
[0127] In another optional implementation of the present application, in response to the long-range shooting prop hitting the second virtual object and the second virtual object is in an invincible state, a first feedback mark is displayed in the hit feedback control; in response to the long-range shooting prop hitting the second virtual object and the second virtual object is in a non-invincible state, a second feedback mark is displayed in the hit feedback control. The first feedback mark and the second feedback mark are marks of different forms. Exemplarily, the first feedback mark is a red mark, and the second feedback mark is a green mark.
[0128] In summary, this embodiment controls the first virtual object to use the long-range shooting prop to shoot the second virtual object, and displays the shooting feedback information based on the shooting coverage area indicator on the virtual environment interface. A method for viewing the shooting feedback information is provided for the user, and the shooting feedback information is directly displayed based on the shooting coverage area indicator, which is convenient for the user to view the shooting feedback information and improves the viewing efficiency of the user.
[0129] Moreover, this embodiment will display a feedback mark after hitting the second virtual object in the invincible state, so that the user can determine the state of the second virtual object according to the feedback mark, thereby improving the user's viewing efficiency.
[0130] An embodiment of whether the scattering type long-range shooting prop hits the second virtual object:
[0131] Fig.12 FIG. 1 is a flow chart showing an information display method provided by an embodiment of the present application. Figure 1 The first terminal 120 or the second terminal 160 shown is executed, and the method includes the following steps:
[0132] Step 1201: Display a virtual environment screen and a shooting indicator of a first virtual object.
[0133] The first virtual object refers to a main control object of the user in the virtual environment. Exemplarily, the first virtual object is at least one of a virtual character, a virtual animal, a cartoon character, a virtual vehicle, and a virtual animal.
[0134] The first virtual object has a scattering type long-range shooting prop, and the scattering type long-range shooting prop shoots at least two virtual ammunitions at a time. Exemplarily, the scattering type long-range shooting prop includes at least one of a shotgun and a cluster bomb.
[0135] The virtual environment is a three-dimensional environment in which the first virtual object is located in the virtual world during the running of the application in the terminal. Optionally, in an embodiment of the present application, the virtual environment is observed through a camera model.
[0136] The shooting indicator is used to indicate at least one of a shooting direction and a shooting coverage range of the long-range shooting prop.
[0137] Step 1202: In response to a shooting operation on a scattering type long-range shooting prop, control the first virtual object to shoot at the second virtual object using the scattering type long-range shooting prop.
[0138] The shooting operation is used to control the first virtual object to shoot. Optionally, the shooting operation may be to press one or more preset physical buttons to shoot, or the shooting operation may be to perform the shooting operation by a signal generated by long pressing, clicking, double-clicking and / or sliding on a designated area of the touch screen. In a VR game, the shooting operation may be triggered by a user performing a specific action or inputting a specific voice.
[0139] The second virtual object is a virtual object other than the first virtual object in the virtual environment. The second virtual object can be in the same camp as the first virtual object, or in a different camp from the first virtual object.
[0140] Step 1203: Determine whether the virtual ammunition fired by the scattering type long-range shooting prop hits the second virtual object.
[0141] If the virtual ammunition fired by the scattering type long-range shooting prop hits the second virtual object, step 1204 is executed;
[0142] If the virtual ammunition fired by the scattering type long-range shooting prop does not hit the second virtual object, step 1205 is executed.
[0143] Step 1204: Displaying a feedback point of the first form in the hit feedback control.
[0144] The feedback points displayed in the hit feedback control correspond one-to-one to the virtual ammunition fired by the scattered long-range shooting props.
[0145] The form of the feedback point includes at least one of color, shape and transparency.
[0146] Step 1205: Displaying a feedback point of a second form in the hit feedback control.
[0147] The second form is different from the first form. For example, after the virtual ammunition fired by the scattering type long-range shooting prop hits the second virtual object, a circular feedback point is displayed in the hit feedback control. After the virtual ammunition fired by the scattering type long-range shooting prop misses the second virtual object, a square feedback point is displayed in the hit feedback control.
[0148] In summary, in this embodiment, when the scattering type long-range shooting prop hits the second virtual object, the first form of feedback points will be displayed, and when the second virtual object is not hit, the second form of feedback points will be displayed, so that the user can determine whether the scattering type long-range shooting prop hits the second virtual object according to the form of the feedback points.
[0149] An embodiment of whether the scattering type long-range shooting prop hits the first part of the second virtual object:
[0150] Fig.13 FIG. 1 is a flow chart showing an information display method provided by an embodiment of the present application. Figure 1 The first terminal 120 or the second terminal 160 shown is executed, and the method includes the following steps:
[0151] Step 1301: Display a virtual environment screen and a shooting indicator of a first virtual object.
