A virtual game task settlement method and device, electronic equipment, and medium
Patent Information
- Application Number
- CN202311073630.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-08-22
- Publication Date
- 2026-09-22
- Estimated Expiration
- 2043-08-22
AI Technical Summary
[0003]然而,现有的结算动画效果往往是固定的,从而导致,结算动画效果在一定程度上缺乏趣味性和挑战性,不能充分激发玩家的参与热情
[0037]本发明实施例中,在受控角色执行虚拟游戏中的目标任务时,可以响应于检测到目标任务的任务结束事件,获取目标任务的任务难度等级和任务执行结果;进而可以根据任务难度等级和任务执行结果,采用一个或多个预设的用于生成任务结算动画的动画元素自动生成目标任务的任务结算动画;并在图形用户界面上播放任务结算动画,实现了基于玩家选择的任务以及任务中的表现,由预设的动画元素自动生成不同的任务结算动画,避免大量制作结算动画,降低游戏制作成本。
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Figure CN116870484B_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of game technology, and in particular to a task settlement method and apparatus, electronic device, and medium for virtual games. Background Technology
[0002] In many games, there are settlement animations. Games usually set up various tasks for players, and after players complete the tasks, they are shown settlement animations. Settlement animations are a kind of visual effect used to celebrate the player's success or enhance the atmosphere of the player's participation in the game.
[0003] However, existing game ending animations are often fixed, resulting in a lack of fun and challenge, and failing to fully motivate players. On the other hand, creating a large number of different ending animations would be extremely costly. Summary of the Invention
[0004] In view of the above problems, a method, apparatus, electronic device, and medium for task settlement in virtual games are proposed to overcome or at least partially solve the above problems, including:
[0005] A method for settling tasks in a virtual game, providing a graphical user interface via an electronic terminal, wherein the electronic terminal displays a virtual scene and a controlled character located in the virtual scene through the graphical user interface, the method comprising:
[0006] When the controlled character performs a target task in the virtual game, in response to the detection of the target task's completion event, the task difficulty level and task execution result of the target task are obtained;
[0007] Based on the task difficulty level and task execution results, one or more preset animation elements are used to generate the task settlement animation for the target task.
[0008] Play the task settlement animation on the graphical user interface.
[0009] Optionally, based on the task difficulty level and task execution result, one or more preset animation elements for generating task settlement animations are used to generate the target task's task settlement animation, including:
[0010] From one or more preset animation elements used to generate task settlement animations, determine one or more target animation elements corresponding to the task execution result;
[0011] Generate a task settlement animation for the target task based on one or more target animation elements and the task difficulty level.
[0012] Optionally, based on one or more target animation elements and the task difficulty level, a task settlement animation for the target task is generated, including:
[0013] Determine the animation attribute information corresponding to each target animation element based on the task difficulty level;
[0014] Each target animation element is adjusted according to its animation attribute information and then combined to generate the task settlement animation for the target task.
[0015] Optionally, based on one or more target animation elements and the task difficulty level, a task settlement animation for the target task is generated, including:
[0016] When the task execution result is the preset execution result, generate the task settlement animation based on one or more target animation elements and the task difficulty level.
[0017] Optionally, the task settlement animation is a drum-shaped special effects animation, and the animation elements include: image elements, special effects elements, text elements, and sound elements used to represent the target object, wherein the special effects elements include at least one of the following: light effects elements, particle elements, and air wave elements.
[0018] Optionally, one or more target animation elements corresponding to the task execution result are determined from one or more preset animation elements used to generate task settlement animations, including:
[0019] When the task execution result is the first execution result, at least one first target animation element is determined from a plurality of preset animation elements used to generate task settlement animation, and the first target animation element is determined as the target animation element corresponding to the first execution result;
[0020] When the task execution result is the second execution result, at least one second target animation element is determined from a plurality of preset animation elements used to generate task settlement animation, and the determined at least one first target animation element and the at least one second target animation element are determined as the target animation element corresponding to the second execution result;
[0021] When the task execution result is the third execution result, at least one third target animation element is determined from the plurality of preset animation elements used to generate task settlement animation, and the at least one first target animation element, the at least one second target animation element and the at least one third target animation element are determined as the target animation element corresponding to the third execution result.
[0022] Optionally, the first execution result is a failure, the second execution result is a draw, and the third execution result is a victory.
[0023] Optionally, the first target animation element includes the image element.
[0024] Optionally, generating the task settlement animation for the target task based on the one or more target animation elements and the task difficulty level includes:
[0025] The animation attribute information of the target animation element is determined based on the task level, and the task settlement animation of the target task is generated based on the animation attribute information of the target animation element.
[0026] Optionally, the animation attribute information of the special effects element includes one or more of the following: diffusion speed and diffusion area.
[0027] Optionally, the target object represented by the image element is a drumhead, and the animation attribute information corresponding to the image element includes one or more of the drumhead size information and the drumhead vibration amplitude.
