Virtual level selection method and device, equipment and storage medium
By displaying the emotional changes of virtual characters and the recommendation of account information on the virtual level selection interface, the problem of poor visual significance in the existing technology is solved, and a more immersive and interactive virtual level difficulty selection is achieved.
Patent Information
- Application Number
- CN202410011612.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-01-02
- Publication Date
- 2025-07-04
AI Technical Summary
In the prior art, the difficulty selection method of virtual levels is difficult to select by bold text control fonts or changing text colors, and the visual significance is poor, making it difficult to meet the needs of players with different game experiences.
By displaying the emotional changes of virtual characters on the difficulty selection interface of virtual levels, using virtual characters to present positive or negative emotions, recommending appropriate level difficulty based on account information, and providing interactive methods on the interface to simulate the emotional changes when the character is selected in the real world.
It improves the visual significance of the difficulty selection interface information, provides an immersive experience, enriches the difficulty selection method, helps players choose the appropriate level difficulty, and enhances human-computer interaction efficiency.
Smart Images

Figure CN120242480A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of human-computer interaction technology, and particularly to a method, apparatus, device, and storage medium for selecting virtual levels. Background Art
[0002] In applications including virtual environments, virtual objects that usually need to be controlled carry out activities in the virtual environment, such as walking, driving, climbing, picking up items, fighting, etc.
[0003] In the related art, in a virtual level, it is necessary to control a player character to break through the level, such as having a virtual battle with a hostile virtual character in the virtual level. In order to meet the needs of players with different game experiences, multiple level difficulties are set, and the corresponding level difficulty is selected by triggering a text control recording the difficulty level.
[0004] However, in the related art, the selected difficulty level is usually distinguished by bolding the font of the text control and changing the text color, and the visual salience of the above implementation method is not good. Summary of the Invention
[0005] This application provides a method, apparatus, device, and storage medium for selecting virtual levels. The technical solutions are as follows:
[0006] According to one aspect of this application, a method for selecting a virtual level is provided. The method is executed by a terminal, and the method includes:
[0007] Display a difficulty selection interface for the virtual level. The difficulty selection interface includes at least two virtual characters, and the at least two virtual characters correspond one-to-one with at least two difficulty levels of the virtual level;
[0008] In response to a selection operation for a first difficulty level among the at least two difficulty levels, display that the first virtual character corresponding to the first difficulty level presents a first emotion;
[0009] In response to a confirmation operation for the first difficulty level and / or the virtual level, display the virtual environment corresponding to the first difficulty level in the virtual level.
[0010] According to another aspect of this application, a device for selecting a virtual level is provided. The device includes:
[0011] A display module, configured to display a difficulty selection interface for the virtual level. The difficulty selection interface includes at least two virtual characters, and the at least two virtual characters correspond one-to-one with at least two difficulty levels of the virtual level;
[0012] The display module is further configured to, in response to a selection operation for the first level difficulty among the at least two levels of difficulty, display that the first virtual character corresponding to the first level difficulty presents a first emotion;
[0013] The display module is further configured to, in response to a confirmation operation for the first level difficulty and / or the virtual level, display the virtual environment corresponding to the first level difficulty in the virtual level.
[0014] In an alternative design of the present application, the display module is further configured to:
[0015] In response to a selection operation for the first level difficulty, display that the first virtual character corresponding to the first level difficulty presents a positive emotion.
[0016] In an alternative design of the present application, the display module is further configured to perform at least one of the following:
[0017] Display that the facial expression of the first virtual character is a smiling expression;
[0018] Display that the gesture of the first virtual character corresponds to a positive emotion;
[0019] Display that the body movement of the first virtual character is waving the arm and / or jumping;
[0020] Display that the associated text in the difficulty selection interface carries positive semantics.
[0021] In an alternative design of the present application, the display module is further configured to:
[0022] In response to a selection operation for the first level difficulty, when the first level difficulty matches the recommended difficulty, the first virtual character corresponding to the first level difficulty presents a positive emotion.
[0023] In an alternative design of the present application, the device further includes:
[0024] An acquisition module, configured to acquire the account information of the target account logged in to the terminal;
[0025] A processing module, configured to determine the recommended difficulty among the at least two levels of difficulty according to the account information;
[0026] Wherein, the account information includes at least one of the virtual growth level of the target account logged in to the terminal, the historical game information of participating in virtual games, the historical viewing information of watching interesting games, and the historical score information of participating in virtual competitions.
[0027] In an alternative design of the present application, the first virtual character includes at least one of the following:
[0028] In the virtual environment, a cooperative virtual character having a cooperative relationship with the player character;
[0029] In the virtual environment, a hostile virtual character having an adversarial relationship with the player character;
[0030] In the virtual environment, the player character to be controlled;
[0031] A non-player character having an associated relationship with the virtual terrain and / or virtual climate of the virtual environment.
[0032] In an alternative design of the present application, the display module is further configured to:
[0033] When the first level difficulty is in a candidate state before being selected, display that the first virtual character corresponding to the first level difficulty has a second emotion, where the second emotion is used to express the initial emotion of the first virtual character in the candidate state;
[0034] Wherein, the type and / or intensity of the second emotion and the first emotion are different.
[0035] In an alternative design of the present application, the display module is further configured to:
[0036] Display the associated virtual character of the first virtual character, where the associated virtual character is at least one other character in the virtual environment other than the first virtual character.
[0037] In an alternative design of the present application, the first virtual character and the associated virtual character are the player character to be controlled in the first level difficulty of the virtual level, and a virtual character having an adversarial relationship with the player character;
[0038] Wherein, the relative positions between the first virtual character and the associated virtual character on the difficulty selection interface are the same as the relative positions between the initial position of the player character to be controlled and the initial position of the hostile virtual character in the virtual environment.
[0039] In an alternative design of the present application, the display module is further configured to:
[0040] Display the associated information of the first virtual character, where the associated information is used to display at least one of the character attributes, virtual skills, and virtual items of the first virtual character.
[0041] In an alternative design of the present application, the associated information includes at least one of the following:
[0042] When the first virtual character is a cooperative virtual character in the virtual environment, the associated information is used to display a first virtual skill of the cooperative virtual character, and the first virtual skill is a virtual skill that has a restraint relationship with the character attributes of the hostile virtual character in the virtual environment;
[0043] When the first virtual character is a hostile virtual character in the virtual environment, the associated information is used to display a first character attribute of the hostile virtual character, and the first character attribute is used to indicate the vulnerable part and / or the way of launching a virtual attack of the hostile virtual character;
[0044] When the first virtual character is the player character to be controlled in the virtual environment, the associated information is used to display the virtual items and / or virtual skills carried by the player character in the virtual environment;
[0045] When the first virtual character is a non-player character that has an associated relationship with the virtual terrain and / or virtual climate of the virtual environment, the associated information is used to display the distribution location of the non-player character in the virtual environment.
[0046] In an alternative design of the present application, the display module is further configured to:
[0047] Display a clearance animation of the virtual level in the first level difficulty, where the clearance animation includes at least one of the movement path of the player character passing through the virtual level, the release position of the virtual skill, and the use position of the virtual item.
[0048] In an alternative design of the present application, the device further includes:
[0049] An acquisition module, configured to acquire historical control information of the player character to be controlled in the virtual environment;
[0050] A processing module, configured to draw at least one of the movement path of the player character, the release position of the virtual skill, and the use position of the virtual item according to the historical control information, to obtain the clearance animation.
[0051] In an alternative design of the present application, the acquisition module is further configured to:
[0052] Acquire a historical clearance video of the virtual level in the first level difficulty;
[0053] Determine the historical control information of the player character according to the image frame change of the region of interest in the historical clearance video;
[0054] Among them, the region of interest includes the position regions of at least one of the mobile control, virtual skill control, and virtual item control in the historical customs clearance video.
[0055] In an alternative design of the present application, the display module is further configured to:
[0056] When the second level difficulty among the at least two levels of difficulty is in an unselected state, the second virtual character corresponding to the second level difficulty presents a third emotion, and the third emotion is used to express the emotional feedback of the second virtual character after the second level difficulty is not selected;
[0057] Among them, the first virtual character and the second virtual character are different, and the type and / or intensity of the third emotion and the first emotion are different.
[0058] In an alternative design of the present application, the display module is further configured to:
[0059] Display the first virtual character presenting a fourth emotion on the settlement interface of the virtual level;
[0060] Among them, the fourth emotion is used to express the emotional feedback of the first virtual character on whether the virtual level is successfully cleared.
[0061] According to another aspect of the present application, there is provided a computer device, which includes a processor and a memory. At least one instruction, at least one program, a code set or an instruction set is stored in the memory, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by the processor to implement the method for selecting a virtual level as described in the above aspect.
[0062] According to another aspect of the present application, there is provided a computer-readable storage medium, in which at least one instruction, at least one program, a code set or an instruction set is stored, and the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by a processor to implement the method for selecting a virtual level as described in the above aspect.
[0063] According to another aspect of the present application, there is provided a computer program product, which includes computer instructions. The computer instructions are stored in a computer-readable storage medium, and the processor reads and executes the computer instructions from the computer-readable storage medium to implement the method for selecting a virtual level as described in the above aspect.
[0064] The beneficial effects brought by the technical solution provided by the present application at least include:
[0065] Through the first virtual character on the difficulty selection interface of the virtual level, in a manner where the first virtual character has a first emotion, it is indicated to select the first level difficulty corresponding to the first virtual character, and an interaction method with the first virtual character is provided on the difficulty selection interface; before entering the virtual level, based on the emotional changes of the first virtual character, an immersive experience is provided, enriching the way of selecting the difficulty of the virtual level and improving the visual salience of the information in the difficulty selection interface. BRIEF DESCRIPTION OF THE DRAWINGS
[0066] To more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the drawings required for the description of the embodiments. Obviously, the drawings in the following description are only some embodiments of the present application. For those of ordinary skill in the art, without creative efforts, other drawings can be obtained based on these drawings.
