Virtual scene effect display method, device, equipment, medium and program product
Patent Information
- Application Number
- CN202211144291.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-09-20
- Publication Date
- 2026-08-18
- Estimated Expiration
- 2042-09-20
AI Technical Summary
[0004]然而相关技术中,指示信息通常只针对某个固定指定区域进行指示,使得玩家仅能够对虚拟场景中的指定区域熟知,这种单一的指示方式会使得玩家在进行多次对局后不依靠提示信息也能熟知指定区域的具体位置从而避免攻击,不仅让用户的游戏互动性较差,还使得指定信息的提示效率较差,从而造成服务器数据处理资源的浪费
[0020] When the main virtual object is in the game area of the virtual scene, a first highlighting effect is displayed in multiple sub-regions within the game area. This first highlighting effect indicates that the sub-region is a candidate region to be selected. After the first highlighting effect ends, a second highlighting effect is displayed on the selected sub-region, indicating its impact on the attributes of the main virtual object. Finally, the attribute impact result is displayed based on the positional relationship between the main virtual object and the selected sub-region. In other words, by displaying the first highlighting effect, the user is informed of the current candidate regions, and then the second highlighting effect is displayed on the selected sub-region. This allows the region with attribute influence to be affected by both highlighting effects, preventing the user from knowing the exact location of the selected sub-region in advance. This increases the diversity of effect displays, thereby enhancing user interactivity during the game. Furthermore, displaying highlighting effects promotes game progress for the user and does not waste server resources.
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Figure CN116983632B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of virtual environments, and in particular to a method, apparatus, device, medium, and program product for displaying the effects of a virtual scene. Background Technology
[0002] With the rapid development of computer technology and the diversification of terminals, video games have become increasingly widespread. Among them, massively multiplayer online role-playing games (MMORPGs) are a popular type of game. They display virtual scenes on the terminal, and players can control virtual objects to perform character activities within these virtual scenes.
[0003] In related technologies, when players control virtual objects to perform virtual activities in a virtual scene, such as engaging in virtual battles, an instruction message will appear in the virtual scene during the virtual battle to prompt the player to control the virtual object to move to a designated area to avoid being attacked in battle.
[0004] However, in related technologies, the instructions are usually only directed to a specific area, so that players can only be familiar with a specific area in the virtual scene. This single instruction method allows players to know the specific location of the designated area after playing many games without relying on the prompts, thus avoiding attacks. This not only makes the user's game interaction poor, but also makes the prompts for the designated information inefficient, resulting in a waste of server data processing resources. Summary of the Invention
[0005] This application provides a method, apparatus, device, medium, and program product for displaying virtual scene effects, which can improve the diversity of effect display and thus improve information indication efficiency. The technical solution is as follows.
[0006] On the one hand, a method for displaying the effect of a virtual scene is provided, the method comprising:
[0007] Displays the master virtual object in a virtual scene, the master virtual object being located in the game area of the virtual scene, the game area including multiple sub-areas;
[0008] In the game area, a first highlighting effect is displayed on the plurality of sub-regions, the first highlighting effect being used to indicate that the plurality of sub-regions are candidate regions to be selected;
[0009] After the first highlighting effect is displayed, a second highlighting effect is displayed on a selected sub-region among the plurality of sub-regions. The second highlighting effect is used to indicate the impact on the attributes of the master virtual object.
[0010] Based on the positional relationship between the master virtual object and the selected sub-region, the attribute influence results of the master virtual object are displayed.
[0011] On the other hand, a virtual scene effect display device is provided, the device comprising:
[0012] The first display module is used to display the main virtual object in the virtual scene. The main virtual object is located in the game area of the virtual scene, and the game area includes multiple sub-areas.
[0013] The first display module is further configured to display a first highlighting effect on the plurality of sub-regions in the game area, the first highlighting effect being used to indicate that the plurality of sub-regions are candidate regions to be selected;
[0014] The second display module is used to display a second highlighting effect on a selected sub-region among the plurality of sub-regions after the first highlighting effect has ended. The second highlighting effect is used to indicate the influence on the attributes of the main virtual object.
[0015] The second display module is further configured to display the attribute influence results of the main control virtual object based on the positional relationship between the main control virtual object and the selected sub-region.
[0016] On the other hand, a computer device is provided, the computer device including a processor and a memory, the memory storing at least one instruction, at least one program, code set or instruction set, the at least one instruction, the at least one program, the code set or instruction set being loaded and executed by the processor to implement the virtual scene effect display method as described in any of the above embodiments of this application.
[0017] On the other hand, a computer-readable storage medium is provided, wherein at least one instruction, at least one program, code set, or instruction set is stored in the storage medium, wherein the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by a processor to implement the virtual scene effect display method as described in any of the embodiments of this application above.
[0018] On the other hand, a computer program product or computer program is provided, which includes 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 virtual scene effect display method described in any of the above embodiments.
[0019] The beneficial effects of the technical solutions provided in this application include at least the following:
[0020] When the main virtual object is in the game area of the virtual scene, a first highlighting effect is displayed in multiple sub-regions within the game area. This first highlighting effect indicates that the sub-region is a candidate region to be selected. After the first highlighting effect ends, a second highlighting effect is displayed on the selected sub-region, indicating its impact on the attributes of the main virtual object. Finally, the attribute impact result is displayed based on the positional relationship between the main virtual object and the selected sub-region. In other words, by displaying the first highlighting effect, the user is informed of the current candidate regions, and then the second highlighting effect is displayed on the selected sub-region. This allows the region with attribute influence to be affected by both highlighting effects, preventing the user from knowing the exact location of the selected sub-region in advance. This increases the diversity of effect displays, thereby enhancing user interactivity during the game. Furthermore, displaying highlighting effects promotes game progress for the user and does not waste server resources. Attached Figure Description
[0021] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0022] Figure 1 This is a schematic diagram of a virtual scene effect display method provided in an exemplary embodiment of this application;
[0023] Figure 2 This is a schematic diagram of an implementation environment provided by an exemplary embodiment of this application;
[0024] Figure 3 This is a structural block diagram of an electronic device provided in an exemplary embodiment of this application;
[0025] Figure 4 This is a flowchart of a virtual scene effect display method provided in an exemplary embodiment of this application;
[0026] Figure 5 This is a flowchart of a virtual scene effect display method provided in another exemplary embodiment of this application;
[0027] Figure 6 This is a schematic diagram of the second highlighted effect provided by another exemplary embodiment of this application;
[0028] Figure 7 This is a schematic diagram of a region prompting information provided in an exemplary embodiment of this application;
[0029] Figure 8This is a schematic diagram of the roulette wheel effect provided in an exemplary embodiment of this application;
[0030] Figure 9 This is a flowchart of a virtual scene effect display method provided in another exemplary embodiment of this application;
[0031] Figure 10 This is a schematic diagram illustrating the activation of a highlighting mechanism provided in an exemplary embodiment of this application;
[0032] Figure 11 This is a schematic diagram showing the first highlighting effect within a single round, provided by an exemplary embodiment of this application;
[0033] Figure 12 This is a schematic diagram illustrating the attribute reduction effect of a virtual scene provided in an exemplary embodiment of this application;
[0034] Figure 13 This is a schematic diagram illustrating the release of a target virtual object skill, provided in an exemplary embodiment of this application.
[0035] Figure 14 This is a schematic diagram of instruction transmission provided in an exemplary embodiment of this application;
[0036] Figure 15 This is a schematic diagram of a target virtual object editing interface provided in an exemplary embodiment of this application;
[0037] Figure 16 This is a schematic diagram of region division provided in an exemplary embodiment of this application;
[0038] Figure 17 This is a structural block diagram of a virtual scene effect display device provided in an exemplary embodiment of this application;
[0039] Figure 18 This is a structural block diagram of a virtual scene effect display device provided in another exemplary embodiment of this application;
[0040] Figure 19 This is a terminal structure block diagram provided in an exemplary embodiment of this application. Detailed Implementation
[0041] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.
[0042] Exemplary embodiments will now be described in detail, examples of which are illustrated in the accompanying drawings. When the following description relates to the drawings, unless otherwise indicated, the same numbers in different drawings denote the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this application as detailed in the appended claims.
[0043] First, a brief introduction to the terms used in the embodiments of this application will be given.
