Display method and device of prop special effect, electronic equipment and storage medium

By adjusting the scaling ratio of item effects based on distance in shooting games, the problem of effects being easily overlooked during long-range shooting is solved, improving the user experience and interaction efficiency.

CN117339202BActive Publication Date: 2026-07-31TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2022-06-27
Publication Date
2026-07-31

AI Technical Summary

Technical Problem

In large-scale or open-world shooting games, the hit effects of virtual items are easily overlooked when shooting at long distances, resulting in poor usability and low human-computer interaction efficiency.

Method used

By determining the scaling ratio of the special effects based on the distance between the first virtual object and the target object, the special effects of the props are magnified when they hit, ensuring that the special effects are still clearly visible when shooting at long distances.

Benefits of technology

It improves the usability of virtual props and the efficiency of human-computer interaction, enhances information acquisition capabilities, and ensures that prop effects are not ignored when shooting at long distances.

✦ Generated by Eureka AI based on patent content.

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Abstract

This application discloses a method, apparatus, electronic device, and storage medium for displaying prop effects, belonging to the field of computer technology. This application, when a virtual prop's projectile hits a target object, determines a scaling ratio for the prop effect based on the distance between the first virtual object and the hit target object. The prop effect is then played according to this determined scaling ratio. Even in long-range shooting situations, the scaling ratio is amplified, making the prop effect, which would otherwise be reduced in size due to the principle of perspective, more prominent. This increases the amount of information carried in the virtual scene, improves information acquisition efficiency, and addresses the issue of prop effects being easily overlooked in long-range shooting situations. It also optimizes the user experience of virtual props, thereby improving human-computer interaction efficiency.
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Description

Technical Field

[0001] This application relates to the field of computer technology, and in particular to a method, apparatus, electronic device, and storage medium for displaying prop effects. Background Technology

[0002] With the development of computer technology, the types of games that can be played on terminals are becoming increasingly diverse. Taking traditional shooting games as an example, virtual objects and virtual items are displayed in a virtual scene. After the user performs a trigger operation on the virtual item, they can control the virtual object to launch the projectile associated with the virtual item. When the projectile hits a target (such as other virtual objects, walls, obstacles, etc.), a hit effect will be played.

[0003] However, in shooting games with open worlds or large-scale environments, the virtual scenes are usually quite vast. When virtual objects engage in long-range shooting within these scenes, due to the principle of perspective where objects appear larger when closer and smaller when farther away, the size of the target gradually shrinks as the distance between the virtual object and the target increases. At the same time, the size of the hit effects displayed on the target also gradually shrinks as the distance between the virtual object and the target increases. This inevitably results in the hit effects played during long-range shooting not being as noticeable as those during close-range shooting, making them easily overlooked by users. Consequently, the user experience with virtual items is poor, and the efficiency of human-computer interaction is low. Summary of the Invention

[0004] This application provides a method, apparatus, electronic device, and storage medium for displaying prop effects, which can optimize the user experience of virtual props and improve human-computer interaction efficiency. The technical solution is as follows:

[0005] On the one hand, a method for displaying prop effects is provided, the method including:

[0006] In response to a launch operation of a virtual prop, control a first virtual object in the virtual scene to launch a projectile associated with the virtual prop;

[0007] When the projectile hits the target object, the effect scaling ratio is determined based on the distance between the first virtual object and the target object, and the effect scaling ratio is positively correlated with the distance;

[0008] Based on the scaling ratio of the special effects, the special effects of the virtual props are played.

[0009] On the one hand, a display device for prop special effects is provided, the device comprising:

[0010] The control module is used to control a first virtual object in the virtual scene to launch the launcher associated with the virtual prop in response to the launch operation of the virtual prop;

[0011] The determination module is used to determine the special effect scaling ratio based on the distance between the first virtual object and the target object when the launcher hits the target object, wherein the special effect scaling ratio is positively correlated with the distance;

[0012] The playback module is used to play the prop effects of the virtual props based on the scaling ratio of the effects.

[0013] In one possible implementation, the target object is a second virtual object, and the determining module includes:

[0014] The first determining unit is used to determine the scaling ratio of the special effect based on the distance at which the projectile hits the body part of the second virtual object.

[0015] In one possible implementation, the first determining unit is configured to:

[0016] Determine a distance scaling curve associated with the body part, the distance scaling curve representing the relationship between the scaling ratio of the effect and the distance between the first virtual object and the second virtual object when the body part is hit;

[0017] Based on the distance scaling curve, determine the scaling ratio of the special effect that matches the distance.

[0018] In one possible implementation, the first determining unit is further configured to:

[0019] When there is an obstacle between the first virtual object and the second virtual object, the expansion coefficient for scaling the special effect is determined based on the volume of the obstacle;

[0020] The scaling ratio of the special effects is determined based on the expansion coefficient, the body part, and the distance.

[0021] In one possible implementation, the device further includes:

[0022] An adjustment module is used to adjust the display position of the prop effect based on the position of the obstacle when there is an obstacle between the first virtual object and the second virtual object.

[0023] In one possible implementation, the target object is a target object, and the determining module is used to:

[0024] Based on the target scaling curve, the scaling ratio of the special effect that matches the distance is determined, and the target scaling curve represents the relationship between the scaling ratio of the special effect and the distance between the first virtual object and the virtual object.

[0025] In one possible implementation, the determining module includes:

[0026] The second determining unit is used to determine the special effect scaling ratio based on the field of view of the scope and the distance when the first virtual object activates the scope.

[0027] In one possible implementation, the second determining unit includes:

[0028] The first determining subunit is used to determine an initial scaling ratio based on the distance, wherein the initial scaling ratio is positively correlated with the distance;

[0029] The second determining subunit is used to determine an adjustment factor based on the field of view, wherein the adjustment factor is positively correlated with the field of view.

[0030] The third determining subunit is used to determine the special effects scaling ratio based on the initial scaling ratio and the adjustment factor.

[0031] In one possible implementation, the second determining subunit is used to:

[0032] Based on the field of view scaling curve, an adjustment factor matching the field of view range is determined, wherein the field of view scaling curve characterizes the relationship between the special effects scaling ratio and the field of view range of the scope.

[0033] In one possible implementation, the field of view of the sight is determined based on the magnification of the sight.

[0034] In one possible implementation, the playback module is used for:

[0035] Based on the object type of the target object, determine the prop effects associated with the object type;

[0036] Based on the target object, the prop effects are played at the specified scaling ratio.

[0037] In one possible implementation, the determining module is further configured to: determine a volume adjustment coefficient based on the distance between the first virtual object and the target object, when the prop effect includes a hit sound effect;

[0038] The playback module is also used to: adjust the playback volume of the hit sound effect based on the volume adjustment coefficient.

[0039] On one hand, an electronic device is provided, comprising one or more processors and one or more memories, wherein at least one computer program is stored in the one or more memories, and the at least one computer program is loaded and executed by the one or more processors to implement the display method of the prop effects as described above.

[0040] On the one hand, a storage medium is provided that stores at least one computer program, which is loaded and executed by a processor to implement the display method of the prop effects described above.

[0041] On one hand, a computer program product or computer program is provided, the computer program product or computer program comprising one or more lines of program code, the one or more lines of program code being stored in a computer-readable storage medium. One or more processors of an electronic device are capable of reading the one or more lines of program code from the computer-readable storage medium, and the one or more processors execute the one or more lines of program code, enabling the electronic device to perform the aforementioned method for displaying prop effects.

[0042] The beneficial effects of the technical solutions provided in this application include at least the following:

[0043] By determining the effect scaling ratio, which is positively correlated with the distance between the first virtual object and the target object when the virtual prop hits the target, and playing the prop effect according to the determined effect scaling ratio, even in long-range shooting, the effect scaling ratio is amplified, making the prop effect that was originally shrunk due to the field of vision principle of near objects appearing larger and far objects appearing smaller. This makes the prop effect played in the virtual scene more prominent, thereby increasing the amount of information carried in the virtual scene and improving the efficiency of information acquisition. By improving the phenomenon that prop effects are easily ignored in long-range shooting, the user experience of virtual props is also optimized, thereby improving the efficiency of human-computer interaction. Attached Figure Description

[0044] 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.

[0045] Figure 1 This is a schematic diagram illustrating the implementation environment of a method for displaying prop effects provided in an embodiment of this application;

[0046] Figure 2 This is a flowchart illustrating a method for displaying prop effects according to an embodiment of this application;

[0047] Figure 3 This is a flowchart illustrating a method for displaying prop effects according to an embodiment of this application;

[0048] Figure 4This is a schematic diagram of a distance scaling curve Curve1 provided in an embodiment of this application;

[0049] Figure 5 This is a schematic diagram of a distance scaling curve Curve4 provided in an embodiment of this application;

[0050] Figure 6 This is a schematic diagram of a prop effect in a virtual scene provided in an embodiment of this application;

[0051] Figure 7 This is a schematic diagram of a target scaling curve provided in an embodiment of this application;

[0052] Figure 8 This is a schematic diagram of a prop effect in a virtual scene provided in an embodiment of this application;

[0053] Figure 9 This is a schematic diagram of a target scaling curve provided in an embodiment of this application;

[0054] Figure 10 This is a schematic diagram of a prop effect in a virtual scene provided in an embodiment of this application;

[0055] Figure 11 This is a schematic diagram of a prop effect in a virtual scene provided in an embodiment of this application;

[0056] Figure 12 This is a schematic diagram of a prop effect in a virtual scene provided in an embodiment of this application;

[0057] Figure 13 This is a schematic flowchart illustrating a method for displaying prop effects according to an embodiment of this application.

[0058] Figure 14 This is a schematic diagram of the structure of a prop special effects display device provided in an embodiment of this application;

[0059] Figure 15 This is a schematic diagram of the structure of a terminal provided in an embodiment of this application;

[0060] Figure 16 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation

[0061] 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.

[0062] In this application, the terms "first," "second," etc., are used to distinguish identical or similar items with essentially the same function. It should be understood that there is no logical or temporal dependency between "first," "second," and "nth," nor are there any restrictions on quantity or execution order.

[0063] In this application, the term "at least one" means one or more, and "multiple" means two or more, for example, multiple virtual items means two or more virtual items.

[0064] The term "including at least one of A or B" in this application refers to the following situations: including only A, including only B, and including both A and B.

[0065] The user-related information (including but not limited to user device information, personal information, behavioral information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.) and signals involved in this application, when applied to specific products or technologies using the methods of the embodiments of this application, are all obtained with the user's permission, consent, authorization, or full authorization from all parties. Furthermore, the collection, use, and processing of related information, data, and signals must comply with the relevant laws, regulations, and standards of the relevant countries and regions. For example, the control commands or operations on virtual objects or virtual props involved in this application are obtained under fully authorized conditions.

[0066] The following is an explanation of the terms used in this application.

[0067] A virtual scene is a virtual environment displayed (or provided) by an application when it runs on a terminal. This virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene; this application does not limit the dimension of the virtual scene. For example, a virtual scene may include a sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. Users can control virtual objects to move within this virtual scene. Optionally, the virtual scene can also be used for virtual scene combat between at least two virtual objects, and the virtual scene has virtual resources available for use by at least two virtual objects.

