Virtual game display method and device, equipment, medium and program product

By dividing multiple combat areas in the game screen of a multiplayer battle game, the problem that players cannot effectively control multiple virtual characters is solved, and the control efficiency and visibility of combat situations is improved.

CN119425066APending Publication Date: 2025-02-14TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202310954884.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2023-07-31
Publication Date
2025-02-14

AI Technical Summary

Technical Problem

In multiplayer battle games, players cannot effectively locate and control multiple virtual characters, resulting in low control efficiency.

Method used

By dividing multiple battle areas in the game screen, multiple first virtual characters and second virtual characters are displayed according to the depth of field range, and their battle animations are displayed in each battle area.

Benefits of technology

It improves players' control efficiency over virtual games, allows players to make targeted adjustments to obtain virtual characters from each battle area, and avoids dispersed attention.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a virtual game display method and device, equipment, a medium and a program product, and relates to the field of human-computer interaction. The method comprises the following steps: receiving a game starting operation; responding to the game starting operation, and displaying a game picture of the virtual game; and displaying fight animations corresponding to the n fight areas respectively. According to the embodiment of the invention, the plurality of first virtual characters and the plurality of second virtual characters can carry out dispersed battle in the separated battle areas, and a player can obtain the battle condition of each virtual character from each battle area, so that targeted adjustment is carried out, and the control efficiency of the player on virtual battle is improved; on the other hand, the game picture is divided according to the picture depth-of-field range to obtain the battle areas, the game picture can be displayed in a differentiated mode, players can focus on one or more game pictures in a concentrated mode, and the situation that the players focus on scattered points due to the fact that the multiple battle areas are displayed indifferently is avoided; and the control efficiency of the player on the virtual game is further improved.
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Description

Technical Field

[0001] The embodiments of the present application relate to the field of human-computer interaction, and in particular to a method, device, equipment, medium and program product for displaying a virtual game. Background Art

[0002] Competitive games include multiplayer games, which are games in which each opponent selects at least two virtual characters to appear in battle.

[0003] In the related art, in a multiplayer game, if player A selects virtual character 1 and virtual character 2 to play, and player B selects virtual character 3 and virtual character 4 to play, then these four virtual characters will engage in mixed combat in the same field. Each character can attack all enemy characters on the field at the same time, that is, virtual character 1 or virtual character 2 can attack virtual character 3 and virtual character 4, and virtual character 3 or virtual character 4 can attack virtual character 1 and virtual character 2.

[0004] However, in the mixed combat mode of the above-mentioned multiple virtual characters, all virtual characters selected by the player can attack all other enemy virtual characters, and the player cannot locate the role played by a certain virtual character in the game, resulting in low efficiency of the player's control over the game in the multiplayer game. Summary of the invention

[0005] The embodiments of the present application provide a method, device, equipment, medium and program product for displaying a virtual game, which can improve the efficiency of players' control over the virtual game. The technical solution is as follows:

[0006] In one aspect, a method for displaying a virtual game is provided, the method comprising:

[0007] receiving a game start operation, wherein the game start operation is used to start a virtual game, wherein the virtual game refers to a game between a plurality of first virtual characters and a plurality of second virtual characters;

[0008] In response to the game start operation, a game screen of the virtual game is displayed, wherein the game screen includes n game areas, and the n game areas are areas divided according to the depth of field range corresponding to the game screen; wherein the i-th game area includes at least one first virtual character among the plurality of first virtual characters and at least one second virtual character among the plurality of second virtual characters, n is an integer greater than 1, and 0<i≤n;

[0009] The battle animations corresponding to the n battle areas are displayed respectively, wherein the battle animation corresponding to the i-th battle area refers to an animation of a battle between a first virtual character in the i-th battle area and a second virtual character in the i-th battle area.

[0010] In another aspect, a display device for a virtual game is provided, the device comprising:

[0011] A receiving module, used for receiving a game start operation, wherein the game start operation is used for starting a virtual game, wherein the virtual game refers to a game between a plurality of first virtual characters and a plurality of second virtual characters;

[0012] A display module is used for displaying a game screen of a virtual game in response to the game start operation, wherein the game screen includes n game areas, and the n game areas are areas divided according to the depth of field range corresponding to the game screen; wherein the i-th game area includes at least one first virtual character among the plurality of first virtual characters and at least one second virtual character among the plurality of second virtual characters, n is an integer greater than 1, and 0<i≤n;

[0013] The display module is also used to display the battle animations corresponding to the n battle areas respectively, and the battle animation corresponding to the i-th battle area refers to the animation of the battle between the first virtual character in the i-th battle area and the second virtual character in the i-th battle area.

[0014] On the other hand, a computer device is provided, comprising a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set or an instruction set, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by the processor to implement a method for displaying a virtual game as described in any of the above embodiments.

[0015] On the other hand, a computer-readable storage medium is provided, wherein at least one instruction, at least one program, a code set or an instruction set is stored in the storage medium, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by a processor to implement a method for displaying a virtual game as described in any of the above embodiments.

[0016] On the other hand, a computer program product or a computer program is provided, the computer program product or the computer program includes computer instructions, the computer instructions are stored in a computer-readable storage medium. A processor of a 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 method for displaying a virtual game described in any of the above embodiments.

[0017] The beneficial effects brought by the technical solution provided by the embodiment of the present application include at least:

[0018] After starting a virtual game between multiple first virtual characters and multiple second virtual characters, multiple battle areas divided according to the depth of field range of the screen are displayed on the game screen of the virtual game, and multiple first virtual characters and multiple second virtual characters are displayed in each battle area in a dispersed manner, so that each battle area displays the battle animation between the first virtual characters and the second virtual characters it includes. On the one hand, multiple first virtual characters and multiple second virtual characters can fight in separate battle areas, and players can obtain the battle situation of each virtual character from each battle area, so as to make targeted adjustments, thereby improving the player's control efficiency over the virtual game; on the other hand, the game screen is divided into battle areas according to the depth of field range of the screen, and the game screen can be displayed in a differentiated manner, so that the player can focus on one or several game screens, avoiding the indiscriminate display of multiple battle areas that causes the player's attention to be dispersed, and further improving the player's control efficiency over the virtual game. BRIEF DESCRIPTION OF THE DRAWINGS

[0019] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for use in the description of the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.

[0020] Figure 1 is a structural block diagram of a computer system provided by an exemplary embodiment of the present application;

[0021] Figure 2 It is a schematic diagram of an implementation environment provided by an exemplary embodiment of the present application;

[0022] Figure 3 is a flow chart of a method for displaying a virtual game provided by an exemplary embodiment of the present application;

[0023] Figure 4 It is a schematic diagram of the division of the battle area in the game screen provided by an exemplary embodiment of the present application;

[0024] Figure 5 is a schematic diagram of dividing the battle area in the game screen provided by another exemplary embodiment of the present application;

[0025] Figure 6 is a flow chart of a method for displaying a virtual game provided by another exemplary embodiment of the present application;

[0026] Figure 7 is a schematic diagram of an opponent details interface provided by an exemplary embodiment of the present application;

[0027] Figure 8is a schematic diagram of a game screen provided by an exemplary embodiment of the present application;

[0028] Fig. 9 It is an animated schematic diagram of releasing a starting skill provided by an exemplary embodiment of the present application;

[0029] Fig.10 is an animated schematic diagram of a character winning provided by an exemplary embodiment of the present application;

[0030] Fig.11 is an animated schematic diagram of a character leaving a battle area provided by an exemplary embodiment of the present application;

[0031] Fig.12 is an animated schematic diagram of a character coming to another battle area provided by an exemplary embodiment of the present application;

[0032] Fig.13 is a flowchart of a method for displaying a virtual game provided by another exemplary embodiment of the present application;

[0033] Fig.14 is a schematic diagram of a game screen provided by another exemplary embodiment of the present application;

[0034] Fig.15 is a schematic diagram of a game ending interface provided by an exemplary embodiment of the present application;

[0035] Fig.16 is a flowchart of a method for displaying a virtual game provided by another exemplary embodiment of the present application;

[0036] Fig.17 is a schematic diagram of an opponent selection interface provided by an exemplary embodiment of the present application;

[0037] Fig.18 is a schematic diagram of a lineup selection interface provided by an exemplary embodiment of the present application;

[0038] Fig.19 is a structural block diagram of a display device for a virtual game provided by an exemplary embodiment of the present application;

[0039] Fig. 20 is a structural block diagram of a display device for a virtual game provided by another exemplary embodiment of the present application;

[0040] Fig.21 It is a structural block diagram of a terminal provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION

[0041] In order to make the purpose, technical solution and advantages of the present application clearer, the implementation mode of the present application will be further described in detail below in conjunction with the accompanying drawings. Obviously, the described embodiments are part of the embodiments of the present application, rather than all the embodiments. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in this field without creative work are within the scope of protection of the present application.

[0042] In this application, the terms "first", "second", etc. are used to distinguish identical or similar items with substantially the same effects and functions. It should be understood that there is no logical or temporal dependency between "first" and "second", nor is there any limitation on quantity and execution order.

[0043] In the related art, in a game of a multiplayer battle game, player A selects virtual character 1 and virtual character 2 to play, and player B selects virtual character 3 and virtual character 4 to play, then these four virtual characters will engage in mixed combat in the same field. Each character can attack all enemy characters on the field at the same time, that is, virtual character 1 or virtual character 2 can attack virtual character 3 and virtual character 4, and virtual character 3 or virtual character 4 can attack virtual character 1 and virtual character 2. However, in the above-mentioned mixed combat mode of multiple virtual characters, all virtual characters selected by the player can attack all other enemy virtual characters, and the player cannot locate the role played by a certain virtual character in the game, resulting in low efficiency of the player's control over the game in the multiplayer battle game.

[0044] An embodiment of the present application provides a method for displaying a virtual game. On the one hand, multiple first virtual characters and multiple second virtual characters can fight in separate battle areas, and players can obtain the battle situation of each virtual character from each battle area, so as to make targeted adjustments, thereby improving the player's control efficiency over the virtual game; on the other hand, the game screen is divided into battle areas according to the depth of field range of the picture, and the game screen can be displayed in a differentiated manner, so that the player can focus on one or several game screens, avoiding the indiscriminate display of multiple battle areas that causes the player's attention to be dispersed, and further improving the player's control efficiency over the virtual game.

[0045] The terminal in the present application can be a desktop computer, a laptop, a mobile phone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III, Moving Picture Experts Group Audio Layer 3) player, an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer 4) player, etc. An application that supports virtual scenes is installed and run in the terminal, such as an application that supports three-dimensional virtual scenes. The application can be any one of a virtual reality application, a third-person shooting game (Third-Person Shooting game, TPS), a first-person shooting game (First-Person Shooting game, FPS), a multiplayer online tactical competitive game (Multiplayer Online Battle Arena Games, MOBA), a role-playing game, a turn-based action game, etc. Optionally, the application can be a stand-alone application, such as a stand-alone three-dimensional game program, or a network-connected application.

[0046] Figure 1 The electronic device 100 includes an operating system 120 and an application 122 .

[0047] The operating system 120 is the underlying software that provides application programs 122 with secure access to the computer's hardware.

[0048] The application 122 is an application that supports virtual scenes. Optionally, the application 122 is an application that supports three-dimensional virtual scenes. The application 122 can be any one of a virtual reality application, a TPS game, an FPS game, a MOBA game, a role-playing game, a turn-based action game, etc. The application 122 can be a stand-alone application, such as a stand-alone three-dimensional game program, or a network-connected application.

[0049] Figure 2 The computer system 200 includes a first device 220 , a server 240 , and a second device 260 .

[0050] The first device 220 is installed and runs an application that supports virtual scenes. The application can be any one of a virtual reality application, a TPS game, an FPS game, a MOBA game, a role-playing game, a turn-based action game, etc. The first device 220 is a device used by a first user, and the first user uses the first device 220 to control a first virtual character in a virtual scene to perform an activity, and the activity includes but is not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. Schematically, the first virtual character is a first virtual person, such as a simulation person character or an animation person character.

[0051] The first device 220 is connected to the server 240 via a wireless network or a wired network.

[0052] The server 240 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. The server 240 is used to provide background services for applications that support three-dimensional virtual scenes. Optionally, the server 240 undertakes the main computing work, and the first device 220 and the second device 260 undertake the secondary computing work; or, the server 240 undertakes the secondary computing work, and the first device 220 and the second device 260 undertake the main computing work; or, the server 240, the first device 220, and the second device 260 adopt a distributed computing architecture to perform collaborative computing.