[0044] Virtual environment: refers to the virtual environment displayed (or provided) by an application when it runs on a terminal. This virtual environment can be a simulation of the real world, a semi-simulated / semi-fictional three-dimensional environment, or a purely fictional three-dimensional environment. A virtual environment can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual environment. The following examples use a two-dimensional virtual environment as an illustration, but this is not a limitation.
[0045] Virtual objects refer to movable objects within a virtual environment. These movable objects can be virtual chess pieces, virtual characters, virtual animals, anime characters, etc., such as people, animals, plants, oil drums, walls, and stones displayed in the virtual environment. Optionally, virtual objects are three-dimensional models created based on animation skeletal technology. Each virtual object has its own shape and volume in the virtual environment, occupying a portion of the space within the virtual environment.
[0046] First, please refer to Figure 1 It illustrates a schematic diagram of a virtual scene effect display method provided in an exemplary embodiment of this application, such as... Figure 1 As shown, the virtual scene 100 is displayed. The virtual scene 100 includes the main virtual object 101 in the game area 110. The game area 110 includes multiple sub-areas. In this embodiment, it includes sub-area 111, sub-area 112, sub-area 113 and sub-area 114 (different sub-areas are distinguished by different display elements, such as: the word "water" is displayed in sub-area 111 and the word "fire" is displayed in sub-area 112).
[0047] In the game area 110, a first highlighting effect 120 is displayed for multiple sub-regions. During the display of the first highlighting effect 120, the first highlighting effect 120 is displayed for a portion of the sub-regions (sub-region 112 in this embodiment) (the first highlighting effect 120 is illustrated as a diagonal fill in this embodiment). After the first highlighting effect 120 finishes displaying, a second highlighting effect 140 is displayed in the selected sub-region (sub-region 113 in this embodiment) (the second highlighting effect 140 is illustrated as a grid line in this embodiment), indicating that the attribute values of the master virtual object 101 can remain unchanged within the selected sub-region. When the master virtual object 101 is located within the selected sub-region, the attribute influence result is that the attribute result of the master virtual object 101 does not change.
[0048] Secondly, the implementation environment of this application will be introduced. Figure 2 A schematic diagram of an implementation environment provided by an exemplary embodiment of this application is given. The implementation environment includes: a terminal 210, a server 220, and a communication network 230, wherein the terminal 210 and the server 220 are connected through the communication network 230.
[0049] Terminal 210 has a target application 211 installed and running, which supports a two-dimensional or three-dimensional virtual environment. The target application 211 can be any of the following: virtual reality application, 3D map application, auto chess game, strategy game, puzzle game, massively multiplayer online role-playing game (MMORPG), third-person shooter (TPS), first-person shooter (FPS), multiplayer online battle arena (MOBA), or multiplayer survival shooting game. In one possible implementation, the target application 211 can be a standalone application, such as a standalone strategy game, or an online multiplayer application.
[0050] Optionally, when the target application 211 is implemented as a standalone application, a virtual scene is displayed in the current target application 211. The virtual scene contains a master virtual object controlled by the target account logged in by the terminal 210. The master virtual object is located in a game area containing multiple sub-regions. The terminal 210 pre-stores rendering data files corresponding to each sub-region. The data files contain effect rendering data (first rendering data and second rendering data) and attribute influence data corresponding to the sub-region. When the terminal 210 displays the first highlight effect on multiple sub-regions in the game area, it retrieves the first rendering data corresponding to the first highlight effect from the data files corresponding to each sub-region and renders the sub-regions in the virtual scene. The first highlight effect is used to indicate that the sub-region belongs to the candidate region to be selected. After the first highlighting effect ends, the terminal 210 selects the second rendering data corresponding to the second highlighting effect from the data file corresponding to the selected sub-region, so that the second highlighting effect is displayed in the selected sub-region. Finally, based on the positional relationship between the main virtual object and the selected sub-region, if the main virtual object is located in the selected sub-region, the terminal 210 obtains the attribute influence data corresponding to the selected sub-region from the data file corresponding to the selected sub-region and generates the corresponding attribute influence result on the main virtual object. If the main virtual object is not located in the selected sub-region, the terminal 210 obtains the corresponding attribute influence data from the data files corresponding to other sub-regions and generates the corresponding attribute influence result on the main virtual object.
[0051] Optionally, when the target application 211 is implemented as a network-based application, such as Figure 2 As shown, the current target application 211 is implemented as a massively multiplayer online role-playing game, displaying a scene screen in a game area within a virtual scene, wherein the game area contains multiple sub-areas. When the user triggers the highlighting effect display mechanism, the terminal 210 sends a first display request to the server 220 to request the display of a first highlighting effect in multiple sub-areas of the game area.
[0052] Server 220 stores data files corresponding to each sub-region. When server 220 receives the first display request sent by terminal 210, it retrieves the first rendering data corresponding to each sub-region from the data file corresponding to each sub-region, generates the corresponding first display result, and feeds it back to terminal 210.
[0053] After receiving the first display result, terminal 210 renders the sub-regions according to the first rendering data corresponding to each sub-region in the first display result, thereby displaying the first highlight effect for multiple rounds in multiple sub-regions. After the first highlight effect finishes displaying, terminal 210 sends a second display request to server 220 to request the display of the second highlight effect in the game area.
[0054] When the server 220 receives the second display request sent by the terminal 210, it determines the selected sub-region from multiple sub-regions, obtains the second rendering data from the data file corresponding to the selected sub-region, generates the second display result, and feeds it back to the terminal 210.
[0055] After receiving the second display result sent by the server 220, the terminal 210 renders the selected sub-area according to the second rendering data in the second display result, thereby displaying the second highlight effect of the selected sub-area.
[0056] Based on the positional relationship between the master virtual object and the selected sub-region, the terminal 210 sends an attribute influence request to the server 220 to request an attribute influence on the master virtual object. The attribute influence request includes the positional relationship between the master virtual object and the selected sub-region.
[0057] After receiving the attribute influence request, server 220 obtains the corresponding attribute influence result based on the location relationship and feeds it back to terminal 210. When terminal 210 receives the attribute influence result, it displays it accordingly.
[0058] The aforementioned terminal 210 can be optional. The terminal can be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III) player, an MP4 (Moving Picture Experts Group Audio Layer IV) player, a smart TV, a smart vehicle, and other terminal devices. This application embodiment does not limit the specific type of terminal device.
[0059] Server 220 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Optionally, server 220 undertakes the primary computing task, and terminal 210 undertakes the secondary computing task; or, server 220 undertakes the secondary computing task, and terminal 210 undertakes the primary computing task; or, server 220 and terminal 210 collaborate on computing using a distributed computing architecture.
[0060] It is worth noting that the aforementioned servers can be independent physical servers, server clusters or distributed systems composed of multiple physical servers, or cloud servers that provide basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDN), and big data and artificial intelligence platforms.
[0061] Cloud technology refers to a hosting technology that unifies a series of resources such as hardware, software, and networks within a wide area network or local area network to achieve data computing, storage, processing, and sharing.
[0062] In some embodiments, the server described above can also be implemented as a node in a blockchain system.
[0063] It should be noted that all information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.), and signals involved in this application have been authorized by the user or fully authorized by all parties, and the collection, use, and processing of related data must comply with the relevant laws, regulations, and standards of the relevant countries and regions. For example, the user information involved in this application was obtained with full authorization.
[0064] Figure 3 A structural block diagram of an electronic device provided in an exemplary embodiment of this application is shown. The electronic device 300 includes an operating system 320 and an application program 322.
[0065] Operating system 320 is the foundational software that provides secure access to computer hardware for application program 322.
[0066] Application 322 is an application that supports a virtual environment. Optionally, application 322 is an application that supports a three-dimensional virtual environment. Application 322 can be any of the following: virtual reality application, 3D mapping application, massively multiplayer online role-playing game (MMORPG), third-person shooter (TPS) game, first-person shooter (FPS) game, multiplayer online battle arena game (MOBA), multiplayer shooting survival game, social game, puzzle game, or strategy game. Application 322 can be a standalone application, such as a standalone game application, or an online multiplayer application.