[0028] Optionally, the method further includes:
[0029] In response to detecting a task completion event for the target task, task settlement data is displayed on the graphical user interface. The task settlement data includes at least one of the following: task summary, task execution data, task rewards, and task execution role.
[0030] A task settlement device for a virtual game provides a graphical user interface via an electronic terminal. The electronic terminal displays a virtual scene and a controlled character located in the virtual scene through the graphical user interface. The device includes:
[0031] The data acquisition module is used to acquire the task difficulty level and task execution result of the target task in response to the detection of the task completion event when the controlled character performs the target task in the virtual game.
[0032] The task settlement animation generation module is used to generate a task settlement animation for the target task based on the task difficulty level and the task execution result, using one or more preset animation elements.
[0033] The task settlement animation playback module is used to play task settlement animations on the graphical user interface.
[0034] An electronic device includes a processor, a memory, and a computer program stored in the memory and capable of running on the processor. When the computer program is executed by the processor, it implements the task settlement method of the virtual game described above.
[0035] A computer-readable storage medium storing a computer program, wherein the computer program, when executed by a processor, implements a task settlement method for the virtual game described above.
[0036] The embodiments of the present invention have the following advantages:
[0037] In this embodiment of the invention, when a controlled character performs a target task in a virtual game, the system can respond to the detection of a task completion event and obtain the task difficulty level and execution result of the target task. Then, based on the task difficulty level and execution result, one or more preset animation elements for generating task completion animations can be used to automatically generate a task completion animation for the target task. This animation is then played on the graphical user interface, enabling the automatic generation of different task completion animations from preset animation elements based on the player's selected task and performance within the task. This avoids the need to produce a large number of completion animations and reduces game production costs. Attached Figure Description
[0038] To more clearly illustrate the technical solution of the present invention, the accompanying drawings used in the description of the present invention will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0039] Figure 1 This is a flowchart illustrating the steps of a task settlement method for a virtual game according to an embodiment of the present invention;
[0040] Figure 2 This is a flowchart of another virtual game task settlement method provided by an embodiment of the present invention;
[0041] Figure 3 This is a schematic diagram of the structure of a virtual game task settlement device provided in an embodiment of the present invention;
[0042] Figure 4 This is a schematic diagram of the hardware structure of an electronic device provided in an embodiment of the present invention. Detailed Implementation
[0043] To make the above-mentioned objects, features, and advantages of the present invention more apparent and understandable, the present invention will be further described in detail below with reference to the accompanying drawings and specific embodiments. Obviously, the described embodiments are only some, not all, of the embodiments of the present invention. All other embodiments obtained by those skilled in the art based on the embodiments of the present invention without inventive effort are within the scope of protection of the present invention.
[0044] Reference Figure 1This diagram illustrates a flowchart of a task settlement method for a virtual game according to an embodiment of the present invention. A graphical user interface (GUI) is provided via an electronic terminal, which displays a virtual scene and a controlled character within the virtual scene. Specifically, the method may include the following steps:
[0045] Step 101: When the controlled character performs the target task in the virtual game, in response to the detection of the target task's task completion event, obtain the target task's task difficulty level and task execution result;
[0046] The target task can be a single-player or multiplayer game task set in a virtual game. The task completion event is used to indicate the end of the target task and the entry into the task settlement phase. The task completion event can be an event in which the user actively ends the task, such as clicking the end task control during the execution of the target task; the task completion event can also be an event associated with a preset time period, such as a task with a set task time, in which case the task fails if the user does not complete the task within the specified task time; the task completion event can also be an event in which a controlled character completes the target task.
[0047] The task difficulty level is a pre-set difficulty level for various tasks in the virtual game. In actual application, the task difficulty level can be adjusted according to needs, and the division of task difficulty levels can be determined in conjunction with the content involved in the task. The task execution result is the actual task result achieved by the player controlling the controlled character to complete the target task. Specifically, the task execution result can include, but is not limited to, any of the following results: task success, task failure, or task draw.
[0048] In practical applications, virtual games can have various tasks to be completed. Players operate on electronic terminals to control the controlled characters to perform selected target tasks. When the electronic terminal detects the completion event of the target task on the large screen, it determines that the target task has ended and enters the task settlement process. The task settlement set in the virtual game can provide players with feedback on the target task, specifically the task execution results and specific data.
[0049] Step 102: Based on the task difficulty level and task execution result, use one or more preset animation elements to generate the task settlement animation for the target task.
[0050] In virtual games, one or more animation elements can be pre-selected to generate mission completion animations. Animation elements can include basic elements and special effects elements, and combining multiple animation elements can generate mission completion animations with different effects.
