Attack effect display method and device and electronic equipment

By rendering the attacked and destructive effects of virtual objects based on attack media and object properties in the game, the problem of unreality in the game is solved, and the realism and immersion of the game experience are improved.

CN119097909APending Publication Date: 2024-12-10NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202310685979.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-06-09
Publication Date
2024-12-10

AI Technical Summary

Technical Problem

In the game, players cannot feel the real destructive effect when destroying the object of the virtual scene, resulting in poor game experience.

Method used

The terminal device provides a graphical user interface to respond to the player's attack on virtual objects, determine damage based on the attack medium and object attributes, and render the attacked effects and damage effects during the attack process, and use preset resources and physical characteristics engines to simulate the damage process.

Benefits of technology

Improves the player's gaming experience and makes the game scene more realistic and immersive through real destructive effects.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides an attack effect display method and device and electronic equipment, and the method comprises the steps: responding to a first virtual object, carrying out the attack of a second virtual object through a specified attack medium, and determining whether the specified attack medium causes damage to the second virtual object or not based on the attribute parameter of the specified attack medium and the attribute parameter of the second virtual object; in response to the situation that the second virtual object is damaged by the specified attack medium and the second virtual object does not reach the damaged state, rendering and displaying an attacked effect corresponding to the second virtual object based on the attack effect resource; and in response to the fact that the second virtual object reaches the damaged state, rendering and displaying a damaged effect corresponding to the second virtual object based on the display resource and the damaged state resource corresponding to the second virtual object. In the mode, the attacked effect of the virtual object is displayed in the process that the player attacks the virtual object, and the destroyed effect of the virtual object is displayed when the virtual object is in the destroyed state, so that the game experience of the player is improved.
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Description

Technical Field

[0001] The present disclosure relates to the field of game technology, and in particular to a method, device and electronic device for displaying attack effects. Background Art

[0002] In the game, the virtual characters controlled by the player or the virtual characters controlled by the system usually need to use props or skills to destroy some scene objects in the game scene, such as chopping down trees with an axe prop, attacking buildings with an explosion skill, etc. Usually, the scene objects are controlled to disappear or the final destruction effect is displayed only when the destruction is completed. During the process of destroying the scene objects, the player cannot feel the more realistic destruction effect, and the game experience is poor. Summary of the invention

[0003] In view of this, the present disclosure provides a method, device and electronic device for displaying attack effects, so as to display the attacked effects and destroyed effects of a virtual object when a player attacks the virtual object, thereby improving the player's gaming experience.

[0004] In a first aspect, an embodiment of the present disclosure provides a method for displaying an attack effect, providing a graphical user interface through a terminal device; the graphical user interface displays a first game scene; the first game scene includes multiple virtual objects; the method also includes: in response to the first virtual object attacking the second virtual object through a specified attack medium, determining whether the specified attack medium causes damage to the second virtual object based on the attribute parameters of the specified attack medium and the attribute parameters of the second virtual object; the specified attack medium includes attack skills and / or attack props; in response to the specified attack medium causing damage to the second virtual object, and the second virtual object has not reached a preset destroyed state, in the process of the first virtual object attacking the second virtual object through the specified attack medium, based on the preset attack effect resources, rendering and displaying the attacked effect corresponding to the second virtual object; in response to the second virtual object reaching a destroyed state, rendering and displaying the destroyed effect corresponding to the second virtual object based on the display resources and destruction state resources corresponding to the second virtual object.

[0005] In a second aspect, an embodiment of the present disclosure provides a display device for attack effects, which provides a graphical user interface through a terminal device; the graphical user interface displays a first game scene; the first game scene includes multiple virtual objects; the device also includes: a damage determination module, which is used to determine whether the specified attack medium causes damage to the second virtual object based on the attribute parameters of the specified attack medium and the attribute parameters of the second virtual object in response to the first virtual object attacking the second virtual object through a specified attack medium; the specified attack medium includes attack skills and / or attack props; an attack effect display module, which is used to render and display the attacked effect corresponding to the second virtual object based on the preset attack effect resources in response to the specified attack medium causing damage to the second virtual object, and the second virtual object has not reached a preset destroyed state, during the process of the first virtual object attacking the second virtual object through the specified attack medium; a destroyed effect display module, which is used to render and display the destroyed effect corresponding to the second virtual object based on the display resources and destruction state resources corresponding to the second virtual object in response to the second virtual object reaching a destroyed state.

[0006] In a third aspect, an embodiment of the present disclosure provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned method for displaying attack effects.

[0007] In a fourth aspect, an embodiment of the present disclosure provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the above-mentioned method for displaying the attack effect.

[0008] The embodiments of the present disclosure bring the following beneficial effects:

[0009] The above-mentioned method, device and electronic device for displaying attack effects, in response to a first virtual object attacking a second virtual object through a designated attack medium, determine whether the designated attack medium causes damage to the second virtual object based on the attribute parameters of the designated attack medium and the attribute parameters of the second virtual object; in response to the designated attack medium causing damage to the second virtual object and the second virtual object not reaching a destroyed state, render and display the attacked effect corresponding to the second virtual object based on the attack effect resources; in response to the second virtual object reaching a destroyed state, render and display the destroyed effect corresponding to the second virtual object based on the display resources and destroyed state resources corresponding to the second virtual object. In this method, the attacked effect of the virtual object is displayed during the process of the player attacking the virtual object, and the destroyed effect of the virtual object is displayed when the virtual object is in a destroyed state, thereby improving the player's gaming experience.

