Game animation display method, related device, equipment and storage medium
By displaying the appearance and animation of virtual explosives according to the relationship between the game character skin resources in shooting games, the problem of single game performance in the existing technology is solved, and higher expressiveness and fun are achieved, which enhances player experience and skin resource value.
Patent Information
- Application Number
- CN202311376031.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-10-23
- Publication Date
- 2025-04-25
AI Technical Summary
The burst mode game process in existing shooting games is relatively simple, lacking expressiveness and fun, and failing to effectively improve the dynamicity of the game and player experience.
By introducing an animation association mechanism in the game, the appearance and animation of the virtual explosives are displayed according to the skin resources currently used by the game characters, ensuring that the appearance of the virtual explosives is corresponding to the skin resources of the game characters, and the animation matches the skin resources, thereby enriching the performance of the game animation.
It improves the expressiveness and fun of the game, reduces the boredom and fatigue of players during the game, and at the same time improves the value and allocation efficiency of skin resources.
Smart Images

Figure CN119868933A_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of computer technology, and in particular to a method for displaying a game animation, related devices, equipment, and storage media. Background Art
[0002] Demolition mode is a combat mode in first-person shooting games (FPS) and third-person shooting games (TPS). Demolition mode is popular among players because of its high requirements on shooting game players' skills and strong competitiveness. It has also become the preferred mode in various large-scale e-sports competitions.
[0003] Currently, in the game, players are divided into two camps. Players in the attacking camp control game characters to place virtual explosives, while players in the defending camp control game characters to dismantle virtual explosives. Players in the attacking camp can win by placing virtual explosives at designated locations and letting them explode, while players in the defending camp need to dismantle them before the virtual explosives explode. If no explosion occurs at the end of the game, they win.
[0004] However, the inventors have found that the current solution has at least the following problems: in the blasting mode of conventional shooting games, the appearance of the virtual explosives, the animation of placing the virtual explosives, the animation of placing the virtual explosives, the animation of removing the virtual explosives, and the animation of blasting the virtual explosives, etc., which the players see, all appear in sets. Therefore, the performance of the game process is relatively simple, lacking in expressiveness and fun. In view of the above problems, no effective solution has been proposed yet. Summary of the invention
[0005] The embodiments of the present application provide a method for displaying game animations, related devices, equipment, and storage media, which can not only reduce the boredom and fatigue of players during the game, but also increase the value of skin resources, enhance the expressiveness and fun of the game, and reduce the tediousness of manual configuration and improve the efficiency of game configuration.
[0006] In view of this, the present application provides a method for displaying a game animation, comprising:
[0007] Displaying a target virtual object in a virtual environment in a target game application, wherein the virtual environment includes a first game character and a second game character, the first game character and the second game character belong to different game camps, the first game character uses a first skin resource, and the second game character uses a second skin resource;
[0008] In response to a placement operation triggered by the first game character on the first virtual explosive, displaying a first animation of the first game character placing the first virtual explosive within a preset range where the target virtual object is located, wherein the appearance of the first virtual explosive has a corresponding relationship with the first skin resource, and the first animation has a corresponding relationship with the first skin resource;
[0009] In response to the second game character triggering a dismantling operation on the first virtual explosive, a second animation of the second game character dismantling the first virtual explosive is displayed.
[0010] Another aspect of the present application provides a game animation display device, comprising:
[0011] A display module, used for displaying a target virtual object in a virtual environment in a target game application, wherein the virtual environment includes a first game character and a second game character, the first game character and the second game character belong to different game camps, the first game character uses a first skin resource, and the second game character uses a second skin resource;
[0012] The display module is further configured to display, in response to a placement operation triggered by the first game character on the first virtual explosive, a first animation of the first game character placing the first virtual explosive within a preset range where the target virtual object is located, wherein the appearance of the first virtual explosive has a corresponding relationship with the first skin resource, and the first animation has a corresponding relationship with the first skin resource;
[0013] The display module is further configured to display a second animation of the second game character dismantling the first virtual explosive in response to a dismantling operation triggered by the second game character on the first virtual explosive.
[0014] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0015] A display module, specifically used to display a specific placement animation of the first game character placing the first virtual explosive within a preset range where the target virtual object is located when the first skin resource is an exclusive skin resource, wherein the appearance of the first virtual explosive has a corresponding relationship with the exclusive skin resource of the first game character, and the specific placement animation is a placement animation having a corresponding relationship with the exclusive skin resource of the first game character;
[0016] The display module is specifically used to display a specific demolition animation of the second game character demolishing the first virtual explosive, wherein the specific demolition animation is a demolition animation having a corresponding relationship with an exclusive skin resource of the first game character.
[0017] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0018] A display module, specifically used to display a default placement animation of the first game character placing a first virtual explosive within a preset range where the target virtual object is located when the first skin resource is a basic skin resource, wherein the appearance of the first virtual explosive has a corresponding relationship with the basic skin resource;
[0019] The display module is specifically used to display a specific demolition animation of the second game character demolishing the first virtual explosive when the second skin resource is an exclusive skin resource, wherein the specific demolition animation is a demolition animation that corresponds to the exclusive skin resource of the second game character.
[0020] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0021] A display module, specifically used to display a default placement animation of the first game character placing a first virtual explosive within a preset range where the target virtual object is located when the first skin resource is a basic skin resource, wherein the appearance of the first virtual explosive has a corresponding relationship with the basic skin resource;
[0022] The display module is specifically used to display a default demolition animation of the second game character demolishing the first virtual explosive when the second skin resource is a basic skin resource.
[0023] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0024] The display module is also used to display a specific blasting animation of the first virtual explosive being detonated if the first virtual explosive is not dismantled within a preset time period when the first skin resource is an exclusive skin resource, wherein the specific blasting animation is represented by a blasting animation that corresponds to the exclusive skin resource of the first game character.
[0025] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0026] The display module is also used for displaying a default explosion animation of the first virtual explosive being detonated if the first virtual explosive is not dismantled within a preset time period when the first skin resource is a basic skin resource.
[0027] In one possible design, in another implementation of another aspect of the embodiment of the present application, the virtual environment further includes a third game character, the third game character and the first game character are in the same game camp, and the third game character uses a third skin resource;
[0028] The display module is also used to display a third animation of the first game character and the third game character placing the second virtual explosive within a preset range where the target virtual object is located in response to the placement operation triggered by the first game character and the third game character on the second virtual explosive, wherein the placement time of the second virtual explosive is shorter than the placement time of the first virtual explosive.
[0029] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0030] The display module is specifically used to display a specific placement animation of the first game character and the third game character placing the second virtual explosive within a preset range where the target virtual object is located when the first skin resource and the third skin resource are the same exclusive skin resource, wherein the appearance of the second virtual explosive has a corresponding relationship with the exclusive skin resource, and the specific placement animation is expressed as a placement animation having a corresponding relationship with the exclusive skin resource.
[0031] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0032] The display module is specifically used to display a default placement animation of the first game character and the third game character placing a second virtual explosive within a preset range where the target virtual object is located when the first skin resource and the third skin resource are both basic skin resources, wherein the appearance of the second virtual explosive corresponds to the basic skin resource.
[0033] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0034] A display module, specifically used for displaying a specific placement animation of the first game character and the third game character placing a second virtual explosive within a preset range where the target virtual object is located, when the first skin resource is an exclusive skin resource and the third skin resource is a basic skin resource, wherein the appearance of the second virtual explosive has a corresponding relationship with the exclusive skin resource of the first game character, and the specific placement animation is a placement animation having a corresponding relationship with the exclusive skin resource of the first game character;
[0035] or,
[0036] When the first skin resource is a basic skin resource and the third skin resource is an exclusive skin resource, a specific placement animation of the first game character and the third game character placing the second virtual explosive within a preset range where the target virtual object is located is displayed, wherein the appearance of the second virtual explosive corresponds to the exclusive skin resource of the third game character, and the specific placement animation is expressed as a placement animation that corresponds to the exclusive skin resource of the third game character.
[0037] In one possible design, in another implementation of another aspect of the embodiment of the present application, the virtual environment further includes a third game character, the third game character and the first game character are in the same game camp, and the third game character uses a third skin resource;
[0038] The game animation display device also includes a control module;
[0039] A control module, configured to control the first game character to stop placing the first virtual explosive in response to a stop placement operation triggered by the first game character on the first virtual explosive after displaying a first animation of the first game character placing the first virtual explosive within a preset range where the target virtual object is located;
[0040] The display module is also used to display a specific placement animation of the third game character continuing to place the first virtual explosive in response to a placement operation triggered by the third game character on the first virtual explosive when the first skin resource and the third skin resource are the same exclusive skin resource, wherein the specific placement animation is represented as a placement animation that has a corresponding relationship with the exclusive skin resource.
[0041] In one possible design, in another implementation of another aspect of the embodiment of the present application, the virtual environment further includes a third game character, the third game character and the first game character are in the same game camp, and the third game character uses a third skin resource;
[0042] The control module is further configured to control the first game character to stop placing the first virtual explosive in response to a stop placement operation triggered by the first game character on the first virtual explosive after displaying a first animation of the first game character placing the first virtual explosive within a preset range where the target virtual object is located;
[0043] The display module is also used to display a default placement animation of the third game character continuing to place the first virtual explosive in response to a placement operation triggered by the third game character on the first virtual explosive when the first skin resource and the third skin resource are both basic skin resources.
[0044] In one possible design, in another implementation of another aspect of the embodiment of the present application, the virtual environment further includes a fourth game character, the fourth game character and the second game character are in the same game camp, and the fourth game character uses a fourth skin resource;
[0045] The display module is further used to display a fourth animation of the second game character and the fourth game character dismantling the third virtual explosive in response to a dismantling operation triggered by the second game character and the fourth game character on the third virtual explosive, wherein the dismantling time of the third virtual explosive is shorter than the dismantling time of the first virtual explosive.
[0046] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0047] The display module is specifically used to display a specific demolition animation of the second game character and the fourth game character demolishing the third virtual explosive when the second skin resource and the fourth skin resource are the same exclusive skin resource, wherein the specific demolition animation is represented as a demolition animation that has a corresponding relationship with the exclusive skin resource.
[0048] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0049] The display module is specifically used to display the default demolition animation of the second game character and the fourth game character demolishing the third virtual explosive when the second skin resource and the fourth skin resource are both basic skin resources.
[0050] In one possible design, in another implementation of another aspect of the embodiment of the present application,
[0051] The display module is specifically used to display a specific demolition animation of the second game character and the fourth game character demolishing the third virtual explosive when the second skin resource is an exclusive skin resource and the fourth skin resource is a basic skin resource, wherein the specific demolition animation is a demolition animation having a corresponding relationship with the exclusive skin resource of the second game character;
[0052] or,
[0053] When the second skin resource is a basic skin resource and the fourth skin resource is an exclusive skin resource, a specific demolition animation of the second game character and the fourth game character dismantling the third virtual explosive is displayed, wherein the specific demolition animation is represented as a demolition animation that has a corresponding relationship with the exclusive skin resource of the fourth game character.
[0054] In one possible design, in another implementation of another aspect of the embodiment of the present application, the virtual environment further includes a fourth game character, and the fourth game character and the second game character are in the same game camp;
[0055] The control module is further configured to control the second game character to stop dismantling the first virtual explosive in response to a stop dismantling operation triggered by the second game character on the first virtual explosive after displaying a second animation of the second game character dismantling the first virtual explosive;
[0056] The display module is also used to display a specific demolition animation of the fourth game character continuing to dismantle the first virtual explosive in response to a demolition operation triggered by the fourth game character on the first virtual explosive when the first skin resource is an exclusive skin resource, wherein the specific demolition animation is represented as a demolition animation that has a corresponding relationship with the exclusive skin resource of the first game character.
[0057] In one possible design, in another implementation of another aspect of the embodiment of the present application, the virtual environment further includes a fourth game character, the fourth game character and the second game character are in the same game camp, and the fourth game character uses a fourth skin resource;
[0058] The control module is further configured to control the second game character to stop dismantling the first virtual explosive in response to a stop dismantling operation triggered by the second game character on the first virtual explosive after displaying a second animation of the second game character dismantling the first virtual explosive;
[0059] The display module is also used for displaying a specific demolition animation of the fourth game character continuing to demolish the first virtual explosive in response to a demolition operation triggered by the fourth game character on the first virtual explosive when the first skin resource is a basic skin resource and when the second skin resource and the fourth skin resource are the same exclusive skin resource, wherein the specific demolition animation is represented as a demolition animation that has a corresponding relationship with the exclusive skin resource.
[0060] In one possible design, in another implementation of another aspect of the embodiment of the present application, the virtual environment further includes a fourth game character, the fourth game character and the second game character are in the same game camp, and the fourth game character uses a fourth skin resource;
[0061] The control module is further configured to control the second game character to stop dismantling the first virtual explosive in response to a stop dismantling operation triggered by the second game character on the first virtual explosive after displaying a second animation of the second game character dismantling the first virtual explosive;
[0062] The display module is also used for displaying a default demolition animation of the fourth game character continuing to dismantle the first virtual explosive in response to a demolition operation triggered by the fourth game character on the first virtual explosive when the first skin resource, the second skin resource and the fourth skin resource are all basic skin resources.
[0063] In one possible design, in another implementation of another aspect of the embodiment of the present application, the game animation display device further includes a switching module;
[0064] A switching module, for switching the first skin resource used by the first game character to a first target skin resource in response to a skin switching operation for the first game character;
[0065] The switching module is also used to switch the second skin resource used by the second game character to the second target skin resource in response to a skin switching operation for the second game character.
[0066] In one possible design, in another implementation of another aspect of the embodiment of the present application, the game animation display device further includes a playback module;
[0067] a playing module, configured to play a first sound effect of the first game character placing the first virtual explosive within a preset range where the target virtual object is located in response to a placement operation triggered by the first game character on the first virtual explosive, wherein the first sound effect has a corresponding relationship with the first skin resource;
[0068] The playing module is further used to play a second sound effect of the second game character dismantling the first virtual explosive in response to the dismantling operation triggered by the second game character on the first virtual explosive.
[0069] Another aspect of the present application provides a computer device, including a memory and a processor, wherein the memory stores a computer program, and the processor implements the above-mentioned methods when executing the computer program.
[0070] Another aspect of the present application provides a computer-readable storage medium having a computer program stored thereon, and when the computer program is executed by a processor, the above-mentioned methods are implemented.
[0071] Another aspect of the present application provides a computer program product, including a computer program, which implements the above-mentioned methods when executed by a processor.
