Game scene display method, device and equipment and computer readable storage medium
By introducing challenge controls and progress bars into the game scene, the problem of separation of the game scene screen and interactive operation is solved, achieving higher interactivity and immersion, and improving the player's gaming experience.
Patent Information
- Application Number
- CN202410175940.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-02-07
- Publication Date
- 2025-08-08
AI Technical Summary
In the prior art, the game scene screen is separated from the interaction operation, resulting in poor game experience for players and lack of immersion and interactivity.
By introducing challenge controls in the game scene, the virtual object is controlled to carry out task challenges in response to the player's trigger operation, and the progress bar is displayed to represent the relationship between the challenge progress and the total progress, ensuring the synchronous changes in the game scene picture and task challenges.
It improves the correlation between the trigger operation of the challenge control and the displayed game scene screen, enhances the interactivity and richness of task challenges, and improves the player's gaming experience.
Smart Images

Figure CN120437597A_ABST
Abstract
Description
Technical Field
[0001] The embodiments of the present application relate to the field of computer technology, and in particular to a method, apparatus, device, and computer-readable storage medium for displaying a game scene. Background Art
[0002] With the continuous development of computer technology, the types of games are expanding. For example, in role-playing games and open-world games, players can control virtual objects to explore the virtual environment and complete various challenges during the game, thereby advancing the game story and completing the growth of the virtual objects. During the game, the corresponding game scenes are displayed. Summary of the Invention
[0003] The embodiments of the present application provide a method, apparatus, device, and computer-readable storage medium for displaying a game scene, which prevents the game scene from being disconnected from interactive operations and affects the player's gaming experience. The technical solution is as follows:
[0004] In one aspect, an embodiment of the present application provides a method for displaying a game scene, the method comprising:
[0005] Displaying a first game scene screen, wherein the first game scene screen includes a first virtual object and a challenge control, wherein the challenge control is used to perform a task challenge;
[0006] In response to a triggering operation of the challenge control, controlling the first virtual object to perform the task challenge, wherein the challenge progress of the first virtual object in the task challenge is determined based on the triggering operation;
[0007] A second game scene screen is displayed, wherein the second game scene screen includes a progress bar, wherein the progress bar is used to represent the relationship between the challenge progress of the first virtual object in the task challenge and the total progress of the task challenge. The second game scene screen is different from the game scene screen where the task challenge is successful and the game scene screen where the task challenge fails.
[0008] On the other hand, an embodiment of the present application provides a device for displaying a game scene, the device comprising:
[0009] A display module is configured to display a first game scene screen, wherein the first game scene screen includes a first virtual object and a challenge control, wherein the challenge control is configured to perform a task challenge;
[0010] a control module, configured to control the first virtual object to perform the task challenge in response to a trigger operation of the challenge control, wherein the challenge progress of the first virtual object in the task challenge is determined based on the trigger operation;
[0011] The display module is also used to display a second game scene screen, which includes a progress bar. The progress bar is used to represent the relationship between the challenge progress of the first virtual object in the task challenge and the total progress of the task challenge. The second game scene screen is different from the game scene screen of a successful task challenge and the game scene screen of a failed task challenge.
[0012] In one possible implementation, the display module is also used to display a third game scene screen, wherein the third game scene includes at least one virtual object, and the at least one virtual object includes the first virtual object; when the interaction time of any virtual object in the at least one virtual object or the skill of any virtual object or the attribute value of any virtual object meets the conditions for triggering the task challenge, the display of the first game scene screen is executed.
[0013] In one possible implementation, the progress bar includes at least two progress intervals, and different progress intervals are displayed differently in the progress bar. Different progress intervals correspond to different game scene screens. The second game scene screen is the game scene screen corresponding to the progress interval in which the challenge progress of the first virtual object in the task challenge is located.
[0014] In a possible implementation, the first game scene screen further includes a second virtual object, and the first virtual object performing the task challenge refers to the first virtual object competing with the second virtual object;
[0015] The two ends of the progress bar respectively display the identifier of the first virtual object and the identifier of the second virtual object, and the challenge progress of the first virtual object in the task challenge is displayed starting from the identifier of the first virtual object.
[0016] In a possible implementation, the display module is further configured to display prompt information, where the prompt information is configured to guide the player to trigger the challenge control to enter the task challenge.
[0017] In a possible implementation, the display module is further used to display a connecting game scene screen, where the connecting game scene screen is determined based on the first game scene screen and the second game scene screen, wherein different second game scene screens correspond to different connecting game scene screens.
[0018] In a possible implementation, the display module is further configured to display a game scene screen indicating that the task challenge is successful in response to the challenge progress of the first virtual object in the task challenge being greater than or equal to a task challenge success threshold; or
[0019] In response to the challenge progress of the first virtual object in the task challenge being less than or equal to a task challenge failure threshold, a game scene screen of task challenge failure is displayed.
[0020] In one possible implementation, the display module is further configured to obtain a target element in the game scene screen corresponding to the challenge result of the task challenge, wherein the target element includes at least one of a display element of the virtual object or a display element of the virtual environment;
[0021] A fourth game scene screen is displayed based on the target element.
[0022] In one possible implementation, the display module is further used to update the attribute value of the first virtual object according to the challenge result of the task challenge, and the attribute value of the first virtual object includes at least one of game skills, game skill release frequency or health value of the first virtual object.
[0023] In one possible implementation, the display module is used to determine the reference progress interval in which the challenge progress is currently located; determine a preparatory conversion interval based on the reference progress interval, and display the second game scene screen based on the progress value within the preparatory conversion interval and the changing state of the challenge progress. The preparatory conversion interval is used to predict the second game scene screen to be displayed and preload the second game scene screen.
[0024] In one possible implementation, the display module is used to determine the reference progress interval as a preparatory conversion interval when the reference progress interval is adjacent to the task challenge success interval or the task challenge failure interval; or, when the reference progress interval is not adjacent to the task challenge success interval or the task challenge failure interval, obtain the display progress of the reference game scene screen corresponding to the reference progress interval; based on the display progress, determine a preparatory conversion interval in the reference progress interval, and the preparatory conversion interval is located between the display progress threshold and the end of the display of the overall reference game scene screen.
[0025] In one possible implementation, the display module is used to determine that the second game scene screen is the first scene screen in response to the change state of the challenge progress being an increasing state and the challenge progress being between a first threshold and a task challenge success threshold within the preparatory conversion interval; or, in response to the change state of the challenge progress being a decreasing state and the challenge progress being between a second threshold and a task challenge failure threshold within the preparatory conversion interval, determine that the second game scene screen is the second scene screen, and the second threshold is less than the first threshold.
[0026] In one possible implementation, the display module is used to determine that the second game scene screen is the third scene screen in response to the change state of the challenge progress being an increasing state or a decreasing state within the preparatory conversion interval, and the challenge progress is less than a first threshold and greater than a second threshold.
[0027] In one possible implementation, the display module is further used to obtain a preparatory conversion scene screen within the preparatory conversion interval, determine a weight corresponding to the preparatory conversion scene screen, wherein the preparatory conversion scene screen includes the first virtual object; obtain the challenge progress of the first virtual object in the preparatory conversion scene screen; and determine a change state of the challenge progress based on the challenge progress of the first virtual object in the preparatory conversion scene screen and the weight.
