Method, device, terminal and storage medium for displaying skill release effects
By detecting the attribute values of virtual characters in real time and pausing skill releases and displaying defeat effects when the threshold is reached, the problem of unclear defeat prompts in action games is solved, and more diverse defeat prompt effects are achieved.
Patent Information
- Application Number
- CN202110734253.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-06-30
- Publication Date
- 2025-09-19
- Estimated Expiration
- 2041-06-30
AI Technical Summary
In the prior art, the defeat prompt after the release of a special skill in an action game cannot reflect the defeat time point, and the prompt method is single and the effect is not good.
During the target skill release process, the attribute value of the virtual character is detected in real time. When the attribute value threshold is reached, the skill release is paused, the defeat effect is displayed, and then the skill release is resumed.
Clearly indicate the defeat time point, enrich the defeat prompt methods, and improve the defeat prompt effect.
Smart Images

Figure CN115531868B_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present application relate to the field of human-computer interaction technology, and in particular to a method, device, terminal, and storage medium for displaying skill release effects. Background Art
[0002] Action games are games in which players control virtual characters to use fists, kicks, or other skills to attack other virtual characters in order to win the battle. They have high requirements on the player's reaction ability and hand-eye coordination.
[0003] During combat, players can control their avatars to use common skills (such as punches and kicks) to inflict minor damage to other avatars, or they can control their avatars to use special skills (such as combos or ultimates) to inflict significant damage to other avatars. In related art, when using these special skills, the avatars must continuously perform a complete set of skill moves. If the other avatar is defeated during the special skill release, the terminal will display a defeat notification after the special skill release is complete.
[0004] However, since special skills usually have characteristics such as long duration and multiple attacks, the defeat prompt is given after the special skill is released, which cannot reflect the defeat time point. In addition, the same prompt method is used for different virtual characters, resulting in a single defeat prompt method and poor prompt effect. Summary of the Invention
[0005] The embodiments of the present application provide a method, device, terminal, and storage medium for displaying skill release effects, which can indicate the defeat time point during a battle, enrich the defeat prompt method, and improve the prompt effect. The technical solution is as follows:
[0006] On the one hand, an embodiment of the present application provides a method for displaying a skill release effect, the method comprising:
[0007] In response to a trigger operation on a skill release control, controlling the first virtual character to release a target skill, wherein the target skill is used to reduce an attribute value of a second virtual character when hitting the second virtual character;
[0008] During the release of the target skill, in response to the attribute value of the second virtual character reaching an attribute value threshold, pausing the release of the target skill and displaying a target defeat effect based on the first virtual character and the second virtual character;
[0009] In response to the end of the target defeat effect display, the first virtual character is controlled to continue releasing the target skill.
[0010] On the other hand, an embodiment of the present application provides a method for displaying a skill release effect, the method comprising:
[0011] In response to a triggering operation on the skill release control, executing skill release logic corresponding to a target skill, controlling the first virtual character to release the target skill, wherein the target skill is used to reduce an attribute value of a second virtual character when hitting the second virtual character;
[0012] During the release of the target skill, in response to the attribute value of the second virtual character reaching an attribute value threshold, pausing the skill release logic and running the defeat effect display logic, wherein the release of the target skill is suspended when the skill release logic is suspended;
[0013] Running the defeat effect display logic to display a target defeat effect based on the first virtual character and the second virtual character;
[0014] In response to the end of the target defeat effect display, the defeat effect display logic is ended and the skill release logic is restored, wherein the first virtual character continues to release the target skill after the skill release logic is restored.
[0015] On the other hand, an embodiment of the present application provides a device for displaying a skill release effect, the device comprising:
[0016] a control module, configured to control the first virtual character to release a target skill in response to a triggering operation on a skill release control, wherein the target skill is configured to reduce an attribute value of a second virtual character when hitting the second virtual character;
[0017] a display module configured to, during the release of the target skill, in response to the attribute value of the second virtual character reaching an attribute value threshold, pause the release of the target skill and display a target defeat effect based on the first virtual character and the second virtual character;
[0018] The control module is further configured to control the first virtual character to continue releasing the target skill in response to the end of the target defeat effect display.
[0019] On the other hand, an embodiment of the present application provides a device for displaying a skill release effect, the device comprising:
[0020] a skill release logic module, configured to, in response to a triggering operation on the skill release control, execute skill release logic corresponding to a target skill, and control the first virtual character to release the target skill, wherein the target skill is used to reduce an attribute value of a second virtual character when hitting the second virtual character;
[0021] a defeat effect display logic module, configured to, during the release of the target skill, in response to the attribute value of the second virtual character reaching an attribute value threshold, suspend the skill release logic and run the defeat effect display logic, wherein the release of the target skill is suspended when the skill release logic is suspended;
[0022] The defeat effect display logic module is configured to execute the defeat effect display logic and display a target defeat effect based on the first virtual character and the second virtual character;
[0023] The skill release logic module is used to end the defeat effect display logic and restore the skill release logic in response to the end of the target defeat effect display, wherein the first virtual character continues to release the target skill after the skill release logic is restored.
[0024] On the other hand, an embodiment of the present application provides a terminal comprising a processor and a memory, wherein the memory stores at least one instruction, and the at least one instruction is loaded and executed by the processor to implement the method for displaying the skill release effect as described in the above aspect.
[0025] On the other hand, an embodiment of the present application provides a computer-readable storage medium, in which at least one instruction is stored. The at least one instruction is loaded and executed by a processor to implement the method for displaying the skill release effect as described in the above aspects.
[0026] In another aspect, embodiments of the present application provide a computer program product or computer program, comprising computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the skill release effect display method provided in various optional implementations of the aforementioned aspects.
[0027] In an embodiment of the present application, a trigger operation for a skill release control is received, and in the process of controlling the first virtual character to release the target skill to the second virtual character, by detecting whether the attribute value of the second virtual character reaches the attribute value threshold, the target skill release is paused when the attribute value reaches the attribute value threshold, and the target defeat effect when the first virtual character defeats the second virtual character is displayed, and then after the target defeat effect display ends, the first virtual character continues to be controlled to release the target skill; using the solution provided in the embodiment of the present application, the attribute value of the virtual character is detected in real time during the target skill release process, and the defeat effect is displayed when the attribute value reaches the attribute value threshold, that is, the virtual character is defeated, which can clearly indicate the defeat time point in the battle process; in addition, the target defeat effect is determined and displayed based on the first virtual character and the second virtual character in battle, thereby realizing different defeat prompt methods for different virtual characters, enriching the defeat prompt methods, and improving the defeat prompt effect. BRIEF DESCRIPTION OF THE DRAWINGS
[0028] The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the present application and, together with the description, serve to explain the principles of the present application.
[0029] Figure 1 A schematic diagram showing an implementation environment provided by an embodiment of the present application is shown;
[0030] Figure 2 A flowchart showing a method for displaying skill release effects provided by an exemplary embodiment of the present application is shown;
[0031] Figure 3 is a flowchart of a defeat effect display process shown in an exemplary embodiment of the present application;
[0032] Figure 4 yes Figure 3 The interface diagram of the defeat effect display process is shown;
[0033] Figure 5 This is a control flow chart of the skill release logic shown in an exemplary embodiment of the present application;
[0034] Figure 6 is a schematic diagram illustrating an implementation of skill hit detection according to an exemplary embodiment of the present application;
[0035] Figure 7 This is a schematic diagram of the target skill release and defeat effect display process output by an exemplary embodiment of the present application;
[0036] Figure 8 A flowchart showing a method for displaying skill release effects provided by another exemplary embodiment of the present application is shown;
[0037] Figure 9 A structural block diagram of a device for displaying skill release effects according to an exemplary embodiment of the present application is shown;
[0038] Figure 10 A structural block diagram of a device for displaying skill release effects according to another exemplary embodiment of the present application is shown;
[0039] Figure 11 A structural block diagram of a terminal provided by an exemplary embodiment of the present application is shown. DETAILED DESCRIPTION
[0040] Exemplary embodiments will be described in detail herein, with examples illustrated in the accompanying drawings. In the following description, when referring to the drawings, identical numerals in different figures represent identical or similar elements, unless otherwise indicated. The embodiments described in the following exemplary embodiments are not intended to represent all embodiments consistent with the present application. Rather, they are merely examples of apparatus and methods consistent with certain aspects of the present application, as detailed in the appended claims.