[0068] Virtual objects refer to movable objects in a virtual scene. These movable objects can be virtual characters, virtual animals, anime characters, etc., such as people, animals, plants, oil drums, walls, and stones displayed in a virtual scene. A virtual object can be a virtual avatar representing the user within the virtual scene. A virtual scene can include multiple virtual objects, each with its own shape and volume, occupying a portion of the space within the virtual scene. Optionally, when the virtual scene is a three-dimensional virtual scene, the virtual object can be a three-dimensional model. This three-dimensional model can be a three-dimensional character constructed based on three-dimensional human skeleton technology. The same virtual object can display different appearances by wearing different skins. In some embodiments, virtual objects can also be implemented using 2.5D or 2D models; this application does not limit this.

[0069] Optionally, the virtual object can be a player character controlled through client-side operations, a non-player character (NPC) interacting within the virtual scene, a neutral virtual object (such as a monster providing buffs, experience points, virtual treasure chests, etc.), or a game bot (such as a companion bot) within the virtual scene. Illustratively, the virtual object is a virtual character competing within the virtual scene. Optionally, the number of interactive virtual objects in the virtual scene can be pre-set or dynamically determined based on the number of clients joining the interaction.

[0070] Shooter games (STGs) refer to a type of game in which virtual objects use virtual weapons or similar items to launch ranged attacks. Shooter games are a type of action game and exhibit distinct characteristics of action games. Optionally, shooter games include, but are not limited to, first-person shooters, third-person shooters, top-down shooters, eye-level shooters, platform shooters, scrolling shooters, keyboard and mouse shooters, and shooting range games. This application does not specifically limit the type of shooter game.

[0071] FoV (Field of View): refers to the range of the scene seen by a virtual object from its own perspective (or after being superimposed with a scope) when observing a virtual scene. It is also called the field of view. Generally speaking, the smaller the FoV, the smaller and more concentrated the field of view, and the better the magnification effect on objects within the field of view; the larger the FoV, the larger and less concentrated the field of view, and the worse the magnification effect on objects within the field of view.

[0072] In some embodiments, after a virtual object is equipped with and a scope is activated, the FoV observed from its own perspective is negatively correlated with the magnification of the scope. That is, the higher the magnification of the scope, the higher the magnification effect on objects within the field of view. Therefore, the smaller and more concentrated the field of view, the smaller the FoV value (i.e., narrow field of view and small angle of view). Conversely, the lower the magnification of the scope, the lower the magnification effect on objects within the field of view. Therefore, the larger and less concentrated the field of view, the larger the FoV value (i.e., wide field of view and large angle of view).

[0073] Schematic diagram: Since the scope type determines the scope's magnification, there is a mapping relationship between the scope type and the FoV of the virtual object, as shown in Table 1 below:

[0074] Table 1

[0075] none 75 2x Scope 35 4x Scope 17.5 6x Scope 11.67 8x Scope 8.75 16x Scope 4.375

[0076] As can be seen from Table 1, when the virtual object is not equipped with a scope, the FoV value is 75. When the virtual object is equipped with a 2x scope (for example, the magnification of the 2x scope is 2), the FoV value is 35, indicating that the field of view is reduced, but the objects within the field of view are magnified by the 2x scope. When the virtual object is equipped with a 4x scope (for example, the magnification of the 4x scope is 4), the FoV value is 17.5, that is, the field of view is further reduced, but the objects within the field of view are further magnified by the 4x scope.

[0077] It should be noted that the above description only uses the example of a 2x scope with a magnification of 2 and a 4x scope with a magnification of 4. In some embodiments, the specific lens parameters of the 2x and 4x scopes can be set by technicians. It is possible that the magnification of the 2x scope is not strictly equal to 2 and the magnification of the 4x scope is not strictly equal to 4, but it ensures that the magnification of the 4x scope is twice that of the 2x scope, or ensures that the magnification of the 4x scope is greater than that of the 2x scope. However, the magnification of the 4x scope is not strictly twice that of the 2x scope. The embodiments of this application do not specifically limit the relationship between magnification and scope type.

[0078] It should be noted that Table 1 only shows one possible mapping relationship between scope type and FoV of virtual object, but there may be other numerical mapping relationships between scope type and FoV, as long as the magnification determined by scope type is negatively correlated with FoV. This application embodiment does not make specific limitations in this regard.

[0079] Taking large-scale or open-world shooting games as an example, the virtual environments in these games are typically quite vast. At least two virtual objects engage in a single-round battle within this virtual environment. Assuming the virtual object currently controlled by the terminal is called the first virtual object, the first virtual object survives by avoiding damage from second virtual objects controlled by other players and by navigating dangers within the virtual environment (such as swamps). When the virtual health of any virtual object falls below a survival threshold, that virtual object is eliminated. Optionally, the battle begins when the first terminal joins the match and ends when the last terminal leaves. Optionally, the competitive mode can include single-player battle mode, two-player team battle mode, or multiplayer large-scale battle mode, etc. This application embodiment does not specifically limit the competitive mode.

[0080] The system architecture involved in this application will be described below.

[0081] Figure 1 This is a schematic diagram illustrating the implementation environment of a method for displaying prop effects provided in this application. See also: Figure 1 The implementation environment includes: a first terminal 120, a server 140, and a second terminal 160.

[0082] The first terminal 120 has an application installed and running that supports virtual scenes. Optionally, the application includes any one of the following: FPS (First-Person Shooter) games, TPS (Third-Person Shooter) games, MOBA (Multiplayer Online Battle Arena) games, virtual reality applications, 3D map applications, or multiplayer survival games. In some embodiments, the first terminal 120 is a terminal used by a first user. When the first terminal 120 runs the application, the user interface of the application is displayed on the screen of the first terminal 120, and based on the first user's initial actions in the user interface, a virtual scene is loaded and displayed in the application. The first user uses the first terminal 120 to operate a first virtual object located in the virtual scene to perform activities, including but not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, and fighting. Illustratively, the first virtual object can be a virtual character, such as a realistic or anime character.

[0083] The first terminal 120 and the second terminal 160 communicate directly or indirectly with the server 140 via a wireless network or a wired network.

[0084] Server 140 includes at least one of a single server, multiple servers, a cloud computing platform, or a virtualization center. Server 140 is used to provide background services for applications supporting virtual scenarios. Optionally, server 140 undertakes the main computing work, and the first terminal 120 and the second terminal 160 undertake secondary computing work; or, server 140 undertakes secondary computing work, and the first terminal 120 and the second terminal 160 undertake the main computing work; or, server 140, the first terminal 120, and the second terminal 160 collaborate on computing using a distributed computing architecture.

[0085] Optionally, server 140 may be an independent physical server, a server cluster or distributed system consisting of multiple physical servers, or a cloud server that provides 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.

[0086] The second terminal 160 has an application installed and running that supports virtual scenes. Optionally, the application includes any one of the following: an FPS game, a TPS game, a MOBA game, a virtual reality application, a 3D map application, or a multiplayer survival game. In some embodiments, the second terminal 160 is a terminal used by a second user. When the second terminal 160 runs the application, the user interface of the application is displayed on the screen of the second terminal 160, and based on the second user's initial actions in the user interface, a virtual scene is loaded and displayed in the application. The second user uses the second terminal 160 to operate a second virtual object located in the virtual scene to perform activities, including but not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, and fighting. Illustratively, the second virtual object can be another virtual character different from the first virtual object, such as a realistic character or an anime character.

[0087] In some embodiments, a first virtual object controlled by a first terminal 120 and a second virtual object controlled by a second terminal 160 are in the same virtual scene, at which time the first virtual object can interact with the second virtual object in the virtual scene.

[0088] Optionally, the first virtual object and the second virtual object are in an adversarial relationship. For example, the first virtual object and the second virtual object belong to different factions or teams. The adversarial virtual objects can interact in a combat manner on land, such as launching projectiles of shooting props at each other or throwing projectiles.

[0089] Optionally, the first virtual object and the second virtual object are teammates. For example, the first virtual object and the second virtual object belong to the same faction, the same team, have a friend relationship, or have temporary communication permissions.

[0090] Optionally, the applications installed on the first terminal 120 and the second terminal 160 are the same, or the applications installed on the two terminals are the same type of applications on different operating system platforms. The first terminal 120 and the second terminal 160 both refer to one of a plurality of terminals, and this embodiment of the application only uses the first terminal 120 and the second terminal 160 as examples.

[0091] The first terminal 120 and the second terminal 160 may have the same or different device types. These device types include, but are not limited to, at least one of the following: smartphones, tablets, smart speakers, smartwatches, handheld smart devices, portable gaming devices, in-vehicle terminals, laptops, and desktop computers. For example, both the first terminal 120 and the second terminal 160 may be smartphones or other handheld portable gaming devices. The following embodiments use smartphones as an example.

[0092] Those skilled in the art will understand that the number of the aforementioned terminals may be more or less. For example, there may be only one terminal, or there may be dozens or hundreds of terminals, or even more. This application does not limit the number of terminals or the type of device.

[0093] Figure 2 This is a flowchart illustrating a method for displaying prop effects according to an embodiment of this application. See also... Figure 2 This embodiment is executed by an electronic device. Taking an electronic device as an example, the embodiment includes the following steps:

[0094] 201. In response to the launch operation of the virtual prop, the terminal controls the first virtual object in the virtual scene to launch the launcher associated with the virtual prop.

[0095] The terminal involved in this application embodiment refers to any electronic device with prop effects playback function used by the user, and the terminal has an application that supports virtual scenes installed and running. Optionally, the application includes any one of the following: FPS game, TPS game, MOBA game, virtual reality application, 3D map program or multiplayer mechanical survival game.

[0096] The first virtual object involved in the embodiments of this application refers to a virtual object controlled by a user using a terminal, also known as a controlled virtual object, a controlled virtual object, etc. The first virtual object is controlled by the user corresponding to the terminal and can perform various activities in the virtual scene. The activities include, but are not limited to, at least one of the following: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, and fighting.

[0097] The virtual props involved in this application embodiment refer to shooting props that are already equipped on the first virtual object. When triggered, the shooting props will fire projectiles associated with them. Optionally, different virtual props can be associated with the same or different projectiles. The association between a virtual prop and a projectile means that the model of the projectile and the model of the virtual prop are compatible. For example, a virtual prop refers to a virtual device with shooting function, and a projectile refers to a virtual bow and arrow, virtual ammunition, etc., that are compatible with the model of the virtual device. The association relationship between each virtual prop and projectile is pre-configured by the server. Each virtual prop can be associated with one or more projectiles, and similarly, each projectile can be associated with one or more virtual props. This application embodiment does not specifically limit this.

[0098] In some embodiments, after a user launches an application such as a game application on a terminal, a virtual scene is loaded and displayed in the game application, in which at least a first virtual object controlled by the terminal and virtual props equipped by the first virtual object are displayed.

[0099] In some embodiments, virtual items are items configured by the user before the start of the game and carried into the game by the first virtual object; or, virtual items are items picked up by the user in a virtual scene; or, virtual items are items purchased or redeemed by the user for the first virtual object in the store; or, virtual items are reward items obtained when the first virtual object defeats a specified number of other virtual objects; or, virtual items are reward items obtained when the first virtual object defeats more than two other virtual objects consecutively within a specified time period; or, virtual items are items that unlock usage rights as the first virtual object levels up or accumulates energy through other charging methods, etc. The embodiments of this application do not specifically limit the source of virtual items.