[0067] Based on the above introduction, the virtual scene effect display method provided in this application will be described. This method can be executed by a server or a terminal, or by both a server and a terminal. In this embodiment, the method is described using the terminal as an example. Figure 4 As shown, the method includes the following steps.
[0068] Step 410: Display the master virtual object in the virtual scene.
[0069] The main virtual object is located in the game area of the virtual scene, which includes multiple sub-areas.
[0070] In illustrative terms, the master virtual object is a virtual object controlled by the target account logged in on the terminal. The target account controls the master virtual object to perform virtual activities in a virtual scene.
[0071] In some embodiments, the image corresponding to the virtual scene is the image obtained by observing the virtual scene from the perspective of the main virtual object.
[0072] Optionally, the perspective of the aforementioned master virtual object may include a first-person perspective; or, the perspective of the aforementioned master virtual object may include a third-person perspective, without limitation.
[0073] Indicatively, the game area refers to the area where interactive activities take place. In one example, the target account can control the master virtual object to engage in virtual games with other virtual objects (such as game virtual objects) in this game area.
[0074] In some embodiments, multiple sub-regions refer to multiple regions obtained by dividing the local area into regions.
[0075] Optionally, the multiple sub-regions are pre-defined regions; or, the multiple sub-regions are regions that are divided in real time by the master virtual object during the game, without any limitation.
[0076] Optionally, multiple sub-regions may be regions with the same area; or, multiple sub-regions may be regions with different areas, without limitation.
[0077] In a feasible scenario, the user can perceive multiple sub-regions within the game area; that is, the current virtual scene displays the division results of multiple sub-regions within the game area.
[0078] In a feasible scenario, the current user cannot perceive multiple sub-regions within the game area; that is, the current virtual scene only displays the game area and does not show the division of multiple sub-regions.
[0079] Optionally, the differentiation of multiple sub-regions includes at least one of the following methods:
[0080] 1. Different sub-regions can be distinguished by displaying different regional elements in multiple sub-regions. For example, at least two sub-regions may display different color labels, with region a displaying a blue label and region b displaying a yellow label.
[0081] 2. Different sub-regions are distinguished by using multiple sub-regions corresponding to different region outlines. For example, the game region is implemented as a square region, which includes a circular sub-region, a rectangular sub-region, and a triangular sub-region.
[0082] 3. When the master virtual object moves to a certain sub-region, the virtual scene screen will display the region indication information. The region indication information is used to indicate that the current master virtual object is located in a certain sub-region. For example, when the master virtual object moves to sub-region n, the current virtual scene screen will display the region indication information "You are currently located in sub-region n".
[0083] It is worth noting that the above-described method of distinguishing multiple sub-regions is merely an illustrative example, and the embodiments of this application do not limit it.
[0084] Optionally, the entire game area can be divided into multiple sub-regions; or, a portion of the game area can be divided into multiple sub-regions. That is, in the current case, the game area includes areas that do not belong to multiple sub-regions, without any limitation.
[0085] Step 420: Display the first highlight effect on multiple sub-regions in the game area.
[0086] The first highlighting effect is used to indicate that multiple sub-regions are candidate regions to be selected.
[0087] The illustrative candidate region is used to indicate that the sub-region belongs to the candidate region that displays the second salient effect.
[0088] Optionally, when a sub-region displays the first highlight effect, it indicates that the sub-region belongs to the candidate regions to be selected; or, when the number of times the sub-region displays the first highlight effect reaches a preset threshold, it indicates that the sub-region belongs to the candidate regions to be selected, without any limitation.
[0089] Optionally, the first prominent effect can be displayed in at least one of the following ways:
[0090] 1. Display a first highlight effect for at least one round of multiple sub-regions, wherein in each round the first highlight effect is displayed for at least one sub-region among the multiple sub-regions;
[0091] 2. Continuously display the primary highlight effect for certain sub-regions within a multi-region framework;
[0092] 3. The first prominent effect is displayed alternately for multiple sub-regions.
[0093] It is worth noting that the above-described display method of the first prominent effect is merely an illustrative example, and the embodiments of this application do not limit it.
[0094] Optionally, the first highlighting effect displayed in multiple sub-regions may be the same highlighting effect; or, the first highlighting effect displayed in multiple sub-regions may be different highlighting effects, without limitation.
[0095] Step 430: After the first highlighting effect is displayed, a second highlighting effect is displayed on the selected sub-region among the multiple sub-regions.
[0096] The second prominent effect is used to represent the influence on the attributes of the master virtual object.
[0097] Indicatively, the second emphasizing effect is a different type of emphasizing effect from the first emphasizing effect.
[0098] In some embodiments, when a selected sub-region displays a second prominent effect, it indicates that the selected sub-region has an impact on the presence / absence of the main virtual object's attribute, wherein the attribute impact includes: attribute gain effect / attribute debuff effect / attribute value does not change.
[0099] In some embodiments, the plurality of sub-regions includes at least one selected sub-region. When multiple selected sub-regions exist, each selected sub-region displays the same or different second highlighting effect, and each selected sub-region displaying the second highlighting effect generates the same or different attribute effects on the corresponding master virtual object.
[0100] In some embodiments, a second highlighting effect is displayed in a selected sub-region within a specified time range.
[0101] Optionally, within the specified time range, the main virtual object can obtain the attribute influence corresponding to the selected sub-region as long as it has reached the selected sub-region; or, before the second highlight effect of the selected sub-region ends, the main virtual object can obtain the attribute influence corresponding to the selected sub-region if it stays in the selected sub-region, without any limitation.
[0102] In some embodiments, the effect of a selected sub-region on the attributes of the master virtual object differs from the effect of a non-selected sub-region on the attributes of the master virtual object.
[0103] Step 440: Based on the positional relationship between the master virtual object and the selected sub-region, display the attribute influence results of the master virtual object.
[0104] The attribute effect result is illustrative and is used to represent the result of the presence / absence of the attribute affecting the current master virtual object based on its position.
[0105] In some embodiments, when the master virtual object is located within a selected sub-region or within a specified region of the selected sub-region, a first influence result exists on the master virtual object.
[0106] In some embodiments, when the master virtual object is outside the selected sub-region, there is a second effect on the master virtual object.
[0107] Optionally, the attribute influence result can be determined solely based on the positional relationship between the master virtual object and the candidate top sub-region at a specified time. That is, under the current circumstances, the attribute influence result will not change after it is determined. Alternatively, the attribute influence result of the master virtual object can be adjusted in real time based on the real-time positional relationship between the master virtual object and the selected sub-region. This is not limited.
[0108] In summary, the virtual scene effect display method provided in this application, when the main virtual object is in the game area of the virtual scene, displays a first highlight effect in multiple sub-regions of the game area. The first highlight effect indicates that the sub-region is a candidate region to be selected. After the first highlight effect finishes displaying, a second highlight effect is displayed on the selected sub-region to indicate the attribute influence on the main virtual object. Finally, the attribute influence result is displayed based on the positional relationship between the main virtual object and the selected sub-region. That is, by displaying highlight effects, the user is informed of the current candidate region, and then the second highlight effect of the selected sub-region is displayed. This allows the region that generates attribute influence to be affected by both highlight effects, preventing the user from knowing the specific location of the selected sub-region in advance. This increases the diversity of effect display, thereby enhancing user interactivity during the game. Furthermore, displaying highlight effects promotes game progress for the user and does not waste server resources.
[0109] In one optional embodiment, the selected sub-region includes two different acquisition methods, illustratively illustrated. Figure 5 This illustrates a flowchart of a virtual scene effect display method provided by an exemplary embodiment of this application. Specifically, step 420 can also be implemented as step 420a, and step 430 includes steps 431, 432, and 433, as shown below. Figure 5 As shown, the method includes the following steps.
[0110] In this embodiment, selecting a sub-region includes two different methods: random acquisition or acquisition based on preset conditions. That is, steps 431 and 432 are two parallel steps.
[0111] Step 420a: Display the first highlight effect for multiple rounds in multiple sub-regions within the game area.
[0112] In this process, a single round displays the most prominent effect for a specific sub-region.
[0113] Indicatively, a round refers to the number of times the first highlight effect is displayed. For example, in the first round, sub-region a displays the first highlight effect, and in the second round, sub-region b displays the first highlight effect.
