Game picture display method and device, storage medium and electronic equipment

By displaying the remaining effective time of the virtual control area on the game interface and increasing its effective time in response to player attack operations, the problem of low game screen efficiency is solved, the operation process is simplified and the fun of the game is improved.

CN119139693APending Publication Date: 2024-12-17TENCENT DIGITAL TIANJIN
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Patent Information

Application Number
CN202310712863.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-06-15
Publication Date
2024-12-17

AI Technical Summary

Technical Problem

During the battle process of game scenes, players need to constantly release skills or dodge to keep the monsters moving and attacks limited, resulting in complex operational processes and inefficient efficiency. The existing technology has not effectively solved this problem.

Method used

By displaying the remaining effective time of the virtual control area on the game interface and increasing the effective time of the virtual control area in response to player attack operations, the operation process of changing the status of the virtual control area is simplified and the time for re-forming the virtual control area is reduced.

Benefits of technology

It improves the display efficiency of the game screen, simplifies the operation process, and increases the fun and control difficulty of the game.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention discloses a game picture display method and device, a storage medium and electronic equipment. The method comprises the steps that a game picture, corresponding to a virtual game scene under the target view angle of a first virtual character, of the virtual game scene is displayed on a game interface, and the virtual game scene comprises the first virtual character and a second virtual character which is located at a different camp from the first virtual character; in response to a virtual control area formed by triggering of the first virtual character in the virtual game scene, the remaining effective duration of the virtual control area is displayed on the game interface, and a second virtual character located in the virtual control area is in a movement limited state and / or an attack limited state; and in response to the condition that the attack operation executed by the first virtual role on the second virtual role meets a preset condition, increasing the residual effective duration of the virtual control region. According to the method and the device, the technical problem of relatively low efficiency in a game picture display process in related technologies is solved.
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Description

Technical Field

[0001] The present application relates to the field of computer technology, and more specifically, to a method and device for displaying a game screen, a storage medium, and an electronic device. Background Art

[0002] In the battle process of the game scene, players can cause different degrees of damage to the monsters or players on the receiving side by performing different attack operations. This damage is usually called direct damage. In addition, it also includes indirect damage. For example, after the player hits the monster by releasing a preset type of skill, it will trigger the status effect of the monster being unable to move (or moving slowly), unable to attack (attack slowly) or unable to release skills. This status effect is also called the time stop state of the game screen, referred to as the time stop state.

[0003] The so-called time state means that within the preset time, the movement speed or attack speed of some players or monsters in the time stop area on the game screen is reduced to 0 (or extremely slow). For example, the movement speed and attack speed of players on the attacking side in this area are not affected, but the movement speed and attack speed of players in different camps from the attacking players are reduced.

[0004] In the related art, after the above-mentioned time stop state is triggered, the start time and end time of the state are fixed. For example, the remaining effective time of a 10-second countdown is displayed on the game screen. During the 10-second countdown, the movement or attack of monsters in the time stop area is restricted. Therefore, it is beneficial for players to control monsters or attack them.

[0005] However, after the countdown ends, if the player wants to continue to keep the monster's restricted movement and / or restricted attack state, the player needs to release new skills again so that the player can continue to control the monster and kill the monster through effective attacks. It can be seen that in order to continuously display the time-stop area on the game interface, the player needs to continuously release skills or continuously dodge the monster's attacks, which increases the complexity of the operation process and consumes a lot of operation time, thereby causing a low efficiency technical problem in the display process of the game screen.

[0006] To address the above-mentioned problems, no effective solution has been proposed yet. Summary of the invention

[0007] The embodiments of the present application provide a method and device for displaying a game screen, a storage medium, and an electronic device, so as to at least solve the technical problem of low efficiency that occurs during the display of the game screen.

[0008] According to one aspect of an embodiment of the present application, a method for displaying a game screen is provided, comprising: displaying a game screen corresponding to a virtual game scene from a target perspective of a first virtual character on a game interface, the virtual game scene comprising the first virtual character and a second virtual character that is in a different camp from the first virtual character; in response to a virtual control area triggered by the first virtual character in the virtual game scene, displaying a remaining effective time of the virtual control area on the game interface, wherein the second virtual character located in the virtual control area is in a restricted movement state and / or a restricted attack state; in response to an attack operation performed by the first virtual character on the second virtual character satisfying a preset condition, increasing the remaining effective time of the virtual control area.

[0009] Optionally, in response to the attack operation performed by the first virtual character on the second virtual character satisfying a preset condition, increasing the validity period of the virtual control area includes:

[0010] In the case where the attack operation of a preset type performed by the first virtual character hits the second virtual character located in the virtual control area, increasing the value of virtual energy;

[0011] When the value of the virtual energy reaches a preset energy threshold and the remaining effective time is greater than 0, the remaining effective time of the virtual control area is increased.

[0012] Optionally, the above-mentioned increasing the value of virtual energy when the preset type of attack operation executed by the first virtual character hits the second virtual character located in the virtual control area includes: increasing the value of virtual energy when the continuous attack operation executed by the first virtual character hits the second virtual character located in the virtual control area; or increasing the value of virtual energy when the combined attack operation executed by the first virtual character hits the second virtual character located in the virtual control area.

[0013] Optionally, the above-mentioned increasing the value of virtual energy when the continuous attack operations executed by the first virtual character hit the second virtual character located in the virtual control area includes: increasing the value of virtual energy when the current attack operation executed by the first virtual character hits the second virtual character, and the time interval between the current attack operation and the last attack operation executed by the first virtual character that hits the second virtual character is less than or equal to a first preset time length.

[0014] Optionally, the above method also includes: when the current attack operation performed by the first virtual character hits the second virtual character, and the time interval between the current attack operation and the last attack operation performed by the first virtual character that hit the second virtual character is greater than a first preset time length, reducing the value of the virtual energy, or setting the value of the virtual energy to 0.

[0015] Optionally, when the current attack operation performed by the first virtual character hits the second virtual character, and the time interval between the current attack operation and the last attack operation performed by the first virtual character that hit the second virtual character is greater than a first preset time length, the value of the virtual energy is reduced, or the value of the virtual energy is set to 0.

[0016] Optionally, the method further comprises: when the attack operation performed by the second virtual character hits the first virtual character, reducing the value of the virtual energy, or setting the value of the virtual energy to 0.

[0017] Optionally, in the case where the preset type of attack operation performed by the first virtual character hits the second virtual character located in the virtual control area, increasing the value of virtual energy includes: in the case where the preset type of attack operation performed by the first virtual character hits the second virtual character located in the virtual control area, increasing the value of virtual energy by the preset value; or in the case where the preset type of attack operation performed by the first virtual character hits N parts of the second virtual character located in the virtual control area, increasing the value of virtual energy by the product of the preset value and N, wherein N is a positive integer greater than or equal to 2; or in the case where the preset type of attack operation performed by the first virtual character hits the second virtual character located in the virtual control area, determining whether to increase the value of virtual energy to a preset energy threshold according to a preset probability; in the case where it is determined that the value of virtual energy is increased to the preset energy threshold, increasing the value of virtual energy to the preset energy threshold; in the case where it is determined that the value of virtual energy is not increased to the preset energy threshold, increasing the value of virtual energy by the preset value.

[0018] Optionally, the above-mentioned determining whether to increase the value of virtual energy to a preset energy threshold according to a preset probability includes: when the value of the virtual energy is within a first value range, determining whether to increase the value of the virtual energy to the preset energy threshold according to a preset first probability; when the value of the virtual energy is within a second value range, determining whether to increase the value of the virtual energy to the preset energy threshold according to a preset second probability, wherein the values ​​in the first value range are all smaller than the values ​​in the second value range, and the first probability is smaller than the second probability.

[0019] Optionally, the method further includes: setting the value of the virtual energy to 0 when increasing the remaining validity time of the virtual control area.