[0072] It can be seen from the above technical solutions that the embodiments of the present application have the following advantages:
[0073] In an embodiment of the present application, a method for displaying a game animation is provided, which displays a target virtual object located in a virtual environment in a target game application. When responding to a placement operation triggered by a first game character for a first virtual explosive, a first animation of the first game character placing the first virtual explosive within a preset range where the target virtual object is located is displayed, wherein the appearance of the first virtual explosive has a corresponding relationship with the first skin resource currently used by the first game character, and the first animation also has a corresponding relationship with the first skin resource. When responding to a removal operation triggered by a second game character for the first virtual explosive, a second animation of the second game character removing the first virtual explosive is displayed. In the above manner, the appearance of the virtual explosive and the animation of placing the virtual explosive are associated with the skin resource currently used by the game character, so that the player can feel the different performance effects of the virtual explosive when using different skin resources during the game. Not only can the player's boredom and fatigue during the game be reduced, but the value of the skin resource is also improved, and the expressiveness and fun of the game are enhanced. In addition, since the performance animation of the virtual explosive is automatically associated with the skin resource, the tediousness of manual configuration can be reduced, and the efficiency of game configuration can be improved. BRIEF DESCRIPTION OF THE DRAWINGS
[0074] Figure 1 A schematic diagram of an implementation environment of the game animation display method in an embodiment of the present application;
[0075] Figure 2 This is another schematic diagram of an implementation environment of the game animation display method in an embodiment of the present application;
[0076] Figure 3 A flowchart of a method for displaying game animation in an embodiment of the present application;
[0077] Figure 4 A schematic diagram showing a specific placement animation and a specific removal animation in an embodiment of the present application;
[0078] Figure 5 A schematic diagram showing a default placement animation and a specific removal animation in an embodiment of the present application;
[0079] Figure 6 A schematic diagram showing a default placement animation and a default removal animation in an embodiment of the present application;
[0080] Figure 7 A schematic diagram of an interactive process for placing virtual explosives in an embodiment of the present application;
[0081] Figure 8 A schematic diagram of an interactive process for dismantling a virtual explosive in an embodiment of the present application;
[0082] Fig. 9A schematic diagram showing a specific explosion animation in an embodiment of the present application;
[0083] Fig.10 A schematic diagram showing a default explosion animation in an embodiment of the present application;
[0084] Fig.11 A schematic diagram of multiple game characters placing virtual explosives together in an embodiment of the present application;
[0085] Fig.12 A schematic diagram of displaying a specific placement animation based on multiple game characters in an embodiment of the present application;
[0086] Fig.13 A schematic diagram showing a default placement animation based on multiple game characters in an embodiment of the present application;
[0087] Fig.14 Another schematic diagram of displaying a specific placement animation based on multiple game characters in an embodiment of the present application;
[0088] Fig.15 A schematic diagram of multiple game characters placing virtual explosives one after another in an embodiment of the present application;
[0089] Fig.16 Another schematic diagram of multiple game characters placing virtual explosives one after another in an embodiment of the present application;
[0090] Fig.17 A schematic diagram of multiple game characters jointly dismantling virtual explosives in an embodiment of the present application;
[0091] Fig.18 A schematic diagram showing a specific demolition animation based on multiple game characters in an embodiment of the present application;
[0092] Fig.19 A schematic diagram showing a default demolition animation based on multiple game characters in an embodiment of the present application;
[0093] Fig. 20 Another schematic diagram of displaying a specific demolition animation based on multiple game characters in an embodiment of the present application;
[0094] Fig.21 A schematic diagram of multiple game characters dismantling virtual explosives in succession in an embodiment of the present application;
[0095] Fig. 22 Another schematic diagram of multiple game characters dismantling virtual explosives in succession in an embodiment of the present application;
[0096] Fig.23 Another schematic diagram of multiple game characters dismantling virtual explosives in succession in an embodiment of the present application;
[0097] Fig.24 A schematic diagram of switching skin resources for a game character in an embodiment of the present application;
[0098] Fig.25 A schematic diagram of playing a virtual explosion sound effect in an embodiment of the present application;
[0099] Fig.26 A schematic diagram of a game animation display device in an embodiment of the present application;
[0100] Fig. 27 It is a structural diagram of a terminal in an embodiment of the present application. DETAILED DESCRIPTION
[0101] The embodiments of the present application provide a method for displaying game animations, related devices, equipment, and storage media, which can not only reduce the boredom and fatigue of players during the game, but also increase the value of skin resources, enhance the expressiveness and fun of the game, and reduce the tediousness of manual configuration and improve the efficiency of game configuration.
[0102] The terms "first", "second", "third", "fourth", etc. (if any) in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects, and are not necessarily used to describe a specific order or sequence. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein, for example. In addition, the terms "including" and "corresponding to" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0103] In the gaming industry, launching gorgeous skin resources is a very important activity strategy. This strategy allows players to enjoy the game better during the game, and at the same time, it can also bring more users to the gaming company. With the continuous advancement of technology, the skin resources in the gaming industry are becoming more and more diverse and exquisite. As the types and styles of skin resources become more and more abundant, skin resources are gradually becoming more meaningful to players. Skin resources mainly include basic skin resources and exclusive skin resources. Among them, basic skin resources refer to the initial skin resources of the game character, that is, the default skin resources. Exclusive skin resources refer to skin resources tailored for a certain character.
[0104] Normally, basic skin resources do not add any attribute to game characters. Exclusive skin resources do add attribute to game characters. For example, a mage hero will gain 10 points of spell attack, a DPS hero will gain 10 points of physical attack, and a tank hero will gain 120 points of maximum health. Therefore, for players, using skin resources can not only distinguish the game character image from others, but also enhance the attributes of the game character. However, there are still certain limitations in the performance of the game.
[0105] Based on this, in an embodiment of the present application, a method for displaying game animations is provided. When a game character uses exclusive skin resources, an exclusive animation effect for a virtual explosive is provided. This changes the model of the virtual explosive, the animation of removing the virtual explosive, the animation of placing the virtual explosive, the animation of the explosion of the virtual explosive, the explosion intensity of the virtual explosive, the explosion range of the virtual explosive, the placement time of the virtual explosive, the removal time of the virtual explosive, etc. As a result, the value of the skin resources is increased, which is conducive to increasing the number of transactions of the skin resources. The game animation display method of the present application includes at least one of the following scenarios when applied.
[0106] Applicable scenario 1: Shooting game (STG);
[0107] STG has obvious action game features and provides a blasting mode of play. In the blasting mode, one or more game characters in the attacking camp are equipped with virtual explosives and need to place the virtual explosives within a specified time (for example, within 30 seconds after the start of the game) and ensure that the virtual explosives can be successfully detonated. The game characters in the defending camp need to prevent the game characters in the attacking camp from detonating the virtual explosives, that is, once the virtual explosives are placed in a certain place, the game characters in the defending camp need to dismantle them within a specified time (for example, within 45 seconds).
[0108] In the blasting mode, if the game character of the attacking camp uses exclusive skin resources, a specific placement animation will be displayed when placing virtual explosives, and the appearance of the virtual explosives will also change accordingly. When the game character of the defending camp dismantles the virtual explosives, the specific dismantling animation of the virtual explosives will be displayed.
[0109] Applicable scenario 2: Multiplayer online battle arena (MOBA) games;
[0110] In MOBA games, players usually need to buy equipment during battles. Players are usually divided into two teams, which compete with each other in scattered game maps. Each player controls the selected game character through the interface. A blasting mode is provided in MOBA. In blasting mode, one or more game characters of both camps are equipped with virtual explosives. Game characters of the same camp need to place virtual explosives in the base of the other camp. If the virtual explosive explodes, the base will lose a certain amount of health. When the base of a camp has insufficient health, it means that the players of that camp have failed in this round of the game.
[0111] In blasting mode, if the game character of the attacking camp uses exclusive skin resources, a specific placement animation will be displayed when placing virtual explosives.
[0112] Applicable scenario three: role-playing game (RPG);
[0113] The core of RPG is that the player plays a game character in a realistic or fictional world. RPG provides a blasting mode. In blasting mode, the game system assigns a role type to the player, which can be an attacker or a defender. The attacker player needs to place a virtual explosive within a specified time (for example, within 30 seconds after the start of the game) and ensure that the virtual explosive can be successfully detonated. The defender player needs to dismantle the virtual explosive within a specified time (for example, within 45 seconds).
[0114] For example, the player plays the role of an attacker. In the blasting mode, if the game character controlled by the player uses exclusive skin resources, a specific placement animation will be displayed when placing a virtual explosive, and the appearance of the virtual explosive will also change accordingly.
[0115] For example, if the player's role type is a defender, in the blasting mode, if the game character controlled by the player uses exclusive skin resources, a specific demolition animation will be displayed when the virtual explosive is demolished. If the virtual explosive is not demolished in time, the exclusive explosion animation effect of the virtual explosive will be displayed.
[0116] It should be noted that the above application scenarios are only examples, and the interactive session display method provided in this embodiment can also be applied to other scenarios, which are not limited here.
[0117] It is understandable that the target game applications involved in this application include but are not limited to first-person shooting game (FPS), third-person shooting game (TPS), RPG, real-time strategy game (RTS), MOBA, etc. The expression mode of the target game application includes but is not limited to two-dimensional (2-dimension, 2D) form, three-dimensional (3-dimension, 3D) form, virtual reality (VR) form, augmented reality (AR) form and mixed reality (MR) form. The battle form of the target game application can be a player versus player (PVP) game or a player versus environment (PVE) game.
[0118] The method provided in this application can be applied to Figure 1 The stand-alone game implementation environment shown, or, can be applied to Figure 2 The network game implementation environment shown. Figure 1 The illustrated implementation environment includes a terminal 110. Figure 2 The illustrated implementation environment includes a terminal 110 and a server 120, and the terminal 110 and the server 120 can communicate with each other through a communication network 130. The communication network 130 uses standard communication technology and / or protocols, usually the Internet, but can also be any network, including but not limited to Bluetooth, local area network (LAN), metropolitan area network (MAN), wide area network (WAN), mobile, dedicated network or any combination of virtual private networks). In some embodiments, customized or dedicated data communication technology can be used to replace or supplement the above data communication technology.
[0119] The terminal 110 involved in this application includes but is not limited to mobile phones, tablet computers, laptop computers, desktop computers, intelligent voice interaction devices, smart home appliances, vehicle terminals, aircraft, etc. Among them, the client is deployed on the terminal 110, and the client can be run on the terminal 110 in the form of a browser, or in the form of an independent application (application, APP) or a small program, etc.
[0120] The server 120 involved in the present application 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, content delivery networks (CDNs), and big data and artificial intelligence (AI) platforms.
[0121] The following will combine Figure 1 The implementation environment shown and Figure 2 The implementation environment shown is described.
[0122] 1. Implementation environment based on stand-alone games;
[0123] In step A1, the player triggers the operation of starting the target game application through the terminal 110. In step A2, the terminal 110 displays the target virtual object located in the virtual environment in the target game application. In step A3, the terminal 110 responds to the placement operation triggered by the first game character for the first virtual explosive, wherein the first game character may be a game character controlled by the player. In step A4, the terminal 110 displays the animation of the first game character placing the virtual explosive within the preset range where the target virtual object is located, wherein the appearance of the virtual explosive and the animation of placing the virtual explosive are both in correspondence with the skin resource of the first game character. In step A5, the terminal 110 responds to the removal operation triggered by the second game character for the virtual explosive, wherein the second game character may be a character controlled by the game system. In step A6, the terminal 110 displays the animation of the second game character removing the virtual explosive.
[0124] 2. Implementation environment based on online games;
[0125] In step B1, the player triggers the operation of starting the target game application through the terminal 110. In step B2, the terminal 110 displays the target virtual object located in the virtual environment in the target game application. In step B3, the server 120 responds to the placement operation triggered by the first game character for the first virtual explosive, wherein the first game character is a game character controlled by a certain player. In step B4, the server 120 feeds back the animation of the first game character placing the virtual explosive to the terminal 110 through the communication network 130. In step B5, the terminal 110 displays the animation of the first game character placing the virtual explosive within the preset range where the target virtual object is located. In step B6, the server 120 responds to the removal operation triggered by the second game character for the virtual explosive, wherein the second game character is a game character controlled by another player. In step B7, the server 120 feeds back the animation of the second game character removing the virtual explosive to the terminal 110 through the communication network 130. In step B8, the terminal 110 displays the animation of the second game character removing the virtual explosive.
[0126] Combined with the above introduction, the game animation display method in this application will be introduced below, please refer to Figure 3 The game animation display method in the embodiment of the present application can be completed by the terminal independently, or by the terminal and the server in cooperation. The method provided by the present application includes:
[0127] 210. Displaying a target virtual object in a virtual environment in a target game application, wherein the virtual environment includes a first game character and a second game character, the first game character and the second game character belong to different game camps, the first game character uses a first skin resource, and the second game character uses a second skin resource;
[0128] In one or more embodiments, player A can use a game account to log in to a target game application running on a client or web page, and display a target virtual object located in a virtual environment on the client or web page running the target game application. The virtual environment includes game characters of at least two camps, wherein the first game character and the second game character belong to different game camps respectively. The first game character uses a first skin resource, and the second game character uses a second skin resource. The skin resources involved in this application may also be referred to as "fashion resources".
[0129] Specifically, the first game character is a game character controlled by player A, and the second game character is a game character controlled by player B. Or, the first game character is a game character controlled by player B, and the second game character is a game character controlled by player A. Or, the first game character is a game character controlled by player A, and the second game character is a non-player character (NPC). Or, the first game character is an NPC, and the second game character is a game character controlled by player A. Taking player A controlling the first game character as an example, in the third-person perspective, the first game character controlled by player A is displayed on the game screen, while in the first-person perspective, the first game character controlled by player A may not be displayed on the game screen.
[0130] It is understandable that the target virtual object involved in the present application can be a physical object, and its manifestation includes but is not limited to virtual buildings, virtual vehicles, virtual homes, virtual boxes, etc. The target virtual object involved in the present application can also be a specified location, and its manifestation includes but is not limited to marking points, prompt points, etc.
[0131] It should be noted that the term "in response to" in this application is used to indicate the conditions or states on which the execution of an operation depends, and one or more operations can be executed when certain conditions or states are met. These operations can be real-time or have a certain delay.
