Display control method and device in game, storage medium, and electronic device
By obtaining and calculating the monitoring and sound parameter information of the virtual character and displaying ideographic graphics, the problem of inaccurate sound source positioning in the game is solved, more accurate real-time tracking and management of multiple sound sources are achieved, and the gaming experience is improved.
Patent Information
- Application Number
- CN202210505766.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-05-10
- Publication Date
- 2025-09-05
- Estimated Expiration
- 2042-05-10
AI Technical Summary
In the existing technology, the sound source positioning in the game is inaccurate, and the real-time tracking and parallel tracking effects are poor, resulting in a decline in the player's gaming experience.
By obtaining the monitoring parameter information and sound parameter information of the target virtual character, the sound monitoring result is calculated, and the ideographic graphics are displayed on the graphical user interface, including fuzzy processing and determining the mapping position according to the virtual camera parameters, and updating the display of the ideographic graphics in real time.
The accuracy of sound source positioning and real-time tracking capabilities have been improved, and multiple sound sources can be tracked simultaneously to optimize the player's gaming experience.
Smart Images

Figure CN114904267B_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the field of terminal display technology, and in particular to a display control method and device in a game, a computer-readable storage medium, and an electronic device. Background Art
[0002] Currently, visualizing sounds in games has become an important way to enhance players' audiovisual experience and optimize their gaming experience. In shooting games, the main way to visualize sounds is to display UI (User Interface) prompts at the top of the screen. By combining with a compass or using compass-like display logic, a volume bar graph is displayed at the compass position at the top of the screen to indicate the direction of the sound, reminding players of the direction the sound is coming from. Furthermore, based on the compass, it can be expanded to show the effect of the sound source being above or below the player's position.
[0003] However, this compass-based guidance method is normally displayed at the top of the HUD (Head Up Display). When the player's head is facing up or down, it is easy to misunderstand the direction, so the location of the sound can only be roughly pointed out. In addition, since it can only distinguish between above or below relative to the player's position, and cannot distinguish whether it is above the head or in front of the head, it is impossible to accurately locate the sound above the player, not to mention that this method is difficult to track the sound source in real time. Especially when the person making the sound and the listener move at the same time, if the HUD UI follows up in real time, the voiceprint UI will become blurred and the clarity of the information will be reduced. Furthermore, if multiple people make sounds at the same time in the same direction, the HUD UI cannot display multiple voiceprints at the same time because it is difficult to track multiple sound sources at the same time, which will cause the player to make misjudgments and degrade the player's gaming experience.
[0004] In view of this, there is an urgent need in the art to develop a new display control method and device for games.
[0005] It should be noted that the information disclosed in the above background technology section is only used to enhance the understanding of the background of the present disclosure, and therefore may include information that does not constitute prior art known to ordinary technicians in the field. Summary of the Invention
[0006] The purpose of the present disclosure is to provide a display control method in a game, a display control device in a game, a computer-readable storage medium, and an electronic device, thereby overcoming, at least to a certain extent, the technical problems of inaccurate sound source positioning, poor real-time tracking, and poor parallel tracking effects caused by the limitations of related technologies.
[0007] Other features and advantages of the present disclosure will become apparent from the following detailed description, or may be learned in part by practice of the present disclosure.
[0008] According to a first aspect of an embodiment of the present invention, a display control method in a game is provided.
[0009] Providing a graphical user interface through a target terminal device, wherein the content displayed by the graphical user interface includes at least all or part of a game scene of the game, wherein the game scene includes a target virtual character controlled by the target terminal device and a first virtual character controlled by another terminal device, the method comprising:
[0010] Acquiring monitoring parameter information of the target virtual character and acquiring voice parameter information of the first virtual character;
[0011] Calculating the monitoring parameter information and the sound parameter information to obtain a sound monitoring result, wherein the sound monitoring result includes: whether the sound of the first virtual character can be monitored;
[0012] When the voice of the first virtual character can be monitored, determining a corresponding mapping position on the graphical user interface according to a first position of the first virtual character in the game scene;
[0013] An ideographic graphic representing the first virtual character is displayed at the mapped position.
[0014] In an exemplary embodiment of the present invention,
[0015] The monitoring parameter information includes: target sound type, monitoring capability level and noise level information;
[0016] The acquiring of monitoring parameter information of the target virtual character includes:
[0017] Obtaining the target voice type of the target virtual character;
[0018] Obtaining the monitoring capability level of the target virtual character;
[0019] Acquire the noise level information of the target virtual character.
[0020] In an exemplary embodiment of the present invention,
[0021] The obtaining of the monitoring capability level of the target virtual character includes:
[0022] Obtaining target attribute information of the target virtual character, and obtaining a mapping relationship between the target attribute information and the monitoring capability level;
[0023] The monitoring capability level corresponding to the target attribute information is searched in the mapping relationship.
[0024] In an exemplary embodiment of the present invention,
[0025] The acquiring the noise level information of the target virtual character includes:
[0026] Obtaining a target sound intensity emitted by the target virtual character according to the target sound type, and obtaining a monitoring noise threshold of the target virtual character according to the target sound type;
[0027] The target sound intensity and the monitoring noise threshold are compared to obtain a comparison result, and the noise level information of the target virtual character is determined according to the comparison result.
[0028] In an exemplary embodiment of the present invention,
[0029] The method further comprises:
[0030] When the target virtual character does not make any sound, the noise level information of the target virtual character is determined.
[0031] In an exemplary embodiment of the present invention, the sound parameter information includes: a first sound type and a sound propagation distance, and the first sound type includes at least one of the following types: a first movement type, a first attack type, and a first preparation attack type.
[0032] In an exemplary embodiment of the present invention,
[0033] The monitoring parameter information includes: monitoring capability level and noise level information; the sound parameter information includes: first sound type and sound propagation distance,
[0034] The calculating the monitoring parameter information and the sound parameter information to obtain the sound monitoring result includes:
[0035] When the noise level information indicates that the first virtual character is monitored, obtaining a first sound intensity according to the first sound type;
[0036] Obtaining a monitoring coefficient of the target virtual character according to the monitoring capability level, and calculating the first sound intensity and the monitoring coefficient to obtain monitoring capability information;
[0037] The monitoring capability information and the sound propagation distance are compared to obtain a sound monitoring result.
[0038] In an exemplary embodiment of the present invention, the ideographic graphic is a model outline of the first virtual character.
[0039] In an exemplary embodiment of the present invention, the ideographic graphic is a graphic obtained by blurring the model outline of the first virtual character.
[0040] In an exemplary embodiment of the present invention,
[0041] Determining a corresponding mapping position on the graphical user interface according to a first position of the first virtual character in the game scene includes:
[0042] The mapping position corresponding to the first position on the graphical user interface is determined based on the first position of the first virtual character in the game scene and the camera parameters of the virtual camera; wherein the virtual camera is used to shoot all or part of the game scene of the game to obtain a game scene image displayed on the graphical user interface.
[0043] In an exemplary embodiment of the present invention,
[0044] The step of displaying a graphic representation of the first virtual character at the mapping position includes:
[0045] The non-visible area of the first virtual character with respect to the target virtual character is determined according to the camera parameters, and a ideographic graphic representing the non-visible area of the first virtual character is displayed at the mapping position; wherein the non-visible area includes all or part of the area of the first virtual character, and the part of the area of the first virtual character includes one or more virtual body parts of the first virtual character.
[0046] In an exemplary embodiment of the present invention, the method further comprises:
[0047] The entire area of the first virtual character is determined to be visible to the target virtual character according to the camera parameters, and an ideographic graphic representing the first virtual character is not displayed.
[0048] In an exemplary embodiment of the present invention, displaying an ideographic graphic representing the first virtual character at the mapping position includes:
[0049] The first virtual character is subjected to fuzzy processing to obtain an ideographic graphic representing the first virtual character, and the ideographic graphic is displayed at the mapping position.
[0050] In an exemplary embodiment of the present invention, the step of performing fuzzy processing on the first virtual character to obtain a ideographic graphic representing the first virtual character includes:
[0051] Performing cutout processing on the first virtual character to obtain a first picture;
[0052] Gaussian blur is performed on the first image to obtain a graphic representation of the first virtual character.
[0053] In an exemplary embodiment of the present invention, the monitoring parameter information includes: target sound type; the sound parameter information includes: first sound type and sound propagation distance,
[0054] The step of performing Gaussian blurring on the first image to obtain a graphic representation of the first virtual character includes:
[0055] Based on the target sound type and / or the first sound type, Gaussian blurring is performed on the first image to obtain an ideographic graphic representing the first virtual character, wherein blur parameters of the ideographic graphic are determined according to the target sound type and / or the first sound type, and the blur parameters include the size and / or clarity of the ideographic graphic; or
[0056] Based on the sound propagation distance, Gaussian blur is performed on the first image to obtain a ideographic graphic representing the first virtual character. Blurring parameters of the ideographic graphic are determined according to the sound propagation distance. The blurring parameters include the size and / or clarity of the ideographic graphic.
[0057] In an exemplary embodiment of the present invention, displaying an ideographic graphic representing the first virtual character at the mapping position includes:
[0058] determining a display duration of an ideographic graphic representing the first virtual character according to the monitoring parameter information and / or the sound parameter information;
[0059] The ideographic graphic is displayed at the mapping position according to the display duration.
[0060] In an exemplary embodiment of the present invention, the method further comprises:
[0061] In response to the change of the first position, the mapped position is updated in real time, thereby updating the display position of the ideographic graphic on the graphical user interface, so that the ideographic graphic reflects the position change of the first virtual character in real time.
[0062] In an exemplary embodiment of the present invention, the sound parameter information includes: sound propagation distance,
[0063] The method further comprises:
[0064] generating a tracking control according to the sound monitoring result, wherein the tracking control includes the sound propagation distance;
[0065] The tracking control for representing the first virtual character is displayed at the mapping position. According to a second aspect of an embodiment of the present invention, a display control device in a game is provided,
[0066] Providing a graphical user interface through a target terminal device, wherein the content displayed by the graphical user interface includes at least all or part of a game scene of the game, wherein the game scene includes a target virtual character whose operation is controlled by the target terminal device and a first virtual character whose operation is controlled by another terminal device, including:
[0067] An information acquisition module is configured to acquire monitoring parameter information of the target virtual character and acquire voice parameter information of the first virtual character;
[0068] an information calculation module configured to calculate the monitoring parameter information and the sound parameter information to obtain a sound monitoring result, wherein the sound monitoring result includes: whether the voice of the first virtual character can be monitored;
[0069] a position determination module configured to determine a corresponding mapping position on the graphical user interface according to a first position of the first virtual character in the game scene when the voice of the first virtual character can be monitored;
[0070] The graphic display module is configured to display a ideographic graphic representing the first virtual character at the mapping position.