[0053] The second device 260 is installed and runs an application that supports virtual scenes. The application can be any one of a virtual reality application, a TPS game, an FPS game, a MOBA game, a role-playing game, a turn-based action game, etc. The second device 260 is a device used by a second user, and the second user uses the second device 260 to control a second virtual character in the virtual scene to perform an activity, and the activity includes but is not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. Schematically, the second virtual character is a second virtual person, such as a simulation person character or an animation person character.

[0054] Optionally, the first virtual character and the second virtual character are in the same virtual scene. Optionally, the first virtual character and the second virtual character may belong to the same team, the same organization, have a friendship, or have temporary communication permissions. Optionally, the first virtual character and the second virtual character may also belong to different teams, different organizations, or two hostile groups.

[0055] Optionally, the applications installed on the first device 220 and the second device 260 are the same, or the applications installed on the two devices are the same type of applications on different control system platforms. The first device 220 may generally refer to one of a plurality of devices, and the second device 260 may generally refer to one of a plurality of devices. This embodiment is only illustrated by the first device 220 and the second device 260. The device types of the first device 220 and the second device 260 are the same or different, and the device types include: at least one of a game console, a desktop computer, a smart phone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, and a laptop computer. The following embodiments are illustrated by the device being a desktop computer.

[0056] Those skilled in the art will appreciate that the number of the above devices may be more or less. For example, the above device may be only one, or the above devices may be dozens or hundreds, or more. The embodiment of the present application does not limit the number and type of devices.

[0057] It is worth noting that server 240 can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms. Among them, cloud technology refers to a hosting technology that unifies a series of resources such as hardware, software, and networks in a wide area network or local area network to achieve data computing, storage, processing, and sharing. Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, application technology, etc. based on the cloud computing business model. It can form a resource pool that can be used on demand and is flexible and convenient.

[0058] In some embodiments, the method provided in the embodiments of the present application can be applied to a cloud gaming scenario, so that the calculation of data logic during the game is completed through the cloud server, while the terminal is responsible for the display of the game interface.

[0059] Optionally, the server 240 may also be implemented as a node in a blockchain system.

[0060] It should be noted that before collecting relevant data of users and during the process of collecting relevant data of users, this application can display a prompt interface, pop-up window or output voice prompt information, and the prompt interface, pop-up window or voice prompt information is used to prompt the user that its relevant data is currently being collected, so that this application only starts to execute the relevant steps of obtaining relevant data of users after obtaining the confirmation operation issued by the user to the prompt interface or pop-up window, otherwise (that is, when the confirmation operation issued by the user to the prompt interface or pop-up window is not obtained), the relevant steps of obtaining relevant data of users are terminated, that is, the relevant data of users are not obtained. In other words, all user data collected by this application are collected with the consent and authorization of the user, and the collection, use and processing of relevant user data need to comply with relevant laws, regulations and standards.

[0061] Combined with the above introduction and implementation environment, Figure 3 : is a flow chart of a method for displaying a virtual game provided in an embodiment of the present application. Taking the method applied to a terminal as an example, Figure 3 As shown, the method includes the following steps 310 to 330.

[0062] Step 310, receiving a game start operation.

[0063] The game start operation is used to start a virtual game, where the virtual game refers to a game between a plurality of first virtual characters and a plurality of second virtual characters.

[0064] Optionally, the virtual game refers to a game game in which a plurality of first virtual characters and a plurality of second virtual characters compete against each other in a virtual scene.

[0065] In some embodiments, the plurality of first virtual characters are virtual characters controlled by a first terminal, and the plurality of second virtual characters are virtual characters controlled by a second terminal.

[0066] Optionally, an application supporting a virtual scene is respectively run in the first terminal and the second terminal. The application may be any one of a virtual reality application, a TPS game, an FPS game, a MOBA game, a role-playing game, a turn-based action game, and the like.

[0067] Optionally, a first account is logged in to the application program running on the first terminal, and the multiple first virtual characters are virtual characters corresponding to the first account; a second account is logged in to the application program running on the second terminal, and the multiple second virtual characters are virtual characters corresponding to the second account. Schematically, player A logs in to the first account in a turn-based action game running on the first terminal, and after logging in, player A can control multiple first virtual characters through the first terminal; player B logs in to the second account in a turn-based action game running on the second terminal, and after logging in, player B can control multiple second virtual characters through the second terminal.

[0068] Optionally, the first terminal is the current terminal (i.e., the terminal currently executing the display method of the virtual game), and the second terminal is a terminal other than the current terminal; or, the second terminal is the current terminal, and the first terminal is a terminal other than the current terminal. This embodiment of the present application is not limited to this, and the following description is taken as an example of the first terminal being the current terminal.

[0069] In other embodiments, the plurality of first virtual characters or the plurality of second virtual characters are virtual characters controlled by the system, such as non-player characters (NPC), artificial intelligence (AI) characters, etc. That is, the first virtual character or the second virtual character is not a manually controlled character, but a character that performs activities automatically.

[0070] In other embodiments, the plurality of first virtual characters are virtual characters jointly controlled by the first terminal and the system, and the plurality of second virtual characters are virtual characters jointly controlled by the second terminal and the system. Optionally, the control priority of the first terminal over the first virtual character is higher than the control priority of the system over the first virtual character; the control priority of the second terminal over the second virtual character is higher than the control priority of the system over the second virtual character. Schematically, when the system determines that the first virtual character moves to the left and the first terminal controls the first virtual character to move to the right, the first virtual character moves to the right.

[0071] Optionally, the first terminal includes multiple sub-terminals, and the multiple sub-terminals respectively control one or more first virtual characters, and any of the multiple sub-terminals can receive a game start operation for a virtual game. Alternatively, a main terminal among the multiple sub-terminals receives a game start operation for a virtual game, wherein the main terminal may be one or more sub-terminals among the multiple sub-terminals. Optionally, in the case where the multiple second virtual characters are virtual characters controlled by the second terminal, the second terminal includes multiple sub-terminals, and the multiple sub-terminals respectively control one or more second virtual characters.

[0072] In some embodiments, the plurality of first virtual characters are virtual characters selected by the first terminal from a plurality of candidate virtual characters.

[0073] Optionally, a role selection interface is displayed, the role selection interface including a plurality of candidate virtual roles; in response to receiving a selection operation on a plurality of designated virtual roles among the plurality of candidate virtual roles, the plurality of designated virtual roles are determined as a plurality of first virtual roles.

[0074] In some embodiments, when or before selecting a character, the player can obtain the opponent lineup information of the opponent, that is, the character information corresponding to the multiple second virtual characters. The character information includes at least one of the character name, character avatar, character skills, and the battle order of the multiple second virtual characters of the second virtual character, which is not limited in the embodiments of the present application.

[0075] Optionally, the opponent lineup information is displayed in the character selection interface; or, before the character selection interface is displayed, the opponent details interface is displayed, and the opponent details interface includes the opponent lineup information.

[0076] In an illustrative manner, displaying the character information corresponding to multiple hostile characters (i.e., the second virtual characters) on the character selection interface can assist the player in selecting a combat character (i.e., the first virtual character). The player can select a combat character that is conducive to winning the game based on the skill restraint relationship between the characters.

[0077] In other embodiments, the plurality of first virtual characters are virtual characters randomly selected by the system from a plurality of candidate virtual characters. Alternatively, the plurality of first virtual characters are virtual characters selected by the system from a plurality of candidate virtual characters according to opponent lineup information.

[0078] Optionally, after the system screens and obtains multiple first virtual characters, a reset operation for the multiple first virtual characters is received; in response to the reset operation, the reselected multiple first virtual characters are displayed, and the reselected multiple first virtual characters are used as characters for the virtual game.

[0079] Optionally, the reselected multiple first virtual characters are virtual characters re-screened by the system from multiple candidate virtual characters, or are virtual characters re-selected by the player from multiple candidate virtual characters on the character selection interface.

[0080] Optionally, the resetting operation may be a role resetting operation for a plurality of first virtual roles. Schematically, the role resetting operation refers to resetting virtual role a to virtual role b.

[0081] Optionally, the role resetting operation may be a resetting operation for all the first virtual characters among the multiple first virtual characters, or the role resetting operation may be a resetting operation for one or several of the multiple first virtual characters.

[0082] Optionally, the reset operation may also be an operation for resetting the battle order of the plurality of first virtual characters. Schematically, the battle order reset operation refers to resetting the battle order of "virtual character a, virtual character b" to the battle order of "virtual character b, virtual character a".

[0083] In some embodiments, the game start operation is an operation triggered by a player in the game preparation interface.

[0084] Optionally, the role selection interface is displayed as a role selection area in the game preparation interface. Schematically, the game preparation interface includes a role selection area, and after selecting multiple first virtual characters for the game, a confirmation button on the game preparation interface can be triggered to start the virtual game.

[0085] Alternatively, the game preparation interface includes a role selection control, and after the role selection control is triggered, the role selection interface is displayed. Schematically, the game preparation interface includes a role selection control, and after clicking the role selection control, the role selection interface is displayed. After selecting multiple first virtual characters to fight, click the OK button to directly start the virtual game.

[0086] In other embodiments, the game start operation is an automatically triggered operation.

[0087] Optionally, when the virtual game meets preset start conditions, the game start operation is automatically triggered.

[0088] Among them, the preset activation conditions include at least one of reaching a preset time duration, reaching a preset number of roles, etc.

[0089] Optionally, a role selection interface is displayed, the role selection interface includes multiple candidate virtual roles; in response to receiving a selection operation of multiple designated virtual roles among the multiple candidate virtual roles, when the number of the multiple designated virtual roles reaches a preset number of roles, the multiple designated virtual roles are determined as multiple first virtual roles, and a match start operation is automatically triggered. In an exemplary manner, when the player determines the battle lineup, that is, determines the multiple first virtual roles for the battle, the virtual battle is automatically started.

[0090] Alternatively, when the number of the multiple designated virtual characters reaches the preset number of characters and the first duration reaches the preset duration, the multiple designated virtual characters are determined as multiple first virtual characters, and the game start operation is automatically triggered. The first duration refers to the duration from the moment when the character selection interface is triggered to the current moment, or the first duration refers to the duration from the moment when the preset number of characters is reached to the current moment. Indicatively, when the player determines the battle lineup, the virtual battle is automatically started after 3 seconds.

[0091] Step 320, in response to the game start operation, displaying the game screen of the virtual game.

[0092] Optionally, the game screen refers to a scene screen of a virtual scene including a plurality of first virtual characters and a plurality of second virtual characters. Optionally, the virtual scene refers to a three-dimensional virtual scene; or, the virtual scene refers to a 2.5-dimensional virtual scene with a longitudinal dimension.

[0093] Among them, the 2.5-dimensional virtual scene refers to a form of virtual scene expression between the 2-dimensional virtual scene and the 3-dimensional virtual scene. The 2.5-dimensional virtual scene can simulate a certain 3-dimensional effect by superimposing multiple plane layers, moving layers, etc. Schematically, it is assumed that the 2.5-dimensional virtual scene is composed of three plane layers, namely the foreground layer, the middle ground layer and the background layer. These three layers can move in different directions or at different speeds to simulate a three-dimensional effect.

[0094] In addition, different layers represent different depths. For example, if the depth of the foreground layer is shallow, the image rendered in the foreground layer corresponds to a smaller screen range, which is manifested as the proportion of the elements in the screen occupying a larger layer; the image rendered in the background layer corresponds to a larger screen range, which is manifested as the proportion of the elements in the screen occupying a smaller layer, thereby simulating a three-dimensional spatial effect. In other words, in the scene screen of a 2.5-dimensional virtual scene, the three-dimensional effect of the vertical (i.e., Y-axis) dimension can be expressed through multiple layers.

[0095] The game screen includes n game areas, and the n game areas are areas divided according to the depth of field range corresponding to the game screen, and n is an integer greater than 1.

[0096] Optionally, the n battle areas are separated areas, wherein the battles conducted in the n battle areas are independent and do not interfere with each other.

[0097] Optionally, the depth of field range corresponding to the game screen refers to a depth range from the foreground to the background of the game screen.

[0098] In some embodiments, n battle areas correspond to n depth ranges, and different battle areas correspond to different depth ranges.