[0020] Optionally, the method further includes: when a target virtual skill released by the first virtual character hits a second virtual character, a virtual control area is formed in the virtual game scene, wherein the second virtual character is located in the virtual control area, the virtual control area is a fixed area, or the virtual control area moves with the movement of the second virtual character; or when a target virtual skill released by the first virtual character hits a third virtual character, a virtual control area is formed in the virtual game scene, wherein the third virtual character is a virtual character in a different camp from the first virtual character, the third virtual character is in the same camp as the second virtual character or in a different camp, the third virtual character is located in the virtual control area, the virtual control area is a fixed area, or the virtual control area moves with the movement of the third virtual character; or When the first virtual character successfully dodges an attack operation performed by the second virtual character on the first virtual character, a virtual control area is formed in the virtual game scene, wherein the second virtual character is located in the virtual control area, and the virtual control area is a fixed area, or the virtual control area moves with the movement of the second virtual character; when the first virtual character successfully dodges an attack operation performed by the third virtual character on the first virtual character, a virtual control area is formed in the virtual game scene, wherein the third virtual character is a virtual character in a different camp from the first virtual character, the third virtual character is in the same camp as the second virtual character or in a different camp, the third virtual character is located in the virtual control area, and the virtual control area is a fixed area, or the virtual control area moves with the movement of the third virtual character.

[0021] Optionally, the above method also includes: when the second virtual character is located in the virtual control area, displaying the remaining effective time of the virtual control area on the game screen of the second virtual character; and / or when the second virtual character is located in the virtual control area, displaying prompt information of the attack operation performed by the first virtual character on the game screen of the second virtual character, wherein the prompt information is used to prompt the second virtual character to dodge the attack operation performed by the first virtual character.

[0022] Optionally, the above method also includes: when the attack operation performed by the second virtual character hits the first virtual character, the restricted movement state and / or the restricted attack state of the second virtual character located in the virtual control area is released, or the range of the virtual control area is narrowed; or when the attack operation performed by the third virtual character hits the first virtual character, the restricted movement state and / or the restricted attack state of the second virtual character located in the virtual control area is released, or the range of the virtual control area is narrowed, wherein the third virtual character is a virtual character in the same camp as the second virtual character, and the third virtual character is located in the virtual control area or outside the virtual control area.

[0023] According to another aspect of an embodiment of the present application, a device for displaying a game screen is also provided, including: a first display unit, used to display a game screen corresponding to a virtual game scene from a target perspective of a first virtual character on a game interface, the virtual game scene including the first virtual character and a second virtual character in a different camp from the first virtual character; a first processing unit, used to display the remaining effective time of the virtual control area on the game interface in response to a virtual control area triggered by the first virtual character in the virtual game scene, wherein the second virtual character located in the virtual control area is in a restricted movement state and / or a restricted attack state; a second processing unit, used to increase the remaining effective time of the virtual control area in response to an attack operation performed by the first virtual character on the second virtual character satisfying a preset condition.

[0024] According to another aspect of the embodiment of the present application, a computer-readable storage medium is provided, in which a computer program is stored, wherein the computer program is configured to execute the above-mentioned method for displaying the game screen when running.

[0025] According to another aspect of the embodiments of the present application, a computer program product is provided, including a computer program / instruction, which implements the steps of the above method when executed by a processor.

[0026] According to another aspect of an embodiment of the present application, there is further provided an electronic device, including a memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to execute the method for displaying the game screen through the computer program.

[0027] Through the above-mentioned embodiment provided by the present application, in the process of displaying the remaining effective time of the virtual control area, when the value of the virtual energy reaches the preset energy threshold through the attack operation continuously performed by the first virtual character, the remaining effective time of the virtual control area can be increased. In other words, in the process of displaying the remaining effective time of the virtual control area, the attack operation performed by the first virtual character can increase the count of the remaining effective time, simplifying the operation process of changing the remaining effective time of the virtual control area in the related technology, reducing the time consumed in forming the virtual control area again, and achieving the technical effect of improving the display efficiency of the game screen. BRIEF DESCRIPTION OF THE DRAWINGS

[0028] The drawings described herein are used to provide a further understanding of the present application and constitute a part of the present application. The illustrative embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation on the present application. In the drawings:

[0029] Figure 1is a schematic diagram of an application scenario of an optional method for displaying a game screen according to an embodiment of the present application;

[0030] Figure 2 is a flowchart of an optional method for displaying a game screen according to an embodiment of the present application;

[0031] Figure 3 is a schematic diagram of an optional method of increasing the remaining validity time of a virtual control area according to an embodiment of the present application;

[0032] Figure 4 is a schematic diagram of an effect of an optional virtual control area according to an embodiment of the present application;

[0033] Figure 5 is a schematic diagram (I) of an optional method of increasing or decreasing a virtual energy value according to an embodiment of the present application;

[0034] Figure 6 is a schematic diagram (II) of an optional method of increasing or decreasing a virtual energy value according to an embodiment of the present application;

[0035] Figure 7 is a schematic diagram (III) of an optional method of increasing or decreasing a virtual energy value according to an embodiment of the present application;

[0036] Figure 8 is a schematic diagram of two optional ways of increasing the virtual energy value according to an embodiment of the present application;

[0037] Fig. 9 is a schematic diagram of an optional method of instantly filling an energy ring according to a preset probability according to an embodiment of the present application;

[0038] Fig.10 is a schematic diagram of an optional process of instantly filling an energy ring according to an embodiment of the present application;

[0039] Fig.11 is a schematic diagram of an optional control method of a virtual control area according to an embodiment of the present application;

[0040] Fig.12 is a schematic diagram of an optional triggering method for forming a virtual control area according to an embodiment of the present application;

[0041] Fig.13 is a schematic diagram of another optional control method of a virtual control area according to an embodiment of the present application;

[0042] Fig.14 is an overall flow chart of an optional method for displaying a game screen according to an embodiment of the present application;

[0043] Fig.15is a schematic structural diagram of an optional game screen display device according to an embodiment of the present application;

[0044] Fig.16 It is a schematic diagram of the structure of an optional electronic device according to an embodiment of the present application. DETAILED DESCRIPTION

[0045] In order to enable those skilled in the art to better understand the solution of the present application, the technical solution in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, not all of the embodiments. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in this field without creative work should fall within the scope of protection of the present application.

[0046] It should be noted that the terms "first", "second", etc. in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0047] The technical solutions in the embodiments of the present application will comply with legal provisions during implementation. When performing operations according to the technical solutions in the embodiments, the data used will not involve user privacy. While ensuring that the operation process is compliant and legal, the security of the data is guaranteed.

[0048] Glossary:

[0049] Mobile terminal: generally refers to mobile phones, including but not limited to all handheld portable gaming devices;

[0050] MMORPG: Massively Multiplayer Online Role Playing Game; in this article, the term is used in a narrow sense, specifically referring to a game in which players can control an independent 3D character model representing themselves from a third-person perspective, and perform real-time movement, real-time combat, and other real-time interactions in a virtual world;

[0051] Control effect: In MMORPG games, after the player releases certain skills / attacks / props on the enemy, the enemy is unable to move / attack / unable to release skills and other functional impairments (non-direct damage) are called control effects;

[0052] Time Stop: The abbreviation of the time stop state. When this state is triggered, a certain area around the player becomes a time stop area (the color is slightly different from the normal state). Only the player character can move freely in the area. The movement speed and attack speed of all monsters are reduced to 0 (or extremely slow). The speed of the bullets fired by the monsters is also reduced to 0 (or extremely slow).

[0053] Combo: Continuous attacks. Players can achieve continuous damage to the enemy through their own operations in a short period of time, which is called a combo. Combos are countable, and the number of combos achieved successfully is increased by 1;

[0054] Multiple parts hit: This product has a special mechanism; the monster is composed of multiple parts, each part is an independent hit body, and the damage and combo can be recorded independently. For example: the player launches an attack (damage 100), and when it hits 3 parts, each part triggers a blood loss of 100 jump, and each part records a combo, the total blood loss is 100*3=300, and the number of combos +3.