[0114] Optionally, multiple sub-regions will display the first prominence effect at least once in multiple rounds, that is, each sub-region in the multiple sub-regions belongs to the candidate regions to be selected; or, at least one sub-region in the multiple sub-regions will not display the first prominence effect, that is, some sub-regions in the multiple sub-regions do not belong to the candidate regions to be selected.
[0115] In some embodiments, the first highlighting effect display process in a single round refers to the fact that within that round, only a subset of sub-regions display the first highlighting effect. For example, if the current subset of sub-regions includes sub-region a, region b, and region c, in the first round, the first highlighting effect is displayed for sub-region a; in the second round, the first highlighting effect is displayed for sub-regions b and c simultaneously; and in the third round, the first highlighting effect is displayed for sub-regions a and c sequentially. That is, in each round, at least one sub-region displays the first highlighting effect.
[0116] Optionally, the first highlighting effect displayed in each round is the same or different highlighting effect; and, the sub-regions displaying the first highlighting effect in each round are the same or different, that is, in this case, the display method of the first highlighting effect is implemented as a loop display, which is not limited.
[0117] Optionally, the method for determining the rounds includes at least one of the following methods:
[0118] 1. Determine the number of rounds to display the first highlight effect according to the specified display order. For example, display the first highlight effect for the sub-area in a clockwise / counterclockwise direction. When the sub-area has displayed the first highlight effect once in the order, it is considered a round.
[0119] 2. Determine the round of the first highlight effect based on the number of times it is displayed. For example, within a single round, some sub-areas display the first highlight effect the same number of times.
[0120] 3. Determine the round in which the first prominent effect is displayed according to the specified arrangement order. For example, display the first prominent effect of a sub-area from farthest to closest according to the distance from the main virtual object, and display the first image effect as a single round.
[0121] It is worth noting that the above-described method for determining the number of rounds is merely an illustrative example, and the embodiments of this application do not limit it.
[0122] Optionally, there may be a delay between each round, that is, there may be a period of time from the end of the first highlighting effect of the first sub-region displayed in the first round to the start of the first highlighting effect of the second sub-region displayed, during which there is no highlighting; or, there may be no delay between each round, which is not limited.
[0123] In this embodiment, by targeting multiple sub-regions and multiple rounds with the first prominent effect, different sub-regions can be identified as candidate regions to be selected in multiple rounds. This makes it impossible for users to immediately determine the specific location of the subsequent selected sub-regions, thereby enabling users to formulate more complete game strategies and improving the user's game interactivity.
[0124] Step 431: After the first highlight effect is displayed, randomly select a sub-region from multiple sub-regions.
[0125] In some embodiments, after the first highlighting effect is displayed, a selected sub-region is randomly selected from multiple sub-regions.
[0126] Optionally, the method for randomly obtaining the selected sub-region includes at least one of the following random selection methods:
[0127] 1. Randomly select a sub-region using a random number selection method. That is, number the multiple sub-regions separately, input the different numbers corresponding to the multiple sub-regions into a pre-trained random number generator, randomly output at least one target number, and use the sub-region corresponding to the target number as the selected sub-region.
[0128] 2. Use an equidistant random sampling method to obtain the selected sub-region. That is, number the multiple sub-regions separately, and each sub-region has a different number. Arrange the multiple numbers in a random order to obtain a number sequence. Set the sampling interval and extract the target number at the corresponding sequence position in the number sequence according to the sampling interval. The sub-region corresponding to the target number is taken as the selected sub-region.
[0129] 3. Selected sub-regions are obtained by using a categorical random sampling method. The sub-regions are then categorized according to the number of times the first prominent effect is displayed. Sub-regions with the same number of displays are included in the same category. At least one sub-region is randomly selected from each category as the selected sub-region.
[0130] It is worth noting that the above-described method for randomly obtaining selected sub-regions is merely an illustrative example, and is not limited to this in the embodiments of this application.
[0131] Optionally, the selected sub-region belongs to a sub-region that has displayed the first highlighting effect; or, the selected sub-region belongs to a sub-region that has not displayed the first highlighting effect, without limitation.
[0132] Optionally, a selected sub-region may be randomly selected from multiple sub-regions; or, multiple selected sub-regions may be randomly selected from multiple sub-regions.
[0133] In this embodiment, by randomly selecting a sub-region from multiple sub-regions, the user cannot predict the specific location of the selected sub-region in advance. This requires the user to specify relevant movement strategies to control the movement of the main virtual object in the virtual scene, thereby determining the subsequent impact on the attributes of the main virtual object. This enhances user interactivity and improves the efficiency and diversity of effect display.
[0134] Step 432: After the first highlight effect is displayed, the selected sub-region is obtained from multiple sub-regions according to the preset acquisition conditions.
[0135] In some embodiments, after the first highlighting effect is displayed, a sub-region that meets the preset conditions is selected from multiple sub-regions as the selected sub-region according to preset acquisition conditions.
[0136] Optionally, the selected sub-region belongs to a sub-region that has displayed the first highlighting effect; or, the selected sub-region belongs to a sub-region that has not displayed the first highlighting effect, without limitation.
[0137] Optionally, the preset acquisition conditions include at least one of the following conditions:
[0138] 1. Select the sub-region where the main virtual object stays for the shortest time during the first highlight effect display process as the selected sub-region;
[0139] 2. Select the sub-region that is displayed a specified number of times during the first highlight effect display process as the selected sub-region;
[0140] 3. Select the last at least one sub-region that displays the first highlighted effect as the selected sub-region.
[0141] It is worth noting that the current content regarding the preset acquisition conditions is merely an illustrative example, and the embodiments of this application do not limit it.
[0142] In this embodiment, by determining the selected sub-region from multiple regions through preset acquisition conditions, the user can move in a timely manner according to the preset acquisition conditions, thereby affecting the subsequent attribute effects. This can provide a certain prompt to the user, improve the accuracy of the user's movement position, shorten the game time, and thus reduce the data overhead of the server.
[0143] It is worth noting that, in the specific implementation of the above steps 431 and 432, either one can be chosen to obtain the selected sub-region; or the selected sub-region can be determined first through step 432, and if the process of obtaining the selected sub-region cannot be achieved through step 432, then step 431 can be used to obtain the selected sub-region. There is no limitation on this.
[0144] Step 433: Display a second highlight effect on the selected sub-region.
[0145] Indicatively, after selecting a sub-region, a second highlight effect is displayed within the selected sub-region.
[0146] When multiple selected sub-regions are obtained, the second highlighting effect may optionally be displayed simultaneously in the multiple selected sub-regions; or, referring to the display method of the first highlighting effect, the second highlighting effect may be displayed in the multiple selected sub-regions, wherein the display of the second highlighting effect of a portion of the selected sub-regions in the multiple selected sub-regions is not limited to a single round.
[0147] In some embodiments, a second highlighting effect is displayed on a selected sub-region within a preset time range.
[0148] Indicatively, a pre-set time range is used to select a sub-area and display a second highlight effect within that time range.
[0149] Optionally, the preset time range refers to the sum of the time ranges corresponding to the display of the second highlight effect across all selected sub-regions. For example, if multiple selected sub-regions include region a and region b, then the preset time range refers to the sum of the display durations of the second highlight effect when regions a and b display simultaneously or sequentially. Alternatively, the preset time range refers to the display duration of the second highlight effect for a single selected sub-region. For example, if multiple selected sub-regions include region 1 and region 2, then preset time range 1 is the display duration of the second highlight effect for region 1, and preset time range 2 is the display duration of the second highlight effect for region 2.
[0150] Specifically, when the display duration of the second prominent effect corresponding to multiple selected sub-regions is the same, the preset time range corresponding to each of the multiple selected sub-regions is the same (that is, preset time range 1 and preset time range 2 are the same); otherwise, they are different (that is, preset time range 1 and preset time range 2 are different).
[0151] Optionally, the user is unaware of the preset time range of the second highlighting effect; or, the preset time range corresponding to the second highlighting effect will be displayed on the terminal without limitation.
[0152] In this embodiment, a preset time range is set for the display duration of the second prominent effect, which requires the user to reach / move away from the selected sub-area within the preset time range. This encourages the user to improve the efficiency of controlling the movement of the main virtual object, thereby shortening the game time, saving server data overhead, and also giving the user a certain sense of tension during the game, thus improving the user's gaming experience and enjoyment.