[0028] In one possible implementation, the challenge progress of the first virtual object in the task challenge is determined based on the number of operations or the operation duration of the trigger operation, where the number of operations of the trigger operation is the number of times the challenge control is triggered within the game refresh time, and the operation duration of the trigger operation is the continuous triggering time of the challenge control within the game refresh time.
[0029] In one possible implementation, the control module is further used to obtain the number of times the challenge control is triggered within the game refresh time, and determine the progress increment using the number of triggers and the unit increment corresponding to the number of triggers; determine the current progress interval of the challenge progress of the first virtual object, and obtain the progress decay rate corresponding to the current progress interval; calculate the progress decay amount based on the progress decay rate and the game refresh time; and obtain the challenge progress based on the progress increment and the progress decay amount.
[0030] On the other hand, an embodiment of the present application provides a computer device, which includes a processor and a memory, wherein the memory stores at least one program code, and the at least one program code is loaded and executed by the processor to enable the computer device to implement any of the above-mentioned game scene display methods.
[0031] On the other hand, a computer-readable storage medium is provided, in which at least one program code is stored. The at least one program code is loaded and executed by a processor to enable a computer to implement any of the above-mentioned game scene display methods.
[0032] On the other hand, a computer program or computer program product is also provided, wherein the computer program or computer program product stores at least one computer instruction, and the at least one computer instruction is loaded and executed by a processor to enable the computer to implement any of the above-mentioned game scene display methods.
[0033] The technical solutions provided by the embodiments of the present application bring at least the following beneficial effects:
[0034] During the task challenge process, the present application determines the challenge progress of the virtual object during the task challenge process through the triggering operation of the challenge control. The displayed second game scene screen includes a progress bar for representing the relationship between the challenge progress and the total progress of the task challenge. The second game scene screen is different from the game scene screen when the task challenge is successful and the game scene screen when the task challenge fails. This improves the correlation between the triggering operation of the challenge control and the displayed second game scene screen, avoids the separation of the game scene screen from the interactive operation, thereby improving the interactivity and richness of the task challenge and enhancing the player's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0035] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without any creative work.
[0036] Figure 1 This is a schematic diagram of an implementation environment of a method for displaying a game scene provided in an embodiment of the present application;
[0037] Figure 2 This is a flowchart of a method for displaying a game scene provided by an embodiment of the present application;
[0038] Figure 3 This is a schematic diagram of a wrestling game scene provided in an embodiment of the present application;
[0039] Figure 4 This is a schematic diagram of a progress bar setting interface provided by an embodiment of the present application;
[0040] Figure 5 is a schematic diagram of a preparatory conversion interval provided in an embodiment of the present application;
[0041] Figure 6 is a schematic diagram of another preparatory conversion interval provided in an embodiment of the present application;
[0042] Figure 7 This is a schematic diagram of determining a connected game scene screen provided by an embodiment of the present application;
[0043] Figure 8 is a schematic diagram of a first scene screen provided in an embodiment of the present application;
[0044] Figure 9 is a schematic diagram of a second scene screen provided in an embodiment of the present application;
[0045] Figure 10 This is a schematic diagram of a game scene screen in which a task challenge is successfully completed, provided in an embodiment of the present application;
[0046] Figure 11 This is a schematic diagram of a game scene screen of a failed mission challenge provided by an embodiment of the present application;
[0047] Figure 12 This is a flowchart of a method for displaying a game scene provided by an embodiment of the present application;
[0048] Figure 13 This is a schematic diagram of the structure of a display device for a game scene provided in an embodiment of the present application;
[0049] Figure 14 This is a schematic diagram of the structure of a terminal device provided in an embodiment of the present application;
[0050] Figure 15 This is a structural diagram of a server provided in an embodiment of the present application. DETAILED DESCRIPTION
[0051] In order to make the objectives, technical solutions and advantages of this application clearer, the implementation methods of this application will be further described in detail below with reference to the accompanying drawings.
[0052] It should be noted that the terms "first," "second," and the like in this application are used to distinguish similar objects and are not necessarily used to describe a specific order or precedence. It should be understood that the terms used in this manner are interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than that illustrated or described herein. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present application. Instead, they are merely examples of apparatus and methods consistent with certain aspects of the present application, as detailed in the appended claims.
[0053] Before introducing the technical solution of the present application, the abbreviations and key terms involved in the embodiments of the present application are defined first.
[0054] Virtual environment: refers to the environment provided (or displayed) when an application is running on a terminal device. The virtual environment refers to the environment created for virtual objects to carry out activities. The virtual environment can be a two-dimensional virtual environment, a 2.5-dimensional virtual environment, or a three-dimensional virtual environment. The virtual environment can be a simulation of the real world, a semi-simulation of the real world, or a purely fictional environment. For example, the virtual environment involved in the embodiments of the present application is a three-dimensional virtual environment. The game scene screen displayed in the present application is a game scene screen that includes a virtual environment.
[0055] Virtual objects refer to movable objects within a virtual environment. These movable objects can be virtual characters, virtual animals, or animated characters. Players can manipulate virtual objects through external components or by tapping the touchscreen display. Each virtual object has its own unique shape and volume within the virtual environment and occupies a portion of the virtual space. For example, in a three-dimensional virtual environment, virtual objects are three-dimensional models created using animation skeletal technology.
[0056] Wrestling is an interactive method for presenting game plot scenes. In a virtual environment, players control virtual objects to enter a wrestling scene. The game interface displays the wrestling progress and uses this progress to guide players in clicking challenge controls, simulating a competitive gaming experience. Wrestling progress is linked to the frequency with which players click the challenge controls. For example, if a player clicks the challenge control more frequently than a threshold, progress increases; if the player clicks less frequently than the threshold, progress decreases.
[0057] With the advancement of computer technology, many games allow players to control virtual objects to explore virtual environments and complete various challenges, thereby advancing the game story and helping the virtual objects grow. For example, for interactive wrestling scenes in a game, the corresponding game scenes are displayed during the game. In related technologies, the corresponding game scenes are only displayed after the player succeeds or fails a challenge. The correlation between the player's actions and the displayed game scenes is poor, resulting in a disconnect between the game scenes and the interaction, a lack of immersion, and a poor gaming experience for players.
[0058] An embodiment of the present application provides a method for displaying a game scene, which can prevent the game scene screen from being separated from the interactive operation. Figure 1 This is a schematic diagram of an implementation environment of a method for displaying a game scene provided in an embodiment of the present application, such as Figure 1 As shown, the implementation environment includes: a terminal device 101 and a server 102. Among them, a client capable of providing a virtual environment is installed and running in the terminal device 101, and the terminal device 101 is used to execute the display method of the game scene provided by the embodiment of the present application.