[0055] According to one aspect of the embodiments of the present application, a method for displaying a game screen is provided. As an optional implementation, the method for displaying a game screen can be applied to, but is not limited to, Figure 1 The application scenario shown in Figure 1 In the application scenario shown, the terminal device 102 may, but is not limited to, communicate with the server 106 via the network 104, and the server 106 may, but is not limited to, perform operations on the database 108, such as write data operations or read data operations. The above-mentioned terminal device 102 may, but is not limited to, include a human-computer interaction screen, a processor, and a memory. The above-mentioned human-computer interaction screen may, but is not limited to, be used to display the remaining effective time of the virtual control area on the terminal device 102, the value of the first virtual character and the virtual energy, etc. The above-mentioned processor may, but is not limited to, be used to respond to the above-mentioned human-computer interaction operation, perform corresponding operations, or generate corresponding instructions, and send the generated instructions to the server 106. The above-mentioned memory is used to store relevant processing data, such as the value of virtual energy, the movement speed and attack speed of the virtual character, etc.

[0056] As an optional manner, the following steps in the method for displaying a game screen may be executed on the server 106: Step S102, displaying on the game interface a game screen corresponding to a virtual game scene from a target perspective of a first virtual character, the virtual game scene including the first virtual character and a second virtual character that is in a different camp from the first virtual character; Step S104, in response to a virtual control area being triggered by the first virtual character in the virtual game scene, displaying on the game interface the remaining effective time of the virtual control area, wherein the second virtual character within the virtual control area is in a restricted movement state and / or a restricted attack state; Step S106, in response to the attack operation performed by the first virtual character on the second virtual character satisfying a preset condition, increasing the remaining effective time of the virtual control area.

[0057] By adopting the above method, in the process of displaying the remaining effective time of the virtual control area, when the value of the virtual energy reaches the preset energy threshold through the attack operation continuously performed by the first virtual character, the remaining effective time of the virtual control area can be increased. In other words, in the process of displaying the remaining effective time of the virtual control area, the attack operation performed by the first virtual character can increase the count of the remaining effective time, which simplifies the operation process of changing the remaining effective time of the virtual control area in the related technology, reduces the time consumed in forming the virtual control area again, and achieves the technical effect of improving the display efficiency of the game screen.

[0058] In order to solve the problem of low efficiency in the display process of the game screen, a method for displaying the game screen is proposed in an embodiment of the present application. Figure 2 : is a flowchart of a method for displaying a game screen according to an embodiment of the present application, and the process includes the following steps:

[0059] Step S202, displaying a game screen corresponding to a virtual game scene from a target perspective of the first virtual character on a game interface, wherein the virtual game scene includes the first virtual character and a second virtual character in a different camp from the first virtual character;

[0060] Step S204, in response to the formation of a virtual control area triggered by the first virtual character in the virtual game scene, the remaining effective time of the virtual control area is displayed on the game interface, wherein the second virtual character located in the virtual control area is in a restricted movement state and / or a restricted attack state;

[0061] Step S206, in response to the attack operation performed by the first virtual character on the second virtual character satisfying a preset condition, increasing the remaining effective time of the virtual control area.

[0062] Assuming that the virtual game scene includes a first virtual character and a second virtual character, when the first virtual character releases a special attack skill and hits the second virtual character, the following image is generated around the second virtual character: Figure 3 The virtual control area (also known as the time stop area) and energy ring (also known as the time stop continuous energy ring) shown in (a) above. The color of some virtual game scenes in the virtual control area turns black and white, and there is a display effect of space fragmentation. For details, please refer to Figure 4 shown.

[0063] The second virtual character in the virtual control area is in a restricted movement state and / or a restricted attack state, and the so-called restricted movement state and / or restricted attack state includes but is not limited to at least one of the following:

[0064] (1) The movement speed of the second virtual character is reduced, and / or the attack speed is reduced;

[0065] For example, the flying speed of the bullet shot by the second avatar is 0.01 of the normal flying speed;

[0066] (2) when the second virtual character is capable of releasing N skills, the second virtual character in a restricted movement state and / or a restricted attack state can only release some of the N skills;

[0067] (3) The damage index caused to the attacked party by the attack operation performed by the second virtual character is low; for example, it is only 0.1 of the normal damage index;

[0068] (4) The second virtual character cannot perform attack operations.

[0069] It should be noted that, in the case where the first virtual character is a virtual character controlled by a player, the target perspective may be, but is not limited to, a first-person perspective or a third-person perspective.

[0070] In addition to the virtual control area formed by the triggering of the first virtual character, there is another triggering method: when the first virtual character successfully dodges before being hit by the attack of the second virtual character, a virtual control area will also be generated around the second virtual character.

[0071] Obviously, the second virtual character may be, but is not limited to, a virtual character in a different camp from the first virtual character or a virtual character not controlled by the player, such as a monster in an NPC.

[0072] While forming a virtual control area on the game screen, the following is displayed: Figure 3The energy ring shown includes an outer ring body and the remaining effective time of the virtual control area displayed in the center. For example, assuming that the display time of the virtual control area is 20s, then a 20s countdown information is displayed in the energy ring (which can also be understood as the remaining countdown for this time stop).

[0073] Since the second virtual character in the virtual control area is in a restricted movement state and / or a restricted attack state, it is convenient for the first virtual character to attack it. Therefore, the first virtual character controlled by the player can continuously increase the remaining effective time of the virtual control area.

[0074] As an optional example, the remaining validity time of the virtual control area may be increased when the following preset conditions are met, including:

[0075] In the case where the attack operation of a preset type performed by the first virtual character hits the second virtual character located in the virtual control area, increasing the value of virtual energy;

[0076] When the value of the virtual energy reaches a preset energy threshold and the remaining effective time is greater than 0, the remaining effective time of the virtual control area is increased.

[0077] Before the countdown of the remaining effective time ends, if the first virtual character performs a preset type of attack operation and hits the second virtual character in the virtual control area, the energy in the energy ring is increased. Figure 3 As shown in (a), at the 15th second of the countdown, the first virtual character performs an attack operation and hits the second virtual character, then the virtual energy in the energy ring will increase to Figure 3 The state shown in (b).

[0078] Since the virtual energy in the energy ring is full, the remaining effective time of the virtual control area is increased. For example, at the 14th second of the countdown, a 5s delay is added, that is, the remaining effective time is increased to Figure 3 19s shown in (c).

[0079] In addition, when the remaining effective time is 0, the formation of the virtual control area is cancelled, and the movement speed and / or attack speed of the virtual characters (including the second virtual character and other virtual characters) in the virtual control area return to normal.

[0080] It can be seen that in the process of displaying the virtual control area (time stop), the time stop time can be extended by the preset type of attack operation performed by the first virtual character, so that the entire time stop process is full of variability and surprise. At the same time, it also solves the problem of insufficient fun in the game process in the related art because the player cannot intervene in the length of the time stop (the start time and end time of the time stop are fixed).

[0081] As an optional implementation, the preset type of attack operation performed by the first virtual character increases the virtual energy in the energy ring, including:

[0082] In the case where the continuous attack operation performed by the first virtual character hits the second virtual character located in the virtual control area, increasing the value of the virtual energy; or

[0083] When the combined attack operation performed by the first virtual character hits the second virtual character located in the virtual control area, the value of the virtual energy is increased.

[0084] In an embodiment of the present application, the preset type of attack operation performed by the first virtual character includes but is not limited to continuous attack (combo) or combined attack operation, wherein continuous attack means that the time difference between the effective time points of damage caused by multiple attack operations to the second virtual character is less than a preset time threshold.

[0085] Specifically, it includes: when the current attack operation performed by the first virtual character hits the second virtual character, and the time interval between the current attack operation and the last attack operation performed by the first virtual character that hit the second virtual character is less than or equal to a first preset time length, increasing the value of virtual energy.

[0086] For example, if Figure 5 As shown, assuming that at the 9th second of the countdown, the first virtual character performs a throwing attack operation and hits the second virtual character, the energy in the energy ring increases from 0 to Figure 5 As shown in (a); at the 8.5th second of the countdown, the first virtual character stabs the second virtual character with the virtual sword in his hand, and the energy in the energy ring increases again and increases to Figure 5 The state shown in (b).

[0087] Since the difference between the effective time point of the second damage caused to the second virtual character and the effective time point of the first damage is 0.5, which is less than the preset time interval of 1s, the two attack operations constitute a combo operation, that is, the continuous attack operation (combo) is successfully continued, so the energy in the energy ring will continue to increase after the second attack operation.