[0152] The first virtual object refers to a main control object of the user in the virtual environment. Exemplarily, the first virtual object is at least one of a virtual character, a virtual animal, a cartoon character, a virtual vehicle, and a virtual animal.
[0153] The first virtual object has a scattering type long-range shooting prop, and the scattering type long-range shooting prop shoots at least two virtual ammunitions at a time. Exemplarily, the scattering type long-range shooting prop includes at least one of a shotgun and a cluster bomb.
[0154] The virtual environment is a three-dimensional environment in which the first virtual object is located in the virtual world during the running of the application in the terminal. Optionally, in an embodiment of the present application, the virtual environment is observed through a camera model.
[0155] The shooting indicator is used to indicate at least one of a shooting direction and a shooting coverage range of the long-range shooting prop.
[0156] Step 1302: In response to a shooting operation on a scattering type long-range shooting prop, control the first virtual object to use the scattering type long-range shooting prop to shoot at the second virtual object.
[0157] The shooting operation is used to control the first virtual object to shoot. Optionally, the shooting operation may be to press one or more preset physical buttons to shoot, or the shooting operation may be to perform the shooting operation by a signal generated by long pressing, clicking, double-clicking and / or sliding on a designated area of the touch screen. In a VR game, the shooting operation may be triggered by a user performing a specific action or inputting a specific voice.
[0158] The second virtual object is a virtual object other than the first virtual object in the virtual environment. The second virtual object can be in the same camp as the first virtual object, or in a different camp from the first virtual object.
[0159] Step 1303: Determine whether the virtual ammunition shot by the scattering type long-range shooting prop hits the first part of the second virtual object.
[0160] If the virtual ammunition fired by the scattering type long-range shooting prop hits the first part of the second virtual object, step 1304 is executed;
[0161] If the virtual ammunition shot by the scattering type long-range shooting prop does not hit the first part of the second virtual object, step 1305 is executed.
[0162] Exemplarily, the first part is the head of the second virtual object, and the second part is the part of the second virtual object other than the head.
[0163] Step 1304: Displaying a feedback point of a third form in the hit feedback control.
[0164] The feedback points displayed in the hit feedback control correspond one-to-one to the virtual ammunition fired by the scattered long-range shooting props.
[0165] The form of the feedback point includes at least one of color, shape and transparency.
[0166] Step 1305: Displaying a feedback point of the fourth form in the hit feedback control.
[0167] The third form is different from the fourth form. For example, after the virtual ammunition fired by the scatter-type long-range shooting prop hits the head of the second virtual object, a red feedback point is displayed in the hit feedback control. After the virtual ammunition fired by the scatter-type long-range shooting prop hits the second part of the second virtual object, a black feedback point is displayed in the hit feedback control.
[0168] In summary, in this embodiment, when the scattering type long-range shooting prop hits the first part of the second virtual object, the third form of feedback points will be displayed, and when the scattering type long-range shooting prop does not hit the first part of the second virtual object, the fourth form of feedback points will be displayed. It is convenient for the user to determine the position where the scattering type long-range shooting prop hits the second virtual object according to the form of the feedback point.
[0169] In the following embodiment, a method for implementing a scattering type long-range shooting prop is provided, wherein the method enables the scattering type long-range shooting prop to shoot at least two virtual ammunitions in a single shot.
[0170] Fig.14 FIG. 1 is a flow chart of a method for determining the shooting direction of a long-range shooting prop provided by an embodiment of the present application. Figure 1 The first terminal 120 or the second terminal 160 or the server cluster 140 shown is executed, and the method includes the following steps:
[0171] Step 1401: Determine the inner circle and outer circle corresponding to the long-range shooting prop.
[0172] The inner circle and the outer circle are located in a plane perpendicular to the shooting direction, and the plane has the shooting point of the long-range shooting prop. Fig.15 As shown, the inner circle and the outer circle are located in a plane 1502 which is perpendicular to a shooting direction 1504 of the long-range shooting prop 1501, and a shooting point 1503 of the long-range shooting prop 1501 is located on the plane.
[0173] Step 1402: Randomly generate a first ejection position within the inner circle.
[0174] Exemplarily, a position is randomly generated in the inner circle, and the algorithm is as follows: Random.insideUnitCircle*m_ShotSpreadSize, where Random.insideUnitCircle is a randomly generated value of an angle, and then multiplied by the radius ShotSpreadSize, the first shooting position of the inner circle can be obtained.
[0175] For example, Fig.16 As shown, a first ejection position 1603 , a first ejection position 1604 , and a first ejection position 1605 are randomly generated within the inner circle 1601 .
[0176] Step 1403: Generate a second ejection position at any time within the circular ring formed by the inner circle and the outer circle.