[0059] Exemplarily, the client can be a game client, and the game client that provides a virtual environment in the terminal device 101 includes but is not limited to massively multiplayer online role-playing games (Massively Multiplayer Online Role-Playing Game, MMO), action role-playing games (Action Role Playing Game, ARPG), open world games, first-person shooter (First-Person Shooting, FPS) games, third-person shooter (Third-Person Shooting, TPS) games, multiplayer online tactical competitive (Multiplayer Online Battle Arena, MOBA) games, multiplayer shooting survival games, virtual reality (Virtual Reality, VR) clients, augmented reality (Augmented Reality, AR) clients, three-dimensional map programs, map simulation programs, social clients, interactive entertainment clients, etc.
[0060] For example, the terminal device 101 displays a virtual object and the virtual environment in which the virtual object resides. The user controls the virtual object in the virtual environment to interact with other virtual objects or the virtual environment through the terminal device 101. For example, the user controls the virtual object to move in the virtual environment to unlock new maps; controls the virtual object to complete challenges or tasks in the game; controls the virtual object to fight to improve the virtual object's attribute value; controls the virtual object to search for virtual props or virtual prop fragments in the virtual environment, etc.
[0061] The server 102 is used to provide background services for the game client installed on the terminal device 101, which is capable of providing a virtual environment. In one possible implementation, the method can be performed by the terminal device 101 alone, or the terminal device 101 and the server 102 can implement the method together. When the terminal device 101 and the server 102 implement the method together, the server 102 performs the primary computing work, and the terminal device 101 performs the secondary computing work. Alternatively, the server 102 performs the secondary computing work, and the terminal device 101 performs the primary computing work. Alternatively, the terminal device 101 and the server 102 can use a distributed computing architecture to perform collaborative computing.
[0062] Optionally, the terminal device 101 may be any electronic device that can interact with a user through one or more methods such as a keyboard, a touchpad, a remote control, voice interaction, or a handwriting device. For example, the terminal device 101 may be a smartphone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, a PC (Personal Computer), a mobile phone, a PDA (Personal Digital Assistant), a wearable device, a PPC (Pocket PC), a smart car computer, a smart TV, etc.
[0063] Terminal device 101 may generally refer to one of multiple terminal devices. This embodiment uses terminal device 101 as an example. Those skilled in the art will appreciate that the number of terminal devices 101 may be greater or lesser. For example, there may be only one terminal device 101, or there may be dozens, hundreds, or even more terminal devices 101. This embodiment of the application does not limit the number or type of terminal devices 101.
[0064] The server 102 is a single server, or a server cluster consisting of multiple servers, or any one of a cloud computing platform and a virtualization center, which is not limited in the embodiments of the present application. The server 102 is directly or indirectly connected to the terminal device 101 via a wired or wireless communication method. The server 102 has a data receiving function, a data processing function, and a data sending function. Of course, the server 102 may also have other functions, which are not limited in the embodiments of the present application.
[0065] Those skilled in the art should understand that the above-mentioned terminal device 101 and server 102 are merely examples, and other existing or future terminal devices or servers, if applicable to the present application, should also be included in the scope of protection of the present application and are incorporated herein by reference.
[0066] The present application embodiment provides a method for displaying a game scene, which can be applied to the above Figure 1 In the implementation environment shown, for example, the method can be implemented by Figure 1 The terminal device 101 in the embodiment can also be executed interactively by the terminal device 101 and the server 102. Taking the terminal device 101 executing the method as an example, Figure 2 As shown, the method includes the following steps 100 to 300.
[0067] In step 100, a first game scene screen is displayed, which includes a first virtual object and a challenge control, and the challenge control is used to perform a task challenge.
[0068] In an exemplary embodiment of the present application, a game client capable of providing a virtual scene is installed and running in a terminal device. The game client can be a client for any type of game, and the embodiments of the present application are not limited thereto. For example, the present application uses an MMO game client as an example for illustration. In response to the MMO game client receiving a game start command, the terminal device displays the game preloading interface of the application. The game preloading interface may include a virtual object selection interface, a social system interface, a map selection interface, and a current game loading interface.
[0069] In an exemplary embodiment of the present application, after the MMO game begins, a first game scene screen may be displayed, wherein the first game scene screen includes a first virtual object and a challenge control. Exemplarily, the first game scene screen is the scene screen presented by the terminal device before the user performs a task challenge. The first game scene screen may be a simulation of the real world, a semi-simulation and semi-fictional scene screen, or a purely fictional scene screen. The first game scene screen may be either a three-dimensional scene screen or a two-dimensional scene screen.
[0070] In the first game scene screen, at least one virtual object can be displayed, and the virtual object can be at least one first virtual object. In the wrestling scene of the interactive plot, the first game scene screen can display at least two virtual objects, wherein different virtual objects can be controlled by different players, or the virtual objects can be controlled by the server. Virtual objects include but are not limited to virtual characters and virtual animals. The first virtual object can have a first attribute value, which can be the attribute value of the first virtual object before the mission challenge begins. The attribute value of the first virtual object can include but is not limited to the attribute value of the first virtual object itself and the attribute value of the virtual props possessed by the first virtual object.
[0071] For example, the first virtual object's own attribute values may represent the first virtual object's survivability and combat capabilities, and the virtual item's attribute values may represent the impact of the virtual item's use on the first virtual object's attribute values. Generally, when a virtual item is used, it will have a positive effect on the virtual object's attribute values. For example, the first virtual object's own attribute values may include the virtual object's health, attack power, defense power, and agility, and the virtual item's attribute values may include health bonuses, attack power bonuses, defense power bonuses, and agility bonuses.
[0072] In an exemplary embodiment of the present application, since the first game scene screen also includes a challenge control, the player can use the challenge control to control the first virtual object to interact with other virtual objects or the virtual environment. For example, the player can use the challenge control to control the first virtual object to attack other virtual objects, control the first virtual object to unlock new game plots, and control the first virtual object to unlock new game maps. The properties corresponding to the first attribute value of the virtual object and the function of the challenge control are provided for illustrative purposes only and are not limited in this application.
[0073] In one possible implementation, since the first game scene screen includes a challenge control, the first game scene screen can be a screen for triggering entry into a mission challenge. Before triggering entry into the mission challenge, the first virtual object can also proceed to other game levels. For example, according to the setting requirements of a specific plot, a pre-battle process is also provided before entering the scene of the mission challenge. Therefore, before displaying the first game scene screen, a process of displaying the pre-scene screen is also included, and jumping to the first game scene screen through the pre-scene screen. Exemplarily, before displaying the first game scene screen, it also includes: displaying a third game scene screen, the third game scene includes at least one virtual object, and the at least one virtual object includes the first virtual object; when the interaction time of any virtual object in the at least one virtual object or the skill of any virtual object or the attribute value of any virtual object meets the conditions for triggering the mission challenge, the first game scene screen is displayed.
[0074] Among them, the third game scene screen can be the above-mentioned pre-scene screen. The embodiment of the present application does not limit the content of the third game scene screen, and it can be a game scene screen corresponding to any process before entering the challenge task. Regardless of the content of the third scene game screen, the third game scene screen can include at least one virtual object, and the at least one virtual object includes the first virtual object. If the interaction time of any virtual object included in the third game scene screen, the skill of any virtual object, or the attribute value of any virtual object meets the conditions for triggering the task challenge, the first game scene screen can be triggered to be displayed.