[0071] According to a third aspect of an embodiment of the present invention, there is provided an electronic device comprising: a processor and a memory; wherein the memory stores computer-readable instructions, which, when executed by the processor, implement the display control method in a game in any of the above exemplary embodiments.
[0072] According to a fourth aspect of an embodiment of the present invention, a computer-readable storage medium is provided, on which a computer program is stored. When the computer program is executed by a processor, the display control method in the game of any of the above exemplary embodiments is implemented.
[0073] As can be seen from the above technical solutions, the display control method in a game, the display control device in a game, the computer storage medium, and the electronic device in the exemplary embodiments of the present disclosure have at least the following advantages and positive effects:
[0074] In the method and apparatus provided by the exemplary embodiments of the present disclosure, the monitoring parameter information of the target virtual character and the sound parameter information of the first virtual character are obtained as the data basis for rendering the ideographic graphics, which enriches the data dimension of the rendered ideographic graphics, improves the dynamics and real-time performance of the ideographic graphics rendering, improves the accuracy of the sound source positioning, and provides more realistic auditory and visual effects. Furthermore, the ideographic graphics of the first virtual character are rendered and displayed based on the sound monitoring results, and the first virtual character is displayed in a blurred manner, accurately depicting the location of the first virtual character, while achieving a balance between over-exposing the location of the first virtual character, and achieving the effect of real-time tracking and marking the direction of the first virtual character. When the ideographic graphics of multiple first virtual characters are rendered and displayed at the same time, the problem of being unable to track multiple sound sources in the same direction can be further solved, making it easier for players to grasp the number of first virtual characters and optimizing the player's gaming experience.
[0075] It is to be understood that the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the disclosure. BRIEF DESCRIPTION OF THE DRAWINGS
[0076] The accompanying drawings are incorporated into and constitute a part of the specification, illustrate embodiments consistent with the present disclosure, and together with the specification, are used to explain the principles of the present disclosure. Obviously, the drawings described below are only some embodiments of the present disclosure, and those skilled in the art can derive other drawings based on these drawings without inventive effort.
[0077] Figure 1 A schematic diagram of an interface for displaying a sound emitter in the related art is shown;
[0078] Figure 2 A flowchart schematically illustrating a display control method in a game in an exemplary embodiment of the present disclosure is provided;
[0079] Figure 3 The following schematically shows a flow chart of a method for obtaining monitoring parameter information of a target virtual character disclosed in the present invention;
[0080] Figure 4 The following is a schematic flow chart of a method for obtaining the listening capability level of a target virtual character in an exemplary embodiment of the present disclosure;
[0081] Figure 5 A flowchart schematically illustrates a method for obtaining noise level information of a target virtual character in an exemplary embodiment of the present disclosure;
[0082] Figure 6 A schematic diagram schematically illustrates a flow chart of a method for calculating monitoring parameter information and sound parameter information in an exemplary embodiment of the present disclosure;
[0083] Figure 7 A schematic flow chart schematically illustrates a method for performing blurring processing on a first virtual character in an exemplary embodiment of the present disclosure;
[0084] Figure 8 A schematic flow chart schematically illustrates a method for performing Gaussian blurring on a first image in an exemplary embodiment of the present disclosure;
[0085] Figure 9 A schematic diagram schematically illustrates an interface for displaying a model outline of the entire area of a first virtual character in an exemplary embodiment of the present disclosure;
[0086] Figure 10 A schematic diagram schematically illustrates an interface for displaying a model outline of a partial area of a first virtual character in an exemplary embodiment of the present disclosure;
[0087] Figure 11 Schematically illustrating an interface diagram for displaying model outlines of a plurality of first virtual characters in an exemplary embodiment of the present disclosure;
[0088] Figure 12 A schematic flow chart schematically illustrates a method for displaying ideographic graphics according to display duration in an exemplary embodiment of the present disclosure;
[0089] Figure 13 Schematically illustrating an interface diagram for reflecting position changes of a first virtual character in real time in an exemplary embodiment of the present disclosure;
[0090] Figure 14 A flowchart schematically illustrates a method for displaying a tracking control according to a sound monitoring result in an exemplary embodiment of the present disclosure;
[0091] Figure 15 A schematic diagram schematically illustrates the structure of a display control device in a game in an exemplary embodiment of the present disclosure;
[0092] Figure 16 Schematically illustrates an electronic device for implementing a display control method in a game in an exemplary embodiment of the present disclosure;
[0093] Figure 17 A computer-readable storage medium for implementing a display control method in a game in an exemplary embodiment of the present disclosure is schematically shown. DETAILED DESCRIPTION
[0094] Example embodiments will now be described more fully with reference to the accompanying drawings. However, example embodiments can be implemented in a variety of forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that the present disclosure will be more comprehensive and complete and will fully convey the concepts of the example embodiments to those skilled in the art. The described features, structures, or characteristics may be combined in any suitable manner in one or more embodiments. In the following description, many specific details are provided to provide a full understanding of the embodiments of the present disclosure. However, those skilled in the art will appreciate that the technical solutions of the present disclosure may be practiced while omitting one or more of the specific details, or that other methods, components, devices, steps, etc. may be employed. In other cases, well-known technical solutions are not shown or described in detail to avoid obscuring various aspects of the present disclosure.
[0095] The terms "a", "an", "the" and "said" are used in this specification to indicate the presence of one or more elements / components / etc.; the terms "including" and "having" are used to express open-ended inclusion and mean that additional elements / components / etc. may exist in addition to the listed elements / components / etc.; the terms "first" and "second" etc. are used only as labels and are not intended to limit the quantity of their objects.
[0096] In addition, the accompanying drawings are merely schematic illustrations of the present disclosure and are not necessarily drawn to scale. Identical reference numerals in the drawings represent identical or similar parts, and thus repeated descriptions thereof will be omitted. Some of the blocks shown in the accompanying drawings are functional entities and do not necessarily correspond to physically or logically separate entities.
[0097] Currently, visualizing sounds in games has become an important way to enhance players' audiovisual effects and optimize their gaming experience. In shooting games, the main way to visualize sounds is to display UI prompts at the top of the screen.
[0098] By combining this with a compass or using compass-like display logic, a volume bar graph is displayed at the compass position at the top of the screen to indicate the direction of the sound, reminding the player of the direction the sound is coming from. Furthermore, based on the compass, this can be expanded to show the effect of the sound source being above or below the player's position.
[0099] Figure 1 A schematic diagram of an interface showing a sound emitter in related art is shown. Figure 1As shown, 200 indicates that the current position is in the direction of 200 degrees. The first diamond-shaped volume bar graph indicates that there is a sound emitter in the horizontal direction; the second volume bar graph presented in the horizontal direction downward indicates that there is a sound emitter below the player's position; and the third volume bar graph presented in the horizontal direction upward indicates that there is another sound emitter above the player's position.
[0100] In addition, the direction displayed at the very end is a horizontal right triangle symbol and a curve, indicating that there are other sound sources beyond the current display range of the compass.
[0101] However, this compass-based guidance method is normally displayed at the top of the HUD. When the player's head is facing up or down, it is easy to misunderstand the direction, so it can only roughly point out the location of the sound. Moreover, since it can only distinguish between above or below the player's position, and cannot distinguish whether it is above the head or in front of the player, it is impossible to accurately locate the sound above the player. Not to mention that this method is difficult to track the sound source in real time. Especially when the person making the sound and the listener are moving at the same time, if the HUD UI follows in real time, it will cause the voiceprint UI to become blurred and reduce the clarity of the information. Furthermore, if multiple people make sounds at the same time in the same direction, since it is difficult to track multiple sound sources at the same time, the HUD UI cannot display multiple voiceprints at the same time, which will cause players to make misjudgments and degrade the player's gaming experience.
[0102] In one embodiment of the present disclosure, the display control method in a game can be run on a local terminal device or a server. When the display control method in a game is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0103] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the display control method in the game are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud game server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0104] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, conventionally downloading and installing the game program through an electronic device and running it. The local terminal device can provide the graphical user interface to the player in a variety of ways, for example, it can be rendered and displayed on the terminal's display screen, or provided to the player through holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display screen.
[0105] In one possible implementation, an embodiment of the present invention provides a display control method in a game, providing a graphical user interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above, or the client device in the cloud interaction system mentioned above.
[0106] In response to the problems existing in the related art, the present disclosure proposes a display control method in a game, which provides a graphical user interface through a target terminal device, and the content displayed by the graphical user interface includes at least all or part of the game scene of the game, and the game scene includes a target virtual character whose operation is controlled by the target terminal device, and a first virtual character whose operation is controlled by other terminal devices. Figure 2 A flow chart showing a display control method in a game is shown. Figure 2 As shown, the display control method in the game includes at least the following steps:
[0107] Step S210: Acquire monitoring parameter information of the target virtual character, and acquire voice parameter information of the first virtual character.
[0108] Step S220: Calculate the monitoring parameter information and the sound parameter information to obtain a sound monitoring result, where the sound monitoring result includes: whether the sound of the first virtual character can be monitored.
[0109] Step S230: When the voice of the first virtual character can be monitored, a corresponding mapping position on the graphical user interface is determined according to the first position of the first virtual character in the game scene.
[0110] Step S240: Displaying an ideographic graphic representing the first virtual character at the mapped position.
[0111] In an exemplary embodiment of the present disclosure, the monitoring parameter information of the target virtual character and the sound parameter information of the first virtual character are obtained as the data basis for rendering the ideographic graphics, which enriches the data dimension of the rendered ideographic graphics, improves the dynamics and real-time performance of the ideographic graphics rendering, improves the accuracy of the sound source positioning, and provides more realistic auditory and visual effects. Furthermore, the ideographic graphics of the first virtual character are rendered and displayed based on the sound monitoring results, and the first virtual character is displayed in a blurred manner to accurately depict the location of the first virtual character. At the same time, a balance is struck between over-exposing the location of the first virtual character, and the directional effect of real-time tracking and marking of the first virtual character is achieved. When the ideographic graphics of multiple first virtual characters are rendered and displayed at the same time, the problem of not being able to track multiple sound sources in the same direction can be further solved, which makes it easier for players to grasp the number of first virtual characters and optimizes the player's gaming experience.
[0112] The following describes in detail the various steps of the display control method in the game.
[0113] In step S210 , monitoring parameter information of the target virtual character is obtained, and voice parameter information of the first virtual character is obtained.
[0114] In an exemplary embodiment of the present disclosure, the target virtual character may be a game virtual character that is controlled and operated by the current player through the target terminal device.
[0115] In an optional embodiment, the monitoring parameter information includes: target sound type, monitoring capability level and noise level information, Figure 3 A flow chart showing a method for obtaining monitoring parameter information of a target virtual character is shown as follows: Figure 3 As shown, the method may at least include the following steps: In step S310, a target sound type of a target virtual character is obtained.