[0177] Exemplarily, the second shooting position is generated at any time within the circular ring formed by the inner circle and the outer circle, and the algorithm is as follows: The first step is to calculate the random distance, which refers to the distance from the shooting position to the shooting point. The specific steps are as follows: Random.Range(m_MinShotSpreadSize, m_MaxShotSpreadSize), where Random.Range(m_MinShotSpreadSize, m_MaxShotSpreadSize) means taking a random value between m_MinShotSpreadSize and m_MaxShotSpreadSize, m_MinShotSpreadSize means that the random distance is greater than the inner circle radius, and m_MaxShotSpreadSize means that the random distance is less than the outer circle radius. Therefore, the obtained random distance is a random value between the inner circle radius and the outer circle radius. The second step is to calculate the random angle. The specific steps are as follows: Set the random starting angle StartAngle = Random.Range (0, 360), where Random.Range (0, 360) means that the inspiration angle is a random value between 0 and 360 degrees, so the starting angle ranges from 0 to 360 degrees. Then calculate the specific random angle, angle = Random.Range (0, m_AngleUncertainty) + StartAngle, where AngleUncertainty is a pre-configured angle value. Therefore, the distance from the second shooting position to the shooting point is Random.Range, and the angle between the straight line formed by the second shooting position and the shooting point and the baseline is angle.
[0178] In an optional implementation, for the convenience of calculation, the basic shooting angle is randomly determined as a; the angle of the second shooting position is a+k*360 / n, where n is a positive integer and k is an integer greater than 0 and less than n+1. For example, n is 6, and assuming that the basic shooting angle is 78, then the angle of one of the second shooting positions is 78+60=138, and the angle of one of the second shooting positions is a random value of 78+120=198.
[0179] For example, Fig.16 As shown, a second ejection position 1606 , a second ejection position 1607 , a second ejection position 1608 , and a second ejection position 1609 are randomly generated within the circular ring formed by the inner circle 1601 and the outer circle 1602 .
[0180] Step 1404: taking a first direction from the preset point of the long-range shooting prop to the first shooting position and a second direction from the preset point of the long-range shooting prop to the second shooting position as the shooting directions of the virtual ammunition shot by the long-range shooting prop.
[0181] For example, Fig.15 As shown, a first direction 1506 is taken from the preset point 1505 of the long-range shooting prop 1501 to the first shooting position, and a second direction 1507 is taken from the preset point 1505 of the long-range shooting prop 1501 to the second shooting position.
[0182] Exemplarily, the procedure for determining the ejection direction is as follows:
[0183] float rad angle*(Mathf.PI*2 / 360); / / Calculate the radian of the ejection position
[0184] float x = r * Mathf.Cos (rad); / / Calculate the coordinate of the ejection position in the x direction
[0185] float y = r * Mathf.Sin (rad); / Calculate the coordinate of the ejection position in the y direction
[0186] m_ShotSpeard = new Vector2(x,y); / / Calculate the shooting direction
[0187] In summary, this embodiment provides a method for calculating the shooting direction of a long-range shooting prop, which enables the long-range shooting prop to shoot at least two virtual ammunitions in a single shot.
[0188] Fig.17 FIG. 1 is a flow chart showing an information display method provided by an embodiment of the present application. Figure 1 The first terminal 120 or the second terminal 160 shown is executed, and the method includes the following steps:
[0189] Step 1701: The process starts.
[0190] Step 1702: Control the first virtual object to equip a shotgun.
[0191] Shotguns fire at least two rounds of ammunition per shot.
[0192] Step 1703: Determine whether the second virtual object is hit.
[0193] If the second virtual object is hit, execute step 1704;
[0194] If the second virtual object is not hit, return to step 1702.
[0195] Step 1704: Determine whether the second virtual object is in an invincible state.
[0196] If the second virtual object is in an invincible state, execute step 1706;
[0197] If the second virtual object is not in the invincible state, execute step 1707 .
[0198] The invincible state is used to indicate that the damage to the second virtual object is invalid. Exemplarily, when the second virtual object is attacked and the second virtual object is not in the invincible state, the second virtual object will be damaged. When the second virtual object is attacked and the second virtual object is in the invincible state, the damage to the second virtual object will be zero.
[0199] Optionally, the second virtual object is in an invincible state after being resurrected. Alternatively, the second virtual object is in an invincible state after using an invincible item. Alternatively, the second virtual object is in an invincible state after using an invincible skill.
[0200] Step 1705: Determine the hit position of the second virtual object.
[0201] The hit position of the second virtual object includes at least one of the head, arms, legs, and body.
[0202] Step 1706: Display the feedback mark in the hit feedback control.