[0075] Exemplarily, if the interaction time of any virtual object meets the conditions for the task challenge, including but not limited to the interaction time reaching the task challenge time or the interaction time determined based on the interaction time reaching the task challenge time requirement, the first game scene screen is displayed. If the skills of any virtual object meet the conditions for triggering the task challenge, including but not limited to any virtual object using the specified skills for triggering the task challenge or the number of times the specified skills are used reaches the number threshold, the first game scene screen is displayed. If the attribute value of any virtual object meets the conditions for triggering the task challenge, including but not limited to any virtual object's health reaching a specified threshold or any virtual object's attack power reaching an attack power threshold, etc.
[0076] In step 200 , in response to a trigger operation of a challenge control, a first virtual object is controlled to perform a task challenge, and the challenge progress of the first virtual object in the task challenge is determined based on the trigger operation.
[0077] In an exemplary embodiment of the present application, since the first game scene screen includes a challenge control, and the challenge control is used to enter the task challenge, after displaying the first game scene screen, the method further includes: displaying a prompt message, the prompt message is used to guide the player to trigger the challenge control to enter the task challenge. The embodiment of the present application does not limit the content of the prompt message, as long as it can guide the player to trigger the challenge control. For example, the prompt message can be implemented by displaying an arrow around the challenge control of the first game scene screen, and the arrow is used to guide the player to click the challenge control. For another example, a text message can also pop up in the first game scene screen, and the content of the text message is the prompt message, which is used to prompt the player to trigger the challenge control.
[0078] After the challenge control is triggered, in response to the triggering operation of the challenge control, the player can control the first virtual object to perform various mission challenges corresponding to the challenge control, including but not limited to unlocking new storylines, new maps, or improving the attribute values of the virtual object in the game. For example, the player controls the first virtual object to perform mission challenges, and different challenge results correspond to different story endings or branching plots. The player can influence the development of the plot through the challenge results in the game.
[0079] For example, a player can receive a mission challenge or actively trigger a mission challenge. Mission challenges may include, but are not limited to, wrestling with virtual objects in the game, defeating other virtual objects in the game, and reaching a designated location in the game. For example, a virtual object needs to take a boat to its destination. During the process of reaching the destination, the challenge control needs to be continuously triggered to advance the boat. If the virtual object reaches the destination, the virtual object challenge succeeds; if the virtual object does not reach the destination, the virtual object challenge fails. This application uses the example of a virtual object mission challenge in which a player-controlled virtual object wrestles with a server-controlled virtual object.
[0080] In an exemplary embodiment of the present application, when a player accepts a mission challenge or a player actively triggers a mission challenge, a mission challenge preparatory scene screen may be displayed. The mission challenge preparatory scene screen may include, but is not limited to, an introduction to the background of the storyline and the storyline before the mission challenge. In addition, the mission challenge preparatory scene screen can be used to pave the way for the subsequent development of the storyline, thereby improving the coherence and logic of the entire storyline. After the mission challenge preparatory scene screen is displayed, the wrestling game scene screen may be entered, which may display the process of the first virtual object performing the mission challenge.
[0081] In step 300, a second game scene screen is displayed, which includes a progress bar. The progress bar is used to represent the relationship between the challenge progress of the first virtual object in the task challenge and the total progress of the task challenge. The second game scene screen is different from the game scene screen when the task challenge is successful and the game scene screen when the task challenge fails.
[0082] Among them, the second game scene screen is the game scene screen during the task challenge of the first virtual object, which is different from the game scene screen when the task challenge is successful and the game scene screen when the task challenge fails. The embodiment of the present application does not limit the content of the second game scene screen, as long as it can conform to the scene of the current task challenge and match the touch operation. In one possible implementation method, the second game scene screen may include a progress bar, which is used to characterize the relationship between the challenge progress of the first virtual object in the task challenge and the total progress of the task challenge, so that the player can understand the situation of the current task challenge.
[0083] Exemplarily, the progress bar includes at least two progress intervals, and different progress intervals are displayed differently in the progress bar. Different progress intervals correspond to different game scene screens, and the second game scene screen is the game scene screen corresponding to the progress interval in which the challenge progress of the first virtual object in the task challenge is located. The embodiment of the present application does not limit the number and division method of the progress intervals divided by the progress bar. It can be divided based on experience or based on application scenarios, and a configuration option can also be provided for the player to set the division method. Regardless of how the progress intervals are divided, different progress intervals can be displayed differently in the progress bar to clearly distinguish different progress intervals. For example, different colors are used to display different progress intervals, or the transparency or pattern of different progress intervals is different.
[0084] In addition, in the method provided in the embodiment of the present application, different progress intervals correspond to different game scene screens, and the second game scene screen is the game scene screen corresponding to the progress interval of the challenge progress of the first virtual object in the task challenge. Compared with the related art that triggers the scene jump only by judging whether the task challenge is completed, the game scene animation is separated from the interactive operation, and there is no real-time control feedback, which causes the player to feel out of control, weakens the plot effect and the player's control experience. In terms of this, the present application can make the second game scene screen adjustable as the challenge progress of the task challenge changes, and the display of the game scene screen is more flexible. For example, taking the application of the method provided in the embodiment of the present application to the wrestling scene as an example, the scene screen of the wrestling stage is highly bound to the wrestling progress controlled by the player. The game scene screen will produce real-time, dynamic, and staged different performances according to the operation of the player clicking the challenge control, which is more in line with the logic of real common sense and can solve the sluggish and false feeling caused by the separation of the game scene animation during the wrestling interaction.
[0085] In an exemplary embodiment of the present application, the first game scene screen may include a progress bar or may not include a progress bar, and the progress bar is displayed after the challenge control is triggered. In the case where the first game scene screen includes a progress bar, since the first game scene screen is displayed before the second game scene screen, the challenge control has not yet been triggered, then the progress bar in the first game scene screen may be in an initial state, indicating that the task challenge has not yet begun or that the challenge progress of the first virtual object in the task challenge is 0. For example, all progress bars are a default display color. For another example, the challenge progress of the first virtual object in the task challenge in the progress bar is located in the middle of the progress bar, but the color of the progress bar is consistent, indicating that the task challenge has not yet begun. Of course, the progress meter displayed in the first game scene screen can also be in other forms, and the embodiment of the present application does not limit the initial state of the progress bar.
[0086] In one possible implementation, the first game scene screen also includes a second virtual object, and the first virtual object carrying out a task challenge refers to the first virtual object and the second virtual object confronting each other. Among them, the first virtual object and the second virtual object confronting each other can also be referred to as the first virtual object and the second virtual object wrestling. In the wrestling process applied by the method provided in the embodiment of the present application, the first virtual object can wrestle with one virtual object, or it can wrestle with multiple virtual objects at the same time. When the first virtual object wrestles with multiple virtual objects at the same time, the number of intervals into which the progress interval is divided can be different, and the attribute values of the virtual objects wrestling can also be different. This application is illustrated by taking the wrestling between the first virtual object and the second virtual object as an example, and this application does not limit this.