[0051] After determining the difficulty and outcome of the target task, preset animation elements can be combined and adjusted based on these factors to generate the task completion animation. In practical applications, different execution outcomes for the same target task can correspond to different task completion animations, and a unified execution outcome for different target tasks can correspond to task completion animations with varying effects. Therefore, in virtual games, a large number of task completion animations can be generated quickly without needing to set up individual completion animations for each game task, thus reducing game production costs.
[0052] Step 103: Play the task settlement animation on the graphical user interface.
[0053] In one embodiment of the present invention, the task settlement method further includes: in response to detecting a task completion event of a target task, displaying task settlement data on a graphical user interface, wherein the task settlement data includes at least one of the following: task description, task execution data, task reward, and task execution role.
[0054] The task description provides a brief overview of the target task, including its name, keywords, and objectives. Task execution data displays specific data about the player's performance during the task, such as damage dealt, damage taken, and healing in a virtual game's dungeon mission. Task rewards are the rewards earned by the controlled character upon completing the task. The task-performing character can be a controlled character, or a combination of controlled and combat characters.
[0055] In this embodiment of the invention, the settlement animation effect can be automatically adjusted according to the different difficulty tasks completed by the player in the virtual game, thereby enhancing the player's gaming experience, unifying the visual effects, and reducing development costs.
[0056] In this embodiment of the invention, when a controlled character performs a target task in a virtual game, it can respond to the detection of the target task's completion event, obtain the target task's difficulty level and execution result, and then automatically generate the target task's task settlement animation using one or more preset animation elements based on the task difficulty level and execution result. The task settlement animation is then played on the graphical user interface, realizing the automatic generation of different task settlement animations based on the player's selected task and performance in the task, avoiding the need to produce a large number of settlement animations and reducing game production costs.
[0057] Reference Figure 2 The diagram illustrates a flowchart of another virtual game task settlement method provided by an embodiment of the present invention, which may specifically include the following steps:
[0058] Step 201: when a controlled character executes a target task in a virtual game, in response to detecting a task end event of the target task, acquiring a task difficulty level and a task execution result of the target task;
[0059] Step 202: determining one or more target animation elements corresponding to the task execution result from one or more preset animation elements for generating a task settlement animation;
[0060] In practical applications, different task execution results can adopt different animation elements to distinguish different task execution results. After the task execution result is determined, the target animation element corresponding to the current task execution result can be selected from the preset animation elements according to the task execution result, so as to generate the task settlement animation based on the target animation element.
[0061] In an embodiment of the present invention, the animation elements may include: image elements for representing a target object, special effect elements, text elements, and sound elements, wherein the special effect elements include at least one of the following: light effect elements, particle elements, and air wave elements.
[0062] Wherein, the target object in the image element for representing the target object can be set according to actual requirements. In an embodiment of the present invention, the target object can be a drum surface element, so that the task settlement animation can be a special effect animation in a drum surface style. The text element is generated according to the task execution result to feed back the task execution result. For example, when the task execution result is victory, the text element corresponds to the Chinese character "胜"; when the task execution result is failure, the text element corresponds to the Chinese character "败"; when the task execution result is a draw, the text element corresponds to the Chinese character "平".
[0063] In practical applications, different animation elements are pre-provided with corresponding playing logics, and the playing logics can include but are not limited to playing time, playing sequence, playing mode, etc. The playing effect of the task settlement animation formed by a plurality of animation elements is realized based on the combination of the playing logics of each animation element.
[0064] In an embodiment of the present invention, the specific method for determining the target animation element in step 202 is:
[0065] when the task execution result is a first execution result, determining at least one first target animation element from a plurality of preset animation elements for generating a task settlement animation, and determining the first target animation element as the target animation element corresponding to the first execution result;
[0066] When the task execution result is the second execution result, at least one second target animation element is determined from multiple preset animation elements used to generate task settlement animation, and the determined at least one first target animation element and at least one second target animation element are determined as the target animation element corresponding to the second execution result.
[0067] When the task execution result is the third execution result, at least one third target animation element is determined from multiple preset animation elements used to generate task settlement animation. The determined first target animation element, at least one second target animation element, and at least one third target animation element are determined as the target animation element corresponding to the third execution result.
[0068] In practical applications, different target animation elements can be selected according to different task execution results. From the first execution result, the second execution result, to the third execution result, different types of animation elements can be gradually added, so that different execution results constitute different degrees of special effects animation.
[0069] The first execution result can be task failure, the second execution result can be a draw, and the third execution result can be task success. The first target animation element can include image elements.
[0070] In one example, the first target animation element may also include text elements and / or sound elements.
[0071] In one example, the second target animation element and the third animation element can be special effects elements.
[0072] For example, when the task execution result is the first result, the drumhead element and the text element are identified as the target animation elements. Therefore, in the event of a failed execution, the animation effects will be disabled, all particles will be turned off, the light effects will be invisible, the drumhead vibration amplitude will be weak, and the transparency animation of the text and drumhead image will play.