[0203] In another optional implementation of the present application, in response to the long-range shooting prop hitting the second virtual object and the second virtual object is in an invincible state, a first feedback mark is displayed in the hit feedback control; in response to the long-range shooting prop hitting the second virtual object and the second virtual object is in a non-invincible state, a second feedback mark is displayed in the hit feedback control. The first feedback mark and the second feedback mark are marks of different forms. Exemplarily, the first feedback mark is a red mark, and the second feedback mark is a green mark.
[0204] Step 1707: Determine whether the hit position is the head position of the second virtual object.
[0205] If the hit position is the head position of the second virtual object, execute step 1708;
[0206] If the hit position is not the head position of the second virtual object, execute step 1709.
[0207] Step 1708: Display the feedback point of the third form in the hit feedback control.
[0208] The third form of feedback point is used to indicate the position where the virtual ammunition fired by the scattering long-range shooting prop hits the head of the second virtual object. Exemplarily, the third form of feedback point is indicated by red.
[0209] Step 1709: Display the feedback point of the fourth form in the hit feedback control.
[0210] The third form of feedback points is used to indicate that the virtual ammunition fired by the scattering-type long-range shooting prop hits the position of the second virtual object other than the head position.
[0211] Step 1710: Calculate the damage caused by the shotgun.
[0212] Optionally, the damage caused by the shotgun is related to the number of virtual ammunitions that hit the second virtual object. For example, if one virtual ammunition hits the second virtual object, 80 points of damage are caused. If two virtual ammunitions hit the second virtual object, 160 points of damage are caused.
[0213] Optionally, the damage caused by the shotgun is related to the hit position of the second virtual object. For example, if the virtual ammunition hits the head position of the second virtual object, 160 points of damage are caused. If the virtual ammunition hits the body position of the second virtual object, 80 points of damage are caused.
[0214] Step 1711: Determine whether the damage is greater than the health value of the second virtual object.
[0215] If the damage is greater than the health value of the second virtual object, step 1712 is executed.
[0216] Step 1712: The second virtual object is killed.
[0217] Optionally, after the second virtual object dies, the second virtual object is resurrected after a preset time. Alternatively, after the second virtual object dies, in response to the second virtual object using a resurrection item, the second virtual object is resurrected. Alternatively, after the second virtual object dies, in response to the second virtual object using a resurrection skill, the second virtual object is resurrected.
[0218] Step 1713: The process ends.
[0219] In summary, this embodiment controls the first virtual object to use the long-range shooting prop to shoot the second virtual object, and displays the shooting feedback information based on the shooting coverage area indicator on the virtual environment interface. A method for viewing the shooting feedback information is provided for the user, and the shooting feedback information is directly displayed based on the shooting coverage area indicator, which is convenient for the user to view the shooting feedback information and improves the viewing efficiency of the user.
[0220] The following is an embodiment of the device of the present application. For details not described in detail in the embodiment of the device, reference can be made to the corresponding records in the above method embodiment, and they will not be repeated herein.
[0221] Fig.18 The schematic diagram of the structure of an information display device provided by an exemplary embodiment of the present application is shown. The device can be implemented as all or part of a computer device through software, hardware, or a combination of both. The device 1800 includes:
[0222] A display module 1801 is used to display a virtual environment screen and a shooting indicator of a first virtual object, wherein the first virtual object has a long-range shooting prop, and the shooting indicator is used to indicate at least one of a shooting direction and a shooting coverage range of the long-range shooting prop;
[0223] A control module 1802 is used for controlling the first virtual object to shoot the second virtual object using the remote shooting prop in response to a shooting operation on the remote shooting prop;
[0224] The display module 1801 is further used to display a hit feedback control based on the shooting indicator of the long-range shooting prop on the virtual environment screen, and the hit feedback control is used to indicate the shooting feedback information of the second virtual object.
[0225] In an optional embodiment of the present application, the shooting indicator includes a shooting coverage area indicator or a crosshair; the display module 1801 is also used to display the hit feedback control having a two-dimensional shape on the virtual environment screen, with the shooting coverage area indicator of the long-range shooting prop as a reference, and the shooting coverage area indicator refers to the coverage range of the virtual ammunition fired by the long-range shooting prop within the virtual environment; or, on the virtual environment screen, with the crosshair of the long-range shooting prop as a reference, display the hit feedback control having a two-dimensional shape.