[0088] On the contrary, when the current attack operation performed by the first virtual character hits the second virtual character, and the time interval between the current attack operation and the last attack operation performed by the first virtual character that hit the second virtual character is greater than the first preset time length, the value of the virtual energy is reduced, or the value of the virtual energy is set to 0.

[0089] For example, assuming that the time of the first attack operation performed by the first virtual character is still the 9th second in the countdown, if the time of the second attack on the second virtual character is the 7th second in the countdown, then after the second attack operation is performed, the energy in the energy ring will be cleared. This is because the time interval between the two attack operations is greater than the preset time interval of 1 second. Therefore, the combo continuation fails, and the energy in the energy ring stops being reconnected when it is cleared. Figure 6 As shown in (b).

[0090] In addition, if the first virtual character is hit by the second virtual character or other virtual characters during the countdown of the remaining effective time, it will be directly regarded as a combo continuation failure, and the energy in the energy ring will be reduced or directly cleared.

[0091] Through the above-mentioned embodiments provided by the present application, in the process of displaying the remaining effective time of the virtual control area, when the value of the virtual energy reaches the preset energy threshold through the attack operation continuously performed by the first virtual character, the remaining effective time of the virtual control area can be increased. In other words, in the process of displaying the remaining effective time of the virtual control area, the attack operation performed by the first virtual character can increase the count of the remaining effective time, simplifying the operation process of changing the remaining effective time of the virtual control area in the related technology, avoiding the time spent on forming the virtual control area again, and achieving the technical effect of improving the display efficiency of the game screen.

[0092] As another optional implementation, when the combined attack operation performed by the first virtual character hits the second virtual character located in the virtual control area, increasing the value of the virtual energy includes:

[0093] When a group of attack operations sequentially executed by the first virtual character within a second preset time period all hit the second virtual character, the value of virtual energy is increased, wherein the group of attack operations includes multiple types of attack operations.

[0094] In the embodiment of the present application, in addition to hitting the second virtual character through the above-mentioned continuous attack operation, the second virtual character located in the virtual control area can also be hit through the combined attack operation performed by the first virtual character, thereby increasing the energy in the energy ring.

[0095] Among them, the combination attack operation can be but not limited to a set of combined skills, for example, attacking the second virtual character in the order of assassination, shield attack, and attacking with projectiles, and if each skill hits the second virtual character, the energy in the energy ring will also be increased.

[0096] As an optional example, the above method further includes:

[0097] When the attack operation performed by the second virtual character hits the first virtual character, the value of the virtual energy is reduced, or the value of the virtual energy is set to 0.

[0098] like Figure 7 As shown in (a), assuming that the remaining effective time of the virtual control area is 8.5s, assuming that the second virtual character in the virtual control area performs an attack operation and hits the first virtual character, then the energy in the energy ring will be Figure 7 The value shown in (a) is reduced to Figure 7 The value shown in (b) above, or directly clear the energy in the energy ring.

[0099] Through the above-mentioned embodiments, the energy in the energy ring is increased or decreased according to the preset type of attack operation performed by the first virtual character, so that the whole time stop process is full of variability, and the fun of the game is also increased.

[0100] As an optional implementation, when the attack operation of the preset type performed by the first virtual character hits the second virtual character located in the virtual control area, increasing the value of the virtual energy includes:

[0101] When the attack operation of the preset type performed by the first virtual character hits the second virtual character located in the virtual control area, the value of the virtual energy is increased by a preset value; or

[0102] When the attack operation of the preset type performed by the first virtual character hits N parts of the second virtual character located in the virtual control area, the value of the virtual energy is increased by the product of the preset value and N, where N is a positive integer greater than or equal to 2; or

[0103] When a preset type of attack operation performed by a first virtual character hits a second virtual character located in a virtual control area, it is determined whether to increase the value of virtual energy to a preset energy threshold according to a preset probability; when it is determined that the value of virtual energy is increased to the preset energy threshold, the value of virtual energy is increased to the preset energy threshold; when it is determined that the value of virtual energy is not increased to the preset energy threshold, the value of virtual energy is increased by the preset value.

[0104] Assuming that when the energy of the energy ring is full, the energy value is 100, when the preset type of attack operation performed by the first virtual character hits the second virtual character located in the virtual control area, the energy in the energy bar increases in at least one of the following ways:

[0105] (1) Increase according to the preset value

[0106] Each time the first virtual character successfully performs a combo, and each attack in the combo hits one of the parts of the second virtual character's body, the energy in the energy ring increases by 10; Figure 8 As shown in (b).

[0107] (2) Assume that the second virtual character's body is composed of multiple parts, each of which is an independent attack body and can record damage and combo independently. For example, the first virtual character launches an attack (damage is 100), and when it reaches 3 parts, each part triggers a blood loss of 100 jumps, and each records a combo, with a total blood loss of 100 × 3 = 300, and the number of combos increases by 3. At the same time, the energy in the energy ring will increase by 3 times the preset value, such as Figure 8 As shown in (c), the total increase is 10×3=30.

[0108] (3) When a preset type of attack operation (e.g., each attack in a combo) performed by the first virtual character hits the second virtual character in the virtual control area, the energy ring can be instantly filled according to a preset probability.

[0109] As an optional example, the above-mentioned determining whether to increase the value of the virtual energy to a preset energy threshold according to a preset probability includes:

[0110] When the value of the virtual energy is within the first value range, determining whether to increase the value of the virtual energy to a preset energy threshold according to a preset first probability;

[0111] When the value of the virtual energy is within the second value range, whether to increase the value of the virtual energy to the preset energy threshold is determined according to a preset second probability, wherein the values ​​in the first value range are all smaller than the values ​​in the second value range, and the first probability is smaller than the second probability.

[0112] For example, assuming that the value of virtual energy is divided into the following three different value ranges according to the ratio between the current energy value filled in the energy ring and the energy value when it is full (100), the probability of filling the energy ring instantly is determined according to the value range of the virtual energy value:

[0113] 1) When the energy percentage is less than 30%, the probability of instantly filling the energy ring is 10%;

[0114] 2) When the energy percentage is greater than or equal to 30% and less than 60%, the probability of instantly filling the energy ring is 20%;

[0115] 3) When the energy ratio is greater than or equal to 60%, the probability of instantly filling the energy ring is 30%.

[0116] In a specific embodiment, Fig. 9 As shown, when the proportion of virtual energy in the energy ring is 20%, the probability of filling the energy ring instantly is 10%; when the proportion of virtual energy in the energy ring is 45%, the probability of filling the energy ring instantly is 20%; when the proportion of virtual energy in the energy ring is 70%, the probability of filling the energy ring instantly is 30%.

[0117] That is to say, when the attack operation performed by the first virtual character hits the second virtual character in the virtual control area, the more energy is filled in the energy ring, the higher the probability (preset probability) of increasing the value of the virtual energy to the preset energy threshold. It can also be understood that as the value of the virtual energy accumulated in the energy ring increases, the probability of triggering the instantaneous filling of the energy ring will also increase.

[0118] In addition, when the energy ring is filled up instantly, it will shrink again after a moment of activation. For example, Fig.10 As shown in (a), assuming that at the 8.9th second of the countdown, the attack operation performed by the first virtual character hits the second virtual character in the virtual control area, and the attack operation triggers the energy ring to fill up instantly. The energy ring will instantly expand and then shrink to Fig.10 Normal size shown in (b).

[0119] After the energy ring is filled, at the 8.7th second of the countdown, the energy in the energy ring will be automatically cleared, i.e. the energy ring will be reset, including:

[0120] When the remaining effective time of the virtual control area is increased, the value of the virtual energy is set to 0.

[0121] Assume that after the energy ring is filled instantly, the countdown time increases by 5 seconds. Fig.10 In (b) and (c), the remaining effective time will be increased from the current 8.7s to 13.7s.