[0067] Figure 1 It is a block diagram of the structure of a computer system provided by an exemplary embodiment of the present application;
[0068] Figure 2 It is a schematic diagram of a method for selecting a virtual level provided by an exemplary embodiment of the present application;
[0069] Figure 3 It is a flowchart of a method for selecting a virtual level provided by an exemplary embodiment of the present application;
[0070] Figure 4 It is a flowchart of a method for selecting a virtual level provided by an exemplary embodiment of the present application;
[0071] Figure 5 It is a flowchart of a method for selecting a virtual level provided by an exemplary embodiment of the present application;
[0072] Figure 6 It is a schematic diagram of a difficulty selection interface provided by an exemplary embodiment of the present application;
[0073] Figure 7 It is a flowchart of a method for selecting a virtual level provided by an exemplary embodiment of the present application;
[0074] Figure 8 It is a schematic diagram of a difficulty selection interface provided by an exemplary embodiment of the present application;
[0075] Figure 9 It is a flowchart of a method for selecting a virtual level provided by an exemplary embodiment of the present application;
[0076] Figure 10 It is a schematic diagram of a difficulty selection interface provided by an exemplary embodiment of the present application;
[0077] Figure 11 is a flowchart of an information display method provided by an exemplary embodiment of the present application;
[0078] Figure 12 is a structural block diagram of a virtual level selection device provided by an exemplary embodiment of the present application;
[0079] Figure 13 is a structural block diagram of a terminal provided by an exemplary embodiment of the present application.
[0080] The accompanying drawings here are incorporated into the specification and form a part of the specification, showing embodiments consistent with the present application, and are used together with the specification to explain the principles of the present application. Detailed Embodiments
[0081] To make the objectives, technical solutions, and advantages of the present application clearer, the following will further describe the embodiments of the present application in detail with reference to the accompanying drawings.
[0082] Exemplary embodiments will be described in detail herein, and examples thereof are shown in the accompanying drawings. When the following description refers to the accompanying drawings, unless otherwise indicated, the same numbers in different drawings represent the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present application. Instead, they are merely examples of devices and methods consistent with some aspects of the present application as detailed in the appended claims.
[0083] The terms used in the present disclosure are for the purpose of describing specific embodiments only and are not intended to limit the present disclosure. The singular forms "a", "the", and "said" used in the present disclosure and the appended claims are also intended to include the plural forms unless the context clearly dictates otherwise. It should also be understood that the term "and / or" as used herein refers to and encompasses any and all possible combinations of one or more of the associated listed items.
[0084] It should be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data for analysis, stored data, displayed data, etc.) involved in the present application are all information and data authorized by the user or fully authorized by all parties, and the collection, use, and processing of relevant data need to comply with relevant laws, regulations, and standards of relevant countries and regions. For example, the information such as the selection operation and confirmation operation involved in the present application is obtained under full authorization.
[0085] It should be understood that although the terms first, second, etc. may be used in this disclosure to describe various information, such information should not be limited to these terms. These terms are only used to distinguish information of the same type from each other. For example, without departing from the scope of this disclosure, the first parameter may also be referred to as the second parameter, and similarly, the second parameter may also be referred to as the first parameter. Depending on the context, the word "if" as used herein may be interpreted as "when" or "while" or "in response to determining".
[0086] Figure 1 The structural block diagram of a computer system provided by an exemplary embodiment of the present application is shown. The computer system 100 includes: a first terminal 110, a server 120, and a second terminal 130.
[0087] The first terminal 110 installs and runs a client 111 that supports a virtual environment, and the client 111 may be a multi-player online battle program. When the first terminal runs the client 111, the user interface of the client 111 is displayed on the screen of the first terminal 110. The client 111 may be any one of a battle royale shooting game, a virtual reality (VR) application, an augmented reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a casual game, a party game, a first-person shooting game (FPS), a third-person shooting game (TPS), a multiplayer online battle arena game (MOBA), a simulation game (SLG). In this embodiment, the client 111 is taken as an FPS game for example. The first terminal 110 is a terminal used by the first user 112, and the first user 112 uses the first terminal 110 to control a first virtual object located in the virtual environment to perform activities. The first virtual object may be referred to as the virtual object of the first user 112. The activities of the first virtual object include but are not limited to at least one of moving, jumping, teleporting, releasing skills, using items, adjusting body postures, crawling, walking, running, cycling, flying, jumping, driving, picking up, shooting, attacking, and throwing. Schematically, the first virtual object is a first virtual object, such as a simulated human character or an anime character.
[0088] The second terminal 130 installs and runs a client 131 that supports a virtual environment. The client 131 can be a multiplayer online battle program. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. The client can be any one of a battle royale shooting game, a VR application program, an AR program, a three-dimensional map program, a virtual reality game, an augmented reality game, an FPS, a TPS, an MOBA, an SLG. In this embodiment, the client is an MOBA game as an example for illustration. The second terminal 130 is a terminal used by the second user 132. The second user 132 uses the second terminal 130 to control a second virtual object located in the virtual environment to perform activities. The second virtual object can be called the virtual object of the second user 132. Schematically, the second virtual object is a second virtual object, such as an emulated human character or an anime character.
[0089] Optionally, the first virtual object and the second virtual object are in the same virtual environment. Optionally, the first virtual object and the second virtual object can belong to the same camp, the same team, the same organization, have a friendship relationship, or have temporary communication permissions. Optionally, the first virtual object and the second virtual object can belong to different camps, different teams, different organizations, or have a hostile relationship.
[0090] Optionally, the clients installed on the first terminal 110 and the second terminal 130 are the same, or the clients installed on the two terminals are of the same type on different operating system platforms (Android or IOS). The first terminal 110 can generally refer to one of multiple terminals, and the second terminal 130 can generally refer to another of multiple terminals. This embodiment only uses the first terminal 110 and the second terminal 130 as an example for illustration. The device types of the first terminal 110 and the second terminal 130 are the same or different, and the device types include at least one of a smart phone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer.
[0091] Figure 1 Only two terminals are shown in the figure, but in different embodiments, there are multiple other terminals 140 that can access the server 120. Optionally, there is also one or more terminals 140 that are the terminals corresponding to the developers. A development and editing platform for the client that supports the virtual environment is installed on the terminal 140. The developer can edit and update the client on the terminal 140, and transmit the updated client installation package to the server 120 through a wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to implement the update of the client.
[0092] The first terminal 110, the second terminal 130, and other terminals 140 are connected to the server 120 via a wireless network or a wired network.
[0093] The server 120 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. The server 120 is used to provide back-end services for clients that support a three-dimensional virtual environment. Optionally, the server 120 undertakes the main computing work and the terminal undertakes the secondary computing work; or, the server 120 undertakes the secondary computing work and the terminal undertakes the main computing work; or, a distributed computing architecture is adopted between the server 120 and the terminal for collaborative computing.
[0094] In an exemplary example, the server 120 includes a processor 122, a user account database 123, a battle service module 124, and a user-oriented input / output interface (I / O interface) 125. Among them, the processor 122 is used to load the instructions stored in the server 120 and process the data in the user account database 123 and the battle service module 124; the user account database 123 is used to store the data of the user accounts used by the first terminal 110, the second terminal 130, and other terminals 140, such as the avatar of the user account, the nickname of the user account, the combat power index of the user account, and the service area where the user account is located; the battle service module 124 is used to provide multiple battle rooms for users to conduct battles, such as 1V1 battles, 3V3 battles, 5V5 battles, etc.; the user-oriented I / O interface 125 is used to establish communication with the first terminal 110 and / or the second terminal 130 via a wireless network or a wired network to exchange data.
[0095] The method provided in this application can be applied to, but is not limited to, at least one of the following scenarios: virtual reality applications, three-dimensional map programs, casual games, party games, first-person shooting games (FPS), third-person shooting games (TPS), multiplayer online battle arena games (MOBA), multiplayer gunfight survival games, etc. The following embodiments are illustrated by examples of applications in games.
[0096] Figure 2 The figure shows a schematic diagram of a method for selecting a virtual level provided by an exemplary embodiment of this application.
[0097] The first interface 310 is a preparation interface before entering the virtual level. The switching control 402 in the first interface provides a function entry to jump to the difficulty selection interface. Exemplarily, in response to the click operation 402a of the switching control 402, the second interface 320 is displayed, and the difficulty selection interface 320a of the virtual level is displayed in the form of a pop-up window in the second interface 320.
[0098] Optionally, the virtual items 403a equipped by the player character controlled by the account logged in to the terminal are also displayed in the first interface 310; the friend virtual characters 403b who enter the virtual level together in a team. It can be seen that the types of virtual items 403a can be one or more, and the number of friend virtual characters 403b can be one or more.
[0099] The difficulty selection interface 320a provides three levels of difficulty for the level: normal, difficult, and very difficult; each level of difficulty has a corresponding virtual character. Specifically, the normal difficulty corresponds to the ingot character 410, the difficult level corresponds to the cloud character 420, and the very difficult level corresponds to the star character 430.
[0100] In the difficulty selection interface 320a, in response to the trigger operation 410a for the normal difficulty, the facial expression of the ingot character 410 corresponding to the normal difficulty shows a happy emotion; the facial expression of the cloud character 420 corresponding to the difficult level shows a sad emotion, and the facial expression of the star character 430 corresponding to the very difficult level shows a fierce emotion.
[0101] In an optional example, the selected normal difficulty can have a larger display size in the difficulty selection interface 320a than the unselected difficult and very difficult difficulties; by means of enlarged display, the visual salience of the selected normal difficulty in the difficulty selection interface is further enhanced, which is conducive to highlighting the ingot character showing a happy emotion.
[0102] Exemplarily, the difficulty selection interface 320a also provides a confirmation control 404 and a cancel control 406; in response to the trigger operation for the confirmation control 404, the virtual environment corresponding to the virtual level is displayed with the normal difficulty. In response to the trigger operation for the cancel control 406, it jumps back to the first interface 310.
[0103] Figure 3 The flowchart of the selection method of the virtual level provided by an exemplary embodiment of the present application is shown. Taking the method as being executed by the terminal as an example for description. The method includes:
[0104] Step 510: Display the difficulty selection interface of the virtual level;
[0105] The virtual level includes at least two levels of difficulty, and different levels of difficulty have different requirements for the skills to control the player character to perform virtual activities in the virtual environment. Exemplarily, in different levels of difficulty, at least one of the following corresponds: at least one difference in the type, virtual attributes, and quantity of cooperative virtual characters and / or hostile virtual characters; at least one difference in the type, virtual attributes, virtual items carried, and / or virtual skills of the player character to be controlled; the virtual terrain and / or virtual climate of the virtual environment are different.