[0099] For illustration, please refer to Figure 4 , which shows a schematic diagram of the division of the battle area in a game screen, such as Figure 4 As shown, the game screen 400 includes battle area 1, battle area 2 and battle area 3. The depth range corresponding to battle area 1 is smaller than the depth range corresponding to battle area 2, and the depth range corresponding to battle area 2 is smaller than the depth range corresponding to battle area 3.

[0100] In some other embodiments, n battle areas correspond to m depth ranges, and m is a positive integer less than n.

[0101] For illustration, please refer to Figure 5 , which shows another schematic diagram of the division of the battle area in the game screen, such as Figure 5As shown, the game screen 500 includes battle area 1, battle area 2 and battle area 3. The depth range corresponding to battle area 1 is smaller than the depth range corresponding to battle area 2, and the depth range corresponding to battle area 2 is equal to the depth range corresponding to battle area 3.

[0102] Optionally, the number n of battle areas is determined according to the number of the first virtual characters and the number of the second virtual characters. In a one-on-one situation, assuming that there are three first virtual characters and three second virtual characters, the number of battle areas is determined to be three; in a two-on-two situation, assuming that there are four first virtual characters and four second virtual characters, the number of battle areas is determined to be two.

[0103] Alternatively, the number n of the battle areas is a preset number. Optionally, when the number n of the battle areas is a preset number, the number of the first virtual characters is set to n; or the number of the first virtual characters is set to an integer greater than n.

[0104] The i-th battle area includes at least one first virtual character among the plurality of first virtual characters and at least one second virtual character among the plurality of second virtual characters, 0<i≤n.

[0105] Optionally, when the virtual scene is a 3D virtual scene, the game screen is divided into n battle areas for three-dimensional rendering; when the virtual scene is a 2.5-dimensional virtual scene, the game screen is divided into n plane layers of different depths for overlay rendering, and the i-th plane layer includes the i-th battle area.

[0106] Optionally, depending on the number of first virtual characters and second virtual characters included in the battle area, the type of game conducted in the battle area is different, wherein the game type includes at least one of a one-on-one game, a one-on-many game (for example: one-on-two), a many-on-many game (for example: two-on-two, two-on-three), etc.

[0107] For illustration, please refer to Figure 4 In the game screen 400, in a one-on-one situation, the battle area 1 includes the first virtual character a and the second virtual character a'; in a two-on-two situation, the battle area 1 includes the first virtual character a, the first virtual character b, the second virtual character a' and the second virtual character b'; in a one-on-two situation, the battle area 1 includes the first virtual character a, the second virtual character a' and the second virtual character b'.

[0108] In some embodiments, the plurality of first virtual characters and the plurality of second virtual characters are randomly assigned to n battle zones. Schematically, the system randomly assigns the plurality of first virtual characters and the plurality of second virtual characters, and it is only necessary to ensure that each battle zone includes at least one first virtual character and at least one second virtual character.

[0109] In other embodiments, the plurality of first virtual characters and the plurality of second virtual characters are allocated to n battle areas according to a preset allocation strategy.

[0110] The preset allocation strategy refers to a strategy for allocating roles according to the role order and the region order.

[0111] Optionally, multiple first virtual characters correspond to a first character ranking, multiple second virtual characters correspond to a second character ranking, and n battle areas correspond to an area ranking; according to the first character ranking and the area ranking, the multiple first virtual characters are sequentially assigned to the n battle areas, and according to the second character ranking and the area ranking, the multiple second virtual characters are sequentially assigned to the n battle areas.

[0112] Illustratively, in a one-to-one situation where the number of the multiple first virtual characters is n and the number of the multiple second virtual characters is n, the i-th first virtual character and the i-th second virtual character are assigned to the i-th battle area.

[0113] In a two-on-two situation, where the number of the plurality of first virtual characters is n and the number of the plurality of second virtual characters is n, the first two first virtual characters and the first two second virtual characters are assigned to the first battle area.

[0114] In a one-on-two battle, where the number of the first virtual characters is n and the number of the second virtual characters is 2n, the first two first virtual characters and the first second virtual character are assigned to the first battle area.

[0115] Optionally, the first character ranking is a pre-set ranking, for example: the character ranking determined by the player when selecting in the character selection interface; or, the first character ranking is the ranking determined by the system according to the second character ranking corresponding to multiple second virtual characters, for example: the system determines the ranking according to at least one of the skill restraint between the characters, the character type, the character level, etc.

[0116] Optionally, the region order is determined according to the depth range corresponding to the region. Schematically, the n battle regions are ordered in the order of depth range from small to large; or, the n battle regions are ordered in the order of depth range from large to small.

[0117] Optionally, when a single depth range includes at least two battle areas, the order of the at least two battle areas is randomly determined. Figure 5 As shown, the area order can be "battle area 1, battle area 2, battle area 3" or "battle area 1, battle area 3, battle area 2".

[0118] In some embodiments, during the above-mentioned game screen rendering process, after rendering n game areas that do not include virtual characters, the virtual characters corresponding to each of the n game areas may be rendered.

[0119] Optionally, in response to a game start operation, a game background screen corresponding to the virtual game is displayed, the game background screen including n battle areas; a character creation animation is displayed, the character creation animation refers to an animation of creating multiple first virtual characters in the n battle areas; after the character creation animation is finished, the game screen is displayed.

[0120] Indicatively, after starting a virtual game, n battle areas excluding virtual characters are first displayed, and then characters are created in the n battle areas, and the terminal display screen after the character is created is used as the game screen.

[0121] Optionally, a plurality of first virtual characters and a plurality of second virtual characters are simultaneously created and displayed in their respective corresponding battle areas.

[0122] Alternatively, multiple first virtual characters are simultaneously created and displayed behind their respective corresponding battle areas, and multiple second virtual characters are simultaneously created and displayed behind their respective corresponding battle areas. Alternatively, multiple second virtual characters are simultaneously created and displayed behind their respective corresponding battle areas, and multiple first virtual characters are simultaneously created and displayed behind their respective corresponding battle areas.

[0123] Alternatively, the first virtual character and the second virtual character corresponding to each of the battle areas are created and displayed according to the area sorting order corresponding to the battle areas.

[0124] Alternatively, after creating and displaying the first virtual characters corresponding to the respective combat zones in order of their corresponding zones, the second virtual characters corresponding to the respective combat zones are created and displayed. In an exemplary manner, after creating and displaying the first virtual character included in the ith combat zone, the second virtual character included in the ith combat zone is created and displayed; or, after the first virtual characters of the n combat zones are created and displayed in sequence, the second virtual character is created and displayed in the n combat zones.

[0125] In other embodiments, during the game screen rendering process, the first virtual character may be rendered in the n game zones after the n game zones that do not include the first virtual character are rendered. That is, the game screen includes n game zones and multiple second virtual characters.

[0126] Optionally, a character creation animation is displayed, where the character creation animation refers to an animation for creating multiple first virtual characters in n battle areas; after the character creation animation is played, the game screen is displayed.

[0127] Illustratively, after starting the virtual game, n battle areas including the second virtual character but not including the first virtual character are displayed first, then the first virtual character is created in the n battle areas, and the terminal display screen after the first virtual character is created is used as the game screen.

[0128] Optionally, a plurality of first virtual characters are simultaneously created and displayed in their respective corresponding battle areas; or, the first virtual characters corresponding to the battle areas are created and displayed in a sorting order corresponding to the battle areas.

[0129] In other embodiments, during the rendering process of the above-mentioned game screen, the battle area including the virtual character can be directly rendered. Schematically, the battle area and its corresponding virtual character are bound and displayed, then the complete game screen can be directly rendered on the terminal screen at one time, that is, n battle areas and the virtual characters included therein are directly displayed. Or, n battle areas are rendered on the terminal screen in sequence according to the area order, that is, n battle areas and the virtual characters included therein are displayed in sequence; for example: in the case where the virtual scene is a 2.5-dimensional virtual scene, assuming that the game screen includes a foreground layer (including battle area 1, the first virtual character a, the second virtual character a'), a middle ground layer (including battle area 2, the first virtual character b, the second virtual character b') and a background layer (including battle area 3, the first virtual character c, the second virtual character c'), then, first render the foreground layer, then render the middle ground layer, and finally render the background layer, and the foreground layer covers the middle ground layer, and the middle ground layer covers the background layer.

[0130] Step 330: Display the battle animations corresponding to the n battle areas.

[0131] The battle animation corresponding to the i-th battle area refers to an animation of a battle between a first virtual character in the i-th battle area and a second virtual character in the i-th battle area.

[0132] In some embodiments, the combat animations corresponding to the n combat areas are automatically triggered animations.

[0133] Illustratively, after the display of the game screen is triggered, the virtual game is started; after the virtual game is started, the corresponding battle animation is displayed in each battle area, for example: the animation of the first virtual character a and the second virtual character a' fighting is displayed in the i-th battle area.

[0134] Among them, the player can control the first virtual character to fight through the first terminal, for example: displaying a skill control on the game screen, the skill control is used to trigger the skill; in response to receiving the player's trigger operation on the skill control, displaying the animation of the first virtual character using the skill to attack the second virtual character.

[0135] Alternatively, the first virtual character is an animation that automatically fights, for example: the first virtual character is configured with a skill attack strategy, which includes skill 1, skill 2 and skill 3, wherein skill 1 is a starting skill, skill 2 is a common skill, and skill 3 is a key skill. After the virtual game is started, the first virtual character uses skill 1 to attack the second virtual character, and then, the first virtual character continues to use skill 2 to attack the second virtual character. When the health value of the second virtual character is less than or equal to the preset health value, the first virtual character uses skill 3 to attack the second virtual character.

[0136] Optionally, the battle animations corresponding to the n battle areas are displayed simultaneously. Schematically, after the first virtual character and the second virtual character in the ith battle area start fighting, the first virtual character and the second virtual character in the (i+1)th battle area start fighting.

[0137] In other embodiments, the game screen includes a second control for triggering a battle animation; in response to receiving a trigger operation on the second control, battle animations corresponding to n battle areas are displayed.

[0138] Optionally, the number of the above-mentioned second controls is only one, and after the second control is triggered, the battle animations corresponding to the n battle areas are displayed simultaneously; or, the battle animations corresponding to the n battle areas are displayed in sequence according to the area order corresponding to the n battle areas.

[0139] Optionally, a long press operation on a second control is received; a sliding operation connected to the long press operation is received, the sliding starting point of the sliding operation is the same as the pressing position of the long press operation; in response to the sliding end point indicated by the sliding operation being in the ith battle area, the battle animation corresponding to the ith battle area is displayed; after the battle animation corresponding to the ith battle area starts playing, the battle animations corresponding to other battle areas among the n battle areas are displayed.

[0140] In schematic form, the player can determine the battle animation that needs to be displayed first by long pressing the second control and then sliding. When the player slides to the i-th battle area and stops sliding, the i-th battle area will be used as the first area to start the battle, and the battle animation corresponding to the i-th battle area will be displayed. After the battle animation is played, the battle animations corresponding to other battle areas will be displayed.

[0141] In other embodiments, the game screen includes a fifth control for pausing the battle animation; in response to receiving a trigger operation on the fifth control, playing of the battle animations corresponding to the n battle areas is paused.

[0142] Illustratively, in some cases, such as when the player's opponent (ie, multiple second virtual characters) is a virtual character controlled by the system, the player can pause the current game through the pause control (ie, the fifth control) on the game screen.

[0143] In summary, after starting a virtual game between multiple first virtual characters and multiple second virtual characters, the display method of the virtual game provided by the embodiment of the present application displays multiple battle areas divided according to the depth of field range of the picture on the game screen of the virtual game, and displays multiple first virtual characters and multiple second virtual characters in each battle area in a dispersed manner, so that each battle area displays the battle animation between the first virtual character and the second virtual character it includes. On the one hand, multiple first virtual characters and multiple second virtual characters can fight in separate battle areas, and players can obtain the battle situation of each virtual character from each battle area, so as to make targeted adjustments, thereby improving the player's control efficiency for the virtual game; on the other hand, the game screen is divided into battle areas according to the depth of field range of the picture, and the game screen can be displayed in a differentiated manner, so that the player can focus on one or several game screens, avoiding the indiscriminate display of multiple battle areas that causes the player's focus to be dispersed, and further improving the player's control efficiency for the virtual game.

[0144] The method provided in the embodiment of the present application first renders the game background screen on the terminal after starting the virtual game, and then creates virtual characters of the two opposing teams on the game background screen. By asynchronously rendering the game area and virtual characters in batches, the jamming phenomenon caused by rendering a large amount of data at one time is avoided, thereby improving the display smoothness of the picture.