[0010] Other features and advantages of the present disclosure will be described in the following description, and partly become apparent from the description, or understood by practicing the present disclosure. The purpose and other advantages of the present disclosure are realized and obtained by the structures particularly pointed out in the description, claims and drawings.

[0011] In order to make the above-mentioned objectives, features and advantages of the present disclosure more obvious and easy to understand, preferred embodiments are specifically cited below and described in detail with reference to the attached drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0012] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the drawings required for use in the specific embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present disclosure. For those skilled in the art, other drawings can be obtained based on these drawings without paying any creative work.

[0013] Figure 1 A flowchart of a method for displaying attack effects provided by an embodiment of the present disclosure;

[0014] Figure 2 A schematic diagram of a graphical user interface showing a first virtual object attacking a tree object with an axe tool provided by an embodiment of the present disclosure;

[0015] Figure 3 A schematic diagram of a graphical user interface provided by an embodiment of the present disclosure showing a first virtual object attacking a tree object with an axe tool and generating an attacked effect;

[0016] Figure 4 A schematic diagram of a graphical user interface for displaying a destroyed effect of a tree object provided by an embodiment of the present disclosure;

[0017] Figure 5 A schematic diagram of a graphical user interface provided by an embodiment of the present disclosure showing a monster unit attacking a building object through a snowball prop and generating an attacked effect;

[0018] Figure 6 A schematic diagram of a graphical user interface for displaying a destroyed effect of a building object provided by an embodiment of the present disclosure;

[0019] Figure 7 A schematic diagram of the structure of a display device for attack effects provided by an embodiment of the present disclosure;

[0020] Figure 8 A schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION

[0021] In order to make the purpose, technical solution and advantages of the embodiments of the present disclosure clearer, the technical solution of the present disclosure will be clearly and completely described below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present disclosure, rather than all of the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by those skilled in the art without creative work are within the scope of protection of the present disclosure.

[0022] In some games, players need to destroy virtual objects such as trees, buildings, and mines in the game scene to complete the game characters or advance the game process. For example, in a survival game, players need to form a team to go to a scene area with a harsh environment and use their various abilities, such as fighting, gathering, manufacturing, and construction, to survive after solving environmental difficulties. These difficulties may include wild beasts, enemy attacks, and cold environments. While surviving, players also need to mine and divide up the valuable resources in the corresponding area, such as medicinal materials and ores.

[0023] When players need to destroy objects in the game scene through props or skills, the general implementation is to load additional objects in addition to the original resources of the scene, which will cause the problem of unrealistic fusion of objects and scenes. In addition, after the impact on the object is completed, direct destruction is generally used in general games, which does not achieve a more realistic effect of falling trees and buildings breaking and falling, and the overall feeling lacks realism.

[0024] Based on this, the embodiments of the present disclosure provide a method, device and electronic device for displaying attack effects. This technology can be applied to various scenarios that require displaying special effects of virtual objects.

[0025] The method for displaying the attack effect in one embodiment of the present disclosure can be run on a local terminal device or a server. When the method for displaying the attack effect is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0026] In an optional implementation, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a game mode based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the display method of the attack effect are completed on the cloud game server. The role of the client device is used for receiving and sending data and presenting the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the cloud game server in the cloud is used for information processing. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0027] In an optional embodiment, taking a game as an example, a local terminal device stores a game program and is used to present a game screen. The local terminal device is used to interact with the player through a graphical user interface, that is, the game program is downloaded and installed by an electronic device and run conventionally. The local terminal device may provide the graphical user interface to the player in a variety of ways, for example, it may be rendered and displayed on a display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present a graphical user interface, the graphical user interface includes a game screen, and the processor is used to run the game, generate a graphical user interface, and control the display of the graphical user interface on the display screen.

[0028] See also Figure 1 First, a method for displaying an attack effect provided by an embodiment of the present disclosure is introduced. A graphical user interface is provided through a terminal device; the graphical user interface displays a first game scene; the first game scene includes a plurality of virtual objects; the method further includes the following steps:

[0029] Step S102, in response to the first virtual object attacking the second virtual object through the designated attack medium, determining whether the designated attack medium causes damage to the second virtual object based on the attribute parameters of the designated attack medium and the attribute parameters of the second virtual object; the designated attack medium includes attack skills and / or attack props.

[0030] The first virtual object may be a controlled virtual object controlled by the terminal device, or a first virtual object controlled by another terminal device or a game system. The second virtual object may be a game character in a game scene, or a scene object in a game scene, such as plants, buildings, mountains, water and other natural landscapes. The designated attack medium may be a specific game prop, such as an axe, sword, machete, etc., or a pre-set attack skill, such as a flame attack, a light wave attack, a poison gas attack, etc.

[0031] The first virtual object can attack the second virtual object through a designated attack medium under the control of the player or the game system. In the game, corresponding attribute parameters are usually set in advance for the designated attack medium and the second virtual object. For the designated attack medium, its attribute parameters may include the game attributes corresponding to the virtual object that it can attack, as well as the attack power and durability of the designated attack medium. For the second virtual object, its attribute parameters may include the game attributes of the second virtual object, such as wind attribute, fire attribute, water attribute, etc., defense power, life value, etc.

[0032] In the process of determining whether the designated attack medium causes damage to the second virtual object, it can be first determined whether the designated attack medium is likely to cause an attack on the game attribute of the second virtual object, and if so, the attack power of the designated attack medium is compared with the defense power of the second virtual object to further determine whether the designated attack medium causes damage to the second virtual object. The above determination method can be set according to the game requirements and is not limited here.

