Prop state display method and device, equipment, medium and program product
By introducing a new combat zone that reduces armor durability based on time and environmental factors, the method enhances player interaction and realism in virtual environments by providing multiple methods for durability reduction and restoration.
Patent Information
- Application Number
- CN202510529128.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-25
- Publication Date
- 2025-07-15
AI Technical Summary
In the prior art, the armor durability value deduction method of armor props is single, resulting in low human-computer interaction efficiency, and players cannot perceive diversified changes in armor state, affecting the game experience.
A new combat area (first area) is introduced, and the armor durability value of the armor props in this area is deducted through continuous destruction, and the changes in the armor durability value are displayed in real time through multiple armor status icons, including the first armor status icon, the second armor status icon and the third armor status icon, respectively, indicating the status when entering, entering and leaving the first area.
The deduction method of armor durability value has been added, information transparency and human-computer interaction efficiency have been improved, tension and strategy of the game experience have been enhanced, and gameplay content has been enriched.
Smart Images

Figure CN120305669A_ABST
Abstract
Description
Technical Field
[0001] Embodiments of the present application relate to the field of human-computer interaction, and particularly to a method, device, equipment, medium, and program product for displaying the state of a prop. Background Art
[0002] An armor prop is a virtual prop in a game with a defensive attribute that can reduce the physical damage received by a virtual character and improve the survival ability of the virtual character.
[0003] In the related art, the combat areas in the game include: a ground regular area and a ground radiation area. In the ground regular area and the ground radiation area, there is only one way to deduct the armor durability value of the armor prop: it is deducted after the virtual character is attacked by an enemy character.
[0004] However, the deduction method in the related art is single, and the human-computer interaction efficiency is not high. Summary of the Invention
[0005] Embodiments of the present application provide a method, device, equipment, medium, and program product for displaying the state of a prop. The technical solution is as follows:
[0006] On the one hand, a method for displaying the state of a prop is provided, and the method includes:
[0007] Display a virtual character located in a virtual environment, and the virtual character is wearing an armor prop;
[0008] In response to the virtual character not entering a first area, display a first armor status icon corresponding to the armor prop, where the first area is a combat area that continuously damages the armor prop;
[0009] In response to the virtual character entering the first area, deduct the armor durability value of the armor prop, and display a second armor status icon corresponding to the armor prop.
[0010] In some embodiments, the deducting the armor durability value of the armor prop in response to the virtual character entering the first area includes:
[0011] When the virtual character enters the first area and the virtual character is wearing the armor prop, determine the armor durability value of the armor prop;
[0012] When the armor durability value of the armor prop is greater than the minimum value, based on the staying duration of the virtual character in the first area, deduct the armor durability value of the armor prop.
[0013] In some embodiments, when the armor durability value of the armor prop is greater than the minimum value, deducting the armor durability value of the armor prop based on the staying duration of the virtual character in the first area includes:
[0014] When the armor durability value of the armor prop is greater than the minimum value and the staying duration of the virtual character in the first area is not greater than the first duration, deduct the armor durability value of the armor prop at the first deduction speed;
[0015] When the armor durability value of the armor prop is greater than the minimum value and the staying duration of the virtual character in the first area is greater than the first duration, deduct the armor durability value of the armor prop at the second deduction speed, and the second deduction speed is greater than the first deduction speed.
[0016] In some embodiments, the method further includes:
[0017] Read the destruction deduction amount of the armor durability value in real time;
[0018] Calculate the real-time height of the first filling block corresponding to the destruction deduction amount;
[0019] Update the first filling area of the first filling block in the second armor status icon based on the real-time height of the first filling block.
[0020] In some embodiments, the method further includes:
[0021] Read the destruction deduction amount of the armor durability value in real time;
[0022] Calculate the real-time width of the first filling block corresponding to the destruction deduction amount;
[0023] Update the first filling area of the first filling block in the second armor status icon based on the real-time width of the first filling block.
[0024] In some embodiments, calculating the real-time height of the first filling block corresponding to the destruction deduction amount includes:
[0025] Divide the destruction deduction amount by the total armor durability value to obtain a deduction ratio value;
[0026] Multiply the deduction ratio value by the total height of the second armor status icon to obtain the real-time height of the first filling block corresponding to the destruction deduction amount.
[0027] In some embodiments, calculating the real-time width of the first filling block corresponding to the destruction deduction amount includes:
[0028] Divide the damage deduction amount by the total armor durability value to obtain a deduction ratio value;
[0029] Multiply the deduction ratio value by the total icon width of the second armor status icon to obtain the real-time width of the first filling block corresponding to the damage deduction amount.
[0030] In some embodiments, the restoring the damage deduction amount corresponding to the armor durability value of the armor item in response to the virtual character leaving the first area includes:
[0031] When the virtual character leaves the first area and the damage deduction amount of the armor durability value of the armor item worn by the virtual character is greater than the minimum value, restore the damage deduction amount corresponding to the armor durability value of the armor item at a preset restoration speed.
[0032] In some embodiments, the method further includes:
[0033] Read the damage restoration amount of the armor durability value in real time;
[0034] Calculate the real-time height of the second filling block corresponding to the damage restoration amount;
[0035] Update the second filling area of the second filling block in the third armor status icon based on the real-time height of the second filling block.
[0036] In some embodiments, the method further includes:
[0037] Read the damage restoration amount of the armor durability value in real time;
[0038] Calculate the real-time width of the second filling block corresponding to the damage restoration amount;
[0039] Update the second filling area of the second filling block in the third armor status icon based on the real-time width of the second filling block.
[0040] In some embodiments, the calculating the real-time height of the second filling block corresponding to the damage restoration amount includes:
[0041] Divide the damage restoration amount by the total armor durability value to obtain a restoration ratio value;
[0042] Multiply the restoration ratio value by the total icon height of the third armor status icon to obtain the restoration height corresponding to the damage restoration amount;
[0043] Subtract the restoration height from the initial height of the second filling block to obtain the real-time height of the second filling block corresponding to the damage restoration amount.
[0044] In some embodiments, calculating the real-time width of the second filling block corresponding to the damage recovery amount includes:
[0045] Dividing the damage recovery amount by the total armor durability value to obtain a recovery ratio value;
[0046] Multiplying the recovery ratio value by the total icon width of the third armor status icon to obtain the recovery width corresponding to the damage recovery amount;
[0047] Subtracting the recovery width from the initial width of the second filling block to obtain the real-time width of the second filling block corresponding to the damage recovery amount.
[0048] In some embodiments, the method further includes:
[0049] During the game, randomly select at least one combat area from several combat areas and convert the at least one combat area into the first area.
[0050] On the other hand, a prop status display device is provided, and the device includes:
[0051] A display module for displaying a virtual character located in a virtual environment, and the virtual character wears an armor prop;
[0052] The display module is configured to display a first armor status icon corresponding to the armor prop in response to the virtual character not entering the first area, and the first area is a combat area where the armor prop is continuously damaged;
[0053] The display module is configured to deduct the armor durability value of the armor prop and display a second armor status icon corresponding to the armor prop in response to the virtual character entering the first area.
[0054] On the other hand, a computer device is provided, and the computer device includes: a processor and a memory, and the memory stores a computer program, and the computer program is loaded and executed by the processor to implement the prop status display method as described above.
[0055] On the other hand, a computer-readable storage medium is provided, and the computer-readable storage medium stores a computer program, and the computer program is loaded and executed by a processor to implement the prop status display method as described above.
[0056] On the other hand, a computer program product is provided. The computer program product includes computer instructions stored in a computer-readable storage medium. The processor obtains the computer instructions from the computer-readable storage medium, so that the processor loads and executes to implement the prop state display method as described above.
[0057] The beneficial effects brought by the technical solutions provided in the embodiments of the present application at least include:
[0058] A new combat area: the first area is provided, and a mechanism for deducting the armor durability value of the armor prop in the first area and a display method for the prop state of the armor prop are also provided. When the virtual character does not enter the first area, the first armor state icon of the armor prop is displayed. When the virtual character enters the first area, the second armor state icon of the armor prop is displayed. Compared with the related art, the way of deducting the armor durability value is increased, the transparency of information related to the armor prop is improved, and the human-computer interaction efficiency is improved. BRIEF DESCRIPTION OF THE DRAWINGS
[0059] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings required for the description of the embodiments will be briefly introduced below. Obviously, the drawings in the following description are only some embodiments of the present application. For those of ordinary skill in the art, other drawings can be obtained based on these drawings without creative efforts.
[0060] Figure 1 It is a structural block diagram of a computer system provided by an exemplary embodiment of the present application;
[0061] Figure 2 It is a schematic diagram of a prop state display method provided by an exemplary embodiment of the present application;
[0062] Figure 3 It is a schematic diagram of a prop state display method provided by an exemplary embodiment of the present application;
[0063] Figure 4 It is a flowchart of a prop state display method provided by an exemplary embodiment of the present application;
[0064] Figure 5 It is a schematic diagram of a prop state display method provided by an exemplary embodiment of the present application;
[0065] Figure 6 It is a schematic diagram of a prop state display method provided by an exemplary embodiment of the present application;
[0066] Figure 7 It is a schematic diagram of a prop state display method provided by an exemplary embodiment of the present application;
[0067] Figure 8 It is a schematic diagram of a prop status display method provided by an exemplary embodiment of the present application;
[0068] Figure 9 It is a schematic diagram of a prop status display method provided by an exemplary embodiment of the present application;
[0069] Figure 10 It is a schematic diagram of a prop status display method provided by an exemplary embodiment of the present application;
[0070] Figure 11 It is a schematic diagram of a prop status display method provided by an exemplary embodiment of the present application;
[0071] Figure 12 It is a schematic diagram of a prop status display method provided by an exemplary embodiment of the present application;
[0072] Figure 13 It is a schematic diagram of a prop status display method provided by an exemplary embodiment of the present application;
[0073] Figure 14 It is a schematic diagram of a prop status display method provided by an exemplary embodiment of the present application;
[0074] Figure 15 It is a schematic diagram of a prop status display method provided by an exemplary embodiment of the present application;
[0075] Figure 16 It is a schematic diagram of a prop status display method provided by an exemplary embodiment of the present application;
[0076] Figure 17 It is a flowchart of a prop status display method provided by an exemplary embodiment of the present application;
[0077] Figure 18 It is a flowchart of a prop status display method provided by an exemplary embodiment of the present application;
[0078] Figure 19 It is a flowchart of a prop status display method provided by an exemplary embodiment of the present application;
[0079] Figure 20 It is a block diagram of a prop status display device provided by an exemplary embodiment of the present application;
[0080] Figure 21 It is a structural block diagram of a computer device provided by an exemplary embodiment of the present application. Detailed implementation
[0081] To make the objectives, technical solutions and advantages of the present application more clear, the following will further describe the embodiments of the present application in detail with reference to the accompanying drawings.
[0082] Here, the exemplary embodiments will be described in detail, and the examples 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. On the contrary, 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 application are only for the purpose of describing specific embodiments and are not intended to limit the present application. The singular forms "a", "the" and "said" used in the present application and the appended claims are also intended to include the plural forms unless the context clearly indicates otherwise. It should also be understood that the term "and / or" as used herein refers to and includes any or all possible combinations of one or more of the associated listed items.
[0084] It should be understood that although the terms first, second, etc. may be used in the present application to describe various information, such information should not be limited to these terms. These terms are only used to distinguish the same type of information from each other. For example, without departing from the scope of the present application, 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".
[0085] It should be noted that before and during the process of collecting relevant data of the user (such as account data of the user account, mobile operations, trigger operations) in the present application, a prompt interface, a pop-up window or voice prompt information can be displayed. The prompt interface, pop-up window or voice prompt information is used to prompt the user that their relevant data is currently being collected, so that the present application only starts to execute the relevant steps of obtaining the user's relevant data after obtaining the confirmation operation issued by the user for the prompt interface or the pop-up window. Otherwise, when the confirmation operation issued by the user for the prompt interface or the pop-up window is not obtained, the relevant steps of obtaining the user's relevant data are ended, that is, the relevant data of the user is not obtained. In other words, all user data collected by the present application is collected with the consent and authorization of the user, and the collection, use and processing of the relevant user data need to comply with the relevant laws, regulations and standards of the relevant countries and regions.
[0086] First, briefly introduce the nouns involved in the embodiments of the present application:
[0087] Virtual environment: It is a virtual environment displayed or provided when the client runs on the terminal. This virtual environment can be a simulation environment of the real world, a semi-simulated and semi-fictional environment, or a purely fictional world. The virtual environment can be any one of a two-dimensional virtual environment, a 2.5D virtual environment, and a three-dimensional virtual environment. Optionally, this virtual environment is also used for virtual environment battles between at least two virtual characters, and there are virtual resources available for at least two virtual characters in this virtual environment. Optionally, this virtual environment includes a symmetric lower left region and an upper right region, and virtual characters belonging to two opposing camps respectively occupy one of the regions.
[0088] Virtual character: It refers to an active object in the virtual environment. This active object can be at least one of a virtual person, a virtual animal, and an anime character. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual character can be a three-dimensional virtual model, and each virtual character has its own shape and volume in the three-dimensional virtual environment, occupying a part of the space in the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, and this virtual character realizes different external images by wearing different skins. In some implementation manners, the virtual character can also be implemented using a 2.5D or 2D model, and the embodiments of the present application do not limit this.
[0089] In response to: It is used to represent the conditions or states on which the executed operations depend. When the dependent conditions or states are satisfied, one or more executed operations can be real-time or have a set delay; without special instructions, there is no restriction on the execution order of multiple executed operations.
[0090] Armor prop: It is a virtual prop in the game with defensive attributes, which can reduce the physical damage suffered by the virtual character and improve the survival ability of the virtual character. Armor props include but are not limited to at least one of the following types: helmet, chest armor, bulletproof vest, leg guards, gloves, boots. Armor props include but are not limited to at least one of the following materials: cloth, leather, metal, diamond, gold, alloy, chain. A virtual character can wear one armor prop. For example, a virtual character wears a helmet; or, a virtual character can wear multiple different types of armor props at the same time, and there is one of each type of armor prop. For example, a virtual character wears a helmet and a chest armor at the same time.
[0091] Armor durability value: It is an attribute value of an armor item, used to represent the durability of the armor item, or the number of times the armor item can withstand damage / destruction. The armor durability value is an important mechanism to protect the virtual character from fatal damage and directly affects the survival ability and combat strategy of the virtual character. When the armor item is damaged, the armor durability value decreases accordingly. For example, after receiving 50 points of damage, the armor durability value decreases by 50 points until the armor durability value reaches the minimum value (0), at which point the armor item fails and cannot be repaired, and no protection effect can be provided.
[0092] Each armor item has a corresponding armor durability value, and the armor durability values of each armor item are deducted independently. When an armor item has not been damaged initially, its armor durability value is at the maximum. When the armor item is damaged, for example, when an enemy character attacks the position of this armor item of the virtual character, the armor durability value of the corresponding armor item in that part decreases accordingly. For example, if the virtual character wears a helmet and chest armor at the same time, and the enemy character attacks the virtual character's head, the armor durability value corresponding to the helmet decreases accordingly; if the enemy character attacks the virtual character's chest, the armor durability value corresponding to the chest armor decreases accordingly. The maximum value of the armor durability value of each armor item is related to at least one of the following factors: character level, type of armor item, material, rarity, attribute bonus. The minimum value of the armor durability value of each armor item can be set to 0.