[0100] In some embodiments, after obtaining a virtual item, the first virtual object can open the backpack interface to equip the virtual item, or the first virtual object can automatically equip the virtual item after obtaining it. This application embodiment does not specifically limit this.

[0101] In some embodiments, when the virtual prop is a shooting prop, the user performs a firing operation on the virtual prop, causing the terminal to respond to the firing operation and control the first virtual object to fire the projectile associated with the virtual prop. Optionally, a firing control (commonly known as a fire button) is also displayed in the virtual scene, which the user can use to trigger the firing operation. For example, the firing mode of the virtual prop is divided into a scoped firing mode and a hip-fire mode (i.e., a non-scoped firing mode). In the scoped firing mode, the first virtual object will be controlled to open the scope and aim at the target based on the scope's field of view before firing. In the hip-fire mode, the first virtual object will not open the scope and will directly aim at the target in its own field of view before firing. Different firing operations can be performed in different firing modes, which will be described separately below.

[0102] Indicatively, in the scope-and-shoot mode, when a user clicks the shooting control for the first time, the scope is activated, and the view changes from the first virtual object's perspective to the magnified view through the scope. The user can then adjust the target using the joystick (e.g., using the crosshair to indicate the target, or disabling the crosshair to increase aiming difficulty). After adjusting the target, clicking the shooting control again triggers firing at the target, controlling the first virtual object to fire the projectile associated with the virtual item. The target here refers to the coordinates of the position actually aimed at by the aiming operation. However, since inaccurate aiming may occur, there may not be a hitable entity at these coordinates.

[0103] Optionally, when a user clicks the shooting control for the first time to activate the scope, they can adjust the shooting target using the joystick control. Releasing the joystick control will automatically trigger firing at the target.

[0104] Optionally, the user can press and hold the shooting control to activate the scope. The shooting control will then switch to a joystick control. The user can continue to press and hold the joystick control to adjust the current shooting target. When the user releases the joystick control, it will automatically fire at the target. After firing, the joystick control will switch back to the shooting control.

[0105] Optionally, the user clicks the shooting control to activate the scope. The user can adjust the magnified field of view by tilting the terminal up, down, left, right, forward, and backward. Then, the user clicks any position in the field of view, and the clicked position becomes the shooting target. Releasing the click triggers automatic firing at the target.

[0106] To illustrate, in hip-fire mode, when a user clicks the firing control, they enter the aiming state in the view of the first virtual object. The user can adjust the target using the joystick control, and after adjustment, click the firing control again to trigger firing at the target.

[0107] Optionally, after the user clicks the shooting control for the first time to trigger the aiming state, the user can adjust the shooting target using the joystick control, and automatically fire at the target when the user releases the joystick control.

[0108] Optionally, the user can long-press the shooting control to trigger the aiming state. The shooting control will then switch to a joystick control. The user can continue pressing the joystick control to adjust the current shooting target. When the user releases the joystick control, it will automatically trigger the firing at the target. After firing, the joystick control will switch back to the shooting control.

[0109] Optionally, the user clicks the shooting control to trigger the aiming state. The user can adjust the virtual scene seen in the field of view of the first virtual object by shaking the terminal up, down, left, right, forward and backward. Then, the user clicks any position in the field of view, and the clicked position is taken as the shooting target. After releasing the button, the user is automatically triggered to fire at the shooting target.

[0110] The above provides the triggering methods for firing operations in scope-in ​​shooting mode and hip-fire mode, respectively. In this embodiment, the firing mode of the first virtual object using virtual props is not specifically limited, nor is the triggering method for firing operations in this firing mode specifically limited.

[0111] In some embodiments, after detecting a firing operation on a virtual prop, the terminal determines the position coordinates of the firing target aimed at by the firing operation, and at the same time determines the position coordinates of the virtual prop, and determines a firing trajectory with the position coordinates of the virtual prop as the starting point and the position coordinates of the firing target as the ending point. The firing trajectory can be a ray, a parabola, an irregular curve, etc. The embodiments of this application do not specifically limit the type of firing trajectory. Then, the terminal controls the launcher associated with the virtual prop to move along the launch trajectory. However, due to possible misaiming, missing the target, or the target being dodged by movement, the launcher may not hit any object when it reaches the end of the launch trajectory. Alternatively, it may hit an object at the end of the launch trajectory (which could be a virtual object controlled by another user or a virtual object in general). Or, it may encounter an obstacle in the launch trajectory, in which case the launcher will hit the obstacle (such as cover, a virtual object controlled by another user, or a virtual object in general). This application embodiment does not specifically limit whether the launcher will hit an object or whether it hits an object at the end of the launch trajectory. If the launcher hits any object, proceed to step 202 below.

[0112] 202. When the launcher hits the target object, the terminal determines the special effect scaling ratio based on the distance between the first virtual object and the target object. The special effect scaling ratio is positively correlated with the distance.

[0113] The target object in this application refers to a physical object located in a virtual scene and hit by a projectile. For example, the target object may be a virtual object controlled by another user (such as a second virtual object), or it may be a virtual object. This application does not specifically limit the object type of the target object. Furthermore, the target object may be an obstacle hit by the projectile while it is moving along the launch trajectory, or it may be a physical object hit by the projectile when it reaches the end of the launch trajectory. This application does not specifically limit whether the target object is at the end of the launch trajectory.

[0114] The special effects scaling ratio involved in the embodiments of this application refers to the ratio used to control the display size of the special effects of virtual props in the virtual scene when playing the special effects of virtual props. For example, when the special effects scaling ratio is 1, the special effects of props are displayed at the standard size. When the special effects scaling ratio is 0.5, the special effects of props are displayed at half the size of the standard size. When the special effects scaling ratio is 2, the special effects of props are displayed at twice the size of the standard size.

[0115] In some embodiments, if the projectile hits the target object, the terminal determines the distance between the first virtual object and the target object in the virtual scene, and then obtains a special effects scaling ratio that is positively correlated with this distance. It should be noted that the special effects scaling ratio is positively correlated with the distance between the first virtual object and the target object, meaning that the special effects scaling ratio increases as the distance increases and decreases as the distance decreases. That is, the farther the distance between the first virtual object and the target object, the larger the special effects scaling ratio. This appropriately magnifies the prop effects displayed in long-range shooting situations, preventing the prop effects from being ignored in long-range shooting situations, thus improving information acquisition efficiency and human-computer interaction efficiency. Conversely, the closer the distance between the first virtual object and the target object, the smaller the special effects scaling ratio. This prevents the prop effects from excessively obscuring the content in the virtual scene in close-range shooting situations, thereby also improving information acquisition efficiency and human-computer interaction efficiency.

[0116] In some embodiments, the relationship between the scaling factor of the special effects and the change in the distance can be a linear positive correlation, a positive correlation controlled by a step or ladder function, or a positive correlation controlled by an exponential function, a logarithmic function, or other specified function. This application does not specifically limit this relationship.

[0117] In an exemplary scenario, in large-scale or open-world shooting games, to increase the difficulty and enhance player enjoyment, the aiming difficulty is increased by removing the crosshair indicator from the scope; that is, the user needs to aim at the target using the center of the scope (but without highlighting it as a crosshair). Furthermore, the HUD (Head-Up Display) function in the virtual scene is removed when the projectile hits the target. The hit notification information is displayed via a head-up display (HUD). This means users need to rely on the virtual prop's effects to determine if the launched projectile hit the target. Given these two methods, how the virtual prop's effects are played becomes crucial. In this scenario, by adjusting the scaling of the effects based on the distance between the first virtual object and the target, the effects can be prevented from being ignored at long range. This allows users to determine whether the launched projectile hit the target even at long range, greatly improving information acquisition efficiency and facilitating decisions on whether to launch a second projectile and subsequent combat strategies. This also significantly improves human-computer interaction efficiency.

[0118] 203. The terminal plays the prop effects of the virtual prop based on the scaling ratio of the special effect.

[0119] In some embodiments, the prop effect is a hit effect bound to a virtual prop. This prop effect is used to indicate that the projectile of the virtual prop has hit a target object. Different virtual props can have different prop effects. The aforementioned hit effect can also be called an impact effect, which refers to the hit effect played after the projectile hits the target object.

[0120] In some embodiments, due to the principle of near-large and far-small vision, when observing a target object within the field of view of the first virtual object, a basic scaling factor for the target object is determined based on the distance between the first virtual object and the target object. This basic scaling factor is negatively correlated with the distance; that is, the basic scaling factor decreases as the distance increases and increases as the distance decreases. This ensures that when observing a target object within the field of view of the first virtual object, the principle of near-large and far-small vision applies.

[0121] In some embodiments, the terminal determines the prop effect associated with the virtual prop and the standard size of the prop effect. Then, based on the basic scaling factor of the target object and the scaling ratio of the effect determined in step 202, the standard size of the prop effect is adjusted to obtain the current display size. Then, the prop effect is played at the display size.

[0122] Optionally, since the virtual prop hits the target object, the prop effect is played based on the target object at the display size. The prop effect will automatically disappear from the virtual scene after it finishes playing. For example, the prop effect can be played on the target object. When playing the prop effect, the prop effect can be played in an overlay and the overlay can be displayed on top of the target object.

[0123] In the above process, when shooting at long distances, the final display size of the prop effects played by the terminal is appropriately enlarged after the effect is reduced based on the principle of near-large and far-small vision using a base scaling factor, and then controlled by the effect scaling ratio. In other words, the base scaling factor acts on both the target object and the prop effects displayed based on the target object, while the effect scaling ratio only acts on the prop effects displayed based on the target object. This makes the scaling effect of the prop effects and the target object inconsistent. Originally, both the prop effects and the target object were affected by the base scaling factor and scaled according to the same ratio. However, in this embodiment, the target object is still scaled by the base scaling factor, but the prop effects are affected by both the base scaling factor and the effect scaling ratio. After being reduced by the base scaling factor, they are appropriately enlarged by adjusting the effect scaling ratio.

[0124] In one example, assuming the standard size of the prop effect is equal to the palm size of the target object, then when shooting at a long distance, due to the principle of perspective (objects appear larger when closer and smaller when farther away), and assuming a base scaling factor of 0.5, which applies to both the target object and the prop effect displayed based on it, both the target object and the prop effect are reduced by half. In this case, the prop effect should ideally be displayed at 0.5 times the size of the palm. However, in this embodiment, because step 202 determines a scaling factor for the prop effect that is positively correlated with distance (e.g., a scaling factor of 1.5), the final scaling factor for the prop effect can be determined to be 1.5. The product of the base scaling factor of 0.5 and 0.75 results in a final display size of 0.75 times that of a palm. Compared to scaling the display of prop effects solely based on the base scaling factor, this method appropriately enlarges the display size of prop effects displayed during long-range shooting. This prevents prop effects from being ignored during long-range shooting, allowing users to determine whether the launched projectile hit the target by observing whether the prop effect is displayed. This significantly improves the efficiency of information acquisition and facilitates user decisions on whether to launch a second projectile and subsequent combat strategies, thereby greatly enhancing human-computer interaction efficiency.

[0125] All of the above-mentioned optional technical solutions can be combined in any way to form optional embodiments of this disclosure, and will not be described in detail here.