[0226] In an optional embodiment of the present application, the long-range shooting prop is a scattering type long-range shooting prop; the display module 1801 is also used to display the hit feedback control having a two-dimensional shape on the virtual environment screen, with the shooting coverage area indicator of the scattering type long-range shooting prop as a reference, and the hit feedback control displays at least one of a first form of feedback points and a second form of feedback points; wherein the feedback points displayed in the hit feedback control correspond one-to-one to the virtual ammunition fired by the scattering type long-range shooting prop, the first form of feedback points are used to indicate the virtual ammunition fired by the scattering type long-range shooting prop that hits the second virtual object, and the second form of feedback points are used to indicate the virtual ammunition fired by the scattering type long-range shooting prop that does not hit the second virtual object, and the first form and the second form are different.
[0227] In an optional embodiment of the present application, the long-range shooting prop is a scattering type long-range shooting prop; the display module 1801 is also used to display a hit feedback control based on the shooting indicator of the scattering type long-range shooting prop on the virtual environment screen in response to the scattering type long-range shooting prop hitting the second virtual object, and the hit feedback control displays at least one of a third form of feedback points and a fourth form of feedback points; wherein the feedback points displayed in the hit feedback control correspond one-to-one to the virtual ammunition fired by the scattering type long-range shooting prop, the third form of feedback points is used to indicate that the virtual ammunition fired by the scattering type long-range shooting prop hits a first part of the second virtual object, and the fourth form of feedback points is used to indicate that the virtual ammunition fired by the scattering type long-range shooting prop hits a second part of the second virtual object, the third form is different from the fourth form, and the first part and the second part are different parts of the second virtual object.
[0228] In an optional embodiment of the present application, the long-range shooting prop is a scattering type long-range shooting prop; the display module 1801 is also used to display the hit feedback control having a two-dimensional shape on the virtual environment screen in response to the scattering type long-range shooting prop hitting the second virtual object, based on the shooting coverage area indicator of the scattering type long-range shooting prop, and at least one of the fifth form of feedback points and the sixth form of feedback points is displayed in the hit feedback control; wherein the feedback points displayed in the hit feedback control correspond one-to-one to the virtual ammunition fired by the scattering type long-range shooting prop, the fifth form of feedback points is used to indicate that the virtual ammunition fired by the scattering type long-range shooting prop hits the second virtual object at the first time, and the sixth form of feedback points is used to indicate that the virtual ammunition fired by the scattering type long-range shooting prop hits the second virtual object at the second time, the fifth form and the sixth form are different, and the first time and the second time are different times.
[0229] In an optional embodiment of the present application, the long-range shooting prop is a scattering type long-range shooting prop; the display module 1801 is also used to display the hit feedback control having a two-dimensional shape on the virtual environment screen in response to the scattering type long-range shooting prop hitting the second virtual object, based on the shooting coverage area indicator of the scattering type long-range shooting prop, and at least one of the seventh form of feedback points and the eighth form of feedback points is displayed in the hit feedback control; wherein the feedback points displayed in the hit feedback control correspond one-to-one to the virtual ammunition fired by the scattering type long-range shooting prop, the seventh form of feedback points is used to indicate that the first type of virtual ammunition fired by the scattering type long-range shooting prop hits the second virtual object, and the eighth form of feedback points is used to indicate that the first type of virtual ammunition fired by the scattering type long-range shooting prop hits the second virtual object, the seventh form and the eighth form are different, and the first type and the second type are different types.
[0230] In an optional implementation of the present application, the display module 1801 is also used to display a feedback mark in the hit feedback control in response to the long-range shooting prop hitting the second virtual object and the second virtual object is in an invincible state, and the invincible state is used to indicate that the damage suffered by the second virtual object is invalid.
[0231] In an optional embodiment of the present application, the display module 1801 is also used to display the hit feedback control having a two-dimensional shape on the virtual environment screen, with the shooting indicator of the long-range shooting prop as the center; or, on the virtual environment screen, surrounding the shooting indicator of the long-range shooting prop, display the hit feedback control having a two-dimensional shape; or, on the virtual environment screen, following the shooting indicator of the long-range shooting prop, display the hit feedback control having a two-dimensional shape.
[0232] In an optional implementation of the present application, the device further includes a calculation module 1803;
[0233] The calculation module 1803 is used to determine the inner circle and the outer circle corresponding to the long-range shooting prop, wherein the inner circle and the outer circle are located in a plane perpendicular to the shooting direction, and the shooting point of the long-range shooting prop is on the plane; randomly generate a first shooting position in the inner circle; generate a second shooting position at any time in the ring formed by the inner circle and the outer circle; and take a first direction from the shooting point of the long-range shooting prop to the first shooting position and a second direction from the shooting point of the long-range shooting prop to the second shooting position as the shooting direction of the virtual ammunition shot by the long-range shooting prop.