[0116] The target sound type of the target avatar is the sound type of the sound emitted by the target avatar.
[0117] For example, the target sound type may include the type of movement of the target virtual character, the type of attack of the target virtual character, the type of preparation for attack of the target virtual character, etc., which is not particularly limited in this exemplary embodiment.
[0118] Specifically, the types of movement of the target virtual character may include running, squatting, jumping, slow walking and fast walking; the types of attacks of the target virtual character may include shooting and throwing grenades; the types of preparations for attacks by the target virtual character may include changing magazines, opening scopes and pulling out the safety pins of grenades.
[0119] In step S320, the monitoring capability level of the target virtual character is obtained.
[0120] In an alternative embodiment, Figure 4 A flow chart of a method for obtaining the listening capability level of a target virtual character is shown. Figure 4 As shown, the method may at least include the following steps: in step S410, target attribute information of the target virtual character is obtained, and a mapping relationship between the target attribute information and the listening capability level is obtained.
[0121] The target attribute information of the target virtual character may be the game level of the target virtual character, or the number of tasks or task progress completed by the target virtual character to improve the listening ability level, etc. This exemplary embodiment does not specifically limit this.
[0122] Furthermore, a mapping relationship may be preset between the target attribute information of the target virtual character and the monitoring capability level.
[0123] The mapping relationship may be a unified relationship set for all game virtual characters, or a corresponding relationship set differently for different game virtual characters, which is not particularly limited in this exemplary embodiment.
[0124] In step S420, the monitoring capability level corresponding to the target attribute information is searched in the mapping relationship.
[0125] After obtaining the mapping relationship between the target attribute information of the target virtual character and the monitoring capability level, the monitoring capability level corresponding to the current target attribute information of the target virtual character may be searched in the mapping relationship.
[0126] This monitoring ability level can also be used as the growth value of the target virtual character to improve the long-term retention effect of the player.
[0127] In this exemplary embodiment, the listening ability level of the target virtual character can be obtained by querying the mapping relationship between the target attribute information and the listening ability level. The determination method is simple and accurate, and provides data information of the target virtual character for displaying the ideographic graphic of the first virtual character.
[0128] In step S330 , noise level information of the target virtual character is obtained.
[0129] In an alternative embodiment, Figure 5 A flow chart of a method for obtaining noise level information of a target virtual character is shown. Figure 5 As shown, the method may at least include the following steps: in step S510, a target sound intensity emitted by a target virtual character is obtained according to the target sound type, and a monitoring noise threshold of the target virtual character is obtained according to the target sound type.
[0130] Since corresponding sound intensities are set for different target sound types, the corresponding target sound intensity can be determined according to the acquired target sound type of the target virtual character.
[0131] For example, when the target sound type is running, the corresponding target sound intensity is 30 decibels; when the target sound type is gunfire, the corresponding target sound intensity may be 40 decibels.
[0132] Since corresponding monitoring noise thresholds are set for different target sound types, the corresponding monitoring noise thresholds can be determined according to the acquired target sound type of the target virtual character.
[0133] The monitoring noise threshold may be used to represent the maximum sound intensity that can be monitored when the target virtual character emits a target sound intensity.
[0134] For example, when the target sound type is running, the corresponding monitoring noise threshold may be 20 decibels; when the target sound type is gunfire, the corresponding monitoring noise threshold may be 10 decibels.
[0135] In step S520, the target sound intensity is compared with the monitoring noise threshold to obtain a comparison result, and the noise level information of the target virtual character is determined according to the comparison result.
[0136] After the target sound intensity and the monitoring noise threshold are respectively acquired according to the target sound type, the target sound intensity and the monitoring noise threshold may be compared to obtain a comparison result.
[0137] Furthermore, noise level information of the target virtual character is determined according to the comparison result.
[0138] When the comparison result is that the target sound intensity is less than or equal to the monitoring noise threshold, it indicates that the target virtual character is able to monitor the sound emitted by the first virtual character corresponding to the target virtual character.
[0139] When the comparison result shows that the target sound intensity is greater than the monitoring noise threshold, it indicates that the target virtual character itself makes too much noise, and therefore the first virtual character corresponding to the target virtual character cannot be monitored.
[0140] Therefore, the acquisition of the noise level information can be more consistent with actual scenarios such as if the target virtual character is shooting, it is more difficult to capture the sound of gunfire in the environment, and the simulation effect is more realistic.
[0141] In this exemplary embodiment, by comparing the target sound intensity and the monitoring noise threshold, the noise level information of the target virtual character can be determined, providing a basis for judging whether the first virtual character can be monitored, and also providing a prerequisite judgment benchmark for displaying the ideographic graphic of the first virtual character.
[0142] In addition, when the target virtual character does not make any sound, the corresponding noise level information can be directly determined.
[0143] In an optional embodiment, when the target virtual character does not make any sound, the noise level information of the target virtual character is determined.
[0144] When the target virtual character does not make any sound, it indicates that the target virtual character will not generate any noise that affects monitoring. Therefore, it can be directly determined that the current noise level information of the target virtual character indicates that the sound made by the first virtual character corresponding to the target virtual character can be monitored.
[0145] On the other hand, the sound parameter information of one or more first virtual characters of the target virtual character can also be obtained simultaneously to track one or more sound sources at the same time, so that the player controlling the target virtual character can accurately obtain the quantity information of the first virtual characters.
[0146] Among them, the first virtual character can be one or more game virtual characters determined from the game virtual characters in the enemy camp of the target virtual character, or one or more game virtual characters of teammates belonging to the same camp as the target virtual character. This exemplary embodiment does not make special limitations on this.
[0147] In an optional embodiment, the sound parameter information includes: a first sound type and a sound propagation distance, and the first sound type includes: a first movement type, a first attack type, and a first preparation attack type.
[0148] The first sound type may include a first movement type, a first attack type, a first preparation attack type, and the like, which is not particularly limited in this exemplary embodiment.
[0149] The sound propagation distance may be the distance that the first virtual character moves to reach the same position of the target virtual character, that is, the distance between the first virtual character and the target virtual character in the current situation.
[0150] Specifically, the first movement type may include the first virtual character's movement methods such as running, squatting, jumping, slow walking and fast walking; the first attack type may include the first virtual character's attack methods such as shooting and throwing grenades; the first preparation attack type may include the first virtual character's preparation methods before the attack methods such as changing magazines, opening the scope and pulling out the safety pin of a grenade.
[0151] Therefore, obtaining the first sound type of the first virtual character can provide data support for the effect that the whistling sound of a sniper rifle is easier to capture than the short sound of a submachine gun or running, and the sound propagation distance can affect the visualization ability of the first virtual character's ideographic graphics.
[0152] In step S220, the monitoring parameter information and the sound parameter information are calculated to obtain a sound monitoring result, where the sound monitoring result includes whether the sound of the first virtual character can be monitored.
[0153] In an exemplary embodiment of the present disclosure, after respectively obtaining the monitoring parameter information of the target virtual character and the sound parameter information of the enemy first character, the monitoring parameter information and the sound parameter information of different first virtual characters can be calculated in parallel to obtain the sound monitoring result of the target virtual character, so as to ensure the simultaneous tracking and rendering of the ideographic graphics of multiple sound sources.
[0154] In an optional embodiment, the monitoring parameter information includes: monitoring capability level and noise level information; the sound parameter information includes: first sound type and sound propagation distance, Figure 6 A flow chart showing a method for calculating monitoring parameter information and sound parameter information is shown. Figure 6 As shown, the method may include at least the following steps: in step S610, when the noise level information indicates that the first virtual character is monitored, a first sound intensity is obtained according to the first sound type.
[0155] When the target sound intensity of the target virtual character is less than or equal to the monitoring noise threshold, or when the target virtual character does not make any sound, the noise level information indicates that the first virtual character can be monitored at this time.
[0156] In this case, since corresponding first sound intensities are also set for different first sound types, the first sound intensity at this time can be obtained according to the obtained first sound type.
[0157] For example, when the first sound type is running, the corresponding first sound intensity is 30 decibels; when the first sound type is gunfire, the corresponding first sound intensity may be 40 decibels.
[0158] In step S620, the monitoring coefficient of the target virtual character is obtained according to the monitoring capability level, and the first sound intensity and the monitoring coefficient are calculated to obtain the monitoring capability information.
[0159] Since the corresponding monitoring coefficient is set in a manner that is linearly related to the monitoring capability level, the corresponding monitoring coefficient can be obtained after the monitoring capability level of the target virtual character is obtained.
[0160] Furthermore, corresponding monitoring capability information can be obtained by calculating the first sound intensity and the monitoring coefficient.
[0161] Specifically, the first sound intensity and the monitoring coefficient may be calculated by multiplying the first sound intensity and the monitoring coefficient. Other calculation methods may also be set according to actual conditions, and this exemplary embodiment does not impose any special limitation on this.
[0162] In step S630, the monitoring capability information and the sound propagation distance are compared to obtain a sound monitoring result.
[0163] After the monitoring capability information is calculated, the monitoring capability information and the acquired sound propagation distance may be compared to obtain a sound monitoring result.
[0164] The sound monitoring result may be that the monitoring capability information is greater than or equal to the sound propagation distance, or that the monitoring capability information is less than the sound propagation distance.
[0165] The determination of the sound monitoring result and the previous judgment process for displaying the ideographic graphic of the first virtual character form a dual logical and rigorous judgment level, which can be represented by formula (1):
[0166]
[0167] Where b2∈U a2 , U represents the set of first virtual characters that the target virtual character can monitor, a1 represents the first sound type, b1 represents the target sound type, a2 represents the first virtual character that speaks, b2 represents the target virtual character, X represents the target sound intensity of the target virtual character or the first sound intensity of the first virtual character, Y represents the monitoring noise threshold, M represents the monitoring coefficient, and dS represents the sound propagation distance.
[0168] In this exemplary embodiment, by calculating and comparing the first sound intensity and the monitoring coefficient, the sound monitoring result can be further determined, and it can be judged whether the first virtual character cannot be monitored due to being too far away. This is more in line with and accurate to the actual situation, and a balance is achieved between displaying the ideographic graphics of the first virtual character and ensuring the safety of the first virtual character.
[0169] In the process of calculating the sound monitoring results, data from multiple different dimensions are added to the calculation process to provide support for the optimization of the corresponding voiceprint system. It also increases the depth of the voiceprint system's numerical growth in the later stage and provides guarantees for different experiences of the voiceprint system. For example, listeners of different levels can obtain different amounts of information from the same sound, etc., which changes the player's later game strategy.
[0170] In step S230, when the voice of the first virtual character can be monitored, a corresponding mapping position on the graphical user interface is determined according to the first position of the first virtual character in the game scene.