[0106] The difficulty selection interface includes at least two virtual characters, and the at least two virtual characters correspond one-to-one with at least two levels of difficulty of the virtual level;
[0107] The difficulty selection interface is used to provide a function entry for the virtual level of the above at least two levels of difficulty. The difficulty selection interface can be implemented as at least one of a full-screen interface, a pop-up window, a pop-up card, a floating window, and a bubble message. The present application does not limit the display method of the difficulty selection interface.
[0108] Step 520: In response to a selection operation for the first level of difficulty among at least two levels of difficulty, display that the first virtual character corresponding to the first level of difficulty presents a first emotion;
[0109] The first level of difficulty is any one of the above at least two levels of difficulty; the selection operation for the first level of difficulty can be a trigger operation on the corresponding first virtual character or a trigger operation on the text control of the first level of difficulty in the difficulty selection interface. The present application does not limit this.
[0110] The first emotion is used to express the emotional feedback of the first virtual character after the first level of difficulty is selected. Exemplarily, the first emotion is presented in a multimedia manner, such as at least one of displaying pictures, stickers, cutscenes, and playing audio. The present application does not limit the type of the first emotion. Exemplarily, the first emotion is a positive emotion (happy, excited, etc.), a negative emotion (sad, annoyed, fierce, etc.), a neutral emotion (peaceful emotion), a caring emotion (encouraging, worried, etc.), and it does not exclude the case of being implemented as other emotions. In an optional example, the first virtual character is a virtual character in the virtual level. Further, the first virtual character can be a two-dimensional image obtained by cartoonizing the virtual character in the virtual level.
[0111] Step 530: In response to a confirmation operation for the first level of difficulty and / or the virtual level, display the virtual environment corresponding to the first level of difficulty in the virtual level;
[0112] Exemplarily, in response to a confirmation operation for the first level difficulty, a jump is made from the difficulty selection interface to a virtual environment, which is the virtual environment corresponding to the first level difficulty. At least one of the non-player characters, virtual items, virtual terrain, and virtual climate in the virtual environment is deployed based on the first level difficulty corresponding to the first virtual character.
[0113] The virtual environment provides a virtual space for the player character to perform virtual activities such as walking, driving, climbing, picking up items, virtual combat, breaking through levels, solving puzzles, and searching for items.
[0114] In summary, the method provided in this embodiment, through the first virtual character on the difficulty selection interface of the virtual level, in the manner that the first virtual character has a first emotion, indicates the selection of the first level difficulty corresponding to the first virtual character, provides an interaction method with the first virtual character on the difficulty selection interface; before entering the virtual level, based on the emotional changes of the first virtual character, provides an immersive experience, enriches the difficulty selection method of the virtual level, and improves the visual salience of the information in the difficulty selection interface.
[0115] Figure 4 The flowchart of the method for selecting a virtual level provided by an exemplary embodiment of the present application is shown. Taking the execution of this method by a terminal as an example for illustration. That is, in Figure 3 In the shown embodiment, step 520 can be implemented as step 522:
[0116] Step 522: In response to a selection operation for the first level difficulty, display that the first virtual character corresponding to the first level difficulty presents a positive emotion;
[0117] Exemplarily, when the first virtual character presents a positive emotion, an interaction method with the first virtual character is provided on the difficulty selection interface; before entering the virtual level, and in the case of having the willingness to enter the virtual level with the first level difficulty, an immersive experience is provided based on the positive emotion presented by the first virtual character. Specifically, the first virtual character presents a positive emotion to guide the entry into the virtual level with the first level difficulty; the first virtual character presenting a positive emotion and other virtual characters in the difficulty selection interface have significant visual differences, which is conducive to accurately distinguishing the selected first level difficulty from the unselected other level difficulties, and then re-executing the selection operation in a timely manner in the case of misoperation on the difficulty selection interface.
[0118] In an alternative implementation manner, the implementation manners of displaying that the first virtual character presents a positive emotion in this embodiment include but are not limited to at least one of the following:
[0119] · Display the facial expression of the first virtual character as a smiling expression;
[0120] The first virtual character can present a smiling expression relying on at least one of facial areas such as the mouth, eyes, and facial texture.
[0121] · Display that the gesture of the first virtual character corresponds to a positive emotion;
[0122] The gesture of the first virtual character includes but is not limited to any one of the following: raising the thumb, raising the index finger and middle finger simultaneously, spreading the fingers to expose the palm; optionally, the above gestures of the first virtual character are usually accompanied by raising the arm.
[0123] · Display that the body movement of the first virtual character is waving the arm and / or jumping;
[0124] Exemplarily, display the first virtual character waving the arm and / or jumping in the form of a cutscene.
[0125] · Play the dubbed audio of the first virtual character carrying positive semantics;
[0126] Exemplarily, the tone and / or word meaning in the dubbed audio carry positive semantics. In one example, the tone in the dubbed audio is an excited tone, and the semantics of the dubbed audio is "So happy!"
[0127] · Display that the associated text in the difficulty selection interface carries positive semantics;
[0128] The associated text in the difficulty selection interface is the text information supplemented and displayed in response to the selection operation for the first level difficulty. The associated text can be the spoken words from the perspective of the first virtual character or the prompt text from the third-person perspective. Exemplarily, the spoken words are usually displayed in the form of bubble messages around the first virtual character, but it does not exclude the display methods such as pop-up cards and floating windows. In one example, the spoken words are "Let's go quickly!"
[0129] In another alternative implementation, the first virtual character in this embodiment can be implemented as at least one of the following:
[0130] · In the virtual environment, a cooperative virtual character having a cooperative relationship with the player character;
[0131] Exemplarily, different levels of difficulty in the virtual level correspond to different cooperative virtual characters. In one example, as the level of difficulty increases, the types of cooperative virtual characters are different. For example, when the level of difficulty is normal, the corresponding cooperative virtual character is a virtual knight with the attribute of high-speed movement; when the level of difficulty is hard, the corresponding cooperative virtual character is a virtual guard that can only move at a low speed.
[0132] · In the virtual environment, a hostile virtual character having an adversarial relationship with the player character;
[0133] Exemplarily, different levels of difficulty of the virtual levels correspond to different hostile virtual characters. In one example, as the level of difficulty increases, the types of hostile virtual characters are different.
[0134] · A player character to be controlled in the virtual environment;
[0135] Exemplarily, different levels of difficulty of the virtual levels correspond to different player characters to be controlled, or the virtual skills and / or virtual items carried by the player characters to be controlled are different.
[0136] · Non-player characters that have an associated relationship with the virtual terrain and / or virtual climate of the virtual environment.
[0137] Exemplarily, different levels of difficulty of the virtual levels correspond to different virtual terrains and / or virtual climates, and corresponding non-player characters exist in the virtual terrain and / or virtual climate;
[0138] In one example, as the level of difficulty increases, the player character is restricted by the virtual terrain in the virtual environment (for example, mountainous terrain requires frequent climbing compared to plain terrain; mountainous terrain causes visual occlusion compared to plain terrain), and / or restricted by the virtual climate (a frigid environment is restricted by the need for warmth in low temperatures compared to a normal temperature environment). Correspondingly, corresponding non-player characters exist in the virtual terrain and / or virtual climate. For example, virtual monkeys exist in mountainous terrain, and virtual magicians with freezing skills exist in a frigid environment.
[0139] By having corresponding non-player characters in the virtual terrain and / or virtual climate, non-player characters that have an associated relationship with the virtual terrain and / or virtual climate of the virtual environment are displayed in the difficulty selection interface. Through the virtual characters, the virtual terrain and / or virtual climate in the virtual environment are presented visually, providing more basis for the selection of the difficulty of the virtual level.
[0140] By displaying a first virtual character in the difficulty selection interface, and the first virtual character being at least one of the types such as cooperative virtual characters and hostile virtual characters existing in the virtual environment, rich information in the virtual environment is displayed in the difficulty selection interface, so as to obtain the virtual competition conditions provided in the virtual environment visually before entering the virtual environment, providing more basis for the selection of the difficulty of the virtual level and improving the human-computer interaction efficiency. It avoids situations such as having to adjust the level of difficulty again after blindly selecting the level of difficulty of the virtual level, or frequently being at a disadvantage during virtual activities, reducing the risk of poor immersive experience in the virtual environment.
[0141] It should be noted that the first virtual character introduced above can be combined with any embodiment in the present application to form a new embodiment for separate implementation, and is not limited to being an optional implementation manner of this embodiment.
[0142] In summary, the method provided in this embodiment, through the first virtual character on the difficulty selection interface of the virtual level, in the manner that the first virtual character has a positive emotion, indicates the selection of the first level difficulty corresponding to the first virtual character, provides an interaction method with the first virtual character on the difficulty selection interface, simulates the emotional changes of a character when being selected in the real world; before entering the virtual level, based on the emotional changes of the first virtual character, provides an immersive experience, enriches the way of selecting the difficulty of the virtual level, and improves the visual salience of the information in the difficulty selection interface.
[0143] Next, a further introduction to the first level difficulty will be given.
[0144] In an optional implementation manner, step 522 above can be implemented as the following steps:
[0145] · In response to the selection operation for the first level difficulty, when the first level difficulty matches the recommended difficulty, the first virtual character corresponding to the first level difficulty presents a positive emotion.
[0146] The recommended difficulty is one of at least two level difficulties, and the recommended difficulty is the level difficulty suitable for the virtual activity skills of the target account logged in to the terminal. In one example, when the accounts logged in to the terminal are different, the recommended difficulties are usually different.
[0147] Exemplarily, the recommended difficulty can be a level difficulty explicitly marked in the difficulty selection interface; or it can be a level difficulty that can only be implicitly distinguished from whether the first virtual character presents a positive emotion.
[0148] In an optional implementation manner, the determination of the recommended difficulty can be implemented as the following steps:
[0149] · Obtain the account information of the target account logged in to the terminal;
[0150] · According to the account information, determine the recommended difficulty among at least two level difficulties;
[0151] Exemplarily, the account information includes at least one of the virtual growth level of the target account logged in to the terminal, the historical game information of participating in virtual games, the historical viewing information of watching interesting games, and the historical performance information of participating in virtual competitions.