[0087] Figure 3 This is a schematic diagram of a wrestling game scene provided by an embodiment of the present application, such as Figure 3 As shown, a wrestling game scene may include a first virtual object 210 and a second virtual object 220, with the first virtual object 210 and the second virtual object 220 wrestling with each other. By continuously clicking a challenge control 230, a player can control the wrestling progress between the first virtual object 210 and the second virtual object 220. The wrestling progress can be represented by a progress bar 240. The first virtual object 210 has a challenge progress 241, and the second virtual object 220 has a challenge progress 242. During the wrestling process, the challenge progress 241 of the first virtual object 210 decays at a certain rate. Clicking the challenge control 230 increases the challenge progress 241. When the challenge progress 241 fills the progress bar 240, the first virtual object 210 succeeds in the wrestling; when the challenge progress 242 fills the progress bar 240, the first virtual object 210 fails in the wrestling.
[0088] In a possible implementation, when the task challenge is a confrontation between a first virtual object and a second virtual object, the two ends of the progress bar in the second game scene screen in the embodiment of the present application are respectively displayed with the identifier of the first virtual object and the identifier of the second virtual object, and the challenge progress of the first virtual object in the task challenge starts from the identifier of the first virtual object. Figure 3 Taking the wrestling game scene diagram as an example, two virtual object avatars are displayed at both ends of the progress bar 240. The avatar of the virtual object is the identifier of the virtual object, and the challenge progress of each virtual object starts to be displayed with the avatar of the virtual object.
[0089] In an exemplary embodiment of the present application, during a first virtual object's mission challenge, the first virtual object's challenge progress in the mission challenge can change as the challenge control is triggered, thereby enabling timely determination of the first virtual object's current challenge progress. For example, the first virtual object's challenge progress in the mission challenge is determined based on the number of triggering operations or the duration of the triggering operation, where the number of triggering operations is the number of times the challenge control is triggered within the game refresh time, and the duration of the triggering operation is the duration of the challenge control being continuously triggered within the game refresh time.
[0090] In one possible implementation, before displaying the second game scene screen, a process of determining the challenge progress is also included. For example, the process of determining the challenge progress of the first virtual object may include: obtaining the number of times the challenge control is triggered within the game refresh time, and determining the progress increment using the number of triggers and the unit increment corresponding to the number of triggers; determining the current progress interval of the challenge progress of the first virtual object, and obtaining the progress decay rate corresponding to the current progress interval; calculating the progress decay amount based on the progress decay rate and the game refresh time; and obtaining the challenge progress based on the progress increment and the progress decay amount.
[0091] For example, during a wrestling match between a first virtual object and a second virtual object, the wrestling progress, or progress bar, can be divided into different intervals based on the attribute value of the first virtual object required to kill the second virtual object. The challenge progress of the first virtual object changes with the game refresh time and the number of times the player clicks the control. Figure 4 This is a schematic diagram of a progress bar setting interface provided by an embodiment of the present application. Figure 4 As shown, the total progress of the first virtual object required to kill the second virtual object (i.e., the total progress of the task challenge) is 1000, and the challenge progress of the first virtual object when starting the task challenge is 500; the progress value corresponding to the challenge success interval is 999-1000; the progress value corresponding to the challenge failure interval is 0-1; that is, when the challenge progress is greater than 999, it is considered that the challenge of the first virtual object is successful; when the challenge progress is less than 1, it is considered that the challenge of the first virtual object has failed. For another example, when the challenge progress is 1-10, the first virtual object is in the about-failure interval; when the challenge progress is 11-400, the first virtual object is in the disadvantaged interval. It should be noted that the progress bar setting interface can also include other progress intervals, Figure 4 Only exemplary descriptions are given.
[0092] For example, when the challenge progress is 401-600, the first virtual object is in a balanced range; when the challenge progress is 601-990, the first virtual object is in an advantageous range; and when the challenge progress is 991-999, the first virtual object is in a near-success range.
[0093] For example, during a wrestling match between a first virtual object and a second virtual object, the number of times a challenge control is triggered within a game refresh time is obtained, the virtual object's progress increment is determined by multiplying the unit increment by the number of triggers, the current progress interval corresponding to the wrestling progress in which the virtual object's challenge progress is located is determined, and a progress decay rate for the corresponding current progress interval is further obtained. The progress decay amount is calculated by multiplying the progress decay rate by the game refresh time, and the previous challenge progress is added to the progress increment, and the progress decay amount is subtracted to obtain the current challenge progress of the virtual object. The previous challenge progress may be the initial challenge progress of the first virtual object before the first virtual object and the second virtual object began wrestling.
[0094] It should be noted that the challenge progress can be updated based on the game refresh time. The steps for updating the challenge progress are similar to the steps for calculating the challenge progress, so they will not be repeated here.
[0095] Combine Figure 4 The game refresh time is 500ms, that is, the current challenge progress of the virtual object is calculated every 500ms; each time the virtual object is refreshed, the reduction in challenge progress from the failure interval to the success interval is 20, 40, 60, 80 and 100 respectively (partial Figure 4 Each time a player triggers a challenge control, the virtual object's challenge progress increments by 50. The initial challenge progress of the first virtual object is 500. When the first virtual object is in a balanced range, the corresponding challenge progress decreases by 60. If the challenge control is triggered twice within 500ms, the progress increment is 100 and the progress decreases by 60, resulting in a current challenge progress of 540. At the next game refresh, the challenge progress is updated based on the wrestling situation, using a similar process for calculating the challenge progress.
[0096] In an exemplary embodiment of the present application, during the wrestling process between the first virtual object and the second virtual object, the game scene screen can display a progress bar based on the game refresh time. Figure 3 The challenge progress 241 and the challenge progress 242 in the progress bar 240 may change as the wrestling progress changes.
[0097] It should be noted that this application illustrates the process of obtaining the challenge progress of a first virtual object during a wrestling match between a first virtual object and a second virtual object for illustrative purposes only and is not intended to be limiting. Furthermore, the number of progress intervals used in the wrestling match is merely illustrative and may be divided into a greater or lesser number of intervals, without limitation in this application.
[0098] In an exemplary embodiment of the present application, after determining the challenge progress, the challenge progress and its changing state may be used to determine a second game scene screen. Determining the second game scene screen based on the challenge progress and the changing state of the challenge progress may include steps 310 to 330.
[0099] In step 310 , the reference progress interval in which the challenge progress is currently located is determined.
[0100] For example, the challenge progress may be compared with the progress value range corresponding to each progress interval. If the challenge progress is within the progress value range corresponding to the progress interval, the corresponding progress interval is determined as the reference progress interval.
[0101] For example, continuing with the example of dividing the wrestling progress process into five intervals based on the attribute values of the first virtual object, the challenge progress may change during the wrestling process between the first virtual object and the second virtual object. The challenge progress of the first virtual object is obtained, and a reference progress interval is determined for the challenge progress. The reference progress interval is one of a near-failure interval, a disadvantage interval, a balanced interval, a dominant interval, and a near-success interval.