[0093] In this embodiment, the setting of the deduction method of the armor durability value includes at least the following two: Deduction method 1: Deducted after being attacked by an enemy character; Deduction method 2: After the virtual character enters the first area, it is deducted due to continuous damage in the first area. It should also be noted that deduction methods 1 and 2 can be used in combination. For example, after the virtual character enters the first area, it is deducted after being attacked by an enemy character and is also deducted due to continuous damage in the first area.
[0094] Correspondingly, the setting of the recovery method of the armor durability value includes at least the following two: Recovery method 1: Use a recovery item to recover; Recovery method 2: Automatically recover after the virtual character leaves the first area. It should also be noted that for recovery method 1, using a recovery item can recover the armor durability value deducted due to being attacked by an enemy character, and can also be extended to recover the armor durability value deducted due to continuous damage in the first area. For recovery method 2, what is recovered is the armor durability value deducted due to continuous damage in the first area.
[0095] Armor status icon: It is the icon corresponding to the armor item, used to indicate the armor durability value corresponding to the armor item, the deduction situation and / or recovery situation of the armor durability value. Or it can be understood as used to reflect the health status of the armor item. Each armor item has a corresponding armor status icon.
[0096] In some embodiments, the armor durability value of the armor item is full, and the armor status icon is displayed with a black-filled background color. If the armor durability value decreases, the armor status icon is displayed with a red-filled background color, and the red-filled background color indicates the deduction amount of the armor durability value, which will fill up from bottom to top as the deduction amount increases.
[0097] Time To Kill (TTK): In shooting games, it refers to the duration from the start of an attack to the defeat of a virtual character, and it is a key indicator for measuring the combat rhythm of the game and the balance of attack items, directly affecting players' strategies and gaming experiences.
[0098] Figure 1 It is a block diagram of the structure of a computer system provided by an exemplary embodiment of the present application. The computer system 100 can be the system architecture for implementing the item status display method. The computer system 100 includes: a first terminal 120, a server 140, and a second terminal 160.
[0099] The first terminal 120 installs and runs a client of an application that supports a virtual environment. The client can be any one of a battle royale shooting game, a Virtual Reality (VR) client, an Augmented Reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a First-Person Shooting Game (FPS), a Third-Personal Shooting Game (TPS), a Multiplayer Online Battle Arena Games (MOBA), a Fight Technology Game (FTG), an Action Game (ACT), a Real-Time Strategy Game (RTS), a Massive / Massively Multiplayer Online Game (MMOG), an arcade game, a Simulation Game (SLG), a competitive game, a party game, and a casual game.
[0100] The first terminal 120 is the terminal used by the first user. The first user logs in to the first account on the first terminal 120, and the first user uses the first terminal 120 to control a virtual character located in the virtual environment. The control includes, but is not limited to: adjusting the body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, and building virtual buildings.
[0101] The first terminal 120 and the second terminal 160 are connected to the server 140 via a wireless network or a wired network.
[0102] The server 140 can be an independent physical server, or a server cluster or a distributed system composed of multiple physical servers. It can also be a cloud server that provides cloud computing services, a cloud database, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, a content delivery network (CDN), and a cloud server that provides basic cloud computing services such as a big data and artificial intelligence platform. The server 140 includes at least one of a server, multiple servers, a cloud computing platform, and a virtualization center.
[0103] The server 140 includes a processor 144 and a memory 142. The memory 142 further includes a receiving module 1421, a control module 1422, and a sending module 1423. The receiving module 1421 is used to receive requests sent by the client; the control module 1422 is used to control the rendering of the virtual environment; the sending module 1423 is used to send responses to the client; the server 140 is used to provide background services for the clients of the first terminal 120 and the second terminal 160.
[0104] Optionally, the server 140 undertakes the main computing work, and the first terminal 120 and the second terminal 160 undertake the secondary computing work; or, the server 140 undertakes the secondary computing work, and the first terminal 120 and the second terminal 160 undertake the main computing work; or, the server 140, the first terminal 120, and the second terminal 160 cooperate in computing using a distributed computing architecture.
[0105] The second terminal 160 installs and runs a client of an application program that supports a virtual environment. The client can be any one of a battle royale shooting game, a virtual reality (VR) client, an augmented reality (AR) program, a 3D map program, a virtual reality game, an augmented reality game, a first-person shooting game (FPS), a third-person shooting game (TPS), a multiplayer online battle arena game (MOBA), a fighting game (FTG), an action game (ACT), a real-time strategy game (RTS), a massive / massively multiplayer online game (MMOG), an arcade game, a simulation game (SLG), a competitive game, a party game, and a casual game.
[0106] The second terminal 160 is a terminal used by a second user. The second user logs in to a second account on the second terminal 160, and the second user uses the second terminal 160 to control a virtual character located in the virtual environment. The control includes, but is not limited to, at least one of adjusting the body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, and building a virtual building.
[0107] Optionally, the virtual characters controlled by the first user through the first terminal 120 and the second user through the second terminal 160 are located at different positions in the same virtual environment, that is, the first user and the second user are in the same battle. Or, the virtual characters controlled by the first user through the first terminal 120 and the second user through the second terminal 160 are located at different positions in different virtual environments, that is, the first user and the second user are in different battles.
[0108] Optionally, the clients installed on the first terminal 120 and the second terminal 160 are the same, or the clients installed on the two terminals are of the same type but on different control system platforms. The embodiments of the present application do not limit the form of the clients installed on the first terminal 120 and the second terminal 160, including but not limited to Apps (Applications, clients), applets, etc. installed in the first terminal 120 and the second terminal 160, and can also be in the form of a web page. The first terminal 120 can generally refer to one of multiple terminals, and the second terminal 160 can generally refer to one of multiple terminals. This embodiment only takes the first terminal 120 and the second terminal 160 as examples for illustration. The device types of the first terminal 120 and the second terminal 160 are the same, and the device models can be different. The device types include at least one of: smart phones, tablet computers, wearable devices, PCs (Personal Computers), laptop portable computers, and desktop computers. The following embodiments take the terminal including a smart phone as an example for illustration.
[0109] Those skilled in the art can know that the number of the first terminal 120 and the second terminal 160 can be more or less. For example, the first terminal 120 and the second terminal 160 can each be one (i.e., the user plays against the artificial intelligence), or the first terminal 120 and the second terminal 160 can be a total of 8 (1v1v1v1v1v1v1v1, cyclic play and elimination among 8 users, and finally the winner is determined), or a larger number. The embodiments of the present application do not limit the number and device types of the first terminal 120 and the second terminal 160.
[0110] In the related art, the combat areas in the game include: the ground regular area and the ground radiation area. In the ground regular area and the ground radiation area, the armor props are not affected by the regional environment, and there is only one way to deduct the armor durability value of the armor props: it is deducted after the virtual character is attacked by the enemy character.
[0111] In some embodiments, the armor prop is represented as an armor status icon in the user interface. When the armor durability value of the armor prop is full, the armor status icon is displayed with a black filled background color. If the armor durability value decreases, the armor status icon is displayed with a red filled background color. The red filled background color indicates the deduction amount of the armor durability value, and it will be filled from bottom to top as the deduction amount increases.
[0112] However, the deduction method in the related art is single, and the human-computer interaction efficiency is not high. If the armor durability value in the combat area is only affected by the enemy's attack damage, the higher the player's armor durability value, the safer the player will be. This results in an overly long in-game TTK, and it is very difficult for players with poor armor items to defeat players with better armor items. Moreover, the armor status icon in the related art can only reflect the damage to the armor durability value of the armor item caused by attack damage, and the interface performance is single. Players need more stimulation in the gameplay area to increase their participation in the gameplay.
[0113] Based on this, in this embodiment, a new combat area: the first area is added in the game. After the first area is refreshed during the game, players can obtain more virtual resources by searching in this first area. At the same time, there is also a "negative impact" in this first area: the armor durability value of the armor item of the player in the first area is continuously deducted, and the longer the stay in the first area, the faster the deduction speed, and the more vulnerable the protection; after the player leaves the first area, the "negative impact" gradually disappears: the armor durability value deducted from the armor item by the first area will continue to recover.
[0114] Figure 2 、 Figure 3 is a schematic diagram of a method for displaying the status of an item provided by an exemplary embodiment of the present application. Taking the example that this method is executed by a computer device, the computer device can be Figure 1 the first terminal 120 and / or the second terminal 160 shown, and is specifically applied to the client of an application program that supports a virtual environment. The steps are briefly described as follows:
[0115] Step 1, display a virtual character located in the virtual environment, and the virtual character wears an armor item; taking the example that the virtual character wears a helmet and a chest armor at the same time for illustration;
[0116] Step 2, in response to the virtual character not entering the first area, display a first armor status icon corresponding to the armor item, where the first area is a combat area that continuously damages the armor item; referring to Figure 2 , in response to the virtual character not entering the first area, display the first armor status icon on the user interface 10, specifically including: the first armor status icon 11 corresponding to the helmet and the first armor status icon 12 corresponding to the chest armor;
[0117] Step 3, in response to the virtual character entering the first area, deduct the armor durability value of the armor item, and display a second armor status icon corresponding to the armor item; referring to Figure 3, in response to the virtual character entering the first area, display a second armor status icon on the user interface 20, specifically including: the second armor status icon 21 corresponding to the helmet and the second armor status icon 22 corresponding to the chest armor; optionally, a destruction icon 23 is also displayed on the top of the second armor status icon 21, and the destruction icon 23 is used to indicate that the armor durability values corresponding to the helmet and the chest armor are continuously deducted in the first area. For a detailed embodiment, please refer to the following text.
[0118] Figure 4 It is a flowchart of a prop status display method provided by an exemplary embodiment of the present application. Taking the execution of this method by a computer device as an example, the computer device can be Figure 1 the first terminal 120 and / or the second terminal 160 as shown, and is specifically applied to the client of an application program that supports a virtual environment. This method includes at least some of the steps of step 220, step 240, and step 260:
[0119] Step 220, display a virtual character located in the virtual environment, and the virtual character is wearing an armor prop.
[0120] The virtual environment can be a simulation environment of the real world, or a semi-simulation and semi-fictional environment, or a purely fictional world. The virtual character is an active object in the virtual environment, and this active object can be a virtual person, a virtual animal, an anime character, etc. The virtual character can be a character that simulates an object in the real world, or a semi-simulation and semi-fictional character, or a purely fictional character.
[0121] Players can use the computer device to control the virtual character located in the virtual environment, and this control includes but is not limited to: adjusting the body posture, crawling, moving, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, building at least one of the virtual buildings. Optionally, for other virtual characters other than the virtual character controlled by the player, these other virtual characters can be controlled by other users or by the system, for example, intelligently controlled by a neural network model.
[0122] In a game in the virtual environment, multiple camps can participate, for example, two camps participate, and different camps occupy a part of the area in the virtual environment. Among them, each camp includes at least one virtual character. The virtual characters of different camps obtain the victory of the game by continuously fighting. For the virtual characters belonging to one of the camps, the virtual characters belonging to the other camp can be called enemy characters.
[0123] A computer device displays a virtual character located in a virtual environment, and the virtual character is wearing an armor item. The armor item is a virtual item in the game with defensive attributes, which can reduce the physical damage suffered by the virtual character and improve the survival ability of the virtual character. The armor item includes, but is not limited to, at least one of the following types: helmet, chest armor, bulletproof vest, leg guards, gloves, boots. The armor item includes, but is not limited to, at least one of the following materials: cloth, leather, metal, diamond, gold, alloy, chain. Optionally, the virtual character wears one armor item, or the virtual character wears multiple different types of armor items at the same time, and each type of armor item is one. For example, the virtual character wears a helmet, or the virtual character wears a helmet and a chest armor at the same time.
[0124] Step 240, in response to the virtual character not entering the first area, display the first armor status icon corresponding to the armor item, where the first area is a combat area that continuously damages the armor item.
[0125] The first area is a new combat area set in this embodiment. The first area is a combat area that continuously damages the armor item, or it can be understood that the first area is a combat area that continuously deducts the armor durability value of the armor item, and there is no need for manual operation, and the deduction starts automatically as long as the first area is entered.
[0126] Optionally, the first area is at least one of the following: extreme environment area, extreme landform area. Extreme environments include, but are not limited to, at least one of the following types: acid rain, poisonous gas, thunderstorm, sandstorm, hail, typhoon, drought, heavy snow, extremely high temperature, extremely low temperature, high radiation, high salinity, high pressure. Extreme landforms include, but are not limited to, at least one of the following types: desert, trench, swamp, mountain, iceberg, volcano. It should also be noted that the first area usually includes more and rarer virtual resources to attract players to enter the first area to explore.
[0127] In some embodiments, the first area appears randomly. For example, during the game session, at least one combat area is randomly selected from several combat areas, and at least one combat area is converted into the first area. Among them, the several combat areas can be all the combat areas in the game, or can also be multiple combat areas preset in the game. Or, the first area appears after the virtual character meets certain conditions, and the conditions include, but are not limited to, at least one of the following: reaching a specified level, completing a specified task, purchasing a specified equipment, reaching a specified activity level, unlocking a specified skill, reaching a specified attribute value, picking up a specified item.
[0128] Armor items have corresponding armor durability values. The armor durability value is an attribute value of the armor item, used to represent the durability of the armor item, or the number of times the armor item can withstand damage / destruction. The armor durability value is an important mechanism for protecting the virtual character from fatal damage, directly affecting the survival ability and combat strategy of the virtual character. When the armor item is damaged, the armor durability value decreases accordingly. For example, after receiving 50 points of damage, the armor durability value decreases by 50 points until the armor durability value reaches the minimum value (0), at which point the armor item becomes invalid and cannot be repaired, and no protection effect can be provided.
[0129] Each armor item has a corresponding armor durability value, and the armor durability values of each armor item are deducted independently. When an armor item has not been damaged initially, its armor durability value is at the maximum. When the armor item is damaged, for example, when an enemy character attacks the position of this armor item of the virtual character, the armor durability value of the armor item at the corresponding part decreases accordingly. For example, if the virtual character wears a helmet and chest armor at the same time, and the enemy character attacks the head of the virtual character, the armor durability value corresponding to the helmet decreases accordingly; if the enemy character attacks the chest of the virtual character, the armor durability value corresponding to the chest armor decreases accordingly. The maximum value of the armor durability value of each armor item is related to at least one of the following factors: character level, type of armor item, material, rarity, attribute bonus. The minimum value of the armor durability value of each armor item can be set to 0.
[0130] In this embodiment, there are at least two ways to set the deduction of the armor durability value: Deduction method 1: Deducted after being attacked by an enemy character; Deduction method 2: After the virtual character enters the first area, it is deducted due to continuous destruction in the first area. It should also be noted that deduction methods 1 and 2 can be used in combination. For example, after the virtual character enters the first area, it is deducted after being attacked by an enemy character and is also deducted due to continuous destruction in the first area.
[0131] Correspondingly, there are at least two ways to set the restoration of the armor durability value: Restoration method 1: Use a restoration item to restore; Restoration method 2: Automatically restore after the virtual character leaves the first area. It should also be noted that for restoration method 1, using a restoration item can restore the armor durability value deducted due to being attacked by an enemy character, and can also be extended to restore the armor durability value deducted due to continuous destruction in the first area. For restoration method 2, what is restored is the armor durability value deducted due to continuous destruction in the first area.