[0126] The method provided in this application, when a virtual prop's projectile hits a target object, determines a scaling ratio for special effects that is positively correlated with the distance between the first virtual object and the hit target object. The prop effects are then played according to this determined scaling ratio. This means that even in long-range shooting situations, the scaling ratio is increased to magnify prop effects that would otherwise be reduced due to the principle of perspective, making the prop effects more prominent in the virtual scene. This increases the amount of information carried in the virtual scene, improves information acquisition efficiency, and addresses the issue of prop effects being easily overlooked in long-range shooting situations. It also optimizes the user experience of virtual props, thereby improving human-computer interaction efficiency.

[0127] In the previous embodiment, the processing flow of the prop effect display method involved in the embodiment of this application was briefly introduced. In the embodiment of this application, this processing flow will be described in detail for shooting game scenes with large scenes or open worlds.

[0128] In large-scale or open-world shooting games, to increase the difficulty and enhance player enjoyment, two methods are employed. First, the crosshair indicator in the scope is removed to increase aiming difficulty. This means users need to aim at the target by relying on the center of the scope (but without highlighting it as a crosshair). Second, the hit text notification displayed in the virtual scene as a HUD when the projectile hits the target is removed. This means users need to rely on item effects to determine whether the projectile hit the target. Under these two measures, how to play the item effects of virtual items becomes particularly important.

[0129] Figure 3 This is a flowchart illustrating a method for displaying prop effects according to an embodiment of this application. See also... Figure 3 This embodiment is executed by an electronic device. Taking an electronic device as an example, the embodiment includes the following steps:

[0130] 301. In response to the launch operation of the virtual prop, the terminal controls the first virtual object in the virtual scene to launch the launcher associated with the virtual prop.

[0131] Step 301 above is similar to step 201 above, and will not be described in detail here.

[0132] 302. When the launcher hits the target object, the terminal determines an initial scaling ratio based on the distance between the first virtual object and the target object. The initial scaling ratio is positively correlated with the distance.

[0133] Since the target object may be a virtual object controlled by other players or a virtual object not controlled by players, this application embodiment will classify and discuss the above two situations of the target object.

[0134] Scenario 1: The target object is a virtual object controlled by another player.

[0135] Taking a virtual object controlled by another player as the second virtual object as an example, that is, the target object hit by the projectile launched by the first virtual object through the virtual prop is the second virtual object. The second virtual object may belong to the same or different faction / team as the first virtual object. This application embodiment does not specifically limit this.

[0136] In some embodiments, when the projectile hits the second virtual object, the terminal may not distinguish between different body parts of the second virtual object. That is, regardless of which body part of the second virtual object is hit, the initial scaling ratio is determined only based on the distance between the first virtual object and the second virtual object. The determination method is similar to the determination method in the second case below, and will not be described in detail here.

[0137] In some embodiments, when a projectile hits a second virtual object, the terminal determines the initial scaling ratio based on the body part of the second virtual object hit by the projectile and the distance between the first and second virtual objects. In other words, the terminal determines different scaling ratios for the body parts of the second virtual object hit by the projectile, that is, it considers both distance and body part factors when determining the scaling ratio. This allows users to quickly determine which body part of the projectile hit by the projectile by observing the display size of the projectile effects, while ensuring that the prop effects remain significant even at long distances.

[0138] In some embodiments, when the terminal determines the initial scaling ratio based on body parts and distance, it performs the following steps A1 and A2:

[0139] A1. The terminal determines the distance scaling curve associated with the body part of the second virtual object based on the fact that the projectile hits the body part of the second virtual object.

[0140] The distance scaling curve represents the relationship between the scaling ratio of the special effect and the distance between the first and second virtual objects when the body part is hit.

[0141] In some embodiments, the server configures different distance scaling curves for different body parts and sends the association between these body parts and distance scaling curves to the terminal. The terminal can retrieve and cache all distance scaling curves and the above associations from the server. Then, after determining the body part of the second virtual object hit by the projectile, the terminal uses the part identifier of the body part as an index to query the curve identifier associated with the part identifier from the association. Then, it reads the distance scaling curve indicated by the curve identifier from the cache. This read distance scaling curve is the distance scaling curve associated with the body part.

[0142] In an exemplary scenario, taking the body parts including the head, chest, arms, and legs as an example, four different distance scaling curves are configured for these four body parts: Curve1, Curve2, Curve3, and Curve4. The relationship between the body parts and the distance scaling curves is shown in Table 2 below:

[0143] Table 2

[0144] head Curve1 Chest Curve2 arm Curve3 legs Curve4

[0145] As shown in Table 2, Curve1 is selected as the corresponding distance scaling curve when hitting the head, Curve2 is selected as the corresponding distance scaling curve when hitting the chest, Curve3 is selected as the corresponding distance scaling curve when hitting the arm, and Curve4 is selected as the corresponding distance scaling curve when hitting both legs.

[0146] Figure 4 This is a schematic diagram of a distance scaling curve Curve1 provided in an embodiment of this application. As shown in 400, it illustrates the distance scaling curve Curve1 provided when hitting the head. The horizontal axis of Curve1 represents the distance between the first virtual object and the second virtual object, and the vertical axis of Curve1 represents the scaling ratio of the prop effect when hitting the head. It can be seen that the scaling ratio is positively correlated with the distance between the first virtual object and the second virtual object. For example, the coordinate point (0, 1.5) in Curve1 represents that when the distance between the first virtual object and the second virtual object is 0, the scaling ratio is 1.5, that is, the prop effect is enlarged from the standard size to 1.5 times. For another example, the coordinate point (3000, 2.5) in Curve1 represents that when the distance between the first virtual object and the second virtual object is 3000 centimeters (i.e., 30 meters), the scaling ratio is 2.5, that is, the prop effect is enlarged from the standard size to 2.5 times.

[0147] Figure 5 This is a schematic diagram of a distance scaling curve Curve4 provided in an embodiment of this application. As shown in Figure 500, it illustrates the distance scaling curve Curve4 provided when hitting both legs. The horizontal axis of Curve4 represents the distance between the first virtual object and the second virtual object, and the vertical axis of Curve4 represents the scaling ratio of the prop effect when hitting both legs. It can be seen that the scaling ratio is still positively correlated with the distance between the first virtual object and the second virtual object. For example, the coordinate point (0,1) in Curve4 represents that when the distance between the first virtual object and the second virtual object is 0, the scaling ratio is 1 (that is, equal to the standard size). For another example, the coordinate point (3000,1.5) in Curve1 represents that when the distance between the first virtual object and the second virtual object is 3000 centimeters (that is, 30 meters), the scaling ratio is 1.5.

[0148] By comparison Figure 4 and Figure 5It can be seen that although the scaling ratio is positively correlated with the distance between the first and second virtual objects regardless of whether the head or legs are hit, when the distance between the first and second virtual objects is the same, the scaling ratio for hitting the head is obviously greater than that for hitting the legs. This means that when shooting at a distance from the same position, the prop effects displayed when hitting the head will be more obvious than those displayed when hitting the legs. In this way, the scaling ratio of the prop effects can indicate to the user which body part was hit, thereby significantly improving the user's information acquisition efficiency.

[0149] A2. Based on the distance scaling curve, the terminal determines the initial scaling ratio that matches the distance.

[0150] In some embodiments, the terminal can obtain the distance scaling function corresponding to the distance scaling curve based on the distance scaling curve. Then, by substituting the distance between the first virtual object and the second virtual object into the distance scaling function, an initial scaling ratio matching the distance can be output. For example, the distance scaling function is a function mapping relationship with distance as the independent variable and scaling ratio as the dependent variable. After determining the distance between the first virtual object and the second virtual object, by substituting the distance into the independent variable of the distance scaling function, the dependent variable, i.e., the scaling ratio, can be calculated and output. The scaling ratio output by the distance scaling function is then used as the initial scaling ratio.

[0151] Figure 6 This is a schematic diagram illustrating a prop effect in a virtual scene according to an embodiment of this application. Please refer to it. Figure 6In the scoped-out shooting mode, the user controls the first virtual object to open the scope and fire. If the projectile fired by the first virtual object through a virtual prop hits the head of the second virtual object, an initial scaling ratio is determined based on steps A1 and A2. Then, the final effect scaling ratio is determined through steps 303-304 below. As shown in (a), the effect of the headshot prop 601 is played according to this scaling ratio. Similarly, if the projectile fired by the first virtual object through a virtual prop hits both legs of the second virtual object, an initial scaling ratio is determined based on steps A1 and A2. Then, the final effect scaling ratio is determined through steps 303-304 below. As shown in (b), the effect of the legsshot prop 602 is played according to this scaling ratio. It can be seen that, with the same magnification of the scope and the same distance between the first and second virtual objects, the prop effect 601 for hitting the head is significantly greater than the prop effect 602 for hitting both legs. That is, the scaling ratio of the prop effect when hitting the head is greater than that when hitting both legs. This makes it easier for users to determine which part of the second virtual object was hit based on the significance of the prop effect, thereby improving the efficiency of information acquisition for users.

[0152] It should be noted that in steps A1 and A2 above, when the projectile hits the second virtual object, if different distance scaling curves are determined according to different body parts of the hit second virtual object, and the initial scaling ratio is further obtained from the determined distance scaling curves, in some embodiments, if different distance scaling curves are not distinguished for different body parts of the second virtual object, then the second virtual object can be regarded as a special type of virtual object, and the initial scaling ratio is determined based on the processing logic of the following case two.

[0153] Scenario 2: The target object is a virtual object that is not controlled by the player.

[0154] Taking a virtual object that is not controlled by the player as the target object as an example, that is, the target object hit by the projectile launched by the first virtual object through the virtual prop is the target object. The target object can be a wall, cover, wooden board, tree, vehicle, window, barrier, etc. This application embodiment does not specifically limit the target object.

[0155] In some embodiments, the server can configure a uniform target scaling curve for all virtual objects. The terminal retrieves and caches the target scaling curve from the server. The target scaling curve represents the relationship between the scaling ratio of the special effect and the distance between the first virtual object and the virtual object.

[0156] Figure 7This is a schematic diagram of a target scaling curve provided in an embodiment of this application. As shown in 700, it illustrates the target scaling curve provided when hitting a virtual object (such as a target object). The horizontal axis of the target scaling curve represents the distance between the first virtual object and the target object, and the vertical axis of the target scaling curve represents the scaling ratio of the prop effect when hitting the target object. It can be seen that the scaling ratio is still positively correlated with the distance between the first virtual object and the target object. For example, the coordinate point (3000,2) in the target scaling curve represents that when the distance between the first virtual object and the target object is 3000 cm (i.e., 30 m), the scaling ratio is 2, that is, the prop effect is enlarged from the standard size to 2 times. As another example, the coordinate point (5000,3) in the target scaling curve represents that when the distance between the first virtual object and the target object is 5000 cm (i.e., 50 m), the scaling ratio is 3, that is, the prop effect is enlarged from the standard size to 3 times.

[0157] In some embodiments, when a projectile hits a target object, the terminal determines an initial scaling ratio matching the distance based on the target scaling curve. Optionally, the terminal can obtain the target scaling function corresponding to the target scaling curve based on the target scaling curve. Then, by substituting the distance between the first virtual object and the target object into the target scaling function, an initial scaling ratio matching the distance can be output. For example, if the target scaling function is a function mapping relationship with distance as the independent variable and scaling ratio as the dependent variable, then after determining the distance between the first virtual object and the target object, substituting that distance into the independent variable of the target scaling function can calculate the output dependent variable, i.e., the scaling ratio, and then using the scaling ratio output by the target scaling function as the initial scaling ratio.