[0041] Figure 1 A schematic diagram of an implementation environment provided by an embodiment of the present application is shown. The implementation environment may include: a first terminal 110, a server 120, and a second terminal 130.
[0042] The first terminal 110 has installed and runs an application 111 that supports battles between virtual characters. When the first terminal runs the application 111, the screen of the first terminal 110 displays a user interface of the application 111, which displays a battle screen and character control controls.
[0043] The battle screen includes a first virtual character controlled by the player in a virtual environment and other virtual characters that are engaged in battle. The virtual environment can be a three-dimensional virtual environment or a two-dimensional virtual environment, and the virtual environment can be a simulation of the real world, a semi-simulated and semi-fictitious environment, or a purely fictitious environment. The other virtual characters include at least a second virtual character that belongs to a different camp or has a hostile relationship with the first virtual character. Optionally, the other virtual characters also include virtual characters that belong to the same camp or have a friend relationship with the first virtual character. In some embodiments, the second virtual character can be a player character (i.e., controlled by other players) or a non-player character (NPC).
[0044] The character operation controls are used to control the movement of the virtual character in the virtual environment, attack other virtual characters, evade attacks from other virtual characters, and so on. In some embodiments, the controls for controlling the movement of the virtual character may be virtual joystick controls or cross-directional controls; the controls for controlling the virtual character's attacks may include basic attack controls, basic skill release controls, and special skill release controls, and so on; the controls for controlling the virtual character's evasion of attacks may be block controls or dodge controls.
[0045] Among them, the basic attack control is used to trigger the virtual character to perform basic attacks, such as punching, kicking, swinging weapons, etc.; the basic skill release control is used to trigger the virtual character to release basic skills, and the special skill release control is used to control the virtual character to release special skills. The skill damage of special basic skills is lower than the skill damage of special skills. In some embodiments, the special skill release control can only be triggered under specific conditions. For example, the special skill release control can only be triggered when the number of times other virtual characters are hit with basic skills reaches a threshold.
[0046] In the embodiment of the present application, the virtual character battle function provided by the application 111 can be a core function of the application 111 (such as a horizontal action game), or the virtual character battle function can be an additional function of the application 111 (such as a 1v1 battle mode in a role-playing game). In this embodiment, the application 111 is described as an action game, but this does not constitute a limitation.
[0047] The second terminal 130 has installed and runs an application 111 that supports battles between virtual characters. When the first terminal runs the application 111, the screen of the first terminal 110 displays a user interface of the application 111, which displays a battle screen and character control controls.
[0048] The second terminal 130 installs and runs an application 131 that supports battles between virtual characters. When the second terminal runs the application 131, the screen of the second terminal 130 displays a user interface of the application 131, which displays a battle screen and character control controls.
[0049] Optionally, the applications installed on the first terminal 110 and the second terminal 130 are the same, or the applications installed on the two terminals are the same type of applications on different operating system platforms (Android or iOS). The first terminal 110 can generally refer to one of multiple terminals, and the second terminal 130 can generally refer to another of the multiple terminals. This embodiment uses the first terminal 110 and the second terminal 130 as examples. The first terminal 110 and the second terminal 130 can be of the same or different device types, including at least one of a smartphone, a tablet computer, an e-book reader, a digital player, a laptop computer, and a desktop computer.
[0050] In some embodiments, the first terminal 110 is used to control a first virtual character, and the second terminal 130 is used to control a second virtual character. The first virtual character and the second virtual character fight in the same virtual environment, wherein the first virtual character and the second virtual character belong to different camps or have a hostile relationship.
[0051] Figure 1 Only two terminals are shown, but in different embodiments, multiple other terminals may be able to access the server 120. For example, in a 2v2 battle mode, each camp in the same game includes two virtual characters, and the game ends when both virtual characters in the same camp are defeated, or when the game time limit is reached.
[0052] The first terminal 110 , the second terminal 130 and other terminals are connected to the server 120 via a wireless network or a wired network.
[0053] Server 120 comprises at least one of a single server, a server cluster consisting of multiple servers, a cloud computing platform, and a virtualization center. Server 120 provides backend services for the virtual character battle application. Optionally, server 120 performs primary computing tasks, while terminals perform secondary computing tasks; alternatively, server 120 performs secondary computing tasks, while terminals perform primary computing tasks; alternatively, server 120 and terminals utilize a distributed computing architecture for collaborative computing.
[0054] In an illustrative example, server 120 includes memory 121, processor 122, user account database 123, battle service module 124, and user-facing input / output interface (I / O interface) 125. Processor 122 is configured to load instructions stored in server 120 and process data in user account database 123 and battle service module 124. User account database 123 is configured to store user account data used by first terminal 110, second terminal 130, and other terminals, such as user account avatars, user account nicknames, user account levels, and service areas where user accounts are located. Battle service module 124 is configured to provide multiple battle rooms for users to engage in battles, such as 1v1 battles, 3v3 battles, 5v5 battles, etc. User-facing I / O interface 125 is configured to establish communication and exchange data with first terminal 110 and / or second terminal 130 via a wireless or wired network.
[0055] Please refer to Figure 2 , which shows a flowchart of a method for displaying skill release effects provided by an exemplary embodiment of the present application. The present application embodiment applies this method to Figure 1 Taking the terminal shown in FIG. 1 as an example, the method includes:
[0056] Step 201: In response to a trigger operation on a skill release control, control the first virtual character to release a target skill, where the target skill is used to reduce an attribute value of the second virtual character when hitting the second virtual character.
[0057] Optionally, the target skill is a continuous skill or a multi-attack skill, meaning the target skill's release process requires a period of time. If the target skill is a continuous skill, when the target skill hits the virtual character, the virtual character's attribute value gradually decreases as the hit duration increases. If the target skill is a multi-attack skill, when the target skill hits the virtual character, the degree of decrease in the virtual character's attribute value increases with the number of skill hits. The attribute value can be the virtual character's health, energy, health, etc., and is not limited in this embodiment of the application.
[0058] For example, the duration of the target skill is 5 seconds, and the attribute value of the virtual character is reduced by 10 points per second; or, the target skill is 10 consecutive attacks, each time reducing the attribute value of the virtual character by 5 points; or, the target skill is 3 consecutive attacks, the first attack reduces the attribute value of the virtual character by 5 points, the second attack reduces the attribute value of the virtual character by 10 points, and the third attack reduces the attribute value of the virtual character by 15 points.
[0059] In some embodiments, the target skill is a designated skill of the avatar. Optionally, the designated skill is more difficult to activate than the avatar's other skills, or the designated skill requires more conditions to activate than the avatar's other skills. For example, the designated skill may be a specific combination skill or a special skill of the avatar.
[0060] Optionally, when the target skill is a specific combination skill, the skill release control is a skill combination control, that is, it is composed of at least two controls (which can be direction controls, skill controls, or normal attack controls, etc.); when the target skill is a big skill, the skill release control is a single skill control.
[0061] Target skills can be either directional or non-directional. Target skills have a specific target, meaning they'll definitely hit the target upon release. Non-directional skills don't have a specific target, but only indicate a release direction or range, meaning they might not hit anything upon release.
[0062] Step 202: During the release of the target skill, in response to the attribute value of the second virtual character reaching the attribute value threshold, the release of the target skill is paused, and a target defeat effect is displayed based on the first virtual character and the second virtual character.
[0063] In one possible implementation, during the release of a target skill, the terminal detects the attribute value of the second virtual character in real time and determines that the second virtual character has been defeated when the attribute value reaches a threshold value (e.g., 0). To clearly indicate the time point when the virtual character is defeated, the terminal controls the first virtual character to pause the release of the target skill and display the defeat effect when the attribute value of the second virtual character reaches the threshold value.
[0064] It should be noted that when the target skill is avoidable, after the target skill hits the second virtual character, the second virtual character can dodge through operations, thereby avoiding the subsequent damage caused by the target skill; when the target skill is not avoidable, after the target skill hits the second virtual character, the second virtual character will be damaged until the target skill is released.
[0065] Since players may choose different virtual characters to fight in different games, in order to improve the diversity and richness of defeat prompts, optionally, the terminal determines a target defeat effect based on the first virtual character and the second virtual character, and thus displays the target defeat effect.