[0132] Each armor item has a corresponding armor status icon. The armor status icon is the icon corresponding to the armor item, and is used to indicate the armor durability value corresponding to the armor item, the deduction situation and / or the recovery situation of the armor durability value. Or it can be understood as being used to reflect the health status of the armor item. The shape of the armor status icon is arbitrary, including but not limited to any one of the following: rectangle, circle, polygon, irregular shape. The armor status icon consists of at least the following parts: an outer border (outer frame), an inner icon element, an inner filling block, and an inner level element. Among them, the inner icon element corresponds to the armor item. For example, if the armor item is a helmet, the icon element is a helmet element; if the armor item is a chestplate, the icon element is a chestplate element; if the armor item is gloves, the icon element is a glove element. The inner level element corresponds to the level of the armor item. The stroke and surrounding dynamic effect on the outer frame are variable, and the type, size, and shape of the inner filling block are also variable, which will be described in detail in the subsequent embodiments.
[0133] In this embodiment, when the virtual character has not entered the first area, at this time, the armor status icon corresponding to the armor item is called the first armor status icon. The computer device responds to the virtual character not entering the first area and displays the first armor status icon corresponding to the armor item.
[0134] Step 260, in response to the virtual character entering the first area, deduct the armor durability value of the armor item, and display the second armor status icon corresponding to the armor item.
[0135] The virtual character can enter the first area through a movement operation. The movement operation can be triggered by but is not limited to at least one of the following methods: performing a movement operation through the arrow keys on the keyboard, performing a movement operation through the joystick or arrow keys on the gamepad, performing a movement operation through the virtual joystick or swipe operation on the touch screen, performing a movement operation by clicking on a certain position with the mouse, performing a movement operation by inputting body movements or head rotations in the somatosensory device.
[0136] In this embodiment, when the virtual character enters the first area, since the first area is a combat area that continuously damages the armor item, the armor durability value of the armor item is deducted. At this time, the armor status icon corresponding to the armor item is called the second armor status icon. The computer device responds to the virtual character entering the first area, deducts the armor durability value of the armor item, and displays the second armor status icon corresponding to the armor item.
[0137] It should also be noted that when the virtual character enters the first area, the current armor durability value corresponding to the moment when the virtual character enters the first area starts to be deducted. For example, the virtual character wears a helmet and a chestplate at the same time. The maximum armor durability value of the helmet is 200, and the maximum armor durability value of the chestplate is 300. Before the virtual character enters the first area, if the armor durability value of the helmet is deducted to 199 after being attacked by an enemy character on the head, then after the virtual character enters the first area, the armor durability value of the helmet continues to be deducted from 199, and the armor durability value of the chestplate continues to be deducted from 300.
[0138] In summary, the prop status display method provided by the embodiments of the present application enables a computer device to display a virtual character located in a virtual environment, where the virtual character wears an armor prop; in response to the virtual character not entering the first area, display a first armor status icon corresponding to the armor prop, where the first area is a combat area that continuously damages the armor prop; in response to the virtual character entering the first area, deduct the armor durability value of the armor prop, and display a second armor status icon corresponding to the armor prop. Accordingly, a new combat area, the first area, is provided, and a mechanism for deducting the armor durability value of the armor prop in the first area, as well as a display method for the prop status of the armor prop, are provided. When the virtual character does not enter the first area, the first armor status icon of the armor prop is displayed, and when the virtual character enters the first area, the second armor status icon of the armor prop is displayed. Compared with the related art, the way of deducting the armor durability value is increased, the transparency of information related to the armor prop is improved, and the human-computer interaction efficiency is improved. In addition, a sense of tension and a game attribute are added to the gaming experience in the new first area, which can also affect the player's decision-making and enrich the existing gameplay content, thereby improving the user experience.
[0139] The following embodiments introduce the filling blocks corresponding to the deduction / restoration methods of the armor durability value of the armor prop:
[0140] In this embodiment, the methods for deducting the armor durability value are set to include at least the following two: Deduction method 1: Deduct after being attacked by an enemy character; Deduction method 2: Deduct due to continuous damage in the first area after the virtual character enters the first area. It should also be noted that Deduction methods 1 and 2 can be used in combination. For example, after the virtual character enters the first area, it is deducted after being attacked by an enemy character and is also deducted due to continuous damage in the first area.
[0141] Correspondingly, there are at least the following two ways to restore the armor durability value: Restoration method 1: Use a restoration item to restore; Restoration method 2: Automatically restore after the virtual character leaves the first area. It should also be noted that for Restoration method 1, using a restoration item can restore the armor durability value deducted due to an attack by an enemy character, and can also be extended to restore the armor durability value deducted due to continuous damage in the first area. For Restoration method 2, it restores the armor durability value deducted due to continuous damage in the first area.
[0142] In the armor status icon corresponding to the armor item, filled blocks are used to represent the deduction type / restoration type of the armor durability value, and the filled area of the filled block is used to represent the specific deduction amount / restoration amount of the armor durability value. The filled block can be implemented as at least one of the following: color filling, pattern filling, line filling. The shape of the filled block is arbitrary, including but not limited to one of the following: rectangle, circle, polygon, irregular shape. The shapes of different filled blocks can be the same or different. The following embodiments take the shapes all being rectangles as an example.
[0143] According to whether the armor item is attacked by an enemy character and whether the virtual character enters the first area, the armor status icon includes at least one of the following filled blocks: the first filled block, the second filled block, and the third filled block.
[0144] The first filled block represents destruction consumption, which is used to indicate that the armor item is continuously damaged by the first area. The first filled area of the first filled block is used to represent the destruction deduction amount, and the destruction deduction amount is used to indicate the armor durability value deducted due to continuous damage in the first area by the armor item. This deduction is automatically deducted after entering the first area. The first filled area of the first filled block increases as the destruction deduction amount increases.
[0145] The second filled block represents destruction restoration, which is used to indicate the destruction deduction amount corresponding to restoring the armor durability value of the armor item. The second filled area of the second filled block is used to represent the destruction restoration amount, and the destruction restoration amount is used to indicate the armor durability value restored after leaving the first area. This restoration is automatically restored after leaving the first area. The second filled area of the second filled block decreases as the destruction restoration amount increases.
[0146] The third filled block represents hit consumption, which is used to indicate that the armor item is attacked by an enemy character. The third filled area of the third filled block is used to indicate the hit deduction amount of the armor durability value, and the hit deduction amount is used to indicate the armor durability value deducted due to an attack by an enemy character on the armor item. The third filled area of the third filled block increases as the hit deduction amount increases.
[0147] In a specific example, the first filling block is a purple filling block, the second filling block is a green filling block, and the third filling block is a red filling block. It should also be noted that the first filling block and the second filling block do not appear simultaneously. The first filling block and the third filling block, or the second filling block and the third filling block, can appear simultaneously. If an armor status icon includes two filling blocks at the same time, the two are displayed spliced and do not overlap, so as to avoid being unable to distinguish which specific filling block it is.
[0148] The following embodiments introduce different armor status icons of armor props:
[0149] The virtual character wears an armor prop. The armor status icon of the virtual character before entering the first area is called the first armor status icon, the armor status icon of the virtual character after entering the first area is called the second armor status icon, and the armor status icon of the virtual character after leaving the first area is called the third armor status icon.
[0150] Regarding the first armor status icon:
[0151] In some embodiments, the first armor status icon includes: a third filling block, and the third filling block is used to indicate that the armor prop is attacked by an enemy character. Step 240 is specifically implemented as step 242:
[0152] Step 242, in response to the virtual character not entering the first area and the virtual character being attacked by an enemy character, deduct the armor durability value of the armor prop, and display the third filling block in the first armor status icon corresponding to the armor prop.
[0153] The computer device, in response to the virtual character not entering the first area and the virtual character being attacked by an enemy character, deducts the armor durability value of the armor prop, and displays the third filling block in the first armor status icon corresponding to the armor prop. In a specific example, the third filling block is a red filling block. It can be understood that if the virtual character is not attacked by an enemy character, the third filling block is not displayed.
[0154] This embodiment introduces the display of the third filling block in the first armor status icon, enabling the player to quickly determine whether the armor durability value of the armor prop is deducted, improving the transparency of information, and also improving the human-computer interaction efficiency.
[0155] In some embodiments, the third filling area of the third filling block is positively correlated with the amount of durability deducted by the hit, and the amount of durability deducted by the hit is used to indicate the armor durability value deducted from the armor prop due to being attacked by an enemy character. Step 242 is specifically implemented as step 2420:
[0156] Step 2420: As the amount of damage deducted from the armor durability increases, a third filling block with an increasing third filling area is displayed in the first armor status icon corresponding to the armor item.
[0157] As the amount of damage deducted from the armor durability of the computer device increases, a third filling block with an increasing third filling area is displayed in the first armor status icon corresponding to the armor item.
[0158] Optionally, taking the third filling block as a rectangle as an example, the third filling area of the third filling block is related to at least one of the width and height; Step 2420 includes at least the following two implementation manners:
[0159] Implementation manner one: Control the width of the third filling block to remain unchanged, and control the height of the third filling block to increase in the vertical direction to display the third filling block with an increasing third filling area. Among them, when the third filling block is at the bottom of the first armor status icon, the height of the third filling block increases upward in the vertical direction. When the third filling block is at the top of the first armor status icon, the height of the third filling block increases downward in the vertical direction.
[0160] Or,
[0161] Implementation manner two: Control the height of the third filling block to remain unchanged, and control the width of the third filling block to increase in the horizontal direction to display the third filling block with an increasing third filling area. Among them, when the third filling block is on the left side of the first armor status icon, the width of the third filling block increases to the right in the horizontal direction. When the third filling block is on the right side of the first armor status icon, the width of the third filling block increases to the left in the horizontal direction.
[0162] This embodiment introduces the display of the third filling block in the first armor status icon, which will increase as the amount of damage deducted increases, enabling players to quickly determine the deduction and remaining situation of the armor durability of the armor item, improving the transparency of information, and also improving the human-computer interaction efficiency, which is helpful for players' game decisions.
[0163] In some embodiments, the first armor status icon further includes at least one of the following: an initial stroke, an initial surrounding animation effect. The method further includes at least one of Step 243 and Step 244:
[0164] Step 243: Display an initial stroke on the outer frame of the first armor status icon;
[0165] Step 244: Display an initial surrounding animation effect on the outer frame of the first armor status icon.
[0166] The computer device displays an initial stroke on the outer frame of the initial armor status icon. And / or, an initial surrounding animation effect is displayed on the outer frame of the initial armor status icon. Among them, the stroke can be implemented as at least one of the following: color stroke, line stroke, pattern stroke. The initial stroke can specifically be implemented as at least one of the following: color stroke of the initial color, line stroke of the initial line, pattern stroke of the initial pattern. The surrounding animation effect can be at least one of the following: animation special effect, music special effect, color special effect. The initial surrounding animation effect can specifically be at least one of the following: animation special effect of the initial content, music special effect of the initial music, color special effect of the initial color. In a specific example, the initial color is black.
[0167] This embodiment introduces a personalized display method for the first armor status icon, improving the richness and flexibility of the display method, which is conducive to improving the human-computer interaction efficiency.
[0168] As an example, refer to Figure 5 , taking the armor props as a helmet and a chestplate as an example. Figure 5 In (1) of [], it is the first armor status icon corresponding to the helmet, with a helmet element inside, and "VI" in the lower right corner representing the helmet level; Figure 5 In (2) of [], it is the first armor status icon corresponding to the chestplate, with a chestplate element inside, "VI" in the lower right corner representing the chestplate level, and the third filling block inside is used to indicate that the chestplate has been attacked by an enemy character and the specific amount deducted due to being hit. This third filling block is a rectangle, starting to be displayed from the bottom of the first armor status icon, and will increase the filling upward along the vertical direction as the amount deducted due to being hit increases.
[0169] Refer to Figure 6 , taking the armor props as a helmet and a chestplate as an example. Figure 6 In (1) of [], it is the first armor status icon corresponding to the helmet, with a helmet element inside, and "VI" in the lower right corner representing the helmet level; Figure 6 In (2) of [], it is the first armor status icon corresponding to the chestplate, with a chestplate element inside, "VI" in the lower right corner representing the chestplate level, and the third filling block inside is used to indicate that the chestplate has been attacked by an enemy character and the specific amount deducted due to being hit. This third filling block is a rectangle, starting to be displayed from the right side of the first armor status icon, and will increase the filling to the left along the horizontal direction as the amount deducted due to being hit increases.
[0170] For the second armor status icon:
[0171] In some embodiments, the second armor status icon includes: a first filling block, and the first filling block is used to indicate that the armor prop has been continuously damaged in the first area. Step 260 displays the second armor status icon corresponding to the armor prop, and the specific implementation is step 262:
[0172] Step 262: In the second armor status icon corresponding to the armor item, display the first filling block.
[0173] The computer device displays the first filling block in the second armor status icon corresponding to the armor item. In a specific example, the first filling block is a purple filling block.
[0174] This embodiment introduces the display of the first filling block in the second armor status icon, enabling the player to quickly determine whether they have entered the first area, quickly determine whether the armor durability value of the armor item has been deducted and the specific deduction mechanism, improving the transparency of information and also improving the human-computer interaction efficiency.
[0175] In some embodiments, the first filling area of the first filling block is positively correlated with the damage deduction amount of the armor durability value. The damage deduction amount is used to indicate the armor durability value deducted due to the continuous damage of the armor item in the first area. Step 262 is specifically implemented as Step 2620:
[0176] Step 2620: As the damage deduction amount of the armor durability value increases, display a first filling block with an increasing first filling area in the second armor status icon corresponding to the armor item.
[0177] The greater the damage deduction amount of the armor durability value, the larger the first filling area of the first filling block. The computer device displays a first filling block with an increasing first filling area in the second armor status icon corresponding to the armor item as the damage deduction amount of the armor durability value increases.
[0178] Optionally, taking the first filling block as a rectangle as an example, the first filling area of the first filling block is related to at least one of the width and height. Then Step 2620 includes at least the following two implementation methods:
[0179] Implementation method 1: Control the width of the first filling block to remain unchanged, and control the height of the first filling block to increase in the vertical direction to display a first filling block with an increasing first filling area. Among them, when the first filling block is at the bottom of the second armor status icon, the height of the first filling block increases upward in the vertical direction. When the first filling block is at the top of the second armor status icon, the height of the first filling block increases downward in the vertical direction.
[0180] Or,
[0181] Implementation method 2: Control the height of the first filling block to remain unchanged, and control the width of the first filling block to increase in the horizontal direction to display a first filling block with an increasing first filling area. Among them, when the first filling block is on the left side of the second armor status icon, the width of the first filling block increases to the right in the horizontal direction. When the first filling block is on the right side of the second armor status icon, the width of the first filling block increases to the left in the horizontal direction.
[0182] This embodiment introduces the display of the first filling block in the second armor status icon, which increases as the damage deduction amount increases, enabling players to quickly determine the deduction and remaining situation of the armor durability value of the armor item, improving the information transparency, and also improving the human-computer interaction efficiency, which is helpful for players' game decisions.
[0183] In some embodiments, the second armor status icon further includes at least one of the following: a first stroke, a first surrounding animation effect. The method further includes at least one of steps 263, 264, 265, and 266:
[0184] Step 263, display a first stroke on the outer frame of the second armor status icon;
[0185] Step 264, display a first surrounding animation effect on the outer frame of the second armor status icon;
[0186] Step 265, display a damage icon in the peripheral area of the second armor status icon;
[0187] Step 266, display a damage prompt message, which is used to indicate that the armor durability value of the armor item is continuously deducted in the first area.
[0188] The computer device displays a first stroke on the outer frame of the second armor status icon. And / or, display a first surrounding animation effect on the outer frame of the second armor status icon. Among them, the stroke can be implemented as at least one of the following: color stroke, line stroke, pattern stroke. The first stroke can be specifically implemented as at least one of the following: color stroke of the first color, line stroke of the first line, pattern stroke of the first pattern. The surrounding animation effect can be at least one of the following: animation special effect, music special effect, color special effect. The first surrounding animation effect can be specifically at least one of the following: animation special effect of the first content, music special effect of the first music, color special effect of the first color. In a specific example, the first color is purple.