[0171] In an exemplary embodiment of the present disclosure, after calculating the sound monitoring result, if the sound monitoring result indicates that the voice of the first virtual character can be monitored, the corresponding mapping position can be determined according to the first position of the first virtual character in the game scene.
[0172] In an optional embodiment, the mapping position corresponding to the first position on the graphical user interface is determined based on the first position of the first virtual character in the game scene and the camera parameters of the virtual camera; wherein the virtual camera is used to shoot all or part of the game scene of the game to obtain a game scene image displayed on the graphical user interface.
[0173] Among them, the game scene image displayed on the graphical user interface of the target terminal device is the game scene content captured by the virtual camera.
[0174] For example, in a first-person game, a virtual camera can be set on the head of a target virtual character, and camera parameters such as the direction of the virtual camera rotate as the target virtual character rotates. The game scene image rendered on the graphical user interface is equivalent to the game scene content captured by the virtual camera.
[0175] In third-person games, the virtual camera can be set above or behind the target virtual character. The camera parameters such as the direction of the virtual camera move with the movement of the target virtual character, and the game scene in a certain area around the target virtual character is captured at a fixed angle.
[0176] Therefore, the mapping position corresponding to the first position of the first virtual character in the game scene can be determined based on camera parameters such as the orientation of the virtual camera of the target virtual character, that is, based on the perspective of the target virtual character.
[0177] Specifically, the mapping position corresponding to the first position may be the same position as the first position, or may be another associated position, which is not particularly limited in this exemplary embodiment.
[0178] In step S240 , an ideographic graphic representing the first virtual character is displayed at the mapped position.
[0179] In an exemplary embodiment of the present disclosure, after determining that the sound monitoring result is that the sound of the first virtual character can be monitored and determining the mapping position, the ideographic graphic of the first virtual character may be displayed at the mapping position.
[0180] In an optional embodiment, the non-visible area of the first virtual character with respect to the target virtual character is determined based on camera parameters, and a ideographic graphic representing the non-visible area of the first virtual character is displayed at the mapping position; wherein the non-visible area includes all or part of the area of the first virtual character, and the part of the area of the first virtual character includes one or more virtual body parts of the first virtual character.
[0181] When observing the first virtual character from the perspective of the target virtual character according to the camera parameters of the virtual camera, the target virtual character may be able to observe the entire first virtual character, or may only be able to observe part of the first virtual character.
[0182] Then, in order to generate the ideographic graphic of the first virtual character according to the viewing angle of the target virtual character, the non-visible area of the first virtual character under the viewing angle of the target virtual character may be determined according to the camera parameters.
[0183] The non-visible area is an area of the first virtual character that cannot be seen by the target virtual character.
[0184] When the target virtual character cannot observe the first virtual character, the non-visible area is the entire area of the first virtual character, that is, the entire first virtual character is the non-visible area; when the target virtual character can observe part of the area such as the head of the first virtual character, then the non-visible area is the non-visible area of the first virtual character, that is, the area other than the head.
[0185] Therefore, the non-visible area of the first virtual character may be one or more virtual body parts of the first virtual character.
[0186] It is worth noting that the division of the non-visible area is not strictly based on the virtual body parts of the first virtual character, but is the same as the real perspective in the actual scene. It may happen that part of a virtual body part is visible and the other part is non-visible.
[0187] After determining the non-visible area of the first virtual character with respect to the target virtual character, an ideographic graphic representing the non-visible area of the first virtual character may be generated and displayed.
[0188] In an optional embodiment, the first virtual character is subjected to fuzzy processing to obtain an ideographic graphic representing the first virtual character, and the ideographic graphic is displayed at the mapping position.
[0189] It is worth noting that the portion of the first virtual character that is blurred is the non-visible area of the first virtual character, and the visible area of the first virtual character with respect to the target virtual character does not need to be blurred.
[0190] In an alternative embodiment, Figure 7 A flow chart of a method for performing fuzzy processing on a first virtual character is shown, as shown in FIG. Figure 7 As shown, the method may at least include the following steps: in step S710, performing image cutout processing on the first virtual character to obtain a first picture.
[0191] The first virtual character is subjected to a cutout process using a portrait segmentation technique or an intelligent cutout technique to obtain a first image of the first virtual character. The first image may be an image formed based on the outline of the first character and its interior.
[0192] In step S720, Gaussian blur is performed on the first image to obtain an ideographic graphic representing the first virtual character.
[0193] Among them, Gaussian Blur, also known as Gaussian smoothing, is a processing effect widely used in image processing software such as Adobe Photoshop (an image processing software), GIMP (GNU Image Manipulation Program) and Paint.NET (an image and photo processing software). It is usually used to reduce image noise and reduce the level of detail.
[0194] This blurring technique produces an image that looks like it's being viewed through frosted glass, which is significantly different from the out-of-focus effects of a lens, such as bokeh, and the shadows of ordinary lighting.
[0195] Gaussian smoothing is also used in the pre-processing stage of computer vision algorithms to enhance images at different scales. From a mathematical perspective, the Gaussian blurring process is essentially convolving the image with a normal distribution. Since the normal distribution is also called a Gaussian distribution, this technique is called Gaussian blurring.
[0196] Convolving the image with a circular box blur will produce a more accurate bokeh effect. Since the Fourier transform of a Gaussian function is another Gaussian function, Gaussian blur acts as a low-pass filter on the image.
[0197] Gaussian blur is an image blur filter that uses a normal distribution to calculate the transformation of each pixel in the image. The normal distribution equation in N-dimensional space is:
[0198]
[0199] The two-dimensional space for Gaussian blurring of the enemy's outline is defined as:
[0200]
[0201] Where r is the blur radius and σ is the standard deviation of the normal distribution.
[0202] In two-dimensional space, the contour lines of the surface generated by this formula are normally distributed concentric circles emanating from the center. The convolution matrix, composed of pixels with non-zero distributions, transforms the original image. Each pixel's value is a weighted average of the values of its neighboring pixels. The original pixel has the largest Gaussian distribution value and therefore has the largest weight. The weights of neighboring pixels decrease as they are farther from the original pixel.
[0203] This blurring process preserves edge effects more effectively than other equalization blur filters.
[0204] In an optional embodiment, the monitoring parameter information includes: target sound type; the sound parameter information includes: first sound type and sound propagation distance, Figure 8 FIG. 4 shows a flow chart of a method for performing Gaussian blurring on a first image. Figure 8 As shown, the method may include at least the following steps: in step S810, based on the target sound type and / or the first sound type, Gaussian blur is performed on the first picture to obtain a ideographic graphic representing the first virtual character, and the fuzzy parameters of the ideographic graphic are determined according to the target sound type and / or the first sound type, and the fuzzy parameters include the size and / or clarity of the ideographic graphic.
[0205] The degree of Gaussian blur is determined by the Gaussian matrix. Specifically, the larger the size of the Gaussian matrix and the larger the standard deviation, the greater the blurriness of the ideographic image obtained by Gaussian blur.
[0206] Generally, the standard deviation can be set to 0 to perform Gaussian blur. Therefore, the blur degree of the ideographic figure produced by Gaussian blur is determined by the Gaussian matrix.
[0207] Then, when determining the Gaussian matrix for generating the ideographic graphic, it can be determined according to the target sound type and / or the first sound type. Therefore, the fuzzy parameter reflecting the fuzziness of the ideographic graphic is determined by the target sound type and / or the first sound type.
[0208] For example, there may be a mapping relationship between different target sound types and the size of the Gaussian matrix. Therefore, the size of the Gaussian matrix can be determined based on the mapping relationship and the target sound type, so that the first picture can be Gaussian blurred by the target sound type to obtain the corresponding ideographic graphic.
[0209] Similarly, there may be a corresponding mapping relationship between different first sound types and the size of the Gaussian matrix. Therefore, the size of the Gaussian matrix can be determined based on the mapping relationship and the first sound type, so that the first picture can be Gaussian blurred by the first sound type to obtain the corresponding ideographic graphic.
[0210] Alternatively, different target sound types and the first sound type simultaneously determine the size of the Gaussian matrix to obtain the corresponding ideographic pattern.
[0211] Then, the blur parameter reflecting the blur degree of the ideographic figure may include the size and / or clarity of the ideographic figure.
[0212] When the target sound type and / or the Gaussian matrix determined by the target sound type is larger, it can be determined that the size of the ideographic graphic is smaller and / or the clarity is worse; when the target sound type and / or the Gaussian matrix determined by the target sound type is smaller, it can be determined that the size of the ideographic graphic is larger and / or the clarity is better.
[0213] In step S820, based on the sound propagation distance, Gaussian blur is performed on the first image to obtain an ideographic graphic representing the first virtual character. The blur parameters of the ideographic graphic are determined according to the sound propagation distance. The blur parameters include the size and / or clarity of the ideographic graphic.
[0214] The degree of Gaussian blur is determined by the Gaussian matrix. Specifically, the larger the size of the Gaussian matrix and the larger the standard deviation, the greater the blurriness of the ideographic image obtained by Gaussian blur.
[0215] Generally, the standard deviation can be set to 0 to directly perform Gaussian blur. Therefore, the blur degree of the ideographic figure produced by Gaussian blur is determined by the Gaussian matrix.
[0216] Then, when determining the Gaussian matrix for generating the ideographic figure, it can be determined according to the sound propagation distance. Therefore, the fuzzy parameter reflecting the fuzziness of the ideographic figure is determined by the sound propagation distance.
[0217] For example, the size of the Gaussian matrix can be directly equal to the size of the sound propagation distance. Alternatively, there may be a mapping relationship between the size of the Gaussian matrix and the sound propagation distance. Therefore, the size of the Gaussian matrix can be determined based on the mapping relationship and the sound propagation distance, so that the first image is Gaussian blurred according to the sound propagation distance to obtain the corresponding ideographic graphic.
[0218] Then, the blur parameter reflecting the blur degree of the ideographic figure may include the size and / or clarity of the ideographic figure.
[0219] When the Gaussian matrix determined by the sound propagation distance is larger, it can be determined that the size of the ideographic graphic is smaller and / or the clarity is worse; when the Gaussian matrix determined by the sound propagation distance is smaller, it can be determined that the size of the ideographic graphic is larger and / or the clarity is better.
[0220] Therefore, by performing the fuzzy processing on the first virtual character, the contour position information of the first virtual character that is farther away can be made more blurred, thereby more simulating the difficulty of judging distant sounds in the real world.
[0221] Furthermore, when the first avatar is an enemy avatar, the blurred ideographic image will not accurately display the enemy avatar's location, reducing the likelihood of accurately killing the enemy avatar. Furthermore, when the enemy avatar's voice is monitored, the ideographic image of the enemy avatar will be rendered in real time on the enemy avatar, achieving a real-time visualization effect.