[0145] According to the method provided in the embodiment of the present application, after a virtual game is started, each game area starts the game at the same time, which speeds up the game progress of the virtual game and improves the efficiency of conducting the virtual game.

[0146] The method provided in the embodiment of the present application is to start the virtual game in each battle area in turn. On the one hand, by displaying the battle animations in turn, the jamming phenomenon caused by rendering a large amount of animation data at one time is avoided, thereby improving the display smoothness of the picture; on the other hand, the player can have enough time to pay attention to the game situation of each game at the beginning of the virtual game, thereby improving the player's control efficiency over the virtual game.

[0147] According to the method provided in the embodiment of the present application, after starting a virtual game, the player can control the start time of the game in each game area through the second control on the game screen, thereby improving the player's freedom of control over the virtual game during the virtual game.

[0148] According to the method provided in the embodiment of the present application, the player can select the battle area where the battle is to be started first by triggering a long press operation and a sliding operation on the second control, thereby improving the operation flow of the player in the process of controlling the start of the battle and improving the efficiency of human-computer interaction.

[0149] In some optional embodiments, during a virtual game, if a first virtual character in one of the battle areas eliminates a second virtual character, the first virtual character may move to another battle area to help the other first virtual character. Figure 6 As shown above Figure 3 The illustrated embodiment may also be implemented as the following steps 610 to 640 .

[0150] Step 610, receiving a game start operation.

[0151] The game start operation is used to start a virtual game, where the virtual game refers to a game between a plurality of first virtual characters and a plurality of second virtual characters.

[0152] Optionally, an opponent details interface is displayed, which includes opponent lineup information, that is, character information corresponding to multiple second virtual characters. The character information includes at least one of the character name, character avatar, character skills, and battle order of multiple second virtual characters of the second virtual character, which is not limited in the embodiment of the present application.

[0153] For illustration, please refer to Figure 7 , which shows a schematic diagram of an opponent details interface. When a player chooses to enter a multi-to-multi virtual game mode provided by the application, the player can select a virtual character to play in the game, which includes a virtual character configured by the system, a virtual character configured by other players, etc.

[0154] Among them, when the virtual character is a virtual character configured by other players, other players can determine a battle lineup and publish it to the application, so that players can choose to play asynchronous games with virtual characters configured by other players. Asynchronous games are a game mode in which other players are offline and the current player is online. In the case of asynchronous games, the virtual characters corresponding to the offline players automatically participate in the battle under system control.

[0155] like Figure 7As shown, player 1 has selected player 2 as the opponent, and the opponent details interface 700 includes a character lineup 701 configured by player 2, wherein the order of the characters' battles is "virtual character a', virtual character b', virtual character c'", and the characters are configured with shared skills 702 and shared skills 703. When player 2 is offline, shared skills 702 and shared skills 703 are skills that the system automatically selects the timing and character to trigger. For example: when the health value of the virtual character a' corresponding to player 2 is less than or equal to the preset health value, the virtual character a' is triggered to release the shared skill 702.

[0156] Player 1 can determine the character to be played with by referring to the character lineup 701 and shared skills 702 and 703 displayed in the opponent details interface 700. Optionally, after triggering the "reward" control 704 on the opponent details interface 700, indicating that player 1 is determined to play against player 2, a character selection interface is displayed, and player 1 can select the character to be played in the character selection interface. After the selection, the virtual game is started.

[0157] Step 620, in response to the game start operation, display the game screen of the virtual game.

[0158] The game screen includes n battle areas, which are areas divided according to the depth of field range corresponding to the game screen. The i-th battle area includes at least one first virtual character among the plurality of first virtual characters and at least one second virtual character among the plurality of second virtual characters, n is an integer greater than 1, 0<i≤n.

[0159] Optionally, the depth of field range corresponding to the game screen refers to a depth range from the foreground to the background of the game screen.

[0160] Optionally, the game screen is a screen with a depth of field captured by a virtual lens; schematically, the foreground of the game screen refers to the screen close to the virtual lens, and the range of scenery captured by the virtual lens in the foreground is smaller, and the background of the game screen refers to the screen far away from the virtual lens, and the range of scenery captured by the virtual lens in the background is larger.

[0161] The closer the battle area in the picture is to the virtual camera, the smaller the depth in the depth range corresponds to, and the farther the battle area in the picture is from the virtual camera, the larger the depth in the depth range corresponds to. In other words, dividing the battle area according to the depth range corresponding to the game picture is to divide the battle area according to the distance from the virtual camera.

[0162] Illustratively, the game screen within the distance range of 1m to 3m from the virtual lens is divided into battle area 1, and this distance range can also be understood as a depth range; the game screen within the distance range of 4m to 6m from the virtual lens is divided into battle area 2; and the game screen within the distance range of 7m to 8m from the virtual lens is divided into battle area 3.

[0163] Optionally, the i-th battle area includes a first virtual character among the plurality of first virtual characters and a second virtual character among the plurality of second virtual characters. Optionally, the number n of battle areas is equal to the number of the plurality of first virtual characters, and the number n of battle areas is equal to the number of the plurality of second virtual characters.

[0164] Optionally, multiple first virtual characters correspond to a first character ranking, multiple second virtual characters correspond to a second character ranking, and n battle areas correspond to an area ranking; according to the first character ranking and the area ranking, the multiple first virtual characters are sequentially assigned to the n battle areas, and according to the second character ranking and the area ranking, the multiple second virtual characters are sequentially assigned to the n battle areas.

[0165] Optionally, the first character ranking is a pre-set ranking, for example, the character ranking determined by the player when selecting in the character selection interface. The second character ranking is also a pre-set ranking, for example, the character ranking displayed in the opponent details interface. The area ranking is a ranking determined according to the depth range corresponding to the area, for example, the n battle areas are sorted in order from small to large depth range.

[0166] Illustratively, the player 1 can also determine the combat roles and the combat order of the roles in the role selection interface. Assume that the combat roles and the combat order selected by the player 1 are "virtual role a, virtual role b, virtual role c", and the number of combat areas n is 3.

[0167] Please refer to Figure 8 , which shows a schematic diagram of a game screen, such as Figure 8 As shown, in the game screen 800 , virtual characters a and a′ fight one-on-one in battle area 1 ; virtual characters b and b′ fight one-on-one in battle area 2 ; and virtual characters c and c′ fight one-on-one in battle area 3 .

[0168] Among them, the game screen 800 is a screen captured by a virtual lens, the distance between the battle area 1 and the virtual lens is smaller than the distance between the battle area 2 and the virtual lens, and the distance between the battle area 2 and the virtual lens is smaller than the distance between the battle area 3 and the virtual lens.

[0169] In some embodiments, the first skill used by the virtual character is fixed, so there is a skill restraint relationship between the two characters. Fig. 9 , which shows an animated schematic diagram showing skill restraint, such as Fig. 9 As shown, the first skill of virtual character a' has the characteristics of slow start but large range, while the first skill of virtual character a is a fast start and charge. Therefore, in the game screen 900, after the virtual character releases the first skill, the first skill of virtual character a can interrupt the first skill of virtual character a'. Based on this, the player can select the role and decide the role battle order on the role selection interface, for example: arrange virtual character a to fight against virtual character a', or avoid letting virtual character a' fight against virtual character a.

[0170] Step 630: Display the battle animations corresponding to the n battle areas.

[0171] The battle animation corresponding to the i-th battle area refers to an animation of a battle between a first virtual character in the i-th battle area and a second virtual character in the i-th battle area.

[0172] Indicatively, Figure 8 As shown, after the virtual game is triggered, virtual characters a, b, c, and opponent virtual characters a', b', c' are divided into three groups, and a one-on-one battle is carried out in their respective corresponding battle areas. Figure 8 The three battle areas are separated from each other, so the battles in these three battle areas are independent and do not interfere with each other.

[0173] In some embodiments, the special effects corresponding to the fighting animations displayed in different fighting areas are different.

[0174] Optionally, based on the depth range corresponding to the ith combat area, the special effect intensity of the combat special effect in the combat animation corresponding to the ith combat area is determined; based on the special effect intensity, the combat animation corresponding to the ith combat area is displayed.

[0175] The special effect strength of the battle special effect refers to the vividness and detail of the special effects such as skills and props used by the characters in battle. The higher the special effect strength, the more rendering resources are consumed when rendering the picture, but the quality of the rendered battle special effects is better.

[0176] Optionally, the special effect strength is negatively correlated with the depth range. Schematically, the smaller the depth in the depth range, that is, the closer to the virtual lens, the higher the special effect strength; the larger the depth in the depth range, that is, the farther away from the virtual lens, the lower the special effect strength.

[0177] For illustration, please refer to Figure 8, battle area 1 is the area closest to the virtual lens, which means that the depth of the depth range corresponding to battle area 1 is the smallest, and it is determined that the special effect intensity of battle area 1 is higher than that of battle areas 2 and 3. Then, the battle special effects in battle areas 2 and 3 can be weakened, for example: reducing the number of emitters, that is, reducing their overall quality; turning off most of the post-processing effects of the special effects, etc.

[0178] Step 640: When the first virtual character in the i-th battle area meets the first battle end condition, display the battle switching animation.

[0179] The battle switching animation refers to the animation in which the first virtual character in the ith battle area switches to the jth battle area among the n battle areas for battle, 0<j≤n and i≠j. That is, the jth battle area is the other battle area among the n battle areas except the ith battle area.

[0180] The first battle end condition is used to indicate that the battle of the first virtual character in the i-th battle area is successful.

[0181] Optionally, in response to the attribute value of the second virtual character in the i-th battle area being less than or equal to a preset attribute value, a battle switching animation is displayed.

[0182] Among them, attribute values ​​include health points, mana points, physical strength points, etc., which are not limited in the embodiments of the present application.

[0183] Illustratively, assuming that the above preset attribute value is 0, it means that when the second virtual character in the i-th battle area is eliminated, the first virtual character in the i-th battle area can move to other battle areas to help teammates fight.

[0184] Please refer to Fig.10 , which shows an animated schematic diagram of a character winning, such as Fig.10 As shown, in the game screen 1000, in battle area 1, virtual character a defeats virtual character a' and virtual character a' is eliminated. Virtual character a' can go to battle area 2 to help virtual character b fight against virtual character b', or virtual character a' can go to battle area 3 to help virtual character c fight against virtual character c'.

[0185] In some embodiments, before displaying the battle switching animation, it is necessary to determine the battle area to which the first virtual character of the i-th battle area moves, that is, determine the j-th battle area from the n battle areas except the i-th battle area. Optionally, the method for determining the j-th battle area includes at least one of the following methods:

[0186] Method 1: Determine the distance between the ith battle area and other battle areas among n battle areas; select the battle area whose distance from the ith battle area meets the distance requirement as the jth battle area; and display the battle switching animation.

[0187] Optionally, the battle area with the smallest distance from the i-th battle area among the other battle areas is used as the j-th battle area.

[0188] Indicatively, Fig.10 As shown, the distance between battle area 1 and battle area 2 is smaller than the distance between battle area 2 and battle area 3. Therefore, after virtual character a defeats virtual character a', virtual character a can go to battle area 2 to help virtual character b fight against virtual character b'.

[0189] Subsequently, in the battle area 2, if the virtual characters a and b defeat the virtual character a' together, the virtual characters a and b may go to the battle area 3 to help the virtual character c fight against the virtual character c'.

[0190] Method 2: Determine the attribute values ​​of the first virtual character in other battle areas except the i-th battle area; take the battle area in other battle areas where the attribute values ​​of the first virtual character meet the attribute value requirements as the j-th battle area; and display the battle switching animation.

[0191] Optionally, the battle area in which the attribute value of the first virtual character is the smallest among the other battle areas is taken as the jth battle area.

[0192] Illustratively, assuming that when virtual character a defeats virtual character a', the attribute value of virtual character b is greater than the attribute value of virtual character c, then virtual character a goes to the battle area 3 to help virtual character c fight against virtual character c'.

[0193] It should be noted that, assuming that when virtual character a defeats virtual character a', the attribute value of virtual character b is equal to the attribute value of virtual character c, virtual character a goes to the closer battle area 2 to help virtual character b fight against virtual character b'.