[0132] 220. In response to a placement operation triggered by the first game character on the first virtual explosive, display a first animation of the first game character placing the first virtual explosive within a preset range where the target virtual object is located, wherein the appearance of the first virtual explosive has a corresponding relationship with the first skin resource, and the first animation has a corresponding relationship with the first skin resource;
[0133] In one or more embodiments, the first game character places the first virtual explosive within a preset range where the target virtual object is located, wherein the target virtual object may be a base of the camp to which the second game character belongs, or the target virtual object belongs to a public base, etc., which is not limited here. The preset range where the target virtual object is located may be a certain designated area, or may be the target virtual object itself. For example, an area with a radius of 10 meters around the target virtual object, where 10 meters is the distance defined in the target game application.
[0134] Specifically, the appearance of the first virtual explosive has a corresponding relationship with the first skin resource, that is, based on the first skin resource currently used by the first game character, the appearance of the virtual explosive corresponding thereto is determined, and the appearance of the virtual explosive is used as the appearance of the first virtual explosive. The first animation of the first game character placing the first virtual explosive also has a corresponding relationship with the first skin resource, that is, based on the first skin resource currently used by the first game character, the specific placement animation of the virtual explosive corresponding thereto is determined, and the specific placement animation is used as the first animation of the first game character placing the first virtual explosive.
[0135] 230. In response to the second game character triggering a dismantling operation on the first virtual explosive, display a second animation of the second game character dismantling the first virtual explosive.
[0136] In one or more embodiments, the second game character has the ability to dismantle the first virtual explosive. Based on this, when the second game character approaches the first virtual explosive, a dismantling operation can be triggered for the first virtual explosive, thereby displaying a second animation of the second game character dismantling the first virtual explosive.
[0137] In an embodiment of the present application, a method for displaying game animation is provided. In the above manner, the appearance of the virtual explosive and the animation of placing the virtual explosive are associated with the skin resources currently used by the game character, so that the player can feel the different performance effects of the virtual explosive when using different skin resources during the game. Not only can it reduce the boredom and fatigue of the player during the game, but it can also enhance the value of the skin resources and enhance the expressiveness and fun of the game. In addition, since the performance animation of the virtual explosive is automatically associated with the skin resources, the tediousness of manual configuration can be reduced and the efficiency of game configuration can be improved.
[0138] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application, displaying a first animation of a first game character placing a first virtual explosive within a preset range where a target virtual object is located may specifically include:
[0139] In the case where the first skin resource is an exclusive skin resource, a specific placement animation of the first game character placing the first virtual explosive within a preset range where the target virtual object is located is displayed, wherein the appearance of the first virtual explosive has a corresponding relationship with the exclusive skin resource of the first game character, and the specific placement animation is a placement animation having a corresponding relationship with the exclusive skin resource of the first game character;
[0140] The second animation of displaying the second game character dismantling the first virtual explosive may specifically include:
[0141] Display a specific demolition animation of the second game character dismantling the first virtual explosive, wherein the specific demolition animation is a demolition animation having a corresponding relationship with an exclusive skin resource of the first game character.
[0142] In one or more embodiments, a method of displaying a specific placement animation and a specific removal animation is introduced. It can be seen from the aforementioned embodiments that the first skin resource currently used by the first game character may be an exclusive skin resource, wherein the exclusive skin resource of the first game character is a skin resource designed for the first game character. For example, the first game character is "Arthur", and its corresponding exclusive skin resource may be a "knight" skin resource (that is, a character image holding a sword and wearing armor). Or, its corresponding exclusive skin resource may be a "defender" skin resource (that is, a character image holding a bow in the left hand and an arrow in the right hand).
[0143] It is understandable that the same game character may have one or more different exclusive skin resources, but only one basic skin resource, wherein the basic skin resource is the default skin resource of the game character.
[0144] Specifically, for ease of understanding, see Figure 4 , Figure 4 This is a schematic diagram showing a specific placement animation and a specific removal animation in an embodiment of the present application, such as Figure 4 As shown in the middle (A) figure, C1 is used to indicate the target virtual object, which includes but is not limited to the appearance of a building. C2 is used to indicate the first game character currently using an exclusive skin resource (e.g., a "knight" skin resource). C3 is used to indicate the first virtual explosive, wherein the model of the first virtual explosive indicated by C3 is a sword model with special effects. The specific placement animation of placing the first virtual explosive can be expressed as the first game character inserting the sword into a stone near the target virtual object.
[0145] like Figure 4 As shown in the middle (B) figure, C4 is used to indicate the second game character. In response to the second game character triggering a dismantling operation on the first virtual explosive, a specific dismantling animation of the second game character dismantling the first virtual explosive indicated by C3 is displayed. The specific dismantling animation of dismantling the first virtual explosive can be shown as the second game character pulling the sword out of the stone, and the animation of successfully dismantling the first virtual explosive can be shown as the second game character raising the sword.
[0146] It can be seen that the exclusive skin resource not only has a corresponding specific placement animation and a corresponding virtual explosive shape, but also corresponds to a specific removal animation. When other game characters remove the virtual explosive, the specific removal animation will be played, and the animation of successful removal is also a specific animation.
[0147] It should be noted that if the first game character uses other exclusive skin resources (e.g., "Defender" skin resources), the appearance of the first virtual explosive will be changed to the appearance corresponding to the exclusive skin resource (e.g., "bow and arrow"). The corresponding first animation is changed to the specific placement animation corresponding to the exclusive skin resource (e.g., shooting the arrow into the target virtual object). The corresponding second animation is changed to the specific placement animation corresponding to the exclusive skin resource (e.g., shooting the arrow out of the target virtual object).
[0148] Secondly, in the embodiment of the present application, a method for displaying a specific placement animation and a specific removal animation is provided. Through the above method, when the first game character uses the exclusive skin resource, the effect of the virtual explosive placement animation will change, and at the same time, the animation effect of other game characters removing the virtual explosive will also change. Therefore, in the target game application, a special virtual explosive animation effect can be designed according to the exclusive skin resource, which can not only portray the personality of the exclusive skin resource, but also enhance the sense of immersion in the game.
[0149] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application, displaying a first animation of a first game character placing a first virtual explosive within a preset range where a target virtual object is located may specifically include:
[0150] In the case where the first skin resource is a basic skin resource, a default placement animation of the first game character placing a first virtual explosive within a preset range where the target virtual object is located is displayed, wherein the appearance of the first virtual explosive has a corresponding relationship with the basic skin resource;
[0151] The second animation of displaying the second game character dismantling the first virtual explosive may specifically include:
[0152] When the second skin resource is an exclusive skin resource, a specific demolition animation of the second game character demolishing the first virtual explosive is displayed, wherein the specific demolition animation is a demolition animation having a corresponding relationship with the exclusive skin resource of the second game character.
[0153] In one or more embodiments, a method of displaying a default placement animation and a specific demolition animation is introduced. It can be seen from the aforementioned embodiments that the first skin resource currently used by the first game character may be a basic skin resource, and the second skin resource currently used by the second game character may be an exclusive skin resource. Among them, the exclusive skin resource of the second game character is a skin resource designed for the second game character. For example, the second game character is a "Hercules", and its corresponding exclusive skin resource may be a "Barbarian" skin resource (that is, a character image represented by a hammer in hand).
[0154] Specifically, for ease of understanding, see Figure 5 , Figure 5 A schematic diagram showing a default placement animation and a specific removal animation in an embodiment of the present application is shown as follows: Figure 5 As shown in the figure (A), D1 is used to indicate the target virtual object. D2 is used to indicate the first game character currently using the basic skin resource. D3 is used to indicate the first virtual explosive, wherein the model of the first virtual explosive indicated by D3 is the default explosive package model, and the default placement animation of placing the first virtual explosive can be expressed as the first game character placing the explosive package near the target virtual object. The explosive package can be understood as the virtual explosive model used by default in the target game application.
[0155] like Figure 5 As shown in the middle (B) figure, D4 is used to indicate the second game character currently using the exclusive skin resource (e.g., "barbarian" skin resource). D5 is used to indicate the demolition prop (e.g., "hammer") used by the second game character. In response to the demolition operation triggered by the second game character for the first virtual explosive, a specific demolition animation of the second game character demolishing the first virtual explosive indicated by D3 is displayed. The specific demolition animation of demolishing the first virtual explosive can be expressed as the second game character using a hammer to smash the explosive pack, and the animation of successfully demolishing the first virtual explosive can be expressed as the explosive pack breaking.
[0156] It can be seen that the exclusive skin resource has a corresponding specific demolition animation. When other game characters demolish virtual explosives, the specific demolition animation will be played, and the animation of successful demolition is also a specific animation.
[0157] It should be noted that, if the second game character uses other exclusive skin resources, the corresponding second animation is changed to a specific placement animation corresponding to the exclusive skin resource.
[0158] Secondly, in the embodiment of the present application, a method for displaying a default placement animation and a specific demolition animation is provided. In the above method, when the first game character uses the basic skin resource and the second game character uses the exclusive skin resource, the effect of the virtual explosive demolition animation will change. Therefore, in the target game application, a special virtual explosive animation effect can be designed based on the exclusive skin resource, which can not only portray the personality of the exclusive skin resource, but also enhance the sense of immersion in the game.
[0159] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application, displaying a first animation of a first game character placing a first virtual explosive within a preset range where a target virtual object is located may specifically include:
[0160] In the case where the first skin resource is a basic skin resource, a default placement animation of the first game character placing a first virtual explosive within a preset range where the target virtual object is located is displayed, wherein the appearance of the first virtual explosive has a corresponding relationship with the basic skin resource;
[0161] The second animation of displaying the second game character dismantling the first virtual explosive may specifically include:
[0162] When the second skin resource is the base skin resource, a default demolition animation of the second game character demolishing the first virtual explosive is displayed.
[0163] In one or more embodiments, a method of displaying a default placement animation and a default removal animation is introduced. From the above embodiments, it can be seen that the first skin resource currently used by the first game character can be a basic skin resource, and the second skin resource currently used by the second game character can also be a basic skin resource.
[0164] Specifically, for ease of understanding, see Figure 6 , Figure 6 A schematic diagram showing a default placement animation and a default removal animation in an embodiment of the present application is shown as follows: Figure 6 As shown in the figure (A), E1 is used to indicate the target virtual object. E2 is used to indicate the first game character currently using the basic skin resource. E3 is used to indicate the first virtual explosive, wherein the model of the first virtual explosive indicated by E3 is the default explosive pack model, and the default placement animation of the first virtual explosive can be expressed as the first game character placing the explosive pack near the target virtual object. The explosive pack can be understood as the virtual explosive model used by default in the target game application.
[0165] like Figure 6 As shown in the middle (B) figure, E4 is used to indicate the second game character currently using the basic skin resource. In response to the second game character triggering a dismantling operation on the first virtual explosive, the default dismantling animation of the second game character dismantling the first virtual explosive indicated by E3 is displayed. The default dismantling animation of dismantling the first virtual explosive can be shown as the second game character using a bomb defuser to dismantle the explosive pack, and the animation of successfully dismantling the first virtual explosive can be shown as the explosive pack disappearing.
[0166] Secondly, in the embodiment of the present application, a method for displaying a default placement animation and a default removal animation is provided. In the above method, when both the first game character and the second game character use basic skin resources, the animation effect of the virtual explosive remains the original design. Therefore, for the player, different animation effects can be experienced by using different skin resources, thereby enhancing the richness of the game effect.
[0167] Based on the above embodiments, the interactive logic of placing virtual explosives and removing virtual explosives will be introduced below by taking the implementation environment of an online game as an example.
[0168] 1. The implementation logic of placing virtual explosives;
[0169] For easier understanding, see Figure 7 , Figure 7 This is a schematic diagram of an interactive process for placing virtual explosives in an embodiment of the present application, as shown in the figure, specifically:
[0170] In step 310 , the player triggers a placement operation for a virtual explosive through a terminal.
[0171] In step 320, the terminal uploads the player information and the skin resource identifier of the game character currently controlled by the player to the server. The player information may be a player account, a player mobile phone number, a player email address, or a player identifier, etc., which is used to uniquely identify the player.
[0172] In step 330, the server queries the player based on the player information and the skin resource identifier to see if the player has the skin resource corresponding to the skin resource identifier, thereby preventing the player from using cheats. If the server finds that the player has the skin resource, it further determines the performance content of the virtual explosive through the performance group mapping table and broadcasts the performance content to the terminals used by each player.
[0173] For ease of understanding, please refer to Table 1, which is a schematic diagram of a performance group mapping table.
[0174] Table 1
[0175] Skin resource identifier Virtual explosive model Specific placement animation Specific demolition animation Specific explosion animation 1010 Sword Model Insert the sword Draw the Sword The Sword Glows 2022 Sapling model Planting saplings Pulling out saplings Falling leaves 2549 Arrow Model Shoot an arrow Pull out the arrow Arrow Shattered
[0176] Exemplarily, a set of performance contents includes a virtual explosive model, a specific placement animation, a specific demolition animation, and a specific blasting animation.
[0177] It should be noted that if the skin resource identifier indicates a basic skin resource, the default model of the virtual explosive (i.e., the model used by default in the target game application) is displayed, the corresponding virtual explosive placement animation is the default placement animation, the corresponding virtual explosive removal animation is the default removal animation, and the corresponding virtual explosive blasting animation is the default blasting animation.
[0178] In step 340, when the skin resource identifier indicates an exclusive skin resource, the terminal plays a specific placement animation in the performance content, and the virtual explosive model is displayed in a specific appearance. Other players will also see the specific appearance and specific placement animation of the corresponding virtual explosive model.
[0179] In step 350, the virtual explosive placement is completed.
[0180] In step 360, the terminal sends status information indicating that the virtual explosive has been placed to the server.
[0181] In step 370, the server broadcasts the status information of the completion of the placement of the virtual explosive to the terminals used by each player in the game.
[0182] In step 380, the terminal receives status information indicating that the virtual explosive has been placed, and thus, the virtual explosive model subsequently seen by each player has a specific appearance.
[0183] 2. Implementation logic of dismantling virtual explosives;
[0184] For easier understanding, see Figure 8 , Figure 8 This is a schematic diagram of an interactive process for dismantling virtual explosives in an embodiment of the present application, as shown in the figure, specifically:
[0185] In step 410, the player triggers a dismantling operation on the virtual explosive through the terminal.
[0186] In step 420, the terminal uploads the player information and the skin resource identifier of the game character currently controlled by the player to the server. The server queries whether the player has the skin resource corresponding to the skin resource identifier based on the player information and the skin resource identifier. If the server queries that the player has the skin resource, it further determines the performance content of the virtual explosive through the performance group mapping table and broadcasts the performance content to the terminals used by each player.
[0187] Exemplarily, when the virtual explosive has a specific appearance, step 430A and step 430B are performed.
[0188] In step 430A, the server sends a specific removal animation to the terminal.
[0189] In step 430B, the terminal plays a specific dismantling animation.