[0102] In step 320, a preparatory conversion interval is determined based on the reference progress interval, and the second game scene screen is determined based on the progress value within the preparatory conversion interval and the change state of the challenge progress. The preparatory conversion interval is used to predict the second game scene screen to be displayed and preload the second game scene screen.
[0103] In an exemplary embodiment of the present application, when the challenge progress is within different reference progress intervals, the user's terminal needs to display the corresponding game scene screen. After determining the reference progress interval, a preliminary transition interval is determined within the reference progress interval. For example, if the user terminal is currently displaying the first game scene screen, within the preliminary transition interval, the second game scene screen to be displayed can be pre-judged and, after determining the second game scene screen, preloaded.
[0104] For example, in the process of predicting the second game scene screen to be displayed, the probabilities corresponding to multiple game scene screens to be displayed can be determined, and the game scene screen with the highest probability is determined as the second game scene screen.
[0105] In an exemplary embodiment of the present application, if a reference progress interval is adjacent to a task challenge success interval or a task challenge failure interval, the reference progress interval is determined as a preparatory transition interval. For example, if the reference progress interval is a near-failure interval or a near-success interval, the near-failure interval or the near-success interval is determined as the preparatory transition interval.
[0106] Figure 5This is a schematic diagram of a preparatory conversion interval provided by an embodiment of the present application. Figure 5 As shown, taking the reference progress interval and the task challenge success interval adjacent to each other as an example, that is, the reference progress interval is the interval that is about to succeed, and the preparatory conversion interval (the shaded part in the figure) is the entire interval that is about to succeed. The game scene screen that is about to succeed can be displayed in the interval that is about to succeed.
[0107] In this application, when the reference progress interval is adjacent to the task challenge success interval or the task challenge failure interval, that is, the player's task challenge is about to succeed or the task challenge is about to fail, the entire reference progress interval is used as a preparatory conversion interval, and the game scene screen of about to succeed or the game scene screen of about to fail can be multiple continuous game scene screens. In the subsequent process, when the scene screen displayed based on the preparatory conversion interval switches to the task challenge success game scene screen or the task challenge failure game scene screen, feedback can be given to the player in a timely manner based on the challenge progress of the first virtual object, so that the player can obtain the result of the task challenge success or task challenge failure in a timely manner, thereby improving the player's gaming experience.
[0108] For example, when the reference progress interval corresponding to the challenge progress of the first virtual object is the interval of about to succeed or the interval of about to fail, the challenge progress corresponding to the first virtual object in each game scene screen of about to succeed or the game scene screen of about to fail can be detected. When it is detected that the challenge progress of the first virtual object is in the interval of about to succeed or the interval of about to fail, it directly jumps to the game scene screen of the task challenge success or the game scene screen of the task challenge failure.
[0109] In another exemplary embodiment of the present application, when the reference progress interval is not adjacent to the mission challenge success interval or the mission challenge failure interval, for example, the reference progress interval is any one of a disadvantageous interval, a balanced interval, or a superior interval, a preliminary transition interval is determined in the reference progress interval. The process of determining the preliminary transition interval in the reference progress interval may include: obtaining the display progress of the reference game scene screen corresponding to the reference progress interval; and determining the preliminary transition interval in the reference progress interval based on the display progress, wherein the preliminary transition interval is between the display progress threshold and the end of the display of the entire reference game scene screen.
[0110] Exemplarily, in each progress interval, the game scene screen displayed by the user terminal can last for a certain period of time. For example, the game scene screen in each interval can last for 5 seconds. Therefore, when the challenge progress of the first virtual object reaches the corresponding progress interval, the corresponding 5s game scene screen can be displayed. When the reference progress interval is any one of the disadvantageous interval, the balanced interval or the advantageous interval, the display progress of the scene screen corresponding to the reference progress interval is obtained, wherein the display progress can be the ratio between the duration of the game scene screen that has been displayed and the total duration of the game scene screen that needs to be displayed. The preparatory conversion interval can be the interval from the display progress threshold to the end of the display of the overall reference game scene screen. For example, if the display progress threshold is 90%, the preparatory conversion interval is the interval corresponding to the display progress of 90%-100%. That is, after the scene screen corresponding to the reference progress interval is displayed for 4.5 seconds, it is in the preparatory display interval.
[0111] In an exemplary embodiment of the present application, different second game scene images can be displayed when the challenge progress is in different progress intervals, so that the game scene image changes with the changes in the interactive operation, avoiding the game scene image being disconnected from the interactive operation and affecting the player's interactive experience. For example, when the challenge progress is in the disadvantageous interval, the balanced interval, and the advantageous interval, the second scene image, the third scene image, and the first scene image can be displayed accordingly.
[0112] Optionally, when the challenge progress switches from the current progress interval to another progress interval, a connecting game scene screen may also be displayed for transition between different second game scene screens.
[0113] This application uses the display of different second game scene screens, including transition game scene screens, as an example for explanation. When the reference attribute interval is not adjacent to the mission challenge success interval or the mission challenge failure interval, that is, when the reference attribute interval is any one of a disadvantageous interval, a balanced interval, and a superior interval, the preliminary transition interval can be determined based on the display progress of the game scene screens in different attribute intervals. Figure 6 This is a schematic diagram of another preparatory conversion interval provided in an embodiment of the present application. Figure 6 As shown, when the second game scene screen (for example, the second scene screen, the first scene screen) or the connecting game scene screen is displayed, the display progress of the second game scene screen or the connecting game scene screen is used to determine the preparatory conversion interval, and the preparatory conversion interval is the interval from the display progress threshold to the end of the display of the second game scene screen or the end of the display of the connecting game scene screen.
[0114] In this application, when the reference progress interval is not adjacent to the mission challenge success interval or the mission challenge failure interval, that is, the player's mission challenge is in the wrestling process, the preliminary transition interval is determined based on the display progress of the reference game scene screen in the reference progress interval, that is, the display progress threshold to the end of the display of the entire reference game scene screen is used as the preliminary transition interval. In the subsequent process, when the second game scene screen is determined based on the progress value of the preliminary transition scene screen in the preliminary transition interval and the change state of the challenge progress, the number of game scene screens that need to be processed can be reduced to a certain extent, thereby improving the efficiency of game scene screen processing.
[0115] In an exemplary embodiment of the present application, determining the change state of the challenge progress in the preparatory transition interval may include steps 331 to 333 .
[0116] In step 331 , a preparatory conversion scene picture within the preparatory conversion interval is acquired, and a weight corresponding to the preparatory conversion scene picture is determined, wherein the preparatory conversion scene picture includes a first virtual object.
[0117] For example, after determining the preparatory transition interval, the game scene screen displayed in the preparatory transition interval can be used as the preparatory transition scene screen. The preparatory transition interval can include multiple preparatory transition scene screens, and the preparatory transition scene screens are assigned corresponding weights based on the display progress of the preparatory transition scene screens. For example, the greater the display progress of the preparatory transition scene screen, the greater the corresponding weight.
[0118] In step 332, the challenge progress of the first virtual object in the pre-transition scene screen is obtained.
[0119] Exemplarily, the preparatory conversion scene screen may include a first virtual object, and the challenge progress of the first virtual object in each preparatory conversion scene screen is obtained, wherein the calculation method of the challenge progress has been described in detail in step 200 and will not be elaborated on here.