[0066] The target defeat effect is used to display a scene in which the first virtual character defeats the second virtual character. The target defeat effect displayed by the terminal is different for different combinations of the first virtual character and the second virtual character.
[0067] Optionally, the target defeat effect can be expressed in the form of static pictures, special shots, dynamic pictures, customized animations, etc., which is not limited in the embodiments of the present application.
[0068] In an illustrative example, when the first virtual character releases a target skill and the duration of the target skill is 5 seconds, if the health value of the second virtual character drops to 0 2 seconds after the target skill is released, the terminal controls the first virtual character to pause the release of the target skill and displays the target defeat effect when the first virtual character defeats the second virtual character.
[0069] Step 203: In response to the end of the target defeat effect display, control the first virtual character to continue releasing the target skill.
[0070] To ensure the integrity of releasing the target skill, when the target defeat effect display ends, the terminal controls the first virtual character to continue releasing the target skill. In this case, the terminal controls the first virtual character to continue releasing the target skill from the pause point of the target skill to ensure the continuity of skill release.
[0071] In conjunction with the example in step 202 above, after the target defeat effect display ends, the terminal controls the first virtual character to continue releasing the target skill for the remaining 3 seconds until the target skill is completely released.
[0072] Optionally, after the target skill is released, the terminal displays a game settlement interface, which is used to display the game result.
[0073] To sum up, in the embodiment of the present application, a trigger operation for a skill release control is received, and in the process of controlling the first virtual character to release the target skill to the second virtual character, by detecting whether the attribute value of the second virtual character reaches the attribute value threshold, the target skill release is paused when the attribute value reaches the attribute value threshold, and the target defeat effect when the first virtual character defeats the second virtual character is displayed, and then after the target defeat effect display ends, the first virtual character continues to be controlled to release the target skill; using the scheme provided in the embodiment of the present application, the attribute value of the virtual character is detected in real time during the target skill release process, and the defeat effect is displayed when the attribute value reaches the attribute value threshold, that is, the virtual character is defeated, which can clearly indicate the defeat time point in the battle process; in addition, the target defeat effect is determined and displayed based on the first virtual character and the second virtual character in battle, thereby realizing different defeat prompt methods for different virtual characters, enriching the defeat prompt method, and improving the defeat prompt effect.
[0074] In one possible implementation, triggering a target skill requires meeting certain conditions. In response to a triggering operation on a skill release control, before controlling the first virtual character to release the target skill, the terminal detects whether the skill release conditions for the target skill are met. If the skill release conditions are met, the terminal sets the skill release control from a non-triggerable state to a triggerable state, allowing the user to trigger the skill release control. Correspondingly, after controlling the first virtual character to release the target skill, the terminal sets the skill release control to a non-triggerable state.
[0075] Optionally, the skill release condition includes: the number of skill points possessed by the first virtual character reaches a quantity threshold (i.e., an upper limit on the number of skill points), wherein the skill point is obtained when a skill other than the target skill hits the second virtual character.
[0076] In some embodiments, initially, the first virtual character has zero skill points, and the skill release control corresponding to the target skill is in an untriggerable state. When the first virtual character uses a skill other than the target skill to hit a second virtual character, the first virtual character gains a corresponding number of skill points. Alternatively, the skill points gained when different skills hit the virtual character are the same, or different. When the skill points reach a threshold, the skill release control corresponding to the target skill switches to a triggerable state.
[0077] Of course, in other embodiments, when the current game starts, the number of skill points possessed by the first virtual character is consistent with the number of skill points possessed by the first virtual character at the end of the previous round of game.
[0078] In an illustrative example, a first avatar possesses a first skill, a second skill, and a third skill in addition to a target skill. Each time the first avatar uses the first, second, or third skill to hit a second avatar, the first avatar gains one skill point. When the first avatar's skill points reach four, the first avatar can unleash the target skill.
[0079] Accordingly, after the first virtual character is controlled to release the target skill, a first number of skill points needs to be deducted from the skill points possessed by the first virtual character, wherein the first number is greater than or equal to 1 and less than or equal to the number threshold.
[0080] For example, after the first virtual character releases the target skill, the terminal clears the skill points of the first virtual character (ie, the first number is equal to the number threshold).
[0081] It should be noted that, in addition to the above-mentioned skill point quantity conditions, the skill release conditions may also include remaining attribute value conditions (for example, the remaining attribute value of the second virtual character is lower than the threshold), or remaining game duration conditions (for example, the remaining game duration is less than the duration threshold). This embodiment does not limit this.
[0082] In some embodiments, in addition to being used to trigger the release of a target skill, the skill points possessed by the first virtual character can also be used to trigger a dodge operation, thereby dodging a skill released by the second virtual character.
[0083] In one possible embodiment, in response to a triggering operation on a dodge control, the terminal controls the first virtual character to perform a dodge operation and deducts a second number of skill points from the skill points possessed by the first virtual character. The dodge operation is used to escape from the skill range of the skill released by the second virtual character.
[0084] In some embodiments, when a trigger operation on the dodge control is received, the terminal determines the skill range of the skill released by the second virtual object, thereby moving the first virtual character to a battle area outside the skill range.
[0085] Optionally, 1≤second number≤number threshold, and when the number of skill points possessed by the first virtual character is greater than or equal to the second number, the dodge control is in a triggerable state.
[0086] Optionally, the dodge operation supports dodging all skills released by the second virtual character (including the target skill of the second virtual character).
[0087] In an illustrative example, when the first virtual character has at least one skill point, the dodge control is in a triggerable state. When the first virtual character performs a dodge operation, one skill point is deducted from the skill points of the first virtual character.
[0088] In one possible embodiment, the terminal stores defeat effect images and defeated effect images corresponding to each virtual character. When displaying a defeat effect, the terminal obtains the defeat effect image corresponding to the first virtual character (i.e., the defeater) and the defeated effect image corresponding to the second virtual character (i.e., the defeated), and then displays the target defeat effect based on the defeat effect image and the defeated effect image.
[0089] In other possible implementations, the terminal also stores defeat dialogue images corresponding to each virtual character. Based on obtaining the defeat effect image corresponding to the first virtual character, the terminal also obtains the defeat dialogue image corresponding to the first virtual character, thereby displaying the target defeat effect based on the defeat effect image, the defeat dialogue image, and the defeated effect image.
[0090] Schematically, the correspondence between the defeat effect graph, the defeated effect graph, and the defeat lines is shown in Table 1.
[0091] Table 1
[0092] Role ID Defeat effect map Defeated effect Defeat Lines Character A PictureA1 PictureA2 PictureA3 Character B PictureB1 PictureB2 PictureB3 Character C PictureC1 PictureC2 PictureC3
[0093] In some embodiments, when displaying the target defeat effect based on the defeat effect image and the defeated effect image, the terminal splices the defeat effect image and the defeated effect image and displays the spliced effect image; or, the terminal dynamically switches and plays the defeat effect image and the defeated effect image, which is not limited in this embodiment.
[0094] To make the transition between skill release and defeat effect display more natural, such as Figure 3 As shown, the terminal displaying the target defeat effect may include the following steps.
[0095] Step 301: Obtain a target screenshot image. The target screenshot image is a battle image captured when the attribute value reaches the attribute value threshold.
[0096] In a possible implementation, when the attribute value of the second virtual character reaches the attribute value threshold, the terminal captures the current battle screen to obtain a target screenshot screen.
[0097] Indicative, such as Figure 4 As shown, when a click operation is received on the skill release control 41, the terminal controls the first virtual character 42 to release the target skill. When the target skill hits the second virtual character 43, the health value of the second virtual character 43 decreases (the health value is indicated by the health bar in the upper right corner). During the target skill release process, when the health value of the second virtual character 43 drops to 0, the terminal takes a screenshot of the battle screen, obtaining a target screenshot screen 44.
[0098] Step 302: Obtain a defeat effect image corresponding to the first virtual character and a defeated effect image corresponding to the second virtual character.
[0099] In a possible implementation, when the attribute value of the second virtual character reaches the attribute value threshold, the terminal obtains the defeat effect image and the defeated effect image from the corresponding relationship shown in Table 1 based on the character identifiers of the first virtual character and the second virtual character.