[0222] After the ideographic graphic representing the first virtual character is generated, the ideographic graphic may be displayed at the determined mapping position.
[0223] In an optional embodiment, the ideographic graphic is a model outline of the first virtual character.
[0224] Figure 9 A schematic diagram of an interface showing a model outline of the entire area of the first virtual character is shown, as shown in FIG. Figure 9 As shown, when the first virtual character is an enemy virtual character, 910 is the ideographic graphic of the enemy virtual character. The ideographic graphic is the model outline of the first virtual character obtained by fuzzifying the entire area of the first virtual character.
[0225] Figure 10 A schematic diagram of an interface showing a model outline of a partial area of a first virtual character is shown, as shown in FIG. Figure 10 As shown, when the first virtual character is an enemy virtual character, 1010 is the ideographic graphic of the enemy virtual character. The ideographic graphic is a model outline of the first virtual character obtained by blurring a part of the first virtual character's area.
[0226] 1020 is the normal display screen of the enemy virtual character except the visible area. Since the other areas represented by 1020 are visible to the target virtual character, there is no need to perform blurring processing on 1020.
[0227] In order to display the model outline of the enemy virtual character, the display priority of the model outline can be set to the highest, so that the model outline is at the top of the game scene and will not be blocked by walls or other obstacles in the game, providing a perspective effect display method for the model outline.
[0228] At the same time, the blurred model outline also effectively solves the problem of not revealing too much information about the enemy virtual character and over-exposing the position information of the enemy virtual character. For example, the accurate position information of the enemy virtual character, including the head position and body orientation, can be used to prevent players controlling the target virtual character from using perspective effects to lock the head and perform other operations that disrupt the balance of the game.
[0229] Figure 11 A schematic diagram of an interface showing the model outlines of multiple first virtual characters is shown, as shown in FIG. Figure 11 As shown, when the first virtual character is an enemy virtual character, 1110, 1120, 1130, 1140 and 1150 are the ideographic graphics of the five enemy virtual characters. The ideographic graphics are the model outlines of the first virtual character obtained by blurring the five enemy virtual characters at the same time.
[0230] Therefore, multiple sound monitoring results can be obtained by parallel calculation and processing of the sound parameter information of multiple different first virtual characters, ensuring simultaneous tracking and rendering of the ideographic graphics of multiple first virtual characters.
[0231] Moreover, due to the differences in target sound types and / or first sound types, as well as sound propagation distances of different first virtual characters, the degree of Gaussian blurring of different first virtual characters is different, and therefore the size and / or clarity of the model outline of the first virtual character will vary to a certain extent.
[0232] In addition, the ideographic graphic may also be other graphics related to the model outline.
[0233] In an optional embodiment, the ideographic graphic is a graphic obtained by blurring the outline of the model of the first virtual character.
[0234] After the ideographic graphic representing the first virtual character is generated, in order to further protect the position information of the first virtual character, the blurred model contour may be further blurred to obtain the ideographic graphic.
[0235] In addition, other deformation processing may be performed on the generated ideographic graphic according to actual conditions, and this exemplary embodiment does not impose any special limitation on this.
[0236] Furthermore, the display duration of the ideographic graphic may also be determined based on the monitoring parameter information and / or the sound parameter information.
[0237] In an alternative embodiment, Figure 12 A flow chart of a method for displaying ideographic graphics according to display duration is shown. Figure 12As shown, the method may at least include the following steps: in step S1210, determining the display duration of the ideographic graphic used to represent the first virtual character according to the monitoring parameter information and / or the sound parameter information.
[0238] The display duration of the ideographic graphic may be related to the first sound type of the first virtual character and the listening ability level of the target virtual character.
[0239] For example, the display time corresponding to the first sound type of the first virtual character being the first attack type may be greater than the display time corresponding to the first sound type being the first preparation attack type, and the display time corresponding to the first sound type of the first virtual character being the first preparation attack type is greater than the display time corresponding to the first sound type being the first movement type.
[0240] Alternatively, the target avatar's listening ability level is positively correlated with the display duration of the ideographic graphic. For example, the higher the target avatar's listening ability level, the longer the ideographic graphic is displayed; the lower the target avatar's listening ability level, the shorter the ideographic graphic is displayed.
[0241] In addition, the display duration of the ideographic graphic may also be related to the first sound type of the first virtual character and the listening ability level of the target virtual character, etc., which is not particularly limited in this exemplary embodiment.
[0242] In step S1220 , the ideographic graphic is displayed at the mapped position according to the display duration.
[0243] After the display duration of the ideographic graphic is determined, the ideographic graphic of the first virtual character may be displayed according to the display duration.
[0244] In this exemplary embodiment, when the first virtual character is monitored, the duration of the display of the first virtual character's ideographic graphic can present differentiated performances according to the monitoring parameter information and / or sound parameter information, thereby increasing the depth and long-term cultivation experience of the entire system.
[0245] In order to track the sound source of the first virtual character in real time, the mapped position may be updated in real time according to the change of the first position.
[0246] In an optional embodiment, in response to the change of the first position, the mapped position is updated in real time, thereby updating the display position of the ideographic graphic on the graphical user interface, so that the ideographic graphic reflects the position change of the first virtual character in real time.
[0247] Figure 13 A schematic diagram of an interface that reflects the position change of the first virtual character in real time is shown. Figure 13As shown, 1310, 1320 and 1330 are ideographic graphics of a first virtual character at different times. The ideographic graphics are obtained by updating the mapping position in real time according to the change of the first position of the first virtual character at different times, thereby displaying the model outline of the current moment at the corresponding mapping position.
[0248] Therefore, the ideographic graphics at different times can reflect the position change of the first virtual character, and track and display the display position of the first virtual character on the graphical user interface in real time.
[0249] 1310 , 1320 , and 1330 are model outlines obtained by blurring the entire area of the first virtual character when the entire first virtual character is a non-visible area.
[0250] By accurately depicting and rendering the ideographic graphics of the first virtual character, players can grasp the direction of the sound source in real time and intuitively, and accurately understand the orientation in multiple dimensions including left and right, up and down, and far and near, solving the problem that the sound direction can only show the approximate position and cannot achieve real-time tracking.
[0251] In addition, 1340 is a game screen that is displayed normally when the entire first virtual character is visible to the target virtual character and no area of the first virtual character is blurred.
[0252] Therefore, there may also be a situation where the target virtual character can observe the entire first virtual character. In this case, there is no non-visible area.
[0253] In an optional embodiment, it is determined based on camera parameters that the entire area of the first virtual character is visible to the target virtual character, and the ideographic graphic used to represent the first virtual character is not displayed.
[0254] When the target virtual character observes the entire first virtual character, there is no non-visible area, that is, the entire area of the first virtual character is visible to the target virtual character.
[0255] In this case, there is no need to further generate an ideographic graphic representing the first virtual character, nor is there any need to display the ideographic graphic. When the first virtual character is monitored, in addition to generating and displaying the ideographic graphic of the first virtual character based on the sound monitoring result, a tracking control can also be displayed based on the sound monitoring result.
[0256] In an optional embodiment, the sound parameter information includes: sound propagation distance, Figure 14 A flow chart of a method for displaying tracking controls according to sound monitoring results is shown. Figure 14As shown, the method may include at least the following steps: in step S1410, a tracking control is generated according to the sound monitoring result, and the tracking control includes the sound propagation distance.
[0257] When the sound monitoring result indicates that the monitoring capability information is greater than or equal to the sound propagation distance, a tracking control may be generated. The tracking control may be in the form of a 2D UI, such as a circular control, a square control, or an arrow-shaped control, and this exemplary embodiment does not specifically limit this.
[0258] The position of the first virtual character can be tracked in real time through the tracking control.
[0259] Furthermore, in order to further demonstrate the distance between the first virtual character indicated by the tracking control and the target virtual character, information on the sound propagation distance may be added on the tracking control or at relevant locations such as next to the tracking control.
[0260] In step S1420, a tracking control for representing the first virtual character is displayed at the mapped position.
[0261] After determining the mapping location and generating the tracking control, the tracking control can be displayed at the mapping location.
[0262] At this time, the mapping position may be an internal position of the first virtual character, such as the head or chest of the first virtual character, or an external position, such as the left or right side of the first virtual character, which is not particularly limited in this exemplary embodiment.
[0263] In this exemplary embodiment, by displaying the generated tracking control at the mapping position of the first virtual character, another implementation method is provided for real-time tracking and rendering of the sound source, which enriches the display effect of the sound source and enhances the player's gaming experience.
[0264] In the exemplary embodiment of the present disclosure, the display control method in the game obtains the monitoring parameter information of the target virtual character and the sound parameter information of the first virtual character as the data basis for rendering the ideographic graphics, enriching the data dimension of the rendered ideographic graphics, improving the dynamics and real-time performance of the ideographic graphics rendering, improving the accuracy of the sound source positioning, and providing more realistic auditory and visual effects. Furthermore, the ideographic graphics of the first virtual character are rendered and displayed based on the sound monitoring results, and the first virtual character is displayed in a blurred manner to accurately depict the location of the first virtual character. At the same time, a balance is struck between over-exposing the location of the first virtual character, achieving the effect of real-time tracking and marking the direction of the first virtual character. When the ideographic graphics of multiple first virtual characters are rendered and displayed at the same time, the problem of being unable to track multiple sound sources in the same direction can be further solved, making it easier for players to grasp the number of first virtual characters and optimizing the player's gaming experience.
[0265] In addition, in an exemplary embodiment of the present disclosure, a display control device in a game is also provided, which provides a graphical user interface through a target terminal device, and the content displayed by the graphical user interface includes at least all or part of the game scene of the game, and the game scene includes a target virtual character whose operation is controlled by the target terminal device, and a first virtual character whose operation is controlled by other terminal devices. Figure 15 A schematic diagram of the structure of the display control device in the game is shown. Figure 15 As shown, the display control device 1500 in the game may include: an information acquisition module 1510, an information calculation module 1520, a position determination module 1530 and a graphic display module 1540. Among them:
[0266] The information acquisition module 1510 is configured to acquire monitoring parameter information of the target virtual character and acquire voice parameter information of the first virtual character;
[0267] The information calculation module 1520 is configured to calculate the monitoring parameter information and the sound parameter information to obtain a sound monitoring result, wherein the sound monitoring result includes: whether the voice of the first virtual character can be monitored;
[0268] The position determination module 1530 is configured to determine a corresponding mapping position on the graphical user interface according to a first position of the first virtual character in the game scene when the voice of the first virtual character can be monitored;
[0269] The graphic display module 1540 is configured to display a ideographic graphic representing the first virtual character at the mapped position.