[0158] In scenario two above, which illustrates the case where the projectile hits the target object, how to determine the initial scaling ratio that matches the distance? In some embodiments, the server can also configure different target scaling curves for virtual objects of different materials and generate the association between the object material and the target scaling curve. In this way, the terminal can load and cache multiple target scaling curves and the above association from the server. Then, based on the material of the target object hit by the projectile, the target scaling curve associated with the material is determined according to the above cached association. Based on the determined target scaling curve, the initial scaling ratio that matches the distance between the first virtual object and the target object is further determined. The method of determining the target scaling curve and the initial scaling ratio is similar to steps A1 and A2 above, and will not be repeated here.

[0159] In Case 1 and Case 2 above, different possible implementations are provided for determining the initial scaling ratio based on the distance between the first virtual object and the target object when the target object hit by the projectile is a second virtual object and a target object, respectively.

[0160] In some embodiments, if the aiming mode is used, the following steps 303-304 need to be performed to further adjust the initial zoom ratio by taking into account the magnification of the scope, so as to avoid the prop effects from obscuring too much of the field of view after being magnified by the scope.

[0161] In other embodiments, if the hip-fire mode is adopted, that is, when shooting without opening the scope, the initial zoom ratio determined in step 302 is directly used as the special effect zoom ratio, and the process proceeds to step 305. This application embodiment does not specifically limit the shooting mode adopted.

[0162] Figure 8 This is a schematic diagram illustrating a prop effect in a virtual scene according to an embodiment of this application. Please refer to it. Figure 8 This demonstrates how, in hip-fire mode, prop effects are played at different scaling ratios in the virtual scene depending on the distance between the first virtual object and the target object. In hip-fire mode, since the scope is not open, there is no need to perform steps 303-304 below to consider the adjustment factor. Furthermore, since the target object is hit, not the second virtual object, there is no need to consider the different body parts involved in case one. Therefore… Figure 8The final effect scaling ratio can be determined by only considering the distance between the first virtual object and the target object. As shown in (a), in the case of close-range shooting, since the distance between the first virtual object and the target object (taking the wooden wall as an example) is relatively short, according to the principle of near-large and far-small field of view, the base scaling factor of the target object is larger, while the effect scaling ratio is positively correlated with the distance. Therefore, the determined effect scaling ratio is smaller, and the prop effect 801 played in the virtual scene occupies a small part of the upper half of the wooden wall. Correspondingly, as shown in (b), in the case of long-range shooting, since the distance between the first virtual object and the target object (taking the wooden wall as an example) is relatively far, according to the principle of near-large and far-small field of view, the base scaling factor of the target object is small. However, since the effect scaling ratio is positively correlated with the distance, the determined effect scaling ratio is large. Finally, the display size of the prop effect 802 played in the virtual scene is reduced by the base scaling factor, and then appropriately enlarged by the effect scaling ratio. Schematic, although the display size of prop effect 802 is smaller than that of prop effect 801 due to the influence of the base scaling factor, it is appropriately enlarged under the influence of the effect scaling ratio. It can be seen that prop effect 802 spans the upper and lower half of the wooden wall, and the area occupied by prop effect is increased compared to the wooden wall.

[0163] In some embodiments, when there are obstacles between the first virtual object and the target object (such as a second virtual object or a target object), the obstacles may obscure the prop effects. In this case, the terminal can further adjust the scaling ratio or display position of the prop effects to avoid the prop effects being obscured by obstacles, thus preventing the user from knowing that the launcher has hit the target object, thereby improving information acquisition efficiency. For example, the launch trajectory of the launcher is a parabola. When the launcher moves along the parabola to the end point, it hits the target object. However, since the line of sight presented by the first virtual object when observing the target object is a ray, if there are obstacles between the first virtual object and the target object, the prop effects displayed on the target object may be obscured by the obstacles, thus hindering information transmission.

[0164] Based on the above, the terminal can determine the expansion coefficient of the initial scaling ratio based on the volume of the obstacle. Then, based on the expansion coefficient and the distance, it determines the initial scaling ratio. Optionally, the server can predefine a function mapping formula for the obstacle volume and the expansion coefficient. After the terminal loads and caches the function mapping formula, when an obstacle is detected between the first virtual object and the target object, it determines the volume of the obstacle, inputs the obstacle volume into the function mapping formula, and outputs the expansion coefficient. The expansion coefficient is any value greater than or equal to 1. Then, based on the initial scaling ratio originally determined based on case one or case two, the original initial scaling ratio is multiplied by the expansion coefficient to obtain the adjusted initial scaling ratio.

[0165] Schematic illustration: Regarding the scenario described in Case 1 where a second virtual object is hit, after determining the original initial scaling ratio based on the hit body part and the distance between the first and second virtual objects, the original initial scaling ratio is multiplied by an expansion coefficient determined based on the obstacle's volume to obtain the adjusted initial scaling ratio. In other words, the adjusted initial scaling ratio is obtained based on the hit body part, the distance between the first and second virtual objects, and the expansion coefficient determined based on the obstacle's volume.

[0166] Schematic illustration: In the case of hitting the target object in scenario two above, after determining the original initial scaling ratio based on the distance between the first virtual object and the target object, the original initial scaling ratio is multiplied by the expansion coefficient determined based on the volume of the obstacle to obtain the adjusted initial scaling ratio. In other words, it is equivalent to obtaining the adjusted initial scaling ratio based on the distance between the first virtual object and the target object and the expansion coefficient determined based on the volume of the obstacle.

[0167] In the above process, by further amplifying the original initial scaling ratio through the expansion coefficient when there are obstacles between the first virtual object and the target object, it is possible to avoid the prop effects being blocked by obstacles, thus preventing the user from knowing that the projectile has hit the target object, thereby improving the efficiency of information acquisition.

[0168] In some embodiments, when there is an obstacle between the first virtual object and the target object, the terminal can also adjust the display position of the prop effect based on the position of the obstacle. For example, the terminal can translate the display position of the prop effect along a specified direction until the prop effect is no longer obscured by the obstacle. The specified direction can be vertically upward, vertically downward, horizontally to the left, horizontally to the right, or any angle. This application embodiment does not specifically limit this.

[0169] In the above process, by adjusting the display position of the prop effects until the prop effects are no longer obscured by obstacles, it is possible to avoid the prop effects being obscured by obstacles, ensuring that the prop effects played when the projectile hits the target can be seen by the user, and further improving the user's information acquisition efficiency.

[0170] 303. When the first virtual object opens the scope, the terminal determines an adjustment factor based on the field of view of the scope, and the adjustment factor is positively correlated with the field of view.

[0171] In some embodiments, since the scope is used to assist the first virtual object in aiming at the target, it typically has a certain magnification. This magnification affects the user's field of view. Therefore, the field of view (FoV) of the scope is determined based on its magnification. When switching from the first virtual object's field of view to the scope's field of view, the overall field of view shrinks because the object within the field of view is magnified by the scope; that is, the FoV decreases accordingly. In other words, the smaller the FoV, the smaller the field of view, the higher the magnification of the scope, and the better the magnification effect; conversely, the larger the FoV, the larger the field of view, the lower the magnification of the scope, and the worse the magnification effect.

[0172] The magnification of the scope is related to the scope type. For example, as shown in Table 1, the magnification of a 2x scope is 2, and the magnification of a 4x scope is 4, etc. This is only an exemplary description of the relationship between the magnification of the scope and the scope type. However, the relationship between the magnification of the scope and the scope type can be configured in other ways. This application does not impose any specific limitations on this.

[0173] When the scope is activated on the first virtual object, the initial scaling of the target object at a distance is already relatively large (because the initial scaling is positively correlated with distance). However, if the magnified item effect is to be magnified a second time through the scope, it may obscure the entire scope or a large area within the scope. This will have a negative impact on the judgment of the situation in the game. Therefore, when the scope is activated, it is necessary to determine an adjustment factor to reduce the initial scaling determined in step 302 above.

[0174] In some embodiments, a field-of-view scaling curve is predefined on the server side, and the terminal retrieves and caches the field-of-view scaling curve from the server. The field-of-view scaling curve represents the relationship between the scaling ratio of the special effects and the change in the field of view of the scope.

[0175] Figure 9This is a schematic diagram of a target scaling curve provided in an embodiment of this application. As shown in 900, a field of view scaling curve is shown. The horizontal axis of the field of view scaling curve represents the FoV (equivalent to the field of view range of the scope) of the first virtual object after the scope is opened. The vertical axis of the field of view scaling curve represents the adjustment factor of the scaling ratio of the prop effect under the corresponding FoV. It can be seen that the adjustment factor is still positively correlated with the FoV of the first virtual object after the scope is opened. For example, the coordinate point (11.333, 0.5) in the field of view scaling curve means that when the FoV of the first virtual object after the scope is opened is 11.333, the adjustment factor is 0.5, that is, the prop effect is reduced from the initial scaling ratio to half. Another example is the coordinate point (55, 1) in the field of view scaling curve, which means that when the FoV of the first virtual object after the scope is opened is 55, the adjustment factor is 1, that is, the prop effect remains unchanged at the initial scaling ratio.

[0176] In some embodiments, when a scope is detected to be activated, the terminal determines the magnification of the scope based on its type, then determines the field of view (FoV) based on the magnification, and finally determines an adjustment factor matching the FoV based on the FoV scaling curve. Optionally, the terminal can obtain the FoV scaling function corresponding to the FoV scaling curve, and then substitute the FoV of the first virtual object after the scope is activated into the FoV scaling function to output the adjustment factor matching the FoV. For example, if the FoV scaling function is a function mapping relationship with FoV as the independent variable and the adjustment factor as the dependent variable, then after determining the FoV of the first virtual object after the scope is activated, substituting the FoV into the independent variable of the FoV scaling function can calculate the output dependent variable, i.e., the adjustment factor.

[0177] 304. The terminal determines the special effects scaling ratio based on the initial scaling ratio and the adjustment factor.

[0178] In some embodiments, the terminal multiplies the initial scaling ratio and the adjustment factor to obtain the effect scaling ratio. Optionally, the server can also define a conversion formula between the initial scaling ratio, the adjustment factor, and the effect scaling ratio. By inputting the initial scaling ratio and the adjustment factor into the conversion formula, the final effect scaling ratio can be output. This application embodiment does not specifically limit the method of obtaining the effect scaling ratio.