[0100] It should be noted that there is no strict sequence between steps 301 and 302 , that is, step 301 and step 302 can be executed synchronously or asynchronously, which is not limited in this embodiment.
[0101] Furthermore, the terminal displays the target defeat effect based on the target screenshot, the defeat effect image, and the defeated effect image (steps 303 and 304 described below).
[0102] Step 303: Display a screen cracking effect based on the target screenshot.
[0103] In order to make the transition between skill release and defeat effect display naturally, the terminal first processes the target screenshot (not the battle screen, but the screenshot), displays the screen cracking effect, and after the screen cracking effect display ends, displays the defeat effect image and the defeated effect image.
[0104] Indicative, such as Figure 4 As shown, the terminal displays the target screenshot and displays cracks on the target screenshot, thereby showing a screen cracking effect.
[0105] Step 304 : In response to the screen cracking special effect display ending, a defeat effect image is displayed, and a defeated effect image is displayed in the fragments formed after the screen cracking special effect.
[0106] The display process of the screen cracking special effect is that the crack gradually expands until the screen breaks into fragments. At the end of the screen cracking special effect display, that is, when the screen breaks into fragments, in a possible implementation manner, the terminal uses the defeat effect image as the background of the falling fragments, and displays the defeated effect image in the fragments formed by the cracks.
[0107] In some embodiments, the terminal superimposes the target screenshot screen on the upper layer of the defeat effect picture, so that when the screen cracking special effect display ends, the defeat effect picture located at the lower layer of the target screenshot screen can automatically appear, and further display the defeated effect picture on the specific fragments formed, which can be the largest size fragments formed by the special effect.
[0108] Indicative, such as Figure 4 As shown, after the screen cracking special effect is displayed, the terminal displays a defeat effect image 45 and displays a defeated effect image 46 on the falling fragments.
[0109] In a possible implementation, after all the fragments formed by the screen rupture special effect fall off, the terminal redisplays the battle screen and controls the first virtual character to continue releasing the target skill.
[0110] Indicative, such as Figure 4 As shown, after the fragments formed by the screen rupture special effect have fallen, the terminal displays the game screen and continues to control the first virtual character 42 to release the target skill until the target skill is completely released.
[0111] In this embodiment, when the first virtual object defeats the second virtual object using the target skill, the terminal takes a screenshot of the battle screen at the time of defeat, and obtains the defeat effect picture and the defeated effect picture, thereby displaying the screen cracking special effect based on the screenshot of the battle screen, and then using the defeat effect picture as the background, the defeated effect picture is displayed on the fragments formed by the special effect, thereby achieving a natural transition between the target skill release and the defeat effect display process, and further optimizing the defeat display effect.
[0112] In a possible implementation, the release of the target skill is controlled by the skill release logic, that is, the pause and resume of the target skill are controlled by the skill release logic. Figure 5 As shown, it shows the control flow of the skill release logic.
[0113] Step 501: In response to a trigger operation on a skill release control, the skill release logic corresponding to the target skill is executed. The skill release logic is used to control the release of the target skill.
[0114] When a trigger operation on a skill release control is received, the terminal runs the skill release logic (background logic) corresponding to the target skill, thereby controlling the first virtual character to release the target skill (foreground screen performance) through the skill release logic.
[0115] Optionally, the skill release logic includes an attack detection sub-logic and a defeat detection sub-logic, wherein the attack detection sub-logic is used to detect whether the target skill hits the second virtual character, and updates the attribute value of the second virtual character when it is detected that the second virtual character is hit; the defeat detection sub-logic is used to detect whether the second virtual object is defeated.
[0116] Step 502: During the release of the target skill, attack detection is performed through the skill release logic. The attack detection is used to detect whether the target skill hits the second virtual object.
[0117] In some embodiments, when the second virtual object is hit by the target skill, it can dodge by using the skill to avoid the subsequent damage caused by the target skill. Therefore, during the release of the target skill, the terminal continues to perform attack detection through the skill release logic (the attack detection sub-logic).
[0118] In some embodiments, the attack detection sub-logic determines the skill range of the target skill and detects whether the second virtual object is within the skill range. If it is within the skill range, it is determined that the target skill hits the second virtual object; if it is outside the skill range, it is determined that the target skill does not hit the second virtual object.
[0119] In one possible implementation, when the character model of the first virtual character changes during the release of a target skill, the attack detection sub-logic determines the skill collision box based on the changed character model. If the character model of the second virtual character collides with the skill collision box, it is determined that the target skill has hit; if the character model of the second virtual character does not collide with the skill collision box, it is determined that the target skill has not hit.
[0120] Indicative, such as Figure 6 As shown, the attack detection sub-logic determines the skill collision box 62 based on the character model of the first virtual character 61. Since the character model of the second virtual character 63 does not collide with the skill collision box 62, it is determined that the target skill has not hit.
[0121] Step 503: Update the attribute value of the second virtual object based on the attack detection result.
[0122] Optionally, when a hit is detected on the second virtual character, the attack detection sub-logic needs to further determine the damage value caused by the target skill, thereby updating the attribute value of the second virtual object. The attack detection sub-logic determines the damage value differently for different target skills. In one possible implementation, this step may include the following steps:
[0123] 1. In response to the attack detection result indicating that the second virtual object is within the skill range of the target skill, determining a skill hit parameter, where the skill hit parameter includes at least one of a skill hit count and a skill hit duration.
[0124] Optionally, when the target skill hits the second virtual object, the attack detection sub-logic determines a skill hit parameter based on the skill type of the target skill. Specifically, if the target skill is a continuous skill, the attack detection sub-logic determines the skill hit duration as the skill hit parameter; if the target skill is a multi-attack skill, the attack detection sub-logic determines the skill hit number as the skill hit parameter.
[0125] Of course, in addition to the above-mentioned skill hit parameters, when the damage value caused by the target skill is also related to factors such as the hit location or hit distance, the attack detection sub-logic can also determine the corresponding parameters as skill hit parameters, which is not limited in this embodiment.
[0126] 2. Update the attribute value of the second virtual object based on the skill hit parameter.
[0127] Furthermore, the attack detection sub-logic determines the damage value caused by the target skill according to the skill hit parameter, and then updates the attribute value of the second virtual object based on the damage value.
[0128] It should be noted that while the target skill continuously hits the second avatar, the attack detection sub-logic updates the attribute value in real time. For example, the attack detection sub-logic updates the attribute value each time the target skill hits the second avatar; and the attack detection sub-logic updates the attribute value every time the target skill hits the second avatar for 1 second.
[0129] Furthermore, the attribute value in the attribute value display control corresponding to the second virtual character in the user interface is updated synchronously.
[0130] Step 504: Perform a defeat detection through skill release logic, where the defeat detection is used to detect whether the second virtual object is defeated.
[0131] In a possible implementation, each time the attribute value of the second virtual object is updated, the defeat detection sub-logic in the skill release logic performs a defeat detection on the second virtual object based on the updated attribute value.
[0132] In this embodiment, the defeat detection sub-logic determines whether the second virtual character is defeated by detecting whether the updated attribute value reaches the attribute value threshold.
[0133] Step 505 : In response to the defeat detection result indicating that the attribute value of the second virtual object reaches the attribute value threshold, the skill release logic is used to control the target skill to be paused, and the skill release logic is paused.
[0134] When the attribute value of the second virtual object reaches the attribute value threshold, the defeat detection sub-logic determines that the second virtual object is defeated, thereby suspending the skill release logic (including the defeat detection sub-logic and the attack detection sub-logic). Since the skill release logic is suspended, the first virtual object will suspend releasing the target skill.
[0135] Step 506: In response to the end of the target defeat effect display, the skill release logic is restored, and the skill release logic is used to control the first virtual character to continue releasing the target skill.
[0136] When the target defeat effect is complete, the terminal resumes the skill release logic, thereby controlling the first avatar to continue releasing the target skill through the running skill release logic. It should be noted that since the second avatar has been defeated, the attack detection sub-logic and the defeat detection sub-logic do not need to be executed during the continued execution of the skill release logic, or do not respond to the execution results.
[0137] In order to ensure the continuity of the target skill before and after suspension and resumption, in one possible implementation, when the defeat detection result indicates that the attribute value of the second virtual object reaches the attribute value threshold, the terminal (skill release logic) determines the skill suspension point of the target skill; accordingly, when the skill release logic resumes operation, the terminal controls the first virtual character through the skill release logic to continue releasing the target skill from the skill suspension point.