[0122] Combining the analysis of the above embodiments, it can be seen that the methods of filling the energy ring include but are not limited to the following two:

[0123] The first method: a preset type of attack operation performed by the first virtual character hits the second virtual character in the virtual control area, the value of virtual energy is increased by a preset value, and the virtual energy in the energy ring is gradually accumulated through multiple attack operations until the energy ring is filled; wherein, in the process of accumulating virtual energy, the time interval between any two attack operations performed by the first virtual character is less than the first preset time length;

[0124] The second method: Based on the value of the virtual energy currently in the energy ring, the energy ring is instantly filled up according to the preset probability trigger. That is, every time the second virtual character is hit, there is a certain probability that the energy ring will be directly filled up, which increases the sense of surprise during the game and improves the diversity of the game screen.

[0125] As an optional example, the above method further includes:

[0126] When the target virtual skill released by the first virtual character hits the second virtual character, a virtual control area is formed in the virtual game scene, wherein the second virtual character is located in the virtual control area, and the virtual control area is a fixed area, or the virtual control area moves with the movement of the second virtual character; or

[0127] When the target virtual skill released by the first virtual character hits the third virtual character, a virtual control area is formed in the virtual game scene, wherein the third virtual character is a virtual character in a different camp from the first virtual character, the third virtual character is in the same camp as the second virtual character or in a different camp, the third virtual character is located in the virtual control area, the virtual control area is a fixed area, or the virtual control area moves with the movement of the third virtual character; or

[0128] When the first virtual character successfully dodges an attack operation performed by the second virtual character on the first virtual character, a virtual control area is formed in the virtual game scene, wherein the second virtual character is located in the virtual control area, and the virtual control area is a fixed area, or the virtual control area moves with the movement of the second virtual character;

[0129] When the first virtual character successfully dodges the attack operation performed by the third virtual character on the first virtual character, a virtual control area is formed in the virtual game scene, wherein the third virtual character is a virtual character in a different camp from the first virtual character, the third virtual character is in the same camp as the second virtual character or in a different camp, the third virtual character is located in the virtual control area, the virtual control area is a fixed area, or the virtual control area moves with the movement of the third virtual character.

[0130] For example, suppose that after the target virtual skill released by the first virtual character hits the second virtual character, the following is formed in the virtual game scene: Fig.11 The virtual control area shown in (a) in FIG. 11 , wherein the area range and area position of the virtual control area may be fixed, or may move with the movement of the second virtual character, for example, from the position shown in (a) in FIG. 11 to Fig.11 The position shown in (b).

[0131] In addition to forming the above-mentioned virtual control area by hitting the second virtual character, the virtual control area can also be formed by attacking other virtual characters, for example, Fig.12 As shown in (a), the virtual game scene includes a first virtual character, a second virtual character, and a third virtual character. When the target virtual skill released by the first virtual character hits the third virtual character, the following will be formed in the virtual game scene: Fig.12 The virtual control area shown in (b).

[0132] The third virtual character may be, but is not limited to, a virtual character in a different camp from the first virtual character, and the third virtual character may be a virtual character in the same camp or a different camp from the second virtual character.

[0133] With reference to the description of the position and size of the virtual control area in the above embodiment, the virtual control area in this embodiment may be a fixed area, or an area that moves at any time according to the movement of the third virtual character.

[0134] In addition to the formation of a virtual control area when the target virtual skill released by the first virtual character hits the second virtual character or the third virtual character, the formation of a virtual control area can also be triggered by the following methods:

[0135] When the second virtual character / third virtual character attacks the first virtual character and the first virtual character successfully dodges before being attacked by the second virtual character / third virtual character, a virtual control area (time stop area) will also be generated around the second virtual character or the third virtual character.

[0136] Through the attack operations or dodge operations performed by each virtual character, a virtual control area with a space fragmentation performance is formed on the game screen, which is conducive to the first virtual character to effectively attack the virtual characters of different camps in the process of displaying the virtual control area, thereby improving the fun of the game and enriching the diversity of the game screen.

[0137] As an optional example, the above method further includes:

[0138] When the second virtual character is within the virtual control area, displaying the remaining effective time of the virtual control area on the game screen of the second virtual character; and / or

[0139] When the second virtual character is located in the virtual control area, prompt information of the attack operation performed by the first virtual character is displayed on the game screen of the second virtual character, wherein the prompt information is used to prompt the second virtual character to dodge the attack operation performed by the first virtual character.

[0140] When a virtual control area is formed, the remaining effective time of the virtual control area will be displayed on the game screen of the first virtual character, thereby reminding the first virtual character that he can attack the second virtual character or other virtual characters in the virtual control area before the remaining effective time is greater than 0.

[0141] In addition, since the movement speed and / or attack speed of the second virtual character in the virtual control area is almost 0, in order to help the second virtual character avoid the attack operation performed by the first virtual character, a prompt information of the attack operation performed by the first virtual character is displayed on the game screen of the second virtual character, so that when the first virtual character performs the attack operation, the second virtual character is prompted to dodge.

[0142] It can be seen that by displaying different contents on the game screens of the first virtual character and the second virtual character, the entire time-stopping process is full of changes and surprises, which greatly enhances the fun of the game confrontation stage.

[0143] As an optional implementation, the above method further includes:

[0144] In the case where the attack operation performed by the second virtual character hits the first virtual character, releasing the movement restriction state and / or attack restriction state of the second virtual character in the virtual control area, or reducing the range of the virtual control area; or

[0145] In the case where an attack operation performed by a third virtual character hits the first virtual character, the restricted movement state and / or restricted attack state of the second virtual character located in the virtual control area is released, or the scope of the virtual control area is reduced, wherein the third virtual character is a virtual character in the same camp as the second virtual character, and the third virtual character is located in the virtual control area or outside the virtual control area.

[0146] For example, suppose the attack operation performed by the first virtual character hits the second virtual character, resulting in Fig.13 In the virtual control area shown in (a), if the second virtual character in the same camp as the first virtual character hits the first virtual character by executing an attack operation, the movement speed and / or attack speed of the second virtual character will be increased, for example, the movement speed of the second virtual character will be increased from the original 0.01m / s to 2m / s.

[0147] Or change the virtual control area from Fig.13 (b) Zoom out to Fig.13 In (c), the number of virtual characters in the virtual control area can be reduced. For example, assuming that there are originally three virtual characters in the virtual control area, after reducing the virtual control area, only one second virtual character remains.

[0148] In order to more clearly understand the technical solution in the embodiment of the present application, Fig.14 The overall flow chart shown in the figure further describes the method for displaying the above game screen, and the specific steps are as follows:

[0149] S1402, triggering of time stop (which can also be understood as forming a virtual control area);

[0150] The triggering methods include but are not limited to two methods: (1) the first virtual character releases an attack skill, and after hitting the second virtual character, a time-stop area is formed around the second virtual character; (2) before the first virtual character is attacked by the second virtual character, the first virtual character successfully dodges, and a time-stop area is formed around the second virtual character.

[0151] It should be noted that a configuration skill table and a time stop continuation table are pre-stored in the client where the virtual character logs in. Among them, assuming that the first virtual character releases the target skill to hit the second virtual character, it will be determined whether the time stop can be triggered based on the target field corresponding to the target skill in the configuration skill table. If the value of the target field is 0, the time stop will not be triggered; if the value of the target field is 1, the time stop will be triggered.

[0152] For example, assuming that within a preset time (10 seconds), the first virtual character performs a combo attack, then the triggering time is determined by querying the target field in the configuration skill table.

[0153] S1404, after the time stop area is formed, start the time stop countdown, and execute steps S1406-1 and S1406-2 at the same time;

[0154] S1406-1, displaying a time-stop countdown on the game screen;

[0155] S1406-2, displaying a time-stop effect on the game screen;

[0156] For example, after the time stop is triggered, a spherical time-space rupture special effect with a radius of 20 meters is generated with the second virtual character as the center; at the same time, after the time stop is triggered, a time stop countdown energy ring is displayed on the game screen. For details, please refer to Fig.13 .

[0157] Among them, a countdown timer exclusive to time stop is added in the background. After the time stop is triggered, the time stop timer starts the countdown. When the countdown returns to 0, the time stop ends, the display of the time stop area is cancelled, and the movement speed and / attack speed of the virtual character in the time stop area returns to normal.