[0153] This is illustrative; please refer to it. Figure 6 This illustrates a schematic diagram of a second highlighting effect provided by an exemplary embodiment of this application, such as... Figure 6 As shown, the current display is a virtual scene 600, which includes a master virtual object 601 located in the game area 610. After the first highlight effect ends, a second highlight effect 611 is displayed in the selected sub-area. Figure 6 (The example shown is a diagonal dotted line), and the second highlighting effect 611 is displayed within a preset time range.
[0154] In some embodiments, since the second highlighting effect has a preset time range, there is a region prompting information during the display of the second highlighting effect. That is, the region prompting information is displayed to prompt the main virtual object to move to the selected sub-region within the preset time range.
[0155] As an illustration, during the second highlighting effect display, a display area prompt message will be shown to remind the user that the main virtual object needs to be moved to the selected sub-area within a preset time range. This prompt message is used to remind the user of the area.
[0156] Optionally, during the display of the second highlighting effect, the area prompt information is continuously displayed for the same duration as the second highlighting effect; that is, the area prompt information is continuously displayed regardless of whether the main virtual object has entered the selected sub-area. Alternatively, during the display of the second highlighting effect, the area prompt information is displayed when the main virtual object is not yet in the selected sub-area, and is hidden when the main virtual object is in the selected sub-area. Or, there is a delay between the end of the first highlighting effect and the display of the second highlighting effect in the selected sub-area, during which the area prompt information is displayed to remind the user before the second highlighting effect begins to be displayed in the selected sub-area; this is not limited.
[0157] This is illustrative; please refer to it. Figure 7 It illustrates a schematic diagram of area prompt information provided in an exemplary embodiment of this application, such as... Figure 7 As shown, the current virtual scene 700 is displayed. The virtual scene 700 includes the master virtual object 710 located in the game area. At this time, before the master virtual object 710 has moved to the selected sub-area 720, the current virtual scene 700 displays the area prompt message 730 "Run to the safe area quickly!".
[0158] In this embodiment, by displaying area prompts, the user can be reminded that the main virtual object needs to be moved to the selected sub-area. This improves message indication efficiency, allowing the user to move the main virtual object to the selected sub-area more quickly, avoiding unnecessary movement and saving server computing overhead.
[0159] Step 440: Based on the positional relationship between the master virtual object and the selected sub-region, display the attribute influence results of the master virtual object.
[0160] As an illustration, after the second prominent effect of the selected sub-region ends, the attribute influence result corresponding to the main virtual object is displayed according to the positional relationship between the main virtual object and the selected sub-region.
[0161] Optionally, the determination of the influence of attributes on the results includes at least one of the following methods:
[0162] 1. When the second prominent effect ends, obtain the target position of the master virtual object at the current moment, and determine the attribute influence result based on the target position at the current moment. That is, the current attribute influence result is only affected by the position of the master virtual object at a single moment. Even if the position of the master virtual object changes in the future, it will not affect the attribute influence result.
[0163] 2. After the second prominent effect ends, the attribute impact result of the main virtual object is displayed in real time according to the real-time position of the main virtual object in the virtual scene. That is, the current attribute impact result changes continuously according to the real-time position of the main virtual object.
[0164] It is worth noting that the above-described method for determining the effect of attributes is merely an illustrative example, and the embodiments of this application do not limit it.
[0165] In this embodiment, the attribute influence results are divided into a first influence result corresponding to the selected sub-region, and a second influence result corresponding to the region outside the selected sub-region.
[0166] In some embodiments, the target location of the master virtual object is obtained; in response to the target location being located within a selected sub-region, the first impact result of the master virtual object is displayed.
[0167] In this embodiment, when the second prominent effect ends, the target position of the master virtual object at the current moment is obtained. If the target position of the master virtual object at that moment is located within the selected sub-region, the first influence result of the master virtual object is displayed. The first influence result refers to making the master virtual object not subject to attribute debuff effects.
[0168] In some embodiments, in response to the target location being outside a selected sub-region, a second effect result of the master virtual object is displayed.
[0169] In this embodiment, when the second prominent effect ends, the target position of the master virtual object at the current moment is obtained. If the target position of the master virtual object at this moment is outside the selected sub-region, the second influence result of the master virtual object is displayed. The second influence result refers to causing the master virtual object to suffer attribute debuff effects.
[0170] In this embodiment, by using different attribute effects for the selected sub-region and the area outside the selected sub-region, the user can control the main virtual object to move to the selected sub-region in a timely manner, which improves the efficiency of effect indication and also increases the diversity of gameplay.
[0171] In summary, the virtual scene effect display method provided in this application, when the main virtual object is in the game area of the virtual scene, displays a first highlight effect in multiple sub-regions of the game area. The first highlight effect indicates that the sub-region is a candidate region to be selected. After the first highlight effect finishes displaying, a second highlight effect is displayed on the selected sub-region to indicate the attribute influence on the main virtual object. Finally, the attribute influence result is displayed based on the positional relationship between the main virtual object and the selected sub-region. That is, by displaying highlight effects, the user is informed of the current candidate region, and then the second highlight effect of the selected sub-region is displayed. This allows the region that generates attribute influence to be affected by both highlight effects, preventing the user from knowing the specific location of the selected sub-region in advance. This increases the diversity of effect display, thereby enhancing user interactivity during the game. Furthermore, displaying highlight effects promotes game progress for the user and does not waste server resources.
[0172] In an optional embodiment, the first prominent effect is illustrated using a roulette wheel effect as an example. First, the roulette wheel effect will be explained. For illustrative purposes, please refer to [reference needed]. Figure 8 It illustrates a schematic diagram of the roulette wheel effect provided in an exemplary embodiment of this application, such as... Figure 8 As shown, the currently displayed virtual scene 800 includes a circular game area 810, which comprises multiple sub-regions: sub-region 811, sub-region 812, sub-region 813, and sub-region 814. Each sub-region is implemented as a sector-shaped sub-region. In other words, the game area is a circular roulette area, which includes multiple sector-shaped sub-regions.
[0173] Below, based on the above Figure 8 The sub-regions in this application illustrate the virtual scene display method provided in this application, taking its application in a role-playing game as an example. Please refer to the illustration. Figure 9 It illustrates a flowchart of a virtual scene effect display method provided in an exemplary embodiment of this application, such as... Figure 9 As shown, the method includes the following steps.
[0174] Step 910: Display the master virtual object in the virtual scene.
[0175] The main virtual object is located in the game area of the virtual scene, which includes multiple sub-areas.
[0176] In some embodiments, the virtual scene also includes a game virtual object, which engages in a virtual game with the master virtual object in the game area.
[0177] As an illustration, the virtual scene includes not only the master virtual object controlled by the target account logged in by the terminal, but also the game virtual objects that engage in virtual battles with the master virtual object.
[0178] Optionally, the game virtual object is a virtual object controlled by another account; or, the game virtual object is a virtual object pre-set by the server, that is, in this case the game virtual object belongs to a non-player character (NPC), without any limitation.
[0179] In this embodiment, the game virtual object is implemented as a gatekeeper monster (BOSS) as an example for explanation.
[0180] In this embodiment, the local area is implemented as described above. Figure 8 The circular game area described above, containing multiple sub-regions, is implemented as described above. Figure 8 The sector-shaped sub-region described in the text.
[0181] In this embodiment, applying the scenario to the process of playing a virtual game against a virtual opponent allows users to highlight subsequent sub-areas during the game, adding different game mechanics, increasing the game difficulty, and enhancing the diversity of game modes, thereby increasing the user's enjoyment of the game.
[0182] Step 920: In response to the attribute value of the virtual object in the game reaching the first attribute threshold during the virtual game, the first highlight effect is periodically displayed for multiple rounds in multiple sub-regions in the game area.
[0183] As an illustration, during the game between the current master virtual object and the game virtual object, when the attribute value of the game virtual object reaches the first attribute threshold, the display mechanism of the first prominent effect is triggered.
[0184] Optionally, the display mechanism of the first prominent effect can be implemented as a skill mechanism carried by the virtual object in the game; or, the display mechanism of the first prominent effect can be implemented as a game mechanism generated during a virtual game in the game area, without limitation.