[0138] In an illustrative example, when the total release duration of the target skill is 5 seconds, the second virtual object is defeated when the target skill is released to 2 seconds, and the skill release logic records the skill pause point as the 2nd second. When the skill release logic is subsequently resumed, the skill release logic controls the first virtual character to continue releasing the target skill from the 2nd second, that is, the first virtual character releases the 2s target skill before the second virtual character is defeated, and continues to release the 3s target skill after the second virtual character is defeated; when the target skill is released to 4 seconds, the second virtual object is defeated, and the skill release logic records the skill pause point as the 4th second. When the skill release logic is subsequently resumed, the skill release logic controls the first virtual character to continue releasing the target skill from the 4th second, that is, the first virtual character releases the 4s target skill before the second virtual character is defeated, and continues to release the 1s target skill after the second virtual character is defeated.
[0139] In one possible implementation, the display of the target defeat effect is controlled by the defeat effect display logic. During the skill release process, the defeat effect display logic needs to interact with the skill release logic to implement the complete process of target skill release.
[0140] Optionally, when the attribute value of the second virtual character reaches the attribute value threshold, the terminal triggers the execution of the defeat effect display logic through the skill release logic, thereby achieving the target defeat effect display under the control of the defeat effect display logic.
[0141] When the target defeat effect display ends, the terminal triggers the recovery skill release logic through the defeat effect display logic, thereby achieving the complete release of the target skill under the control of the skill release logic.
[0142] In a schematic example, the release of target skills and the display process of defeat effects are as follows: Figure 7 shown.
[0143] like Figure 7As shown, when a trigger operation is received on the skill release control, the terminal runs the skill release logic and controls the skill screen performance (i.e., releases the target skill) through the skill release logic. During the target skill release process, when the attribute value of the second virtual object is 0, it is determined that a defeat point has appeared, and the skill release logic triggers the defeat effect display logic to run and then pause. The defeat effect display logic obtains the defeat effect image of the first virtual character, the defeated effect image of the second virtual character, and the battle screenshot at the defeat point, thereby controlling the defeat effect screen performance (i.e., displaying the target defeat effect) based on the above images. When the defeat effect screen performance ends, the defeat effect display logic triggers the recovery skill release logic. The restored skill release logic records the skill pause point based on the defeat point, and continues to control the first virtual object to release the target skill. After the target skill is completely released, the terminal executes the defeat settlement logic.
[0144] Please refer to Figure 8 , which shows a flowchart of a method for displaying skill release effects provided by another exemplary embodiment of the present application. The embodiment of the present application applies this method to Figure 1 Taking the terminal shown in FIG. 1 as an example, the method includes:
[0145] Step 801, in response to the triggering operation of the skill release control, runs the skill release logic corresponding to the target skill, controls the first virtual character to release the target skill, and the target skill is used to reduce the attribute value of the second virtual character when hitting the second virtual character.
[0146] When the target skill is triggered, the terminal runs the skill release logic corresponding to the target skill. The skill release logic is used to control the release and pause of the target skill, as well as to perform attack detection on the target skill (i.e., determine whether the target skill hits the target) and skill damage calculation.
[0147] Step 802: During the release of the target skill, in response to the attribute value of the second virtual character reaching the attribute value threshold, the skill release logic is paused, and the defeat effect display logic is run, wherein the target skill is paused when the skill release logic is paused.
[0148] In one possible implementation, during the skill release logic, when it is determined that a target skill has hit a second virtual character, the second virtual character's attribute value is updated in real time, and a check is performed to see if the second virtual character's attribute value has reached a threshold. If the threshold is reached, the skill release logic is paused, and the defeat effect display logic is triggered. If the threshold is not reached, the skill release logic continues. When the skill release logic is paused, the first virtual character pauses releasing the target skill.
[0149] In the embodiment of the present application, the defeat effect display logic is used to control the display of the defeat effect when the first virtual character defeats the second virtual character.
[0150] Step 803: Run the defeat effect display logic to display the target defeat effect based on the first virtual character and the second virtual character.
[0151] In order to avoid displaying the same defeat effect when the first virtual character defeats different virtual characters, during the operation of the defeat effect display logic, the target defeat effect is determined and displayed based on the first virtual character and the defeated second virtual character, so as to realize different defeat effects when the first virtual character defeats different virtual characters.
[0152] Step 804, in response to the target defeat effect display ending, ending the defeat effect display logic and restoring the skill release logic, wherein the first virtual character continues to release the target skill after the skill release logic is restored.
[0153] To ensure the integrity of the target skill's release, after the target's defeat effect is displayed, the terminal terminates the defeat effect display logic and resumes the skill release logic, allowing the resumed skill release logic to continue controlling the first avatar's release of the target skill. The resumed skill release logic resumes the release from the point where the target skill was paused.
[0154] To sum up, in the embodiment of the present application, a trigger operation for a skill release control is received, and in the process of controlling the first virtual character to release the target skill to the second virtual character, by detecting whether the attribute value of the second virtual character reaches the attribute value threshold, the target skill release is paused when the attribute value reaches the attribute value threshold, and the target defeat effect when the first virtual character defeats the second virtual character is displayed, and then after the target defeat effect display ends, the first virtual character continues to be controlled to release the target skill; using the scheme provided in the embodiment of the present application, the attribute value of the virtual character is detected in real time during the target skill release process, and the defeat effect is displayed when the attribute value reaches the attribute value threshold, that is, the virtual character is defeated, which can clearly indicate the defeat time point in the battle process; in addition, the target defeat effect is determined and displayed based on the first virtual character and the second virtual character in battle, thereby realizing different defeat prompt methods for different virtual characters, enriching the defeat prompt method, and improving the defeat prompt effect.
[0155] Optionally, executing defeat effect display logic to display a target defeat effect based on the first virtual character and the second virtual character includes:
[0156] Obtaining a defeat effect image corresponding to the first virtual character and a defeat effect image corresponding to the second virtual character;
[0157] A target defeat effect is displayed based on the defeat effect graph and the defeated effect graph.
[0158] Optionally, displaying a target defeat effect based on the first virtual character and the second virtual character includes:
[0159] Get the target screenshot, which is the battle screenshot captured when the attribute value reaches the attribute value threshold;
[0160] Display target defeat effects based on defeat effect images and defeated effect images, including:
[0161] Displays target defeat effects based on target screenshots, defeat effects, and defeated effects.
[0162] Optionally, display target defeat effects based on target screenshots, defeat effects, and defeated effects, including:
[0163] Display screen cracking effects based on the target screenshot;
[0164] In response to the screen cracking special effect display ending, a defeat effect image is displayed, and a defeated effect image is displayed in fragments formed after the screen cracking special effect.
[0165] Optionally, the method further includes:
[0166] Attack detection is performed through skill release logic, and attack detection is used to detect whether the target skill hits the second virtual object;
[0167] The attribute value of the second virtual object is updated based on the attack detection result.
[0168] Optionally, updating the attribute value of the second virtual object based on the attack detection result includes:
[0169] In response to the attack detection result indicating that the second virtual object is within the skill range of the target skill, determining a skill hit parameter, the skill hit parameter including at least one of a skill hit count and a skill hit duration;
[0170] The attribute value of the second virtual object is updated based on the skill hit parameter.
[0171] Optionally, after updating the attribute value of the second virtual object based on the attack detection result, the method further includes:
[0172] Perform defeat detection through skill release logic, and defeat detection is used to detect whether the second virtual object is defeated;
[0173] In response to the attribute value of the second virtual character reaching the attribute value threshold, pausing the release of the target skill, including:
[0174] In response to the defeat detection result indicating that the attribute value of the second virtual object reaches the attribute value threshold, the target skill is controlled to be paused through the skill release logic, and the skill release logic is paused.
[0175] Optionally, in response to the end of the target defeat effect display, controlling the first virtual character to continue releasing the target skill includes:
[0176] In response to the end of the target defeat effect display, the skill release logic is restored, and the first virtual character is controlled by the skill release logic to continue releasing the target skill.