[0120] In step 333 , a change state of the challenge progress is determined based on the challenge progress and weight of the first virtual object in the preparatory transition scene.
[0121] For example, a challenge progress change curve can be determined based on the challenge progress of the first virtual object in the preparatory transition scene screen that has already been displayed and the weight corresponding to the preparatory transition scene screen. Based on the challenge progress change curve, the challenge progress of the first virtual object in the preparatory transition scene screen that will be displayed can be predicted. The predicted challenge progress and the progress value of the preparatory transition scene screen that has already been displayed can be used to determine the change state of the challenge progress. The change state of the challenge progress can include an increasing state and a decreasing state.
[0122] For example, if the challenge progress of the first virtual object in the current preparatory conversion scene screen is greater than the challenge progress of the first virtual object in the previous preparatory conversion scene screen, and this continues for a certain number of preparatory conversion scene screens, it can be considered that the challenge progress of the first virtual object is in an increasing state; if the challenge progress of the first virtual object in the current preparatory conversion scene screen is less than the challenge progress of the first virtual object in the previous preparatory conversion scene screen, and this continues for a certain number of preparatory conversion scene screens, it can be considered that the challenge progress of the first virtual object is in a decreasing state. It should be noted that the number of consecutive times can be set based on actual conditions and is not limited in this application.
[0123] In an exemplary embodiment of the present application, when the reference progress interval is not adjacent to the task challenge success interval or the task challenge failure interval, the second game scene screen is determined based on the progress value in the preparatory conversion interval and the changing state of the challenge progress, including but not limited to any one of the following situations one to three.
[0124] Case 1: In the preparatory conversion interval, in response to the change state of the challenge progress being an increasing state, and the challenge progress being between the first threshold and the task challenge success threshold, the second game scene screen is determined to be the first scene screen.
[0125] For example, the preparatory transition interval is within the equilibrium interval. When, within the preparatory transition interval, the challenge progress of the first virtual object in the preparatory transition scene screen is in an increasing state, and it is detected that the challenge progress is greater than or equal to a first threshold, the second game scene screen can be determined to be the first scene screen, i.e., the terminal device is about to display the first scene screen, that is, the terminal device is about to display the scene screen corresponding to the dominant interval. The first threshold can be the minimum value of the second attribute value close to the dominant interval.
[0126] Case 2: Within the preparatory conversion interval, in response to the change in the challenge progress being a decreasing state, and the challenge progress being between the second threshold and the task challenge failure threshold, the second game scene screen is determined to be the second scene screen, and the second threshold is less than the first threshold.
[0127] For example, the preparatory transition interval is within the equilibrium interval. When, within the preparatory transition interval, the challenge progress of the first virtual object in the preparatory transition scene screen is decreasing, and it is detected that the challenge progress is less than or equal to the second threshold, the second game scene screen can be determined to be the second scene screen, i.e., the terminal device is about to display the second scene screen, that is, the terminal device is about to display the scene screen corresponding to the disadvantageous interval. The second threshold can be the maximum value of the second attribute value close to the disadvantageous interval.
[0128] Case three: within the preparatory conversion interval, in response to the change state of the challenge progress being an increasing state or a decreasing state, the challenge progress is less than the first threshold and greater than the second threshold, and the second game scene screen is determined to be the third scene screen.
[0129] For example, when the preparatory transition interval is a dominant interval, the challenge progress change state is a decreasing state, and it is detected that the challenge progress is less than a first threshold, the second game scene can be determined to be the third scene. That is, the terminal device is about to display the third scene, that is, the scene corresponding to the balanced interval.
[0130] For example, when the preparatory transition interval is a disadvantageous interval, the challenge progress change state is increasing, and the second attribute value is greater than the second threshold, the second game scene can be determined to be the third scene. This means that the terminal device is about to display the third scene, that is, the scene corresponding to the balanced interval.
[0131] The present application determines the corresponding second game scene screen in the preparatory conversion interval based on the progress value in the preparatory conversion interval and the change state of the challenge progress. The second game scene screen is the game scene screen to be displayed. After determining the second game scene screen, the second game scene screen can be preloaded in advance in the preparatory conversion interval. When the challenge progress meets the corresponding threshold, the corresponding second game scene screen is directly displayed, which can improve the smoothness of the game scene screen display.
[0132] This application also divides the task challenge process into multiple intervals, using the number of times the player clicks the challenge control and the game refresh time to change the challenge progress of the first virtual object. When the challenge progress of the first virtual object is in different progress intervals, different second game scene images can be determined. In the subsequent process, the second game scene image corresponding to the challenge progress is displayed, which can increase the richness of the game screen display during the player's challenge and improve the game's display effect. In addition, players can control the displayed game scene image by triggering the challenge control, which can increase their sense of participation, enhance the interactivity between players in the game, and improve the player's gaming experience.
[0133] In an exemplary embodiment of the present application, before displaying the second game scene screen, a connecting game scene screen may also be displayed. The connecting game scene screen is determined based on the first game scene screen and the second game scene screen, wherein different second game scene screens correspond to different connecting game scene screens.
[0134] Figure 7 This is a schematic diagram of a method for determining a connected game scene screen provided by an embodiment of the present application. Figure 7As shown, when the first game scene screen is the third scene screen and the determined second game scene screen is the first scene screen, the first connecting game scene screen is displayed; when the first game scene screen is the third scene screen and the determined second game scene screen is the second scene screen, the second connecting game scene screen is displayed; when the first game scene screen is the second scene screen and the determined second game scene screen is the third scene screen, the third connecting game scene screen is displayed; when the first game scene screen is the first scene screen and the determined second game scene screen is the third scene screen, the fourth connecting game scene screen is displayed.
[0135] This application can increase the coherence of the storyline during the game and enhance the player's immersion by adding corresponding connecting game scene pictures between different scene pictures. In addition, it can reduce the abruptness of switching between different scene pictures to a certain extent.
[0136] It should be noted that the present application is an exemplary illustration of the connecting game scene screen between the first game scene screen and the second game scene screen. When the first game scene screen and the second game scene screen are other scene screens, the corresponding connecting game scene screen can also be displayed, and the present application does not limit this. In an exemplary embodiment of the present application, after displaying the connecting game scene screen, the determined second game scene screen can be displayed.
[0137] When it is determined that the second game scene screen is the first scene screen, the first scene screen is displayed. Figure 8 This is a schematic diagram of a first scene screen provided by an embodiment of the present application. Figure 8 As shown, during the wrestling process between the first virtual object 210 and the second virtual object 220, when the challenge progress 241 is greater than or equal to the first threshold, the first scene screen is displayed, wherein the first scene screen can be the game scene screen corresponding to when the first virtual object is in the advantage range.
[0138] When it is determined that the second game scene screen is the second scene screen, the second scene screen is displayed. Figure 9 This is a schematic diagram of a second scene screen provided by an embodiment of the present application. Figure 9 As shown, during the wrestling process between the first virtual object 210 and the second virtual object 220, when the challenge progress 241 is less than or equal to the second threshold, the second scene screen is displayed, wherein the second scene screen can be the game scene screen corresponding to when the first virtual object is in a disadvantageous interval.