[0270] In an exemplary embodiment of the present invention,
[0271] The monitoring parameter information includes: target sound type, monitoring capability level and noise level information;
[0272] The acquiring of monitoring parameter information of the target virtual character includes:
[0273] Obtaining the target voice type of the target virtual character;
[0274] Obtaining the monitoring capability level of the target virtual character;
[0275] Acquire the noise level information of the target virtual character.
[0276] In an exemplary embodiment of the present invention,
[0277] The obtaining of the monitoring capability level of the target virtual character includes:
[0278] Obtaining target attribute information of the target virtual character, and obtaining a mapping relationship between the target attribute information and the monitoring capability level;
[0279] The monitoring capability level corresponding to the target attribute information is searched in the mapping relationship.
[0280] In an exemplary embodiment of the present invention,
[0281] The acquiring the noise level information of the target virtual character includes:
[0282] Obtaining a target sound intensity emitted by the target virtual character according to the target sound type, and obtaining a monitoring noise threshold of the target virtual character according to the target sound type;
[0283] The target sound intensity and the monitoring noise threshold are compared to obtain a comparison result, and the noise level information of the target virtual character is determined according to the comparison result.
[0284] In an exemplary embodiment of the present invention,
[0285] The method further comprises:
[0286] When the target virtual character does not make any sound, the noise level information of the target virtual character is determined.
[0287] In an exemplary embodiment of the present invention, the sound parameter information includes: a first sound type and a sound propagation distance, and the first sound type includes at least one of the following types: a first movement type, a first attack type, and a first preparation attack type.
[0288] In an exemplary embodiment of the present invention,
[0289] The monitoring parameter information includes: monitoring capability level and noise level information; the sound parameter information includes: first sound type and sound propagation distance,
[0290] The calculating the monitoring parameter information and the sound parameter information to obtain the sound monitoring result includes:
[0291] When the noise level information indicates that the first virtual character is monitored, obtaining a first sound intensity according to the first sound type;
[0292] Obtaining a monitoring coefficient of the target virtual character according to the monitoring capability level, and calculating the first sound intensity and the monitoring coefficient to obtain monitoring capability information;
[0293] The monitoring capability information and the sound propagation distance are compared to obtain a sound monitoring result.
[0294] In an exemplary embodiment of the present invention, the ideographic graphic is a model outline of the first virtual character.
[0295] In an exemplary embodiment of the present invention, the ideographic graphic is a graphic obtained by blurring the model outline of the first virtual character.
[0296] In an exemplary embodiment of the present invention,
[0297] Determining a corresponding mapping position on the graphical user interface according to a first position of the first virtual character in the game scene includes:
[0298] The mapping position corresponding to the first position on the graphical user interface is determined based on the first position of the first virtual character in the game scene and the camera parameters of the virtual camera; wherein the virtual camera is used to shoot all or part of the game scene of the game to obtain a game scene image displayed on the graphical user interface.
[0299] In an exemplary embodiment of the present invention,
[0300] The step of displaying a graphic representation of the first virtual character at the mapping position includes:
[0301] The non-visible area of the first virtual character with respect to the target virtual character is determined according to the camera parameters, and a ideographic graphic representing the non-visible area of the first virtual character is displayed at the mapping position; wherein the non-visible area includes all or part of the area of the first virtual character, and the part of the area of the first virtual character includes one or more virtual body parts of the first virtual character.
[0302] In an exemplary embodiment of the present invention, the method further comprises:
[0303] The entire area of the first virtual character is determined to be visible to the target virtual character according to the camera parameters, and an ideographic graphic representing the first virtual character is not displayed.
[0304] In an exemplary embodiment of the present invention, displaying an ideographic graphic representing the first virtual character at the mapping position includes:
[0305] The first virtual character is subjected to fuzzy processing to obtain an ideographic graphic representing the first virtual character, and the ideographic graphic is displayed at the mapping position.
[0306] In an exemplary embodiment of the present invention, the step of performing fuzzy processing on the first virtual character to obtain a ideographic graphic representing the first virtual character includes:
[0307] Performing cutout processing on the first virtual character to obtain a first picture;
[0308] Gaussian blur is performed on the first image to obtain a graphic representation of the first virtual character.
[0309] In an exemplary embodiment of the present invention, the monitoring parameter information includes: target sound type; the sound parameter information includes: first sound type and sound propagation distance,
[0310] The step of performing Gaussian blurring on the first image to obtain a graphic representation of the first virtual character includes:
[0311] Based on the target sound type and / or the first sound type, Gaussian blurring is performed on the first image to obtain an ideographic graphic representing the first virtual character, wherein blur parameters of the ideographic graphic are determined according to the target sound type and / or the first sound type, and the blur parameters include the size and / or clarity of the ideographic graphic; or
[0312] Based on the sound propagation distance, Gaussian blur is performed on the first image to obtain a ideographic graphic representing the first virtual character. Blurring parameters of the ideographic graphic are determined according to the sound propagation distance. The blurring parameters include the size and / or clarity of the ideographic graphic.
[0313] In an exemplary embodiment of the present invention, displaying an ideographic graphic representing the first virtual character at the mapping position includes:
[0314] determining a display duration of an ideographic graphic representing the first virtual character according to the monitoring parameter information and / or the sound parameter information;
[0315] The ideographic graphic is displayed at the mapping position according to the display duration.
[0316] In an exemplary embodiment of the present invention, the method further comprises:
[0317] In response to the change of the first position, the mapped position is updated in real time, thereby updating the display position of the ideographic graphic on the graphical user interface, so that the ideographic graphic reflects the position change of the first virtual character in real time.
[0318] In an exemplary embodiment of the present invention, the sound parameter information includes: sound propagation distance,
[0319] The method further comprises:
[0320] generating a tracking control according to the sound monitoring result, wherein the tracking control includes the sound propagation distance;
[0321] The tracking control representing the first virtual character is displayed at the mapped location.
[0322] The specific details of the display control device 1500 in the above game have been described in detail in the display control method in the corresponding game, so they will not be repeated here.
[0323] It should be noted that although the above detailed description mentions several modules or units of the display control device 1500 in the game, this division is not mandatory. In fact, according to the embodiments of the present disclosure, the features and functions of two or more modules or units described above can be embodied in a single module or unit. Conversely, the features and functions of a single module or unit described above can be further divided and embodied by multiple modules or units.
[0324] In addition, in an exemplary embodiment of the present disclosure, an electronic device capable of implementing the above method is also provided.
[0325] Refer to the following Figure 16 16. An electronic device 1600 according to such an embodiment of the present invention is described. Figure 16 The electronic device 1600 shown is merely an example and should not limit the functions and scope of use of the embodiments of the present invention.
[0326] like Figure 16 As shown, electronic device 1600 is implemented as a general-purpose computing device. Components of electronic device 1600 may include, but are not limited to, the aforementioned at least one processing unit 1610, the aforementioned at least one storage unit 1620, a bus 1630 connecting various system components (including storage unit 1620 and processing unit 1610), and a display unit 1640.
[0327] The storage unit stores program code, which can be executed by the processing unit 1610, so that the processing unit 1610 performs the steps according to various exemplary embodiments of the present invention described in the above “Exemplary Method” section of this specification, for example:
[0328] Providing a graphical user interface through a target terminal device, wherein the content displayed by the graphical user interface includes at least all or part of a game scene of the game, wherein the game scene includes a target virtual character controlled by the target terminal device and a first virtual character controlled by another terminal device, the method comprising:
[0329] Acquiring monitoring parameter information of the target virtual character and acquiring voice parameter information of the first virtual character;
[0330] Calculating the monitoring parameter information and the sound parameter information to obtain a sound monitoring result, wherein the sound monitoring result includes: whether the sound of the first virtual character can be monitored;
[0331] When the voice of the first virtual character can be monitored, determining a corresponding mapping position on the graphical user interface according to a first position of the first virtual character in the game scene;
[0332] An ideographic graphic representing the first virtual character is displayed at the mapped position.
[0333] Optionally, the monitoring parameter information includes: target sound type, monitoring capability level and noise level information;
[0334] The acquiring of monitoring parameter information of the target virtual character includes:
[0335] Obtaining the target voice type of the target virtual character;
[0336] Obtaining the monitoring capability level of the target virtual character;
[0337] Acquire the noise level information of the target virtual character.
[0338] Optionally, obtaining the monitoring capability level of the target virtual character includes:
[0339] Obtaining target attribute information of the target virtual character, and obtaining a mapping relationship between the target attribute information and the monitoring capability level;
[0340] The monitoring capability level corresponding to the target attribute information is searched in the mapping relationship.
[0341] Optionally, the acquiring the noise level information of the target virtual character includes:
[0342] Obtaining a target sound intensity emitted by the target virtual character according to the target sound type, and obtaining a monitoring noise threshold of the target virtual character according to the target sound type;
[0343] The target sound intensity and the monitoring noise threshold are compared to obtain a comparison result, and the noise level information of the target virtual character is determined according to the comparison result.
[0344] Optionally, the method further includes:
[0345] When the target virtual character does not make any sound, the noise level information of the target virtual character is determined.
[0346] Optionally, the sound parameter information includes: a first sound type and a sound propagation distance, and the first sound type includes at least one of the following types: a first movement type, a first attack type, and a first preparation attack type.
[0347] Optionally, the monitoring parameter information includes: monitoring capability level and noise level information; the sound parameter information includes: first sound type and sound propagation distance,
[0348] The calculating the monitoring parameter information and the sound parameter information to obtain the sound monitoring result includes:
[0349] When the noise level information indicates that the first virtual character is monitored, obtaining a first sound intensity according to the first sound type;
[0350] Obtaining a monitoring coefficient of the target virtual character according to the monitoring capability level, and calculating the first sound intensity and the monitoring coefficient to obtain monitoring capability information;
[0351] The monitoring capability information and the sound propagation distance are compared to obtain a sound monitoring result.
[0352] Optionally, the ideographic graphic is a model outline of the first virtual character.
[0353] Optionally, the ideographic graphic is a graphic obtained by blurring the model outline of the first virtual character.
[0354] Optionally, determining a corresponding mapping position on the graphical user interface according to the first position of the first virtual character in the game scene includes:
[0355] The mapping position corresponding to the first position on the graphical user interface is determined based on the first position of the first virtual character in the game scene and the camera parameters of the virtual camera; wherein the virtual camera is used to shoot all or part of the game scene of the game to obtain a game scene image displayed on the graphical user interface.
[0356] Optionally, displaying a ideographic graphic representing the first virtual character at the mapping position includes:
[0357] The non-visible area of the first virtual character with respect to the target virtual character is determined according to the camera parameters, and a ideographic graphic representing the non-visible area of the first virtual character is displayed at the mapping position; wherein the non-visible area includes all or part of the area of the first virtual character, and the part of the area of the first virtual character includes one or more virtual body parts of the first virtual character.