[0190] Exemplarily, when the virtual explosive has a default appearance, but the game character that dismantles the virtual explosive uses an exclusive skin resource, step 440A and step 440B are performed.
[0191] In step 440A, the server sends a specific removal animation to the terminal.
[0192] In step 440B, the terminal plays a specific dismantling animation.
[0193] Exemplarily, when the virtual explosive has a default appearance and the game character that dismantles the virtual explosive uses a basic skin resource, step 450A and step 450B are performed.
[0194] In step 450A, the server sends a default removal animation to the terminal.
[0195] In step 450B, the terminal plays a default dismantling animation.
[0196] In step 460, the virtual explosive defusing is completed.
[0197] In step 470, the terminal sends status information indicating that virtual explosives have been dismantled to the server.
[0198] In step 480, the server broadcasts the status information of the completion of the virtual explosive dismantling to the terminals used by each player in the game.
[0199] In step 490, the terminal receives status information indicating that the virtual explosive has been dismantled, and displays a corresponding prompt message.
[0200] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, another optional embodiment provided by the embodiment of the present application may further include:
[0201] In the case that the first skin resource is an exclusive skin resource, if the first virtual explosive is not dismantled within the preset time period, a specific blasting animation of the first virtual explosive being detonated will be displayed, wherein the specific blasting animation is expressed as a blasting animation that corresponds to the exclusive skin resource of the first game character.
[0202] In one or more embodiments, a method of displaying a specific explosion animation is introduced. As can be seen from the above embodiments, the first skin resource currently used by the first game character can be an exclusive skin resource. If the first virtual explosive is not successfully dismantled within a preset time (for example, within 30 seconds), the first virtual explosive will be detonated.
[0203] Specifically, for ease of understanding, see Fig. 9 , Fig. 9 A schematic diagram showing a specific explosion animation in an embodiment of the present application is shown in FIG. Fig. 9 As shown in the figure (A), F1 is used to indicate the target virtual object. F2 is used to indicate the first game character currently using the exclusive skin resource (e.g., the "Knight" skin resource). F3 is used to indicate the first virtual explosive, wherein the model of the first virtual explosive indicated by F3 is a sword model with special effects. The specific placement animation of placing the first virtual explosive can be expressed as the first game character inserting the sword into a stone near the target virtual object.
[0204] like Fig. 9 As shown in the middle (B) figure, if the first virtual explosive indicated by F3 is not removed within the preset time, a specific explosion animation of the first virtual explosive being detonated is displayed. The specific explosion animation may be represented by a sword emitting a dazzling light, the target virtual object will be destroyed, and the nearby game characters irradiated by the light will have their health points deducted.
[0205] It is understandable that the explosion intensity and explosion range of the first virtual explosive also have a corresponding relationship with the exclusive skin resource of the first game character. For ease of understanding, please refer to Table 2, which is a schematic diagram of the corresponding relationship between the explosion intensity and explosion range and the skin resource.
[0206] Table 2
[0207] Skin resource identifier Virtual explosive model Explosion intensity Explosion Range 0000 Explosive Pack Model 1 100 2022 Sapling model 2 150 2549 Arrow Model 3 300 1010 Sword Model 4 500
[0208] It is understandable that the larger the value corresponding to the explosion intensity, the stronger the explosion intensity, and the greater the damage to the objects within the explosion range (e.g., game characters, virtual buildings, etc.). The larger the value corresponding to the explosion range, the wider the explosion range, and the more objects (e.g., game characters, virtual buildings, etc.) that can be radiated may be.
[0209] Secondly, in the embodiment of the present application, a method for displaying a specific explosion animation is provided. Through the above method, when the first game character uses the exclusive skin resource, the animation effect of the virtual explosive explosion will change. Therefore, in the target game application, a special virtual explosive animation effect can be designed according to the exclusive skin resource, which can not only portray the personality of the exclusive skin resource, but also enhance the sense of immersion in the game.
[0210] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, another optional embodiment provided by the embodiment of the present application may further include:
[0211] In the case where the first skin resource is a basic skin resource, if the first virtual explosive is not dismantled within a preset time period, a default explosion animation of the first virtual explosive being detonated is displayed.
[0212] In one or more embodiments, a method of displaying a default explosion animation is introduced. As can be seen from the above embodiments, the first skin resource currently used by the first game character can be a basic skin resource. If the first virtual explosive is not successfully dismantled within a preset time (for example, within 30 seconds), the first virtual explosive will be detonated.
[0213] Specifically, for ease of understanding, see Fig.10 , Fig.10A schematic diagram showing a default explosion animation in an embodiment of the present application is shown in FIG. Fig.10 As shown in the figure (A), G1 is used to indicate the target virtual object. G2 is used to indicate the first game character currently using the basic skin resource. G3 is used to indicate the first virtual explosive, wherein the model of the first virtual explosive indicated by G3 is the default explosive pack model, and the default placement animation of placing the first virtual explosive can be expressed as the first game character placing the explosive pack near the target virtual object. The explosive pack can be understood as the virtual explosive model used by default in the target game application.
[0214] like Fig.10 As shown in the middle (B) figure, if the first virtual explosive indicated by G3 is not removed within the preset time, a default explosion animation of the first virtual explosive being detonated is displayed. The default explosion animation may be that the explosive pack explodes or continues to burn, the target virtual object will be destroyed, and the nearby game characters will have their health deducted.
[0215] Secondly, in the embodiment of the present application, a method for displaying a default explosion animation is provided. In the above method, when the first game character uses the basic skin resource, the animation effect of the virtual explosive remains the original design. Therefore, for the player, different animation effects can be experienced by using different skin resources, thereby enhancing the richness of the game effect.
[0216] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application, the virtual environment further includes a third game character, the third game character and the first game character are in the same game camp, and the third game character uses a third skin resource;
[0217] It may also include:
[0218] In response to the placement operation triggered by the first game character and the third game character on the second virtual explosive, a third animation of the first game character and the third game character placing the second virtual explosive within a preset range of the target virtual object is displayed, wherein the placement time of the second virtual explosive is shorter than the placement time of the first virtual explosive.
[0219] In one or more embodiments, a method for multiple game characters to place virtual explosives together is introduced. As can be seen from the above embodiments, the same game camp can include multiple game characters, and the following will take the first game character and the third game character in the same game camp as an example for introduction.
[0220] Specifically, for ease of understanding, see Fig.11 , Fig.11FIG. 1 is a schematic diagram of a plurality of game characters placing virtual explosives together in an embodiment of the present application. Assume that a first game character places a second virtual explosive. Fig.11 As shown in the figure (A), H1 is used to indicate the target virtual object. H2 is used to indicate the first game character. H3 is used to indicate the second virtual explosive. H4 is used to indicate the remaining placement time of the second virtual explosive. That is, the first game character needs to spend 10 seconds to place the second virtual explosive.
[0221] Assume that the first game character and the third game character place the second virtual explosive together, such as Fig.11 As shown in the middle (B) figure, H1 is used to indicate the target virtual object. H2 is used to indicate the first game character. H3 is used to indicate the second virtual explosive. H5 is used to indicate the third game character. H6 is used to indicate the remaining placement time of the second virtual explosive. That is, the first game character and the third game character need to spend 6 seconds to place the second virtual explosive together. At this time, the third animation of the first game character and the third game character placing the second virtual explosive within the preset range where the target virtual object is located is played.
[0222] It can be seen that when multiple game characters place virtual explosives together, the time required is less than the time required for a single game character to place the virtual explosives.
[0223] It should be noted that the second virtual explosive and the first virtual explosive in the present application may be the same virtual explosive or different virtual explosives, which is not limited here.
[0224] Secondly, in the embodiment of the present application, a method is provided for multiple game characters to place virtual explosives together. Through the above method, game characters belonging to the same camp can cooperate to place virtual explosives, thereby improving the efficiency of placing virtual explosives. This can promote cooperation between players and enhance the sense of interaction between players.
[0225] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application, the third animation showing the first game character and the third game character placing the second virtual explosive within the preset range where the target virtual object is located may specifically include:
[0226] When the first skin resource and the third skin resource are the same exclusive skin resource, a specific placement animation of the first game character and the third game character placing the second virtual explosive within a preset range where the target virtual object is located is displayed, wherein the appearance of the second virtual explosive corresponds to the exclusive skin resource, and the specific placement animation is expressed as a placement animation that corresponds to the exclusive skin resource.
[0227] In one or more embodiments, another method for multiple game characters to place virtual explosives together is introduced. As can be seen from the above embodiments, the first game character uses the first skin resource, and the third game character uses the third skin resource. The first skin resource and the third skin resource can be the same exclusive skin resource, for example, both are represented as characters holding swords and wearing armor.
[0228] Specifically, for ease of understanding, see Fig.12 , Fig.12 This is a schematic diagram of displaying a specific placement animation based on multiple game characters in an embodiment of the present application. As shown in the figure, I1 is used to indicate the target virtual object. I2 is used to indicate the first game character currently using an exclusive skin resource (e.g., a "knight" skin resource). I3 is used to indicate the third game character currently using an exclusive skin resource (e.g., a "knight" skin resource). I4 is used to indicate the second virtual explosive, wherein the model of the second virtual explosive indicated by I4 is a sword model with special effects. The specific placement animation for placing the second virtual explosive can be expressed as the first game character and the third game character jointly inserting the sword into a stone near the target virtual object. I5 is used to indicate the remaining placement time of the second virtual explosive.
[0229] Again, in the embodiment of the present application, another method is provided for multiple game characters to place virtual explosives together. In the above method, if multiple game characters use the same exclusive skin resources, the effect of the virtual explosive placement animation will change. Thus, while enhancing the sense of immersion in the game, it is also conducive to promoting communication and interaction between players, thereby enhancing the social attributes of the target game application.
[0230] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application, the third animation showing the first game character and the third game character placing the second virtual explosive within the preset range where the target virtual object is located may specifically include:
[0231] When the first skin resource and the third skin resource are both basic skin resources, a default placement animation of the first game character and the third game character placing a second virtual explosive within a preset range of the target virtual object is displayed, wherein the appearance of the second virtual explosive corresponds to the basic skin resource.
[0232] In one or more embodiments, another method for multiple game characters to place virtual explosives together is introduced. As can be seen from the above embodiments, the first game character uses a first skin resource, and the third game character uses a third skin resource. The first skin resource and the third skin resource can both be basic skin resources.
[0233] Specifically, for ease of understanding, see Fig.13 , Fig.13 This is a schematic diagram of displaying a default placement animation based on multiple game characters in an embodiment of the present application. As shown in the figure, J1 is used to indicate the target virtual object. J2 is used to indicate the first game character currently using the basic skin resource. J3 is used to indicate the third game character currently using the basic skin resource. J4 is used to indicate the second virtual explosive, wherein the model of the second virtual explosive indicated by J4 is the default explosive package model. The default placement animation for placing the second virtual explosive can be expressed as the first game character and the third game character jointly placing the explosive package near the target virtual object. J5 is used to indicate the remaining placement time of the second virtual explosive.
[0234] Again, in the embodiment of the present application, another method for multiple game characters to place virtual explosives together is provided. In the above method, if multiple game characters use the same basic skin resource, the default animation effect of the virtual explosives is displayed. Thus, the richness and diversity of the game effects can be improved.
[0235] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application, the third animation showing the first game character and the third game character placing the second virtual explosive within the preset range where the target virtual object is located may specifically include:
[0236] When the first skin resource is an exclusive skin resource and the third skin resource is a basic skin resource, a specific placement animation of the first game character and the third game character placing a second virtual explosive within a preset range where the target virtual object is located is displayed, wherein the appearance of the second virtual explosive has a corresponding relationship with the exclusive skin resource of the first game character, and the specific placement animation is expressed as a placement animation having a corresponding relationship with the exclusive skin resource of the first game character;
[0237] or,
[0238] When the first skin resource is a basic skin resource and the third skin resource is an exclusive skin resource, a specific placement animation of the first game character and the third game character placing the second virtual explosive within a preset range where the target virtual object is located is displayed, wherein the appearance of the second virtual explosive corresponds to the exclusive skin resource of the third game character, and the specific placement animation is expressed as a placement animation that corresponds to the exclusive skin resource of the third game character.
[0239] In one or more embodiments, another method for multiple game characters to place virtual explosives together is introduced. As can be seen from the above embodiments, the first game character uses the first skin resource, and the third game character uses the third skin resource. Among them, the first skin resource can be an exclusive skin resource, and the third skin resource is a basic skin resource. Alternatively, the first skin resource can be a basic skin resource, and the third skin resource is an exclusive skin resource.
[0240] Specifically, for ease of understanding, see Fig.14 , Fig.14 Another schematic diagram of displaying a specific placement animation based on multiple game characters in an embodiment of the present application, in one case, such as Fig.14 As shown in Figure (A), K1 is used to indicate the target virtual object. K2 is used to indicate the first game character currently using the exclusive skin resource. K3 is used to indicate the third game character currently using the basic skin resource. K4 is used to indicate the second virtual explosive, wherein the model of the second virtual explosive indicated by K4 is a sword model with special effects. The specific placement animation of the second virtual explosive can be expressed as the first game character and the third game character jointly inserting the sword into the stone near the target virtual object.
[0241] In another case, if Fig.14 As shown in the middle (B) figure, K5 is used to indicate the first game character currently using the basic skin resource. K6 is used to indicate the third game character currently using the exclusive skin resource. K4 is used to indicate the second virtual explosive, wherein the model of the second virtual explosive indicated by K4 is a sword model with special effects. The specific placement animation of placing the second virtual explosive can be expressed as the first game character and the third game character jointly inserting the sword into a stone near the target virtual object.
[0242] Again, in the embodiment of the present application, another method for multiple game characters to place virtual explosives together is provided. In the above method, if one of the game characters uses exclusive skin resources and the other game characters use basic skin resources, the effect of the virtual explosive placement animation will change. In this way, not only can the sense of immersion in the game be enhanced, but also resource sharing between players can be achieved, which is conducive to enhancing the sense of interaction between players.
[0243] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application, the virtual environment further includes a third game character, the third game character and the first game character are in the same game camp, and the third game character uses a third skin resource;
[0244] After displaying the first animation of the first game character placing the first virtual explosive within the preset range where the target virtual object is located, the method may further include:
[0245] In response to a stop placement operation triggered by the first game character on the first virtual explosive, controlling the first game character to stop placing the first virtual explosive;
[0246] When the first skin resource and the third skin resource are the same exclusive skin resource, in response to the placement operation triggered by the third game character on the first virtual explosive, a specific placement animation of the third game character continuing to place the first virtual explosive is displayed, wherein the specific placement animation is represented as a placement animation that has a corresponding relationship with the exclusive skin resource.