[0152] Among them, the virtual growth level is related to at least one piece of information among the historical duration of the target account performing virtual activities, the virtual experience value obtained from performing virtual activities, and the number of virtual items obtained from performing virtual activities, and can indicate the virtual activity skills of the target account. Exemplarily, accounts with different virtual growth levels correspond to different recommended difficulties.
[0153] The historical game information is used to indicate the game level of the target account participating in virtual games in the daily environment; further, the historical game includes a first virtual character, or the types of the historical game and the virtual level are the same (such as both being team competition types).
[0154] The historical tournament information is used to indicate the game level of the target account participating in virtual games in the professional competition environment; further, the historical tournament information can be implemented as at least one of a virtual rank level, a virtual team level, and a virtual experience value.
[0155] The historical viewing information can be the viewing information of the virtual games participated by competitive friends, or the viewing information of the tutorial videos of the virtual levels. The historical viewing information indicates the degree of interest of the target account in the virtual levels. By watching the tutorial videos or the virtual games participated by competitive friends, the skills of virtual activities can be learned. When entering the difficulty selection interface after watching the tutorial videos or virtual games, there is a need to select a level difficulty that is the same as or similar to the tutorial videos or virtual games to practice the skills of virtual activities.
[0156] Exemplarily, there is a mapping relationship between the account information and at least two level difficulties, and based on the mapping relationship, the recommended difficulty corresponding to the account information can be determined; the mapping relationship is usually set in advance according to experience.
[0157] Optionally, in the case where the first level difficulty does not match the recommended difficulty, the first virtual character corresponding to the first level difficulty shows different emotions;
[0158] The different emotion is different from the first emotion, and the different emotion is used to express the emotional feedback of the first virtual character on the mismatch between the first level difficulty and the recommended difficulty.
[0159] In the case where the first level difficulty does not match the recommended difficulty, the first level difficulty is not suitable for the virtual activity skills of the target account logged in to the terminal; for example, it is too difficult or too easy.
[0160] Optionally, the differential emotion is a caring emotion. In one example, when the difficulty of the first level is higher than the recommended difficulty, the difficulty of the first level is too difficult for the target account logged in to the terminal; the first virtual character shows a worried emotion (for example, the facial expression is frowning and the associated text is "This is a bit dangerous. It takes a lot of courage to enter the level~") to guide the selection of a lower difficulty level. In another example, when the difficulty of the first level is lower than the recommended difficulty, the difficulty of the first level is too easy for the target account logged in to the terminal; the first virtual character shows an encouraging emotion (for example, the gesture is gently clapping hands and the associated text is "Try a more challenging challenge. You can do it!") to guide the selection of a higher difficulty level.
[0161] In summary, the method provided in this embodiment, through the first virtual character on the difficulty selection interface of the virtual level, indicates the recommended difficulty of the account logged in to the terminal in the way that the first virtual character has a positive emotion, provides an interaction method with the first virtual character on the difficulty selection interface, realizes the recommendation of the level difficulty among multiple level difficulties, and provides an effective reference for the difficulty selection; before entering the virtual level, based on the emotional changes of the first virtual character, an immersive experience is provided, enriching the way of selecting the difficulty of the virtual level.
[0162] Figure 5 The flowchart of the method for selecting a virtual level provided by an exemplary embodiment of the present application is shown. This method is described by taking the execution by the terminal as an example. That is, on the basis of the embodiment shown in Figure 3 the embodiment shown, it further includes at least one of step 526 and step 527:
[0163] Step 526: Display the associated virtual character of the first virtual character;
[0164] The associated virtual character is at least one other character in the virtual environment other than the first virtual character. The associated virtual character includes but is not limited to at least one of the following: a cooperative virtual character in the virtual environment, a hostile virtual character, a player character to be controlled, and a non-player character having an associated relationship with the virtual terrain and / or virtual climate of the virtual environment. The number of associated virtual characters can be one or more, and the number of associated virtual characters is not limited in this embodiment. The introduction of the above characters can refer to the corresponding embodiments in the above text. Figure 4 corresponding embodiment.
[0165] By supplementing and displaying the associated virtual character in the difficulty selection interface, more virtual characters in the virtual environment are expanded and displayed in the difficulty selection interface. In the case of having the intention to enter the virtual level with the first level difficulty, more information about virtual objects in the virtual environment is presented visually, providing more basis for the difficulty selection of the virtual level.
[0166] In an alternative implementation, the first virtual character and the associated virtual character in this step are the player characters to be controlled in the first level difficulty of the virtual level, and the virtual characters that have an adversarial relationship with the player characters;
[0167] Exemplarily, the relative positions between the first virtual character and the associated virtual character on the difficulty selection interface are the same as the relative positions between the initial positions of the player characters to be controlled and the initial positions of the adversarial virtual characters in the virtual environment.
[0168] The relative positions between the first virtual character and the associated virtual character displayed on the difficulty selection interface; in the case of having the intention to enter the virtual level with the first level difficulty, the position situation of the virtual characters in the virtual scene is simulated on the difficulty selection interface, and the relative position information between the two virtual objects in the virtual environment is presented based on a visual method, providing more basis for the difficulty selection of the virtual level, increasing the information density visually presented on the difficulty selection interface, and improving the human-computer interaction efficiency.
[0169] Step 527: Display the associated information of the first virtual character;
[0170] The associated information is used to display at least one of the character attributes, virtual skills, and virtual items of the first virtual character. In the case of having the intention to enter the virtual level with the first level difficulty, the associated information is additionally displayed, and the character state of the first virtual character in the virtual environment is further presented based on a visual method, providing more basis for the difficulty selection of the virtual level.
[0171] In an alternative implementation, the associated information in this step includes at least one of the following:
[0172] · When the first virtual character is a cooperative virtual character in the virtual environment, the associated information is used to display the first virtual skill of the cooperative virtual character;
[0173] The first virtual skill is a virtual skill that has a restraining relationship with the character attributes of the adversarial virtual characters in the virtual environment; exemplarily, the adversarial virtual character has a poor defensive effect against virtual physical attacks, and the first virtual skill is the virtual skill for the cooperative virtual character to initiate virtual physical attacks.
[0174] · When the first virtual character is an adversarial virtual character in the virtual environment, the associated information is used to display the first character attribute of the adversarial virtual character;
[0175] The first character attribute is used to indicate the weak points of the adversarial virtual character and / or the way to initiate virtual attacks; exemplarily, the weak points are highlighted on the adversarial virtual character, and the way for the adversarial virtual character to initiate virtual attacks is presented in the form of a text description or by showing the path of the virtual attack.
[0176] · When the first virtual character is a player character to be controlled in a virtual environment, the associated information is used to display the virtual items and / or virtual skills carried by the player character in the virtual environment;
[0177] Exemplarily, the associated information includes at least one of the following information of the virtual item and / or virtual skill: introduction text, usage tips.
[0178] · When the first virtual character is a non-player character associated with the virtual terrain and / or virtual climate of the virtual environment, the associated information is used to display the distribution positions of the non-player characters in the virtual environment;
[0179] Exemplarily, the distribution positions are displayed in the form of text description or highlighted on the virtual map.
[0180] Figure 6 The schematic diagram of the difficulty selection interface provided by an exemplary embodiment of the present application is shown.
[0181] In this embodiment, the difficulty selection interface 320a is implemented as a pop-up window in the third interface 330 as an example for illustration. When the first level difficulty (such as normal difficulty) is selected, the facial expression of the first virtual character 450 corresponding to the first level difficulty shows a positive emotion.
[0182] The associated virtual characters are also displayed in the difficulty selection interface 320a; in this example, the number of associated virtual characters is 4: the first associated character 462, the second associated character 464, the third associated character 466, and the fourth associated character 468. Among them, the first virtual character 450 is a player character to be controlled, and the associated virtual characters are hostile virtual characters having an adversarial relationship with the player character.
[0183] Based on the relative positions between the player character and the hostile virtual characters in the virtual environment, the relative positions between the first virtual character 450 and the four associated virtual characters on the difficulty selection interface 320a are determined. The virtual mountain body 469 is also displayed in the difficulty selection interface 320a, showing the virtual terrain of a part of the virtual environment.
[0184] The associated information of the first virtual character 450 is also displayed in the difficulty selection interface 320a, such as the virtual items carried by the player character to be controlled are a virtual shield and a virtual knife, and the attribute information of the above virtual items.
[0185] The weak point areas of the fourth associated character 468 are also displayed in the difficulty selection interface 320a. For example, the first area 648a highlighted is the weak point area of the fourth associated character 468. It can be seen that for associated virtual characters other than the first virtual character, the corresponding associated information can also be displayed by referring to step 527 in the above text.
[0186] In summary, the method provided in this embodiment, through the first virtual character on the difficulty selection interface of the virtual level, indicates the selection of the first level difficulty corresponding to the first virtual character in the manner that the first virtual character has the first emotion, provides an interaction method with the first virtual character on the difficulty selection interface; also simultaneously displays the positions of the characters competing against each other in the virtual level and the associated information of the first virtual character on the difficulty selection interface, forming prompt information for performing virtual activities in the virtual level, providing an effective reference for difficulty selection before entering the virtual level, providing an immersive experience, and enriching the difficulty selection method for the virtual level.
[0187] Figure 7 The flowchart of the method for selecting a virtual level provided by an exemplary embodiment of the present application is shown. Taking the execution of this method by the terminal as an example for illustration. That is, on the basis of the embodiment shown in Figure 3 it further includes step 528:
[0188] Step 528: Display the clearance animation of the virtual level in the first level difficulty;
[0189] Exemplarily, the clearance animation includes at least one of the moving path of the player character passing through the virtual level, the release position of the virtual skill, and the use position of the virtual item. The clearance animation is used to prompt the virtual activity method for successfully passing through the virtual level.
[0190] The clearance animation displayed on the difficulty selection interface, in the case of having the intention to enter the virtual level with the first level difficulty, further displays the way of performing virtual activities in the virtual environment, and presents the complexity of performing virtual activities in the virtual environment based on at least one of the moving path, the release position of the virtual skill, and the use position of the virtual item in a visual manner. Before entering the virtual environment, it intuitively indicates the complexity of the virtual activities, providing more basis for the difficulty selection of the virtual level. The clearance animation, as a tutorial for the virtual card, can be interrupted in time through a confirmation operation, and the playback progress of the clearance animation can be flexibly controlled according to the need to watch the tutorial.