[0033] Step S104, in response to the designated attack medium causing damage to the second virtual object, and the second virtual object has not reached a preset destroyed state, during the process of the first virtual object attacking the second virtual object through the designated attack medium, based on the preset attack effect resources, the attacked effect corresponding to the second virtual object is rendered and displayed.

[0034] If the designated attack medium causes damage to the second virtual object, and the second virtual object has not been completely destroyed, it is necessary to generate the attack effect corresponding to the second virtual object during the process of the first virtual object attacking the second virtual object through the designated attack medium. Usually, an attack effect needs to be generated after each attack. For example, after each tree is cut down, the attack effect of smoke and sparks is generated; after each attack on a building, the attack effect of ground shaking is generated.

[0035] The preset attacked resources can be effect resources generated by the interaction between the specified attack medium and the environment after the second virtual object is attacked, such as smoke, sparks, leaves, etc.; they can also be effect resources acting on the second virtual object, such as cracks, blood stains, etc., or both. Specifically, the corresponding attacked resources can be set according to the display effects required by the real world or the game.

[0036] In the process of rendering and displaying the attacked effect corresponding to the second virtual object based on the attack effect resource, the display parameters of the attacked effect may be adjusted based on the specific details of the attack on the second virtual object by the designated attack medium, such as position parameters, size parameters, transparency parameters, etc. The specific settings may be made according to the requirements and are not limited here.

[0037] Step S106 , in response to the second virtual object reaching a destroyed state, based on display resources and destroyed state resources corresponding to the second virtual object, rendering and displaying a destroyed effect corresponding to the second virtual object.

[0038] The above-mentioned destroyed state usually means that the health value of the second virtual object is less than the specified value, or the solidity value is less than the specified value. It can also be set that the damage value of the second virtual object is greater than or equal to the specified value, etc. It can be set specifically according to needs and is not limited here.

[0039] The above-mentioned destruction state resources match the destruction effects required by the display world or game. For example, when chopping a tree, the tree is cut into two pieces when it is chopped down; or when a designated building collapses under attack, it turns into light smoke and dissipates. It is usually necessary to replace the display resources of the second virtual object in the game scene with the destruction state resources, that is, the display effect of the second virtual object after destruction is different from the original one, so that the player knows that the second virtual object has been destroyed by viewing the corresponding destruction effect of the second virtual object.

[0040] The above-mentioned method for displaying attack effects, in response to a first virtual object attacking a second virtual object through a designated attack medium, determines whether the designated attack medium causes damage to the second virtual object based on the attribute parameters of the designated attack medium and the attribute parameters of the second virtual object; in response to the designated attack medium causing damage to the second virtual object, and the second virtual object has not reached a destroyed state, renders and displays the attacked effect corresponding to the second virtual object based on the attack effect resource; in response to the second virtual object reaching a destroyed state, renders and displays the destroyed effect corresponding to the second virtual object based on the display resources and destroyed state resources corresponding to the second virtual object. In this method, the attacked effect of the virtual object is displayed during the process of the player attacking the virtual object, and the destroyed effect of the virtual object is displayed when the virtual object is in a destroyed state, thereby improving the player's gaming experience.

[0041] The following embodiment provides an implementation method for determining whether a specified attack medium causes damage to a second virtual object based on the attribute parameters of the specified attack medium and the attribute parameters of the second virtual object.

[0042] In a specific implementation, an attack force parameter can be set for a specified attack medium as one of the attribute parameters of the specified attack medium. Attack media of different sizes and types can correspond to different attack force parameters. It is also possible to set different attack force parameters for the same attack medium for different types of attacked objects. The specific setting can be based on demand and is not limited here. Similarly, a defense force parameter can be set for a second virtual object as one of the attribute parameters of the second virtual object. The defense force parameters of second virtual objects of different types or levels can be set to different parameter values. It is also possible to set different defense force parameters for the same second virtual object for different attack media. The specific setting can be based on demand and is not limited here.

[0043] When determining whether the designated attack medium causes damage to the second virtual object, the attack power parameter of the designated attack medium can be compared with the defense power parameter of the second virtual object. In response to the attack power parameter of the designated attack medium being greater than the defense power parameter of the second virtual object, it is determined that the designated attack medium causes damage to the second virtual object; in response to the attack power parameter of the designated attack medium being less than or equal to the defense power parameter of the second virtual object, it is determined that the designated attack medium does not cause damage to the second virtual object. Specifically, if the attack power parameter of the axe prop for chopping trees is greater than the defense power parameter of the chopped trees, it is considered that the axe prop causes damage to the chopped trees; otherwise, it is considered that the axe prop does not cause damage to the chopped trees.

[0044] In a specific implementation, before determining whether the designated attack prop causes damage to the second virtual object, it is usually necessary to determine whether the first virtual object attacks the second virtual object through the designated attack prop based on the distance between the designated attack prop and the second virtual object. A radiation source model can be established for the designated attack prop; wherein the radiation source model is used to limit the damage value and damage range of the designated attack medium. Generally speaking, the radiation source model usually has a central source, and the damage value and damage range of other positions in the radiation source model are related to the distance or direction between the position and the central source. The second virtual object is usually a three-dimensional virtual model in the game scene, with a certain volume, and the junction of the second virtual object and the game scene can be considered as the physical boundary of the second virtual object. When the player controls the first virtual object to control the designated attack medium to move toward the location of the first virtual object, in response to the collision between the radiation source model corresponding to the designated attack medium controlled by the first virtual object and the physical boundary of the second virtual object, it is determined that the first virtual object attacks the second virtual object through the designated attack medium.