[0194] Method three: determine the next skill released by the second virtual character in other battle areas among n battle areas, and use the battle area in which the next skill released by the second virtual character in other battle areas meets the skill restraint requirements as the jth battle area; display the battle switching animation.

[0195] Optionally, a battle zone in which the next skill released by the second virtual character in other battle zones is restrained by the next skill released by the first virtual character in the i-th battle zone is taken as the j-th battle zone.

[0196] Indicatively, the next skill released by virtual character b' has the characteristics of slow start but large range, while the next skill released by virtual character a is a quick start and a charge. The next skill released by virtual character a can interrupt the next skill released by virtual character b', so virtual character a jumps to the battle area where virtual character b' is to fight.

[0197] In some embodiments, the game switching animation includes a jumping animation of the first virtual character jumping from the i-th battle area to the j-th battle area. Optionally, when the first virtual character in the i-th battle area meets the first battle end condition, the jumping animation is displayed, and the jumping animation refers to the animation of the first virtual character in the i-th battle area jumping to the j-th battle area.

[0198] For illustration, please refer to Fig.11 , which shows an animation diagram of a character leaving the battle area, such as Fig.11 As shown, in the game screen 1100 , after the virtual character a in the battle area 1 defeats the virtual character a′, a jumping animation of the virtual character a jumping out of the battle area 1 is displayed.

[0199] Assuming that virtual character a goes to the closer battle area 2 to help virtual character b fight against virtual character b', after the jump animation is played, virtual character a will be displayed in the battle area 2 to fight against virtual character b.

[0200] Optionally, when the first virtual character in the i-th battle area meets the first battle end condition, a first screen movement animation of the game screen is displayed, and the first screen movement animation is used to adjust the distance between the j-th battle area and the virtual lens.

[0201] In some embodiments, after the battle switching animation is displayed, that is, the battle switching animation ends, the first screen movement animation of the game screen is displayed.

[0202] Illustratively, after the first virtual character in the i-th fighting area moves to the j-th fighting area, the distance between the j-th fighting area and the virtual camera is shortened.

[0203] Optionally, the i-th battle area is the area among the n battle areas that is closest to the virtual lens, and the first screen movement animation is used to move the i-th battle area out of the game screen displayed by the current terminal, and adjust the j-th battle area to be the area among the n battle areas that is closest to the virtual lens.

[0204] Indicatively, Fig.11As shown, the current battle area closest to the virtual camera is battle area 1. Based on this display order, the area that the player mainly focuses on is battle area 1; after virtual character a in battle area 1 wins, virtual character a moves to battle area 2.

[0205] For illustration, please refer to Fig.12 , which shows an animated schematic diagram of a character coming to another battle area, such as Fig.12 As shown, in the game screen 1200, after the virtual character a comes to the closer battle area 2, the virtual lens can be advanced so that the battle area 1 moves outside the screen (i.e., not displayed), and the battle area 2 is pushed closer to be the area closest to the virtual lens.

[0206] Optionally, if the virtual character a in the battle area 1 wins, the virtual character a moves to the battle area 3. The virtual camera may also be advanced so that the battle area 1 moves outside the screen and the battle area 2 is pushed closer to the area closest to the virtual camera.

[0207] In other embodiments, during the process of displaying the battle switching animation, a first screen movement animation of the game screen is displayed.

[0208] Indicatively, Fig.11 As shown, the current battle area closest to the virtual camera is battle area 1. After the virtual character a in battle area 1 wins, the virtual character a moves to battle area 2. During the process of the virtual character a moving to battle area 2, the virtual camera is simultaneously advanced.

[0209] like Fig.12 As shown, when the virtual character a comes to the closer battle area 2, the virtual lens advances to the end, at which time the battle area 1 moves out of the screen, and the battle area 2 is pushed closer to become the area closest to the virtual lens.

[0210] Optionally, the battle switching animation can be implemented as a jumping animation. When the first virtual character in the i-th battle area meets the first battle end condition, a jumping animation is displayed. The jumping animation refers to an animation in which the first virtual character in the i-th battle area jumps to the j-th battle area.

[0211] Optionally, when the distance between the jth fighting area and the virtual lens decreases, the special effect intensity corresponding to the jth fighting area is increased to the target special effect intensity; and the fighting animation corresponding to the jth fighting area is displayed at the target special effect intensity.

[0212] Schematically, when the virtual lens advances, the distance between each battle area and the virtual lens will change, so it is necessary to re-determine the special effect intensity corresponding to each battle area; optionally, if battle areas 1-4 are included, the distance between battle areas 1-4 and the virtual lens is: battle area 1 < battle area 2 < battle area 3 < battle area 4.

[0213] The special effect intensity of battle area 1-4 is: battle area 1> battle area 2> battle area 3> battle area 4. When the virtual camera moves to battle area 2, battle area 1 is pushed out of the screen, and the distance between battle area 2-4 and the virtual camera is: battle area 2<battle area 3<battle area 4, so the special effect intensity of battle area 2-4 is: battle area 2>battle area 3>battle area 4.

[0214] Alternatively, the special effect strength corresponding to battle area 1-4 is: battle area 1>battle area 2=battle area 3=battle area 4. When the virtual camera moves to battle area 2, battle area 1 is pushed out of the screen, and the distance between battle area 2-4 and the virtual camera is: battle area 2<battle area 3<battle area 4, then the special effect strength corresponding to battle area 2-4 is: battle area 2>battle area 3=battle area 4.

[0215] In other embodiments, the j-th battle area can also be an area selected by the player himself. Schematically, when the first virtual character in the i-th battle area meets the first battle end condition, a selection operation for the j-th battle area among other battle areas except the i-th battle area is received; in response to the selection operation, a battle switching animation is displayed.

[0216] It should be noted that when the first virtual character in the i-th battle area meets the first battle end condition and the i-th battle area is not the area closest to the virtual lens, only the battle switching animation is displayed, and the first screen movement animation of the game screen is not displayed.

[0217] For illustration, please refer to Fig.12 After the virtual character c in the battle area 3 wins, the virtual character c moves to the battle area 2. During the process of the virtual character c moving to the battle area 2, or after the virtual character c moves to the battle area 2, the virtual camera will not be advanced.

[0218] In other embodiments, when the first virtual character in the i-th battle area meets the second battle end condition and the i-th battle area is the area closest to the virtual camera among the n battle areas, the second screen movement animation of the game screen is displayed.

[0219] The second screen movement animation is used to move the i-th battle area out of the game screen displayed by the current terminal, and the second battle end condition is used to indicate that the first virtual character in the i-th battle area has failed in the battle.

[0220] Optionally, the second picture moving animation is also used to adjust the j-th fighting area to be the area closest to the virtual lens among the n fighting areas.

[0221] Among them, the jth battle area is the battle area closest to the ith battle area among multiple battle areas; or, the jth battle area is the battle area closest to the ith battle area among multiple battle areas, and the attribute value of the second virtual character is greater than the preset attribute value.

[0222] Illustratively, after the first virtual character in battle area 1 closest to the camera is eliminated, the camera will be advanced to the battle area closest to battle area 1; or, the camera will be advanced to the battle area closest to battle area 1 where the second virtual character has not been eliminated.

[0223] Optionally, when the first virtual character in the i-th battle area meets the second battle end condition and the i-th battle area is not the area closest to the virtual camera among the n battle areas, the second screen movement animation of the game screen is not displayed.

[0224] In summary, after starting a virtual game between multiple first virtual characters and multiple second virtual characters, the display method of the virtual game provided by the embodiment of the present application displays multiple battle areas divided according to the depth of field range of the picture on the game screen of the virtual game, and displays multiple first virtual characters and multiple second virtual characters in each battle area in a dispersed manner, so that each battle area displays the battle animation between the first virtual character and the second virtual character it includes. On the one hand, multiple first virtual characters and multiple second virtual characters can fight in separate battle areas, and players can obtain the battle situation of each virtual character from each battle area, so as to make targeted adjustments, thereby improving the player's control efficiency for the virtual game; on the other hand, the game screen is divided into battle areas according to the depth of field range of the picture, and the game screen can be displayed in a differentiated manner, so that the player can focus on one or several game screens, avoiding the indiscriminate display of multiple battle areas that causes the player's focus to be dispersed, and further improving the player's control efficiency for the virtual game.

[0225] The method provided in the embodiment of the present application displays an animation of the first virtual character in the ith battle area switching to other battle areas for battle when the first virtual character in the ith battle area meets the first battle end condition, thereby improving the correlation between the various battle areas, speeding up the game progress, and improving the game efficiency of the virtual game.

[0226] According to the method provided in the embodiment of the present application, the first virtual character in the i-th battle area that meets the first battle end condition will move to the battle area closest to the i-th battle area for battle, thereby improving the efficiency of the first virtual character participating in battles in other battle areas.

[0227] According to the method provided in the embodiment of the present application, the first virtual character in the i-th battle area that meets the first battle end condition will move to the battle area where the teammate with a lower attribute value is located to fight, thereby speeding up the game progress and improving the game efficiency of the virtual game.

[0228] The method provided in the embodiment of the present application will display the first screen movement animation of the game screen when displaying the battle switching animation, that is, adjust the distance between the j-th battle area and the virtual lens, so that the player's focus is transferred to the j-th battle area, and dynamically adjust the depth range of each battle area in the screen according to the game situation, so that the player's focus can be adjusted according to the game situation, thereby improving the player's control efficiency over the virtual game.

[0229] The method provided in the embodiment of the present application determines the special effect strength of the battle special effect in the battle animation based on the depth range corresponding to each battle area, so as to display the battle animation corresponding to each battle area with different special effect strengths. On the one hand, by differentiating the special effect strength, the priority of each battle area in the game screen is clarified; on the other hand, displaying the battle animation with different special effect strengths reduces the performance pressure of the computer.

[0230] In some optional embodiments, a control that can trigger a shared skill is included in the game screen, and the shared skill refers to a skill that can be used by multiple first virtual characters. Fig.13 As shown above Figure 3 The illustrated embodiment may also be implemented as the following steps 1310 to 1350 .

[0231] Step 1310, receiving a game start operation.

[0232] The game start operation is used to start a virtual game, where the virtual game refers to a game between a plurality of first virtual characters and a plurality of second virtual characters.

[0233] Optionally, a game preparation interface is displayed, the game preparation interface including a game start control; a trigger operation on the game start control is received, and the trigger operation is used as a game start operation.

[0234] Schematically, the game preparation interface includes a character selection area, which is an area for selecting multiple first virtual characters as a whole. It is assumed that it includes lineup 1 (strong defensive ability) and lineup 2 (higher attack power). Players can choose a lineup that is conducive to winning according to the opponent's lineup to play the game.

[0235] Among them, the optional lineups included in the character selection area can be a lineup pre-configured by the player, or a recommended lineup configured by the system based on the opponent's lineup.

[0236] In some embodiments, the game preparation interface is an interface displayed when the current time reaches the scheduled time.

[0237] Indicatively, players can reserve a virtual game in the application. Assuming the reservation time is 10:30, the application will push a card message at 10:25 (this is just an illustrative example, and it can also be other earlier time points). When the player clicks on the card message, the game preparation interface will be displayed. At this time, if the player clicks on the game start control in the game preparation interface, the virtual game will be started immediately. Alternatively, the game preparation interface includes a game start countdown. When the countdown ends, that is, the current time is 10:30, the virtual game will be started.

[0238] Step 1320, in response to the game start operation, display the game screen of the virtual game.

[0239] The game screen includes n battle areas, which are areas divided according to the depth of field range corresponding to the game screen. The i-th battle area includes at least one first virtual character among the plurality of first virtual characters and at least one second virtual character among the plurality of second virtual characters, n is an integer greater than 1, 0<i≤n.

[0240] Optionally, the depth of field range corresponding to the game screen refers to the depth range between the foreground and the background of the game screen. Optionally, the game screen is a screen with a depth of field range acquired by a virtual lens; wherein the depth of the depth range corresponding to the battle area in the screen closer to the virtual lens is smaller, and the depth of the depth range corresponding to the battle area in the screen farther from the virtual lens is larger. In other words, dividing the battle area according to the depth of field range corresponding to the game screen is to divide the battle area according to the distance from the virtual lens.

[0241] Optionally, the game screen includes a first control for triggering a first skill, and the first skill is a shared skill corresponding to multiple first virtual characters.

[0242] That is, any one of the plurality of first virtual characters can use the skill.

[0243] Optionally, the first skill includes at least one of summoning skills, defense skills, item skills, recovery skills, etc. The type of the first skill in this embodiment of the application is not limited.