[0158] S1408, determining whether the player performs a continuous combo;

[0159] If a continuous combo is executed, step S1410 is executed; otherwise, step S1420 is executed.

[0160] The continuous combo may be, but is not limited to, the current attack operation performed by the first virtual character hitting the second virtual character, and the time interval between the current attack operation and the last attack operation performed by the first virtual character hitting the second virtual character is less than or equal to the first preset duration.

[0161] It can also be understood that each time the first virtual character causes damage to the second virtual character, the following processing is performed:

[0162] 1) Record the time point when the current damage takes effect;

[0163] 2) Calculate the difference between two adjacent injury time points.

[0164] If the difference is ≤1s, the combo continuation is deemed to be successful; if the difference is >1s, the combo continuation is deemed to have failed, and the existing energy in the energy ring is cleared; at the same time, if the first virtual character is injured, the combo continuation is deemed to have failed, and the existing energy in the energy ring is cleared.

[0165] S1410, determining whether the current combo triggers instant full;

[0166] If the instantaneous full state is triggered, execute step S1412; otherwise, execute step S1414.

[0167] S1412, the time-stop connection is successfully continued, and the countdown is extended;

[0168] The countdown extension process includes: when it is determined that the combo connection is successful, reading the time field in the time-stop connection table pre-stored in the client, and determining the connection time as 5s, 3s, etc. through the time field.

[0169] S1414, the number of times the energy ring is charged is increased by 1;

[0170] S1416, determining whether the time-stop energy ring is full;

[0171] If it is full, execute step S1412; otherwise, execute step S1418.

[0172] S1418, increase the value of virtual energy in the time-stop energy ring;

[0173] For example, according to the situation that the preset fierce attack operation performed by the first virtual character hits the second virtual character located in the virtual control area, it is determined to increase the preset value or the product of the preset value and N, where N is the number of body parts of the second virtual character hit.

[0174] S1420, clear the energy in the energy ring;

[0175] If the combo connection fails or the time-stop connection is completed, the energy in the energy ring will be cleared.

[0176] Here, combo continuation failure may refer to, but is not limited to, that the difference between the time points of two hits on the second virtual character is greater than a first preset time length (eg, 1 second); or that the first virtual character is injured (hit) during the attack operation.

[0177] S1422, countdown ends, exit stops;

[0178] Execute steps S1424-1 and S1424-2 simultaneously.

[0179] S1424-1, the time-stop effect disappears;

[0180] That is, the virtual control area (time stop area) formed around the second virtual character disappears, and the movement speed and / or attack speed of the second virtual character or other virtual characters in the virtual control area return to normal.

[0181] S1424-2, the time-stop energy ring disappears.

[0182] For example, restore to Fig.12 The game screen shown in (a).

[0183] By adopting the above method, in the process of displaying the remaining effective time of the virtual control area, when the value of the virtual energy reaches the preset energy threshold through the attack operation continuously performed by the first virtual character, the remaining effective time of the virtual control area can be increased. In other words, in the process of displaying the remaining effective time of the virtual control area, the attack operation performed by the first virtual character can increase the count of the remaining effective time, which simplifies the operation process of changing the remaining effective time of the virtual control area in the related technology, avoids the time spent on forming the virtual control area again, and achieves the technical effect of improving the display efficiency of the game screen.

[0184] It should be noted that, for the aforementioned method embodiments, for the sake of simplicity, they are all expressed as a series of action combinations, but those skilled in the art should be aware that the present application is not limited by the described order of actions, because according to the present application, certain steps can be performed in other orders or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily required by the present application.

[0185] According to another aspect of the embodiment of the present application, there is also provided Fig.15 A display device for a game screen is shown, the device comprising:

[0186] The first display unit 1502 is used to display a game screen corresponding to the virtual game scene from the target perspective of the first virtual character on the game interface, where the virtual game scene includes the first virtual character and a second virtual character in a different camp from the first virtual character;

[0187] The first processing unit 1504 is configured to, in response to the formation of a virtual control area triggered by the first virtual character in the virtual game scene, display the remaining effective time of the virtual control area on the game interface, wherein a second virtual character located in the virtual control area is in a restricted movement state and / or a restricted attack state;

[0188] The second processing unit 1506 is configured to increase the remaining effective time of the virtual control area in response to the attack operation performed by the first virtual character on the second virtual character satisfying a preset condition.

[0189] Optionally, the second processing unit includes:

[0190] A first processing module, configured to increase the value of virtual energy when a preset type of attack operation performed by a first virtual character hits a second virtual character located in a virtual control area;

[0191] The second processing module is used to increase the remaining effective time of the virtual control area when the value of the virtual energy reaches a preset energy threshold and the remaining effective time is greater than 0.

[0192] Optionally, the first processing module includes:

[0193] A first processing submodule is configured to increase the value of virtual energy when the continuous attack operation performed by the first virtual character hits the second virtual character located in the virtual control area; or

[0194] The second processing submodule is used to increase the value of virtual energy when the combined attack operation performed by the first virtual character hits the second virtual character located in the virtual control area.

[0195] Optionally, the first processing module includes:

[0196] The third processing submodule is used to increase the value of virtual energy when the current attack operation performed by the first virtual character hits the second virtual character and the time interval between the current attack operation and the last attack operation performed by the first virtual character that hit the second virtual character is less than or equal to the first preset time length.

[0197] Optionally, the above device further includes:

[0198] The third processing unit is used to reduce the value of virtual energy, or set the value of virtual energy to 0, when the current attack operation performed by the first virtual character hits the second virtual character, and the time interval between the current attack operation and the last attack operation performed by the first virtual character that hits the second virtual character is greater than a first preset time length.

[0199] Optionally, the first processing module includes:

[0200] The fourth processing submodule is used to increase the value of virtual energy when a group of attack operations executed in sequence by the first virtual character within a second preset time period all hit the second virtual character, wherein the group of attack operations includes multiple types of attack operations.

[0201] Optionally, the above device further includes:

[0202] The fourth processing unit is used to reduce the value of virtual energy or set the value of virtual energy to 0 when the attack operation performed by the second virtual character hits the first virtual character.

[0203] Optionally, the first processing module includes:

[0204] a fifth processing submodule, configured to increase the value of virtual energy by a preset value when the attack operation of a preset type performed by the first virtual character hits the second virtual character located in the virtual control area; or

[0205] When the attack operation of the preset type performed by the first virtual character hits N parts of the second virtual character located in the virtual control area, the value of the virtual energy is increased by the product of the preset value and N, where N is a positive integer greater than or equal to 2; or

[0206] When a preset type of attack operation performed by a first virtual character hits a second virtual character located in a virtual control area, it is determined whether to increase the value of virtual energy to a preset energy threshold according to a preset probability; when it is determined that the value of virtual energy is increased to the preset energy threshold, the value of virtual energy is increased to the preset energy threshold; when it is determined that the value of virtual energy is not increased to the preset energy threshold, the value of virtual energy is increased by the preset value.

[0207] Optionally, the first processing module includes:

[0208] a sixth processing submodule, configured to determine whether to increase the value of the virtual energy to a preset energy threshold according to a preset first probability when the value of the virtual energy is within the first value range;

[0209] The seventh processing submodule is used to determine whether to increase the value of the virtual energy to a preset energy threshold according to a preset second probability when the value of the virtual energy is within a second value range, wherein the values ​​in the first value range are all smaller than the values ​​in the second value range, and the first probability is smaller than the second probability.

[0210] Optionally, the above device further includes:

[0211] The fifth processing unit is used to set the value of the virtual energy to 0 when the remaining validity time of the virtual control area is increased.