[0073] When the task execution result is the second execution result, the drum surface element, text element, light effect element, and particle element are identified as the target animation elements; thus, in the case of a tie, the air wave effect can be turned off, the light effect can be changed to white from the code, the drum surface vibration amplitude can be weakened, and the transparency animation of the text and drum surface image can be played.
[0074] When the task execution result is the third execution result, the drum surface element, text element, light effect element, particle element, and air wave element are identified as target animation elements; thus, in the case of victory settlement, air wave, particle, light effects, strong drum surface vibration amplitude can be enabled, and the scaling values of air wave, particle, light, and drum surface vibration effects will become stronger as the victory settlement level is higher, and the transparency animation of text and drum surface images will be played.
[0075] In practical applications, the more animation elements there are, the more complex and elaborate the task completion animation can be generated.
[0076] In one embodiment of the present invention, when the image element used to characterize the target object is a drumhead element, the animation attribute information corresponding to the drumhead element may include one or more of the following: drumhead size information and drumhead vibration amplitude. The animation attribute settings differ in different task execution results. Specifically, at the same task difficulty level, the drumhead vibration amplitude of different execution results is arranged from smallest to largest as follows: first execution result < second execution result < third execution result.
[0077] In one embodiment of the present invention, the animation attribute information of the special effects element includes one or more of the following: diffusion speed and diffusion area. In practical applications, the animation attribute information of the special effects element can change with the intensity of the diffusion.
[0078] Step 203: Generate the task settlement animation for the target task based on one or more target animation elements and the task difficulty level;
[0079] After determining the target animation elements, you can set the corresponding task settlement animation based on the task difficulty level. In practical applications, the higher the task difficulty level, the higher the settlement level, and the more spectacular the corresponding task settlement animation.
[0080] In one embodiment of the present invention, generating a task settlement animation for a target task based on one or more target animation elements and a task difficulty level includes: when the task execution result is a preset execution result, generating a task settlement animation for the target task based on one or more target animation elements and a task difficulty level.
[0081] In practical applications, different task settlement animations can be set for specific task execution results. For example, when a player wins a task at different difficulty levels, different task settlement animations can be set according to the task difficulty level. The higher the task difficulty, the more gorgeous the task settlement animation effect and the greater the animation effects.
[0082] In one embodiment of the present invention, step 203 specifically includes: determining the animation attribute information corresponding to each target animation element according to the task difficulty level; and combining each target animation element according to the animation attribute information to generate the task settlement animation of the target task.
[0083] In practical applications, the settlement level of the target animation can be determined according to the task difficulty level. Different settlement levels correspond to different animation attribute information of the animation elements. The animation attribute information is the data that constitutes different animation effects. For example, for the same particle effect element, different changes in particle size, particle diffusion speed, and diffusion area can create different animation effects.
[0084] For a specific animated element, you can pre-set its base value and maximum scaling, as well as its settlement level. Based on the base value, maximum scaling, and settlement level, you can determine the scaling of the animated element corresponding to each settlement level, and then determine the animation attribute information of the animated element according to the scaling.
[0085] For example, if the maximum scaling value for animation effects is set to 2x, and a settlement intensity level from 1 to 5 is pre-set, then in the event of a victory settlement, the scaling values of the airwaves, particles, and light, as well as the drumhead vibration amplitude, will be divided into five levels within the 1-2x range. The scaling values corresponding to each settlement level are: 1, 1.2, 1.4, 1.6, 1.8, and 2. These scaling values will be applied to the scaling values of the airwaves, particles, and light, and the drumhead vibration amplitude. Therefore, when the settlement level is 1, the corresponding animation effect scaling value is 1; when the settlement intensity is 5, the corresponding animation effect scaling value is 2. Thus, in terms of animation performance, the higher the settlement intensity, the stronger the effect. The settlement level matches the difficulty level of the target mission; the more difficult the mission, the higher the settlement level is set, and the easier the mission, the lower the settlement level is set.
[0086] After determining the animation attribute information, multiple target animation elements are adjusted to the corresponding animation attribute information and combined according to the preset playback logic to obtain the task settlement animation of the target task.
[0087] In one example, the settlement level can also be determined by combining the task difficulty level and the task execution result.
[0088] Specifically, under the same task difficulty level, different task execution results can correspond to different settlement levels. The settlement levels of different execution results are sorted from high to low as follows: Victory > Draw > Defeat.
[0089] Step 204: Play the task settlement animation on the graphical user interface.
[0090] In this embodiment of the invention, when a controlled character performs a target task in a virtual game, the system can respond to the detection of a task completion event and obtain the task difficulty level and execution result of the target task. Then, based on the task difficulty level and execution result, one or more preset animation elements for generating task completion animations can be used to automatically generate a task completion animation for the target task. This animation is then played on the graphical user interface, enabling the automatic generation of different task completion animations from preset animation elements based on the player's selected task and performance within the task. This avoids the need to produce a large number of completion animations and reduces game production costs.