[0189] The computer device displays a damage icon in the peripheral area of the second armor status icon. The damage icon is used to indicate that the armor durability value of the armor item is continuously deducted in the first area, and the damage icon is also used to indicate the type of extreme environment and / or extreme landform corresponding to the first area. The peripheral area includes one of the following: top / upper area, bottom / lower area, left area, right area. In some embodiments, the damage icon is fixed, or the damage icon corresponds to the first area. For example, if the first area is an acid rain area, the damage icon is an acid rain icon. If the first area is a gas area, the damage icon is a gas icon.
[0190] The computer device also displays a destruction prompt message, which is used to indicate that the armor durability value of the armor item is continuously deducted in the first area. The destruction prompt message can be displayed at the upper position or the center position in the user interface. The destruction prompt message can be a combination of a destruction icon and a destruction prompt text. For example, the destruction prompt text is "Armor Corroding: The armor durability value is continuously deducted in the first area."
[0191] This embodiment introduces a personalized display method for the second armor status icon, which improves the richness and flexibility of the display method and is beneficial to improving the human-computer interaction efficiency.
[0192] In some embodiments, the method further includes step 270:
[0193] Step 270, in response to the armor durability value of the armor item being deducted to the minimum value, stop deducting the armor durability value of the armor item, and hide the destruction icon, hide the first stroke, hide the first surrounding animation effect, and hide the destruction prompt message.
[0194] The minimum value of the armor durability value can be set to 0. When the virtual character is in the first area and the armor durability value of the armor item is deducted to the minimum value, then stop deducting the armor durability value of the armor item. The computer device, in response to the armor durability value of the armor item being deducted to the minimum value, stops deducting the armor durability value of the armor item, and hides the destruction icon, hides the first stroke, hides the first surrounding animation effect, and hides the destruction prompt message. It should also be noted that when the armor durability value of the armor item is deducted to the minimum value, at this time, the second armor status icon itself and the first filling block inside are still displayed. It can be understood that when the armor durability value of the armor item is deducted to the minimum value, the armor item fails, and the virtual character in the first area is more likely to die.
[0195] This embodiment introduces a personalized display method for the second armor status icon when the armor durability value of the armor item is deducted to the minimum value, which improves the richness and flexibility of the display method and is beneficial to improving the human-computer interaction efficiency.
[0196] As an example, refer to Figure 7 , taking the armor item as a helmet and a chestplate as an example. Figure 7 In (1) of Figure 7 is the destruction icon, which is displayed in the top area of the second armor status icon; Figure 7Among them, (3) is the second armor status icon corresponding to the chest armor. The inside is the chest armor element. "VI" in the lower right corner is the chest armor level. The third filling block inside is used to indicate the attack of the chest armor by the enemy character and the specific deduction amount of being hit. This third filling block is rectangular and starts to be displayed from the bottom of the second armor status icon. It will increase the filling upward along the longitudinal direction as the deduction amount of being hit increases. The first filling block inside is used to indicate the continuous damage to the chest armor in the first area and the specific damage deduction amount. This first filling block is rectangular and is displayed above the third filling block. It will increase the filling upward along the longitudinal direction as the damage deduction amount increases.
[0197] Reference Figure 8 , taking the armor items being a helmet and a chest armor as an example. Figure 8 Among them, (1) is the damage icon and is displayed in the top area of the second armor status icon; Figure 8 Among them, (2) is the second armor status icon corresponding to the helmet. The inside is the helmet element. "VI" in the lower right corner is the helmet level. The first stroke / first surrounding dynamic effect is displayed on the outer frame. The first filling block inside is used to indicate the continuous damage to the helmet in the first area and the specific damage deduction amount. This first filling block is rectangular and starts to be displayed from the right side of the second armor status icon. It will increase the filling to the left along the horizontal direction as the damage deduction amount increases. Figure 8 Among them, (3) is the second armor status icon corresponding to the chest armor. The inside is the chest armor element. "VI" in the lower right corner is the chest armor level. The third filling block inside is used to indicate the attack of the chest armor by the enemy character and the specific deduction amount of being hit. This third filling block is rectangular and starts to be displayed from the right side of the second armor status icon. It will increase the filling to the left along the horizontal direction as the deduction amount of being hit increases. The first filling block inside is used to indicate the continuous damage to the chest armor in the first area and the specific damage deduction amount. This first filling block is rectangular and is displayed on the left side of the third filling block. It will increase the filling to the left along the horizontal direction as the damage deduction amount increases.
[0198] For the third armor status icon:
[0199] In some embodiments, after step 260 or step 270, the method further includes step 280:
[0200] Step 280, in response to the virtual character leaving the first area, restore the damage deduction amount corresponding to the armor durability value of the armor item, and display the third armor status icon corresponding to the armor item.
[0201] The virtual character can leave the first area through a movement operation. The movement operation can be triggered by, but is not limited to, at least one of the following methods: performing a movement operation by using the arrow keys on the keyboard, performing a movement operation by using the joystick or arrow keys on the gamepad, performing a movement operation by using the virtual joystick or swiping operation on the touch screen, performing a movement operation by clicking on a certain position with the mouse, and performing a movement operation by inputting body movements or head rotations in the somatosensory device.
[0202] In this embodiment, since the first area is a combat area where armor props are continuously damaged, the armor durability value of the armor prop is deducted. When the virtual character leaves the first area, the armor durability value deducted by the first area is automatically restored, that is, the damage deduction amount corresponding to the armor durability value of the armor prop is restored. At this time, the armor status icon corresponding to the armor prop is called the third armor status icon. The computer device responds to the virtual character leaving the first area, restores the damage deduction amount corresponding to the armor durability value of the armor prop, and displays the third armor status icon corresponding to the armor prop.
[0203] It can be understood that when the virtual character leaves the first area, only the armor durability value deducted by the first area is automatically restored, that is, the damage deduction amount corresponding to the armor durability value of the armor prop is restored. When the virtual character is also attacked by the enemy character in the first area, this part of the damage deduction amount will not be automatically restored after leaving the first area, and some recovery props are still needed to restore it.
[0204] This embodiment introduces the display of the third armor status icon when the virtual character leaves the first area, enabling players to quickly determine whether they have left the first area, improving the information transparency, and also improving the human-computer interaction efficiency.
[0205] In some embodiments, the third armor status icon includes: a second filling block, and the second filling block is used to indicate the damage deduction amount corresponding to the armor durability value of the restored armor prop. Step 280 of displaying the third armor status icon corresponding to the armor prop is specifically implemented as step 282:
[0206] Step 282, switch and display the first filling block in the second armor status icon corresponding to the armor prop as the second filling block in the third armor status icon.
[0207] The computer device switches and displays the first filling block in the second armor status icon corresponding to the armor prop as the second filling block in the third armor status icon. Among them, this switching display is an instantaneous switching display, directly switching the first filling block to the second filling block. The filling areas of the first filling block and the second filling block are initially the same, and only the color / pattern / line is different. Other filling blocks (for example, the third filling block) inside the second armor status icon remain unchanged and are still retained in the third armor status icon.
[0208] In some other embodiments, the computer device also cancels the display of the second armor status icon corresponding to the armor item and displays the initial third armor status icon. According to the first filling area of the first filling block in the second armor status icon, the computer device controls the second filling block in the third armor status icon to increase from 0 to the same size as the first filling area, so as to display the second filling block in the third armor status icon.
[0209] This embodiment introduces the display of the second filling block in the third armor status icon, enabling players to view the recovery of the armor durability value of the armor item, improving the information transparency, and also improving the human-computer interaction efficiency.
[0210] In some embodiments, the second filling area of the second filling block is inversely correlated with the damage recovery amount of the armor durability value, and the damage recovery amount is used to indicate the armor durability value recovered after leaving the first area. Step 282 is specifically implemented as step 2820:
[0211] Step 2820: As the damage recovery amount of the armor durability value increases, in the third armor status icon corresponding to the armor item, display the second filling block with a decreasing second filling area.
[0212] The greater the damage recovery amount of the armor durability value, the smaller the second filling area of the second filling block. As the damage recovery amount of the armor durability value increases, the computer device displays the second filling block with a decreasing second filling area in the third armor status icon corresponding to the armor item.
[0213] Optionally, taking the second filling block as a rectangle as an example, the second filling area of the second filling block is related to at least one of the width and the height. Then step 2820 includes at least the following two implementation manners:
[0214] Implementation manner 1: Control the width of the second filling block to be unchanged, and control the height of the second filling block to decrease in the longitudinal direction to display the second filling block with a decreasing second filling area. Wherein, when the second filling block is at the bottom of the third armor status icon, the height of the second filling block decreases downward in the longitudinal direction. When the second filling block is at the top of the third armor status icon, the height of the second filling block decreases upward in the longitudinal direction.
[0215] Or,
[0216] Implementation manner 2: Control the height of the second filling block to be unchanged, and control the width of the second filling block to decrease in the transverse direction to display the second filling block with a decreasing second filling area. Wherein, when the second filling block is on the left side of the third armor status icon, the width of the second filling block decreases leftward in the transverse direction. When the second filling block is on the right side of the third armor status icon, the width of the second filling block decreases rightward in the transverse direction.
[0217] This embodiment introduces the display of the second filling block in the third armor status icon, which will decrease as the amount of damage recovery increases, allowing players to quickly determine the recovery of the armor durability value of the armor item, improving information transparency, and also improving human-computer interaction efficiency, which helps players make game decisions.
[0218] In some embodiments, the third armor status icon further includes at least one of the following: a second stroke, a second surround animation. The method further includes at least one of step 283, step 284, step 285, and step 286:
[0219] Step 283, displaying a second stroke on the outer frame of the third armor status icon;
[0220] Step 284, displaying a second surround animation effect on the outer frame of the third armor status icon;
[0221] Step 285, displaying a recovery icon in the area surrounding the third armor status icon;
[0222] Step 286, displaying a destruction cancellation prompt message, wherein the destruction cancellation prompt message is used to indicate the restoration of the armor durability value of the armor item.
[0223] The computer device displays a second stroke on the outer frame of the third armor status icon, and / or displays a second surround effect on the outer frame of the third armor status icon. The stroke can be implemented as at least one of the following: a color stroke, a line stroke, and a pattern stroke. The second stroke can be specifically implemented as at least one of the following: a color stroke of the second color, a line stroke of the second line, and a pattern stroke of the second pattern. The surround effect can be at least one of the following: an animation effect, a music effect, and a color effect. The second surround effect can specifically be at least one of the following: an animation effect of the second content, a music effect of the second music, and a color effect of the second color. In a specific example, the second color is green.
[0224] The computer device displays a recovery icon in the surrounding area of the third armor status icon. The recovery icon is used to indicate the armor durability value of the armor item being restored. The surrounding area includes one of the following: a top / upper area, a bottom / lower area, a left area, and a right area. In some embodiments, the recovery icon is fixed, or the recovery icon corresponds to the first area. For example, if the first area is an acid rain area, the recovery icon is an acid rain dissipation icon. If the first area is a poisonous gas area, the recovery icon is a poisonous gas dissipation icon.
[0225] The computer device also displays a destruction removal prompt information, which is used to indicate the restoration of the armor durability value of the armor item. The destruction removal prompt information can be displayed at the upper side or the center of the user interface. The destruction removal prompt information can be a combination of a restoration icon and a restoration prompt text, for example, the restoration prompt text is "Armor corrosion removal: armor durability is being restored".
[0226] This embodiment introduces a personalized display method of the third armor status icon, which improves the richness and flexibility of the display method and is conducive to improving the efficiency of human-computer interaction.
[0227] In some embodiments, the method further comprises step 290:
[0228] Step 290, in response to the destruction recovery amount of the armor durability value reaching the destruction deduction amount, stop restoring the destruction deduction amount corresponding to the armor durability value of the armor item, and hide the recovery icon, hide the second stroke, hide the second surround animation, hide the destruction release prompt information, and hide the second filling block in the third armor status icon.
[0229] When the damage recovery amount of the armor durability value reaches the damage deduction amount, that is, the armor durability value deducted by the first area has been fully recovered, the damage deduction amount corresponding to the armor durability value of the armor item is stopped from being recovered. In response to the damage recovery amount of the armor durability value reaching the damage deduction amount, the computer device stops recovering the damage deduction amount corresponding to the armor durability value of the armor item, and hides the recovery icon, the second stroke, the second surround animation, the damage removal prompt information, and the second filling block in the third armor status icon. It should also be noted that if the virtual character is not attacked by the enemy character in the first area, then when the damage recovery amount of the armor durability value reaches the damage deduction amount, the third armor status icon is consistent with the first armor status icon when the first area is not entered.
[0230] This embodiment introduces a personalized display method of the third armor status icon when the damage recovery amount of the armor durability value of the armor item reaches the damage deduction amount, which improves the richness and flexibility of the display method and is conducive to improving the efficiency of human-computer interaction.
[0231] As an example, refer to Figure 9 , taking the armor props of helmet and breastplate as an example. Figure 9 (1) is the recovery icon, which is displayed in the top area of the third armor status icon; Figure 9Among them, (2) is the third armor status icon corresponding to the helmet. The inside is the helmet element, "VI" in the lower right corner is the helmet level, and the second stroke / second surrounding dynamic effect is displayed on the outer frame. The second filling block inside is used to indicate the continuous damage to the first area suffered by the helmet and the specific damage recovery amount. This second filling block is rectangular, starting from the bottom of the third armor status icon, and will decrease the filling along the vertical direction and downward as the damage recovery amount increases. Figure 9 Among them, (3) is the third armor status icon corresponding to the chest armor. The inside is the chest armor element, "VI" in the lower right corner is the chest armor level, and the third filling block inside is used to indicate the attack by the enemy character on the chest armor and the specific amount deducted by the hit. This third filling block is rectangular, starting from the bottom of the third armor status icon, and will increase the filling along the vertical direction and upward as the amount deducted by the hit increases. The second filling block inside is used to indicate the continuous damage to the first area suffered by the chest armor and the specific damage recovery amount. This second filling block is rectangular, displayed above the third filling block, and will decrease the filling along the vertical direction and downward as the damage recovery amount increases.
[0232] Reference Figure 10 , taking the armor items being a helmet and a chest armor as examples. Figure 10 Among them, (1) is the recovery icon, displayed in the top area of the third armor status icon; Figure 10 Among them, (2) is the third armor status icon corresponding to the helmet. The inside is the helmet element, "VI" in the lower right corner is the helmet level, and the second stroke / second surrounding dynamic effect is displayed on the outer frame. The second filling block inside is used to indicate the continuous damage to the first area suffered by the helmet and the specific damage recovery amount. This second filling block is rectangular, starting from the right side of the third armor status icon, and will decrease the filling along the horizontal direction and to the right as the damage recovery amount increases. Figure 10 Among them, (3) is the third armor status icon corresponding to the chest armor. The inside is the chest armor element, "VI" in the lower right corner is the chest armor level, and the third filling block inside is used to indicate the attack by the enemy character on the chest armor and the specific amount deducted by the hit. This third filling block is rectangular, starting from the right side of the third armor status icon, and will increase the filling along the horizontal direction and to the left as the amount deducted by the hit increases. The second filling block inside is used to indicate the continuous damage to the first area suffered by the chest armor and the specific damage recovery amount. This second filling block is rectangular, displayed on the left side of the third filling block, and will decrease the filling along the horizontal direction and to the right as the damage recovery amount increases.