[0179] In one example, taking the target object as a second virtual object as an illustration, assuming the standard size of the prop effect is equal to the palm size of the second virtual object, then during long-range shooting, due to the principle of near-large and far-small field of view, assuming the base scaling factor for the second virtual object and prop effect is 0.5, and the base scaling factor applies to both the second virtual object and the prop effect displayed based on the second virtual object, the size of both the second virtual object and the prop effect is reduced by 1 / 2. At this point, the prop effect should ideally be displayed at 0.5 times the size of the palm. However, in this embodiment, the distance scaling curve corresponding to the hit body part (such as the head) is first queried for the prop effect to obtain an initial scaling ratio positively correlated with distance. For example, the initial scaling ratio found in the distance scaling curve corresponding to the head is 1.5. Then, because the magnified prop effect through the scope in the aiming shooting mode may excessively obstruct the field of view, the scaling factor is determined to be... The current magnification of the scope corresponds to an adjustment factor of 0.8. Based on the initial scaling factor of 1.5 and the adjustment factor of 0.8, the effect scaling factor is determined to be 1.2. This means that the scaling factor for the item effect is the product of the effect scaling factor of 1.2 and the base scaling factor of 0.5, which is 0.6. Therefore, the final playback size of the item effect is 0.6 times the size of a palm. Compared to scaling the item effect display based solely on the base scaling factor, this method can appropriately enlarge the display size of the item effect when shooting at long distances (from 0.5x to 0.6x). This prevents the item effect from being ignored when shooting at long distances. Even when shooting at long distances, users can know whether the projectile hit the target by whether the item effect is played. This greatly improves the user's information acquisition efficiency and facilitates the user's decision on whether to fire a second projectile and subsequent combat strategies, thus greatly improving the efficiency of human-computer interaction.

[0180] In steps 302-304 above, a possible implementation is shown where, when the first virtual object has its scope open, the scaling ratio of the special effect is determined based on the field of view of the scope and the distance. Optionally, when the first virtual object does not have its scope open, the initial scaling ratio determined in step 302 above can be directly used as the final scaling ratio of the special effect, which can simplify the process of determining the scaling ratio of the special effect and save the processing resources of the terminal.

[0181] Figure 10 This is a schematic diagram illustrating a prop effect in a virtual scene according to an embodiment of this application. Please refer to it. Figure 10This paper demonstrates how, with the scope activated, prop effects are played at different scaling ratios in the virtual scene based on the FoV (FoV) of the first virtual object after the scope is activated. With the scope activated, it is assumed that the distance between the first virtual object and the target object is the same, and they hit the same target object (or the same body part if the target object is the second virtual object), and there are no obstacles between them. As shown in (a), when the high-magnification scope is activated, due to its high magnification and good magnification effect, the FoV of the first virtual object after the scope is activated is small (e.g., FoV = 11.333). Since the adjustment factor is positively correlated with FoV, its value is small, resulting in a smaller scaling ratio for the determined effect. Consequently, the display size of prop effect 1001 played in the virtual scene is also smaller. The size is relatively small; for example, prop effect 1001 only covers the upper half of the second virtual object. Correspondingly, as shown in (b), it is shown that when the low-magnification scope is opened, due to the low magnification and poor magnification effect of the low-magnification scope, the FoV of the first virtual object after opening the scope is relatively large (e.g., FoV = 55). At this time, since the adjustment factor is positively correlated with FoV, the adjustment factor value is relatively large, resulting in a larger effect scaling ratio. The display size of prop effect 1002 played in the virtual scene is also relatively large. For example, prop effect 1002 not only covers the upper half of the second virtual object, but also covers part of the lower half, and also extends into the space around the second virtual object.

[0182] In the above process, by adjusting the factor to reduce the magnified prop effects through the scope by a certain proportion, it is possible to avoid the prop effects being magnified by both long-range shooting and the scope. This also prevents the scope's field of view from being largely obscured by the prop effects when the scope is open, thereby optimizing the playback effect of the prop effects and improving the feel of using virtual props when shooting at long range with the scope open.

[0183] 305. The terminal determines the prop effects associated with the object type based on the object type of the target object.

[0184] In some embodiments, the terminal configures different prop effects for different virtual props. Furthermore, for each virtual prop, multiple different prop effects are configured according to the different object types of the target objects hit by the virtual props, so that users can determine which virtual prop has hit which type of target object based on the prop effects played. For example, the prop effect of hitting sheet metal is significantly different from the prop effect of hitting wood, or the prop effect of hitting an object is significantly different from the prop effect of hitting other virtual objects, so as to facilitate quick differentiation of different types of target objects.

[0185] In some embodiments, the server side pre-configures the association between object types and item effects. For example, the association refers to the mapping relationship between the type identifier of the object type and the effect identifier of the item effect. After the terminal loads and caches the mapping relationship from the server, after determining the object type of the target object hit this time, the type identifier of the object type can be mapped to the corresponding effect identifier of the item effect based on the mapping relationship. Then, using the mapped effect identifier as an index, the item effect indicated by the effect identifier can be retrieved from the cached item effects bound to the virtual item used this time.

[0186] Figure 11 This is a schematic diagram illustrating a prop effect in a virtual scene according to an embodiment of this application. Please refer to it. Figure 11 The diagram illustrates how different prop effects are played in a virtual scene when different types of target objects are hit. As shown in (a), prop effect 1101 is played in the virtual scene when the projectile hits sheet metal; correspondingly, as shown in (b), prop effect 1102 is played in the virtual scene when the projectile hits wood. It can be seen that prop effect 1101 played when hitting sheet metal is obviously different from prop effect 1102 played when hitting wood, which makes it easy for users to distinguish the type of target object hit at a glance, and can further improve the efficiency of information acquisition and human-computer interaction.

[0187] 306. The terminal plays the prop effect based on the target object and at the effect scaling ratio.

[0188] In some embodiments, due to the principle of near-large and far-small vision, when observing a target object within the field of view of the first virtual object, a basic scaling factor for the target object is determined based on the distance between the first virtual object and the target object. This basic scaling factor is negatively correlated with the distance; that is, the basic scaling factor decreases as the distance increases and increases as the distance decreases. This ensures that when observing a target object within the field of view of the first virtual object, the principle of near-large and far-small vision applies.

[0189] In some embodiments, the terminal determines the prop effect associated with the virtual prop and the standard size of the prop effect. Then, based on the basic scaling factor of the target object and the scaling ratio of the effect determined in step 202, the standard size of the prop effect is adjusted to obtain the current display size. Then, the prop effect is played at the display size.

[0190] Optionally, since the virtual prop hits the target object, the prop effect is played based on the target object at the display size. The prop effect will automatically disappear from the virtual scene after it finishes playing. For example, the prop effect can be played on the target object. When playing the prop effect, the prop effect can be played in an overlay and the overlay can be displayed on top of the target object.

[0191] In steps 305-306 above, a possible implementation method for playing the prop effect of the virtual prop based on the effect scaling ratio is provided. That is, the prop effect associated with the object type is selected for playback based on the different object types of the hit target object. In other embodiments, the prop effect played may also be only related to the virtual prop and not to the object type of the hit target object. That is, if the virtual prop remains unchanged, the same prop effect is played regardless of the type of target object hit. This eliminates the need to execute step 305, simplifies the prop effect playback process, and saves terminal processing resources.

[0192] In the above process, when shooting at long distances, the final display size of the prop effects played by the terminal is appropriately enlarged after the effect is reduced based on the principle of near-large and far-small vision using a base scaling factor, and then controlled by the effect scaling ratio. In other words, the base scaling factor acts on both the target object and the prop effects displayed based on the target object, while the effect scaling ratio only acts on the prop effects displayed based on the target object. This makes the scaling effect of the prop effects and the target object inconsistent. Originally, both the prop effects and the target object were affected by the base scaling factor and scaled according to the same ratio. However, in this embodiment, the target object is still scaled by the base scaling factor, but the prop effects are affected by both the base scaling factor and the effect scaling ratio. After being reduced by the base scaling factor, they are appropriately enlarged by adjusting the effect scaling ratio.

[0193] Compared to methods that scale prop effects based solely on a base scaling factor, the method provided in this application can appropriately enlarge the display size of prop effects displayed during long-range shooting. This prevents prop effects from being ignored during long-range shooting, allowing users to determine whether a projectile has hit its target by observing whether prop effects are displayed. This significantly improves the efficiency of information acquisition for users and facilitates their decision-making regarding whether to launch a second projectile and subsequent combat strategies, thereby greatly enhancing human-computer interaction efficiency.

[0194] Figure 12 This is a schematic diagram illustrating a prop effect in a virtual scene according to an embodiment of this application. Please refer to it. Figure 12Taking the target object hit by the projectile as the second virtual object as an example, as shown in (a), the prop effect 1201 played when shooting at long distances in hip-fire mode is shown. When the scope is not opened, since the distance between the first and second virtual objects is relatively far, the size of the prop effect 1201 is appropriately enlarged based on the principle of near objects appearing larger and distant objects appearing smaller, so that the prop effect 1201 can still be seen clearly in hip-fire mode and will not be ignored because the size is too small due to the distance. As shown in (b), the prop effect 1202 played when shooting at long distances in scope-in ​​mode is shown. Compared with (a), the distance between the first and second virtual objects has not changed. It can be seen that in (a), the size of the prop effect 1202 was enlarged to avoid the effect being too far away to see clearly. However, after the scope is opened, the already enlarged prop effect 1202 will be enlarged again by the scope, which will lead to the scope's field of view being reduced. The prop effect 1202 severely obstructs the field of view; as shown in (c), another prop effect 1203 is shown when shooting at long distances in the scope shooting mode. Compared with (b), both prop effects are displayed in the scope shooting mode, and the distance between the first virtual object and the second virtual object has not changed. Therefore, the size of the second virtual object remains unchanged in (b) and (c). However, through the above steps 303-304, an adjustment factor is obtained based on the FoV after scope shooting. The prop effect after scope shooting is reduced based on this adjustment factor to avoid the prop effect from obstructing the field of view too much after being magnified twice. It can be seen that after the adjustment factor is determined based on the FoV after scope shooting and the initial scaling ratio is determined based on the distance between the first virtual object and the second virtual object, the prop effect 1203 displayed in the field of view of the scope will be adjusted back to a more suitable display size, which will not obstruct the field of view too much, nor will it be easily ignored due to being reduced in size.

[0195] In the above process, by appropriately reducing the magnified prop effects in the original hip-fire mode after opening the scope, the adjustment factor determined based on the FoV after opening the scope can be used to avoid the prop effects from obscuring the field of view too much due to the double magnification of distance and scope. This optimizes the prop effect display logic and display effect in the scope-fire mode when displaying prop effects based on the method provided in the embodiments of this application.

[0196] In some embodiments, prop effects may include not only visual effects but also hit sound effects. Therefore, when the prop effect includes hit sound effects, the terminal may also determine a volume adjustment coefficient based on the distance between the first virtual object and the target object; and adjust the playback volume of the hit sound effect based on the volume adjustment coefficient.

[0197] In some embodiments, the server side may be pre-configured with a volume control curve, which represents the relationship between the volume adjustment coefficient and the distance between the first virtual object and the target object. After the terminal retrieves and caches the volume control curve, it can determine the volume adjustment coefficient that matches the distance based on the volume control curve, and then adjust the playback volume of the hit sound effect based on the determined volume adjustment coefficient. This can simulate the listening experience of low volume at a distance and high volume at a close distance, thereby providing an immersive atmosphere, improving the realism of shooting games, and optimizing the user's gaming experience.

[0198] In some embodiments, when the target object is a second virtual object, the volume adjustment coefficient can be determined based on the body part of the second virtual object and the distance between the first virtual object and the second virtual object. For example, when the distance between the first virtual object and the second virtual object is the same, the volume adjustment coefficient when the hit body part is the head is set to be greater than the volume adjustment coefficient when the hit body part is other non-head body parts. Since accurately controlling the projectile to hit the head usually requires more advanced design skills, by configuring a larger volume adjustment coefficient, the auditory sensation when the projectile hits the head can be enhanced, thereby optimizing the user's gaming experience.