[0091] It should be noted that, for the sake of simplicity, the method embodiments are described as a series of actions. However, those skilled in the art should understand that the embodiments of the present invention are not limited to the described order of actions, because according to the embodiments of the present invention, some steps can be performed in other orders or simultaneously. Furthermore, those skilled in the art should also understand that the embodiments described in the specification are preferred embodiments, and the actions involved are not necessarily essential to the embodiments of the present invention.
[0092] Reference Figure 3 The diagram illustrates a structural schematic of a task settlement device for a virtual game according to an embodiment of the present invention. It provides a graphical user interface via an electronic terminal, which displays a virtual scene and a controlled character located within the virtual scene. Specifically, it may include the following modules:
[0093] The data acquisition module 301 is used to acquire the task difficulty level and task execution result of the target task in response to detecting the task completion event of the target task when the controlled character performs the target task in the virtual game.
[0094] The task settlement animation generation module 302 is used to generate the task settlement animation of the target task by using one or more preset animation elements for generating task settlement animation based on the task difficulty level and the task execution result.
[0095] The task settlement animation playback module 303 is used to play the task settlement animation on the graphical user interface.
[0096] In one embodiment of the present invention, the task settlement animation generation module 302 includes:
[0097] The target animation element generation submodule is used to determine one or more target animation elements corresponding to the task execution result from one or more preset animation elements used to generate task settlement animations;
[0098] The task settlement animation generation submodule is used to generate the task settlement animation of the target task based on the one or more target animation elements and the task difficulty level.
[0099] In one embodiment of the present invention, the task settlement animation generation submodule includes:
[0100] An animation attribute information determination unit is used to determine the animation attribute information corresponding to each target animation element based on the task difficulty level.
[0101] The task settlement animation generation unit is used to adjust each target animation element according to the animation attribute information and then combine them to generate the task settlement animation of the target task.
[0102] In one embodiment of the present invention, when the task settlement animation generation submodule is used to generate the task settlement animation of the target task based on the one or more target animation elements and the task difficulty level, it is specifically used to: generate the task settlement animation of the target task based on the one or more target animation elements and the task difficulty level when the task execution result is a preset execution result.
[0103] In one embodiment of the present invention, the animation elements include: image elements, special effects elements, text elements, and sound elements for representing the target object, wherein the special effects elements include at least one of the following: light effects elements, particle elements, and air wave elements.
[0104] In one embodiment of the present invention, the target animation element generation submodule includes:
[0105] The first target animation element determination subunit is used to determine at least one first target animation element from a plurality of preset animation elements used to generate task settlement animation when the task execution result is the first execution result, and to determine the first target animation element as the target animation element corresponding to the first execution result.
[0106] The second target animation element determination subunit is used to determine at least one second target animation element from a plurality of preset animation elements used to generate task settlement animation when the task execution result is the second execution result, and to determine the at least one first target animation element and the at least one second target animation element as the target animation element corresponding to the second execution result.
[0107] The third target animation element determination subunit is used to determine at least one third target animation element from the plurality of preset animation elements used to generate task settlement animation when the task execution result is the third execution result, and to determine the at least one first target animation element, the at least one second target animation element and the at least one third target animation element as the target animation element corresponding to the third execution result.
[0108] In one embodiment of the present invention, the first execution result is failure, the second execution result is a draw, and the third execution result is victory.
[0109] In one embodiment of the present invention, the first target animation element includes the image element.
[0110] In one embodiment of the present invention, the animation attribute information of the special effects element includes one or more of the following: diffusion speed and diffusion area.
[0111] In one embodiment of the present invention, the target object represented by the image element is a drumhead, and the animation attribute information corresponding to the image element includes one or more of the drumhead size information and the drumhead vibration amplitude.
[0112] In one embodiment of the present invention, the device further includes:
[0113] A task settlement data display module is configured to display task settlement data on the graphical user interface in response to detecting a task completion event of the target task. The task settlement data includes at least one of the following:
[0114] Task description, task execution data, task rewards, and task execution role.
[0115] In this embodiment of the invention, when a controlled character performs a target task in a virtual game, it can respond to the detection of the target task's completion event, obtain the target task's difficulty level and execution result, and then automatically generate the target task's task settlement animation using one or more preset animation elements based on the task difficulty level and execution result. The task settlement animation is then played on the graphical user interface, realizing the automatic generation of different task settlement animations based on the player's selected task and performance in the task, avoiding the need to produce a large number of settlement animations and reducing game production costs.
[0116] Figure 4 A schematic diagram of the hardware structure of an electronic device for implementing various embodiments of the present invention.