[0212] Optionally, the above device further includes:

[0213] a sixth processing unit, configured to form a virtual control area in the virtual game scene when the target virtual skill released by the first virtual character hits the second virtual character, wherein the second virtual character is located in the virtual control area, the virtual control area is a fixed area, or the virtual control area moves with the movement of the second virtual character; or

[0214] When the target virtual skill released by the first virtual character hits the third virtual character, a virtual control area is formed in the virtual game scene, wherein the third virtual character is a virtual character in a different camp from the first virtual character, the third virtual character is in the same camp as the second virtual character or in a different camp, the third virtual character is located in the virtual control area, the virtual control area is a fixed area, or the virtual control area moves with the movement of the third virtual character; or

[0215] When the first virtual character successfully dodges an attack operation performed by the second virtual character on the first virtual character, a virtual control area is formed in the virtual game scene, wherein the second virtual character is located in the virtual control area, and the virtual control area is a fixed area, or the virtual control area moves with the movement of the second virtual character;

[0216] When the first virtual character successfully dodges the attack operation performed by the third virtual character on the first virtual character, a virtual control area is formed in the virtual game scene, wherein the third virtual character is a virtual character in a different camp from the first virtual character, the third virtual character is in the same camp as the second virtual character or in a different camp, the third virtual character is located in the virtual control area, the virtual control area is a fixed area, or the virtual control area moves with the movement of the third virtual character.

[0217] Optionally, the above device further includes:

[0218] A second display unit is used to display the remaining effective time of the virtual control area on the game screen of the second virtual character when the second virtual character is located in the virtual control area; and / or

[0219] When the second virtual character is located in the virtual control area, prompt information of the attack operation performed by the first virtual character is displayed on the game screen of the second virtual character, wherein the prompt information is used to prompt the second virtual character to dodge the attack operation performed by the first virtual character.

[0220] Optionally, the above device further includes:

[0221] The seventh processing unit is used to increase the movement speed and / or attack speed of the second virtual character in the virtual control area, or reduce the range of the virtual control area when the attack operation performed by the second virtual character hits the first virtual character; or

[0222] In the case where an attack operation performed by a third virtual character hits the first virtual character, the movement speed and / or attack speed of the second virtual character located in the virtual control area is increased, or the range of the virtual control area is reduced, wherein the third virtual character is a virtual character in the same camp as the second virtual character, and the third virtual character is located in the virtual control area or outside the virtual control area.

[0223] By applying the above device to the process of displaying the remaining effective time of the virtual control area, the attack operation continuously performed by the first virtual character makes the value of the virtual energy reach the preset energy threshold, and the remaining effective time of the virtual control area can be increased. In other words, in the process of displaying the remaining effective time of the virtual control area, the attack operation performed by the first virtual character can increase the count of the remaining effective time, simplifying the operation process of changing the remaining effective time of the virtual control area in the related art, reducing the time consumed in forming the virtual control area again, and achieving the technical effect of improving the display efficiency of the game screen.

[0224] It should be noted that the embodiments of the device for displaying the game screen here can refer to the embodiments of the method for displaying the game screen mentioned above, which will not be repeated here.

[0225] According to another aspect of the embodiment of the present application, an electronic device for implementing the above-mentioned game screen display method is also provided. The electronic device may be Fig.16 The terminal device shown in FIG. This embodiment is described by taking the electronic device as a background device as an example. Fig.16 As shown, the electronic device includes a memory 1602 and a processor 1604. The memory 1602 stores a computer program, and the processor 1604 is configured to execute the steps in any of the above method embodiments through the computer program.

[0226] Optionally, in this embodiment, the electronic device may be located in at least one network device among a plurality of network devices of a computer network.

[0227] Optionally, in this embodiment, the processor may be configured to perform the following steps through a computer program:

[0228] S1, displaying a game screen corresponding to a virtual game scene from a target perspective of a first virtual character on a game interface, wherein the virtual game scene includes the first virtual character and a second virtual character in a different camp from the first virtual character;

[0229] S2, in response to the formation of a virtual control area triggered by the first virtual character in the virtual game scene, displaying the remaining effective time of the virtual control area on the game interface, wherein the second virtual character located in the virtual control area is in a restricted movement state and / or a restricted attack state;

[0230] S3: In response to the attack operation performed by the first virtual character on the second virtual character satisfying a preset condition, increasing the remaining validity time of the virtual control area.

[0231] Alternatively, a person skilled in the art may understand that: Fig.16The structure shown is for illustration only, and the electronic device may also be a target terminal such as a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a PDA, and a mobile Internet device (MID), a PAD, etc. Fig.16 The electronic device and the electronic equipment described above are not limited in structure. Fig.16 More or fewer components (such as network interfaces, etc.) as shown in, or with Fig.16 Different configurations shown.

[0232] Among them, the memory 1602 can be used to store software programs and modules, such as the program instructions / modules corresponding to the method and device for displaying the game screen in the embodiment of the present application. The processor 1604 executes various functional applications and data processing by running the software programs and modules stored in the memory 1602, that is, realizing the above-mentioned method for displaying the game screen. The memory 1602 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some instances, the memory 1602 may further include a memory remotely arranged relative to the processor 1604, and these remote memories may be connected to the terminal via a network. Examples of the above-mentioned networks include, but are not limited to, the Internet, corporate intranets, local area networks, mobile communication networks, and combinations thereof. Among them, the memory 1602 may be specifically used, but not limited to, to store the corresponding game screen under the target perspective, the remaining effective time, and the movement speed of the virtual character. As an example, such as Fig.16 As shown, the memory 1602 may include, but is not limited to, the first display unit 1502, the first processing unit 1504, and the second display processing unit 1506 in the display device for the game screen. In addition, other module units in the display device for the game screen may also be included but are not limited to, which will not be repeated in this example.

[0233] Optionally, the transmission device 1606 is used to receive or send data via a network. Specific examples of the above-mentioned network may include a wired network and a wireless network. In one example, the transmission device 1606 includes a network adapter (Network Interface Controller, NIC), which can be connected to other network devices and routers via a network cable so as to communicate with the Internet or a local area network. In one example, the transmission device 1606 is a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.

[0234] In addition, the electronic device further includes: a display 1608 for displaying the direction prompt information of the target sound; and a connection bus 1610 for connecting various module components in the electronic device.

[0235] In other embodiments, the target terminal or server may be a node in a distributed system, wherein the distributed system may be a blockchain system, and the blockchain system may be a distributed system formed by connecting the multiple nodes in the form of network communication. Among them, the nodes may form a peer-to-peer (P2P) network, and any form of computing device, such as a server, terminal or other electronic device, may become a node in the blockchain system by joining the peer-to-peer network.

[0236] According to another aspect of the present application, a computer program product or computer program is provided, the computer program product or computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the game screen display method provided in various optional implementations of the above-mentioned server verification processing and other aspects, wherein the computer program is configured to execute the steps of any of the above-mentioned method embodiments when running.

[0237] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for performing the following steps:

[0238] S1, displaying a game screen corresponding to a virtual game scene from a target perspective of a first virtual character on a game interface, wherein the virtual game scene includes the first virtual character and a second virtual character in a different camp from the first virtual character;

[0239] S2, in response to the formation of a virtual control area triggered by the first virtual character in the virtual game scene, displaying the remaining effective time of the virtual control area on the game interface, wherein the second virtual character located in the virtual control area is in a restricted movement state and / or a restricted attack state;

[0240] S3: In response to the attack operation performed by the first virtual character on the second virtual character satisfying a preset condition, increasing the remaining validity time of the virtual control area.

[0241] Optionally, in this embodiment, a person of ordinary skill in the art may understand that all or part of the steps in the various methods of the above embodiments may be completed by instructing the hardware related to the target terminal through a program, and the program may be stored in a computer-readable storage medium, and the storage medium may include: a flash drive, a read-only memory (ROM), a random access memory (RAM), a disk or an optical disk, etc.

[0242] The serial numbers of the above-mentioned embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.

[0243] If the integrated units in the above embodiments are implemented in the form of software functional units and sold or used as independent products, they can be stored in the above computer-readable storage medium. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art, or all or part of the technical solution can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for enabling one or more computer devices (which can be personal computers, servers or network devices, etc.) to execute all or part of the steps of the methods of each embodiment of the present application.

[0244] In the above embodiments of the present application, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, please refer to the relevant description of other embodiments.

[0245] In the several embodiments provided in the present application, it should be understood that the disclosed client can be implemented in other ways. Among them, the device embodiments described above are only schematic, for example, the division of units is only a logical function division, and there may be other division methods in actual implementation, for example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of units or modules, which can be electrical or other forms.