[0199] All of the above-mentioned optional technical solutions can be combined in any way to form optional embodiments of this disclosure, and will not be described in detail here.

[0200] The method provided in this application, when a virtual prop's projectile hits a target object, determines a scaling ratio for special effects that is positively correlated with the distance between the first virtual object and the hit target object. The prop effects are then played according to this determined scaling ratio. This means that even in long-range shooting situations, the scaling ratio is increased to magnify prop effects that would otherwise be reduced due to the principle of perspective, making the prop effects more prominent in the virtual scene. This increases the amount of information carried in the virtual scene, improves information acquisition efficiency, and addresses the issue of prop effects being easily overlooked in long-range shooting situations. It also optimizes the user experience of virtual props, thereby improving human-computer interaction efficiency.

[0201] In the previous embodiment, the processing flow of the prop effect display method was described in detail for various different situations. In this embodiment, the display flow of prop effects is described in detail using a long-range shooting scene as an example. The following is an explanation.

[0202] Figure 13 This is a schematic flowchart illustrating the principle of a method for displaying prop effects provided in an embodiment of this application, such as... Figure 13As shown, in shooting games with large scenes or open worlds, the display process of item effects is as follows:

[0203] In step 1301, the user controls the first virtual object to launch the projectile of the virtual prop from a distance using the virtual prop, and the projectile hits the target object.

[0204] In step 1302, the terminal determines whether the target object hit this time is a second virtual object controlled by other users. If yes, proceed to steps 1303-1304; otherwise, proceed to step 1305.

[0205] In step 1303, the second virtual object was hit, and the terminal determined which body part was hit.

[0206] In step 1304, the terminal calculates the initial scaling ratio when hitting the corresponding body part of the second virtual object based on the distance between the first virtual object and the second virtual object.

[0207] In step 1305, the target object was hit, and the terminal calculates the initial scaling ratio when the target object was hit based on the distance between the first virtual object and the target object.

[0208] In step 1306, the terminal determines whether to use the scope. Using the scope means turning on the aiming scope. If yes, proceed to step 1307; otherwise, proceed to step 1308.

[0209] In step 1307, the terminal calculates the adjustment factor for the initial zoom level based on the FoV after the scope is opened.

[0210] In step 1308, the terminal does not need to calculate the FoV after the scope is opened, nor does it need to calculate the adjustment factor for the initial zoom ratio.

[0211] In step 1309, the terminal adjusts the original initial scaling ratio according to the calculated adjustment factor to obtain the final special effects scaling ratio. If no adjustment factor is calculated, the initial scaling ratio is directly used as the final special effects scaling ratio.

[0212] It should be noted that the order of the steps for calculating the initial scaling ratio and the steps for calculating the adjustment factor can be interchanged. This application embodiment does not specifically limit the execution order of the steps.

[0213] In this embodiment of the application, the issue of poor handling of virtual props during long-range shooting in shooting games with large scenes or open worlds is addressed. By detecting the distance between the first virtual object and the target object, and following a certain curve pattern, the prop effects played when hitting the target object are amplified. Furthermore, different prop effects can be played according to the different object types of the detected target objects. This can improve the user's information acquisition efficiency and optimize the handling of virtual props during long-range shooting in shooting games with large scenes or open worlds.

[0214] Furthermore, in some game modes or types with higher operational difficulty, the crosshair and hit text prompts commonly seen in traditional shooting games may be removed. Therefore, the prop effects display method provided in this application embodiment can provide sufficient prompts when the user controls the first virtual object to shoot at long distances. These prompts can indicate the fact that a target has been hit, the part of the target hit, and the type of target hit, helping the user quickly determine the hit status of the projectile. It can also help determine whether the intended target has been hit (for example, if the playing effect is not the one corresponding to the aimed target, it can quickly identify if another target has been hit). Furthermore, it can quickly confirm the trajectory distribution of the projectile at long distances. In addition, if a hit sound effect is played, it can also help the user confirm whether the target has been hit. This greatly optimizes the feel of using virtual props when shooting at long distances in large-scale or open-world shooting games, improving human-computer interaction efficiency.

[0215] Figure 14 This is a schematic diagram of the structure of a prop special effects display device provided in an embodiment of this application, such as... Figure 14 As shown, the device includes:

[0216] The control module 1401 is used to control a first virtual object in the virtual scene to launch the launcher associated with the virtual prop in response to the launch operation of the virtual prop;

[0217] The determination module 1402 is used to determine the effect scaling ratio based on the distance between the first virtual object and the target object when the launcher hits the target object. The effect scaling ratio is positively correlated with the distance.

[0218] The playback module 1403 is used to play the prop effects of the virtual prop based on the scaling ratio of the effect.

[0219] The device provided in this application, when a virtual prop's projectile hits a target object, determines a scaling ratio for the special effects based on the distance between the first virtual object and the hit target object. The device then plays the prop effects according to this scaling ratio. Even in long-range shooting situations, the scaling ratio is increased to magnify the prop effects, which would otherwise be reduced due to the principle of perspective. This makes the prop effects more prominent in the virtual scene, increasing the amount of information carried in the virtual scene and improving information acquisition efficiency. It also improves the user experience of virtual props by addressing the issue of prop effects being easily overlooked in long-range shooting situations and optimizing the feel of the virtual props, thereby enhancing human-computer interaction efficiency.

[0220] In one possible implementation, the target object is a second virtual object, based on Figure 14 The device comprises, wherein the determining module 1402 includes:

[0221] The first determining unit is used to determine the scaling ratio of the special effect based on the distance at which the projectile hits the body part of the second virtual object.

[0222] In one possible implementation, the first determining unit is used to:

[0223] Determine the distance scaling curve associated with the body part, which represents the relationship between the scaling ratio of the effect and the distance between the first virtual object and the second virtual object when the body part is hit;

[0224] Based on the distance scaling curve, determine the scaling ratio of the effect that matches the distance.

[0225] In one possible implementation, the first determining unit is further configured to:

[0226] In the case where there is an obstacle between the first virtual object and the second virtual object, the inflation factor of the scaling factor of the effect is determined based on the volume of the obstacle;

[0227] The scaling factor of the special effect is determined based on the expansion coefficient, the body part, and the distance.

[0228] In one possible implementation, based on Figure 14 The device comprises:

[0229] The adjustment module is used to adjust the display position of the prop effect based on the position of the obstacle when there is an obstacle between the first virtual object and the second virtual object.

[0230] In one possible implementation, the target object is a target object, and the determining module 1402 is used to:

[0231] Based on the target scaling curve, the scaling ratio of the special effect that matches the distance is determined. The target scaling curve represents the relationship between the scaling ratio of the special effect and the distance between the first virtual object and the virtual object.

[0232] In one possible implementation, based on Figure 14 The device comprises, wherein the determining module 1402 includes:

[0233] The second determining unit is used to determine the scaling ratio of the special effect based on the field of view of the scope and the distance when the first virtual object opens the scope.

[0234] In one possible implementation, based on Figure 14 The device comprises, wherein the second determining unit includes:

[0235] The first determining subunit is used to determine an initial scaling ratio based on the distance, the initial scaling ratio being positively correlated with the distance;

[0236] The second determining subunit is used to determine an adjustment factor based on the field of view, and the adjustment factor is positively correlated with the field of view.

[0237] The third determining subunit is used to determine the scaling ratio of the special effect based on the initial scaling ratio and the adjustment factor.

[0238] In one possible implementation, the second determining subunit is used for:

[0239] Based on the field of view scaling curve, an adjustment factor matching the field of view range is determined. This field of view scaling curve represents the relationship between the scaling ratio of the special effects and the field of view range of the scope.

[0240] In one possible implementation, the field of view of the sight is determined based on the magnification of the sight.

[0241] In one possible implementation, the playback module 1403 is used for:

[0242] Based on the object type of the target object, determine the prop effects associated with that object type;

[0243] Based on the target object, play the prop effect at the specified scaling ratio.

[0244] In one possible implementation, the determining module 1402 is further configured to: determine a volume adjustment coefficient based on the distance between the first virtual object and the target object when the prop effect includes a hit sound effect;

[0245] The playback module 1403 is also used to: adjust the playback volume of the hit sound effect based on the volume adjustment coefficient.

[0246] All of the above-mentioned optional technical solutions can be combined in any way to form optional embodiments of this disclosure, and will not be described in detail here.

[0247] It should be noted that the prop effect display device provided in the above embodiments is only illustrated by the division of the above functional modules when displaying prop effects. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the electronic device can be divided into different functional modules to complete all or part of the functions described above. In addition, the prop effect display device and the prop effect display method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process can be found in the prop effect display method embodiments, which will not be repeated here.

[0248] Figure 15 This is a schematic diagram of the structure of a terminal provided in an embodiment of this application, such as... Figure 15 As shown, terminal 1500 is an exemplary illustration of an electronic device. Optionally, the device type of terminal 1500 includes: 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. Terminal 1500 may also be referred to as user equipment, portable terminal, laptop terminal, desktop terminal, or other names.

[0249] Typically, terminal 1500 includes a processor 1501 and a memory 1502.

[0250] Optionally, the processor 1501 includes one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Optionally, the processor 1501 is implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). In some embodiments, the processor 1501 includes 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, the processor 1501 integrates a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content required to be displayed on the screen. In some embodiments, the processor 1501 also includes an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.

[0251] In some embodiments, memory 1502 includes one or more computer-readable storage media, optionally non-transitory. Optionally, memory 1502 also includes 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 memory 1502 is used to store at least one program code, which is executed by processor 1501 to implement the prop effects display methods provided in the various embodiments of this application.

[0252] In some embodiments, the terminal 1500 may also optionally include: a peripheral device interface 1503 and at least one peripheral device. The processor 1501, memory 1502, and peripheral device interface 1503 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 1503 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of: a radio frequency circuit 1504, a display screen 1505, a camera assembly 1506, an audio circuit 1507, and a power supply 1508.

[0253] Peripheral interface 1503 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 1501 and memory 1502. In some embodiments, processor 1501, memory 1502 and peripheral interface 1503 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 1501, memory 1502 and peripheral interface 1503 are implemented on separate chips or circuit boards, which is not limited in this embodiment.

[0254] The radio frequency (RF) circuit 1504 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1504 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 1504 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals back into electrical signals. Optionally, the RF circuit 1504 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. Optionally, the RF circuit 1504 communicates with other terminals via at least one wireless communication protocol. This wireless communication protocol includes, but is not limited to: metropolitan area networks (MANs), various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks (WLANs), and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 1504 also includes circuitry related to NFC (Near Field Communication), which is not limited in this application.

[0255] Display screen 1505 is used to display a UI (User Interface). Optionally, the UI includes graphics, text, icons, videos, and any combination thereof. When display screen 1505 is a touch display screen, display screen 1505 also has the ability to collect touch signals on or above the surface of display screen 1505. The touch signals can be input to processor 1501 for processing as control signals. Optionally, display screen 1505 is also used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, there is one display screen 1505, which is set on the front panel of terminal 1500; in other embodiments, there are at least two display screens 1505, which are respectively set on different surfaces of terminal 1500 or are folded; in still other embodiments, display screen 1505 is a flexible display screen, which is set on the curved surface or folded surface of terminal 1500. Furthermore, optionally, display screen 1505 is set as a non-rectangular irregular shape, that is, an irregularly shaped screen. Optionally, the display screen 1505 is made of materials such as LCD (Liquid Crystal Display) or OLED (Organic Light-Emitting Diode).