[0233] For the first armor status icon, the second armor status icon, and the third armor status icon:
[0234] In some embodiments, the first armor status icon, the second armor status icon, and the third armor status icon further include: a third filling block, which is used to indicate that the armor item has been attacked by an enemy character. Specifically, it is divided into the following situations:
[0235] Situation 1: When the virtual character is attacked by an enemy character before entering the first area, the third filling block is displayed in the first armor status icon; subsequently, when the virtual character enters the first area, the third filling block remains displayed in the initial second armor status icon. When the virtual character is attacked by an enemy character in the first area, the third filling area of the third filling block will increase as the amount of damage deducted due to the attack increases. When the virtual character is not attacked by an enemy character in the first area, the third filling area of the third filling block remains unchanged; when the virtual character leaves the first area, the third filling block in the third armor status icon is the same as the second armor status icon at the last moment in the first area; when the virtual character is attacked by an enemy character after leaving the first area, the third filling area of the third filling block will increase as the amount of damage deducted due to the attack increases.
[0236] Situation 2: When the virtual character is not attacked by an enemy character before entering the first area, the third filling block is not displayed in the first armor status icon; subsequently, when the virtual character enters the first area, the third filling block is still not displayed in the initial second armor status icon. When the virtual character is attacked by an enemy character in the first area, the third filling block is displayed in the second armor status icon, and the third filling area of the third filling block will increase as the amount of damage deducted due to the attack increases. When the virtual character is still not attacked by an enemy character in the first area, the third filling block is still not displayed in the second armor status icon; when the virtual character leaves the first area, the third filling block in the third armor status icon is the same as the second armor status icon at the last moment in the first area; when the virtual character is attacked by an enemy character after leaving the first area, the third filling area of the third filling block will increase as the amount of damage deducted due to the attack increases.
[0237] In some embodiments, the method further includes step 320:
[0238] Step 320, in response to the virtual character being attacked by an enemy character, deduct the armor durability value of the armor item, and display a third filling block in the first armor status icon, the second armor status icon, and the third armor status icon corresponding to the armor item.
[0239] The virtual character is attacked by an enemy character, which can be at least one of the following times: before entering the first area, in the first area, and after leaving the first area. In response to the virtual character being attacked by the enemy character, the computer device deducts the armor durability value of the armor item and displays the third filling block among the first armor status icon, the second armor status icon, and the third armor status icon corresponding to the armor item according to the time when the virtual character is attacked by the enemy character.
[0240] In some embodiments, if the virtual character wears multiple armor items at the same time and the enemy character attacks a position of a certain armor item of the virtual character, the armor durability value of the corresponding armor item of the corresponding part is reduced accordingly. Correspondingly, the third filling block is displayed in the first armor status icon, the second armor status icon, and the third armor status icon corresponding to the armor item of the corresponding part. For example, if the virtual character wears a helmet and a chest armor at the same time and the enemy character attacks the head of the virtual character, the armor durability value corresponding to the helmet is reduced accordingly, and the third filling block is displayed in the first armor status icon, the second armor status icon, and the third armor status icon corresponding to the helmet. If the enemy character attacks the chest of the virtual character, the armor durability value corresponding to the chest armor is reduced accordingly, and the third filling block is displayed in the first armor status icon, the second armor status icon, and the third armor status icon corresponding to the chest armor.
[0241] This embodiment introduces the display of the third filling block in the first armor status icon, the second armor status icon, and the third armor status icon, enabling the player to quickly determine whether they have been attacked by an enemy character, quickly determine whether the armor durability value of the armor item has been deducted and the specific deduction mechanism, improving the transparency of information and also improving the human-computer interaction efficiency.
[0242] In some embodiments, the third filling area of the third filling block is positively correlated with the amount of armor durability deducted by the attack. The amount of armor durability deducted by the attack is used to indicate the armor durability value deducted from the armor item due to the attack by the enemy character. Step 320 is specifically implemented as step 322:
[0243] Step 322, as the amount of armor durability deducted by the attack increases, a third filling block with an increasing third filling area is displayed in the first armor status icon, the second armor status icon, and the third armor status icon corresponding to the armor item.
[0244] The greater the amount of armor durability deducted by the attack, the larger the third filling area of the third filling block. As the amount of armor durability deducted by the attack increases, the computer device displays a third filling block with an increasing third filling area in the first armor status icon, the second armor status icon, and the third armor status icon corresponding to the armor item.
[0245] Optionally, taking the third filling block as a rectangle as an example, the third filling area of the third filling block is related to at least one of the width and the height. Then step 322 includes at least the following two implementation manners:
[0246] Implementation manner 1: Control the width of the third filling block to be unchanged, and control the height of the third filling block to increase in the longitudinal direction to display the third filling block with an increased third filling area. Among them, taking the first armor status icon as an example, when the third filling block is located at the bottom of the first armor status icon, the height of the third filling block increases upward in the longitudinal direction. When the third filling block is located at the top of the first armor status icon, the height of the third filling block increases downward in the longitudinal direction. The implementation manners of the third filling blocks in the second armor status icon and the third armor status icon are the same and will not be elaborated.
[0247] Or,
[0248] Implementation manner 2: Control the height of the third filling block to be unchanged, and control the width of the third filling block to increase in the transverse direction to display the third filling block with an increased third filling area. Among them, taking the first armor status icon as an example, when the third filling block is located on the left side of the first armor status icon, the width of the third filling block increases to the right in the transverse direction. When the third filling block is located on the right side of the first armor status icon, the width of the third filling block increases to the left in the transverse direction. The implementation manners of the third filling blocks in the second armor status icon and the third armor status icon are the same and will not be elaborated.
[0249] This embodiment introduces that the display of the third filling block in the first armor status icon, the second armor status icon, and the third armor status icon will increase with the increase of the damage deduction amount, enabling players to quickly determine the deduction situation and remaining situation of the armor durability value of the armor item, improving the information transparency, and also improving the human-computer interaction efficiency, which is helpful for the player's game decision-making.
[0250] In some embodiments, when the second armor status icon includes both the first filling block and the third filling block at the same time, the method further includes step 340:
[0251] Step 340, in the second armor status icon corresponding to the armor item, splice and display the first filling block and the third filling block, and the first filling block and the third filling block have a common side.
[0252] In the computer device, the first filling block and the third filling block are spliced and displayed in the second armor status icon corresponding to the armor item. The first filling block and the third filling block have a common side, and there is only one common side. The splicing and display method can be one of the following: vertical splicing arrangement or horizontal splicing arrangement. When they are vertically spliced and arranged, one of the first filling block and the third filling block can be on the upper side and the other on the lower side. For example, the first filling block is on the upper side and the third filling block is on the lower side. When they are horizontally spliced and arranged, one of the first filling block and the third filling block can be on the left side and the other on the right side. For example, the first filling block is on the left side and the second filling block is on the right side.
[0253] It should also be noted that the relative positions of the first filling block and the third filling block can be fixed. For example, the first filling block is always on the upper side and the third filling block is always on the lower side. Or, the relative positions of the first filling block and the third filling block can also be unfixed, and they are adaptively switched in position according to the deduction method. For example, when the armor durability value is deducted this time due to being attacked by an enemy character, the third filling block is switched to be displayed on the upper side, which can be calculated once per second.
[0254] In some embodiments, when the second armor status icon includes both the first filling block and the third filling block, the increase in the filling areas of these two filling blocks is independent of each other. When the filling area of one filling block increases, it will push the other filling block to move, and the other filling block will accordingly change its position. For example, the third filling block is on the lower side and the first filling block is on the upper side. When the third filling area of the third filling block increases, it will push the first filling block upward. At the same time, the first filling area of the first filling block also increases with the increase in the damage deduction amount.
[0255] This embodiment introduces the display when the second armor status icon includes both the first filling block and the third filling block, enabling players to distinguish different armor durability value deduction mechanisms and improving the human-computer interaction efficiency.
[0256] For the armor durability value of the armor item in step 270 being deducted to the minimum value, it includes at least one of the following:
[0257] 1) The first filling area is the same as the icon area of the second armor status icon; this indicates that the armor item has had all its armor durability value deducted due to continuous damage in the first area.
[0258] 2) The second filling area is the same as the icon area of the second armor status icon; this indicates that the armor item has had all its armor durability value deducted due to being attacked by an enemy character, including being attacked by an enemy character before entering the first area and / or being attacked by an enemy character in the first area.
[0259] 3) The sum of the first filling area and the second filling area is the same as the icon area of the second armor status icon; at this time, it means that the armor durability value of the armor item has been deducted by a part due to the continuous damage in the first area, and has also been deducted by a part due to being attacked by an enemy character. The total deduction amount obtained by adding the two deduction amounts is the same as the total amount of the armor durability value.
[0260] This embodiment introduces the display method corresponding to the second armor status icon when the armor durability value of the armor item is deducted to the minimum value, improving the human-computer interaction efficiency.
[0261] In some embodiments, when the third armor status icon includes both the second filling block and the third filling block at the same time, the method further includes step 360:
[0262] Step 360, in the third armor status icon corresponding to the armor item, splice and display the second filling block and the third filling block, and the second filling block and the third filling block have a common side.
[0263] The computer device splices and displays the second filling block and the third filling block in the third armor status icon corresponding to the armor item, and the second filling block and the third filling block have a common side, and the common side is one. The splicing display method can be one of the following: vertical splicing arrangement, horizontal splicing arrangement. When the two are arranged in a vertical splicing manner, the second filling block and the third filling block can be one above and the other below. For example, the second filling block is above and the third filling block is below. When the two are arranged in a horizontal splicing manner, the second filling block and the third filling block can be one on the left and the other on the right. For example, the second filling block is on the left and the second filling block is on the right.
[0264] It should also be noted that the relative positions of the second filling block and the third filling block can be fixed. For example, the second filling block is always above and the third filling block is always below. Or, the relative positions of the second filling block and the third filling block can also be unfixed, and the positions are adaptively switched according to the deduction method. For example, when the armor durability value is deducted this time due to being attacked by an enemy character, the third filling block is switched to be displayed above, which can be calculated once per second.
[0265] In some embodiments, when the third armor status icon includes both the second filling block and the third filling block at the same time, the increase and decrease of the filling areas of these two filling blocks are independent of each other. When the third filling area of the third filling block increases, it will push the second filling block to move, and the second filling block will accordingly change its position. For example, the third filling block is below and the second filling block is above. When the third filling area of the third filling block increases, it will push the second filling block upward. At the same time, the second filling area of the second filling block also decreases as the damage recovery amount increases.
[0266] This embodiment introduces the display when the third armor status icon includes both the second filling block and the third filling block, enabling players to distinguish different deduction mechanisms for the armor durability value and also observe the recovery situation, thus improving the efficiency of human-computer interaction.
[0267] For the damage recovery amount of the armor durability value in step 290 reaching the damage deduction amount, it includes at least one of the following:
[0268] 1) The second filling area in the third armor status icon is the minimum value; the minimum value is 0, indicating that all the armor durability values deducted by the first area for the armor item are fully recovered.
[0269] 2) There is no second filling block in the third armor status icon; at this time, it indicates that all the armor durability values deducted by the first area for the armor item are fully recovered.
[0270] This embodiment introduces the corresponding display method in the third armor status icon when the damage recovery amount of the armor durability value reaches the damage deduction amount, improving the efficiency of human-computer interaction.
[0271] In some embodiments, when the first area appears in the game, the method further includes step 380:
[0272] Step 380, display the prompt information of the first area.
[0273] The prompt information is used to indicate that the first area has appeared in the game, and also to attract the virtual character to enter the first area to explore. The computer device displays the prompt information of the first area, and this prompt information can be displayed at the upper position or the center position in the user interface.
[0274] Exemplarily, the prompt information of the first area is cancelled after a preset duration. For example, the preset duration is set to 2 minutes. Or, the prompt information of the first area is continuously displayed until the virtual character enters the first area and then is cancelled.
[0275] This embodiment introduces the display of the prompt information of the first area, which can timely prompt the player that the first area has appeared and guide the player to enter the first area to explore, improving the efficiency of human-computer interaction.
[0276] In some embodiments, the prompt information displayed on different user interfaces is different. The prompt information includes at least one of the following: environmental icon, appearance prompt text, area indication icon, and the area indication icon is used to indicate the position and scope of the first area. Step 380 is specifically implemented as step 382 and / or step 384:
[0277] Step 382, display the environmental icon and the appearance prompt text of the first area;
[0278] Step 384, in response to the virtual character opening the virtual map, display the environmental icons and area indication icons of the first area in the virtual map.
[0279] The computer device displays the environmental icons of the first area and presents a prompt text. The environmental icons are used to indicate the types of extreme environments and / or extreme landforms corresponding to the first area. In some embodiments, the environmental icons are fixed, or the environmental icons correspond to the first area. For example, if the first area is an acid rain area, the environmental icon is a rain icon. The presented prompt text is used to guide the virtual character to open the virtual map to view the location of the first area. For example, the presented prompt text is "The first area has appeared: Click on the map to view the specific location".
[0280] The computer device, in response to the virtual character opening the virtual map, displays the environmental icons and area indication icons of the first area in the virtual map. The shape of the area indication icon can be arbitrary, including but not limited to any one of the following: rectangle, circle, polygon, irregular shape, the contour shape of the first area. The position of the area indication icon is the position of the first area, and the size / range of the area indication icon is consistent with the size and range of the first area.
[0281] This embodiment describes the specific content of the prompt information for the first area, which can timely prompt the player of the location and range of the first area, improve the transparency of information, and improve the human-computer interaction efficiency.
[0282] In some embodiments, step 260, in response to the virtual character entering the first area, deducts the armor durability value of the armor item, which is specifically implemented as steps 267 and 268:
[0283] Step 267, when the virtual character enters the first area and the virtual character is wearing an armor item, determine the armor durability value of the armor item;
[0284] Step 268, when the armor durability value of the armor item is greater than the minimum value, deduct the armor durability value of the armor item based on the staying duration of the virtual character in the first area.
[0285] The minimum value of the armor durability value is 0. The computer device determines the armor durability value of the armor item, that is, determines the current armor durability value, when the virtual character enters the first area and the virtual character is wearing an armor item. When the armor durability value of the armor item is greater than the minimum value, deduct the armor durability value of the armor item based on the staying duration of the virtual character in the first area.
[0286] This embodiment describes the deduction method of the armor durability value of the armor item after the virtual character enters the first area, which can improve the data processing efficiency.
[0287] In some embodiments, step 268 is specifically implemented as step 2682 and step 2684:
[0288] Step 2682, when the armor durability value of the armor item is greater than the minimum value and the staying duration of the virtual character in the first area is not greater than the first duration, deduct the armor durability value of the armor item at the first deduction speed;
[0289] Step 2684, when the armor durability value of the armor item is greater than the minimum value and the staying duration of the virtual character in the first area is greater than the first duration, deduct the armor durability value of the armor item at the second deduction speed, where the second deduction speed is greater than the first deduction speed.
[0290] The first duration, the first deduction speed, and the second deduction speed can be configured according to actual technical needs. For example, they can be configured according to at least one of the character level, the type, material, rarity, and attribute bonus of the armor item.
[0291] When the armor durability value of the armor item is greater than the minimum value and the staying duration of the virtual character in the first area is not greater than the first duration, the computer device deducts the armor durability value of the armor item at the first deduction speed; when the armor durability value of the armor item is greater than the minimum value and the staying duration of the virtual character in the first area is greater than the first duration, after exceeding the first duration, the computer device deducts the armor durability value of the armor item at the second deduction speed, where the second deduction speed is greater than the first deduction speed. That is, the longer the virtual character stays in the first area, the faster the armor durability value is deducted.