[0191] Next, the construction method of the clearance animation will be introduced. In an optional implementation manner, this embodiment further includes the following steps:
[0192] · Obtain the historical control information of the player character to be controlled in the virtual environment;
[0193] ·Draw at least one of the movement path of the player character, the release position of the virtual skill, and the use position of the virtual item according to the historical control information to obtain a clearance animation.
[0194] The player character corresponding to the historical control information can be the character controlled by the first account logged in to the terminal, or the character controlled by other terminals or other accounts. The historical control information is the control information of the virtual game when the player character successfully clears the virtual level.
[0195] Exemplarily, the historical control information carries at least one of the movement path of the player character, the release position of the virtual skill, and the use position of the virtual item. In one example, the historical control information is the information directly carried by the background log of the virtual game, and the background log directly carries at least one of the coordinates of the movement path of the player character, the release position coordinates of the virtual skill, and the use position coordinates of the virtual item. The historical control information is extracted from the background log.
[0196] In one example, the first virtual character is the player character to be controlled. Taking the position of the first virtual character in the difficulty selection interface as the coordinate origin, draw at least one of the movement path of the player character, the release position of the virtual skill, and the use position of the virtual item to obtain a clearance animation.
[0197] Optionally, the clearance animation can also include a virtual map of the virtual environment. Draw at least one of the movement path of the player character, the release position of the virtual skill, and the use position of the virtual item on the virtual map to obtain a clearance animation.
[0198] In another example, the historical control information is the information indirectly carried in the historical clearance video. Specifically, as introduced above, the method for obtaining the historical control information includes the following steps:
[0199] Obtain the historical clearance video of the virtual level in the first level difficulty;
[0200] Determine the historical control information of the player character according to the image frame change of the region of interest in the historical clearance video;
[0201] Exemplarily, the region of interest includes the position regions of at least one of the movement control, virtual skill control, and virtual item control in the historical clearance video.
[0202] Taking the movement control as an example, when the movement control is triggered, a visual change occurs in the position area where the movement control is located, and the movement control will change its color to indicate that it has been triggered; based on the duration of different colors in the region of interest, the movement control method and duration for the player character can be extracted from the historical clearance video; that is, the historical control information indicating the movement path is obtained. Similarly, when the virtual skill control or virtual item control is triggered, there are also corresponding visual changes (such as color changes) in the region of interest. Combining the above historical control information indicating the movement path, the release position of the virtual skill and the use position of the virtual item can be obtained.
[0203] Figure 8 FIG. shows a schematic diagram of a difficulty selection interface provided by an exemplary embodiment of the present application.
[0204] In this embodiment, the difficulty selection interface 320a is implemented as a pop-up window in the fourth interface 340 for illustration. When the first level difficulty (such as normal difficulty) is selected, the facial expression of the first virtual character 450 corresponding to the first level difficulty shows a positive emotion.
[0205] The clearance animation is displayed in the difficulty selection interface 320a. Specifically, the fourth interface 340 corresponds to the first timestamp, and the fifth interface 350 corresponds to the second timestamp; the first timestamp is earlier than the second timestamp.
[0206] In the fourth interface 340, the first virtual character 450 is the player character to be controlled, and the dotted line shows the movement path 480 of the first virtual character 450; the first position point 482, the second position point 484, and the third position point 486 are the release positions of virtual skills or the use positions of virtual items; specifically, the first position point 482 is the use position of virtual items (virtual shield, virtual knife), the second position point 484 is the release position of the virtual skill (flight skill), and the third position point 486 is the use position of virtual items (virtual shield, virtual medical kit).
[0207] In the fifth interface 350, the first virtual character 450 moves to the first position point 482, and the fifth interface 350 also displays a hostile virtual character 460, and the hostile virtual character 460 is the target of the virtual item used by the first virtual character 450.
[0208] In summary, in the method provided in this embodiment, through the first virtual character on the difficulty selection interface of the virtual level, in a manner that the first virtual character has a first emotion, it indicates to select the first level difficulty corresponding to the first virtual character, providing an interaction method with the first virtual character on the difficulty selection interface; also, on the difficulty selection interface, the clearance animation of successfully passing the virtual level is simultaneously shown, forming tutorial information for performing virtual activities in the virtual level; before entering the virtual level, it provides an effective reference for difficulty selection, provides an immersive experience, and enriches the difficulty selection method for the virtual level.
[0209] Next, a further introduction is made to the second virtual character and the selection operation on the difficulty selection interface.
[0210] Figure 9 The flowchart of the selection method for the virtual level provided by an exemplary embodiment of the present application is shown. Taking the execution of this method by the terminal as an example for illustration. That is, Figure 3 Based on the shown embodiment, it further includes step 515 and step 525:
[0211] Step 515: When the first level difficulty is in a candidate state before being selected, display that the first virtual character corresponding to the first level difficulty has a second emotion;
[0212] When the first level difficulty is in a candidate state, there is no selection operation for the first level difficulty (for example, no level difficulty is selected), and there is no intention to enter the virtual level with the first level difficulty. Based on the second emotion presented by the first virtual character, an immersive experience is provided.
[0213] Exemplarily, the type and / or the intensity of the second emotion and the first emotion are different. When the first level difficulty is in a selected state or a non - selected state, the first virtual character presents different emotions, which can visually distinguish the selection situation of the first level difficulty on the first virtual character, and the first virtual character personifies to represent the level difficulty of the virtual level. It simulates the emotional changes when a person in the real world is selected or not.
[0214] In one example, the type of the second emotion and the first emotion are different; for example, the first emotion is a positive emotion and the second emotion is a negative emotion. For example, the first emotion is a positive emotion and the second emotion is a neutral emotion (such as a plain facial expression, presenting a peaceful emotion).
[0215] In another example, the intensity of the second emotion is different from that of the first emotion. Exemplarily, both the first emotion and the second emotion are positive emotions, and the intensity of the second emotion is lower than that of the first emotion. Specifically, the second emotion is a pleasant emotion (for example, the facial expression of the first virtual character is a smile), and the first emotion is a happy emotion (for example, the facial expression of the first virtual character is a laugh).
[0216] The above introduction of the types and intensities of emotions is only an exemplary introduction, and does not exclude other implementation manners with different types and / or intensities of emotions.
[0217] Step 525: When the second level difficulty among at least two levels of difficulty is in an unselected state, the second virtual character corresponding to the second level difficulty presents a third emotion;
[0218] When the second level difficulty is in an unselected state, there is no willingness to enter the virtual level with the second level difficulty. In an optional example, in response to a selection operation for the first level difficulty, the first level difficulty is the only selected level difficulty, and the second virtual character corresponding to the unselected level difficulty presents a third emotion. The third emotion is used to express the emotional feedback of the second virtual character after the second level difficulty is not selected. The second virtual character is different from the first virtual character, and the type and / or intensity of the third emotion are different from those of the first emotion.
[0219] Based on the difference between the third emotion and the first emotion, the selection situation of the first level difficulty corresponding to the first virtual character is further visually distinguished, simulating the emotional changes of a person in the real world when selected or not. Exemplarily, the third emotion and the second emotion can be the same or different, and this embodiment does not limit this.
[0220] Exemplarily, step 525 in this embodiment is usually executed simultaneously with step 520, but does not exclude the situation where step 525 is executed before or after step 520.
[0221] Step 540: Display the first virtual character presenting a fourth emotion on the settlement interface of the virtual level;
[0222] The fourth emotion is used to express the emotional feedback of the first virtual character on whether the virtual level is successfully cleared. Exemplarily, the fourth emotion is determined according to whether the virtual level is successfully cleared. For example, when the virtual level is successfully cleared, the fourth emotion is a positive emotion (such as a happy emotion), and when the virtual level is not successfully cleared, the fourth emotion is a negative emotion (such as a sad emotion). It can be seen that the fourth emotion and the first emotion are independent of each other and can be the same emotion or different emotions.
[0223] Further, the fourth emotion is determined based on whether the virtual level is successfully cleared and the emotion presented on the difficulty selection interface.
[0224] In one example, whether the virtual level is successfully cleared determines the type of the fourth emotion (such as a positive or negative emotion), and the emotion presented on the difficulty selection interface determines the intensity of the fourth emotion.
[0225] In one example, on the difficulty selection interface, the emotion of the first virtual character is a worried emotion (such as indicating that the difficulty of the first level is too difficult for the target account logged in to the terminal); in the case where the virtual level is successfully cleared, the fourth emotion is a positive emotion and the intensity of the emotion is strong (such as a facial expression of laughing and associated text being "You made it through such a difficult environment, great job!"), and in the case where the virtual level is not successfully cleared, the fourth emotion is a negative emotion and the intensity of the emotion is weak (such as a facial expression of frustration and associated text being "It's okay, please keep up the good work~").
[0226] In another example, on the difficulty selection interface, the emotion of the first virtual character is an encouraging emotion (such as indicating that the difficulty of the first level is too easy for the target account logged in to the terminal); in the case where the virtual level is successfully cleared, the fourth emotion is a positive emotion and the intensity of the emotion is weak (such as a facial expression of smiling and associated text being "Cleared successfully~"), and in the case where the virtual level is not successfully cleared, the fourth emotion is a negative emotion and the intensity of the emotion is strong (such as a facial expression of crying and associated text being "Failed to clear, what a pity!").
[0227] It should be noted that step 515, step 525, and step 540 in this embodiment can be combined with the respective steps in the corresponding embodiments in the above text Figure 3 to form new embodiments for separate implementation, and the present application does not limit this. The present application does not make any restrictive provisions on whether at least two of the second emotion to the fourth emotion introduced in each embodiment are the same.
[0228] In summary, the method provided in this embodiment, through the first virtual character on the difficulty selection interface of the virtual level, indicates the selected difficulty of the first level corresponding to the first virtual character in the manner that the first virtual character has the first emotion, provides an interaction method with the first virtual character on the difficulty selection interface, simulates the emotional changes of the character itself and other characters when the character is selected in the real world; before entering the virtual level, based on the emotional changes of the first virtual character, provides an immersive experience and enriches the way of selecting the difficulty of the virtual level.