[0045] The following embodiment provides a method for rendering and displaying an attack effect corresponding to a second virtual object based on a preset attack effect resource.

[0046] When displaying the attack effect corresponding to the second virtual object, it is usually necessary to determine the display position of the attack effect and the display size of the attack effect. In some games, in order to simplify the display process of the attack effect, the attack effect display can be set to a specified position of the second virtual object, or the display size of the attack effect can be set to remain unchanged. The specific settings can be made according to needs and are not limited here.

[0047] As for the display position of the attacked effect, the attack effect display area can be determined based on the action position of the designated attack medium on the second virtual object; for example, if the first virtual object controls the designated attack medium, such as by hand-held means, the position on the second virtual object corresponding to the shoulder height of the first virtual object can be determined as the action position of the designated attack medium on the second virtual object. The attack effect can be displayed in the area formed by the action position of the designated attack medium on the second virtual object, such as a circular blood oozing area displayed in the middle of the second virtual object after the second virtual object is hit by an arrow. The attack effect can also be displayed in a designated area related to the action position, such as smoke, sparks, etc. appearing around the tree-cutting position when chopping down a tree. Then, based on the preset attack effect resources, the attacked effect corresponding to the second virtual object is rendered and displayed in the attack effect display area.

[0048] For the display size of the attacked effect, the attack intensity parameter can be determined based on the attribute parameters of the designated attack medium and the attribute parameters of the second virtual object. As described above, when the designated attack medium has an attack power parameter and the second virtual object has a defense power parameter, the result of subtracting the defense power parameter of the second virtual object from the attack power parameter of the designated attack medium can be used as the attack intensity parameter. The specific attribute parameters and calculation methods used can be set according to requirements and are not limited here. Based on the preset attack effect resources and attack intensity parameters, the attacked effect corresponding to the second virtual object is rendered and displayed; the attacked effect matches the attack intensity parameter. The intensity parameter can be used to adjust the size, display position, and display color strength of the attacked effect. It can be set according to requirements and is not limited here.

[0049] The following embodiment provides an implementation method for rendering and displaying a destruction effect corresponding to a second virtual object based on display resources and destruction status resources corresponding to the second virtual object.

[0050] In the process of the first virtual object controlling the designated attack medium to attack the second virtual object, in response to the designated attack medium causing damage to the second virtual object, the state parameter of the second virtual object can be updated based on the attribute parameters of the designated attack medium; the state parameter is used to indicate the survival state or solid state of the second virtual object; in the game, the above state parameter can be expressed as life value, blood bar value, durability, etc. Each time of damage can reduce the state parameter, and the specific reduced parameter value can be calculated according to a preset algorithm, which is not limited here. In response to the state parameter of the second virtual object being less than or equal to a preset parameter threshold, it is determined that the second virtual object has reached a destroyed state. The above parameter threshold can be zero, or it can be a certain initial value greater than zero and less than the state parameter, which can be set according to needs and is not limited here.

[0051] In a specific implementation, in response to the second virtual object reaching a destroyed state, the display resource corresponding to the second virtual object can be replaced with the corresponding destroyed state resource; for example, the building can be replaced with the building material used to build the building. Then, based on the replaced destroyed state resource and the preset physical property engine, the destroyed effect corresponding to the second virtual object is rendered and displayed. The physical property engine can control the destroyed state resource to move according to the display effect of the destruction moment in the real world, thereby generating a more realistic destroyed effect.

[0052] The above-mentioned second virtual object may include multiple sub-parts; for example, a building may be composed of load-bearing walls; a large monster may be composed of multiple small monsters. The first virtual object may first attack one or more sub-parts of the second virtual object through a specified attack medium, and the attacked sub-part may be determined specifically according to the action position of the specified attack medium. In response to the first sub-part of the multiple sub-parts of the second virtual object reaching a destroyed state, the display resources corresponding to the first sub-part of the second virtual object may be replaced with the corresponding destroyed state resources, and the display resources of other sub-parts may remain unchanged. When other sub-parts have an association relationship with the first sub-part, such as when a load-bearing wall collapses, the roof will tilt, and the display resources of the associated sub-parts may be updated. It can be flexibly adjusted according to needs and is not limited here.

[0053] The disclosed embodiment also provides another method for displaying attack effects. Figure 1 In this method, trees and buildings in the game scene are respectively used as the second virtual objects to be attacked, and the specific way of displaying the attack effect is explained.

[0054] The technical problem that this method solves is: how to achieve the realistic display effect of players controlling virtual characters to cut down trees and destroy buildings in a game. The key point is that the performance must conform to the physical rules of the real world so that players feel it is reasonable.

[0055] For the realistic display effect of tree felling, the following methods can be used:

[0056] The player can directly control the controlled virtual character to use an axe and skills to attack the tree virtual object in the big world, such as Figure 2 As shown. Specifically, the structure of the radiation source can be established. This is a definition concept for elemental attacks such as fire, water, and sharpness. Different skills can carry different felling abilities: for example, sword felling has a weak felling ability and a small range; axe felling has a strong felling ability and a small range. Therefore, there is no need to enter the interaction, just use the skill. When the radiation source collides with the physical boundary of the corresponding tree, it is judged that an impact has occurred, and the corresponding tree can be calculated for damage.