[0292] In a specific example, the first duration is configured as 2 minutes, the first deduction speed is configured as 1 point / second, and the second deduction speed is configured as 2 points / second. For example, within 2 minutes, the armor durability value is continuously deducted at a speed of 1 point / second, and after 2 minutes, it is continuously deducted at a speed of 2 points / second.
[0293] This embodiment introduces the specific deduction method of the armor durability value of the armor item after the virtual character enters the first area, which can improve the data processing efficiency.
[0294] The following embodiments introduce the calculation method for real-time updating of the first filling area of the first filling block:
[0295] Calculation method 1: Corresponding to implementation method 1 of step 2620, the method further includes step 311, step 312, and step 313:
[0296] Step 311, read the damage deduction amount of the armor durability value in real time;
[0297] Step 312, calculate the real-time height of the first filling block corresponding to the damage deduction amount;
[0298] Step 313: Update the first filling area of the first filling block in the second armor status icon based on the real-time height of the first filling block.
[0299] The real-time damage deduction amount of the armor durability value can be recorded by the computer device and its background server.
[0300] Step 312 is implemented as follows: Divide the damage deduction amount by the total amount of the armor durability value to obtain a deduction ratio value; Multiply the deduction ratio value by the total height of the icon of the second armor status icon to obtain the real-time height of the first filling block corresponding to the damage deduction amount. Expressed by the formula: (the damage deduction amount of the armor durability value / the total amount of the armor durability value) * the total height of the icon of the second armor status icon = the real-time height of the first filling block.
[0301] The computer device reads the real-time damage deduction amount of the armor durability value in real time; calculates the real-time height of the first filling block corresponding to the damage deduction amount; based on the real-time height of the first filling block, updates the real-time height to update the first filling area of the first filling block in the second armor status icon.
[0302] Calculation method 2: For the second implementation method of step 2620, the method further includes step 311, step 314, and step 315:
[0303] Step 311: Read the real-time damage deduction amount of the armor durability value in real time;
[0304] Step 314: Calculate the real-time width of the first filling block corresponding to the damage deduction amount;
[0305] Step 315: Update the first filling area of the first filling block in the second armor status icon based on the real-time width of the first filling block.
[0306] The real-time damage deduction amount of the armor durability value can be recorded by the computer device and its background server.
[0307] Step 314 is implemented as follows: Divide the damage deduction amount by the total amount of the armor durability value to obtain a deduction ratio value; Multiply the deduction ratio value by the total width of the icon of the second armor status icon to obtain the real-time width of the first filling block corresponding to the damage deduction amount. Expressed by the formula: (the damage deduction amount of the armor durability value / the total amount of the armor durability value) * the total width of the icon of the second armor status icon = the real-time width of the first filling block.
[0308] The computer device reads the real-time damage deduction amount of the armor durability value in real time; calculates the real-time width of the first filling block corresponding to the damage deduction amount; based on the real-time width of the first filling block, updates the real-time width to update the first filling area of the first filling block in the second armor status icon.
[0309] This embodiment introduces a calculation method for real-time updating of the first filling area of the first filling block, which can achieve real-time updated display of the first filling block and improve the human-computer interaction efficiency.
[0310] In some embodiments, step 280 responds to the virtual character leaving the first area and restores the damage deduction amount corresponding to the armor durability value of the armor item, which is implemented as step 287:
[0311] Step 287, when the virtual character leaves the first area and the damage deduction amount of the armor durability value of the armor item worn by the virtual character is greater than the minimum value, restore the damage deduction amount corresponding to the armor durability value of the armor item at a preset restoration speed.
[0312] The preset restoration speed can be configured according to actual technical needs. For example, it can be configured according to at least one of the character level, the type, material, rarity, and attribute bonus of the armor item. In a specific example, the preset restoration speed is configured as 1 point / second.
[0313] The minimum value of the damage deduction amount is set to 0. When the virtual character leaves the first area and the damage deduction amount of the armor durability value of the armor item worn by the virtual character is greater than the minimum value, the computer device restores the damage deduction amount corresponding to the armor durability value of the armor item at a preset restoration speed.
[0314] This embodiment introduces the specific restoration method of the armor durability value of the armor item after the virtual character leaves the first area, which can improve the data processing efficiency.
[0315] The following embodiment introduces a calculation method for real-time updating of the second filling area of the second filling block:
[0316] Calculation method 1, corresponding to implementation method 1 of step 2820, this method further includes steps 321, 322, and 323:
[0317] Step 321, read the damage restoration amount of the armor durability value in real time;
[0318] Step 322, calculate the real-time height of the second filling block corresponding to the damage restoration amount;
[0319] Step 323, based on the real-time height of the second filling block, update the second filling area of the second filling block in the third armor status icon.
[0320] The real-time damage restoration amount of the armor durability value can be recorded by the computer device and its background server.
[0321] Step 322 is implemented as follows: Divide the damage recovery amount by the total armor durability value to obtain a recovery ratio value; Multiply the recovery ratio value by the total icon height of the third armor status icon to obtain the recovery height corresponding to the damage recovery amount; Subtract the recovery height from the initial height of the second filling block to obtain the real-time height of the second filling block corresponding to the damage recovery amount. Expressed by the formula: The initial height of the second filling block - (the damage recovery amount of the armor durability value / the total armor durability value) * the total icon height of the third armor status icon = the real-time height of the second filling block.
[0322] The computer device reads the damage recovery amount of the armor durability value in real time; calculates the real-time height of the second filling block corresponding to the damage recovery amount; and updates the real-time height based on the real-time height of the second filling block to update the second filling area of the second filling block in the third armor status icon.
[0323] Calculation method 2: Corresponding to implementation method 2 of step 2820, this method further includes step 321, step 324, and step 325:
[0324] Step 321, read the damage recovery amount of the armor durability value in real time;
[0325] Step 324, calculate the real-time width of the second filling block corresponding to the damage recovery amount;
[0326] Step 325, update the second filling area of the second filling block in the third armor status icon based on the real-time width of the second filling block.
[0327] The damage recovery amount of the armor durability value in real time can be recorded by the computer device and its background server.
[0328] Step 324 is implemented as follows: Divide the damage recovery amount by the total armor durability value to obtain a recovery ratio value; Multiply the recovery ratio value by the total icon width of the third armor status icon to obtain the recovery width corresponding to the damage recovery amount; Subtract the recovery width from the initial width of the second filling block to obtain the real-time width of the second filling block corresponding to the damage recovery amount. Expressed by the formula: The initial width of the second filling block - (the damage recovery amount of the armor durability value / the total armor durability value) * the total icon width of the third armor status icon = the real-time width of the second filling block.
[0329] The computer device reads the damage recovery amount of the armor durability value in real time; calculates the real-time width of the second filling block corresponding to the damage recovery amount; and updates the real-time width based on the real-time width of the second filling block to update the second filling area of the second filling block in the third armor status icon.
[0330] This embodiment introduces a calculation method for real-time updating of the second filling area of the second filling block, which can achieve real-time updated display of the second filling block and improve the human-computer interaction efficiency.
[0331] In the following embodiments, the method for displaying the item state is executed by a computer device. Taking the armor items as a helmet and a chestplate, the first area as an acid rain area, the first filling block as a purple filling block, the second filling block as a green filling block, and the third filling block as a red filling block as examples, the method for displaying the item state is introduced as a whole:
[0332] (1) Interface display
[0333] In response to the virtual character not entering the acid rain area, referring to Figure 11 , the virtual environment and the virtual character located in the virtual environment are displayed on the user interface 30, and the virtual character is wearing a helmet and a chestplate. In response to the appearance of an acid rain area in the combat area, a prompt message 33 for the acid rain area is displayed. The prompt message 33 includes an acid rain icon and a prompt text "Acid rain area has appeared: Click on the map to view the specific location", and the first armor status icon 31 corresponding to the helmet and the first armor status icon 32 corresponding to the chestplate are also displayed.
[0334] Among them, the interior of the first armor status icon 31 corresponding to the helmet is a helmet element, and "VI" in the lower right corner is the helmet level; the interior of the first armor status icon 32 corresponding to the chestplate is a chestplate element, and "VI" in the lower right corner is the chestplate level. The red filling block in the first armor status icon 32 corresponding to the chestplate is used to indicate that the chestplate has been attacked by an enemy character and the specific amount of durability deducted due to the attack.
[0335] Referring to Figure 12 , in response to the virtual character opening the virtual map 40, an environment icon 42 and a region indication icon 41 for the acid rain area are displayed in the virtual map 40. Among them, the acid rain area continuously corrodes and damages the helmet and the chestplate, and the position and contour shape of the acid rain area can also be changed through configuration.
[0336] In response to the virtual character entering the acid rain area, referring to Figure 13 , a damage prompt message 54 is displayed on the user interface 50. The damage prompt message 54 includes a damage icon and a damage prompt text "Acid rain erosion: Armor is corroding, and the acid rain area continuously deducts the armor durability value", and the second armor status icon 51 corresponding to the helmet and the second armor status icon 52 corresponding to the chestplate are also displayed. A damage icon 53 is also displayed in the top area of the second armor status icon 51 corresponding to the helmet. The damage icon 53 can specifically be an acid rain icon.
[0337] Among them, the outer frame of the second armor status icon 51 corresponding to the helmet displays a purple stroke + surround effect, and the purple filling block in the second armor status icon 51 corresponding to the helmet is used to indicate that the helmet is continuously corroded and damaged by the acid rain area and the specific amount of damage deduction; the outer frame of the second armor status icon 52 corresponding to the breastplate displays a purple stroke + surround effect, and the purple filling block in the second armor status icon 52 corresponding to the breastplate is used to indicate that the helmet is continuously corroded and damaged by the acid rain area and the specific amount of damage deduction, and the red filling block in the second armor status icon 52 corresponding to the breastplate is used to indicate that the breastplate is attacked by the enemy character and the specific amount of damage deduction. The purple filling block will increase the filling in the longitudinal direction and upward as the damage deduction increases, and the red filling block will increase the filling in the longitudinal direction and upward as the damage deduction increases.
[0338] refer to Figure 14 , after a set time or when the armor durability value is deducted to 0, the destruction prompt information 54 is canceled. Optionally, when the second armor status icon 51 corresponding to the helmet and the second armor status icon 52 corresponding to the chest armor are filled with purple filling blocks and / or red filling blocks, it means that the armor durability value is deducted to 0, and the armor durability value is no longer deducted at this time, and the destruction icon 53 is also hidden, and the purple stroke + surround animation effect is hidden.
[0339] In response to the virtual character leaving the acid rain area, reference Figure 15 , a destruction cancellation prompt message 64 is displayed on the user interface 60, and the destruction cancellation prompt message 64 includes a recovery icon and a destruction cancellation prompt text "Armor corrosion is cancelled, and armor durability is being continuously restored". A third armor status icon 61 corresponding to the helmet and a third armor status icon 62 corresponding to the chest armor are also displayed, and a recovery icon 63 is also displayed in the top area of the third armor status icon 61 corresponding to the helmet.
[0340] Among them, the outer frame of the third armor status icon 61 corresponding to the helmet displays a green stroke + surround effect, and the green filling block in the third armor status icon 61 corresponding to the helmet is used to indicate the restoration of the continuous corrosion damage in the acid rain area suffered by the helmet and the specific damage recovery amount; the outer frame of the third armor status icon 62 corresponding to the breastplate displays a green stroke + surround effect, and the green filling block in the third armor status icon 62 corresponding to the breastplate is used to indicate the restoration of the continuous corrosion damage in the acid rain area suffered by the helmet and the specific damage recovery amount, and the red filling block in the third armor status icon 62 corresponding to the breastplate is used to indicate that the breastplate is attacked by the enemy character and the specific amount of damage deduction. The green filling block will reduce the filling in the longitudinal direction and downward as the damage recovery amount increases, and the red filling block will increase the filling in the longitudinal direction and upward as the amount of damage deduction increases.
[0341] refer to Figure 16, when the set time has passed or the damage recovery amount reaches the damage deduction amount, the display of the damage removal prompt message 64 is canceled. Optionally, when there is no green filling block or the green filling block is 0 in the third armor status icon 61 corresponding to the helmet and the third armor status icon 62 corresponding to the chest armor, the damage recovery amount reaches the damage deduction amount, and the damage deduction amount is no longer restored at this time, and the recovery icon 63 is hidden, and the green stroke + surround animation effect is hidden.
[0342] This embodiment sets the display order of each filling block as follows: when the first armor status icon includes a red filling block, the red filling block is displayed starting from the bottom of the icon. When the second armor status icon includes both a red filling block and a purple filling block, the purple filling block is displayed above the red filling block; when the second armor status icon includes only a purple filling block, the purple filling block is displayed starting from the bottom of the icon. When the third armor status icon includes both a red filling block and a green filling block, the green filling block is displayed above the red filling block; when the third armor status icon includes only a green filling block, the green filling block is displayed starting from the bottom of the icon. Other display orders can also be set without limitation.
[0343] (II) Technical Implementation
[0344] When the default 10-second preparation time after the player enters the game, the game officially begins. The background will randomly select one of the four set battle areas as the acid rain area, and synchronize the data to the player's perspective. The player can see the prompt information of the acid rain area. After that, when the player clicks on the virtual map, the area indicator icon of the acid rain area can be viewed to indicate the location and range of the acid rain area. Figure 17 , the process is as follows:
[0345] 1. Start;
[0346] 2. Players have a default 10-second preparation time at the start of the game;
[0347] 3. Randomly select a combat zone from the set combat zones as the acid rain zone;
[0348] 4. Area indicator icons showing acid rain areas in the virtual map;
[0349] 5. Display prompt information of acid rain areas in the user interface;
[0350] 6. Determine whether to open the virtual map? If yes, go to step 7; otherwise, go to step 8;
[0351] 7. Players see the area indicator icon of the acid rain area in the virtual map;
[0352] 8. End.
[0353] When a player enters the acid rain area, it is judged whether the player is wearing an armor item. If the player is wearing an armor item, it is then judged whether the current value of the armor durability is 0. If the player is wearing an armor item and the current value of the armor durability is greater than 0, a damage prompt message indicating that the armor is continuously corroded by the acid rain will be popped up, and at the same time, the duration of the player's stay in the acid rain area will be judged. If the stay duration is no more than 2 minutes, the armor item will be continuously deducted at a rate of 1 point per second; if the stay duration is greater than 2 minutes, the armor item will be continuously deducted at a rate of 2 points per second, and the deduction rate also supports being changed through configuration. At this time, an acid rain icon is displayed in the top area of the armor status icon, a purple stroke is displayed on the outer frame, and a purple filling block starts to be displayed inside. The display size of this purple filling block will change vertically as the armor durability is deducted. The purple filling block corresponds to the percentage of the consumed armor durability value. The more the armor durability is consumed, the more it is filled, and the higher the height. When the acid rain corrodes the armor item until the armor durability reaches 0, the armor durability is no longer deducted, the acid rain icon at the top of the armor status icon is hidden, and the purple stroke of the outer frame is hidden, but the purple filling block is still displayed. Reference Figure 18 , the process is as follows:
[0354] 1. Start;
[0355] 2. The player enters the acid rain area;
[0356] 3. Judge whether an armor item is worn? If yes, execute 4, otherwise execute 5;
[0357] 4. Judge whether the armor durability is greater than 0? If yes, execute 6, otherwise execute 5;
[0358] 5. End;
[0359] 6. Judge whether the stay duration in the acid rain area is greater than 2 minutes? If yes, execute 8, otherwise execute 7;
[0360] 7. Continuously deduct the armor durability at a rate of 1 point per second;
[0361] 8. Continuously deduct the armor durability at a rate of 2 points per second;
[0362] 9. Pop up a damage prompt message indicating that the acid rain continuously corrodes the armor;
[0363] 10. An acid rain icon is displayed in the top area of the armor status icon;
[0364] 11. A purple stroke is displayed on the outer frame of the armor status icon;
[0365] 12. A purple filling block is displayed in the armor status icon;
[0366] 13. Read the armor durability corroded and deducted in real time;
[0367] 14. Calculate the display height of the purple filling block, (armor durability deduction / total armor durability)*total height of armor status icon=display height of the purple filling block;
[0368] 15. Updated the display height of the purple fill block in the armor status icon;
[0369] 16. Check whether the armor durability is 0? If yes, execute 17 to 20, otherwise execute 6;
[0370] 17. Hide the damage prompt message of the armor being corroded by acid rain;
[0371] 18. Hide the acid rain icon on top of the armor status icon;
[0372] 19. Hide the purple border of the armor status icon;
[0373] 20. The armor status icon still displays purple fill blocks;
[0374] 21. The end.