[0244] Indicatively, summoning skills can summon one or more additional virtual characters to assist the virtual character currently using the skill in combat; defense skills can increase the defense value of the virtual character currently using the skill; prop skills can summon props (for example, virtual grenades, etc.) to assist the virtual character currently using the skill in combat; recovery skills can increase the health value of the virtual character currently using the skill.

[0245] Optionally, the number of the first controls may be one or more. That is, the number of controls displayed on the game screen may be one or more, and the number of shared skills corresponding to the multiple first virtual characters may be one or more.

[0246] For illustration, please refer to Fig.14 , which shows a schematic diagram of a game screen. The game screen 1400 includes a control 1401 and a control 1402. Both the control 1401 and the control 1402 can trigger shared skills.

[0247] For example, control 1401 can summon a virtual character d to assist the virtual character using the skill in fighting. Control 1402 is a fireball skill, and after being triggered, the virtual character using the skill releases a fireball to attack the enemy character.

[0248] Step 1330: Display the battle animations corresponding to the n battle areas.

[0249] The battle animation corresponding to the i-th battle area refers to an animation of a battle between a first virtual character in the i-th battle area and a second virtual character in the i-th battle area.

[0250] Indicatively, Fig.14 As shown, after the virtual game is triggered, virtual characters a, b, c, and opponent virtual characters a', b', c' are divided into three groups, and a one-on-one battle is carried out in their respective corresponding battle areas. Fig.14 The three battle areas are separated from each other, so the battles in these three battle areas are independent and do not interfere with each other.

[0251] Step 1340: Receive a trigger operation on the first control.

[0252] Optionally, the trigger operation includes at least one of a single-click operation, a double-click operation, a long-press operation, a sliding operation, a voice command operation, a gesture command operation, etc.

[0253] Step 1350: Display the skill release animation when the i-th battle area meets the skill use conditions.

[0254] The skill release animation refers to the animation of the first virtual character in the i-th battle area releasing the first skill. Optionally, the skill use condition includes at least one of the following conditions:

[0255] 1. When the depth range corresponding to the i-th battle area is smaller than the depth ranges corresponding to other battle areas among the n battle areas, the skill release animation is displayed.

[0256] That is, the ith battle area is the battle area closest to the virtual camera among the n battle areas, that is, it is determined that the ith battle area meets the skill use conditions and the skill release animation is displayed.

[0257] For illustration, please refer to Fig.14 , the player clicks control 1401, at which time the virtual character a in the battle area 1 closest to the virtual camera summons a virtual character d, and the virtual character d can assist the virtual object a in attacking the virtual object a'. Alternatively, the player clicks control 1402, at which time the virtual character a in the battle area 1 closest to the virtual camera throws a fireball at the virtual object a'.

[0258] 2. When the attribute value of the first virtual object in the i-th battle area meets the first attribute value requirement, the skill release animation is displayed.

[0259] Illustratively, if at the moment when the player triggers the first control, the attribute value of the first virtual object in the i-th battle area is the virtual object with the smallest attribute value and not 0 in the n battle areas, then the first virtual object in the i-th battle area is controlled to use the first skill.

[0260] In other embodiments, the player can select a virtual character that needs to use a skill. Optionally, a long press operation on the first control is received; a sliding operation connected to the long press operation is received, and the sliding starting position of the sliding operation is the same as the pressing position of the long press operation; in response to the sliding end point indicated by the sliding operation being in the i-th battle area, a skill release animation is displayed.

[0261] Illustratively, the player can determine the first virtual character who needs to use a skill by long pressing the first control and then sliding. When the player slides to the i-th battle area and stops sliding, the first virtual character in the i-th battle area will be used as the virtual character using the first skill.

[0262] In other embodiments, the first skill is a skill in which the system automatically selects a virtual character and automatically selects a triggering timing.

[0263] Optionally, the game screen includes a fourth control, which is used to enable the system to automatically trigger the first skill; receive an enable operation on the fourth control; and display a skill release animation when a target virtual character among the multiple first virtual characters meets the skill triggering condition. The skill release animation refers to an animation of the target virtual character releasing the first skill.

[0264] Indicatively, Fig.14 As shown, the game screen 1400 includes an "Auto Start" button 1403 (i.e., the fourth control). After the "Auto Start" button 1403 is triggered, the artificial intelligence (AI) determines the role and timing of releasing the shared skill. For example, if the shared skill is a medical kit skill, when the AI ​​determines that the health value of the virtual character b in the battle area is less than or equal to the preset health value, the AI ​​controls the virtual character b to use the medical kit to restore the health value.

[0265] Optionally, receiving an opening operation of the fourth control; when the depth range corresponding to the i-th battle area is smaller than the depth ranges corresponding to other battle areas in the n battle areas, and the first virtual character in the i-th battle area meets the skill triggering condition, displaying a skill release animation. The skill release animation refers to an animation of the first virtual character in the i-th battle area releasing the first skill.

[0266] Indicatively, Fig.14 As shown, after the "Auto Start" button 1403 is triggered, the artificial intelligence (AI) determines the timing of releasing the shared skill, and the character using the shared skill is fixed to the first virtual character in the battle area closest to the virtual camera. Indicatively, if the shared skill is a summoning skill, when the AI ​​determines that the combo of the virtual character a in the battle area 1 is interrupted by the virtual character a', the AI ​​controls the virtual object a to summon the virtual object b to assist it in the battle.

[0267] In some embodiments, the game screen of the virtual game also includes an animation speed control, and the animation speed control is used to adjust the playback speed of the animation displayed in the game screen.

[0268] In response to receiving a trigger operation on the animation speed control, the playing speeds of the fighting animations respectively corresponding to the n fighting areas are determined to be a first playing speed; based on the first playing speed, the fighting animations respectively corresponding to the n fighting areas are displayed.

[0269] For illustration, please refer to Fig.14The game screen 1400 includes a "double speed" button 1404. Clicking the "double speed" button 1404 can switch the playback speed of the animation played in the current game screen 1400. For example, "×1" means playing at the original playback speed, and "×2" means playing at twice the original playback speed.

[0270] The animation speed control can be used to control the playback speed of the animation in the game screen, which improves the playback efficiency of the battle animation and increases the player's control over the game screen.

[0271] In some embodiments, the virtual game described above has corresponding game end conditions.

[0272] Optionally, the game end conditions include at least one of the following situations: when the opening time of the virtual game reaches a preset time, the virtual game ends; when the number of remaining non-eliminated first virtual characters is less than or equal to a first number threshold, the virtual game ends; when the number of remaining non-eliminated second virtual characters is less than or equal to a second number threshold, the virtual game ends, etc.

[0273] In an exemplary manner, when all the second virtual characters are eliminated, the virtual game ends and the party of the first virtual characters is determined to be the winner. When the virtual game lasts for 10 minutes, the virtual game ends. If the number of the first virtual characters that have not been eliminated on the field is greater than the number of the second virtual characters, the party of the first virtual characters is determined to be the winner.

[0274] In an exemplary manner, when multiple first virtual characters are eliminated, the virtual game ends and one of the multiple first virtual characters is judged to have failed. When the virtual game lasts for 10 minutes, the virtual game ends. If the number of first virtual characters that have not been eliminated on the field is less than the number of second virtual characters, one of the multiple first virtual characters is judged to have failed.

[0275] Please refer to Fig.15 If multiple first virtual characters are eliminated, it means that the player fails in the challenge, and the game end interface 1500 is displayed. The game end interface 1500 includes a "battle replay" button 1501 and a "continue challenge" button 1502. The "battle replay" button 1501 can be triggered to watch the video of the ended virtual game; after the "continue challenge" button 1502 is triggered, the virtual game can be started again.

[0276] In summary, after starting a virtual game between multiple first virtual characters and multiple second virtual characters, the display method of the virtual game provided by the embodiment of the present application displays multiple battle areas divided according to the depth of field range of the picture on the game screen of the virtual game, and displays multiple first virtual characters and multiple second virtual characters in each battle area in a dispersed manner, so that each battle area displays the battle animation between the first virtual character and the second virtual character it includes. On the one hand, multiple first virtual characters and multiple second virtual characters can fight in separate battle areas, and players can obtain the battle situation of each virtual character from each battle area, so as to make targeted adjustments, thereby improving the player's control efficiency for the virtual game; on the other hand, the game screen is divided into battle areas according to the depth of field range of the picture, and the game screen can be displayed in a differentiated manner, so that the player can focus on one or several game screens, avoiding the indiscriminate display of multiple battle areas that causes the player's focus to be dispersed, and further improving the player's control efficiency for the virtual game.

[0277] The method provided in the embodiment of the present application includes a first control for triggering a shared skill in the game screen. After the first control is triggered, if the i-th battle area meets the skill usage conditions, an animation of the first virtual character in the i-th battle area releasing the shared skill is displayed. The player triggers the first control at an appropriate time so that the friendly character closest to the camera can release additional skills to attack the enemy character. The first control has a certain effect of reversing the battle situation, speeding up the game progress, and improving the game efficiency of the virtual game.

[0278] In some embodiments, before starting a virtual game, it is necessary to determine a plurality of first virtual characters corresponding to the currently started virtual game, schematically, as follows: Fig.16 As shown above Figure 3 The illustrated embodiment may also be implemented as the following steps 1610 to 1660 .

[0279] Step 1610: display an opponent selection interface corresponding to the first account.

[0280] Optionally, the first account is an account logged in to the turn-based action game of the current terminal, and the opponent selection interface includes multiple candidate opponents, wherein the candidate opponents include multiple second virtual characters pre-set by other accounts and / or multiple second virtual characters set by the system.

[0281] For illustration, please refer to Fig.17 , which shows a schematic diagram of an opponent selection interface. The opponent selection interface 1700 includes an opponent selection area 1701. The opponent selection area 1701 includes multiple different candidate opponents. Clicking on the candidate opponent 1702 can jump to the opponent details interface (see Figure 7), view the lineup details of the candidate opponents 1702. The player can determine an opponent from multiple candidate opponents by viewing the lineup details of the candidate opponents.

[0282] The opponent selection interface includes a lineup selection control, and the lineup selection control is used to determine a plurality of first virtual characters corresponding to the first account, that is, the lineup corresponding to the first account.

[0283] Indicative, Fig.17 The opponent selection interface 1700 also includes a lineup selection control 1703, which can determine the participating lineup corresponding to the first account after being triggered.

[0284] Step 1620: In response to receiving a trigger operation on the lineup selection control, display a lineup selection interface.

[0285] The lineup selection interface includes a role selection area, and the role selection area includes multiple candidate virtual characters.

[0286] Optionally, the lineup selection interface also includes a skill selection area, and the skill selection interface includes multiple candidate shared skills.

[0287] Optionally, the lineup selection interface also includes a lineup display area, which is used to display the selected candidate virtual characters and candidate shared skills.

[0288] For illustration, please refer to Fig.18 , which shows a schematic diagram of a lineup selection interface, triggering Fig.17 After selecting the lineup control 1703 in the Fig.18 The lineup selection interface 1800 is shown. The lineup selection interface 1800 includes a role selection area 1810, and the role selection area 1810 includes a plurality of candidate virtual roles.

[0289] Optionally, after the lineup selection interface 1800 is triggered, the candidate virtual characters arranged in the front row of the character selection area 1810 are selected by default as candidate virtual characters, and they are displayed in order in the first area 1821, the second area 1822, and the third area 1823 in the lineup display area 1820. An arrangement order mark is displayed on the selected candidate virtual character, and the arrangement order mark is used to indicate the battle area where the candidate virtual character is located.

[0290] exist Fig.18 In the example, the candidate virtual character with the "front" logo is displayed in the first area 1821, and will be displayed in the following manner: Fig.14 The candidate virtual characters participating in the virtual battle and displaying the "middle" mark in the battle area 1 shown in the second area 1822 are displayed, and the candidate virtual characters participating in the virtual battle and displaying the "middle" mark in the battle area 1822 are displayed in the second area 1822. Fig.14The candidate virtual characters participating in the virtual battle and displaying the "after" mark in the battle area 2 shown in the third area 1823 are displayed, and will be displayed in the following manner: Fig.14 The battle area 3 shown participates in a virtual battle.