[0234] In an optional embodiment of the present application, the virtual environment includes a virtual obstacle, and a collision box is arranged on the virtual obstacle; the calculation module 1803 is further used to emit a detection ray with the muzzle position of the long-range shooting prop as the ray starting point and the shooting direction of the virtual ammunition fired by the long-range shooting prop as the ray direction; in response to the detection ray and the collision box generating an intersection, a bullet hole special effect corresponding to the intersection is displayed on the virtual obstacle.
[0235] In summary, this embodiment will control the first virtual object to use a long-range shooting prop to shoot the second virtual object, and then display shooting feedback information based on the shooting coverage area indicator on the virtual environment interface. A method for viewing shooting feedback information is provided for the user, and the shooting feedback information is directly displayed based on the shooting coverage area indicator, rather than displaying the hit special effect on the second virtual object in the virtual environment. Even if the second virtual object is far away from the first virtual object, or the second virtual object hides behind an obstacle, the user controlling the first virtual object can still view the hit feedback information in the hit feedback control, which is convenient for the user to directly view the hit feedback information.
[0236] Fig.191 is a schematic diagram of the structure of a computer device according to an exemplary embodiment. The computer device 1900 includes a central processing unit (CPU) 1901, a system memory 1904 including a random access memory (RAM) 1902 and a read-only memory (ROM) 1903, and a system bus 1905 connecting the system memory 1904 and the central processing unit 1901. The computer device 1900 also includes a basic input / output system (I / O system) 1906 for helping to transmit information between various devices in the computer device, and a large-capacity storage device 1907 for storing an operating system 1913, an application program 1914 and other program modules 1915.
[0237] The basic input / output system 1906 includes a display 1908 for displaying information and an input device 1909 such as a mouse and a keyboard for user inputting information. The display 1908 and the input device 1909 are connected to the central processing unit 1901 through an input / output controller 1910 connected to the system bus 1905. The basic input / output system 1906 may also include an input / output controller 1910 for receiving and processing inputs from a plurality of other devices such as a keyboard, a mouse, or an electronic stylus. Similarly, the input / output controller 1910 also provides output to a display screen, a printer, or other types of output devices.
[0238] The mass storage device 1907 is connected to the central processing unit 1901 through a mass storage controller (not shown) connected to the system bus 1905. The mass storage device 1907 and its associated computer device readable medium provide non-volatile storage for the computer device 1900. That is, the mass storage device 1907 may include a computer device readable medium (not shown) such as a hard disk or a compact disc read-only memory (CD-ROM) drive.
[0239] Without loss of generality, the computer device readable medium may include computer device storage media and communication media. Computer device storage media include volatile and non-volatile, removable and non-removable media implemented by any method or technology for storing information such as computer device readable instructions, data structures, program modules or other data. Computer device storage media include RAM, ROM, Erasable Programmable Read Only Memory (EPROM), Electrically Erasable Programmable Read-Only Memory (EEPROM), CD-ROM, Digital Video Disc (DVD) or other optical storage, cassette, tape, disk storage or other magnetic storage devices. Of course, those skilled in the art will know that the computer device storage medium is not limited to the above. The above-mentioned system memory 1904 and mass storage device 1907 can be collectively referred to as memory.
[0240] According to various embodiments of the present disclosure, the computer device 1900 can also be connected to a remote computer device on a network through a network such as the Internet. That is, the computer device 1900 can be connected to the network 1911 through a network interface unit 1912 connected to the system bus 1905, or the network interface unit 1912 can be used to connect to other types of networks or remote computer device systems (not shown).
[0241] The memory also includes one or more programs, which are stored in the memory. The central processing unit 1901 implements all or part of the steps of the above-mentioned information display method by executing the one or more programs.
[0242] In an exemplary embodiment, a computer-readable storage medium is also provided, in which at least one instruction, at least one program, a code set or an instruction set is stored. The at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by a processor to implement the information display method provided by the above-mentioned method embodiments.
[0243] The present application also provides a computer-readable storage medium, in which at least one instruction, at least one program, a code set or an instruction set is stored. The at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by the processor to implement the information display method provided by the above method embodiment.
[0244] The present application also provides a computer program product or a computer program, the computer program product or the computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the information display method provided in the above embodiment.
[0245] The serial numbers of the above-mentioned embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.
[0246] A person skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware or by instructing related hardware through a program, and the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a disk or an optical disk, etc.
[0247] The above description is only an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.