[0247] In one or more embodiments, a method for placing virtual explosives in sequence by multiple game characters is introduced. As can be seen from the above embodiments, the first game character uses a first skin resource, and the third game character uses a third skin resource. The first skin resource and the third skin resource are the same exclusive skin resource.
[0248] Specifically, for ease of understanding, see Fig.15 , Fig.15 FIG. 1 is a schematic diagram of multiple game characters placing virtual explosives one after another in an embodiment of the present application. Fig.15 As shown in the figure (A), L1 is used to indicate the target virtual object. L2 is used to indicate the first game character currently using the exclusive skin resource. L3 is used to indicate the first virtual explosive, wherein the model of the first virtual explosive indicated by L3 is a sword model with special effects. L4 is used to indicate the remaining placement time of the first virtual explosive, and at this time, the remaining placement time is 10 seconds.
[0249] Based on this, assuming that when the remaining placement time of the first virtual explosive is 8 seconds, the player controls the first game character to trigger the stop placement operation, that is, the first game character no longer places the first virtual explosive, then other game characters in the same game camp can continue to perform subsequent placement operations. Fig.15 As shown in the middle (B) figure, L5 is used to indicate the third game character currently using the exclusive skin resource. When the third game character is controlled to trigger the placement operation for the first virtual explosive, the third game character will continue to place the first virtual explosive and display a specific placement animation. At this time, the remaining placement time indicated by L4 is 8 seconds.
[0250] Secondly, in the embodiment of the present application, a method is provided for multiple game characters to place virtual explosives in succession. Through the above method, game characters in the same game camp can also relay to place virtual explosives, thereby improving the teamwork ability of players and thus enhancing the social attributes of the target game application.
[0251] Optionally, in the above Figure 3On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application, the virtual environment further includes a third game character, the third game character and the first game character are in the same game camp, and the third game character uses a third skin resource;
[0252] After displaying the first animation of the first game character placing the first virtual explosive within the preset range where the target virtual object is located, the method may further include:
[0253] In response to a stop placement operation triggered by the first game character on the first virtual explosive, controlling the first game character to stop placing the first virtual explosive;
[0254] In the case that the first skin resource and the third skin resource are both basic skin resources, in response to the placement operation triggered by the third game character on the first virtual explosive, a default placement animation of the third game character continuing to place the first virtual explosive is displayed.
[0255] In one or more embodiments, another method for placing virtual explosives in sequence by multiple game characters is introduced. As can be seen from the above embodiments, the first game character uses the first skin resource, and the third game character uses the third skin resource. The first skin resource and the third skin resource are both basic skin resources.
[0256] Specifically, for ease of understanding, see Fig.16 , Fig.16 Another schematic diagram of multiple game characters placing virtual explosives one after another in the embodiment of the present application is shown in FIG. Fig.16 As shown in the figure (A), M1 is used to indicate the target virtual object. M2 is used to indicate the first game character currently using the basic skin resource. M3 is used to indicate the first virtual explosive, wherein the model of the first virtual explosive indicated by M3 is the default explosive package model. M4 is used to indicate the remaining placement time of the first virtual explosive, and at this time, the remaining placement time is 10 seconds.
[0257] Based on this, assuming that when the remaining placement time of the first virtual explosive is 8 seconds, the player controls the first game character to trigger the stop placement operation, that is, the first game character no longer places the first virtual explosive, then other game characters in the same game camp can continue to perform subsequent placement operations. Fig.16 As shown in the middle (B) figure, M5 is used to indicate the third game character currently using the basic skin resource. When the third game character is controlled to trigger the placement operation for the first virtual explosive, the third game character will continue to place the first virtual explosive and display the default placement animation. At this time, the remaining placement time indicated by M4 is 8 seconds.
[0258] Secondly, in the embodiment of the present application, another method is provided for multiple game characters to place virtual explosives in succession. Through the above method, game characters in the same game camp can also relay to place virtual explosives, thereby improving the teamwork ability of players and thus enhancing the social attributes of the target game application.
[0259] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application, the virtual environment further includes a fourth game character, the fourth game character and the second game character are in the same game camp, and the fourth game character uses a fourth skin resource;
[0260] It may also include:
[0261] In response to the dismantling operation triggered by the second game character and the fourth game character on the third virtual explosive, a fourth animation of the second game character and the fourth game character dismantling the third virtual explosive is displayed, wherein the dismantling time of the third virtual explosive is shorter than the dismantling time of the first virtual explosive.
[0262] In one or more embodiments, a method for multiple game characters to jointly dismantle virtual explosives is introduced. As can be seen from the above embodiments, the same game camp can include multiple game characters, and the following will take the second game character and the fourth game character in the same game camp as an example for introduction.
[0263] Specifically, for ease of understanding, see Fig.17 , Fig.17 FIG. 1 is a schematic diagram of a plurality of game characters jointly dismantling a virtual explosive in an embodiment of the present application. Assume that the second game character dismantles the third virtual explosive. Fig.17 As shown in the figure (A), N1 is used to indicate the target virtual object. N2 is used to indicate the second game character. N3 is used to indicate the third virtual explosive. N4 is used to indicate the remaining time to dismantle the third virtual explosive. That is, the second game character needs to spend 10 seconds to dismantle the third virtual explosive.
[0264] Assume that the second game character and the fourth game character jointly dismantle the third virtual explosive. Fig.17 As shown in the middle (B) figure, N1 is used to indicate the target virtual object. N2 is used to indicate the second game character. N3 is used to indicate the third virtual explosive. N5 is used to indicate the fourth game character. N6 is used to indicate the remaining time to dismantle the third virtual explosive. That is, the second game character and the fourth game character need to spend 6 seconds to dismantle the third virtual explosive together. At this time, the fourth animation of the second game character and the fourth game character dismantling the third virtual explosive is played.
[0265] It can be seen that when multiple game characters jointly dismantle the virtual explosives, the time required is less than the time required for a single game character to dismantle the virtual explosives.
[0266] It should be noted that the third virtual explosive and the first virtual explosive in the present application may be the same virtual explosive or different virtual explosives, which is not limited here.
[0267] Secondly, in the embodiment of the present application, a method is provided for multiple game characters to jointly dismantle virtual explosives. Through the above method, game characters belonging to the same camp can cooperate to dismantle virtual explosives, thereby improving the efficiency of dismantling virtual explosives. This can promote cooperation between players and enhance the sense of interaction between players.
[0268] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application, the fourth animation of displaying the second game character and the fourth game character dismantling the third virtual explosive may specifically include:
[0269] When the second skin resource and the fourth skin resource are the same exclusive skin resource, a specific demolition animation of the second game character and the fourth game character dismantling the third virtual explosive is displayed, wherein the specific demolition animation is represented as a demolition animation that has a corresponding relationship with the exclusive skin resource.
[0270] In one or more embodiments, another method for multiple game characters to jointly dismantle virtual explosives is introduced. As can be seen from the above embodiments, the second game character uses the second skin resource, and the fourth game character uses the fourth skin resource. The second skin resource and the fourth skin resource can be the same exclusive skin resource.
[0271] Specifically, for ease of understanding, see Fig.18 , Fig.18 This is a schematic diagram of displaying a specific demolition animation based on multiple game characters in an embodiment of the present application. As shown in the figure, O1 is used to indicate the target virtual object. O2 is used to indicate the second game character currently using an exclusive skin resource (e.g., a "barbarian" skin resource). O3 is used to indicate the fourth game character currently using an exclusive skin resource (e.g., a "barbarian" skin resource). O4 is used to indicate a third virtual explosive, wherein the model of the third virtual explosive indicated by O4 is a default explosive package model. The specific demolition animation for dismantling the third virtual explosive can be expressed as the second game character and the fourth game character jointly using a hammer to smash the explosive package. O5 is used to indicate the demolition duration of the third virtual explosive.
[0272] Again, in the embodiment of the present application, another method is provided for multiple game characters to jointly dismantle virtual explosives. In the above method, if multiple game characters use the same exclusive skin resources, the effect of the virtual explosive dismantling animation will change. Thus, while enhancing the sense of immersion in the game, it is also conducive to promoting communication and interaction between players, thereby enhancing the social attributes of the target game application.
[0273] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application, the fourth animation of displaying the second game character and the fourth game character dismantling the third virtual explosive may specifically include:
[0274] When the second skin resource and the fourth skin resource are both basic skin resources, a default demolition animation of the second game character and the fourth game character demolishing the third virtual explosive is displayed.
[0275] In one or more embodiments, another method for multiple game characters to jointly dismantle virtual explosives is introduced. As can be seen from the above embodiments, the second game character uses the second skin resource, and the fourth game character uses the fourth skin resource. The second skin resource and the fourth skin resource can both be basic skin resources.
[0276] Specifically, for ease of understanding, see Fig.19 , Fig.19 This is a schematic diagram of displaying a default demolition animation based on multiple game characters in an embodiment of the present application. As shown in the figure, Q1 is used to indicate the target virtual object. Q2 is used to indicate the second game character currently using the basic skin resource. Q3 is used to indicate the fourth game character currently using the basic skin resource. Q4 is used to indicate the third virtual explosive, wherein the model of the second virtual explosive indicated by Q4 is the default explosive package model. The default demolition animation for demolishing the third virtual explosive can be expressed as the second game character and the fourth game character jointly using the bomb defuser to demolish the explosive package. Q5 is used to indicate the remaining demolition time of the third virtual explosive.
[0277] Again, in the embodiment of the present application, another method is provided for multiple game characters to jointly dismantle virtual explosives. In the above method, if multiple game characters use the same basic skin resource, the default animation effect of the virtual explosives is displayed. Thus, the richness and diversity of the game effects can be improved.
[0278] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application, the fourth animation of displaying the second game character and the fourth game character dismantling the third virtual explosive may specifically include:
[0279] When the second skin resource is an exclusive skin resource and the fourth skin resource is a basic skin resource, a specific demolition animation of the second game character and the fourth game character demolishing the third virtual explosive is displayed, wherein the specific demolition animation is a demolition animation having a corresponding relationship with the exclusive skin resource of the second game character;
[0280] or,
[0281] When the second skin resource is a basic skin resource and the fourth skin resource is an exclusive skin resource, a specific demolition animation of the second game character and the fourth game character dismantling the third virtual explosive is displayed, wherein the specific demolition animation is represented as a demolition animation that has a corresponding relationship with the exclusive skin resource of the fourth game character.
[0282] In one or more embodiments, another method for multiple game characters to jointly dismantle virtual explosives is introduced. As can be seen from the above embodiments, the second game character uses the first skin resource, and the fourth game character uses the fourth skin resource. Among them, the second skin resource can be an exclusive skin resource, and the fourth skin resource is a basic skin resource. Alternatively, the second skin resource can be a basic skin resource, and the fourth skin resource is an exclusive skin resource.
[0283] Specifically, for ease of understanding, see Fig. 20 , Fig. 20 Another schematic diagram of displaying a specific demolition animation based on multiple game characters in an embodiment of the present application, in one case, Fig. 20 As shown in Figure (A), R1 is used to indicate the target virtual object. R2 is used to indicate the second game character currently using the exclusive skin resource. R3 is used to indicate the fourth game character currently using the basic skin resource. R4 is used to indicate the third virtual explosive, wherein the model of the third virtual explosive indicated by R4 is the default explosive package model. The specific demolition animation for demolishing the third virtual explosive can be expressed as the second game character and the fourth game character jointly using a hammer to smash the explosive package.
[0284] In another case, if Fig. 20 As shown in the middle (B) figure, R5 is used to indicate the second game character currently using the basic skin resource. R6 is used to indicate the fourth game character currently using the exclusive skin resource. R4 is used to indicate the third virtual explosive, wherein the model of the third virtual explosive indicated by R4 is the default explosive package model. The specific demolition animation for demolishing the third virtual explosive can be expressed as the second game character and the fourth game character jointly using a hammer to smash the explosive package.
[0285] Again, in the embodiment of the present application, another method is provided for multiple game characters to jointly dismantle virtual explosives. In the above method, if one of the game characters uses exclusive skin resources and the other game characters use basic skin resources, the effect of the virtual explosive dismantling animation will change. In this way, not only can the sense of immersion in the game be enhanced, but also resource sharing between players can be achieved, which is conducive to enhancing the sense of interaction between players.
[0286] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application, the virtual environment further includes a fourth game character, and the fourth game character and the second game character are in the same game camp;
[0287] After displaying the second animation of the second game character dismantling the first virtual explosive, the method may further include:
[0288] In response to a stop dismantling operation triggered by the second game character on the first virtual explosive, controlling the second game character to stop dismantling the first virtual explosive;
[0289] When the first skin resource is an exclusive skin resource, in response to the demolition operation triggered by the fourth game character on the first virtual explosive, a specific demolition animation of the fourth game character continuing to dismantle the first virtual explosive is displayed, wherein the specific demolition animation is represented as a demolition animation that has a corresponding relationship with the exclusive skin resource of the first game character.
[0290] In one or more embodiments, a method for multiple game characters to dismantle virtual explosives in succession is introduced. It can be seen from the aforementioned embodiments that the first game character uses the first skin resource, the second game character uses the second skin resource, and the fourth game character uses the fourth skin resource. Among them, the first skin resource is an exclusive skin resource. The second skin resource can be an exclusive skin resource, and the fourth skin resource is a basic skin resource. Alternatively, the second skin resource can be a basic skin resource, and the fourth skin resource is an exclusive skin resource. Alternatively, the second skin resource and the fourth skin resource are the same exclusive skin resource. Alternatively, the second skin resource and the fourth skin resource are both basic skin resources.
[0291] Specifically, for ease of understanding, see Fig.21 , Fig.21 FIG. 1 is a schematic diagram of multiple game characters dismantling virtual explosives in succession in an embodiment of the present application. Fig.21 As shown in Figure (A), S1 is used to indicate the target virtual object. S2 is used to indicate the second game character. S3 is used to indicate the first virtual explosive, wherein the model of the first virtual explosive indicated by S3 is a sword model with special effects. S4 is used to indicate the remaining demolition time of the first virtual explosive, and at this time, the remaining demolition time is 10 seconds.
[0292] Based on this, assuming that when the remaining time to dismantle the first virtual explosive is 8 seconds, the player controls the second game character to trigger the stop dismantling operation, that is, the second game character no longer dismantles the first virtual explosive, then other game characters in the same game camp can continue to perform subsequent dismantling operations. Fig.21 As shown in the middle (B), S5 is used to indicate the fourth game character. When the fourth game character is controlled to trigger the dismantling operation for the first virtual explosive, the fourth game character will continue to dismantle the first virtual explosive and display a specific dismantling animation. At this time, the remaining dismantling time indicated by S4 is 8 seconds.