[0117] The electronic device 400 includes, but is not limited to, components such as: a radio frequency unit 401, a network module 402, an audio output unit 403, an input unit 404, a sensor 405, a display unit 406, a user input unit 407, an interface unit 408, a memory 409, a processor 410, and a power supply 411. Those skilled in the art will understand that the electronic device structure involved in the embodiments of the present invention does not constitute a limitation on the electronic device. An electronic device may include more or fewer components than illustrated, or combine certain components, or have different component arrangements. In the embodiments of the present invention, the electronic device includes, but is not limited to, mobile phones, tablet computers, laptop computers, PDAs, vehicle terminals, wearable devices, and pedometers.
[0118] It should be understood that, in this embodiment of the invention, the radio frequency unit 401 can be used for receiving and transmitting signals during information transmission or calls. Specifically, it receives downlink data from the base station and processes it with the processor 410; additionally, it transmits uplink data to the base station. Typically, the radio frequency unit 401 includes, but is not limited to, an antenna, at least one amplifier, a transceiver, a coupler, a low-noise amplifier, a duplexer, etc. Furthermore, the radio frequency unit 401 can also communicate with networks and other devices through a wireless communication system.
[0119] The electronic device provides users with wireless broadband internet access through network module 402, such as helping users send and receive emails, browse web pages, and access streaming media.
[0120] The audio output unit 403 can convert audio data received by the radio frequency unit 401 or the network module 402 or stored in the memory 409 into audio signals and output them as sound. Furthermore, the audio output unit 403 can also provide audio output related to specific functions performed by the electronic device 400 (e.g., call signal reception sound, message reception sound, etc.). The audio output unit 403 includes a speaker, a buzzer, and a receiver, etc.
[0121] Input unit 404 is used to receive audio or video signals. Input unit 404 may include a graphics processing unit (GPU) 4041 and a microphone 4042. The GPU 4041 processes image data of still images or videos acquired by an image capture device (such as a camera) in video capture mode or image capture mode. The processed image frames can be displayed on display unit 406. The image frames processed by GPU 4041 can be stored in memory 409 (or other storage medium) or transmitted via radio frequency unit 401 or network module 402. Microphone 4042 can receive sound and process such sound into audio data. The processed audio data can be converted into a format that can be transmitted to a mobile communication base station via radio frequency unit 401 in telephone call mode.
[0122] The electronic device 400 also includes at least one sensor 405, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor includes an ambient light sensor and a proximity sensor. The ambient light sensor can adjust the brightness of the display panel 4061 according to the ambient light level, and the proximity sensor can turn off the display panel 4061 and / or backlight when the electronic device 400 is moved to the ear. As a type of motion sensor, an accelerometer sensor can detect the magnitude of acceleration in various directions (generally three axes). When stationary, it can detect the magnitude and direction of gravity and can be used to identify the posture of the electronic device (such as landscape / portrait switching, related games, magnetometer posture calibration), vibration recognition related functions (such as pedometer, tapping), etc. The sensor 405 may also include a fingerprint sensor, pressure sensor, iris sensor, molecular sensor, gyroscope, barometer, hygrometer, thermometer, infrared sensor, etc., which will not be described in detail here.
[0123] The display unit 406 is used to display information input by the user or information provided to the user. The display unit 406 may include a display panel 4061, which may be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), or the like.
[0124] User input unit 407 can be used to receive input numerical or character information, and generate key signal inputs related to user settings and function control of electronic devices. Specifically, user input unit 407 includes a touch panel 4071 and other input devices 4072. Touch panel 4071, also known as a touch screen, can collect touch operations performed by the user on or near it (such as operations performed by the user using a finger, stylus, or any suitable object or accessory on or near touch panel 4071). Touch panel 4071 may include two parts: a touch detection device and a touch controller. The touch detection device detects the user's touch position and the signal generated by the touch operation, and transmits the signal to the touch controller; the touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends it to the processor 410, which receives and executes commands from the processor 410. In addition, touch panel 4071 can be implemented using various types such as resistive, capacitive, infrared, and surface acoustic wave. Besides touch panel 4071, user input unit 407 may also include other input devices 4072. Specifically, other input devices 4072 may include, but are not limited to, physical keyboards, function keys (such as volume control buttons, power buttons, etc.), trackballs, mice, joysticks, etc., which will not be described in detail here.
[0125] Furthermore, the touch panel 4071 can cover the display panel 4061. When the touch panel 4071 detects a touch operation on or near it, it transmits the information to the processor 410 to determine the type of touch event. Subsequently, the processor 410 provides corresponding visual output on the display panel 4061 according to the type of touch event. It is understood that in one embodiment, the touch panel 4071 and the display panel 4061 are implemented as two independent components to realize the input and output functions of the electronic device. However, in some embodiments, the touch panel 4071 and the display panel 4061 can be integrated to realize the input and output functions of the electronic device. The specific implementation is not limited here.
[0126] Interface unit 408 serves as an interface for connecting external devices to electronic device 400. For example, external devices may include a wired or wireless headphone port, an external power supply (or battery charger) port, a wired or wireless data port, a memory card port, a port for connecting a device with an identification module, an audio input / output (I / O) port, a video I / O port, a headphone port, and so on. Interface unit 408 can be used to receive input from external devices (e.g., data, power, etc.) and transmit the received input to one or more components within electronic device 400, or it can be used to transmit data between electronic device 400 and external devices.