[0229] Figure 10 Shows a schematic diagram of a difficulty selection interface provided by an exemplary embodiment of the present application.
[0230] In this embodiment, the difficulty selection interface 320a is implemented as a pop-up window in the sixth interface 360, which will be described as an example.
[0231] The difficulty selection interface 320a provides three levels of difficulty for the levels: normal, difficult, and very difficult; each level of difficulty has a corresponding virtual character; specifically, the normal difficulty corresponds to the Yuanbao character 410, the difficult level corresponds to the Cloud character 420, and the very difficult level corresponds to the Star character 430.
[0232] The sixth interface 360 is the initial interface of the difficulty selection interface 320a. By default, the normal difficulty is in the selected state. The facial expression of the Yuanbao character 410 corresponding to the normal difficulty shows a happy emotion, and the first introduction text 410a of the normal difficulty is also displayed; the facial expression of the Cloud character 420 corresponding to the difficult level shows a sad emotion, and the facial expression of the Star character 430 corresponding to the very difficult level shows a fierce emotion.
[0233] When the normal difficulty is in the selected state, the expanded size of the normal difficulty in the difficulty selection interface 320a is larger than the folded size of other difficulties. The expanded size of the normal difficulty in the difficulty selection interface 320a is used to provide the display position for the first introduction text 410a.
[0234] It can be seen that in each embodiment of the present application, the level of difficulty in the selected state has a larger display size in the difficulty selection interface compared to other levels of difficulty in the non-selected state.
[0235] The difficulty selection interface 320a also provides a confirmation control 404 and a cancel control 406; in response to a trigger operation on the confirmation control 404, the virtual environment corresponding to the virtual level is displayed with the normal difficulty. In response to a trigger operation on the cancel control 406, it jumps back to the preparation interface before entering the virtual level, such as Figure 2 The corresponding first interface.
[0236] In response to a trigger operation 405 on the difficult difficulty, the seventh interface 370 is jumped to and displayed; in the seventh interface, the facial expression of the Yuanbao character 410 corresponding to the normal difficulty shows a sad emotion; the facial expression of the Cloud character 420 corresponding to the difficult level shows a happy emotion, and the second introduction text 420a of the difficult difficulty is also displayed, and the facial expression of the Star character 430 corresponding to the very difficult level shows a fierce emotion.
[0237] When the hard difficulty is in the selected state, switch the display size of the normal difficulty from the expanded size to the folded size, and switch the display size of the hard difficulty from the folded size to the expanded size; the expanded size of the hard difficulty in the difficulty selection interface 320a is greater than the folded size of other difficulties. The expanded size of the hard difficulty in the difficulty selection interface 320a is used to provide the display position of the second introduction text 410a.
[0238] It should be noted that Figure 2 In the shown difficulty selection interface, multiple level difficulties are arranged vertically, Figure 10 In the shown difficulty selection interface, multiple level difficulties are arranged horizontally; however, it does not exclude that multiple level difficulties have other display methods in the difficulty selection interface.
[0239] Next, the display methods of virtual characters corresponding to three types of level difficulties will be introduced.
[0240] Figure 11 The flowchart of the information display method provided by an exemplary embodiment of the present application is shown. Taking the execution of this method by the terminal as an example for description. This method includes:
[0241] Step 702: Display the first virtual character presenting a positive emotion, the first introduction text, and display the second virtual character and the third virtual character presenting negative emotions;
[0242] By default, the first level difficulty corresponding to the selected first virtual character is displayed. Correspondingly, the first virtual character corresponding to the first level difficulty presents a positive emotion.
[0243] Exemplarily, the first level difficulty is the normal difficulty in the above text Figure 10 , the first virtual character corresponding to the normal difficulty is the Yuanbao character; the positive emotion is a happy emotion. The second virtual character and the third virtual character present negative emotions; taking the above text Figure 10 as an example, the facial expression of the cloud character corresponding to the difficult level presents a sad emotion, and the facial expression of the star character corresponding to the very difficult level presents a fierce emotion.
[0244] Step 704: Is there a first switching selection operation?
[0245] If there is a first switching selection operation, execute step 706; if there is no first switching selection operation, execute step 702.
[0246] The first switching selection operation in this step is a selection operation for the second level difficulty or the third level difficulty.
[0247] Step 706: Does the first switching selection operation correspond to the second level difficulty?
[0248] When the first switching selection operation corresponds to the second level difficulty, step 708 is executed; when the first switching selection operation does not correspond to the second level difficulty, step 710 is executed.
[0249] Exemplarily, it is determined whether it corresponds to the second level difficulty through the position of the first switching selection operation; for example, if the position of the first switching selection operation is on the control corresponding to the second level difficulty, it corresponds to the second level difficulty; otherwise, it does not correspond to the second level difficulty.
[0250] Step 708: Display the second virtual character presenting a positive emotion, the second introduction text, and display the first virtual character and the third virtual character presenting negative emotions;
[0251] Exemplarily, the second level difficulty is the difficult difficulty in the above text Figure 10 and the second virtual character corresponding to the difficult difficulty is the cloud character.
[0252] Exemplarily, after step 708, step 712 is executed.
[0253] Step 710: Display the third virtual character presenting a positive emotion, the third introduction text, and display the first virtual character and the second virtual character presenting negative emotions;
[0254] Exemplarily, the third level difficulty is the very difficult difficulty in the above text Figure 10 and the second virtual character corresponding to the very difficult difficulty is the star character.
[0255] Exemplarily, after step 710, step 716 is executed.
[0256] Step 712: Whether there is a second switching selection operation;
[0257] When there is a second switching selection operation, step 714 is executed; when there is no second switching selection operation, step 708 is executed.
[0258] The second switching selection operation in this step is a selection operation for the first level difficulty or the third level difficulty.
[0259] Step 714: Whether the second switching selection operation corresponds to the first level difficulty;
[0260] When the second switching selection operation corresponds to the first level difficulty, step 702 is executed; when the second switching selection operation does not correspond to the first level difficulty, step 710 is executed.
[0261] Exemplarily, it is determined whether it corresponds to the first level difficulty through the position of the second switching selection operation;
[0262] Step 716: Is there a third switching selection operation?
[0263] If there is a third switching selection operation, execute Step 718; if there is no third switching selection operation, execute Step 710.
[0264] The third switching selection operation in this step is an operation of selecting the first level difficulty or the second level difficulty.
[0265] Step 718: Does the third switching selection operation correspond to the first level difficulty?
[0266] If the third switching selection operation corresponds to the first level difficulty, execute Step 702; if the third switching selection operation does not correspond to the first level difficulty, execute Step 708.
[0267] Exemplarily, determine whether it corresponds to the first level difficulty based on the position of the third switching selection operation.
[0268] Those of ordinary skill in the art can understand that the above embodiments can be implemented independently, or the above embodiments can be freely combined to form new embodiments to implement the virtual level selection method of the present application.
[0269] Figure 12 The block diagram of the virtual level selection device provided by an exemplary embodiment of the present application is shown. The device includes:
[0270] A display module 810, configured to display a difficulty selection interface for virtual levels, where the difficulty selection interface includes at least two virtual characters, and the at least two virtual characters correspond one-to-one to at least two levels of difficulty of the virtual levels;
[0271] The display module 810 is further configured to, in response to a selection operation for the first level difficulty among the at least two levels of difficulty, display that the first virtual character corresponding to the first level difficulty presents a first emotion;
[0272] The display module 810 is further configured to, in response to a confirmation operation for the first level difficulty and / or the virtual level, display a virtual environment corresponding to the first level difficulty in the virtual level.
[0273] In an alternative implementation of this embodiment, the display module 810 is further configured to:
[0274] In response to a selection operation for the first level difficulty, display that the first virtual character corresponding to the first level difficulty presents a positive emotion.
[0275] In an alternative implementation of this embodiment, the display module 810 is further configured to perform at least one of the following:
[0276] Display the facial expression of the first virtual character as a smiling expression;
[0277] Display that the gesture of the first virtual character corresponds to a positive emotion;
[0278] Display that the body movement of the first virtual character is waving the arm and / or jumping;
[0279] Display that the associated text in the difficulty selection interface carries positive semantics.
[0280] In an alternative implementation of this embodiment, the display module 810 is further configured to:
[0281] In response to a selection operation for the first level difficulty, when the first level difficulty matches the recommended difficulty, the first virtual character corresponding to the first level difficulty presents a positive emotion.
[0282] In an alternative implementation of this embodiment, the device further includes:
[0283] An acquisition module 820, configured to acquire the account information of the target account logged in to the terminal;
[0284] A processing module 830, configured to determine the recommended difficulty from the at least two levels of difficulty according to the account information;
[0285] Wherein, the account information includes at least one of the virtual growth level of the target account logged in to the terminal, the historical game information of participating in virtual games, the historical viewing information of watching interesting games, and the historical score information of participating in virtual competitions.
[0286] In an alternative implementation of this embodiment, the first virtual character includes at least one of the following:
[0287] In the virtual environment, a cooperative virtual character having a cooperative relationship with the player character;
[0288] In the virtual environment, a hostile virtual character having an adversarial relationship with the player character;
[0289] In the virtual environment, the player character to be controlled;
[0290] A non-player character having an associated relationship with the virtual terrain and / or virtual climate of the virtual environment.
[0291] In an alternative implementation of this embodiment, the display module 810 is further configured to:
[0292] When the first level difficulty is in a candidate state before being selected, display that the first virtual character corresponding to the first level difficulty has a second emotion, and the second emotion is used to express the initial emotion of the first virtual character in the candidate state;
[0293] Wherein, the type and / or the intensity of the second emotion and the first emotion are different.
[0294] In an optional implementation manner of this embodiment, the display module 810 is further configured to:
[0295] Display the associated virtual character of the first virtual character, and the associated virtual character is at least one other character in the virtual environment other than the first virtual character.
[0296] In an optional implementation manner of this embodiment, the first virtual character and the associated virtual character are the player character that needs to be controlled and the virtual character that has an adversarial relationship with the player character in the first level difficulty of the virtual level;
[0297] Wherein, the relative positions between the first virtual character and the associated virtual character on the difficulty selection interface are the same as the relative positions between the initial position of the player character that needs to be controlled and the initial position of the adversarial virtual character in the virtual environment.