[0057] When players chop down trees, there are different settlement methods depending on the tools, skills, and types of trees used. According to the players' cognition, sharp tools should be faster and easier to chop down trees; hard tree species are more resilient and not easily chopped down. In order to achieve a realistic effect, you can define the attack values ​​brought by different tools, the defense values ​​and health values ​​of different trees. When chopping down trees, if the attack is less than the defense, the tree cannot be chopped down, and the action performance of the first virtual object using the tool being unable to chop down and being bounced away is played; if the attack is greater than the defense, actual damage is caused to the tree, and sparks, smoke, and tree debris special effects are played at this time, and the screen causes vibrations, which gives a strong sense of immersion in chopping down trees, such as Figure 3 When the tree is chopped down enough times and its health reaches zero, the tree is chopped down.

[0058] You can generate two resources, the trunk and the stump, for the tree in advance in the art asset process. When the tree's endurance value reaches zero, you need to play the simulation effect of the tree falling down. At this time, unload the complete tree in the scene, replace the broken tree resources according to the type of tree, and use the physical property engine to play the effect of the trunk falling down in real time, such as Figure 4 As shown in the figure, this method realizes the requirement of "every tree can be cut down" in a high-performance way.

[0059] For the realistic display effect of attacking buildings, the following methods can be used:

[0060] 1. Complete functions such as building material production, building placement and adsorption have been created.

[0061] 2. The function of the radiation source is also applied to achieve the skills of monsters and players to cause damage to buildings, such as Figure 5 shown.

[0062] 3. Building destruction effect. We generate broken textures and fragments for building components in advance. When the building is destroyed, the broken effect is played. Each broken unit can be affected by gravity and physics through the physical property engine to produce collisions. The collisions between fragments and between fragments and players have realistic physical performances, such as Figure 6 shown.

[0063] In this method, static trees in the game's virtual world can be freely cut down by players, with realistic falling performances and remaining wood piles; when monsters attack buildings freely built by players, the skills of monster units can have a ranged impact and damage settlement on building units, and when building units are destroyed, there are realistic physical crushing performances, the performance is greatly improved, and it can be run on mobile phones.

[0064] For the above method embodiments, see Figure 7 The embodiment of the present disclosure shown provides a display device for attack effects, which provides a graphical user interface through a terminal device; the graphical user interface displays a first game scene; the first game scene includes a plurality of virtual objects; the device also includes:

[0065] The damage determination module 702 is used to determine whether the specified attack medium causes damage to the second virtual object based on the attribute parameters of the specified attack medium and the attribute parameters of the second virtual object in response to the first virtual object attacking the second virtual object through the specified attack medium; the specified attack medium includes attack skills and / or attack props;

[0066] The attack effect display module 704 is used for rendering and displaying the attack effect corresponding to the second virtual object based on the preset attack effect resource in response to the specified attack medium causing damage to the second virtual object and the second virtual object has not reached the preset destroyed state during the process of the first virtual object attacking the second virtual object through the specified attack medium;

[0067] The destroyed effect display module 706 is used to render and display the destroyed effect corresponding to the second virtual object based on the display resources and destroyed state resources corresponding to the second virtual object in response to the second virtual object reaching the destroyed state.

[0068] The above-mentioned device for displaying attack effects, in response to a first virtual object attacking a second virtual object through a designated attack medium, determines whether the designated attack medium causes damage to the second virtual object based on the attribute parameters of the designated attack medium and the attribute parameters of the second virtual object; in response to the designated attack medium causing damage to the second virtual object and the second virtual object not reaching a destroyed state, renders and displays the attacked effect corresponding to the second virtual object based on the attack effect resources; in response to the second virtual object reaching a destroyed state, renders and displays the destroyed effect corresponding to the second virtual object based on the display resources and destroyed state resources corresponding to the second virtual object. In this method, the attacked effect of the virtual object is displayed during the process of the player attacking the virtual object, and the destroyed effect of the virtual object is displayed when the virtual object is in a destroyed state, thereby improving the player's gaming experience.

[0069] The attribute parameters of the above-mentioned designated attack medium include an attack force parameter; the attribute parameters of the second virtual object include a defense force parameter; the above-mentioned damage determination module is also used to: in response to the attack force parameter of the designated attack medium being greater than the defense force parameter of the second virtual object, determine that the designated attack medium causes damage to the second virtual object; in response to the attack force parameter of the designated attack medium being less than or equal to the defense force parameter of the second virtual object, determine that the designated attack medium does not cause damage to the second virtual object.

[0070] The above-mentioned attack effect display module is also used to: determine the attack effect display area based on the position of the specified attack medium on the second virtual object; based on the preset attack effect resources, render and display the attacked effect corresponding to the second virtual object in the attack effect display area.

[0071] The above-mentioned attack effect display module is also used to: determine the attack intensity parameter based on the attribute parameters of the specified attack medium and the attribute parameters of the second virtual object; render and display the attacked effect corresponding to the second virtual object based on the preset attack effect resources and attack intensity parameters; and match the attacked effect with the attack intensity parameter.

[0072] The above-mentioned destruction effect display module is also used to: in response to the second virtual object reaching a destroyed state, replace the display resources corresponding to the second virtual object with corresponding destruction state resources; based on the replaced destruction state resources and a preset physical property engine, render and display the destruction effect corresponding to the second virtual object.

[0073] The above-mentioned second virtual object includes multiple sub-parts; the above-mentioned destroyed effect display module is also used for: in response to the first sub-part of the multiple sub-parts of the second virtual object reaching a destroyed state, replacing the display resources corresponding to the first sub-part of the second virtual object with corresponding destroyed state resources.