[0293] Secondly, in the embodiment of the present application, a method is provided for multiple game characters to successively dismantle virtual explosives. Through the above method, game characters in the same game camp can also relay to dismantle virtual explosives, thereby improving the teamwork ability of players and thus enhancing the social attributes of the target game application.
[0294] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application, the virtual environment further includes a fourth game character, the fourth game character and the second game character are in the same game camp, and the fourth game character uses a fourth skin resource;
[0295] After displaying the second animation of the second game character dismantling the first virtual explosive, the method may further include:
[0296] In response to a stop dismantling operation triggered by the second game character on the first virtual explosive, controlling the second game character to stop dismantling the first virtual explosive;
[0297] When the first skin resource is a basic skin resource and the second skin resource and the fourth skin resource are the same exclusive skin resource, in response to a demolition operation triggered by the fourth game character on the first virtual explosive, a specific demolition animation of the fourth game character continuing to dismantle the first virtual explosive is displayed, wherein the specific demolition animation is represented as a demolition animation that has a corresponding relationship with the exclusive skin resource.
[0298] In one or more embodiments, another method for multiple game characters to dismantle virtual explosives in sequence is introduced. As can be seen from the above embodiments, the first game character uses the first skin resource, the second game character uses the second skin resource, and the fourth game character uses the fourth skin resource. Among them, the first skin resource is a basic skin resource, and the second skin resource and the fourth skin resource are the same exclusive skin resources.
[0299] Specifically, for ease of understanding, see Fig. 22 , Fig. 22Another schematic diagram of multiple game characters dismantling virtual explosives in succession in the embodiment of the present application is shown in FIG. Fig. 22 As shown in Figure (A), T1 is used to indicate the target virtual object. T2 is used to indicate the second game character currently using the exclusive skin resource. T3 is used to indicate the first virtual explosive, wherein the model of the first virtual explosive indicated by T3 is the default explosive package model. T4 is used to indicate the remaining demolition time of the first virtual explosive, and at this time, the remaining demolition time is 10 seconds.
[0300] Based on this, assuming that when the remaining time to dismantle the first virtual explosive is 8 seconds, the player controls the second game character to trigger the stop dismantling operation, that is, the second game character no longer dismantles the first virtual explosive, then other game characters in the same game camp can continue to perform subsequent dismantling operations. Fig. 22 As shown in the middle (B) figure, T5 is used to indicate the fourth game character currently using the exclusive skin resource. When the fourth game character is controlled to trigger the dismantling operation for the first virtual explosive, the fourth game character will continue to dismantle the first virtual explosive and display a specific dismantling animation. At this time, the remaining dismantling time indicated by T4 is 8 seconds.
[0301] Secondly, in the embodiment of the present application, another method is provided for multiple game characters to successively dismantle virtual explosives. Through the above method, game characters in the same game camp can also relay to dismantle virtual explosives, and display the virtual explosive animation effects corresponding to the exclusive skin resources. In this way, it can not only improve the teamwork ability of players, but also enhance the sense of immersion in the game and reduce the boredom during the game.
[0302] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, in another optional embodiment provided by the embodiment of the present application, the virtual environment further includes a fourth game character, the fourth game character and the second game character are in the same game camp, and the fourth game character uses a fourth skin resource;
[0303] After displaying the second animation of the second game character dismantling the first virtual explosive, the method may further include:
[0304] In response to a stop dismantling operation triggered by the second game character on the first virtual explosive, controlling the second game character to stop dismantling the first virtual explosive;
[0305] In the case that the first skin resource, the second skin resource and the fourth skin resource are all basic skin resources, in response to the demolition operation triggered by the fourth game character on the first virtual explosive, a default demolition animation of the fourth game character continuing to dismantle the first virtual explosive is displayed.
[0306] In one or more embodiments, another method for multiple game characters to dismantle virtual explosives in sequence is introduced. As can be seen from the above embodiments, the first game character uses the first skin resource, the second game character uses the second skin resource, and the fourth game character uses the fourth skin resource. Among them, the first skin resource, the second skin resource and the fourth skin resource are all basic skin resources.
[0307] Specifically, for ease of understanding, see Fig.23 , Fig.23 Another schematic diagram of multiple game characters dismantling virtual explosives in succession in the embodiment of the present application is shown in FIG. Fig.23 As shown in the figure (A), U1 is used to indicate the target virtual object. U2 is used to indicate the second game character currently using the basic skin resource. U3 is used to indicate the first virtual explosive, wherein the model of the first virtual explosive indicated by U3 is the default explosive package model. U4 is used to indicate the remaining demolition time of the first virtual explosive, and at this time, the remaining demolition time is 10 seconds.
[0308] Based on this, assuming that when the remaining time to dismantle the first virtual explosive is 8 seconds, the player controls the second game character to trigger the stop dismantling operation, that is, the second game character no longer dismantles the first virtual explosive, then other game characters in the same game camp can continue to perform subsequent dismantling operations. Fig.23 As shown in the middle (B) figure, U5 is used to indicate the fourth game character currently using the basic skin resource. When the fourth game character is controlled to trigger the dismantling operation for the first virtual explosive, the fourth game character will continue to dismantle the first virtual explosive and display the default dismantling animation. At this time, the remaining dismantling time indicated by U4 is 8 seconds.
[0309] Secondly, in the embodiment of the present application, another method is provided for multiple game characters to successively dismantle virtual explosives. Through the above method, game characters in the same game camp can also relay to dismantle virtual explosives, and display the virtual explosive animation effects corresponding to the exclusive skin resources. In this way, it can not only improve the teamwork ability of players, but also enhance the sense of immersion in the game and reduce the boredom during the game.
[0310] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, another optional embodiment provided by the embodiment of the present application may further include:
[0311] If responding to the skin switching operation for the first game character, the first game character uses the first skin resource and switches to the first target skin resource;
[0312] If in response to a skin switching operation for the second game character, the second game character's second skin resource is switched to a second target skin resource.
[0313] In one or more embodiments, a method for supporting the switching of skin resources in a game is introduced. As can be seen from the above embodiments, during the game, the player can switch the skin resources of the game character under control. The following will take the switching of the skin resources of the first game character as an example for explanation.
[0314] Specifically, for ease of understanding, see Fig.24 , Fig.24 This is a schematic diagram of switching skin resources for a game character in an embodiment of the present application. Fig.24 As shown in Figure (A), V1 is used to indicate the first game character currently using the first skin resource (e.g., the basic skin resource). V2 is used to indicate the optional skin resource for the first game character. Assuming that the player selects the skin resource indicated by V21, the skin switching operation for the first game character is triggered, and thus the skin resource indicated by V21 is used as the first target skin resource. Based on this, Fig.24 As shown in the middle (B) figure, V3 is used to indicate the first game character currently using the first target skin resource.
[0315] It should be noted that the method of switching the skin resource for the second game character is similar. That is, a skin resource can be selected from the optional skin resources for the second game character as the second target skin resource. Thus, the second skin resource currently used by the second game character is switched to the second target skin resource.
[0316] Secondly, in the embodiment of the present application, a method for supporting the switching of skin resources in the game is provided. Through the above method, players can also freely switch the skin resources of the game characters during the game. Based on this, it can not only improve the flexibility and fun of the game play, but also increase the richness of the animation effects in the game.
[0317] Optionally, in the above Figure 3 On the basis of one or more corresponding embodiments, another optional embodiment provided by the embodiment of the present application may further include:
[0318] In response to a placement operation triggered by the first game character on the first virtual explosive, a first sound effect of the first game character placing the first virtual explosive within a preset range where the target virtual object is located is played, wherein the first sound effect has a corresponding relationship with the first skin resource;
[0319] It may also include:
[0320] In response to the second game character triggering a dismantling operation on the first virtual explosive, a second sound effect of the second game character dismantling the first virtual explosive is played.
[0321] In one or more embodiments, a method of playing a specific sound effect of a virtual explosive is introduced. As can be seen from the above embodiments, when displaying the animation effect of the virtual explosive, the corresponding sound effect can also be played.
[0322] Specifically, see Fig.25 , Fig.25 FIG. 1 is a schematic diagram of playing a virtual explosion sound effect in an embodiment of the present application. Fig.25 As shown in Figure (A), the terminal displays a first animation corresponding to the first game character placing a first virtual explosive. Taking the first virtual explosive as a "sword" as an example, when the first game character inserts the sword into a stone, a first sound effect may be played, for example, the first sound effect is the sound of a stone breaking. Fig.25 As shown in the middle (B) figure, the terminal displays the second animation corresponding to the second game character dismantling the first virtual explosive. Taking the first virtual explosive as a "sword" as an example, when the second game character holds the sword and lifts it up, the second sound effect can be played, for example, the second sound effect is the sound of the sword rubbing against the stone. It can be seen that the first sound effect and the second sound effect are both in correspondence with the first skin resource.
[0323] Secondly, in the embodiment of the present application, a method for playing specific sound effects of virtual explosives is provided. Through the above method, players can not only see the animation effects of virtual explosives on the game interface, but also hear different sound effects. This is conducive to enhancing the personalized auditory experience and improving the fun of the game process.
[0324] The game animation display device in this application is described in detail below. Fig.26 , Fig.26 This is a schematic diagram of an embodiment of a game animation display device in an embodiment of the present application. The game animation display device 50 includes:
[0325] A display module 510 is used to display a target virtual object in a virtual environment in a target game application, wherein the virtual environment includes a first game character and a second game character, the first game character and the second game character belong to different game camps, the first game character uses a first skin resource, and the second game character uses a second skin resource;
[0326] The display module 510 is further configured to display, in response to a placement operation triggered by the first game character on the first virtual explosive, a first animation of the first game character placing the first virtual explosive within a preset range where the target virtual object is located, wherein the appearance of the first virtual explosive has a corresponding relationship with the first skin resource, and the first animation has a corresponding relationship with the first skin resource;
[0327] The display module 510 is further configured to display a second animation of the second game character dismantling the first virtual explosive in response to a dismantling operation triggered by the second game character on the first virtual explosive.
[0328] Optionally, in the above Fig.26 On the basis of the corresponding embodiment, in another embodiment of the game animation display device 50 provided in the embodiment of the present application,
[0329] Display module 510 is specifically used to display a specific placement animation of the first game character placing the first virtual explosive within a preset range where the target virtual object is located when the first skin resource is an exclusive skin resource, wherein the appearance of the first virtual explosive has a corresponding relationship with the exclusive skin resource of the first game character, and the specific placement animation is a placement animation having a corresponding relationship with the exclusive skin resource of the first game character;
[0330] The display module 510 is specifically used to display a specific demolition animation of the second game character demolishing the first virtual explosive, wherein the specific demolition animation is a demolition animation having a corresponding relationship with an exclusive skin resource of the first game character.
[0331] Optionally, in the above Fig.26 On the basis of the corresponding embodiment, in another embodiment of the game animation display device 50 provided in the embodiment of the present application,
[0332] The display module 510 is specifically used to display a default placement animation of the first game character placing a first virtual explosive within a preset range where the target virtual object is located when the first skin resource is a basic skin resource, wherein the appearance of the first virtual explosive has a corresponding relationship with the basic skin resource;
[0333] The display module 510 is specifically used to display a specific demolition animation of the second game character demolishing the first virtual explosive when the second skin resource is an exclusive skin resource, wherein the specific demolition animation is a demolition animation corresponding to the exclusive skin resource of the second game character.
[0334] Optionally, in the above Fig.26 On the basis of the corresponding embodiment, in another embodiment of the game animation display device 50 provided in the embodiment of the present application,
[0335] The display module 510 is specifically used to display a default placement animation of the first game character placing a first virtual explosive within a preset range where the target virtual object is located when the first skin resource is a basic skin resource, wherein the appearance of the first virtual explosive has a corresponding relationship with the basic skin resource;
[0336] The display module 510 is specifically used to display a default demolition animation of the second game character demolishing the first virtual explosive when the second skin resource is a basic skin resource, wherein the default placement animation is represented by a default demolition animation.
[0337] Optionally, in the above Fig.26 On the basis of the corresponding embodiment, in another embodiment of the game animation display device 50 provided in the embodiment of the present application,
[0338] The display module 510 is also used to display a specific blasting animation of the first virtual explosive being detonated if the first virtual explosive is not dismantled within a preset time period when the first skin resource is an exclusive skin resource, wherein the specific blasting animation is represented by a blasting animation that has a corresponding relationship with the exclusive skin resource of the first game character.
[0339] Optionally, in the above Fig.26 On the basis of the corresponding embodiment, in another embodiment of the game animation display device 50 provided in the embodiment of the present application,
[0340] The display module 510 is further configured to display a default explosion animation of the first virtual explosive being detonated if the first virtual explosive is not removed within a preset time period when the first skin resource is a basic skin resource.
[0341] Optionally, in the above Fig.26 On the basis of the corresponding embodiment, in another embodiment of the game animation display device 50 provided in the embodiment of the present application, the virtual environment further includes a third game character, the third game character and the first game character are in the same game camp, and the third game character uses a third skin resource;
[0342] The display module 510 is further used to display a third animation of the first game character and the third game character placing the second virtual explosive within a preset range where the target virtual object is located in response to the placement operation triggered by the first game character and the third game character on the second virtual explosive, wherein the placement time of the second virtual explosive is shorter than the placement time of the first virtual explosive.
[0343] Optionally, in the above Fig.26 On the basis of the corresponding embodiment, in another embodiment of the game animation display device 50 provided in the embodiment of the present application,
[0344] Display module 510 is specifically used to display a specific placement animation of the first game character and the third game character placing the second virtual explosive within a preset range where the target virtual object is located when the first skin resource and the third skin resource are the same exclusive skin resource, wherein the appearance of the second virtual explosive has a corresponding relationship with the exclusive skin resource, and the specific placement animation is expressed as a placement animation having a corresponding relationship with the exclusive skin resource.
[0345] Optionally, in the above Fig.26 On the basis of the corresponding embodiment, in another embodiment of the game animation display device 50 provided in the embodiment of the present application,
[0346] The display module 510 is specifically used to display a default placement animation of the first game character and the third game character placing a second virtual explosive within a preset range where the target virtual object is located when the first skin resource and the third skin resource are both basic skin resources, wherein the appearance of the second virtual explosive corresponds to the basic skin resource.