[0177] Optionally, the method further includes:
[0178] determining a skill pause point for the target skill in response to the beat detection result indicating that the attribute value of the second virtual object reaches the attribute value threshold;
[0179] The first virtual character is controlled to continue releasing the target skill through skill release logic, including:
[0180] The skill release logic controls the first virtual character to continue releasing the target skill from the skill pause point.
[0181] Optionally, restore skill release logic, including:
[0182] In response to the target defeat effect display ending, triggering the recovery skill release logic through the defeat effect display logic;
[0183] The method further includes:
[0184] In response to the attribute value of the second virtual character reaching the attribute value threshold, the defeat effect display logic is triggered by the skill release logic.
[0185] Optionally, in response to the triggering operation on the skill release control, before controlling the first virtual character to release the target skill, the method further includes:
[0186] In response to a skill release condition of a target skill being met, setting a skill release control from an untriggerable state to a triggerable state;
[0187] After controlling the first virtual character to release the target skill in response to a triggering operation on the skill release control, the method further includes:
[0188] Set the skill release control to an untriggerable state.
[0189] Optionally, the skill release condition includes the number of skill points possessed by the first virtual character reaching a quantity threshold, and the skill point is obtained when a skill other than the target skill hits the second virtual character;
[0190] In response to a trigger operation on the skill release control, after executing the skill release logic corresponding to the target skill and controlling the first virtual character to release the target skill, the method further includes:
[0191] A first number of skill points is deducted from the skill points possessed by the first avatar.
[0192] Optionally, the method further includes:
[0193] In response to a trigger operation on the dodge control, controlling the first virtual character to perform a dodge operation, the dodge operation being used to escape from a skill range of a skill released by the second virtual character;
[0194] A second number of skill points is deducted from the skill points possessed by the first avatar.
[0195] Please refer to Figure 9 , which shows a block diagram of a device for displaying skill release effects according to an exemplary embodiment of the present application. The device may include:
[0196] A control module 901 is configured to control the first virtual character to release a target skill in response to a triggering operation on a skill release control, wherein the target skill is used to reduce an attribute value of a second virtual character when hitting the second virtual character;
[0197] a display module 902 for pausing the release of the target skill in response to the attribute value of the second virtual character reaching an attribute value threshold during the release of the target skill, and displaying a target defeat effect based on the first virtual character and the second virtual character;
[0198] The control module 901 is further configured to control the first virtual character to continue releasing the target skill in response to the end of the target defeat effect display.
[0199] Optionally, the display module 902 is used to:
[0200] A first acquiring unit is configured to acquire a defeat effect image corresponding to the first virtual character and a defeated effect image corresponding to the second virtual character;
[0201] A display unit is used to display the target defeat effect based on the defeat effect diagram and the defeated effect diagram.
[0202] Optionally, the display module 902 further includes:
[0203] A second acquiring unit is configured to acquire a target screenshot, where the target screenshot is a battle screenshot captured when the attribute value reaches the attribute value threshold;
[0204] The display unit is used to:
[0205] The target defeat effect is displayed based on the target screenshot, the defeat effect image, and the defeated effect image.
[0206] Optionally, the display unit is used to:
[0207] Displaying a screen cracking effect based on the target screenshot;
[0208] In response to the screen cracking special effect display ending, a defeat effect image is displayed, and the defeated effect image is displayed in the fragments formed after the screen cracking special effect.
[0209] Optionally, the control module 901 is further configured to:
[0210] In response to a triggering operation on the skill release control, executing skill release logic corresponding to the target skill, wherein the skill release logic is used to control the release of the target skill;
[0211] During the release of the target skill, attack detection is performed through the skill release logic, wherein the attack detection is used to detect whether the target skill hits the second virtual object;
[0212] The attribute value of the second virtual object is updated based on the attack detection result.
[0213] Optionally, when updating the attribute value of the second virtual object based on the attack detection result, the control module 901 is configured to:
[0214] In response to the attack detection result indicating that the second virtual object is within the skill range of the target skill, determining a skill hit parameter, the skill hit parameter including at least one of a number of skill hits and a skill hit duration;
[0215] The attribute value of the second virtual object is updated based on the skill hit parameter.
[0216] Optionally, the control module 901 is further configured to:
[0217] Performing a defeat detection through the skill release logic, wherein the defeat detection is used to detect whether the second virtual object is defeated;
[0218] In response to the defeat detection result indicating that the attribute value of the second virtual object reaches the attribute value threshold, the target skill is controlled to be paused through the skill release logic, and the skill release logic is paused.
[0219] Optionally, the control module 901 is further configured to:
[0220] In response to the end of the target defeat effect display, the skill release logic is restored, and the first virtual character is controlled by the skill release logic to continue releasing the target skill.
[0221] Optionally, the control module 901 is further configured to:
[0222] determining a skill pause point for the target skill in response to the defeat detection result indicating that the attribute value of the second virtual object reaches the attribute value threshold;
[0223] The skill release logic controls the first virtual character to continue releasing the target skill from the skill pause point.
[0224] Optionally, the target defeat effect is controlled by defeat effect display logic;
[0225] The control module 901 is further configured to:
[0226] In response to the target defeat effect display ending, triggering the skill release logic to be restored through the defeat effect display logic;
[0227] In response to the attribute value of the second virtual character reaching the attribute value threshold, the defeat effect display logic is triggered to run through the skill release logic.
[0228] Optionally, the device further includes:
[0229] A first setting module is configured to set the skill release control from a non-triggerable state to a triggerable state in response to satisfying a skill release condition of the target skill;
[0230] The second setting module is used to respond to the triggering operation of the skill release control, control the first virtual character to release the target skill, and then set the skill release control to an untriggerable state.
[0231] Optionally, the skill release condition includes that the number of skill points possessed by the first virtual character reaches a quantity threshold, and the skill points are obtained when a skill other than the target skill hits the second virtual character;
[0232] The device further comprises:
[0233] The first deduction module is configured to deduct a first number of skill points from the skill points possessed by the first virtual character.
[0234] Optionally, the control module 901 is further configured to:
[0235] In response to a trigger operation on the dodge control, controlling the first virtual character to perform a dodge operation, wherein the dodge operation is used to escape from a skill range of a skill released by the second virtual character;
[0236] The device further includes: a second deduction module, configured to deduct a second number of skill points from the skill points possessed by the first virtual character.
[0237] Please refer to Figure 10 , which shows a structural block diagram of a device for displaying skill release effects according to another exemplary embodiment of the present application. The device may include:
[0238] A skill release logic module 1001 is configured to, in response to a triggering operation on the skill release control, execute skill release logic corresponding to a target skill, thereby controlling the first virtual character to release the target skill, wherein the target skill is configured to reduce an attribute value of a second virtual character when hitting the second virtual character;
[0239] a defeat effect display logic module 1002 for pausing the skill release logic and executing the defeat effect display logic in response to the attribute value of the second virtual character reaching an attribute value threshold during the release of the target skill, wherein the release of the target skill is suspended when the skill release logic is suspended;
[0240] The defeat effect display logic module 1002 is configured to execute the defeat effect display logic to display a target defeat effect based on the first virtual character and the second virtual character;
[0241] The skill release logic module 1001 is used to end the defeat effect display logic and restore the skill release logic in response to the end of the target defeat effect display, wherein the first virtual character continues to release the target skill after the skill release logic is restored.
[0242] It should be noted that the apparatus provided in the above embodiments is merely exemplified by the division of the above functional modules. In actual applications, the above functions can be distributed among different functional modules as needed, that is, the internal structure of the apparatus can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments are based on the same concept. The specific implementation process is detailed in the method embodiments and will not be repeated here.
[0243] Please refer to Figure 11 , which shows a block diagram of the terminal structure provided by an exemplary embodiment of the present application. Terminal 1700 may be a portable mobile terminal, such as a smartphone, tablet computer, Moving Picture Experts Group Audio Layer III (MP3) player, or Moving Picture Experts Group Audio Layer IV (MP4) player. Terminal 1700 may also be referred to as user equipment, portable terminal, or other names.
[0244] Typically, the terminal 1700 includes a processor 1701 and a memory 1702 .
[0245] The processor 1701 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1701 may be implemented in at least one hardware form of digital signal processing (DSP), field-programmable gate array (FPGA), and programmable logic array (PLA). The processor 1701 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a central processing unit (CPU); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1701 may be integrated with a graphics processing unit (GPU), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1701 may also include an artificial intelligence (AI) processor, which is used to process computing operations related to machine learning.