[0074] The above-mentioned device also includes: an attack determination module, which is used to determine that the first virtual object attacks the second virtual object through the specified attack medium in response to the radiation source model corresponding to the specified attack medium controlled by the first virtual object colliding with the physical boundary of the second virtual object; the radiation source model is used to limit the damage value and damage range of the specified attack medium.

[0075] The above-mentioned device also includes: a state parameter updating module, which is used to update the state parameters of the second virtual object based on the attribute parameters of the specified attack medium in response to the specified attack medium causing damage to the second virtual object; the state parameters are used to indicate the survival state or solid state of the second virtual object; and a destroyed state determination module, which is used to determine that the second virtual object has reached a destroyed state in response to the state parameters of the second virtual object being less than or equal to a preset parameter threshold.

[0076] This embodiment also provides an electronic device, including a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the above-mentioned method for displaying the attack effect. The details are as follows:

[0077] In response to a first virtual object attacking a second virtual object through a designated attack medium, determining whether the designated attack medium causes damage to the second virtual object based on attribute parameters of the designated attack medium and attribute parameters of the second virtual object; the designated attack medium includes attack skills and / or attack props; in response to the designated attack medium causing damage to the second virtual object, and the second virtual object has not reached a preset destroyed state, during the process of the first virtual object attacking the second virtual object through the designated attack medium, based on preset attack effect resources, rendering and displaying an attacked effect corresponding to the second virtual object; in response to the second virtual object reaching a destroyed state, rendering and displaying a destroyed effect corresponding to the second virtual object based on display resources and destruction state resources corresponding to the second virtual object.

[0078] In the above method, the attack effect of the virtual object is displayed when the player attacks the virtual object, and the destruction effect of the virtual object is displayed when the virtual object is in a destroyed state, thereby improving the game experience of the player.

[0079] Optionally, the attribute parameters of the above-mentioned designated attack medium include an attack force parameter; the attribute parameters of the second virtual object include a defense force parameter; and the step of determining whether the designated attack medium causes damage to the second virtual object based on the attribute parameters of the designated attack medium and the attribute parameters of the second virtual object includes: in response to the attack force parameter of the designated attack medium being greater than the defense force parameter of the second virtual object, determining that the designated attack medium causes damage to the second virtual object; in response to the attack force parameter of the designated attack medium being less than or equal to the defense force parameter of the second virtual object, determining that the designated attack medium does not cause damage to the second virtual object.

[0080] Optionally, the step of rendering and displaying the attacked effect corresponding to the second virtual object based on the preset attack effect resource includes: determining the attack effect display area based on the position of action of the specified attack medium on the second virtual object; and rendering and displaying the attacked effect corresponding to the second virtual object in the attack effect display area based on the preset attack effect resource.

[0081] Optionally, the step of rendering and displaying the attacked effect corresponding to the second virtual object based on the preset attack effect resources includes: determining the attack intensity parameter based on the attribute parameters of the specified attack medium and the attribute parameters of the second virtual object; rendering and displaying the attacked effect corresponding to the second virtual object based on the preset attack effect resources and the attack intensity parameter; and matching the attacked effect with the attack intensity parameter.

[0082] Optionally, the above-mentioned step of rendering and displaying the destruction effect corresponding to the second virtual object based on the display resources and destruction state resources corresponding to the second virtual object in response to the second virtual object reaching the destroyed state includes: in response to the second virtual object reaching the destroyed state, replacing the display resources corresponding to the second virtual object with corresponding destruction state resources; rendering and displaying the destruction effect corresponding to the second virtual object based on the replaced destruction state resources and a preset physical property engine.

[0083] Optionally, the second virtual object includes multiple sub-parts; in response to the second virtual object reaching a destroyed state, the step of replacing display resources corresponding to the second virtual object with corresponding destroyed state resources includes: in response to a first sub-part among the multiple sub-parts of the second virtual object reaching a destroyed state, replacing display resources corresponding to the first sub-part of the second virtual object with corresponding destroyed state resources.

[0084] Optionally, the above method also includes: in response to the first virtual object controlling the radiation source model corresponding to the specified attack medium to collide with the physical boundary of the second virtual object, determining that the first virtual object attacks the second virtual object through the specified attack medium; the radiation source model is used to limit the damage value and damage range of the specified attack medium.

[0085] Optionally, the above method also includes: in response to a specified attack medium causing damage to the second virtual object, updating a state parameter of the second virtual object based on the attribute parameters of the specified attack medium; the state parameter is used to indicate the survival state or solid state of the second virtual object; in response to the state parameter of the second virtual object being less than or equal to a preset parameter threshold, determining that the second virtual object has reached a destroyed state.

[0086] See also Figure 8As shown, the electronic device includes a processor 100 and a memory 101, wherein the memory 101 stores machine executable instructions that can be executed by the processor 100, and the processor 100 executes the machine executable instructions to implement the above-mentioned method for displaying the attack effect.

[0087] Further, Figure 8 The electronic device shown further includes a bus 102 and a communication interface 103 , and the processor 100 , the communication interface 103 and the memory 101 are connected via the bus 102 .

[0088] The memory 101 may include a high-speed random access memory (RAM), and may also include a non-volatile memory, such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. may be used. The bus 102 may be an ISA bus, a PCI bus, or an EISA bus, etc. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Figure 8 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.