Claims
1. An information display method, characterized in that: The method comprises: Displaying a virtual environment screen and a shooting indicator of a first virtual object, wherein the first virtual object has a long-range shooting prop, and the shooting indicator is used to indicate at least one of a shooting direction and a shooting coverage range of the long-range shooting prop; In response to a shooting operation on the long-range shooting prop, controlling the first virtual object to use the long-range shooting prop to shoot at the second virtual object; In the case where the shooting indicator includes a shooting coverage area indicator, a hit feedback control having a two-dimensional shape is displayed on the virtual environment screen with the shooting coverage area indicator of the remote shooting prop as a reference, wherein the shooting coverage area indicator is used to indicate the coverage range of the virtual ammunition fired by the remote shooting prop within the virtual environment, and the hit feedback control includes feedback points, wherein the feedback points correspond to the virtual ammunition fired by the remote shooting prop, and the shape of the feedback points is used to indicate shooting feedback information on the second virtual object, and the shooting feedback information includes at least one of the hit position of the remote shooting prop, the hit time of the remote shooting prop, the type of virtual ammunition that hits the second virtual object, and the type of the second virtual object.
2. The method according to claim 1, characterized in that The method further comprises: In the case where the shooting indicator includes a crosshair, the hit feedback control having a two-dimensional shape is displayed on the virtual environment screen with the crosshair of the long-range shooting prop as a reference.
3. The method according to claim 1, characterized in that The long-range shooting prop is a scattering long-range shooting prop; The hit feedback control having a two-dimensional shape is displayed on the virtual environment screen based on the shooting coverage area indicator of the long-range shooting prop, including: On the virtual environment screen, the hit feedback control having a two-dimensional shape is displayed based on the shooting coverage area indicator of the scattering type long-range shooting prop, and at least one of a first form of feedback point and a second form of feedback point is displayed in the hit feedback control; Among them, the feedback points displayed in the hit feedback control correspond one-to-one to the virtual ammunition fired by the scattering type long-range shooting prop, the first form of feedback points are used to represent the virtual ammunition fired by the scattering type long-range shooting prop that hits the second virtual object, and the second form of feedback points are used to represent the virtual ammunition fired by the scattering type long-range shooting prop that does not hit the second virtual object, and the first form and the second form are different.
4. The method according to claim 1, characterized in that The long-range shooting prop is a scattering long-range shooting prop; The hit feedback control having a two-dimensional shape is displayed on the virtual environment screen based on the shooting coverage area indicator of the long-range shooting prop, including: In response to the scattering type long-range shooting prop hitting the second virtual object, on the virtual environment screen, the hit feedback control having a two-dimensional shape is displayed based on the shooting coverage area indicator of the scattering type long-range shooting prop, and at least one of the third form of feedback points and the fourth form of feedback points is displayed in the hit feedback control; Among them, the feedback points displayed in the hit feedback control correspond one-to-one to the virtual ammunition fired by the scattering type long-range shooting prop, the feedback points in the third form are used to indicate that the virtual ammunition fired by the scattering type long-range shooting prop hits the first part of the second virtual object, and the feedback points in the fourth form are used to indicate that the virtual ammunition fired by the scattering type long-range shooting prop hits the second part of the second virtual object. The third form is different from the fourth form, and the first part and the second part are different parts of the second virtual object.
5. The method according to claim 1, characterized in that The long-range shooting prop is a scattering long-range shooting prop; The hit feedback control having a two-dimensional shape is displayed on the virtual environment screen based on the shooting coverage area indicator of the long-range shooting prop, including: In response to the scattering type long-range shooting prop hitting the second virtual object, on the virtual environment screen, the hit feedback control having a two-dimensional shape is displayed with the shooting coverage area indicator of the scattering type long-range shooting prop as a reference, and at least one of the fifth form of feedback points and the sixth form of feedback points is displayed in the hit feedback control; Among them, the feedback points displayed in the hit feedback control correspond one to one with the virtual ammunition fired by the scattering type long-range shooting prop, the fifth form of feedback points is used to indicate that the virtual ammunition fired by the scattering type long-range shooting prop hits the second virtual object at the first time, and the sixth form of feedback points is used to indicate that the virtual ammunition fired by the scattering type long-range shooting prop hits the second virtual object at the second time. The fifth form is different from the sixth form, and the first time and the second time are different times.
6. The method according to claim 1, characterized in that The long-range shooting prop is a scattering long-range shooting prop; The hit feedback control having a two-dimensional shape is displayed on the virtual environment screen based on the shooting coverage area indicator of the long-range shooting prop, including: In response to the scattering type long-range shooting prop hitting the second virtual object, on the virtual environment screen, the hit feedback control having a two-dimensional shape is displayed with the shooting coverage area indicator of the scattering type long-range shooting prop as a reference, and at least one of the seventh form of feedback points and the eighth form of feedback points is displayed in the hit feedback control; Among them, the feedback points displayed in the hit feedback control correspond one to one to the virtual ammunition fired by the scattering-type long-range shooting prop, the seventh form of feedback points is used to indicate that the first type of virtual ammunition fired by the scattering-type long-range shooting prop hits the second virtual object, and the eighth form of feedback points is used to indicate that the second type of virtual ammunition fired by the scattering-type long-range shooting prop hits the second virtual object. The seventh form is different from the eighth form, and the first type and the second type are different types.