[0185] In this embodiment, when the attribute value (health value) of the virtual object (BOSS) in the virtual game reaches 80% or below during the virtual game, the display mechanism of the first highlight effect is triggered.
[0186] In some embodiments, after the display mechanism of the first highlighting effect is triggered, the terminal sends a first effect instruction to the server to obtain first rendering data, thereby displaying the first highlighting effect according to the first rendering data, that is, obtaining the first rendering data; performing effect rendering on multiple sub-regions based on the first rendering data to obtain the first rendering results corresponding to the multiple sub-regions respectively; and displaying the first highlighting effect in multiple rounds based on the first rendering results.
[0187] This is illustrative; please refer to it. Figure 10 This illustrates a schematic diagram of the highlighting mechanism activation provided in an exemplary embodiment of this application, such as... Figure 10 As shown, the current virtual scene 1000 is displayed. The virtual scene 1000 includes the master virtual object 1001 and the game virtual object 1002 in the game area 1010. When the master virtual object 1001 and the game virtual object 1002 are playing a virtual game, when the health of the game virtual object 1002 drops to 80%, the highlighting mechanism is triggered. That is, the current game area 1010 contains four fan-shaped sub-areas (divided by dotted lines). In addition, the virtual scene screen displays a mechanism activation prompt 1020, which is used to indicate that multiple sub-areas will display the first highlighting effect and the second highlighting effect.
[0188] Indicatively, the game area includes multiple sub-regions, each of which pre-stores a corresponding data file. The data file includes first rendering data and second rendering data corresponding to the sub-region. The first rendering data is used to display a first highlighting effect, and the second rendering data is used to display a second highlighting effect. Subsequent embodiments will describe this in detail.
[0189] To illustrate, after the terminal obtains the first rendering data, it renders the corresponding sub-region based on the first rendering data to obtain the first rendering result, and then displays the first highlight effect based on the first rendering result.
[0190] In some embodiments, the first highlighting effect is displayed in multiple sub-regions by periodically displaying multiple rounds of the first highlighting effect in multiple sub-regions.
[0191] "Periodicity" refers to starting from the first round, after a specified number of rounds of the first prominent effect display process, and then restarting the cycle from the first round.
[0192] "Displaying sequentially" refers to the sub-regions within the game area being displayed in an orderly manner. That is, in this embodiment, the first prominent effect display method for multiple sub-regions can be implemented as a wheel-style display. Specifically, the wheel-style display method involves starting from a designated area and displaying each wheel area sequentially in a designated direction (clockwise / counterclockwise).
[0193] In this embodiment, within a single round, starting from a specific sub-region among multiple sub-regions, the first highlighting effect is displayed sequentially in a clockwise order (i.e., a partial sub-region is equivalent to all sub-regions). When the first highlighting effect is displayed in the last sub-region, the display of the first highlighting effect for multiple sub-regions in a single round is considered complete. Then, the second round, the third round, and so on, are started in a cyclical manner.
[0194] This is illustrative; please refer to it. Figure 11 This illustrates a schematic diagram of the first highlighting effect within a single round provided by an exemplary embodiment of this application, such as... Figure 11 As shown, the current display shows virtual scene 1100, which includes a main control virtual object 1101 and a game virtual object 1102. Virtual scene 1100 also includes sub-regions 1111, 1112, 1113, and 1114. Currently, during the display of a single round, sub-region 1111 is used as the starting point, and the first prominent effect is displayed within sub-region 1111. Figure 11 (Using a virtual grid to represent the display of the first highlight effect in the current sub-region for illustration) After the display of sub-region 1111 ends, the first highlight effect is displayed in sub-region 1112, sub-region 1113 and sub-region 1114 in sequence. When the display of the first highlight effect in sub-region 1114 ends, the process of displaying the first highlight effect in this round ends, and then the display can continue from sub-region 1111.
[0195] In this embodiment, by implementing the display method of the first prominent effect as a roulette display method, users can understand the current game mechanics with very low educational costs, which improves the efficiency of effect display and greatly reduces the cost of effect display.
[0196] In some embodiments, a partial sub-region is determined based on the skill release direction of the virtual object in a single round, and the display position of the partial sub-region is consistent with the skill release direction; a first highlighting effect is displayed in the partial sub-region.
[0197] In another feasible scenario, the display process of the first prominent effect is related to the direction of the skill released by the virtual object in the game. That is, when the virtual object releases a skill in a certain direction during the virtual game, the first prominent effect is displayed in the sub-area corresponding to that direction.
[0198] In this embodiment, the display process of the first prominent effect is linked to the direction in which the virtual object releases its skill, so that the user can move in a timely manner according to the first prominent effect while controlling the main virtual object in a virtual game, thereby improving the efficiency and directionality of the effect display.
[0199] Step 930: After the first highlighting effect is displayed, a second highlighting effect is displayed on a selected sub-region among the multiple sub-regions.
[0200] The second prominent effect is used to represent the influence on the attributes of the master virtual object.
[0201] The details regarding the second prominent effect in step 930 have been described in detail in the above embodiments and will not be repeated here.
[0202] Step 940: Based on the positional relationship between the master virtual object and the selected sub-region, display the attribute influence results of the master virtual object.
[0203] In this embodiment, before the second highlighting effect ends, the user needs to control the main virtual object to move to the selected sub-area. When the second highlighting effect ends, if the main virtual object is within the selected sub-area, the main virtual object will not be affected by the attribute debuff. If the main virtual object is outside the selected sub-area, the main virtual object will be affected by the attribute debuff.
[0204] In this embodiment, the selected sub-region is designated as the safe region.
[0205] This is illustrative; please refer to it. Figure 12 It illustrates a schematic diagram of the attribute reduction effect provided in an exemplary embodiment of this application, such as... Figure 12 As shown, the current virtual scene 1200 is displayed. The virtual scene 1200 includes the main virtual object 1201 and the game virtual object 1202. When the current second highlight effect ends, the main virtual object 1201 is not in the selected sub-area. Therefore, the attribute debuff effect screen 1210 is currently displayed. The attribute debuff effect screen 1210 includes the amount of health reduction of the main virtual object 1201 (-3637).
[0206] In some embodiments, the second highlighting effect is canceled in response to the attribute value of the game virtual object reaching a second attribute threshold before the second highlighting effect display ends.
[0207] In a feasible scenario, if, during a virtual game between the main virtual object and the virtual object in the game, the attribute value of the virtual object in the game reaches the second attribute threshold (e.g., the life value is 0) before the second highlight effect ends, the second highlight effect will no longer be displayed in the current virtual scene. That is, there will be no attribute impact on the main virtual object.
[0208] In this embodiment, there is a certain cooldown period between the end of the second highlighting effect and the display of the attribute's influence. During this time, since there is no highlighting effect display process, the user's mood no longer fluctuates with the highlighting effect, resulting in a smoother psychological fluctuation curve. This adjusts the game rhythm, allowing the user's mood to fluctuate forward throughout the entire game.
[0209] In summary, the virtual scene effect display method provided in this application, when the main virtual object is in the game area of the virtual scene, displays a first highlight effect in multiple sub-regions of the game area. The first highlight effect indicates that the sub-region is a candidate region to be selected. After the first highlight effect finishes displaying, a second highlight effect is displayed on the selected sub-region to indicate the attribute influence on the main virtual object. Finally, the attribute influence result is displayed based on the positional relationship between the main virtual object and the selected sub-region. That is, by displaying highlight effects, the user is informed of the current candidate region, and then the second highlight effect of the selected sub-region is displayed. This allows the region that generates attribute influence to be affected by both highlight effects, preventing the user from knowing the specific location of the selected sub-region in advance. This increases the diversity of effect display, thereby enhancing user interactivity during the game. Furthermore, displaying highlight effects promotes game progress for the user and does not waste server resources.
[0210] In an optional embodiment, the virtual scene effect display method provided in this application is implemented by binding the special effects data displayed on the terminal to a target virtual object in the game. In this embodiment, each sub-region corresponds to a specified target virtual object, which can be called an "invisible monster," meaning that the user cannot perceive the existence of the "invisible monster" during the virtual game. It can be understood that the target virtual object corresponding to each sub-region is equivalent to the data file stored in that sub-region. When a mechanism is triggered in that sub-region to display content on the terminal, the skill corresponding to the displayed content is released for the target virtual object corresponding to that sub-region, such as: effect display (first prominent effect / second prominent effect), safety warning (regional prompt message / mechanism activation prompt), debuff animation (display animation corresponding to attribute debuff effect), each corresponding to a different skill of the target virtual object.