[0347] Optionally, in the above Fig.26 On the basis of the corresponding embodiment, in another embodiment of the game animation display device 50 provided in the embodiment of the present application,
[0348] Display module 510 is specifically used to display a specific placement animation of the first game character and the third game character placing the second virtual explosive within a preset range where the target virtual object is located, when the first skin resource is an exclusive skin resource and the third skin resource is a basic skin resource, wherein the appearance of the second virtual explosive has a corresponding relationship with the exclusive skin resource of the first game character, and the specific placement animation is a placement animation having a corresponding relationship with the exclusive skin resource of the first game character;
[0349] or,
[0350] When the first skin resource is a basic skin resource and the third skin resource is an exclusive skin resource, a specific placement animation of the first game character and the third game character placing the second virtual explosive within a preset range where the target virtual object is located is displayed, wherein the appearance of the second virtual explosive corresponds to the exclusive skin resource of the third game character, and the specific placement animation is expressed as a placement animation that corresponds to the exclusive skin resource of the third game character.
[0351] Optionally, in the above Fig.26 On the basis of the corresponding embodiment, in another embodiment of the game animation display device 50 provided in the embodiment of the present application, the virtual environment further includes a third game character, the third game character and the first game character are in the same game camp, and the third game character uses a third skin resource;
[0352] The game animation display device also includes a control module 520;
[0353] The control module 520 is configured to control the first game character to stop placing the first virtual explosive in response to a stop placement operation triggered by the first game character on the first virtual explosive after displaying a first animation of the first game character placing the first virtual explosive within a preset range where the target virtual object is located;
[0354] The display module 510 is also used to display a specific placement animation of the third game character continuing to place the first virtual explosive in response to a placement operation triggered by the third game character on the first virtual explosive when the first skin resource and the third skin resource are the same exclusive skin resource, wherein the specific placement animation is represented as a placement animation that has a corresponding relationship with the exclusive skin resource.
[0355] Optionally, in the above Fig.26 On the basis of the corresponding embodiment, in another embodiment of the game animation display device 50 provided in the embodiment of the present application, the virtual environment further includes a third game character, the third game character and the first game character are in the same game camp, and the third game character uses a third skin resource;
[0356] The control module 520 is further configured to control the first game character to stop placing the first virtual explosive in response to a stop placement operation triggered by the first game character on the first virtual explosive after displaying a first animation of the first game character placing the first virtual explosive within a preset range where the target virtual object is located;
[0357] The display module 510 is also used to display a default placement animation of the third game character continuing to place the first virtual explosive in response to a placement operation triggered by the third game character on the first virtual explosive when both the first skin resource and the third skin resource are basic skin resources.
[0358] Optionally, in the above Fig.26 On the basis of the corresponding embodiment, in another embodiment of the game animation display device 50 provided in the embodiment of the present application, the virtual environment further includes a fourth game character, the fourth game character and the second game character are in the same game camp, and the fourth game character uses a fourth skin resource;
[0359] The display module 510 is further configured to display a fourth animation of the second game character and the fourth game character dismantling the third virtual explosive in response to a dismantling operation triggered by the second game character and the fourth game character on the third virtual explosive, wherein the dismantling time of the third virtual explosive is shorter than the dismantling time of the first virtual explosive.
[0360] Optionally, in the above Fig.26On the basis of the corresponding embodiment, in another embodiment of the game animation display device 50 provided in the embodiment of the present application,
[0361] The display module 510 is specifically used to display a specific demolition animation of the second game character and the fourth game character demolishing the third virtual explosive when the second skin resource and the fourth skin resource are the same exclusive skin resource, wherein the specific demolition animation is represented as a demolition animation that has a corresponding relationship with the exclusive skin resource.
[0362] Optionally, in the above Fig.26 On the basis of the corresponding embodiment, in another embodiment of the game animation display device 50 provided in the embodiment of the present application,
[0363] The display module 510 is specifically used to display the default demolition animation of the second game character and the fourth game character dismantling the third virtual explosive when the second skin resource and the fourth skin resource are both basic skin resources, wherein the default demolition animation is expressed as a default placement animation.
[0364] Optionally, in the above Fig.26 On the basis of the corresponding embodiment, in another embodiment of the game animation display device 50 provided in the embodiment of the present application,
[0365] The display module 510 is specifically used to display a specific demolition animation of the second game character and the fourth game character demolishing the third virtual explosive when the second skin resource is an exclusive skin resource and the fourth skin resource is a basic skin resource, wherein the specific demolition animation is a demolition animation having a corresponding relationship with the exclusive skin resource of the second game character;
[0366] or,
[0367] When the second skin resource is a basic skin resource and the fourth skin resource is an exclusive skin resource, a specific demolition animation of the second game character and the fourth game character dismantling the third virtual explosive is displayed, wherein the specific demolition animation is represented as a demolition animation that has a corresponding relationship with the exclusive skin resource of the fourth game character.
[0368] Optionally, in the above Fig.26 On the basis of the corresponding embodiment, in another embodiment of the game animation display device 50 provided in the embodiment of the present application, the virtual environment further includes a fourth game character, and the fourth game character and the second game character are in the same game camp;
[0369] The control module 520 is further configured to control the second game character to stop dismantling the first virtual explosive in response to a stop dismantling operation triggered by the second game character on the first virtual explosive after displaying the second animation of the second game character dismantling the first virtual explosive;
[0370] The display module 510 is also used to display a specific demolition animation of the fourth game character continuing to dismantle the first virtual explosive in response to a demolition operation triggered by the fourth game character on the first virtual explosive when the first skin resource is an exclusive skin resource, wherein the specific demolition animation is represented as a demolition animation that has a corresponding relationship with the exclusive skin resource of the first game character.
[0371] Optionally, in the above Fig.26 On the basis of the corresponding embodiment, in another embodiment of the game animation display device 50 provided in the embodiment of the present application, the virtual environment further includes a fourth game character, the fourth game character and the second game character are in the same game camp, and the fourth game character uses a fourth skin resource;
[0372] The control module 520 is further configured to control the second game character to stop dismantling the first virtual explosive in response to a stop dismantling operation triggered by the second game character on the first virtual explosive after displaying the second animation of the second game character dismantling the first virtual explosive;
[0373] The display module 510 is also used to display a specific demolition animation of the fourth game character continuing to dismantle the first virtual explosive in response to a demolition operation triggered by the fourth game character on the first virtual explosive when the first skin resource is a basic skin resource and when the second skin resource and the fourth skin resource are the same exclusive skin resource, wherein the specific demolition animation is represented as a demolition animation that has a corresponding relationship with the exclusive skin resource.
[0374] Optionally, in the above Fig.26 On the basis of the corresponding embodiment, in another embodiment of the game animation display device 50 provided in the embodiment of the present application, the virtual environment further includes a fourth game character, the fourth game character and the second game character are in the same game camp, and the fourth game character uses a fourth skin resource;
[0375] The control module 520 is further configured to control the second game character to stop dismantling the first virtual explosive in response to a stop dismantling operation triggered by the second game character on the first virtual explosive after displaying the second animation of the second game character dismantling the first virtual explosive;
[0376] The display module 510 is also used for displaying the default demolition animation of the fourth game character continuing to dismantle the first virtual explosive in response to a demolition operation triggered by the fourth game character on the first virtual explosive when the first skin resource, the second skin resource and the fourth skin resource are all basic skin resources, wherein the default placement animation is represented as the default demolition animation.
[0377] Optionally, in the above Fig.26On the basis of the corresponding embodiment, in another embodiment of the game animation display device 50 provided in the embodiment of the present application, the game animation display device further includes a switching module 530;
[0378] The switching module 530 is used to switch the first skin resource used by the first game character to the first target skin resource in response to the skin switching operation for the first game character;
[0379] The switching module 530 is further configured to switch the second skin resource used by the second game character to a second target skin resource in response to a skin switching operation for the second game character.
[0380] Optionally, in the above Fig.26 On the basis of the corresponding embodiment, in another embodiment of the game animation display device 50 provided in the embodiment of the present application, the game animation display device further includes a playback module 540;
[0381] The playing module 540 is used for playing a first sound effect of the first game character placing the first virtual explosive within a preset range where the target virtual object is located in response to the placement operation triggered by the first game character on the first virtual explosive, wherein the first sound effect has a corresponding relationship with the first skin resource;
[0382] The playing module 540 is further configured to play a second sound effect of the second game character dismantling the first virtual explosive in response to the second game character triggering a dismantling operation on the first virtual explosive.
[0383] The present application also provides a terminal, such as Fig. 27 For the sake of convenience, only the parts related to the embodiments of the present application are shown. For specific technical details not disclosed, please refer to the method part of the embodiments of the present application. In the embodiments of the present application, the terminal is taken as an example for explanation:
[0384] Fig. 27 FIG. 1 is a block diagram showing a partial structure of a mobile phone related to a terminal provided in an embodiment of the present application. Fig. 27 The mobile phone includes: a radio frequency (RF) circuit 610, a memory 620, an input unit 630, a display unit 640, a sensor 650, an audio circuit 660, a mobile hotspot (wireless fidelity, WiFi) module 670, a processor 680, and a power supply 690. Those skilled in the art can understand that Fig. 27 The mobile phone structure shown in the figure does not constitute a limitation on the mobile phone, and may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently.
[0385] Combine the following Fig. 27A detailed introduction to the various components of the mobile phone:
[0386] The RF circuit 610 can be used for receiving and sending signals during information transmission or calls. In particular, after receiving the downlink information of the base station, it is sent to the processor 680 for processing; in addition, the designed uplink data is sent to the base station. Generally, the RF circuit 610 includes but is not limited to an antenna, at least one amplifier, a transceiver, a coupler, a low noise amplifier (LNA), a duplexer, etc. In addition, the RF circuit 610 can also communicate with the network and other devices through wireless communication. The above wireless communication can use any communication standard or protocol, including but not limited to the global system of mobile communication (GSM), general packet radio service (GPRS), code division multiple access (CDMA), wideband code division multiple access (WCDMA), long term evolution (LTE), email, short messaging service (SMS), etc.
[0387] The memory 620 can be used to store software programs and modules. The processor 680 executes various functional applications and data processing of the mobile phone by running the software programs and modules stored in the memory 620. The memory 620 can mainly include a program storage area and a data storage area, wherein the program storage area can store an operating system, an application required for at least one function (such as a sound playback function, an image playback function, etc.), etc.; the data storage area can store data created according to the use of the mobile phone (such as audio data, a phone book, etc.), etc. In addition, the memory 620 can include a high-speed random access memory, and can also include a non-volatile memory, such as at least one disk storage device, a flash memory device, or other volatile solid-state storage devices.
[0388] The input unit 630 can be used to receive input digital or character information, and to generate key signal input related to the user settings and function control of the mobile phone. Specifically, the input unit 630 may include a touch panel 631 and other input devices 632. The touch panel 631, also known as a touch screen, can collect the user's touch operation on or near it (such as the user's operation on the touch panel 631 or near the touch panel 631 using any suitable object or accessory such as a finger, stylus, etc.), and drive the corresponding connection device according to a pre-set program. Optionally, the touch panel 631 may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch orientation, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into contact coordinates, and then sends it to the processor 680, and can receive and execute commands sent by the processor 680. In addition, the touch panel 631 can be implemented in various types such as resistive, capacitive, infrared, and surface acoustic waves. In addition to the touch panel 631, the input unit 630 may further include other input devices 632. Specifically, the other input devices 632 may include but are not limited to one or more of a physical keyboard, function keys (such as volume control keys, switch keys, etc.), a mouse, a joystick, etc.
[0389] The display unit 640 can be used to display information input by the user or information provided to the user and various menus of the mobile phone. The display unit 640 may include a display panel 641. Optionally, the display panel 641 may be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), etc. Further, the touch panel 631 may cover the display panel 641. When the touch panel 631 detects a touch operation on or near it, it is transmitted to the processor 680 to determine the type of touch event. Subsequently, the processor 680 provides a corresponding visual output on the display panel 641 according to the type of touch event. Although in Fig. 27 In the embodiment, the touch panel 631 and the display panel 641 are used as two independent components to realize the input and output functions of the mobile phone, but in some embodiments, the touch panel 631 and the display panel 641 can be integrated to realize the input and output functions of the mobile phone.
[0390] The mobile phone may also include at least one sensor 650, such as a light sensor, a motion sensor, and other sensors. Specifically, the light sensor may include an ambient light sensor and a proximity sensor, wherein the ambient light sensor may adjust the brightness of the display panel 641 according to the brightness of the ambient light, and the proximity sensor may turn off the display panel 641 and / or the backlight when the mobile phone is moved to the ear. As a type of motion sensor, the accelerometer sensor can detect the magnitude of acceleration in all directions (generally three axes), and can detect the magnitude and direction of gravity when stationary. It can be used for applications that identify the posture of the mobile phone (such as horizontal and vertical screen switching, related games, magnetometer posture calibration), vibration recognition related functions (such as pedometer, tapping), etc.; as for other sensors that can be configured in the mobile phone, such as gyroscopes, barometers, hygrometers, thermometers, infrared sensors, etc., they will not be repeated here.
[0391] The audio circuit 660, the speaker 661, and the microphone 662 can provide an audio interface between the user and the mobile phone. The audio circuit 660 can transmit the received audio data to the speaker 661 after converting the received audio data into an electrical signal, which is converted into a sound signal for output; on the other hand, the microphone 662 converts the collected sound signal into an electrical signal, which is received by the audio circuit 660 and converted into audio data, and then the audio data is output to the processor 680 for processing, and then sent to another mobile phone through the RF circuit 610, or the audio data is output to the memory 620 for further processing.
[0392] WiFi is a short-range wireless transmission technology. The mobile phone can help users send and receive emails, browse web pages and access streaming media through the WiFi module 670. It provides users with wireless broadband Internet access. Fig. 27 A WiFi module 670 is shown, but it is understandable that it is not an essential component of the mobile phone and can be omitted as needed without changing the essence of the invention.
[0393] The processor 680 is the control center of the mobile phone. It uses various interfaces and lines to connect various parts of the entire mobile phone. It executes various functions of the mobile phone and processes data by running or executing software programs and / or modules stored in the memory 620, and calling data stored in the memory 620. Optionally, the processor 680 may include one or more processing units; optionally, the processor 680 may integrate an application processor and a modem processor, wherein the application processor mainly processes the operating system, user interface, and application programs, and the modem processor mainly processes wireless communications. It is understandable that the above-mentioned modem processor may not be integrated into the processor 680.
[0394] The mobile phone also includes a power supply 690 (such as a battery) for supplying power to various components. Optionally, the power supply can be logically connected to the processor 680 through a power management system, thereby managing functions such as charging, discharging, and power consumption through the power management system.
[0395] Although not shown, the mobile phone may also include a camera, a Bluetooth module, etc., which will not be described in detail here.