[0358] Optionally, the method further includes:
[0359] The entire area of the first virtual character is determined to be visible to the target virtual character according to the camera parameters, and an ideographic graphic representing the first virtual character is not displayed.
[0360] Optionally, displaying a ideographic graphic representing the first virtual character at the mapping position includes:
[0361] The first virtual character is subjected to fuzzy processing to obtain an ideographic graphic representing the first virtual character, and the ideographic graphic is displayed at the mapping position.
[0362] Optionally, the performing fuzzy processing on the first virtual character to obtain a ideographic graphic representing the first virtual character includes:
[0363] Performing cutout processing on the first virtual character to obtain a first picture;
[0364] Gaussian blur is performed on the first image to obtain a ideographic graphic representing the first virtual character.
[0365] Optionally, the monitoring parameter information includes: target sound type; the sound parameter information includes: first sound type and sound propagation distance,
[0366] The step of performing Gaussian blurring on the first image to obtain a graphic representation of the first virtual character includes:
[0367] Based on the target sound type and / or the first sound type, Gaussian blurring is performed on the first image to obtain an ideographic graphic representing the first virtual character, wherein blur parameters of the ideographic graphic are determined according to the target sound type and / or the first sound type, and the blur parameters include the size and / or clarity of the ideographic graphic; or
[0368] Based on the sound propagation distance, Gaussian blur is performed on the first image to obtain a ideographic graphic representing the first virtual character. Blurring parameters of the ideographic graphic are determined according to the sound propagation distance. The blurring parameters include the size and / or clarity of the ideographic graphic.
[0369] Optionally, displaying a ideographic graphic representing the first virtual character at the mapping position includes:
[0370] determining a display duration of an ideographic graphic representing the first virtual character according to the monitoring parameter information and / or the sound parameter information;
[0371] The ideographic graphic is displayed at the mapping position according to the display duration.
[0372] Optionally, the method further includes:
[0373] In response to the change of the first position, the mapped position is updated in real time, thereby updating the display position of the ideographic graphic on the graphical user interface, so that the ideographic graphic reflects the position change of the first virtual character in real time.
[0374] Optionally, the sound parameter information includes: sound propagation distance,
[0375] The method further comprises:
[0376] generating a tracking control according to the sound monitoring result, wherein the tracking control includes the sound propagation distance;
[0377] The tracking control representing the first virtual character is displayed at the mapped location.
[0378] Through the above method, the monitoring parameter information of the target virtual character and the sound parameter information of the first virtual character are obtained as the data basis for rendering the ideographic graphics, which enriches the data dimension of the rendered ideographic graphics, improves the dynamic and real-time performance of the ideographic graphics rendering, improves the accuracy of the sound source positioning, and provides more realistic auditory and visual effects. Furthermore, the ideographic graphics of the first virtual character are rendered and displayed based on the sound monitoring results, and the first virtual character is displayed in a blurred manner, accurately depicting the location of the first virtual character, while achieving a balance between over-exposing the location of the first virtual character, and achieving the effect of real-time tracking and marking the direction of the first virtual character. When the ideographic graphics of multiple first virtual characters are rendered and displayed at the same time, the problem of being unable to track multiple sound sources in the same direction can be further solved, which makes it easier for players to grasp the number of first virtual characters and optimizes the player's gaming experience.
[0379] The storage unit 1620 may include a readable medium in the form of a volatile storage unit, such as a random access memory unit (RAM) 1621 and / or a cache memory unit 1622 , and may further include a read-only memory unit (ROM) 1623 .
[0380] The storage unit 1620 may also include a program / utility 1624 having a set (at least one) of program modules 1625, such program modules 1625 including but not limited to: an operating system, one or more application programs, other program modules, and program data, each of which or some combination may include an implementation of a network environment.
[0381] Bus 1630 may represent one or more of several types of bus structures, including a memory bus or memory controller, a peripheral bus, an accelerated graphics port, a processing unit, or a local bus using any of a variety of bus architectures.
[0382] Electronic device 1600 can also communicate with one or more external devices 1800 (e.g., a keyboard, pointing device, Bluetooth device, etc.), one or more devices that enable a user to interact with electronic device 1600, and / or any device that enables electronic device 1600 to communicate with one or more other computing devices (e.g., a router, modem, etc.). Such communication can occur via input / output (I / O) interface 1650. Furthermore, electronic device 1600 can communicate with one or more networks (e.g., a local area network (LAN), a wide area network (WAN), and / or a public network such as the Internet) via network adapter 1660. As shown, network adapter 1660 communicates with other modules of electronic device 1600 via bus 1630. It should be understood that, although not shown, other hardware and / or software modules can be used in conjunction with electronic device 1600, including but not limited to microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems.
[0383] Through the description of the above embodiments, it is easy for those skilled in the art to understand that the example embodiments described herein can be implemented by software or by combining software with necessary hardware. Therefore, the technical solution according to the embodiments of the present disclosure can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (which can be a CD-ROM, a USB flash drive, a mobile hard disk, etc.) or on a network, and includes a number of instructions to enable a computing device (which can be a personal computer, a server, a terminal device, or a network device, etc.) to execute the method according to the embodiments of the present disclosure.
[0384] In exemplary embodiments of the present disclosure, a computer-readable storage medium is also provided, on which a program product capable of implementing the above-described methods of this specification is stored. In some possible embodiments, various aspects of the present invention may also be implemented in the form of a program product, which includes program code. When the program product is executed on a terminal device, the program code is used to cause the terminal device to perform the steps of various exemplary embodiments of the present invention described in the "Exemplary Methods" section above. For example:
[0385] Providing a graphical user interface through a target terminal device, wherein the content displayed by the graphical user interface includes at least all or part of a game scene of the game, wherein the game scene includes a target virtual character controlled by the target terminal device and a first virtual character controlled by another terminal device, the method comprising:
[0386] Acquiring monitoring parameter information of the target virtual character and acquiring voice parameter information of the first virtual character;
[0387] Calculating the monitoring parameter information and the sound parameter information to obtain a sound monitoring result, wherein the sound monitoring result includes: whether the sound of the first virtual character can be monitored;
[0388] When the voice of the first virtual character can be monitored, determining a corresponding mapping position on the graphical user interface according to a first position of the first virtual character in the game scene;
[0389] An ideographic graphic representing the first virtual character is displayed at the mapped position.
[0390] Optionally, the monitoring parameter information includes: target sound type, monitoring capability level and noise level information;
[0391] The acquiring of monitoring parameter information of the target virtual character includes:
[0392] Obtaining the target voice type of the target virtual character;
[0393] Obtaining the monitoring capability level of the target virtual character;
[0394] Acquire the noise level information of the target virtual character.
[0395] Optionally, obtaining the monitoring capability level of the target virtual character includes:
[0396] Obtaining target attribute information of the target virtual character, and obtaining a mapping relationship between the target attribute information and the monitoring capability level;
[0397] The monitoring capability level corresponding to the target attribute information is searched in the mapping relationship.
[0398] Optionally, the acquiring the noise level information of the target virtual character includes:
[0399] Obtaining a target sound intensity emitted by the target virtual character according to the target sound type, and obtaining a monitoring noise threshold of the target virtual character according to the target sound type;
[0400] The target sound intensity and the monitoring noise threshold are compared to obtain a comparison result, and the noise level information of the target virtual character is determined according to the comparison result.
[0401] Optionally, the method further includes:
[0402] When the target virtual character does not make any sound, the noise level information of the target virtual character is determined.
[0403] Optionally, the sound parameter information includes: a first sound type and a sound propagation distance, and the first sound type includes at least one of the following types: a first movement type, a first attack type, and a first preparation attack type.
[0404] Optionally, the monitoring parameter information includes: monitoring capability level and noise level information; the sound parameter information includes: first sound type and sound propagation distance,
[0405] The calculating the monitoring parameter information and the sound parameter information to obtain the sound monitoring result includes:
[0406] When the noise level information indicates that the first virtual character is monitored, obtaining a first sound intensity according to the first sound type;
[0407] Obtaining a monitoring coefficient of the target virtual character according to the monitoring capability level, and calculating the first sound intensity and the monitoring coefficient to obtain monitoring capability information;
[0408] The monitoring capability information and the sound propagation distance are compared to obtain a sound monitoring result.
[0409] Optionally, the ideographic graphic is a model outline of the first virtual character.
[0410] Optionally, the ideographic graphic is a graphic obtained by blurring the model outline of the first virtual character.
[0411] Optionally, determining a corresponding mapping position on the graphical user interface according to the first position of the first virtual character in the game scene includes:
[0412] The mapping position corresponding to the first position on the graphical user interface is determined based on the first position of the first virtual character in the game scene and the camera parameters of the virtual camera; wherein the virtual camera is used to shoot all or part of the game scene of the game to obtain a game scene image displayed on the graphical user interface.
[0413] Optionally, displaying a ideographic graphic representing the first virtual character at the mapping position includes:
[0414] The non-visible area of the first virtual character with respect to the target virtual character is determined according to the camera parameters, and a ideographic graphic representing the non-visible area of the first virtual character is displayed at the mapping position; wherein the non-visible area includes all or part of the area of the first virtual character, and the part of the area of the first virtual character includes one or more virtual body parts of the first virtual character.
[0415] Optionally, the method further includes:
[0416] The entire area of the first virtual character is determined to be visible to the target virtual character according to the camera parameters, and an ideographic graphic representing the first virtual character is not displayed.
[0417] Optionally, displaying a ideographic graphic representing the first virtual character at the mapping position includes:
[0418] The first virtual character is subjected to fuzzy processing to obtain an ideographic graphic representing the first virtual character, and the ideographic graphic is displayed at the mapping position.
[0419] Optionally, the performing fuzzy processing on the first virtual character to obtain a ideographic graphic representing the first virtual character includes:
[0420] Performing cutout processing on the first virtual character to obtain a first picture;
[0421] Gaussian blur is performed on the first image to obtain a ideographic graphic representing the first virtual character.
[0422] Optionally, the monitoring parameter information includes: target sound type; the sound parameter information includes: first sound type and sound propagation distance,
[0423] The step of performing Gaussian blurring on the first image to obtain a graphic representation of the first virtual character includes:
[0424] Based on the target sound type and / or the first sound type, Gaussian blurring is performed on the first image to obtain an ideographic graphic representing the first virtual character, wherein blur parameters of the ideographic graphic are determined according to the target sound type and / or the first sound type, and the blur parameters include the size and / or clarity of the ideographic graphic; or
[0425] Based on the sound propagation distance, Gaussian blur is performed on the first image to obtain a ideographic graphic representing the first virtual character. Blurring parameters of the ideographic graphic are determined according to the sound propagation distance. The blurring parameters include the size and / or clarity of the ideographic graphic.