[0298] In an optional implementation manner of this embodiment, the display module 810 is further configured to:
[0299] Display the associated information of the first virtual character, and the associated information is used to display at least one of the character attributes, virtual skills, and virtual items of the first virtual character.
[0300] In an optional implementation manner of this embodiment, the associated information includes at least one of the following:
[0301] When the first virtual character is a cooperative virtual character in the virtual environment, the associated information is used to display the first virtual skill of the cooperative virtual character, and the first virtual skill is a virtual skill that has a restraining relationship with the character attributes of the adversarial virtual character in the virtual environment;
[0302] When the first virtual character is an adversarial virtual character in the virtual environment, the associated information is used to display the first character attribute of the adversarial virtual character, and the first character attribute is used to indicate the weak part and / or the way of launching a virtual attack of the adversarial virtual character;
[0303] When the first virtual character is the player character to be controlled in the virtual environment, the associated information is used to display virtual items and / or virtual skills carried by the player character in the virtual environment;
[0304] When the first virtual character is a non-player character having an associated relationship with the virtual terrain and / or virtual climate of the virtual environment, the associated information is used to display the distribution positions of the non-player characters in the virtual environment.
[0305] In an alternative implementation of this embodiment, the display module 810 is further configured to:
[0306] Display a clearance animation of the virtual level in the first level difficulty, where the clearance animation includes at least one of a movement path of the player character clearing the virtual level, a release position of a virtual skill, and a use position of a virtual item.
[0307] In an alternative implementation of this embodiment, the apparatus further includes:
[0308] An acquisition module 820, configured to acquire historical control information of the player character to be controlled in the virtual environment;
[0309] A processing module 830, configured to draw at least one of a movement path of the player character, a release position of a virtual skill, and a use position of a virtual item according to the historical control information to obtain the clearance animation.
[0310] In an alternative implementation of this embodiment, the acquisition module 820 is further configured to:
[0311] Acquire a historical clearance video of the virtual level in the first level difficulty;
[0312] Determine the historical control information of the player character according to image frame changes in an interest area in the historical clearance video;
[0313] Wherein, the interest area includes a position area of at least one of a movement control, a virtual skill control, and a virtual item control in the historical clearance video.
[0314] In an alternative implementation of this embodiment, the display module 810 is further configured to:
[0315] When the second level difficulty among the at least two level difficulties is in a non-selected state, the second virtual character corresponding to the second level difficulty presents a third emotion, and the third emotion is used to express the emotional feedback of the second virtual character after the second level difficulty is not selected;
[0316] Among them, the first virtual character is different from the second virtual character, and the type and / or intensity of the third emotion are different from those of the first emotion.
[0317] In an alternative implementation of this embodiment, the display module 810 is further configured to:
[0318] display the first virtual character presenting a fourth emotion on the settlement interface of the virtual level;
[0319] Among them, the fourth emotion is used to express the emotional feedback of the first virtual character on whether the virtual level is successfully cleared.
[0320] It should be noted that when the device provided in the above embodiment realizes its functions, only the above-mentioned division of each functional module is used as an example. In actual applications, the above functions can be allocated to different functional modules according to actual needs, that is, the content structure of the device is divided into different functional modules to complete all or part of the functions described above.
[0321] Regarding the device in the above embodiment, the specific manner in which each module performs operations has been described in detail in the embodiment related to the method; the technical effects obtained by each module performing operations are the same as those in the embodiment related to the method, and will not be elaborated here.
[0322] The embodiment of the present application further provides a computer device, which includes: a processor and a memory, and a computer program is stored in the memory; the processor is configured to execute the computer program in the memory to implement the deformation method of the virtual object provided in each of the above method embodiments.
[0323] Figure 13 The structural block diagram of a terminal provided by an exemplary embodiment of the present application is shown. The terminal 1900 may be: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 (Moving Picture Experts Group Audio Layer IV) player, a notebook computer, or a desktop computer. The terminal 1900 may also be referred to by other names such as a user device, a portable terminal, a laptop terminal, a desktop terminal, etc.
[0324] Generally, the terminal 1900 includes: a processor 1901 and a memory 1902. The processor 1901 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1901 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). The processor 1901 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the wake state, also known as the CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1901 may be integrated with a GPU (Graphics Processing Unit), and the GPU is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1901 may further include an AI (Artificial Intelligence) processor, and the AI processor is used to process computational operations related to machine learning.
[0325] The memory 1902 may include one or more computer-readable storage media, and the computer-readable storage media may be non-transitory. The memory 1902 may further include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash storage devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1902 is used to store at least one instruction, and the at least one instruction is used to be executed by the processor 1901 to implement the virtual level selection method provided in the method embodiments of the present application.
[0326] In some embodiments, the terminal 1900 may further optionally include: a peripheral device interface 1903 and at least one peripheral device. The processor 1901, the memory 1902, and the peripheral device interface 1903 may be connected through a bus or signal lines. Each peripheral device may be connected to the peripheral device interface 1903 through a bus, signal lines, or a circuit board. Specifically, the peripheral devices include at least one of a radio frequency circuit 1904, a touch display screen 1905, a camera component 1906, an audio circuit 1907, and a power supply 1908.
[0327] The peripheral device interface 1903 can be used to connect at least one I / O (Input / Output) related peripheral device to the processor 1901 and the memory 1902. In some embodiments, the processor 1901, the memory 1902, and the peripheral device interface 1903 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1901, the memory 1902, and the peripheral device interface 1903 can be implemented on a separate chip or circuit board, and this embodiment does not limit this.
[0328] The radio frequency circuit 1904 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1904 communicates with a communication network and other communication devices through electromagnetic signals. The radio frequency circuit 1904 converts an electrical signal into an electromagnetic signal for transmission, or converts the received electromagnetic signal into an electrical signal. Optionally, the radio frequency circuit 1904 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, and so on. The radio frequency circuit 1904 can communicate with other terminals through at least one wireless communication protocol. The wireless communication protocol includes but is not limited to: the World Wide Web, a metropolitan area network, an intranet, each generation of mobile communication networks (2G, 3G, 4G, and 5G), a wireless local area network, and / or a WiFi (Wireless Fidelity) network. In some embodiments, the radio frequency circuit 1904 may further include a circuit related to NFC (Near Field Communication), and this application does not limit this.
[0329] The touch display screen 1905 is used to display the UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. The touch display screen 1905 also has the function of collecting the energy of the touch signal on or above the surface of the touch display screen 1905. The touch signal can be input as a control signal to the processor 1901 for processing. At this time, the touch display screen 1905 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one touch display screen 1905, which is provided on the front panel of the terminal 1900; in other embodiments, there may be at least two touch display screens 1905, which are respectively provided on different surfaces of the terminal 1900 or are in a folding design; in still other embodiments, the touch display screen 1905 may be a flexible display screen, which is provided on the curved surface or the folding surface of the terminal 1900. Even further, the touch display screen 1905 can also be set to an irregular non-rectangular shape, that is, a special-shaped screen. The touch display screen 1905 can be prepared from materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0330] The camera module 1906 is used to capture images or videos. Optionally, the camera module 1906 includes a front camera and a rear camera. Generally, the front camera is provided on the front panel of the terminal, and the rear camera is provided on the back of the terminal. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth-of-field camera, a wide-angle camera, and a telephoto camera respectively, so as to realize the function of background blurring by fusing the main camera and the depth-of-field camera, the function of panoramic shooting for VR (Virtual Reality) shooting or other fusion shooting functions by fusing the main camera and the wide-angle camera. In some embodiments, the camera module 1906 may further include a flash. The flash can be a single-color-temperature flash or a two-color-temperature flash. A two-color-temperature flash refers to the combination of a warm-light flash and a cold-light flash, which can be used for light compensation under different color temperatures.
[0331] The audio circuit 1907 may include a microphone and a speaker. The microphone is used to collect sound waves of the user and the environment, and convert the sound waves into electrical signals for input to the processor 1901 for processing, or input to the radio frequency circuit 1904 to achieve voice communication. For the purpose of stereo collection or noise reduction, there may be multiple microphones, which are respectively arranged at different parts of the terminal 1900. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert the electrical signal from the processor 1901 or the radio frequency circuit 1904 into sound waves. The speaker may be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert the electrical signal into sound waves audible to humans, but also convert the electrical signal into sound waves inaudible to humans for uses such as ranging. In some embodiments, the audio circuit 1907 may further include a headphone jack.
[0332] The power supply 1908 is used to supply power to each component in the terminal 1900. The power supply 1908 may be alternating current, direct current, a disposable battery or a rechargeable battery. When the power supply 1908 includes a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery charged through a wired line, and a wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery can also be used to support fast charging technology.
[0333] In some embodiments, the terminal 1900 further includes one or more sensors 1909. The one or more sensors 1909 include but are not limited to: an acceleration sensor 1910, a gyroscope sensor 1911, a pressure sensor 1912, an optical sensor 1913, and a proximity sensor 1914.
[0334] The acceleration sensor 1910 can detect the magnitude of acceleration on the three coordinate axes of the coordinate system established with the terminal 1900. For example, the acceleration sensor 1910 can be used to detect the components of the gravitational acceleration on the three coordinate axes. The processor 1901 can control the touch display screen 1905 to display the user interface in a landscape view or a portrait view according to the gravitational acceleration signal collected by the acceleration sensor 1910. The acceleration sensor 1910 can also be used for the collection of game or user movement data. The gyroscope sensor 1911 can detect the body direction and rotation angle of the terminal 1900. The gyroscope sensor 1911 can cooperate with the acceleration sensor 1910 to collect the 3D actions of the user on the terminal 1900. According to the data collected by the gyroscope sensor 1911, the processor 1901 can implement the following functions: motion sensing (such as changing the UI according to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
[0335] The pressure sensor 1912 can be disposed on the side frame of the terminal 1900 and / or the lower layer of the touch display screen 1905. When the pressure sensor 1912 is disposed on the side frame of the terminal 1900, it can detect the holding signal of the user on the terminal 1900, and the processor 1901 can perform left / right hand recognition or quick operation according to the holding signal collected by the pressure sensor 1912. When the pressure sensor 1912 is disposed on the lower layer of the touch display screen 1905, the processor 1901 can control the operable controls on the UI interface according to the pressure operation of the user on the touch display screen 1905. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.