[0246] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0247] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of software functional units.

[0248] The above are only preferred implementations of the present application. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principles of the present application. These improvements and modifications should also be regarded as the scope of protection of the present application.

Claims

1. A method for displaying a game screen, characterized in that: include: Displaying a game screen corresponding to a virtual game scene from a target perspective of a first virtual character on a game interface, wherein the virtual game scene includes the first virtual character and a second virtual character in a different camp from the first virtual character; In response to a virtual control area formed by triggering a first virtual character in the virtual game scene, displaying the remaining effective time of the virtual control area on the game interface, wherein the second virtual character located in the virtual control area is in a restricted movement state and / or a restricted attack state; In response to the attack operation performed by the first virtual character on the second virtual character satisfying a preset condition, the remaining validity time of the virtual control area is increased.

2. The method according to claim 1, characterized in that In response to the attack operation performed by the first virtual character on the second virtual character satisfying a preset condition, increasing the validity period of the virtual control area includes: In the case where the preset type of attack operation performed by the first virtual character hits the second virtual character located in the virtual control area, increasing the value of virtual energy; When the value of the virtual energy reaches a preset energy threshold and the remaining effective time is greater than 0, the remaining effective time of the virtual control area is increased.

3. The method according to claim 2, characterized in that In the case where the preset type of attack operation performed by the first virtual character hits the second virtual character located in the virtual control area, increasing the value of virtual energy includes: In the case where the continuous attack operation performed by the first virtual character hits the second virtual character located in the virtual control area, increasing the value of the virtual energy; or When the combined attack operation performed by the first virtual character hits the second virtual character located in the virtual control area, the value of the virtual energy is increased.

4. The method according to claim 3, characterized in that In the case where the continuous attack operation performed by the first virtual character hits the second virtual character located in the virtual control area, increasing the value of the virtual energy includes: When the current attack operation performed by the first virtual character hits the second virtual character, and the time interval between the current attack operation and the last attack operation performed by the first virtual character that hit the second virtual character is less than or equal to a first preset duration, the value of the virtual energy is increased.

5. The method according to claim 4, characterized in that The method further comprises: When the current attack operation performed by the first virtual character hits the second virtual character, and the time interval between the current attack operation and the last attack operation performed by the first virtual character that hit the second virtual character is greater than the first preset time length, reduce the value of the virtual energy, or set the value of the virtual energy to 0.

6. The method according to claim 3, characterized in that In the case where the combined attack operation performed by the first virtual character hits the second virtual character located in the virtual control area, increasing the value of the virtual energy includes: When a group of attack operations sequentially executed by the first virtual character within a second preset time period all hit the second virtual character, the value of the virtual energy is increased, wherein the group of attack operations includes multiple types of attack operations.

7. The method according to claim 2, characterized in that The method further comprises: When the attack operation performed by the second virtual character hits the first virtual character, the value of the virtual energy is reduced, or the value of the virtual energy is set to 0.

8. The method according to claim 2, characterized in that: In the case where the attack operation of the preset type performed by the first virtual character hits the second virtual character located in the virtual control area, increasing the value of virtual energy includes: In the case where the preset type of attack operation performed by the first virtual character hits the second virtual character located in the virtual control area, increasing the value of the virtual energy by a preset value; or When the preset type of attack operation performed by the first virtual character hits N parts of the second virtual character located in the virtual control area, the value of the virtual energy is increased by the product of the preset value and N, where N is a positive integer greater than or equal to 2; or When the preset type of attack operation performed by the first virtual character hits the second virtual character located in the virtual control area, determine whether to increase the value of the virtual energy to the preset energy threshold according to a preset probability; when it is determined that the value of the virtual energy is increased to the preset energy threshold, increase the value of the virtual energy to the preset energy threshold; when it is determined that the value of the virtual energy is not increased to the preset energy threshold, increase the value of the virtual energy by the preset value.

9. The method according to claim 8, characterized in that The determining, according to a preset probability, whether to increase the value of the virtual energy to the preset energy threshold comprises: When the value of the virtual energy is within the first value range, determining whether to increase the value of the virtual energy to the preset energy threshold according to a preset first probability; When the value of the virtual energy is within the second value range, whether to increase the value of the virtual energy to the preset energy threshold is determined according to a preset second probability, wherein the values ​​in the first value range are all smaller than the values ​​in the second value range, and the first probability is smaller than the second probability.

10. The method according to any one of claims 2 to 9, characterized in that The method further comprises: When the remaining validity time of the virtual control area is increased, the value of the virtual energy is set to 0.

11. The method according to any one of claims 2 to 9, characterized in that The method further comprises: In the case where the target virtual skill released by the first virtual character hits the second virtual character, the virtual control area is formed in the virtual game scene, wherein the second virtual character is located in the virtual control area, the virtual control area is a fixed area, or the virtual control area moves with the movement of the second virtual character; or In the case where the target virtual skill released by the first virtual character hits the third virtual character, the virtual control area is formed in the virtual game scene, wherein the third virtual character is a virtual character in a different camp from the first virtual character, the third virtual character is in the same camp or in a different camp as the second virtual character, the third virtual character is located in the virtual control area, the virtual control area is a fixed area, or the virtual control area moves with the movement of the third virtual character; or In the case where the first virtual character successfully dodges the attack operation performed by the second virtual character on the first virtual character, forming the virtual control area in the virtual game scene, wherein the second virtual character is located in the virtual control area, the virtual control area is a fixed area, or the virtual control area moves with the movement of the second virtual character; In the case that the first virtual character successfully dodges the attack operation performed by the third virtual character on the first virtual character, the virtual control area is formed in the virtual game scene, wherein the third virtual character is a virtual character in a different camp from the first virtual character, the third virtual character is in the same camp or in a different camp as the second virtual character, the third virtual character is located in the virtual control area, the virtual control area is a fixed area, or the virtual control area moves with the movement of the third virtual character.

12. The method according to any one of claims 2 to 9, characterized in that The method further comprises: When the second virtual character is within the virtual control area, displaying the remaining effective time of the virtual control area on the game screen of the second virtual character; and / or When the second virtual character is located in the virtual control area, prompt information of the attack operation performed by the first virtual character is displayed on the game screen of the second virtual character, wherein the prompt information is used to prompt the second virtual character to dodge the attack operation performed by the first virtual character.

13. The method according to any one of claims 2 to 9, characterized in that The method further comprises: In the case where the attack operation performed by the second virtual character hits the first virtual character, releasing the movement restriction state and / or attack restriction state of the second virtual character located in the virtual control area, or reducing the range of the virtual control area; or In the case where an attack operation performed by a third virtual character hits the first virtual character, the restricted movement and / or restricted attack state of the second virtual character located in the virtual control area is released, or the scope of the virtual control area is reduced, wherein the third virtual character is a virtual character in the same camp as the second virtual character, and the third virtual character is located within the virtual control area or outside the virtual control area.

14. A device for displaying a game screen, characterized in that: include: A first display unit, configured to display a game screen corresponding to a virtual game scene from a target perspective of a first virtual character on a game interface, wherein the virtual game scene includes the first virtual character and a second virtual character in a different camp from the first virtual character; A first processing unit, configured to, in response to a virtual control area triggered by a first virtual character in the virtual game scene, display the remaining effective time of the virtual control area on the game interface, wherein the second virtual character located in the virtual control area is in a restricted movement state and / or a restricted attack state; The second processing unit is configured to increase the remaining effective time of the virtual control area in response to the attack operation performed by the first virtual character on the second virtual character satisfying a preset condition.

15. A computer-readable storage medium, characterized in that: The computer-readable storage medium includes a stored program, wherein the program can be executed by a terminal device or a computer to execute the method described in any one of claims 1 to 13.

16. A computer program product comprising a computer program / instructions, characterized in that When the computer program / instructions are executed by a processor, the steps of the method described in any one of claims 1 to 13 are implemented.

17. An electronic device comprising a memory and a processor, characterized in that: A computer program is stored in the memory, and the processor is configured to execute the method according to any one of claims 1 to 13 through the computer program.