[0426] Optionally, displaying a ideographic graphic representing the first virtual character at the mapping position includes:
[0427] determining a display duration of an ideographic graphic representing the first virtual character according to the monitoring parameter information and / or the sound parameter information;
[0428] The ideographic graphic is displayed at the mapping position according to the display duration.
[0429] Optionally, the method further includes:
[0430] In response to the change of the first position, the mapped position is updated in real time, thereby updating the display position of the ideographic graphic on the graphical user interface, so that the ideographic graphic reflects the position change of the first virtual character in real time.
[0431] Optionally, the sound parameter information includes: sound propagation distance,
[0432] The method further comprises:
[0433] generating a tracking control according to the sound monitoring result, wherein the tracking control includes the sound propagation distance;
[0434] The tracking control representing the first virtual character is displayed at the mapped location.
[0435] Through the above method, the monitoring parameter information of the target virtual character and the sound parameter information of the first virtual character are obtained as the data basis for rendering the ideographic graphics, which enriches the data dimension of the rendered ideographic graphics, improves the dynamic and real-time performance of the ideographic graphics rendering, improves the accuracy of the sound source positioning, and provides more realistic auditory and visual effects. Furthermore, the ideographic graphics of the first virtual character are rendered and displayed based on the sound monitoring results, and the first virtual character is displayed in a blurred manner, accurately depicting the location of the first virtual character, while achieving a balance between over-exposing the location of the first virtual character, and achieving the effect of real-time tracking and marking the direction of the first virtual character. When the ideographic graphics of multiple first virtual characters are rendered and displayed at the same time, the problem of being unable to track multiple sound sources in the same direction can be further solved, which makes it easier for players to grasp the number of first virtual characters and optimizes the player's gaming experience.
[0436] refer to Figure 17 As shown, a program product 1700 for implementing the above method according to an embodiment of the present invention is described. The program product 1700 may be a portable compact disk read-only memory (CD-ROM) and include program code, and may be run on a terminal device, such as a personal computer. However, the program product of the present invention is not limited thereto. In this document, a readable storage medium may be any tangible medium containing or storing a program that can be used by or in conjunction with an instruction execution system, apparatus, or device.
[0437] The program product may be implemented in any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. The readable storage medium may be, for example, but not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device, or component, or any combination thereof. More specific examples (a non-exhaustive list) of readable storage media include: an electrical connection with one or more wires, a portable disk, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination thereof.
[0438] A computer-readable signal medium may include a data signal propagated in baseband or as part of a carrier wave, which carries readable program code. Such propagated data signals may take a variety of forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A readable signal medium may also be any readable medium other than a readable storage medium that can transmit, propagate, or transfer a program for use by or in conjunction with an instruction execution system, apparatus, or device.
[0439] The program code embodied on the readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
[0440] The program code for performing the operations of the present invention may be written in any combination of one or more programming languages, including object-oriented programming languages such as Java, C++, and the like, as well as conventional procedural programming languages such as "C" or similar programming languages. The program code may be executed entirely on the user computing device, partially on the user device, as a stand-alone software package, partially on the user computing device and partially on a remote computing device, or entirely on a remote computing device or server. In cases involving a remote computing device, the remote computing device may be connected to the user computing device via any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computing device (e.g., via the Internet using an Internet service provider).
[0441] Other embodiments of the present disclosure will readily occur to those skilled in the art after considering the specification and practicing the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of the present disclosure that follow from the general principles of the present disclosure and include common knowledge or customary techniques in the art not disclosed herein. The description and examples are to be considered as exemplary only, with the true scope and spirit of the present disclosure being indicated by the claims.
Claims
1. A display control method in a game, characterized in that: Providing a graphical user interface through a target terminal device, wherein the content displayed by the graphical user interface includes at least all or part of a game scene of the game, wherein the game scene includes a target virtual character controlled by the target terminal device and a first virtual character controlled by another terminal device, the method comprising: Acquiring monitoring parameter information of the target virtual character and acquiring sound parameter information of the first virtual character; the monitoring parameter information includes: target sound type, monitoring capability level, and noise level information; Calculating the monitoring parameter information and the sound parameter information to obtain a sound monitoring result, wherein the sound monitoring result includes: whether the sound of the first virtual character can be monitored; When the voice of the first virtual character can be monitored, determining a corresponding mapping position on the graphical user interface according to a first position of the first virtual character in the game scene; An ideographic graphic representing the first virtual character is displayed at the mapped position.
2. The display control method in a game according to claim 1, characterized in that: The acquiring of monitoring parameter information of the target virtual character includes: Obtaining the target voice type of the target virtual character; Obtaining the monitoring capability level of the target virtual character; Acquire the noise level information of the target virtual character.
3. The display control method in a game according to claim 2, characterized in that: The obtaining of the monitoring capability level of the target virtual character includes: Obtaining target attribute information of the target virtual character, and obtaining a mapping relationship between the target attribute information and the monitoring capability level; The monitoring capability level corresponding to the target attribute information is searched in the mapping relationship.
4. The display control method in a game according to claim 2, characterized in that: The acquiring the noise level information of the target virtual character includes: Obtaining a target sound intensity emitted by the target virtual character according to the target sound type, and obtaining a monitoring noise threshold of the target virtual character according to the target sound type; The target sound intensity is compared with the monitoring noise threshold to obtain a comparison result, and the noise level information of the target virtual character is determined according to the comparison result.
5. The display control method in a game according to claim 4, characterized in that: The method further comprises: When the target virtual character does not make any sound, the noise level information of the target virtual character is determined.
6. The display control method in a game according to claim 1, characterized in that: The sound parameter information includes: a first sound type and a sound propagation distance, and the first sound type includes at least one of the following types: a first movement type, a first attack type, and a first preparation attack type.
7. The display control method in a game according to claim 1, characterized in that: The sound parameter information includes: the first sound type and the sound propagation distance, The calculating the monitoring parameter information and the sound parameter information to obtain the sound monitoring result includes: When the noise level information indicates that the first virtual character is monitored, obtaining a first sound intensity according to the first sound type; Obtaining a monitoring coefficient of the target virtual character according to the monitoring capability level, and calculating the first sound intensity and the monitoring coefficient to obtain monitoring capability information; The monitoring capability information and the sound propagation distance are compared to obtain a sound monitoring result.
8. The display control method in a game according to claim 1, characterized in that: The ideographic graphic is a model outline of the first virtual character.
9. The display control method in a game according to claim 1, characterized in that: The ideographic graphic is a graphic obtained by blurring the outline of the model of the first virtual character.
10. The display control method in a game according to claim 1, characterized in that: Determining a corresponding mapping position on the graphical user interface according to a first position of the first virtual character in the game scene includes: The mapping position corresponding to the first position on the graphical user interface is determined based on the first position of the first virtual character in the game scene and the camera parameters of the virtual camera; wherein the virtual camera is used to shoot all or part of the game scene of the game to obtain a game scene image displayed on the graphical user interface.
11. The display control method in a game according to claim 10, characterized in that: The step of displaying a graphic representation of the first virtual character at the mapping position includes: The non-visible area of the first virtual character with respect to the target virtual character is determined according to the camera parameters, and a ideographic graphic representing the non-visible area of the first virtual character is displayed at the mapping position; wherein the non-visible area includes all or part of the area of the first virtual character, and the part of the area of the first virtual character includes one or more virtual body parts of the first virtual character.
12. The display control method in a game according to claim 10, characterized in that: The method further comprises: The entire area of the first virtual character is determined to be visible to the target virtual character according to the camera parameters, and an ideographic graphic representing the first virtual character is not displayed.
13. The display control method in a game according to claim 1, characterized in that: The step of displaying a graphic representation of the first virtual character at the mapping position includes: The first virtual character is subjected to fuzzy processing to obtain an ideographic graphic representing the first virtual character, and the ideographic graphic is displayed at the mapping position.
14. The display control method in a game according to claim 13, characterized in that: The step of performing fuzzy processing on the first virtual character to obtain a ideographic graphic representing the first virtual character includes: Performing cutout processing on the first virtual character to obtain a first picture; Gaussian blur is performed on the first image to obtain a graphic representation of the first virtual character.
15. The display control method in a game according to claim 14, characterized in that: The sound parameter information includes: the first sound type and the sound propagation distance, The step of performing Gaussian blurring on the first image to obtain a graphic representation of the first virtual character includes: Based on the target sound type and / or the first sound type, Gaussian blurring is performed on the first image to obtain an ideographic graphic representing the first virtual character, wherein blur parameters of the ideographic graphic are determined according to the target sound type and / or the first sound type, and the blur parameters include the size and / or clarity of the ideographic graphic; or Based on the sound propagation distance, Gaussian blur is performed on the first image to obtain a ideographic graphic representing the first virtual character. Blurring parameters of the ideographic graphic are determined according to the sound propagation distance. The blurring parameters include the size and / or clarity of the ideographic graphic.
16. The display control method in a game according to claim 1, characterized in that: The step of displaying a graphic representation of the first virtual character at the mapping position includes: determining a display duration of an ideographic graphic representing the first virtual character according to the monitoring parameter information and / or the sound parameter information; The ideographic graphic is displayed at the mapping position according to the display duration.
17. The display control method in a game according to claim 1, characterized in that: The method further comprises: In response to the change of the first position, the mapped position is updated in real time, thereby updating the display position of the ideographic graphic on the graphical user interface, so that the ideographic graphic reflects the position change of the first virtual character in real time.
18. The display control method in a game according to claim 1, characterized in that: The sound parameter information includes: sound propagation distance, The method further comprises: generating a tracking control according to the sound monitoring result, wherein the tracking control includes the sound propagation distance; The tracking control representing the first virtual character is displayed at the mapped location.
19. A display control device in a game, characterized in that: Providing a graphical user interface through a target terminal device, wherein the content displayed by the graphical user interface includes at least all or part of a game scene of the game, wherein the game scene includes a target virtual character whose operation is controlled by the target terminal device and a first virtual character whose operation is controlled by another terminal device, including: An information acquisition module is configured to acquire monitoring parameter information of the target virtual character and acquire voice parameter information of the first virtual character; the monitoring parameter information includes: target voice type, monitoring capability level and noise level information; an information calculation module configured to calculate the monitoring parameter information and the sound parameter information to obtain a sound monitoring result, wherein the sound monitoring result includes: whether the voice of the first virtual character can be monitored; a position determination module configured to determine a corresponding mapping position on the graphical user interface according to a first position of the first virtual character in the game scene when the voice of the first virtual character can be monitored; The graphic display module is configured to display a ideographic graphic representing the first virtual character at the mapping position.
20. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the display control method in the game according to any one of claims 1 to 18 is implemented.
21. An electronic device, characterized in that: include: processor; a memory for storing executable instructions of the processor; The processor is configured to execute the display control method in the game according to any one of claims 1 to 18 by executing the executable instructions.
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