[0256] The camera assembly 1506 is used to acquire images or videos. Optionally, the camera assembly 1506 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is located on the front panel of the terminal, and the rear-facing camera is located on the back of the terminal. In some embodiments, there are at least two rear-facing cameras, which are any one of a main camera, a depth-sensing camera, a wide-angle camera, and a telephoto camera, to achieve background blurring by fusion of the main camera and the depth-sensing camera, panoramic shooting by fusion of the main camera and the wide-angle camera, VR (Virtual Reality) shooting, or other fusion shooting functions. In some embodiments, the camera assembly 1506 also includes a flash. Optionally, the flash is a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm-light flash and a cool-light flash, used for light compensation at different color temperatures.

[0257] In some embodiments, the audio circuit 1507 includes a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals that are input to the processor 1501 for processing, or input to the radio frequency circuit 1504 to realize voice communication. For stereo acquisition or noise reduction purposes, multiple microphones are used, each located at a different part of the terminal 1500. Optionally, the microphone is an array microphone or an omnidirectional acquisition microphone. The speaker is used to convert electrical signals from the processor 1501 or the radio frequency circuit 1504 into sound waves. Optionally, the speaker is a conventional film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can convert electrical signals not only into sound waves that humans can hear, but also into sound waves that humans cannot hear for purposes such as distance measurement. In some embodiments, the audio circuit 1507 also includes a headphone jack.

[0258] Power supply 1508 is used to power the various components in terminal 1500. Optionally, power supply 1508 is AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 1508 includes a rechargeable battery, the rechargeable battery supports wired or wireless charging. The rechargeable battery also supports fast charging technology.

[0259] In some embodiments, the terminal 1500 further includes one or more sensors 1510. The one or more sensors 1510 include, but are not limited to: an acceleration sensor 1511, a gyroscope sensor 1512, a pressure sensor 1513, an optical sensor 1514, and a proximity sensor 1515.

[0260] In some embodiments, the accelerometer 1511 detects the magnitude of acceleration along the three coordinate axes of a coordinate system established with the terminal 1500. For example, the accelerometer 1511 is used to detect the components of gravitational acceleration along the three coordinate axes. Optionally, the processor 1501 controls the display screen 1505 to display the user interface in either a landscape or portrait view based on the gravitational acceleration signal acquired by the accelerometer 1511. The accelerometer 1511 is also used for acquiring motion data from games or users.

[0261] In some embodiments, the gyroscope sensor 1512 detects the orientation and rotation angle of the terminal 1500. The gyroscope sensor 1512 and the accelerometer sensor 1511 work together to acquire the user's 3D movements on the terminal 1500. Based on the data acquired by the gyroscope sensor 1512, the processor 1501 implements the following functions: motion sensing (e.g., changing the UI based on the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.

[0262] Optionally, the pressure sensor 1513 is disposed on the side bezel of the terminal 1500 and / or on the lower layer of the display screen 1505. When the pressure sensor 1513 is disposed on the side bezel of the terminal 1500, it can detect the user's grip signal on the terminal 1500, and the processor 1501 performs left / right hand recognition or quick operation based on the grip signal collected by the pressure sensor 1513. When the pressure sensor 1513 is disposed on the lower layer of the display screen 1505, the processor 1501 controls the operable controls on the UI interface based on the user's pressure operation on the display screen 1505. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.

[0263] Optical sensor 1514 is used to collect ambient light intensity. In one embodiment, processor 1501 controls the display brightness of display screen 1505 based on the ambient light intensity collected by optical sensor 1514. Specifically, when the ambient light intensity is high, the display brightness of display screen 1505 is increased; when the ambient light intensity is low, the display brightness of display screen 1505 is decreased. In another embodiment, processor 1501 also dynamically adjusts the shooting parameters of camera assembly 1506 based on the ambient light intensity collected by optical sensor 1514.

[0264] The proximity sensor 1515, also known as a distance sensor, is typically located on the front panel of the terminal 1500. The proximity sensor 1515 is used to detect the distance between the user and the front of the terminal 1500. In one embodiment, when the proximity sensor 1515 detects that the distance between the user and the front of the terminal 1500 is gradually decreasing, the processor 1501 controls the display screen 1505 to switch from a screen-on state to a screen-off state; when the proximity sensor 1515 detects that the distance between the user and the front of the terminal 1500 is gradually increasing, the processor 1501 controls the display screen 1505 to switch from a screen-off state to a screen-on state.

[0265] Those skilled in the art will understand that Figure 15 The structure shown does not constitute a limitation on terminal 1500, which may include more or fewer components than shown, or combine certain components, or use different component arrangements.

[0266] Figure 16This is a schematic diagram of the structure of an electronic device 1600 provided in an embodiment of this application. The electronic device 1600 can vary significantly due to differences in configuration or performance. The electronic device 1600 includes one or more Central Processing Units (CPUs) 1601 and one or more memories 1602. The memories 1602 store at least one computer program, which is loaded and executed by the one or more processors 1601 to implement the display methods for prop effects provided in the various embodiments described above. Optionally, the electronic device 1600 also includes wired or wireless network interfaces, a keyboard, and input / output interfaces for input and output. The electronic device 1600 also includes other components for implementing device functions, which will not be elaborated here.

[0267] In an exemplary embodiment, a computer-readable storage medium is also provided, such as a memory including at least one computer program, which can be executed by a processor in a terminal to perform the prop effects display method in the various embodiments described above. For example, the computer-readable storage medium includes ROM (Read-Only Memory), RAM (Random-Access Memory), CD-ROM (Compact Disc Read-Only Memory), magnetic tape, floppy disk, and optical data storage devices, etc.

[0268] In an exemplary embodiment, a computer program product or computer program is also provided, including one or more lines of program code stored in a computer-readable storage medium. One or more processors of an electronic device are capable of reading the one or more lines of program code from the computer-readable storage medium, and the one or more processors execute the one or more lines of program code, enabling the electronic device to perform the method for displaying prop effects in the above embodiments.

[0269] 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. Optionally, the program is stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.

[0270] 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 of displaying a prop effect, characterized by, The method includes: In response to a launch operation of a virtual prop, control a first virtual object in the virtual scene to launch a projectile associated with the virtual prop; When the projectile hits the target object and the target object is a second virtual object, the special effect scaling ratio is determined based on the body part of the second virtual object hit by the projectile and the distance between the first virtual object and the target object. The special effect scaling ratio is positively correlated with the distance. If the projectile hits the target object, the scaling ratio of the special effect is determined based on the distance between the first virtual object and the target object; Based on the distance between the first virtual object and the target object, a base scaling factor for the target object is determined, wherein the base scaling factor is negatively correlated with the distance; Determine the item effects associated with the virtual item and the standard size of the item effects; Based on the base scaling factor and the effect scaling ratio, the standard size is adjusted to obtain the display size; the prop effects of the virtual prop are played at the display size.

2. The method of claim 1, wherein, Determining the special effects scaling ratio based on the distance between the first virtual object and the target object, and the impact of the projectile on the body part of the second virtual object, includes: Determine a distance scaling curve associated with the body part, the distance scaling curve representing the relationship between the scaling ratio of the effect and the distance between the first virtual object and the second virtual object when the body part is hit; Based on the distance scaling curve, determine the scaling ratio of the special effect that matches the distance.

3. The method of claim 1, wherein, Determining the special effects scaling ratio based on the distance between the first virtual object and the target object, and the impact of the projectile on the body part of the second virtual object, includes: When there is an obstacle between the first virtual object and the second virtual object, the expansion coefficient for scaling the special effect is determined based on the volume of the obstacle; The scaling ratio of the special effects is determined based on the expansion coefficient, the body part, and the distance.

4. The method according to claim 1, characterized in that, The method further includes: When there is an obstacle between the first virtual object and the second virtual object, the display position of the prop effect is adjusted based on the position of the obstacle.

5. The method according to claim 1, characterized in that, The target object is a virtual object, and determining the effect scaling ratio based on the distance between the first virtual object and the target object includes: Based on the target scaling curve, the scaling ratio of the special effect that matches the distance is determined, and the target scaling curve represents the relationship between the scaling ratio of the special effect and the distance between the first virtual object and the virtual object.

6. The method according to claim 1, characterized in that, The steps for determining the scaling ratio of the special effect based on the distance between the first virtual object and the target object include: When the first virtual object activates the scope, the scaling ratio of the special effect is determined based on the scope's field of view and the distance.

7. The method according to claim 6, characterized in that, Determining the special effects scaling ratio based on the field of view of the scope and the distance includes: Based on the distance, an initial scaling ratio is determined, wherein the initial scaling ratio is positively correlated with the distance; Based on the field of view, an adjustment factor is determined, and the adjustment factor is positively correlated with the field of view. The scaling factor for the special effects is determined based on the initial scaling factor and the adjustment factor.

8. The method according to claim 7, characterized in that, The determination of the adjustment factor based on the field of view includes: Based on the field of view scaling curve, an adjustment factor matching the field of view range is determined, wherein the field of view scaling curve characterizes the relationship between the special effects scaling ratio and the field of view range of the scope.

9. The method according to any one of claims 6 to 8, characterized in that, The field of view of the sight is determined based on the magnification of the sight.

10. The method according to claim 1, characterized in that, The steps for playing the prop effects of the virtual props include: Based on the object type of the target object, determine the prop effects associated with the object type; Based on the target object, the prop effects are played at the specified scaling ratio.

11. The method according to claim 1, characterized in that, The method further includes: When the prop effect includes a hit sound effect, the volume adjustment coefficient is determined based on the distance between the first virtual object and the target object; Adjust the playback volume of the hit sound effect based on the volume adjustment coefficient.

12. A display device for prop special effects, characterized in that, The device includes: The control module is used to control a first virtual object in the virtual scene to launch the launcher associated with the virtual prop in response to the launch operation of the virtual prop; A determining module is configured to: when the projectile hits a target object and the target object is a second virtual object, determine an effect scaling ratio based on the distance between the first virtual object and the target object, where the effect scaling ratio is positively correlated with the distance; determine the effect scaling ratio based on the distance between the first virtual object and the target object, where the projectile hits a target object; determine a base scaling factor for the target object based on the distance between the first virtual object and the target object, where the base scaling factor is negatively correlated with the distance; and determine the prop effect associated with the virtual prop and the standard size of the prop effect. The playback module is used to adjust the standard size based on the base scaling factor and the effect scaling ratio to obtain the display size; and to play the prop effects of the virtual prop at the display size.

13. An electronic device, characterized in that, The electronic device includes one or more processors and one or more memories, wherein at least one computer program is stored in the one or more memories, and the at least one computer program is loaded and executed by the one or more processors to implement the method for displaying prop effects as described in any one of claims 1 to 11.

14. A storage medium, characterized in that, The storage medium stores at least one computer program, which is loaded and executed by a processor to implement the method for displaying prop effects as described in any one of claims 1 to 11.

15. A computer program product, characterized in that, The computer program product includes at least one computer program, which is loaded and executed by a processor to implement the method for displaying prop effects as described in any one of claims 1 to 11.