[0291] If the player needs to modify the candidate virtual character participating in the battle, for example: to modify the candidate virtual character 1811 displaying the "H" logo, the player can click on the candidate virtual character 1811 again to cancel the corresponding "H" logo, and the third area 1823 will cancel the display of candidate virtual character 1811; subsequently, if the candidate virtual character 1812 is selected, the "H" logo will be displayed on the candidate virtual character 1812, and the displayed character in the third area 1823 in the lineup display area 1820 will be changed to the candidate virtual character 1812, indicating that the candidate virtual character 1811 participating in the battle area 3 will be changed to the candidate virtual character 1812.

[0292] Optionally, shared skills (i.e., the first skill mentioned above) can also be determined in the lineup selection interface 1800. Assuming that the current first account can select the first shared skill and the second shared skill: the first shared skill is used to release virtual props or virtual skills to assist the virtual character currently using the skill to fight; the second shared skill is used to summon an additional virtual character to assist the virtual character currently using the skill to fight.

[0293] Illustratively, clicking the skill tab 1813 in the lineup selection interface 1800 displays the first shared skill selection area 1830 , which includes a plurality of candidate skills. Clicking a candidate skill 1831 will display the candidate skill 1831 in the first area 1821 .

[0294] Clicking the skill tab 1814 in the lineup selection interface 1800 displays a second shared skill selection area 1840, which includes a plurality of candidate virtual characters that can be additionally summoned. Optionally, the plurality of candidate virtual characters are the same as the plurality of candidate virtual characters in the character selection area 1810, or the plurality of candidate virtual characters are different from the plurality of candidate virtual characters in the character selection area 1810.

[0295] In the case where the multiple candidate virtual characters are the same as the multiple candidate virtual characters in the character selection area 1810, if it is determined that the target candidate virtual character in the second shared skill selection area 1840 is the candidate virtual character selected in the character selection area 1810, then the candidate virtual character cannot be selected as the additionally summoned virtual character. Optionally, by clicking on the candidate virtual character 1841, the candidate virtual character 1841 will be displayed as a candidate skill in the lineup display area 1820.

[0296] Step 1630, in response to receiving a selection operation on multiple candidate virtual characters in the character selection area, the selected multiple candidate virtual characters are used as multiple first virtual characters; in response to receiving a selection operation on candidate shared skills in the skill selection area, the selected candidate shared skills are used as first skills.

[0297] Among them, the first skill is a shared skill corresponding to multiple first virtual characters.

[0298] Optionally, after selecting multiple candidate virtual characters and candidate shared skills, in response to receiving a confirmation operation on the lineup selection interface to select multiple candidate virtual characters and candidate shared skills, the selected candidate shared skill is used as the first skill, and the first skill is a shared skill corresponding to multiple first virtual characters.

[0299] For illustration, please refer to Fig.18 The lineup selection interface 1800 includes a "Confirm lineup" button 1815. After selecting multiple candidate virtual characters and two candidate skills, you can click the "Confirm lineup" button 1815 to determine the multiple candidate virtual characters as the multiple first virtual characters participating in the battle, and use the two candidate skills as shared skills (i.e., first skills).

[0300] In some embodiments, the lineup selection interface includes an automatic lineup determination control, and the automatic lineup determination control is used to determine multiple first virtual characters and shared skills corresponding to the first account by the system after being triggered.

[0301] Optionally, the system determines multiple first virtual characters according to character parameters of multiple candidate virtual characters, where the character parameters include types, preset attribute values, preset skills, etc. of the candidate virtual characters, which are not limited in this embodiment of the present application.

[0302] Optionally, the lineup selection interface 1800 includes a “one-click battle” button 1816. After the “one-click battle” button 1816 is triggered, the system will automatically determine multiple first virtual characters from multiple candidate virtual characters, and automatically determine shared skills.

[0303] Step 1640: receiving a game start operation based on the plurality of first virtual characters and the first skills.

[0304] Illustratively, after the above-mentioned "confirm lineup" button 1815 or "one-click battle" button 1816 is triggered, the following is displayed: Fig.17 In the opponent selection interface 1700 shown, each candidate opponent in the opponent selection interface 1700 has a corresponding "reward" button. By clicking the "reward" button corresponding to the selected opponent, you can enter a virtual game with the opponent.

[0305] Alternatively, click on a candidate opponent to enter Figure 7The opponent details interface 700 shown includes a "reward" button 704 corresponding to the opponent. By clicking the "reward" button 704 corresponding to the selected opponent, a virtual game with the opponent can be entered.

[0306] Step 1650, in response to the game start operation, display the game screen of the virtual game.

[0307] The game screen includes n battle areas, which are areas divided according to the depth of field range corresponding to the game screen. The i-th battle area includes at least one first virtual character among the plurality of first virtual characters and at least one second virtual character among the plurality of second virtual characters, n is an integer greater than 1, 0<i≤n.

[0308] Optionally, the game screen includes a first battle area, a second battle area, and a third battle area, which are areas divided according to the depth of field range corresponding to the game screen. The first battle area includes at least one first virtual character among the plurality of first virtual characters and at least one second virtual character among the plurality of second virtual characters.

[0309] Optionally, the number of the plurality of first virtual characters is 3, and the first battle area includes a first virtual character among the plurality of first virtual characters and a second virtual character among the plurality of second virtual characters. The first virtual character and the second virtual character included in each battle area are different.

[0310] For illustration, please refer to Fig.14 After entering the virtual game, the game screen 1400 of the virtual game is displayed. The virtual characters a, b and c in the game screen 1400 correspond to the candidate virtual characters selected in the character selection area, and the controls 1401 and 1402 in the game screen 1400 correspond to the candidate shared skills selected in the character selection area.

[0311] Step 1660: Display the battle animations corresponding to the n battle areas.

[0312] The battle animation corresponding to the i-th battle area refers to an animation of a battle between a first virtual character in the i-th battle area and a second virtual character in the i-th battle area.

[0313] It should be noted that the game screen and battle animation of the virtual game have been explained in steps 1320 to 1350 and will not be repeated here.

[0314] Fig.19 is a structural block diagram of a display device for a virtual game provided by an exemplary embodiment of the present application, such as Fig.19 As shown, the device includes the following parts:

[0315] A receiving module 1910 is used to receive a game start operation, where the game start operation is used to start a virtual game, where the virtual game refers to a game between a plurality of first virtual characters and a plurality of second virtual characters;

[0316] The display module 1920 is configured to display a game screen of the virtual game in response to the game start operation, wherein the game screen includes n game areas, and the n game areas are areas divided according to the depth of field range corresponding to the game screen; wherein the i-th game area includes at least one first virtual character among the plurality of first virtual characters and at least one second virtual character among the plurality of second virtual characters, and n is an integer greater than 1, and 0<i≤n;

[0317] The display module 1920 is also used to display the battle animations corresponding to the n battle areas respectively, and the battle animation corresponding to the i-th battle area refers to the animation of the battle between the first virtual character in the i-th battle area and the second virtual character in the i-th battle area.

[0318] In some embodiments, please refer to Fig. 20 The display module 1920 is further used to display a battle switching animation when the first virtual character in the i-th battle area meets the first battle end condition, wherein the first battle end condition is used to indicate that the first virtual character in the i-th battle area has successfully fought, and the battle switching animation refers to an animation in which the first virtual character in the i-th battle area switches to the j-th battle area among the n battle areas for fighting, 0<j≤n and i≠j.

[0319] In some embodiments, the display module 1920 includes:

[0320] The determining unit 1921 is used to determine the distance between the i-th fighting area and other fighting areas in the n fighting areas; and use the fighting area in the other fighting areas whose distance with the i-th fighting area meets the distance requirement as the j-th fighting area;

[0321] The display module 1920 is also used to display the battle switching animation.

[0322] In some embodiments, the determination unit 1921 is used to determine the attribute value of the first virtual character in other battle areas except the i-th battle area; the battle area in the other battle areas where the attribute value of the first virtual character meets the attribute value requirements is used as the j-th battle area; the display module 1920 is also used to display the battle switching animation.

[0323] In some embodiments, the game screen is a screen with the depth of field range acquired by a virtual lens; the display module 1920 is also used to display a first screen movement animation of the game screen when the first virtual character in the i-th battle area meets the first battle end condition, and the first screen movement animation is used to adjust the distance between the j-th battle area and the virtual lens.

[0324] In some embodiments, the i-th battle area is the area among the n battle areas that is closest to the virtual lens, and the first screen movement animation is used to move the i-th battle area out of the game screen displayed by the current terminal, and adjust the j-th battle area to be the area among the n battle areas that is closest to the virtual lens.

[0325] In some embodiments, the display module 1920 is also used to display a second screen movement animation of the game screen when the first virtual character in the i-th battle area meets the second battle end condition and the i-th battle area is the area closest to the virtual lens among the n battle areas, and the second battle end condition is used to indicate that the first virtual character in the i-th battle area has failed in the battle, and the second screen movement animation is used to move the i-th battle area out of the game screen displayed by the current terminal.

[0326] In some embodiments, the display module 1920 is also used to determine the special effect intensity of the battle special effect in the battle animation corresponding to the i-th battle area based on the depth range corresponding to the i-th battle area; the display module 1920 is also used to display the battle animation corresponding to the i-th battle area based on the special effect intensity.

[0327] In some embodiments, the game screen includes a first control for triggering a first skill, and the first skill is a shared skill corresponding to the multiple first virtual characters; the receiving module 1910 is used to receive a trigger operation on the first control; the display module 1920 is also used to display a skill release animation when the i-th battle area meets the skill usage conditions, and the skill release animation refers to the animation of the first virtual character in the i-th battle area releasing the first skill.

[0328] In some embodiments, the display module 1920 is further used to display the skill release animation when the depth range corresponding to the i-th fighting area is smaller than the depth ranges corresponding to other fighting areas in the n fighting areas.

[0329] In some embodiments, the display module 1920 is further used to:

[0330] In response to the game start operation, displaying a game background picture corresponding to the virtual game, wherein the game background picture includes the n game areas;

[0331] Displaying a character creation animation, wherein the character creation animation refers to an animation for creating the plurality of first virtual characters and the plurality of second virtual characters in the n battle areas;

[0332] After the character creation animation is finished playing, the game screen is displayed.

[0333] In some embodiments, the display module 1920 is further used to:

[0334] Simultaneously display the battle animations corresponding to the n battle areas respectively;

[0335] or,

[0336] The battle animations corresponding to the n battle areas are displayed in sequence according to the area order corresponding to the n battle areas.

[0337] In some embodiments, the game screen includes a second control that triggers the battle animation; the display module 1920 is further used to display the battle animations corresponding to the n battle areas respectively in response to receiving a trigger operation on the second control.

[0338] In some embodiments, the receiving module 1910 is used to receive a long press operation on the second control; the receiving module 1910 is used to receive a sliding operation connected to the long press operation, and the sliding starting point position of the sliding operation is the same as the pressing position of the long press operation; the display module 1920 is also used to display the battle animation corresponding to the i-th battle area in response to the sliding end point indicated by the sliding operation being in the i-th battle area; the display module 1920 is also used to display the battle animations corresponding to other battle areas among the n battle areas after the battle animation corresponding to the i-th battle area starts to play.

[0339] In some embodiments, the game screen includes an animation speed control, and the animation speed control is used to adjust the playback speed of the animation displayed in the game screen; the determination unit 1921 is used to determine that the playback speed of the battle animations corresponding to the n battle areas is a first playback speed in response to receiving a trigger operation on the animation speed control; the display module 1920 is also used to display the battle animations corresponding to the n battle areas based on the first playback speed.

[0340] In some embodiments, the display module 1920 is also used to display a lineup selection interface, which includes a role selection area, and the role selection area includes multiple candidate virtual characters; the receiving module 1910 is used to respond to receiving a selection operation on multiple candidate virtual characters in the role selection area, and select the multiple candidate virtual characters as the multiple first virtual characters.

[0341] In some embodiments, the lineup selection interface includes a skill selection area, and the skill selection area includes multiple candidate shared skills; the receiving module 1910 is used to respond to receiving a selection operation on a candidate shared skill in the skill selection area, and select the candidate shared skill as the first skill, and the first skill is the shared skill corresponding to the multiple first virtual characters.