[0396] The steps performed by the terminal in the above embodiment can be based on the Fig. 27 The terminal structure shown.
[0397] A computer device is also provided in an embodiment of the present application, including a memory and a processor, wherein the memory stores a computer program, and when the processor executes the computer program, the steps of the methods described in the above embodiments are implemented.
[0398] A computer-readable storage medium is also provided in an embodiment of the present application, on which a computer program is stored. When the computer program is executed by a processor, the steps of the methods described in the above embodiments are implemented.
[0399] A computer program product is also provided in an embodiment of the present application, including a computer program, which, when executed by a processor, implements the steps of the methods described in the above embodiments.
[0400] It is understandable that in the specific implementation of this application, related data such as user information and game data are involved. When the above embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of relevant data need to comply with relevant laws, regulations and standards of relevant countries and regions.
[0401] Those skilled in the art can clearly understand that, for the convenience and brevity of description, the specific working processes of the systems, devices and units described above can refer to the corresponding processes in the aforementioned method embodiments and will not be repeated here.
[0402] In the several embodiments provided in the present application, it should be understood that the disclosed systems, devices and methods can be implemented in other ways. For example, the device embodiments described above are only schematic. For example, the division of the units is only a logical function division. There may be other division methods in actual implementation, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be an indirect coupling or communication connection through some interfaces, devices or units, which can be electrical, mechanical or other forms.
[0403] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0404] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of software functional units.
[0405] If the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application is essentially or the part that contributes to the prior art or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions for a computer device (which can be a server or terminal device, etc.) to perform all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: U disk, mobile hard disk, read-only memory (ROM), random access memory (RAM), disk or optical disk and other media that can store computer programs.
[0406] As described above, the above embodiments are only used to illustrate the technical solutions of the present application, rather than to limit them. Although the present application has been described in detail with reference to the aforementioned embodiments, those skilled in the art should understand that they can still modify the technical solutions described in the aforementioned embodiments, or make equivalent replacements for some of the technical features therein. However, these modifications or replacements do not deviate the essence of the corresponding technical solutions from the spirit and scope of the technical solutions of the embodiments of the present application.
Claims
1. A method for displaying a game animation, characterized in that: include: Displaying a target virtual object in a virtual environment in a target game application, wherein the virtual environment includes a first game character and a second game character, the first game character and the second game character belong to different game camps, the first game character uses a first skin resource, and the second game character uses a second skin resource; In response to a placement operation triggered by the first game character on a first virtual explosive, displaying a first animation of the first game character placing the first virtual explosive within a preset range where the target virtual object is located, wherein the appearance of the first virtual explosive has a corresponding relationship with the first skin resource, and the first animation has a corresponding relationship with the first skin resource; In response to the second game character triggering a dismantling operation on the first virtual explosive, a second animation of the second game character dismantling the first virtual explosive is displayed.
2. The display method according to claim 1, characterized in that: The step of displaying a first animation of the first game character placing the first virtual explosive within a preset range where the target virtual object is located includes: In the case where the first skin resource is an exclusive skin resource, displaying a specific placement animation of the first game character placing the first virtual explosive within a preset range where the target virtual object is located, wherein the appearance of the first virtual explosive has a corresponding relationship with the exclusive skin resource of the first game character, and the specific placement animation is a placement animation having a corresponding relationship with the exclusive skin resource of the first game character; The second animation showing the second game character dismantling the first virtual explosive comprises: A specific demolition animation of the second game character demolishing the first virtual explosive is displayed, wherein the specific demolition animation is a demolition animation having a corresponding relationship with an exclusive skin resource of the first game character.
3. The display method according to claim 1, characterized in that: The step of displaying a first animation of the first game character placing the first virtual explosive within a preset range where the target virtual object is located includes: In the case where the first skin resource is a basic skin resource, displaying a default placement animation of the first game character placing the first virtual explosive within a preset range where the target virtual object is located, wherein the appearance of the first virtual explosive has a corresponding relationship with the basic skin resource; The second animation showing the second game character dismantling the first virtual explosive comprises: In the case where the second skin resource is an exclusive skin resource, a specific demolition animation of the second game character dismantling the first virtual explosive is displayed, wherein the specific demolition animation is a demolition animation that corresponds to the exclusive skin resource of the second game character.
4. The display method according to claim 1, characterized in that: The step of displaying a first animation of the first game character placing the first virtual explosive within a preset range where the target virtual object is located includes: In the case where the first skin resource is a basic skin resource, displaying a default placement animation of the first game character placing the first virtual explosive within a preset range where the target virtual object is located, wherein the appearance of the first virtual explosive has a corresponding relationship with the basic skin resource; The second animation showing the second game character dismantling the first virtual explosive comprises: In the case where the second skin resource is a basic skin resource, a default demolition animation of the second game character demolishing the first virtual explosive is displayed.
5. The display method according to claim 1, characterized in that: The method further comprises: In the case that the first skin resource is an exclusive skin resource, if the first virtual explosive is not dismantled within a preset time period, a specific blasting animation of the first virtual explosive being detonated will be displayed, wherein the specific blasting animation is expressed as a blasting animation that corresponds to the exclusive skin resource of the first game character.
6. The display method according to claim 1, characterized in that: The method further comprises: In the case where the first skin resource is a basic skin resource, if the first virtual explosive is not dismantled within a preset time period, a default explosion animation of the first virtual explosive being detonated is displayed.
7. The display method according to claim 1, characterized in that: The virtual environment further includes a third game character, the third game character and the first game character are in the same game camp, and the third game character uses a third skin resource; The method further comprises: In response to the placement operation triggered by the first game character and the third game character on the second virtual explosive, a third animation of the first game character and the third game character placing the second virtual explosive within a preset range of the target virtual object is displayed, wherein the placement duration of the second virtual explosive is shorter than the placement duration of the first virtual explosive.
8. The display method according to claim 7, characterized in that: The third animation of displaying the first game character and the third game character placing the second virtual explosive within the preset range where the target virtual object is located includes: In the case that the first skin resource and the third skin resource are the same exclusive skin resource, a specific placement animation of the first game character and the third game character placing the second virtual explosive within a preset range where the target virtual object is located is displayed, wherein the appearance of the second virtual explosive corresponds to the exclusive skin resource, and the specific placement animation is expressed as a placement animation that corresponds to the exclusive skin resource.
9. The display method according to claim 7, characterized in that: The third animation of displaying the first game character and the third game character placing the second virtual explosive within the preset range where the target virtual object is located includes: When the first skin resource and the third skin resource are both basic skin resources, a default placement animation of the first game character and the third game character placing the second virtual explosive within a preset range of the target virtual object is displayed, wherein the appearance of the second virtual explosive corresponds to the basic skin resource.
10. The display method according to claim 7, characterized in that: The third animation of displaying the first game character and the third game character placing the second virtual explosive within the preset range where the target virtual object is located includes: In the case where the first skin resource is an exclusive skin resource and the third skin resource is a basic skin resource, a specific placement animation of the first game character and the third game character placing the second virtual explosive within a preset range where the target virtual object is located is displayed, wherein the appearance of the second virtual explosive has a corresponding relationship with the exclusive skin resource of the first game character, and the specific placement animation is expressed as a placement animation having a corresponding relationship with the exclusive skin resource of the first game character; or, When the first skin resource is a basic skin resource and the third skin resource is an exclusive skin resource, a specific placement animation of the first game character and the third game character placing the second virtual explosive within a preset range where the target virtual object is located is displayed, wherein the appearance of the second virtual explosive corresponds to the exclusive skin resource of the third game character, and the specific placement animation is expressed as a placement animation that corresponds to the exclusive skin resource of the third game character.
11. The display method according to claim 1, characterized in that: The virtual environment further includes a third game character, the third game character and the first game character are in the same game camp, and the third game character uses a third skin resource; After displaying the first animation of the first game character placing the first virtual explosive within the preset range where the target virtual object is located, the method further includes: In response to a stop placement operation triggered by the first game character on the first virtual explosive, controlling the first game character to stop placing the first virtual explosive; In a case where the first skin resource and the third skin resource are the same exclusive skin resource, in response to the placement operation triggered by the third game character on the first virtual explosive, a specific placement animation of the third game character continuing to place the first virtual explosive is displayed, wherein the specific placement animation is represented as a placement animation that has a corresponding relationship with the exclusive skin resource.
12. The display method according to claim 1, characterized in that: The virtual environment further includes a third game character, the third game character and the first game character are in the same game camp, and the third game character uses a third skin resource; After displaying the first animation of the first game character placing the first virtual explosive within the preset range where the target virtual object is located, the method further includes: In response to a stop placement operation triggered by the first game character on the first virtual explosive, controlling the first game character to stop placing the first virtual explosive; In the case that the first skin resource and the third skin resource are both basic skin resources, in response to the placement operation triggered by the third game character on the first virtual explosive, a default placement animation of the third game character continuing to place the first virtual explosive is displayed.
13. The display method according to claim 1, characterized in that: The virtual environment further includes a fourth game character, the fourth game character and the second game character are in the same game camp, and the fourth game character uses a fourth skin resource; The method further comprises: In response to the dismantling operation triggered by the second game character and the fourth game character on the third virtual explosive, a fourth animation of the second game character and the fourth game character dismantling the third virtual explosive is displayed, wherein the dismantling time of the third virtual explosive is shorter than the dismantling time of the first virtual explosive.
14. The display method according to claim 13, characterized in that: The fourth animation showing the second game character and the fourth game character dismantling the third virtual explosive comprises: In the case that the second skin resource and the fourth skin resource are the same exclusive skin resource, a specific demolition animation of the second game character and the fourth game character dismantling the third virtual explosive is displayed, wherein the specific demolition animation is represented as a demolition animation that has a corresponding relationship with the exclusive skin resource.
15. The display method according to claim 13, characterized in that: The fourth animation showing the second game character and the fourth game character dismantling the third virtual explosive comprises: In the case where the second skin resource and the fourth skin resource are both basic skin resources, a default demolition animation of the second game character and the fourth game character demolishing the third virtual explosive is displayed.
16. The display method according to claim 13, characterized in that: The fourth animation showing the second game character and the fourth game character dismantling the third virtual explosive comprises: When the second skin resource is an exclusive skin resource and the fourth skin resource is a basic skin resource, a specific demolition animation of the second game character and the fourth game character demolishing the third virtual explosive is displayed, wherein the specific demolition animation is a demolition animation having a corresponding relationship with the exclusive skin resource of the second game character; or, When the second skin resource is a basic skin resource and the fourth skin resource is an exclusive skin resource, a specific demolition animation of the second game character and the fourth game character dismantling the third virtual explosive is displayed, wherein the specific demolition animation is represented as a demolition animation that has a corresponding relationship with the exclusive skin resource of the fourth game character.
17. The display method according to claim 1, characterized in that: The virtual environment further includes a fourth game character, wherein the fourth game character and the second game character are in the same game camp; After displaying the second animation of the second game character dismantling the first virtual explosive, the method further includes: In response to a stop dismantling operation triggered by the second game character on the first virtual explosive, controlling the second game character to stop dismantling the first virtual explosive; In a case where the first skin resource is an exclusive skin resource, in response to a demolition operation triggered by the fourth game character on the first virtual explosive, a specific demolition animation of the fourth game character continuing to dismantle the first virtual explosive is displayed, wherein the specific demolition animation is represented as a demolition animation that has a corresponding relationship with the exclusive skin resource of the first game character.
18. The display method according to claim 1, characterized in that: The virtual environment further includes a fourth game character, the fourth game character and the second game character are in the same game camp, and the fourth game character uses a fourth skin resource; After displaying the second animation of the second game character dismantling the first virtual explosive, the method further includes: In response to a stop dismantling operation triggered by the second game character on the first virtual explosive, controlling the second game character to stop dismantling the first virtual explosive; When the first skin resource is a basic skin resource and the second skin resource and the fourth skin resource are the same exclusive skin resource, in response to the demolition operation triggered by the fourth game character on the first virtual explosive, a specific demolition animation of the fourth game character continuing to dismantle the first virtual explosive is displayed, wherein the specific demolition animation is represented as a demolition animation that has a corresponding relationship with the exclusive skin resource.
19. The display method according to claim 1, characterized in that: The virtual environment further includes a fourth game character, the fourth game character and the second game character are in the same game camp, and the fourth game character uses a fourth skin resource; After displaying the second animation of the second game character dismantling the first virtual explosive, the method further includes: In response to a stop dismantling operation triggered by the second game character on the first virtual explosive, controlling the second game character to stop dismantling the first virtual explosive; In the case that the first skin resource, the second skin resource and the fourth skin resource are all basic skin resources, in response to the dismantling operation triggered by the fourth game character on the first virtual explosive, a default dismantling animation of the fourth game character continuing to dismantle the first virtual explosive is displayed.
20. The display method according to claim 1, characterized in that: The method further comprises: If responding to a skin switching operation for the first game character, switching the first game character's use of the first skin resource to a first target skin resource; In response to a skin switching operation for the second game character, the second game character is switched to a second target skin resource using the second skin resource.
21. The display method according to any one of claims 1 to 20, characterized in that: The method further comprises: In response to a placement operation triggered by the first game character on a first virtual explosive, playing a first sound effect of the first game character placing the first virtual explosive within a preset range where the target virtual object is located, wherein the first sound effect has a corresponding relationship with the first skin resource; The method further comprises: In response to the second game character triggering a dismantling operation on the first virtual explosive, a second sound effect of the second game character dismantling the first virtual explosive is played.
22. A game animation display device, characterized in that: include: A display module, configured to display a target virtual object in a virtual environment in a target game application, wherein the virtual environment includes a first game character and a second game character, the first game character and the second game character belong to different game camps, the first game character uses a first skin resource, and the second game character uses a second skin resource; The display module is further configured to display, in response to a placement operation triggered by the first game character on a first virtual explosive, a first animation of the first game character placing the first virtual explosive within a preset range where the target virtual object is located, wherein the appearance of the first virtual explosive corresponds to the first skin resource, and the first animation corresponds to the first skin resource; The display module is further configured to display a second animation of the second game character dismantling the first virtual explosive in response to a dismantling operation triggered by the second game character on the first virtual explosive.
23. A computer device comprising a memory and a processor, wherein the memory stores a computer program, wherein: When the processor executes the computer program, the steps of the display method according to any one of claims 1 to 21 are implemented.
24. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the steps of the display method according to any one of claims 1 to 21 are implemented.
25. A computer program product, comprising a computer program, characterized in that When the computer program is executed by a processor, the steps of the display method according to any one of claims 1 to 21 are implemented.