[0211] In this embodiment, by implementing different display content within a single sub-region as skills bound to a target virtual object, it is possible to display different content by controlling the target virtual object, thus avoiding the overhead of frequently reading large amounts of data from data files.
[0212] This is illustrative; please refer to it. Figure 13It illustrates a schematic diagram of target virtual object skill release provided in an exemplary embodiment of this application, such as... Figure 13 As shown, the server settings screen 1300 currently displays the virtual scene. The virtual scene includes a sub-region 1310 and a target virtual object 1311 corresponding to that sub-region 1310. The current virtual scene displays a debuff animation 1320 (implemented as a virtual fire damage animation, used to inflict attribute debuffs on the main virtual object during the display of the fire animation). This debuff animation 1320 is the debuff skill released by the target virtual object 1311 within the sub-region 1310. Furthermore, the server settings screen 1300 also includes a particle effect settings interface 1330, which is used to adjust the display status parameters of the target virtual object. These display status parameters include playback speed, playback time, and particles.
[0213] In this embodiment, the target virtual object is controlled by the character's artificial intelligence (AI). Each skill of the target virtual object has its own corresponding cooldown time (e.g., there is a cooldown time between the end of the first highlight effect display and the start of the second highlight effect display; the first highlight effect corresponds to the target virtual object's first effect display skill, and the second highlight effect corresponds to the target virtual object's second highlight effect display skill). After the cooldown time of the previous skill ends, a command will be sent to the server footer. When the server footer receives the command, it will start and proceed with the subsequent mechanism according to the cooldown.
[0214] This is illustrative; please refer to it. Figure 14 This illustrates a schematic diagram of instruction transmission provided in an exemplary embodiment of this application, such as... Figure 14As shown, the current display is the server script settings interface 1400, which includes an AI message module 1410, a condition judgment module 1420, and a content display module 1430. The AI message module 1410 determines the target virtual object corresponding to the current command sent to the server, indicating which sub-area the server script is setting. The AI message module 1410 includes the target virtual object's identity information 1411. The condition judgment module 1420 inputs corresponding data based on the current command sent to the server. Through data port 1421 in the condition judgment module 1420, it determines the corresponding execution behavior. For example, inputting data "1" will result in execution behavior 1. The content display module 1430 determines the text content of the message displayed in the virtual scene. It inputs the text "Note the wheel under your feet" into the string input box 1431 and selects the corresponding display mode "Copy Announcement" according to the display mode selection control 1432, thereby generating the announcement message "Note the wheel," which is then output.
[0215] Once the highlighting mechanism is activated, the server first determines the starting sub-region and selects the target virtual object corresponding to that sub-region. It then adjusts the spawn direction and spawn coordinates of this target virtual object. The spawn direction and spawn coordinates determine the direction in which the target virtual object subsequently releases its skills; that is, the terminal will display the corresponding skill effects / content / animations. This is used to subsequently control the target virtual objects in different sub-regions to release different skills in their respective locations.
[0216] This is illustrative; please refer to it. Figure 15 This illustrates a target virtual object editing interface provided in an exemplary embodiment of this application, such as... Figure 15 As shown, the current display object editing interface 1500 includes a list of target virtual objects 1510. When a specific target virtual object 1511 (transparent monster 1) is selected, the parameter editing interface 1520 corresponding to the target virtual object 1511 is displayed. The parameter editing interface 1520 includes the object type 15111, object name 15112, and birth parameter table 15113 corresponding to the target virtual object 1511.
[0217] When the server determines the designated skill corresponding to the target virtual object based on the input command and releases it, the terminal displays the special effects (effect / content / animation display) corresponding to the designated skill. After the selected sub-area is determined, the settlement is performed after a short delay. The server determines the current target location of the main virtual object. When the main virtual object is outside the selected sub-area, a skill that inflicts forced damage on the main virtual object deals damage equal to 'i', and the terminal simultaneously displays the main virtual object being in a fire zone and shows the debuff effect number.
[0218] The server selects multiple sub-regions from a pre-set set of sub-regions as sub-regions for the game area. (This is just an example; please participate.) Figure 16 It illustrates a schematic diagram of region division provided in an exemplary embodiment of this application, such as... Figure 16 As shown, the current display sub-region set 1610 is divided into sub-regions in the game area 1601 of the virtual scene 1600. Four target sub-regions 1620 in the sub-region set 1610 are selected as sub-regions in the game area 1601.
[0219] In summary, the virtual scene effect display method provided in this application, when the main virtual object is in the game area of the virtual scene, displays a first highlight effect in multiple sub-regions of the game area. The first highlight effect indicates that the sub-region is a candidate region to be selected. After the first highlight effect finishes displaying, a second highlight effect is displayed on the selected sub-region to indicate the attribute influence on the main virtual object. Finally, the attribute influence result is displayed based on the positional relationship between the main virtual object and the selected sub-region. That is, by displaying highlight effects, the user is informed of the current candidate region, and then the second highlight effect of the selected sub-region is displayed. This allows the region that generates attribute influence to be affected by both highlight effects, preventing the user from knowing the specific location of the selected sub-region in advance. This increases the diversity of effect display, thereby enhancing user interactivity during the game. Furthermore, displaying highlight effects promotes game progress for the user and does not waste server resources.
[0220] Figure 17 This is a structural block diagram of a virtual scene effect display device provided in an exemplary embodiment of this application, such as... Figure 17 As shown, the device includes the following parts:
[0221] The first display module 1710 is used to display a master virtual object in a virtual scene. The master virtual object is located in a game area in the virtual scene, and the game area includes multiple sub-areas.
[0222] The first display module 1710 is further configured to display a first highlighting effect on the plurality of sub-regions in the game area, wherein the first highlighting effect is used to indicate that the plurality of sub-regions are candidate regions to be selected;
[0223] The second display module 1720 is used to display a second highlighting effect on a selected sub-region among the plurality of sub-regions after the first highlighting effect has ended. The second highlighting effect is used to indicate the influence on the attributes of the main virtual object.
[0224] The second display module 1720 is also used to display the attribute influence result of the main control virtual object based on the positional relationship between the main control virtual object and the selected sub-region.
[0225] In some embodiments, such as Figure 18 As shown, the second display module 1720 includes:
[0226] The acquisition unit 1721 is used to randomly acquire the selected sub-region from the plurality of sub-regions after the first highlighting effect display ends; or, after the first highlighting effect display ends, acquire the selected sub-region from the plurality of sub-regions according to preset acquisition conditions.
[0227] Display unit 1722 is used to display the second highlighting effect on the selected sub-region.
[0228] In some embodiments, the second highlighting effect is displayed on the selected sub-region within a preset time range.
[0229] In some embodiments, the second display module 1720 is further configured to obtain the target position of the master virtual object; in response to the target position being located within the selected sub-region, display a first influence result of the master virtual object; or, in response to the target position being located outside the selected sub-region, display a second influence result of the master virtual object.
[0230] In some embodiments, the first display module 1710 is further configured to display area prompt information, which prompts the main virtual object to move to the selected sub-area within a preset time range.
[0231] In some embodiments, the first display module 1710 is further configured to display a first highlight effect for multiple rounds in the plurality of sub-regions in the game area, wherein a single round displays the first highlight effect for a portion of the sub-regions.
[0232] In some embodiments, the virtual scene further includes a virtual game object, which engages in a virtual game with the master virtual object in the game area;
[0233] The first display module 1710 is further configured to, in response to the attribute value of the virtual object in the game reaching a first attribute threshold during the virtual game, periodically display a first highlight effect for multiple rounds in the game area for the multiple sub-regions.
[0234] In some embodiments, the game area is a circular roulette wheel area, which includes multiple fan-shaped sub-areas.
[0235] In some embodiments, the first display module 1710 is further configured to determine the partial sub-region based on the skill release direction of the virtual object in a single round, wherein the display position of the partial sub-region is consistent with the skill release direction; and display the first highlighting effect within the partial sub-region.