[0089] The processor 100 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 100. The above processor 100 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The methods, steps and logic block diagrams disclosed in the embodiments of the present disclosure can be implemented or executed. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor, etc. The steps of the method disclosed in conjunction with the embodiments of the present disclosure can be directly embodied as a hardware decoding processor for execution, or a combination of hardware and software modules in the decoding processor for execution. The software module may be located in a storage medium mature in the art, such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory, or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory 101, and the processor 100 reads the information in the memory 101 and completes the steps of the method of the above embodiment in combination with its hardware.

[0090] This embodiment also provides a machine-readable storage medium, which stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the above-mentioned attack effect display method.

[0091] The present disclosure provides a method, device and electronic device for displaying attack effects, including a computer-readable storage medium storing program code, wherein the program code includes instructions that can be used to execute the method described in the above method embodiments. Specifically, as follows:

[0092] In response to a first virtual object attacking a second virtual object through a designated attack medium, determining whether the designated attack medium causes damage to the second virtual object based on attribute parameters of the designated attack medium and attribute parameters of the second virtual object; the designated attack medium includes attack skills and / or attack props; in response to the designated attack medium causing damage to the second virtual object, and the second virtual object has not reached a preset destroyed state, during the process of the first virtual object attacking the second virtual object through the designated attack medium, based on preset attack effect resources, rendering and displaying an attacked effect corresponding to the second virtual object; in response to the second virtual object reaching a destroyed state, rendering and displaying a destroyed effect corresponding to the second virtual object based on display resources and destruction state resources corresponding to the second virtual object.

[0093] In the above method, the attack effect of the virtual object is displayed when the player attacks the virtual object, and the destruction effect of the virtual object is displayed when the virtual object is in a destroyed state, thereby improving the game experience of the player.

[0094] Optionally, the attribute parameters of the above-mentioned designated attack medium include an attack force parameter; the attribute parameters of the second virtual object include a defense force parameter; and the step of determining whether the designated attack medium causes damage to the second virtual object based on the attribute parameters of the designated attack medium and the attribute parameters of the second virtual object includes: in response to the attack force parameter of the designated attack medium being greater than the defense force parameter of the second virtual object, determining that the designated attack medium causes damage to the second virtual object; in response to the attack force parameter of the designated attack medium being less than or equal to the defense force parameter of the second virtual object, determining that the designated attack medium does not cause damage to the second virtual object.

[0095] Optionally, the step of rendering and displaying the attacked effect corresponding to the second virtual object based on the preset attack effect resource includes: determining the attack effect display area based on the position of action of the specified attack medium on the second virtual object; and rendering and displaying the attacked effect corresponding to the second virtual object in the attack effect display area based on the preset attack effect resource.

[0096] Optionally, the step of rendering and displaying the attacked effect corresponding to the second virtual object based on the preset attack effect resources includes: determining the attack intensity parameter based on the attribute parameters of the specified attack medium and the attribute parameters of the second virtual object; rendering and displaying the attacked effect corresponding to the second virtual object based on the preset attack effect resources and the attack intensity parameter; and matching the attacked effect with the attack intensity parameter.

[0097] Optionally, the above-mentioned step of rendering and displaying the destruction effect corresponding to the second virtual object based on the display resources and destruction state resources corresponding to the second virtual object in response to the second virtual object reaching the destroyed state includes: in response to the second virtual object reaching the destroyed state, replacing the display resources corresponding to the second virtual object with corresponding destruction state resources; rendering and displaying the destruction effect corresponding to the second virtual object based on the replaced destruction state resources and a preset physical property engine.

[0098] Optionally, the second virtual object includes multiple sub-parts; in response to the second virtual object reaching a destroyed state, the step of replacing display resources corresponding to the second virtual object with corresponding destroyed state resources includes: in response to a first sub-part among the multiple sub-parts of the second virtual object reaching a destroyed state, replacing display resources corresponding to the first sub-part of the second virtual object with corresponding destroyed state resources.

[0099] Optionally, the above method also includes: in response to the first virtual object controlling the radiation source model corresponding to the specified attack medium to collide with the physical boundary of the second virtual object, determining that the first virtual object attacks the second virtual object through the specified attack medium; the radiation source model is used to limit the damage value and damage range of the specified attack medium.

[0100] Optionally, the above method also includes: in response to a specified attack medium causing damage to the second virtual object, updating a state parameter of the second virtual object based on the attribute parameters of the specified attack medium; the state parameter is used to indicate the survival state or solid state of the second virtual object; in response to the state parameter of the second virtual object being less than or equal to a preset parameter threshold, determining that the second virtual object has reached a destroyed state.

[0101] See also Figure 8 As shown, the electronic device includes a processor 100 and a memory 101, wherein the memory 101 stores machine executable instructions that can be executed by the processor 100, and the processor 100 executes the machine executable instructions to implement the above-mentioned method for displaying the attack effect.

[0102] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working process of the system and device described above can refer to the corresponding process in the aforementioned method embodiment, and will not be repeated here.

[0103] In addition, in the description of the embodiments of the present disclosure, unless otherwise clearly specified and limited, the terms "installed", "connected", and "connected" should be understood in a broad sense, for example, it can be a fixed connection, a detachable connection, or an integral connection; it can be a mechanical connection or an electrical connection; it can be a direct connection, or it can be indirectly connected through an intermediate medium, or it can be the internal communication of two components. For those skilled in the art, the specific meanings of the above terms in the present disclosure can be understood according to specific circumstances.

[0104] If the function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions to enable a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk and other media that can store program code.