[0246] Memory 1702 may include one or more computer-readable storage media, which may be tangible and non-transitory. Memory 1702 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in memory 1702 is used to store at least one instruction, which is used to be executed by processor 1701 to implement the method provided in the embodiments of the present application.
[0247] In some embodiments, terminal 1700 may further optionally include a peripheral device interface 1703 and at least one peripheral device. Specifically, the peripheral device may include at least one of a radio frequency circuit 1704, a touch screen display 1705, a camera assembly 1706, an audio circuit 1707, a positioning assembly 1708, and a power supply 1709.
[0248] The peripheral device interface 1703 can be used to connect at least one peripheral device related to input / output (I / O) to the processor 1701 and the memory 1702. In some embodiments, the processor 1701, the memory 1702, and the peripheral device interface 1703 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1701, the memory 1702, and the peripheral device interface 1703 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0249] Radio frequency (RF) circuitry 1704 is used to receive and transmit radio frequency (RF) signals, also known as electromagnetic signals. RF circuitry 1704 communicates with communication networks and other communication devices via electromagnetic signals. RF circuitry 1704 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. RF circuitry 1704 may optionally include an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module (UIM), and the like. RF circuitry 1704 may communicate with other terminals via at least one wireless communication protocol. Such wireless communication protocols include, but are not limited to, the World Wide Web, metropolitan area networks (MANs), intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks (WLANs), and / or wireless fidelity (WiFi) networks. In some embodiments, RF circuitry 1704 may also include circuitry related to near field communication (NFC), although this application does not limit this.
[0250] The touchscreen display 1705 is used to display a user interface (UI). This UI may include graphics, text, icons, videos, or any combination thereof. The touchscreen display 1705 is also capable of collecting touch signals on or above the surface of the touchscreen display 1705. These touch signals can be input as control signals to the processor 1701 for processing. The touchscreen display 1705 is used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be a single touchscreen display 1705, located on the front panel of the terminal 1700. In other embodiments, there may be at least two touchscreen displays 1705, located on different surfaces of the terminal 1700 or in a foldable design. In still other embodiments, the touchscreen display 1705 may be a flexible display, located on a curved or foldable surface of the terminal 1700. Furthermore, the touchscreen display 1705 may be configured as a non-rectangular, irregular shape, also known as a special-shaped screen. The touchscreen display 1705 may be made of materials such as a liquid crystal display (LCD) or an organic light-emitting diode (OLED).
[0251] The camera assembly 1706 is used to capture images or videos. Optionally, the camera assembly 1706 includes a front camera and a rear camera. Typically, the front camera is used to enable video calls or selfies, and the rear camera is used to enable photo or video shooting. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, and a wide-angle camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, and the fusion of the main camera and the wide-angle camera to realize panoramic shooting and virtual reality (VR) shooting functions. In some embodiments, the camera assembly 1706 may also include a flash. The flash can be a monochrome temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.
[0252] Audio circuit 1707 is used to provide an audio interface between the user and terminal 1700. Audio circuit 1707 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals that are input into processor 1701 for processing, or input into RF circuit 1704 to achieve voice communication. For the purpose of stereo sound collection or noise reduction, multiple microphones may be provided, respectively, at different locations on terminal 1700. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert electrical signals from processor 1701 or RF circuit 1704 into sound waves. The speaker may be a traditional thin-film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert electrical signals into sound waves audible to humans, but also convert electrical signals into sound waves inaudible to humans for purposes such as distance measurement. In some embodiments, audio circuit 1707 may also include a headphone jack.
[0253] The positioning component 1708 is used to locate the current geographic location of the terminal 1700 to implement navigation or location-based services (LBS). The positioning component 1708 can be a positioning component based on the Global Positioning System (GPS), the Beidou system, or the Galileo system.
[0254] Power supply 1709 is used to power various components in terminal 1700. Power supply 1709 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 1709 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is charged via a wired line, while a wireless rechargeable battery is charged via a wireless coil. The rechargeable battery can also support fast charging technology.
[0255] In some embodiments, the terminal 1700 further includes one or more sensors 1710 , including but not limited to: an acceleration sensor 1711 , a gyroscope sensor 1712 , a pressure sensor 1713 , a fingerprint sensor 1714 , an optical sensor 1715 , and a proximity sensor 1716 .
[0256] The accelerometer 1711 can detect the magnitude of acceleration along the three coordinate axes of the coordinate system established by the terminal 1700. For example, the accelerometer 1711 can be used to detect the components of gravity acceleration along the three coordinate axes. The processor 1701 can control the touch screen display 1705 to display the user interface in a landscape or portrait view based on the gravity acceleration signal collected by the accelerometer 1711. The accelerometer 1711 can also be used to collect game or user motion data.
[0257] The gyroscope sensor 1712 can detect the orientation and rotation angle of the terminal 1700. It can work with the accelerometer 1711 to collect the user's 3D movements on the terminal 1700. Based on the data collected by the gyroscope sensor 1712, the processor 1701 can implement the following functions: motion sensing (for example, changing the UI based on the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
[0258] The pressure sensor 1713 can be provided on the side frame of the terminal 1700 and / or below the touch screen display 1705. When the pressure sensor 1713 is provided on the side frame of the terminal 1700, it can detect the user's grip signal of the terminal 1700 and perform left-hand recognition or shortcut operations based on the grip signal. When the pressure sensor 1713 is provided below the touch screen display 1705, it can control the operable controls on the UI interface based on the user's pressure operation on the touch screen display 1705. Operable controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0259] The fingerprint sensor 1714 is used to collect the user's fingerprint and identify the user based on the collected fingerprint. When the user's identity is recognized as a trusted identity, the processor 1701 authorizes the user to perform relevant sensitive operations, such as unlocking the screen, viewing encrypted information, downloading software, making payments, and changing settings. The fingerprint sensor 1714 can be set on the front, back, or side of the terminal 1700. When a physical button or manufacturer logo is provided on the terminal 1700, the fingerprint sensor 1714 can be integrated with the physical button or manufacturer logo.
[0260] Optical sensor 1715 is used to detect ambient light intensity. In one embodiment, processor 1701 can control the display brightness of touchscreen display 1705 based on the ambient light intensity detected by optical sensor 1715. Specifically, when the ambient light intensity is high, the display brightness of touchscreen display 1705 is increased; when the ambient light intensity is low, the display brightness of touchscreen display 1705 is decreased. In another embodiment, processor 1701 can also dynamically adjust the shooting parameters of camera assembly 1706 based on the ambient light intensity detected by optical sensor 1715.
[0261] Proximity sensor 1716, also known as a distance sensor, is typically located on the front of terminal 1700. Proximity sensor 1716 is used to measure the distance between the user and the front of terminal 1700. In one embodiment, when proximity sensor 1716 detects that the distance between the user and the front of terminal 1700 is gradually decreasing, processor 1701 controls touchscreen display 1705 to switch from the screen-on state to the screen-off state. When proximity sensor 1716 detects that the distance between the user and the front of terminal 1700 is gradually increasing, processor 1701 controls touchscreen display 1705 to switch from the screen-off state to the screen-on state.
[0262] Those skilled in the art will understand that Figure 11 The structure shown in the figure does not constitute a limitation on the terminal 1700, and the terminal 1700 may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0263] In an embodiment of the present application, a computer-readable storage medium is also provided, which stores at least one instruction, and the at least one instruction is loaded and executed by a processor to implement the method for displaying the skill release effect as described in the above aspects.
[0264] According to one aspect of the present application, a computer program product or computer program is provided, comprising computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the skill release effect display method provided in various optional implementations of the aforementioned aspects.
[0265] Those skilled in the art will readily appreciate other embodiments of the present application after considering the specification and practicing the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of the present application that follow the general principles of this application and include common knowledge or customary techniques in the art not disclosed herein. The description and examples are to be considered as exemplary only, and the true scope and spirit of the present application are indicated by the following claims.
[0266] It should be understood that the present application is not limited to the exact structures described above and shown in the drawings, and that various modifications and changes may be made without departing from the scope thereof. The scope of the present application is limited only by the appended claims.