[0236] In some embodiments, the second display module 1720 is further configured to cancel the display of the second highlighting effect in response to the attribute value of the game virtual object reaching a second attribute threshold before the second highlighting effect display ends.
[0237] In some embodiments, the first display module 1710 is further configured to acquire first rendering data; perform effect rendering on the plurality of sub-regions based on the first rendering data to obtain first rendering results corresponding to the plurality of sub-regions respectively; and display the first highlight effect in multiple rounds based on the first rendering results.
[0238] In summary, the virtual scene effect display device provided in this application displays a first prominent effect in multiple sub-regions of the game area when the main virtual object is in the game area of the virtual scene. The first prominent effect indicates that the sub-region is a candidate region to be selected. After the first prominent effect finishes displaying, a second prominent effect is displayed on the selected sub-region to indicate the attribute influence on the main virtual object. Finally, the attribute influence result is displayed based on the positional relationship between the main virtual object and the selected sub-region. That is, by displaying prominent effects, the user is informed of the current candidate region, and then the second prominent effect of the selected sub-region is displayed. This allows the region that generates attribute influence to be affected by both prominent effects, preventing the user from knowing the specific location of the selected sub-region in advance. This increases the diversity of effect display, thereby improving user interactivity during the game. Furthermore, displaying prominent effects promotes the game progress for the user and does not waste server resources.
[0239] It should be noted that the virtual scene effect display device provided in the above embodiments is only an example of the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the virtual scene effect display device and the virtual scene effect display method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.
[0240] Figure 19 A structural block diagram of a terminal 1900 provided in an exemplary embodiment of this application is shown. The terminal 1900 may be a smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), MP4 player (Moving Picture Experts Group Audio Layer IV), laptop computer, or desktop computer. The terminal 1900 may also be referred to as a user device, portable terminal, laptop terminal, desktop terminal, or other names.
[0241] Typically, terminal 1900 includes a processor 1901 and a memory 1902.
[0242] Processor 1901 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1901 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1901 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1901 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 1901 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.
[0243] The memory 1902 may include one or more computer-readable storage media, which may be non-transitory. The memory 1902 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1902 is used to store at least one instruction, which is executed by the processor 1901 to implement the virtual game-based control method provided in the method embodiments of this application.
[0244] In some embodiments, the terminal 1900 also includes other components, as those skilled in the art will understand. Figure 19 The structure shown does not constitute a limitation on terminal 1900 and may include more or fewer components than shown, or combine certain components, or use different component arrangements.
[0245] Those skilled in the art will understand that all or part of the steps in the various methods of the above embodiments can be implemented by a program instructing related hardware. This program can be stored in a computer-readable storage medium, which may be a computer-readable storage medium included in the memory described in the above embodiments; or it may be a standalone computer-readable storage medium not assembled into the terminal. The computer-readable storage medium stores at least one instruction, at least one program segment, a code set, or an instruction set. The at least one instruction, the at least one program segment, the code set, or the instruction set is loaded and executed by the processor to implement any of the virtual scene effect display methods described in the above embodiments.
[0246] Optionally, the computer-readable storage medium may include: read-only memory (ROM), random access memory (RAM), solid-state drives (SSDs), or optical discs, etc. The random access memory may include resistive random access memory (ReRAM) and dynamic random access memory (DRAM). The sequence numbers of the embodiments in this application are merely descriptive and do not represent the superiority or inferiority of the embodiments.
[0247] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.
[0248] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.
Claims
1. A method for displaying the effect of a virtual scene, characterized in that, The method includes: Displays the master virtual object in a virtual scene, the master virtual object being located in the game area of the virtual scene, the game area including multiple sub-areas; In the game area, a first highlighting effect is displayed on the plurality of sub-regions, the first highlighting effect being used to indicate that the plurality of sub-regions are candidate regions to be selected; After the first highlighting effect is displayed, a second highlighting effect is displayed on a selected sub-region among the plurality of sub-regions. The second highlighting effect is used to indicate the impact on the attributes of the master virtual object. Based on the positional relationship between the master virtual object and the selected sub-region, the attribute influence results of the master virtual object are displayed.
2. The method according to claim 1, characterized in that, The step of displaying a second highlighting effect on a selected sub-region among the plurality of sub-regions after the first highlighting effect has ended includes: After the first highlighting effect ends, the selected sub-region is randomly selected from the plurality of sub-regions; or, after the first highlighting effect ends, the selected sub-region is selected from the plurality of sub-regions according to preset selection conditions. The second highlighting effect is displayed on the selected sub-region.
3. The method according to claim 2, characterized in that, The second highlighting effect is displayed on the selected sub-region within a preset time range.
4. The method according to any one of claims 1 to 3, characterized in that, The method of displaying the attribute influence results of the main control virtual object based on the positional relationship between the main control virtual object and the selected sub-region includes: Obtain the target position of the master virtual object; In response to the target location being located within the selected sub-region, the first impact result of the main virtual object is displayed; or... In response to the target location being outside the selected sub-region, a second impact result of the master virtual object is displayed.
5. The method according to any one of claims 1 to 3, characterized in that, The method further includes: Display area prompt information, which is used to prompt the main virtual object to move to the selected sub-area within a preset time range.
6. The method according to any one of claims 1 to 3, characterized in that, The method further includes: The game area displays a first highlight effect for multiple rounds on the plurality of sub-regions, wherein a single round displays the first highlight effect for a portion of the sub-regions.
7. The method according to any one of claims 1 to 3, characterized in that, The virtual scene also includes virtual game objects, which engage in virtual games with the master virtual object in the game area; The method further includes: In response to the attribute value of the virtual object in the game reaching a first attribute threshold during the virtual game, a first highlight effect is periodically displayed for multiple rounds in the game area for the multiple sub-regions.
8. The method according to claim 7, characterized in that, The game area is a circular roulette wheel area, which includes multiple fan-shaped sub-areas.
9. The method according to claim 7, characterized in that, In the game area, the first highlighted effect is periodically and sequentially displayed for multiple rounds in the multiple sub-regions, including: In a single round, based on the skill release direction of the virtual object in the game, a portion of the sub-regions is determined, and the display position of the portion of the sub-regions is consistent with the skill release direction; The first highlighting effect is displayed in a portion of the sub-region.
10. The method according to claim 9, characterized in that, The method further includes: In response to the fact that the attribute value of the game virtual object reaches the second attribute threshold before the second highlight effect ends, the display of the second highlight effect is canceled.
11. The method according to any one of claims 1 to 3, characterized in that, The first highlighting effect for a single round in the plurality of sub-regions within the game area includes: Obtain the first rendering data; Based on the first rendering data, the effects of rendering are performed on the multiple sub-regions to obtain the first rendering results corresponding to the multiple sub-regions respectively; The first highlighted effect for a single round is displayed based on the first rendering result.
12. A virtual scene effect display device, characterized in that, The device includes: The first display module is used to display the main virtual object in the virtual scene. The main virtual object is located in the game area of the virtual scene, and the game area includes multiple sub-areas. The first display module is further configured to display a first highlighting effect on the plurality of sub-regions in the game area, the first highlighting effect being used to indicate that the plurality of sub-regions are candidate regions to be selected; The second display module is used to display a second highlighting effect on a selected sub-region among the plurality of sub-regions after the first highlighting effect has ended. The second highlighting effect is used to indicate the influence on the attributes of the main virtual object. The second display module is further configured to display the attribute influence results of the main control virtual object based on the positional relationship between the main control virtual object and the selected sub-region.
13. A computer device, characterized in that, The computer device includes a processor and a memory, the memory storing at least one program, which is loaded and executed by the processor to implement the virtual scene effect display method as described in any one of claims 1 to 11.
14. A computer-readable storage medium, characterized in that, The storage medium stores at least one program segment, which is loaded and executed by a processor to implement the virtual scene effect display method as described in any one of claims 1 to 11.
15. A computer program product, characterized in that, It includes computer instructions, which, when executed by a processor, implement the virtual scene effect display method as described in any one of claims 1 to 11.
Citation Information
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Virtual scene display method and device, equipment and storage medium
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Virtual environment display method and apparatus, device, and storage medium
US20220072427A1