[0375] When the player has had armor durability deducted in an acid rain area and leaves the acid rain area, the armor durability deducted by the acid rain area will continue to recover at a rate of 1 point / second, a destruction cancellation prompt will pop up, a recovery icon will be displayed in the top area of the armor status icon, a green outline will be displayed on the outer frame, and the purple fill block inside will switch to a green fill block. The display size of the green fill block will change vertically with the recovery of the armor durability. The green fill block corresponds to the percentage of the armor durability deduction value or the percentage of the armor durability recovery value. The more armor durability is recovered, the less filling and the lower the height. When the armor durability recovery reaches the deduction amount deducted by the acid rain area, it will no longer recover. Reference Figure 19 , the process is as follows:
[0376] 1. Start;
[0377] 2. Players whose armor durability has been deducted due to corrosion should leave the acid rain area;
[0378] 3. Continuously restore the armor durability deducted by corrosion at a rate of 1 point / second;
[0379] 4. A pop-up message will pop up indicating that armor corrosion has been removed.
[0380] 5. A recovery icon is displayed in the top area of the armor status icon;
[0381] 6. A green border is displayed on the outer frame of the armor status icon;
[0382] 7. The purple fill block of the armor status icon is switched to a green fill block;
[0383] 8. Read the restored armor durability value in real time;
[0384] 9. Calculate the display height of the green filling block: the initial display height of the green filling block - (armor durability value recovery amount / total armor durability value) * total height of the armor status icon = the display height of the green filling block;
[0385] 10. Updated the display height of the green fill block in the armor status icon;
[0386] 11. Determine whether the armor durability recovery has ended. If yes, execute 12 to 15, otherwise execute 3;
[0387] 12. Hide the destruction removal prompt information of armor corrosion removal;
[0388] 13. Hide the recovery icon in the top area of the armor status icon;
[0389] 14. Hide the green border of the armor status icon;
[0390] 15. Hide the green fill block in the armor status icon;
[0391] 16. The end.
[0392] In summary, the item status display method provided in the embodiment of the present application adds tension and gaming attributes to the game experience in special combat areas through the design of continuous deduction of armor durability in the newly added combat area, adds a new deduction mechanism for the armor durability of armor items, and improves the efficiency of human-computer interaction. Continuous recovery outside the newly added combat area will not affect the player's entry into other combat areas to experience the existing game content, affecting the player's decision-making while enriching the existing gameplay content and improving the user experience.
[0393] Figure 20 800 is a block diagram of a device for displaying a state of a prop provided by an exemplary embodiment of the present application. The device for displaying a state of a prop 800 comprises: a display module 820 .
[0394] A display module 820 is used to display a virtual character in a virtual environment, wherein the virtual character is wearing armor props;
[0395] The display module 820 is used to display a first armor status icon corresponding to the armor item in response to the virtual character not entering the first area, where the first area is a combat area for continuously destroying the armor item;
[0396] The display module 820 is used to deduct the armor durability value of the armor item in response to the virtual character entering the first area, and to display a second armor status icon corresponding to the armor item.
[0397] In some embodiments, the second armor status icon includes: a first filling block, which is used to indicate that the armor item is continuously damaged in the first area;
[0398] The display module 820 is configured to:
[0399] In the second armor status icon corresponding to the armor item, display the first filling block.
[0400] In some embodiments, the first filling area of the first filling block is positively correlated with the damage deduction amount of the armor durability value, and the damage deduction amount is used to indicate the armor durability value deducted due to the continuous damage of the armor item in the first area;
[0401] The display module 820 is configured to:
[0402] As the damage deduction amount of the armor durability value increases, in the second armor status icon corresponding to the armor item, display the first filling block with an increasing first filling area.
[0403] In some embodiments, the first filling area of the first filling block is related to at least one of the width and the height;
[0404] The display module 820 is configured to:
[0405] Control the width of the first filling block to be unchanged, and control the height of the first filling block to increase in the longitudinal direction to display the first filling block with an increasing first filling area;
[0406] Or,
[0407] Control the height of the first filling block to be unchanged, and control the width of the first filling block to increase in the transverse direction to display the first filling block with an increasing first filling area.
[0408] In some embodiments, the second armor status icon further includes at least one of the following: a first stroke, a first surrounding dynamic effect;
[0409] The display module 820 is further configured to at least one of the following:
[0410] On the outer frame of the second armor status icon, display the first stroke;
[0411] On the outer frame of the second armor status icon, display the first surrounding dynamic effect;
[0412] In the peripheral area of the second armor status icon, display a damage icon;
[0413] Display a damage prompt message for indicating that the armor durability value of the armor item is continuously deducted in the first area.
[0414] In some embodiments, the display module 820 is configured to:
[0415] In response to the armor durability value of the armor item being deducted to the minimum value, stop deducting the armor durability value of the armor item, and hide the damage icon, the first stroke, the first surrounding animation effect, and the damage prompt message.
[0416] In some embodiments, the display module 820 is configured to:
[0417] In response to the virtual character leaving the first area, restore the damage deduction amount corresponding to the armor durability value of the armor item, and display the third armor status icon corresponding to the armor item.
[0418] In some embodiments, the third armor status icon includes: a second filling block for indicating the damage deduction amount corresponding to restoring the armor durability value of the armor item;
[0419] The display module 820 is configured to:
[0420] Switch the display of the first filling block in the second armor status icon corresponding to the armor item to the second filling block in the third armor status icon.
[0421] In some embodiments, the second filling area of the second filling block is inversely related to the damage recovery amount of the armor durability value, and the damage recovery amount is used to indicate the armor durability value restored after leaving the first area;
[0422] The display module 820 is configured to:
[0423] As the damage recovery amount of the armor durability value increases, display the second filling block with a decreasing second filling area in the third armor status icon corresponding to the armor item.
[0424] In some embodiments, the second filling area of the second filling block is related to at least one of the width and the height;
[0425] The display module 820 is configured to:
[0426] Control the width of the second filling block to remain unchanged, and control the height of the second filling block to decrease in the longitudinal direction to display the second filling block with a decreasing second filling area;
[0427] Or,
[0428] The height of the second filling block is controlled to remain unchanged, and the width of the second filling block is controlled to decrease in the lateral direction, so as to display the second filling block with a reduced second filling area.
[0429] In some embodiments, the third armor status icon further includes at least one of the following: a second stroke, a second surround animation effect;
[0430] The display module 820 is further used for at least one of the following:
[0431] Displaying the second stroke on the outer frame of the third armor status icon;
[0432] Displaying the second surround animation effect on the outer frame of the third armor status icon;
[0433] In the area surrounding the third armor status icon, a recovery icon is displayed;
[0434] Displaying destruction cancellation prompt information, wherein the destruction cancellation prompt information is used to indicate the restoration of the armor durability value of the armor item.
[0435] In some embodiments, the display module 820 is used to:
[0436] In response to the destruction recovery amount of the armor durability value reaching the destruction deduction amount, stop recovering the destruction deduction amount corresponding to the armor durability value of the armor item, and hide the recovery icon, hide the second stroke, hide the second surround animation, hide the destruction cancellation prompt information, and hide the second filling block in the third armor status icon.
[0437] In some embodiments, the first armor status icon, the second armor status icon and the third armor status icon further include: a third filling block, the third filling block is used to indicate that the armor item is attacked by an enemy character;
[0438] The display module 820 is used for:
[0439] In response to the virtual character being attacked by an enemy character, the armor durability value of the armor item is deducted, and the third filling block is displayed in the first armor status icon, the second armor status icon, and the third armor status icon corresponding to the armor item.
[0440] In some embodiments, the third filling area of the third filling block is positively correlated with the amount of damage deduction of the armor durability value, and the damage deduction amount is used to indicate the armor durability value deducted when the armor item is attacked by an enemy character;
[0441] The display module 820 is used for:
[0442] As the amount of damage deducted from the armor durability value increases, among the first armor status icon, the second armor status icon, and the third armor status icon corresponding to the armor item, the third filling block with an increased third filling area is displayed.
[0443] In some embodiments, the third filling area of the third filling block is related to at least one of the width and the height;
[0444] The display module 820 is configured to:
[0445] Keep the width of the third filling block unchanged and control the height of the third filling block to increase in the longitudinal direction to display the third filling block with an increased third filling area;
[0446] Or,
[0447] Keep the height of the third filling block unchanged and control the width of the third filling block to increase in the transverse direction to display the third filling block with an increased third filling area.
[0448] In some embodiments, the display module 820 is configured to:
[0449] In the second armor status icon corresponding to the armor item, the first filling block and the third filling block are spliced and displayed, and the first filling block and the third filling block have a common side.
[0450] In some embodiments, the armor durability value is deducted to the minimum value, including at least one of the following:
[0451] The first filling area is the same as the icon area of the second armor status icon;
[0452] The second filling area is the same as the icon area of the second armor status icon;
[0453] The sum of the first filling area and the second filling area is the same as the icon area of the second armor status icon.
[0454] In some embodiments, the display module 820 is configured to:
[0455] In the third armor status icon corresponding to the armor item, the second filling block and the third filling block are spliced and displayed, and the second filling block and the third filling block have a common side.
[0456] In some embodiments, when the amount of damage recovery of the armor durability value reaches the amount of damage deduction, it includes at least one of the following:
[0457] The second filling area in the third armor status icon is the minimum value;
[0458] There is no second filling block in the third armor status icon.
[0459] In some embodiments, the display module 820 is configured to:
[0460] Display the prompt information of the first area.
[0461] In some embodiments, the prompt information includes at least one of the following: an environment icon, an appearance prompt text, and a region indication icon, where the region indication icon is used to indicate the position and scope of the first area;
[0462] The display module 820 is configured to:
[0463] Display the environment icon and the appearance prompt text of the first area;
[0464] In response to the virtual character opening the virtual map, display the environment icon and the region indication icon of the first area in the virtual map.
[0465] In some embodiments, the display module 820 is configured to:
[0466] When the virtual character enters the first area and wears the armor item, determine the armor durability value of the armor item;
[0467] When the armor durability value of the armor item is greater than the minimum value, deduct the armor durability value of the armor item based on the staying duration of the virtual character in the first area.
[0468] In some embodiments, the display module 820 is configured to:
[0469] When the armor durability value of the armor item is greater than the minimum value and the staying duration of the virtual character in the first area is not greater than the first duration, deduct the armor durability value of the armor item at the first deduction speed;
[0470] When the armor durability value of the armor item is greater than the minimum value and the staying duration of the virtual character in the first area is greater than the first duration, deduct the armor durability value of the armor item at the second deduction speed, where the second deduction speed is greater than the first deduction speed.
[0471] In some embodiments, the display module 820 is configured to:
[0472] Read the damage deduction amount of the armor durability value in real time;
[0473] Calculate the real-time height of the first filling block corresponding to the damage deduction amount;
[0474] Based on the real-time height of the first filling block, update the first filling area of the first filling block in the second armor status icon.
[0475] In some embodiments, the display module 820 is configured to:
[0476] Read the damage deduction amount of the armor durability value in real time;
[0477] Calculate the real-time width of the first filling block corresponding to the damage deduction amount;
[0478] Based on the real-time width of the first filling block, update the first filling area of the first filling block in the second armor status icon.
[0479] In some embodiments, the display module 820 is configured to:
[0480] Divide the damage deduction amount by the total armor durability value to obtain a deduction ratio value;
[0481] Multiply the deduction ratio value by the total height of the second armor status icon to obtain the real-time height of the first filling block corresponding to the damage deduction amount.
[0482] In some embodiments, the display module 820 is configured to:
[0483] Divide the damage deduction amount by the total armor durability value to obtain a deduction ratio value;
[0484] Multiply the deduction ratio value by the total width of the second armor status icon to obtain the real-time width of the first filling block corresponding to the damage deduction amount.
[0485] In some embodiments, the display module 820 is configured to:
[0486] When the virtual character leaves the first area and the damage deduction amount of the armor durability value of the armor item worn by the virtual character is greater than the minimum value, restore the damage deduction amount corresponding to the armor durability value of the armor item at a preset recovery speed.
[0487] In some embodiments, the display module 820 is configured to:
[0488] Read the damage recovery amount of the armor durability value in real time;
[0489] Calculate the real-time height of the second filling block corresponding to the damage recovery amount;
[0490] Update the second filling area of the second filling block in the third armor status icon based on the real-time height of the second filling block.
[0491] In some embodiments, the display module 820 is configured to:
[0492] Read the damage recovery amount of the armor durability value in real time;
[0493] Calculate the real-time width of the second filling block corresponding to the damage recovery amount;
[0494] Update the second filling area of the second filling block in the third armor status icon based on the real-time width of the second filling block.
[0495] In some embodiments, the display module 820 is configured to:
[0496] Divide the damage recovery amount by the total amount of armor durability value to obtain a recovery ratio value;
[0497] Multiply the recovery ratio value by the total height of the icon of the third armor status icon to obtain a recovery height corresponding to the damage recovery amount;
[0498] Subtract the recovery height from the initial height of the second filling block to obtain the real-time height of the second filling block corresponding to the damage recovery amount.
[0499] In some embodiments, the display module 820 is configured to:
[0500] Divide the damage recovery amount by the total amount of armor durability value to obtain a recovery ratio value;
[0501] Multiply the recovery ratio value by the total width of the icon of the third armor status icon to obtain a recovery width corresponding to the damage recovery amount;
[0502] Subtract the recovery width from the initial width of the second filling block to obtain the real-time width of the second filling block corresponding to the damage recovery amount.
[0503] In some embodiments, the display module 820 is configured to:
[0504] During the game, randomly select at least one combat area from several combat areas and convert the at least one combat area into the first area.
[0505] It should be noted that the specific limitations in the above-described embodiments of the one or more prop status display devices 800 can be referred to the specific limitations in the embodiments of the prop status display method described above, and will not be elaborated here. All or part of the modules of the above device can be implemented by software, hardware, and their combination. Each module can be embedded in the processor of the computer device in hardware form or independent of it, or stored in the memory of the computer device in software form, so that the processor can call and execute the operations corresponding to each module.
[0506] An embodiment of the present application also 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 prop status display method provided in the above method embodiments.
[0507] Figure 21 It is a structural block diagram of a computer device provided by an exemplary embodiment of the present application.
[0508] The computer device 1000 can be a portable mobile terminal, such as: 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, an unmanned reservation terminal, a smart home appliance, a smart voice interaction device, an unmanned vending terminal. The computer device 1000 may also be referred to by other names such as a user device, a portable terminal, etc.