[0127] The memory 409 can be used to store software programs and various data. The memory 409 may primarily include a program storage area and a data storage area. The program storage area may store the operating system, applications required for at least one function (such as sound playback, image playback, etc.), etc.; the data storage area may store data created based on the use of the mobile phone (such as audio data, phonebook, etc.). Furthermore, the memory 409 may include high-speed random access memory, and may also include non-volatile memory, such as at least one disk storage device, flash memory device, or other volatile solid-state storage device.
[0128] The processor 410 is the control center of the electronic device. It connects various parts of the electronic device via various interfaces and lines. By running or executing software programs and / or modules stored in the memory 409, and by calling data stored in the memory 409, it performs various functions and processes data, thereby providing overall monitoring of the electronic device. The processor 410 may include one or more processing units; preferably, the processor 410 may integrate an application processor and a modem processor. The application processor mainly handles the operating system, user interface, and applications, while the modem processor mainly handles wireless communication. It is understood that the modem processor may not be integrated into the processor 410.
[0129] The electronic device 400 may also include a power supply 411 (such as a battery) for supplying power to various components. Preferably, the power supply 411 can be logically connected to the processor 410 through a power management system, thereby enabling functions such as managing charging, discharging, and power consumption through the power management system.
[0130] In addition, the electronic device 400 includes some functional modules not shown, which will not be described in detail here.
[0131] An embodiment of the present invention also provides a computer-readable storage medium on which a computer program is stored, and when the computer program is executed by a processor, it implements the above-described method for controlling the movement of a controlled character.
[0132] As the device embodiment is basically similar to the method embodiment, the description is relatively simple, and relevant parts can be found in the description of the method embodiment.
[0133] The various embodiments in this specification are described in a progressive manner, with each embodiment focusing on the differences from other embodiments. The same or similar parts between the various embodiments can be referred to each other.
[0134] Those skilled in the art will understand that embodiments of the present invention can be provided as methods, apparatus, or computer program products. Therefore, embodiments of the present invention can take the form of entirely hardware embodiments, entirely software embodiments, or embodiments combining software and hardware aspects. Furthermore, embodiments of the present invention can take the form of computer program products implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.
[0135] This invention is described with reference to flowchart illustrations and / or block diagrams of methods, terminal devices (systems), and computer program products according to embodiments of the invention. It will be understood that each block of the flowchart illustrations and / or block diagrams, and combinations of blocks in the flowchart illustrations and / or block diagrams, can be implemented by computer program instructions. These computer program instructions can be provided to a processor of a general-purpose computer, special-purpose computer, embedded processor, or other programmable data processing terminal device to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing terminal device, generate instructions for implementing the flowchart illustrations and / or block diagrams. Figure 1 One or more processes and / or boxes Figure 1 A device that provides the functions specified in one or more boxes.
[0136] These computer program instructions may also be stored in a computer-readable storage medium that can direct a computer or other programmable data processing terminal device to operate in a particular manner, such that the instructions stored in the computer-readable storage medium produce an article of manufacture including instruction means, which are implemented in a process Figure 1 One or more processes and / or boxes Figure 1 The function specified in one or more boxes.
[0137] These computer program instructions can also be loaded onto a computer or other programmable data processing terminal equipment, causing a series of operational steps to be performed on the computer or other programmable terminal equipment to produce a computer-implemented process, thereby providing instructions that execute on the computer or other programmable terminal equipment for implementing the process. Figure 1 One or more processes and / or boxes Figure 1 The steps of the function specified in one or more boxes.
[0138] Although preferred embodiments of the present invention have been described, those skilled in the art, upon learning the basic inventive concept, can make other changes and modifications to these embodiments. Therefore, the appended claims are intended to be interpreted as including the preferred embodiments as well as all changes and modifications falling within the scope of the embodiments of the present invention.
[0139] Finally, it should be noted that in this document, relational terms such as "first" and "second" are used only to distinguish one entity or operation from another, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Furthermore, the terms "comprising," "including," or any other variations thereof are intended to cover non-exclusive inclusion, such that a process, method, article, or terminal device that comprises a list of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such a process, method, article, or terminal device. Without further limitations, an element defined by the phrase "comprising one..." does not exclude the presence of other identical elements in the process, method, article, or terminal device that includes said element.
[0140] The above provides a detailed description of a virtual game task settlement method, apparatus, electronic device, and medium. Specific examples have been used to illustrate the principles and implementation methods of the present invention. The descriptions of the above embodiments are only for the purpose of helping to understand the method and core ideas of the present invention. At the same time, those skilled in the art will recognize that, based on the ideas of the present invention, there will be changes in the specific implementation methods and application scope. Therefore, the content of this specification should not be construed as a limitation of the present invention.