[0336] The optical sensor 1913 is used to collect the ambient light intensity. In one embodiment, the processor 1901 can control the display brightness of the touch display screen 1905 according to the ambient light intensity collected by the optical sensor 1913. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 1905 is increased; when the ambient light intensity is low, the display brightness of the touch display screen 1905 is decreased. In another embodiment, the processor 1901 can also dynamically adjust the shooting parameters of the camera assembly 1906 according to the ambient light intensity collected by the optical sensor 1913.
[0337] The proximity sensor 1914, also known as the distance sensor, is usually disposed on the front panel of the terminal 1900. The proximity sensor 1914 is used to collect the distance between the user and the front of the terminal 1900. In one embodiment, when the proximity sensor 1914 detects that the distance between the user and the front of the terminal 1900 is gradually decreasing, the processor 1901 controls the touch display screen 1905 to switch from the lit screen state to the off-screen state; when the proximity sensor 1914 detects that the distance between the user and the front of the terminal 1900 is gradually increasing, the processor 1901 controls the touch display screen 1905 to switch from the off-screen state to the lit screen state.
[0338] Those skilled in the art can understand that the above structure does not limit the terminal 1900, and it may include more or fewer components than shown in the figure, or combine some components, or adopt different component arrangements.
[0339] In an exemplary embodiment, a chip is further provided, and the chip includes programmable logic circuits and / or program instructions, which are used to implement the method for selecting a virtual level described in the above aspects when the chip runs on a computer device.
[0340] In an exemplary embodiment, a computer program product is further provided. The computer program product includes computer instructions that are stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor reads and executes the computer instructions to implement the method for selecting a virtual level provided in each of the above method embodiments.
[0341] In an exemplary embodiment, a computer-readable storage medium is further provided. A computer program is stored in the computer-readable storage medium, and the computer program is loaded and executed by a processor to implement the method for selecting a virtual level provided in each of the above method embodiments.
[0342] Those of ordinary skill in the art can understand that all or part of the steps of implementing the above embodiments can be completed by hardware, or can be completed by a program instructing relevant hardware. The program can be stored in a computer-readable storage medium. The storage medium mentioned above can be a read-only memory, a magnetic disk, an optical disc, or the like.
[0343] Those skilled in the art should be able to realize that in one or more of the above examples, the functions described in the embodiments of the present application can be implemented by hardware, software, firmware, or any combination thereof. When implemented using software, these functions can be stored in a computer-readable medium or transmitted as one or more instructions or codes on a computer-readable medium. The computer-readable medium includes computer storage media and communication media, where the communication media includes any medium that facilitates the transfer of a computer program from one place to another. The storage media can be any available medium accessible by a general-purpose or special-purpose computer.
[0344] The above are only optional embodiments of the present application and are not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the spirit and principle of the present application shall be included in the protection scope of the present application.
Claims
1. A method for selecting a virtual level, characterized in that The method is executed by a terminal, and the method includes: Displaying a difficulty selection interface for a virtual level, where the difficulty selection interface includes at least two virtual characters, and the at least two virtual characters correspond one-to-one to at least two levels of difficulty of the virtual level; In response to a selection operation for a first level of difficulty among the at least two levels of difficulty, displaying that a first virtual character corresponding to the first level of difficulty presents a first emotion, where the first emotion is used to express the emotional feedback of the first virtual character after the first level of difficulty is selected; In response to a confirmation operation for the first level of difficulty and / or the virtual level, displaying a virtual environment corresponding to the first level of difficulty in the virtual level.
2. The method according to claim 1, wherein The step of, in response to a selection operation for a first level of difficulty among the at least two levels of difficulty, displaying that a first virtual character corresponding to the first level of difficulty presents a first emotion includes: In response to a selection operation for the first level of difficulty, displaying that the first virtual character corresponding to the first level of difficulty presents a positive emotion.
3. The method according to claim 2, characterized in that, The step of displaying that the first virtual character corresponding to the first level of difficulty presents a positive emotion includes at least one of the following: Displaying that the facial expression of the first virtual character is a smiling expression; Displaying that the gesture of the first virtual character corresponds to a positive emotion; Displaying that the body movement of the first virtual character is waving the arm and / or jumping; Displaying that the associated text in the difficulty selection interface carries positive semantics.
4. The method according to claim 2, wherein The step of, in response to a selection operation for the first level of difficulty, displaying that the first virtual character corresponding to the first level of difficulty presents a positive emotion includes: In response to a selection operation for the first level of difficulty, when the first level of difficulty matches the recommended difficulty, the first virtual character corresponding to the first level of difficulty presents a positive emotion.
5. The method according to claim 4, characterized in that, The method further includes: Obtaining the account information of the target account logged in to the terminal; Determining the recommended difficulty among the at least two levels of difficulty according to the account information; Wherein, the account information includes at least one of the virtual growth level of the target account logged in to the terminal, the historical game information of participating in virtual games, the historical viewing information of watching interesting games, and the historical performance information of participating in virtual competitions.
6. The method according to claim 1, wherein The first virtual character includes at least one of the following: In the virtual environment, a cooperative virtual character having a cooperative relationship with the player character; In the virtual environment, a hostile virtual character having an adversarial relationship with the player character; In the virtual environment, the player character that needs to be controlled; A non-player character having an associated relationship with the virtual terrain and / or virtual climate of the virtual environment.
7. The method according to any one of claims 1 to 6, characterized in that The method further includes: When the first level of difficulty is in a candidate state before being selected, displaying that a first virtual character corresponding to the first level of difficulty has a second emotion, where the second emotion is used to express the initial emotion of the first virtual character corresponding to the candidate state; Wherein, the type and / or the intensity of the second emotion are different from those of the first emotion.
8. The method according to any one of claims 1 to 6, characterized in that The method further includes: Display the associated virtual characters of the first virtual character, where the associated virtual characters are at least one other character in the virtual environment other than the first virtual character.
9. The method according to claim 8, wherein The first virtual character and the associated virtual characters are the player characters that need to be controlled in the first level difficulty of the virtual level, and the virtual characters that have an adversarial relationship with the player characters; Among them, the relative positions between the first virtual character and the associated virtual characters on the difficulty selection interface are the same as the relative positions between the initial positions of the player characters that need to be controlled in the virtual environment and the initial positions of the hostile virtual characters.
10. The method according to any one of claims 1 to 6, characterized in that, The method further includes: Display the associated information of the first virtual character, where the associated information is used to display at least one of the character attributes, virtual skills, and virtual items of the first virtual character.
11. The method according to claim 10, wherein The associated information includes at least one of the following: When the first virtual character is a cooperative virtual character in the virtual environment, the associated information is used to display the first virtual skill of the cooperative virtual character, and the first virtual skill is a virtual skill that has a restraining relationship with the character attributes of the hostile virtual characters in the virtual environment; When the first virtual character is a hostile virtual character in the virtual environment, the associated information is used to display the first character attribute of the hostile virtual character, and the first character attribute is used to indicate the weak parts and / or the ways of launching virtual attacks of the hostile virtual character; When the first virtual character is the player character that needs to be controlled in the virtual environment, the associated information is used to display the virtual items and / or virtual skills carried by the player character in the virtual environment; When the first virtual character is a non-player character that has an associated relationship with the virtual terrain and / or virtual climate of the virtual environment, the associated information is used to display the distribution positions of the non-player characters in the virtual environment.
12. The method according to any one of claims 1 to 6, characterized in that The method further includes: Display the clearance animation of the virtual level in the first level difficulty, where the clearance animation includes at least one of the movement path of the player character to clear the virtual level, the release position of the virtual skill, and the use position of the virtual item.
13. The method according to claim 11, wherein The method further includes: Obtain the historical control information of the player character that needs to be controlled in the virtual environment; According to the historical control information, draw at least one of the movement path of the player character, the release position of the virtual skill, and the use position of the virtual item to obtain the clearance animation.
14. The method according to claim 13, characterized in that The obtaining of the historical control information of the player character that needs to be controlled in the virtual environment includes: Obtain the historical clearance video of the virtual level in the first level difficulty; Determine the historical control information of the player character according to the image frame changes in the region of interest in the historical clearance video; Among them, the region of interest includes the position regions of at least one of the movement control, virtual skill control, and virtual item control in the historical clearance video.
15. The method according to any one of claims 1 to 6, characterized in that The method further includes: When the second level difficulty among the at least two level difficulties is in an unselected state, the second virtual character corresponding to the second level difficulty presents a third emotion, and the third emotion is used to express the emotional feedback of the second virtual character after the second level difficulty is not selected; Among them, the first virtual character is different from the second virtual character, and the type and / or the intensity of the third emotion and the first emotion are different.
16. The method according to any one of claims 1 to 6, characterized in that, The method further includes: Displaying the first virtual character presenting a fourth emotion on the settlement interface of the virtual level; Among them, the fourth emotion is used to express the emotional feedback of the first virtual character on whether the virtual level is successfully cleared.
17. A selection device for virtual levels, characterized in that, The device includes: A display module, configured to display a difficulty selection interface of a virtual level, where the difficulty selection interface includes at least two virtual characters, and the at least two virtual characters correspond one-to-one to at least two level difficulties of the virtual level; The display module is further configured to, in response to a selection operation on a first level difficulty among the at least two level difficulties, present a first emotion by a first virtual character corresponding to the first level difficulty; The display module is further configured to, in response to a confirmation operation on the first level difficulty, display a virtual environment corresponding to the virtual level.
18. A computer device, characterized in that, The computer device includes: a processor and a memory, where at least one program is stored in the memory; the processor is configured to execute the at least one program in the memory to implement the selection method of the virtual level as described in any one of claims 1 to 16 above.
19. A computer-readable storage medium, characterized in that, An executable instruction is stored in the readable storage medium, and the executable instruction is loaded and executed by a processor to implement the selection method of the virtual level as described in any one of claims 1 to 16 above.
20. A computer program product, characterized in that, The computer program product includes computer instructions, the computer instructions are stored in a computer-readable storage medium, and the processor reads and executes the computer instructions from the computer-readable storage medium to implement the selection method of the virtual level as described in any one of claims 1 to 16 above.