[0509] Generally, the computer device 1000 includes: a processor 1001 and a memory 1002.
[0510] The processor 1001 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. The processor 1001 may be implemented in at least one of the following hardware forms: DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). The processor 1001 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 1001 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 1001 may further include an AI (Artificial Intelligence) processor, and the AI processor is used to process computational operations related to machine learning.
[0511] The memory 1002 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 1002 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 medium in the memory 1002 is used to store at least one instruction, and the at least one instruction is used to be executed by the processor 1001 to implement the prop state display method provided in the embodiments of the present application.
[0512] In some embodiments, the computer device 1000 may further optionally include: a peripheral device interface 1003 and at least one peripheral device. Specifically, the peripheral device includes at least one of the following: a radio frequency circuit 1004, a touch display screen 1005, a camera assembly 1006, an audio circuit 1007, and a power supply 1008.
[0513] The peripheral device interface 1003 can be used to connect at least one I / O (Input / Output) related peripheral device to the processor 1001 and the memory 1002. In some embodiments, the processor 1001, the memory 1002, and the peripheral device interface 1003 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1001, the memory 1002, and the peripheral device interface 1003 can be implemented on a separate chip or circuit board, and this embodiment does not limit this.
[0514] The radio frequency circuit 1004 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The radio frequency circuit 1004 communicates with the communication network and other communication devices through electromagnetic signals. The radio frequency circuit 1004 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 1004 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, etc. The radio frequency circuit 1004 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, generations 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 1004 may further include a circuit related to NFC (Near Field Communication), and this application does not limit this.
[0515] The touch display screen 1005 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. The touch display screen 1005 also has the ability to collect touch signals on or above the surface of the touch display screen 1005. The touch signals can be input as control signals to the processor 1001 for processing. The touch display screen 1005 is 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 1005, which is provided on the front panel of the computer device 1000; in other embodiments, there may be at least two touch display screens 1005, which are respectively provided on different surfaces of the computer device 1000 or are in a folded design; in some embodiments, the touch display screen 1005 may be a flexible display screen, which is provided on a curved surface or a folding surface of the computer device 1000. Even further, the touch display screen 1005 can also be set as an irregular non-rectangular shape, that is, an irregular-shaped screen. The touch display screen 1005 can be prepared using materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0516] The camera assembly 1006 is used to collect images or videos. Optionally, the camera assembly 1006 includes a front camera and a rear camera. Generally, the front camera is used to implement video calls or selfies, and the rear camera is used to implement photo or video shooting. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth camera, and a wide-angle camera respectively, to implement the function of background blurring by fusing the main camera and the depth camera, and to implement panoramic shooting and VR (Virtual Reality) shooting functions by fusing the main camera and the wide-angle camera. In some embodiments, the camera assembly 1006 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 a combination of a warm light flash and a cold light flash, which can be used for light compensation under different color temperatures.
[0517] The audio circuit 1007 is used to provide an audio interface between the user and the computer device 1000. The audio circuit 1007 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 1001 for processing, or input to the radio frequency circuit 1004 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 computer device 1000. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert the electrical signals from the processor 1001 or the radio frequency circuit 1004 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 electrical signals into sound waves audible to humans, but also convert electrical signals into sound waves inaudible to humans for uses such as ranging. In some embodiments, the audio circuit 1007 may further include a headphone jack.
[0518] The power supply 1008 is used to supply power to each component in the computer device 1000. The power supply 1008 may be alternating current, direct current, a disposable battery or a rechargeable battery. When the power supply 1008 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.
[0519] In some embodiments, the computer device 1000 further includes one or more sensors 1009. The one or more sensors 1009 include but are not limited to: an acceleration sensor 1010, a gyroscope sensor 1011, a pressure sensor 1012, an optical sensor 1013, and a proximity sensor 1014.
[0520] The acceleration sensor 1010 can detect the magnitudes of accelerations on the three coordinate axes of the coordinate system established with the computer device 1000. For example, the acceleration sensor 1010 can be used to detect the components of the gravitational acceleration on the three coordinate axes. The processor 1001 can control the touch display screen 1005 to display the user interface in a landscape view or a portrait view according to the gravitational acceleration signals collected by the acceleration sensor 1010. The acceleration sensor 1010 can also be used for collecting game or user movement data.
[0521] The gyroscope sensor 1011 can detect the body direction and rotation angle of the computer device 1000. The gyroscope sensor 1011 can cooperate with the acceleration sensor 1010 to collect the user's 3D actions on the computer device 1000. Based on the data collected by the gyroscope sensor 1011, the processor 1001 can implement the following functions: motion sensing (such as changing the UI according to the user's tilting operation), image stabilization during shooting, game control, and inertial navigation.
[0522] The pressure sensor 1012 can be disposed on the side frame of the computer device 1000 and / or the lower layer of the touch display screen 1005. When the pressure sensor 1012 is disposed on the side frame of the computer device 1000, it can detect the holding signal of the user on the computer device 1000, and perform left / right hand recognition or shortcut operations according to the holding signal. When the pressure sensor 1012 is disposed on the lower layer of the touch display screen 1005, it can control the operable controls on the UI interface according to the pressure operation of the user on the touch display screen 1005. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.
[0523] The optical sensor 1013 is used to collect the ambient light intensity. In one embodiment, the processor 1001 can control the display brightness of the touch display screen 1005 according to the ambient light intensity collected by the optical sensor 1013. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 1005 is increased; when the ambient light intensity is low, the display brightness of the touch display screen 1005 is decreased. In another embodiment, the processor 1001 can also dynamically adjust the shooting parameters of the camera module 1006 according to the ambient light intensity collected by the optical sensor 1013.
[0524] The proximity sensor 1014, also known as the distance sensor, is usually disposed on the front of the computer device 1000. The proximity sensor 1014 is used to collect the distance between the user and the front of the computer device 1000. In one embodiment, when the proximity sensor 1014 detects that the distance between the user and the front of the computer device 1000 is gradually decreasing, the processor 1001 controls the touch display screen 1005 to switch from the lit screen state to the off screen state; when the proximity sensor 1014 detects that the distance between the user and the front of the computer device 1000 is gradually increasing, the processor 1001 controls the touch display screen 1005 to switch from the off screen state to the lit screen state.
[0525] Those skilled in the art can understand that Figure 21 the structure shown in
[0526] In an exemplary embodiment, the embodiment of the present application further provides a chip, which includes a programmable logic circuit and / or computer instructions, and is used to implement the prop state display method provided in the above method embodiment when the chip runs on a computer device.
[0527] The embodiment of the present application further provides a computer-readable storage medium, which stores a computer program. The computer program is loaded and executed by a processor to implement the prop state display method provided in the above method embodiment.
[0528] The embodiment of the present application further provides a computer program product or a computer program, which includes computer instructions. The computer instructions are stored in a computer-readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the processor of the computer device is loaded and executed to implement the prop state display method provided in the above method embodiment.
[0529] The serial numbers of the above embodiments of the present application are only for description and do not represent the advantages and disadvantages of the embodiments.
[0530] Those of ordinary skill in the art can understand that all or part of the steps to implement 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, and the above-mentioned computer-readable storage medium can be a read-only memory, a disk or an optical disc, etc.
[0531] Those skilled in the art should be able to realize that in the above one or more 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. Computer-readable media include computer storage media and communication media, where 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.
[0532] 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 displaying the state of a prop, characterized in that The method includes: Displaying a virtual character located in a virtual environment, where the virtual character is wearing an armor item; In response to the virtual character not entering a first area, displaying a first armor status icon corresponding to the armor item, where the first area is a combat area that continuously damages the armor item; In response to the virtual character entering the first area, deducting the armor durability value of the armor item and displaying a second armor status icon corresponding to the armor item.
2. The method according to claim 1, wherein The second armor status icon includes: a first filling block, where the first filling block is used to indicate that the armor item is continuously damaged by the first area; The displaying the second armor status icon corresponding to the armor item includes: Displaying the first filling block in the second armor status icon corresponding to the armor item.
3. The method according to claim 2, wherein The first filling area of the first filling block is positively correlated with the deducted amount of damage to the armor durability value, and the deducted amount of damage is used to indicate the armor durability value deducted due to the armor item being continuously damaged by the first area; The displaying the first filling block in the second armor status icon corresponding to the armor item includes: As the deducted amount of damage to the armor durability value increases, displaying the first filling block with an increasing first filling area in the second armor status icon corresponding to the armor item.
4. The method according to claim 3, characterized in that, The first filling area of the first filling block is related to at least one of width and height; the displaying the first filling block with an increasing first filling area includes: Controlling the width of the first filling block to remain unchanged and controlling the height of the first filling block to increase in the longitudinal direction to display the first filling block with an increasing first filling area; Or, Controlling the height of the first filling block to remain unchanged and controlling the width of the first filling block to increase in the transverse direction to display the first filling block with an increasing first filling area.
5. The method according to any one of claims 1 to 4, characterized in that, The second armor status icon further includes at least one of the following: a first stroke, a first surrounding dynamic effect; The method further includes at least one of the following: Displaying the first stroke on the outer frame of the second armor status icon; Displaying the first surrounding dynamic effect on the outer frame of the second armor status icon; Displaying a damage icon in the peripheral area of the second armor status icon; Displaying a damage prompt message, where the damage prompt message is used to indicate that the first area continuously deducts the armor durability value of the armor item.
6. The method according to any one of claims 1 to 5, characterized in that, The method further includes: In response to the armor durability value of the armor item being deducted to the minimum value, stopping the deduction of the armor durability value of the armor item, and hiding the damage icon, hiding the first stroke, hiding the first surrounding dynamic effect, and hiding the damage prompt message.
7. According to the method described in any one of claims 1 to 6, characterized in that, The method further includes: In response to the virtual character leaving the first area, restoring the deducted amount of damage corresponding to the armor durability value of the armor item and displaying a third armor status icon corresponding to the armor item.
8. The method according to claim 7, wherein The third armor status icon includes: a second filling block, the second filling block is used to indicate the damage deduction amount corresponding to the armor durability value of the armor item being restored; The display of the third armor status icon corresponding to the armor item includes: The first filling block in the second armor status icon corresponding to the armor item is switched to be displayed as the second filling block in the third armor status icon.
9. The method according to claim 8, characterized in that, The second filling area of the second filling block is inversely correlated with the damage recovery amount of the armor durability value, and the damage recovery amount is used to indicate the armor durability value restored after leaving the first area; The step of switching the first filling block in the second armor status icon corresponding to the armor item to the second filling block in the third armor status icon includes: As the damage recovery amount of the armor durability value increases, the second filling block with a reduced second filling area is displayed in the third armor status icon corresponding to the armor item.
10. The method according to claim 9, wherein The second filling area of the second filling block is related to at least one of width and height; the second filling block showing the second filling area is reduced includes: Controlling the width of the second filling block to remain unchanged, and controlling the height of the second filling block to decrease in the longitudinal direction, so as to display the second filling block with a reduced second filling area; or, The height of the second filling block is controlled to remain unchanged, and the width of the second filling block is controlled to decrease in the lateral direction, so as to display the second filling block with a reduced second filling area.
11. The method according to any one of claims 7 to 10, characterized in that The third armor status icon further includes at least one of the following: a second stroke, a second surround animation effect; The method further comprises at least one of the following: Displaying the second stroke on the outer frame of the third armor status icon; Displaying the second surround animation effect on the outer frame of the third armor status icon; In the area surrounding the third armor status icon, a recovery icon is displayed; Displaying destruction cancellation prompt information, wherein the destruction cancellation prompt information is used to indicate the restoration of the armor durability value of the armor item.
12. The method according to any one of claims 7 to 11, characterized in that The method further comprises: In response to the destruction recovery amount of the armor durability value reaching the destruction deduction amount, stop recovering the destruction deduction amount corresponding to the armor durability value of the armor item, and hide the recovery icon, hide the second stroke, hide the second surround animation, hide the destruction cancellation prompt information, and hide the second filling block in the third armor status icon.
13. The method according to any one of claims 1 to 12, characterized in that, The first armor status icon, the second armor status icon and the third armor status icon further include: a third filling block, the third filling block is used to indicate that the armor item is attacked by an enemy character; The method further comprises: In response to the virtual character being attacked by an enemy character, the armor durability value of the armor item is deducted, and the third filling block is displayed in the first armor status icon, the second armor status icon, and the third armor status icon corresponding to the armor item.
14. The method according to claim 13, characterized in that, The third filling area of the third filling block is positively correlated with the amount of armor durability deducted upon being hit, and the amount of armor durability deducted upon being hit is used to indicate the armor durability deducted from the armor item when attacked by an enemy character; Displaying the third filling block among the first armor status icon, the second armor status icon, and the third armor status icon corresponding to the armor item includes: As the amount of armor durability deducted upon being hit increases, displaying the third filling block with an increasing third filling area among the first armor status icon, the second armor status icon, and the third armor status icon corresponding to the armor item.
15. The method according to claim 14, wherein The third filling area of the third filling block is related to at least one of width and height; displaying the third filling block with an increasing third filling area includes: Controlling the width of the third filling block to remain unchanged and controlling the height of the third filling block to increase in the longitudinal direction to display the third filling block with an increasing third filling area; Or, Controlling the height of the third filling block to remain unchanged and controlling the width of the third filling block to increase in the transverse direction to display the third filling block with an increasing third filling area.
16. The method according to any one of claims 1 to 15, characterized in that, The method further includes: In the second armor status icon corresponding to the armor item, splicing and displaying the first filling block and the third filling block, and the first filling block and the third filling block have a common side.
17. The method according to claim 16, characterized in that, The armor durability of the armor item is deducted to the minimum value, including at least one of the following: The first filling area is the same as the icon area of the second armor status icon; The second filling area is the same as the icon area of the second armor status icon; The sum of the first filling area and the second filling area is the same as the icon area of the second armor status icon.
18. The method according to any one of claims 1 to 17, characterized in that, The method further includes: In the third armor status icon corresponding to the armor item, splicing and displaying the second filling block and the third filling block, and the second filling block and the third filling block have a common side.
19. The method according to claim 18, wherein The amount of damage recovery of the armor durability reaches the amount of damage deduction, including at least one of the following: The second filling area in the third armor status icon is the minimum value; There is no second filling block in the third armor status icon.
20. The method according to any one of claims 1 to 19, characterized in that The method further includes: Displaying the prompt information of the first area.
21. The method according to claim 20, wherein The prompt information includes at least one of the following: an environmental icon, an appearance prompt text, a region indication icon, and the region indication icon is used to indicate the position and range of the first area; Displaying the prompt information of the first area includes: Displaying the environmental icon and the appearance prompt text of the first area; In response to the virtual character opening the virtual map, displaying the environmental icon and the region indication icon of the first area in the virtual map.
22. A prop status display device, characterized in that, The device includes: A display module for displaying a virtual character located in a virtual environment, and the virtual character wears an armor item; The display module is configured to display a first armor status icon corresponding to the armor item in response to the virtual character not entering a first area, where the first area is a combat area for continuously damaging the armor item; The display module is configured to deduct the armor durability value of the armor item and display a second armor status icon corresponding to the armor item in response to the virtual character entering the first area.
23. A computer device, characterized in that, The computer device includes a processor and a memory. The memory stores a computer program, and the computer program is loaded and executed by the processor to implement the item status display method according to any one of claims 1 to 21.
24. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program, and the computer program is loaded and executed by a processor to implement the item status display method according to any one of claims 1 to 21.
25. 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 a processor obtains the computer instructions from the computer-readable storage medium, so that the processor loads and executes to implement the item status display method according to any one of claims 1 to 21.