7. The method according to any one of claims 1 to 6, characterized in that: The method further comprises: In response to the long-range shooting prop hitting the second virtual object and the second virtual object being in an invincible state, a feedback mark is displayed in the hit feedback control, and the invincible state is used to indicate that the damage suffered by the second virtual object is invalid.
8. The method according to claim 1, characterized in that The hit feedback control having a two-dimensional shape is displayed on the virtual environment screen based on the shooting coverage area indicator of the long-range shooting prop, including: On the virtual environment screen, the hit feedback control having a two-dimensional shape is displayed with the shooting coverage area indicator of the long-range shooting prop as the center; Or, on the virtual environment screen, the hit feedback control having a two-dimensional shape is displayed around the shooting coverage area indicator of the long-range shooting prop; Or, on the virtual environment screen, the hit feedback control having a two-dimensional shape is displayed following the shooting coverage area indicator of the long-range shooting prop.
9. The method according to claim 2, characterized in that: The hit feedback control having a two-dimensional shape is displayed on the virtual environment screen based on the crosshairs of the long-range shooting prop, including: On the virtual environment screen, the hit feedback control having a two-dimensional shape is displayed with the crosshair of the long-range shooting prop as the center; Or, on the virtual environment screen, the hit feedback control having a two-dimensional shape is displayed around the crosshairs of the long-range shooting prop; Or, on the virtual environment screen, the hit feedback control having a two-dimensional shape is displayed following the crosshairs of the long-range shooting prop.
10. The method according to any one of claims 1 to 6, characterized in that: The method further comprises: Determine an inner circle and an outer circle corresponding to the long-range shooting prop, wherein the inner circle and the outer circle are located in a plane perpendicular to the shooting direction, and a shooting point of the long-range shooting prop is located on the plane; A first ejection position is randomly generated within the inner circle; a second ejection position is generated at any time within the ring formed by the inner circle and the outer circle; A first direction from the preset point of the long-range shooting prop to the first shooting position and a second direction from the preset point of the long-range shooting prop to the second shooting position are taken as shooting directions of the virtual ammunition shot by the long-range shooting prop.
11. The method according to any one of claims 1 to 6, characterized in that: The virtual environment screen includes a virtual obstacle, and a collision box is arranged on the virtual obstacle; The method further comprises: Taking the muzzle position of the long-range shooting prop as the starting point of the ray and the shooting direction of the virtual ammunition shot by the long-range shooting prop as the direction of the ray, the detection ray is emitted; In response to an intersection between the detection ray and the collision box, a bullet hole special effect corresponding to the intersection is displayed on the virtual obstacle.
12. An information display device, characterized in that: The device comprises: A display module, configured to display a virtual environment screen and a shooting indicator of a first virtual object, wherein the first virtual object has a long-range shooting prop, and the shooting indicator is configured to indicate at least one of a shooting direction and a shooting coverage range of the long-range shooting prop; a control module, configured to control the first virtual object to shoot at the second virtual object using the remote shooting prop in response to a shooting operation on the remote shooting prop; The display module is further used to display a hit feedback control with a two-dimensional shape on the virtual environment screen based on the shooting coverage area indicator of the long-range shooting prop when the shooting indicator includes a shooting coverage area indicator, wherein the shooting coverage area indicator is used to indicate the coverage range of the virtual ammunition fired by the long-range shooting prop within the virtual environment, and the hit feedback control includes feedback points, wherein the feedback points correspond to the virtual ammunition fired by the long-range shooting prop, and the shape of the feedback points is used to indicate shooting feedback information of the second virtual object, and the shooting feedback information includes at least one of the hit position of the long-range shooting prop, the hit time of the long-range shooting prop, the type of virtual ammunition that hits the second virtual object, and the type of the second virtual object.
13. The device according to claim 12, characterized in that The display module is further used to display the hit feedback control having a two-dimensional shape on the virtual environment screen based on the crosshairs of the long-range shooting prop when the shooting indicator includes a crosshairs.
14. A computer device, characterized in that: The computer device includes: a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set or an instruction set, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by the processor to implement the information display method as described in any one of claims 1 to 11.
15. A computer-readable storage medium, characterized in that: At least one program code is stored in the computer-readable storage medium, and the program code is loaded and executed by the processor to implement the information display method according to any one of claims 1 to 11.
16. A computer program product comprising a computer program or instructions, characterized in that When the computer program or instruction is executed by a processor, the information display method according to any one of claims 1 to 11 is implemented.
Citation Information
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