[0105] In the description of the present disclosure, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as a limitation of the present disclosure. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.

[0106] Finally, it should be noted that the above embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the above embodiments, those skilled in the art should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be based on the protection scope of the claims.

Claims

1. A method for displaying an attack effect, characterized in that: Providing a graphical user interface through the terminal device; The graphical user interface displays a first game scene; The first game scene includes a plurality of virtual objects; the method further includes: In response to a first virtual object attacking a second virtual object through a designated attack medium, determining whether the designated attack medium causes damage to the second virtual object based on attribute parameters of the designated attack medium and attribute parameters of the second virtual object; the designated attack medium includes an attack skill and / or an attack item; In response to the designated attack medium causing damage to the second virtual object, and the second virtual object has not reached a preset destroyed state, during the process of the first virtual object attacking the second virtual object through the designated attack medium, based on a preset attack effect resource, rendering and displaying an attack effect corresponding to the second virtual object; In response to the second virtual object reaching a destroyed state, based on display resources and destruction state resources corresponding to the second virtual object, a destruction effect corresponding to the second virtual object is rendered and displayed.

2. The method according to claim 1, characterized in that The attribute parameters of the designated attack medium include an attack power parameter; the attribute parameters of the second virtual object include a defense power parameter; The step of determining whether the designated attack medium causes damage to the second virtual object based on the attribute parameters of the designated attack medium and the attribute parameters of the second virtual object comprises: In response to an attack force parameter of the designated attack medium being greater than a defense force parameter of the second virtual object, determining that the designated attack medium causes damage to the second virtual object; In response to the attack force parameter of the designated attack medium being less than or equal to the defense force parameter of the second virtual object, it is determined that the designated attack medium does not cause damage to the second virtual object.

3. The method according to claim 1, characterized in that The step of rendering and displaying the attacked effect corresponding to the second virtual object based on the preset attack effect resource includes: Determining an attack effect display area based on the action position of the specified attack medium on the second virtual object; Based on the preset attack effect resource, the attacked effect corresponding to the second virtual object is rendered and displayed in the attack effect display area.

4. The method according to claim 1, characterized in that: The step of rendering and displaying the attacked effect corresponding to the second virtual object based on the preset attack effect resource includes: Determining an attack intensity parameter based on the attribute parameters of the designated attack medium and the attribute parameters of the second virtual object; Based on the preset attack effect resource and the attack strength parameter, the attacked effect corresponding to the second virtual object is rendered and displayed; the attacked effect matches the attack strength parameter.

5. The method according to claim 1, characterized in that In response to the second virtual object reaching a destroyed state, based on display resources and destruction state resources corresponding to the second virtual object, rendering and displaying a destruction effect corresponding to the second virtual object comprises: In response to the second virtual object reaching a destroyed state, replacing a display resource corresponding to the second virtual object with a corresponding destroyed state resource; Based on the replaced destruction state resource and the preset physical property engine, the destruction effect corresponding to the second virtual object is rendered and displayed.

6. The method according to claim 5, characterized in that The second virtual object includes a plurality of sub-parts; In response to the second virtual object reaching a destroyed state, the step of replacing the display resource corresponding to the second virtual object with a corresponding destroyed state resource comprises: In response to a first sub-portion of the plurality of sub-portions of the second virtual object reaching a destroyed state, a display resource corresponding to the first sub-portion of the second virtual object is replaced with a corresponding destroyed state resource.

7. The method according to claim 1, characterized in that The method further comprises: In response to the first virtual object controlling the radiation source model corresponding to the designated attack medium to collide with the physical boundary of the second virtual object, it is determined that the first virtual object attacks the second virtual object through the designated attack medium; the radiation source model is used to limit the damage value and damage range of the designated attack medium.

8. The method according to claim 1, characterized in that The method further comprises: In response to the designated attack medium causing damage to the second virtual object, updating a state parameter of the second virtual object based on an attribute parameter of the designated attack medium; the state parameter is used to indicate a survival state or a solid state of the second virtual object; In response to the state parameter of the second virtual object being less than or equal to a preset parameter threshold, it is determined that the second virtual object reaches a destroyed state.

9. A display device for attack effects, characterized in that: Providing a graphical user interface through the terminal device; The graphical user interface displays a first game scene; The first game scene includes a plurality of virtual objects; the device further includes: a damage determination module, configured to determine, in response to a first virtual object attacking a second virtual object through a designated attack medium, whether the designated attack medium causes damage to the second virtual object based on attribute parameters of the designated attack medium and attribute parameters of the second virtual object; the designated attack medium includes an attack skill and / or an attack item; an attack effect display module, configured to render and display an attack effect corresponding to the second virtual object based on a preset attack effect resource in response to the specified attack medium causing damage to the second virtual object and the second virtual object not reaching a preset destroyed state during the process in which the first virtual object attacks the second virtual object through the specified attack medium; The destruction effect display module is used to render and display the destruction effect corresponding to the second virtual object based on the display resources and destruction state resources corresponding to the second virtual object in response to the second virtual object reaching the destroyed state.

10. An electronic device, characterized in that: The method comprises a processor and a memory, wherein the memory stores machine executable instructions that can be executed by the processor, and the processor executes the machine executable instructions to implement the method for displaying the attack effect according to any one of claims 1 to 8.

11. A machine-readable storage medium, characterized in that: The machine-readable storage medium stores machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions prompt the processor to implement the method for displaying the attack effect according to any one of claims 1 to 8.

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