Claims
1. A method for settling tasks in a virtual game, characterized in that, The method includes providing a graphical user interface via an electronic terminal, wherein the electronic terminal displays a virtual scene and a controlled character located in the virtual scene through the graphical user interface, the method comprising: When the controlled character performs a target task in the virtual game, in response to detecting the task completion event of the target task, the task difficulty level and task execution result of the target task are obtained; Based on the task difficulty level and the task execution result, one or more preset animation elements for generating task settlement animations are used to generate the task settlement animation for the target task; Play the task settlement animation on the graphical user interface; The step of generating a task settlement animation for the target task using one or more preset animation elements for generating task settlement animations, based on the task difficulty level and the task execution result, includes: From one or more preset animation elements used to generate task settlement animations, determine one or more target animation elements corresponding to the task execution result; Based on the one or more target animation elements and the task difficulty level, generate the task settlement animation for the target task; The step of generating the task settlement animation for the target task based on the one or more target animation elements and the task difficulty level includes: The animation attribute information corresponding to each target animation element is determined based on the task difficulty level. Each target animation element is adjusted according to the animation attribute information and then combined to generate the task settlement animation for the target task.
2. The method according to claim 1, characterized in that, The step of generating the task settlement animation for the target task based on the one or more target animation elements and the task difficulty level includes: When the task execution result is a preset execution result, a task settlement animation for the target task is generated based on the one or more target animation elements and the task difficulty level.
3. The method according to claim 2, characterized in that, The animation elements include: image elements, special effects elements, text elements, and sound elements used to represent the target object, wherein the special effects elements include at least one of the following: light effects elements, particle elements, and air wave elements.
4. The method according to claim 3, characterized in that, The step of determining one or more target animation elements corresponding to the task execution result from one or more preset animation elements used to generate task settlement animations includes: When the task execution result is the first execution result, at least one first target animation element is determined from a plurality of preset animation elements used to generate task settlement animation, and the first target animation element is determined as the target animation element corresponding to the first execution result; When the task execution result is the second execution result, at least one second target animation element is determined from a plurality of preset animation elements used to generate task settlement animation, and the determined at least one first target animation element and the at least one second target animation element are determined as the target animation element corresponding to the second execution result; When the task execution result is the third execution result, at least one third target animation element is determined from the plurality of preset animation elements used to generate task settlement animation, and the at least one first target animation element, the at least one second target animation element and the at least one third target animation element are determined as the target animation element corresponding to the third execution result.
5. The method according to claim 4, characterized in that, The first execution result is failure, the second execution result is a draw, and the third execution result is victory.
6. The method according to claim 4, characterized in that, The first target animation element is the image element.
7. The method according to claim 3, characterized in that, The animation attribute information of the special effects element includes one or more of the following: diffusion speed and diffusion area.
8. The method according to claim 3, characterized in that, The target object represented by the image element is the drumhead, and the animation attribute information corresponding to the image element includes one or more of the drumhead size information and the drumhead vibration amplitude.
9. The method according to claim 2, characterized in that, The method further includes: In response to detecting a task completion event for the target task, task settlement data is displayed on the graphical user interface. The task settlement data includes at least one of the following: task summary, task execution data, task rewards, and task execution role.
10. A task settlement device for a virtual game, characterized in that, The device includes a graphical user interface provided by an electronic terminal, which displays a virtual scene and a controlled character located in the virtual scene through the graphical user interface. The data acquisition module is used to acquire the task difficulty level and task execution result of the target task in response to detecting the task completion event of the target task when the controlled character performs the target task in the virtual game. The task settlement animation generation module is used to generate a task settlement animation for the target task based on the task difficulty level and the task execution result, using one or more preset animation elements for generating task settlement animations. A task settlement animation playback module is used to play the task settlement animation on the graphical user interface. The task settlement animation generation module includes: The target animation element generation submodule is used to determine one or more target animation elements corresponding to the task execution result from one or more preset animation elements used to generate task settlement animations; The task settlement animation generation submodule is used to generate the task settlement animation of the target task based on the one or more target animation elements and the task difficulty level; The task settlement animation generation submodule includes: An animation attribute information determination unit is used to determine the animation attribute information corresponding to each target animation element based on the task difficulty level. The task settlement animation generation unit is used to adjust each target animation element according to the animation attribute information and then combine them to generate the task settlement animation of the target task.
11. An electronic device, characterized in that, It includes a processor, a memory, and a computer program stored in the memory and capable of running on the processor, wherein the computer program, when executed by the processor, implements the task settlement method of the virtual game as described in any one of claims 1 to 9.
12. A computer-readable storage medium, characterized in that, A computer program is stored on the computer-readable storage medium, which, when executed by a processor, implements the task settlement method for the virtual game as described in any one of claims 1 to 9.
Citation Information
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