Claims
1. A method for displaying a skill release effect, characterized in that: The method comprises: In response to a trigger operation on a skill release control, controlling the first virtual character to release a target skill, wherein the target skill is used to reduce an attribute value of a second virtual character when hitting the second virtual character; During the release of the target skill, in response to the attribute value of the second virtual character reaching an attribute value threshold, pausing the release of the target skill; Obtaining a target screenshot, where the target screenshot is a battle screenshot captured when the attribute value reaches the attribute value threshold; Obtaining a defeat effect image corresponding to the first virtual character and a defeated effect image corresponding to the second virtual character; Displaying a screen cracking effect based on the target screenshot, with the target screenshot superimposed on the defeat effect image; In response to the screen cracking special effect display ending, displaying the defeat effect image at a lower layer of the target screenshot, and displaying the defeated effect image in the fragments formed after the screen cracking special effect; In response to the end of the display of the defeat effect diagram, the battle screen is redisplayed, and the first virtual character is controlled to continue releasing the target skill.
2. The method according to claim 1, characterized in that The method further comprises: In response to a triggering operation on the skill release control, executing skill release logic corresponding to the target skill, wherein the skill release logic is used to control the release of the target skill; During the release of the target skill, attack detection is performed through the skill release logic, wherein the attack detection is used to detect whether the target skill hits the second virtual character; The attribute value of the second virtual character is updated based on the attack detection result.
3. The method according to claim 2, characterized in that The updating of the attribute value of the second virtual character based on the attack detection result includes: In response to the attack detection result indicating that the second virtual character is within the skill range of the target skill, determining a skill hit parameter, the skill hit parameter including at least one of a skill hit count and a skill hit duration; The attribute value of the second virtual character is updated based on the skill hit parameter.
4. The method according to claim 3, characterized in that After updating the attribute value of the second virtual character based on the attack detection result, the method further includes: Performing a defeat detection through the skill release logic, wherein the defeat detection is used to detect whether the second virtual character is defeated; The step of pausing the release of the target skill in response to the attribute value of the second virtual character reaching an attribute value threshold comprises: In response to the defeat detection result indicating that the attribute value of the second virtual character reaches the attribute value threshold, the target skill is controlled to be paused through the skill release logic, and the skill release logic is paused.
5. The method according to claim 4, characterized in that In response to the end of displaying the defeat effect image, redisplaying the battle screen and controlling the first virtual character to continue releasing the target skill, includes: In response to the end of the display of the defeat effect diagram, the skill release logic is restored, and the battle screen is redisplayed, and the first virtual character is controlled by the skill release logic to continue to release the target skill.
6. The method according to claim 5, characterized in that The method further comprises: In response to the defeat detection result indicating that the attribute value of the second virtual character reaches the attribute value threshold, determining a skill pause point for the target skill; The controlling the first virtual character to continue releasing the target skill through the skill release logic includes: The skill release logic controls the first virtual character to continue releasing the target skill from the skill pause point.
7. The method according to claim 5, characterized in that Defeat effects are controlled by defeat effect presentation logic; Restoring the skill release logic includes: In response to the defeat effect image display ending, the skill release logic is triggered to resume through the defeat effect display logic; The method further comprises: In response to the attribute value of the second virtual character reaching the attribute value threshold, the defeat effect display logic is triggered to run through the skill release logic.
8. The method according to claim 1, characterized in that Before controlling the first virtual character to release the target skill in response to the triggering operation on the skill release control, the method further includes: In response to satisfying a skill release condition of the target skill, setting the skill release control from an untriggerable state to a triggerable state; After controlling the first virtual character to release the target skill in response to the triggering operation on the skill release control, the method further includes: Set the skill release control to an untriggerable state.
9. The method according to claim 8, characterized in that The skill release condition includes the number of skill points possessed by the first virtual character reaching a quantity threshold, and the skill points are obtained when a skill other than the target skill hits the second virtual character; After controlling the first virtual character to release the target skill in response to the triggering operation on the skill release control, the method further includes: A first number of skill points is deducted from the skill points possessed by the first virtual character.
10. The method according to claim 9, characterized in that The method further comprises: In response to a trigger operation on the dodge control, controlling the first virtual character to perform a dodge operation, wherein the dodge operation is used to escape from a skill range of a skill released by the second virtual character; A second number of skill points is deducted from the skill points possessed by the first virtual character.
11. A method for displaying skill release effects, characterized in that: The method comprises: In response to a trigger operation on a skill release control, executing skill release logic corresponding to a target skill, controlling the first virtual character to release the target skill, wherein the target skill is used to reduce an attribute value of a second virtual character when hitting the second virtual character; During the release of the target skill, in response to the attribute value of the second virtual character reaching an attribute value threshold, pausing the skill release logic and running the defeat effect display logic, wherein the release of the target skill is suspended when the skill release logic is suspended; Running the defeat effect display logic to obtain a target screenshot, where the target screenshot is a battle screenshot captured when the attribute value reaches the attribute value threshold; Obtaining a defeat effect image corresponding to the first virtual character and a defeated effect image corresponding to the second virtual character; Displaying a screen cracking effect based on the target screenshot, with the target screenshot superimposed on the defeat effect image; In response to the screen cracking special effect display ending, displaying the defeat effect image at a lower layer of the target screenshot, and displaying the defeated effect image in the fragments formed after the screen cracking special effect; In response to the end of the defeat effect display, the battle screen is redisplayed, the defeat effect display logic is ended, and the skill release logic is restored, wherein the first virtual character continues to release the target skill after the skill release logic is restored.
12. A device for displaying skill release effects, characterized in that: The device comprises: a control module, configured to control the first virtual character to release a target skill in response to a triggering operation on a skill release control, wherein the target skill is configured to reduce an attribute value of a second virtual character when hitting the second virtual character; a display module, configured to, during the release of the target skill, suspend the release of the target skill in response to the attribute value of the second virtual character reaching an attribute value threshold; Obtaining a target screenshot, where the target screenshot is a battle screenshot captured when the attribute value reaches the attribute value threshold; Obtaining a defeat effect image corresponding to the first virtual character and a defeated effect image corresponding to the second virtual character; Displaying a screen cracking effect based on the target screenshot, with the target screenshot superimposed on the defeat effect image; In response to the screen cracking special effect display ending, displaying the defeat effect image at a lower layer of the target screenshot, and displaying the defeated effect image in the fragments formed after the screen cracking special effect; The control module is further configured to redisplay the battle screen in response to the end of display of the defeat effect diagram, and control the first virtual character to continue releasing the target skill.
13. A device for displaying skill release effects, characterized in that: The device comprises: a skill release logic module, configured to, in response to a triggering operation on a skill release control, execute skill release logic corresponding to a target skill, and control the first virtual character to release the target skill, wherein the target skill is used to reduce an attribute value of a second virtual character when hitting the second virtual character; a defeat effect display logic module, configured to, during the release of the target skill, in response to the attribute value of the second virtual character reaching an attribute value threshold, suspend the skill release logic and run the defeat effect display logic, wherein the release of the target skill is suspended when the skill release logic is suspended; The defeat effect display logic module is configured to execute the defeat effect display logic, obtain a target screenshot screen, the target screenshot screen being a battle screen captured when the attribute value reaches the attribute value threshold; obtain a defeat effect image corresponding to the first virtual character, and a defeated effect image corresponding to the second virtual character; display a screen cracking effect based on the target screenshot screen, with the target screenshot screen superimposed on the defeat effect image; and in response to the termination of the display of the screen cracking effect, display the defeat effect image located below the target screenshot screen, and display the defeated effect image in fragments formed after the screen cracking effect; The skill release logic module is used to redisplay the battle screen in response to the end of the defeat effect display, end the defeat effect display logic, and restore the skill release logic, wherein the first virtual character continues to release the target skill after the skill release logic is restored.
14. A terminal, characterized in that: The terminal includes a processor and a memory, wherein the memory stores at least one instruction, and the at least one instruction is loaded and executed by the processor to implement the method for displaying the skill release effect as described in any one of claims 1 to 10, or to implement the method for displaying the skill release effect as described in claim 11.
15. A computer-readable storage medium, characterized in that The storage medium stores at least one instruction, and the at least one instruction is loaded and executed by the processor to implement the method for displaying the skill release effect as described in any one of claims 1 to 10, or to implement the method for displaying the skill release effect as described in claim 11.