[0342] In summary, after starting a virtual game between multiple first virtual characters and multiple second virtual characters, the display device of the virtual game provided by the embodiment of the present application displays multiple battle areas divided according to the depth of field range of the picture on the game screen of the virtual game, and displays multiple first virtual characters and multiple second virtual characters in each battle area in a dispersed manner, so that each battle area displays the battle animation between the first virtual character and the second virtual character it includes. On the one hand, multiple first virtual characters and multiple second virtual characters can fight in separate battle areas, and players can obtain the battle situation of each virtual character from each battle area, so as to make targeted adjustments, thereby improving the player's control efficiency for the virtual game; on the other hand, the game screen is divided into battle areas according to the depth of field range of the picture, and the game screen can be displayed in a differentiated manner, so that the player can focus on one or several game screens, avoiding the indiscriminate display of multiple battle areas that causes the player's focus to be dispersed, and further improving the player's control efficiency for the virtual game.

[0343] It should be noted that the display device for the virtual game provided in the above embodiment is only illustrated by the division of the above functional modules. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the display device for the virtual game provided in the above embodiment and the display method embodiment of the virtual game belong to the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.

[0344] Fig.21The block diagram of the structure of an electronic device 2100 provided by an exemplary embodiment of the present application is shown. The electronic device 2100 may be a portable mobile terminal, such as a smart phone, a vehicle-mounted terminal, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 player (Moving Picture Experts Group Audio Layer IV), a laptop computer or a desktop computer. The electronic device 2100 may also be called a user device, a portable terminal, a laptop terminal, a desktop terminal or other names.

[0345] Typically, the electronic device 2100 includes: a processor 2101 and a memory 2102 .

[0346] The processor 2101 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2101 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). The processor 2101 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 2101 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 2101 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.

[0347] The memory 2102 may include one or more computer-readable storage media, which may be non-transitory. The memory 2102 may also include a high-speed random access memory, and a non-volatile memory, such as one or more disk storage devices, flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 2102 is used to store at least one instruction, which is used to be executed by the processor 2101 to implement the display method of the virtual game provided in the method embodiment of the present application.

[0348] In some embodiments, the electronic device 2100 further includes one or more sensors, including but not limited to: a proximity sensor, a gyroscope sensor, and a pressure sensor.

[0349] The proximity sensor, also called a distance sensor, is usually disposed on the front panel of the electronic device 2100. The proximity sensor is used to collect the distance between the user and the front of the electronic device 2100.

[0350] The gyroscope sensor can detect the body direction and rotation angle of the electronic device 2100, and the gyroscope sensor can cooperate with the acceleration sensor to collect the user's 3D actions on the electronic device 2100. The processor 2101 can implement the following functions based on the data collected by the gyroscope sensor: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.

[0351] The pressure sensor can be set on the side frame of the electronic device 2100 and / or the lower layer of the display screen. When the pressure sensor is set on the side frame of the electronic device 2100, it can detect the user's holding signal of the electronic device 2100, and the processor 2101 performs left and right hand recognition or quick operation according to the holding signal collected by the pressure sensor. When the pressure sensor is set on the lower layer of the display screen, the processor 2101 controls the operability controls on the UI interface according to the user's pressure operation on the display screen. The operability controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.

[0352] In some embodiments, the electronic device 2100 further includes other components, which can be understood by those skilled in the art. Fig.21 The structure shown in the figure does not constitute a limitation on the electronic device 2100, and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.

[0353] The embodiment of the present application also provides a computer device, which can be implemented as follows: Figure 2The computer device includes a processor and a memory, wherein at least one instruction, at least one program, code set or instruction set is stored in the memory, and the at least one instruction, at least one program, code set or instruction set is loaded and executed by the processor to implement the virtual game display method provided by the above-mentioned method embodiments.

[0354] An embodiment of the present application also provides a computer-readable storage medium, on which is stored at least one instruction, at least one program, code set or instruction set, and the at least one instruction, at least one program, code set or instruction set is loaded and executed by a processor to implement the virtual game display method provided by the above-mentioned method embodiments.

[0355] The embodiments of the present application also provide a computer program product or a computer program, which includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the method for displaying a virtual game described in any of the above embodiments.

[0356] Optionally, the computer readable storage medium may include: a read-only memory (ROM), a random access memory (RAM), a solid state drive (SSD), or an optical disk. Among them, the random access memory may include a resistance random access memory (ReRAM) and a dynamic random access memory (DRAM). The serial numbers of the above embodiments of the present application are only for description and do not represent the advantages and disadvantages of the embodiments.

[0357] A person skilled in the art will understand that all or part of the steps to implement the above embodiments may be accomplished by hardware or by instructing related hardware through a program, and the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a disk or an optical disk, etc.

[0358] The above description is only an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the present application shall be included in the protection scope of the present application.

Claims

1. A method for displaying a virtual game, characterized in that: The method comprises: receiving a game start operation, wherein the game start operation is used to start a virtual game, wherein the virtual game refers to a game between a plurality of first virtual characters and a plurality of second virtual characters; In response to the game start operation, a game screen of the virtual game is displayed, wherein the game screen includes n game areas, and the n game areas are areas divided according to the depth of field range corresponding to the game screen; wherein the i-th game area includes at least one first virtual character among the plurality of first virtual characters and at least one second virtual character among the plurality of second virtual characters, n is an integer greater than 1, and 0<i≤n; The battle animations corresponding to the n battle areas are displayed respectively, wherein the battle animation corresponding to the i-th battle area refers to an animation of a battle between a first virtual character in the i-th battle area and a second virtual character in the i-th battle area.

2. The method according to claim 1, characterized in that After displaying the battle animations corresponding to the n battle areas respectively, the method further includes: When the first virtual character in the i-th battle area meets the first battle end condition, a battle switching animation is displayed, wherein the first battle end condition is used to indicate that the first virtual character in the i-th battle area has successfully fought, and the battle switching animation refers to an animation in which the first virtual character in the i-th battle area switches to the j-th battle area among the n battle areas for fighting, 0<j≤n and i≠j.

3. The method according to claim 2, characterized in that The display of the battle switching animation includes: Determine the distance between the i-th fighting area and other fighting areas in the n fighting areas; The battle area among the other battle areas whose distance to the i-th battle area meets the distance requirement is used as the j-th battle area; Display the battle switching animation.

4. The method according to claim 2, characterized in that: The display of the battle switching animation includes: Determining the attribute values ​​of the first virtual characters in other battle areas except the i-th battle area; The battle area in which the attribute value of the first virtual character in the other battle areas meets the attribute value requirement is used as the j-th battle area; Display the battle switching animation.

5. The method according to claim 2, characterized in that: The game screen is a screen with the depth of field range obtained by capturing the game through a virtual lens; The method further comprises: When the first virtual character in the i-th battle area meets the first battle end condition, a first screen movement animation of the game screen is displayed, and the first screen movement animation is used to adjust the distance between the j-th battle area and the virtual lens.

6. The method according to claim 5, characterized in that The i-th battle area is the area among the n battle areas that is closest to the virtual lens, and the first screen movement animation is used to move the i-th battle area out of the game screen displayed by the current terminal, and adjust the j-th battle area to be the area among the n battle areas that is closest to the virtual lens.

7. The method according to any one of claims 1 to 6, characterized in that: After displaying the battle animations corresponding to the n battle areas respectively, the method further includes: When the first virtual character in the i-th battle area meets the second battle end condition and the i-th battle area is the area among the n battle areas that is closest to the virtual lens, the second screen movement animation of the game screen is displayed, and the second battle end condition is used to indicate that the first virtual character in the i-th battle area has failed in the battle, and the second screen movement animation is used to move the i-th battle area out of the game screen displayed by the current terminal.

8. The method according to any one of claims 1 to 6, characterized in that: The displaying of the battle animations corresponding to the n battle areas respectively includes: Determining, based on the depth range corresponding to the i-th combat area, a special effect intensity of a combat special effect in a combat animation corresponding to the i-th combat area; Based on the special effect strength, the battle animation corresponding to the i-th battle area is displayed.

9. The method according to any one of claims 1 to 6, characterized in that: The game screen includes a first control for triggering a first skill, where the first skill is a shared skill corresponding to the plurality of first virtual characters; The method further comprises: Receiving a trigger operation on the first control; When the i-th battle area meets the skill usage conditions, a skill release animation is displayed, where the skill release animation refers to an animation of the first virtual character in the i-th battle area releasing the first skill.

10. The method according to claim 9, characterized in that When the i-th battle area meets the skill use condition, displaying the skill release animation includes: When the depth range corresponding to the i-th battle area is smaller than the depth ranges corresponding to other battle areas among the n battle areas, the skill release animation is displayed.

11. The method according to any one of claims 1 to 6, characterized in that: The step of displaying a virtual game screen in response to the game start operation includes: In response to the game start operation, displaying a game background picture corresponding to the virtual game, wherein the game background picture includes the n game areas; Displaying a character creation animation, wherein the character creation animation refers to an animation for creating the plurality of first virtual characters and the plurality of second virtual characters in the n battle areas; After the character creation animation is finished playing, the game screen is displayed.

12. The method according to any one of claims 1 to 6, characterized in that: The displaying of the battle animations corresponding to the n battle areas respectively includes: Simultaneously display the battle animations corresponding to the n battle areas respectively; or, The battle animations corresponding to the n battle areas are displayed in sequence according to the area order corresponding to the n battle areas.

13. The method according to any one of claims 1 to 6, characterized in that: The game screen includes a second control that triggers the game animation; The displaying of the battle animations corresponding to the n battle areas respectively includes: In response to receiving a trigger operation on the second control, the battle animations corresponding to the n battle areas are displayed.

14. The method according to claim 13, characterized in that In response to receiving a trigger operation on the second control, displaying the battle animations corresponding to the n battle areas respectively includes: receiving a long press operation on the second control; receiving a sliding operation connected to the long press operation, wherein the sliding starting point of the sliding operation is the same as the pressing position of the long press operation; In response to a sliding end point indicated by the sliding operation being within the i-th fighting area, displaying a fighting animation corresponding to the i-th fighting area; After the battle animation corresponding to the i-th battle area starts playing, the battle animations corresponding to other battle areas among the n battle areas are displayed.

15. The method according to any one of claims 1 to 6, characterized in that: The game screen includes an animation speed control, and the animation speed control is used to adjust the playback speed of the animation displayed in the game screen; The displaying of the battle animations corresponding to the n battle areas respectively includes: In response to receiving a trigger operation on the animation speed control, determining that the playing speeds of the battle animations respectively corresponding to the n battle areas are the first playing speed; Based on the first play speed, the battle animations corresponding to the n battle areas are displayed.

16. The method according to any one of claims 1 to 6, characterized in that: Before receiving the game start operation, the method further includes: Displaying a lineup selection interface, wherein the lineup selection interface includes a role selection area, and the role selection area includes a plurality of candidate virtual roles; In response to receiving a selection operation on a plurality of candidate virtual characters in the character selection area, the selected plurality of candidate virtual characters are used as the plurality of first virtual characters.

17. The method according to claim 16, characterized in that The lineup selection interface includes a skill selection area, and the skill selection area includes a plurality of candidate shared skills; The method further comprises: In response to receiving a selection operation on a candidate shared skill in the skill selection area, the selected candidate shared skill is used as a first skill, where the first skill is a shared skill corresponding to the plurality of first virtual characters.

18. A display device for a virtual game, characterized in that: The device comprises: A receiving module, used for receiving a game start operation, wherein the game start operation is used for starting a virtual game, wherein the virtual game refers to a game between a plurality of first virtual characters and a plurality of second virtual characters; A display module is used for displaying a game screen of a virtual game in response to the game start operation, wherein the game screen includes n game areas, and the n game areas are areas divided according to the depth of field range corresponding to the game screen; wherein the i-th game area includes at least one first virtual character among the plurality of first virtual characters and at least one second virtual character among the plurality of second virtual characters, n is an integer greater than 1, and 0<i≤n; The display module is also used to display the battle animations corresponding to the n battle areas respectively, and the battle animation corresponding to the i-th battle area refers to the animation of the battle between the first virtual character in the i-th battle area and the second virtual character in the i-th battle area.

19. A computer device, characterized in that: The computer device includes a processor and a memory, wherein the memory stores at least one program, and the at least one program is loaded and executed by the processor to implement the method for displaying a virtual game as described in any one of claims 1 to 17.

20. A computer-readable storage medium, characterized in that: The storage medium stores at least one program, and the at least one program is loaded and executed by the processor to implement the method for displaying a virtual game as described in any one of claims 1 to 17.

21. A computer program product, characterized in that It comprises a computer program, which, when executed by a processor, implements the method for displaying a virtual game as described in any one of claims 1 to 17.