[0139] When it is determined that the second game scene screen is the third scene screen, the third scene screen is displayed. Figure 3During the wrestling process between the first virtual object 210 and the second virtual object 220, when the challenge progress 241 is greater than the second threshold and less than the first threshold, a third scene screen is displayed, wherein the third scene screen may be a game scene screen corresponding to when the first virtual object is in a balanced range.
[0140] It should be noted that the first scene screen, the second scene screen and the third scene screen are animations with a certain duration composed of multiple game scene screens. In addition, taking the wrestling scene as an example, when the wrestling starts, the wrestling progress defaults to a moderate position, such as the challenge progress is located in the middle of the progress bar, which is used to characterize the confrontation between the two virtual objects in a balanced state. If the player performs appropriate wrestling operations, the wrestling progress (i.e., challenge progress) will continue to grow. When the wrestling progress is close to completion, the scene performance, i.e., the second game scene screen, shows that the player is in a wrestling advantage; if the player does not perform a wrestling operation or the click frequency of the challenge control is too low, the wrestling progress will continue to be reduced. When the wrestling progress is close to zero, the scene performance, i.e., the second game scene screen, shows that the player is in a wrestling disadvantage.
[0141] When the challenge progress reaches the end value, i.e., the progress of the challenge end, the wrestling ends, and the scene performance is based on the wrestling result, demonstrating the corresponding scene ending. For example, if the progress is reset to zero, the wrestling fails, and the game scene screen of the failed plot performance, i.e., the mission challenge failure, is played. If the progress reaches the full value, the wrestling is successful, and the subsequent plot performance, i.e., the game scene screen of the successful mission challenge, is played. Afterwards, the subsequent battle process can also be connected. In addition to being applicable to specific plot scenes such as wrestling, the method provided in this embodiment can also be used in more scenes according to the needs of the game scenario, based on the same technical logic, such as being applicable to including but not limited to main / branch plots, PVP (Player VS Player, online players fighting game mode in real time) scenes, copy level scenes, etc.
[0142] In an exemplary embodiment of the present application, after displaying the second game scene screen, the challenge progress of the first virtual object can also be detected. In response to the challenge progress being greater than or equal to the task challenge success threshold, the game scene screen of the task challenge success is displayed; or, in response to the challenge progress being less than or equal to the task challenge failure threshold, the game scene screen of the task challenge failure is displayed.
[0143] Figure 10 This is a schematic diagram of a game scene screen in which a task challenge is successfully completed, provided in an embodiment of the present application. Figure 10As shown, during the wrestling between the first virtual object 210 and the second virtual object 220, when the challenge progress 241 of the first virtual object 210 is greater than or equal to the task challenge success threshold, for example, the task challenge success threshold is 999, when the challenge progress 241 is greater than or equal to 999, the game scene screen of the task challenge success is displayed, and the challenge of the first virtual object is successful.
[0144] Figure 11 This is a schematic diagram of a game scene screen in which a task challenge fails provided by an embodiment of the present application. Figure 11 As shown, during the wrestling between the first virtual object 210 and the second virtual object 220, when the challenge progress 241 of the first virtual object 210 is less than or equal to the task challenge failure threshold, for example, the task challenge failure threshold is 1, when the challenge progress 241 is less than or equal to 1, the game scene screen of the task challenge failure is displayed, and the first virtual object challenge fails.
[0145] In one possible implementation, after displaying the second game scene screen, it also includes: obtaining the target element in the game scene screen corresponding to the challenge result of the task challenge, the target element includes at least one of the display element of the virtual object or the display element of the virtual environment; and displaying the fourth game scene screen based on the target element. The challenge result of the task challenge is a successful task challenge or a failed task challenge. The game scene screen corresponding to a successful task challenge is a game scene screen for a successful task challenge, and the game scene screen corresponding to a failed task challenge is a game scene screen for a failed task challenge. Regardless of the challenge result, the embodiment of the present application does not limit the target element obtained from the game scene screen corresponding to the challenge result. For example, a broken wall damage element is obtained from the game scene screen for a failed task challenge, and the fourth game scene screen displayed also includes the broken wall damage element. In this way, the scene in the task challenge process is continued to the subsequent game scene, thereby improving the continuity of the plot.
[0146] In another exemplary embodiment, after displaying the second game scene screen, the method further includes: updating the attribute value of the first virtual object according to the challenge result of the task challenge, where the attribute value of the first virtual object includes at least one of a game skill, a frequency of releasing the game skill, or a health value of the first virtual object. The challenge result of the task challenge is described above in detail and will not be repeated here. The embodiment of the present application does not limit the updating of the attribute value of the first virtual object according to the challenge result of the task challenge.
[0147] For example, in the example of updating the health value of a first virtual object based on the challenge result of a task challenge, if the challenge result of the first virtual object's task challenge is a success, the health value of the first virtual object can be increased, and if the challenge result of the first virtual object's task challenge is a failure, the health value of the first virtual object can be decreased. The extent of the increase or decrease in the health value can be set based on experience or application scenarios.
[0148] For another example, consider updating the attribute value of a first virtual object, i.e., the frequency of releasing a gaming skill, based on the challenge result of a mission. If the challenge result of the first virtual object's mission is a success, the frequency of releasing the gaming skill can be increased. If the challenge result of the first virtual object's mission is a failure, the frequency of releasing the gaming skill can be decreased. The magnitude of the increase or decrease in the frequency of releasing the gaming skill can be set based on experience or application scenarios.
[0149] The method provided in the present application determines the challenge progress of the virtual object in the task challenge process through the triggering operation of the challenge control. The displayed second game scene screen includes a progress bar for representing the relationship between the challenge progress and the total progress of the task challenge. The second game scene screen is different from the game scene screen when the task challenge is successful and the game scene screen when the task challenge fails. This improves the correlation between the triggering operation of the challenge control and the displayed second game scene screen, avoids the separation of the game scene screen and the interactive operation, thereby improving the interactivity and richness of the task challenge and enhancing the player's gaming experience.
[0150] Figure 12 This is a flowchart of a method for displaying a game scene provided by an embodiment of the present application. The method can be performed by Figure 1 The method is executed by the terminal device 101 in the illustrated implementation environment and includes the following contents.
[0151] Step 510: Display a first game scene screen, which includes virtual objects and a challenge control. The challenge control is used to enter a task challenge.
[0152] In a possible implementation, the process of step 510 has been described in the above step 100 and will not be repeated here.
[0153] Step 520: In response to the triggering operation of the challenge control, control the virtual object to perform the task challenge.
[0154] In a possible implementation, the process of step 520 has been described in the above step 200 and will not be repeated here.
[0155] Step 531: Determine the reference progress interval in which the challenge progress is currently located.
[0156] Step 532: Determine a preliminary conversion interval based on the reference progress interval.
[0157] Step 533 : Determine whether the reference progress interval is adjacent to the task challenge success interval or the task challenge failure interval.
[0158] Step 534: If yes, determine the reference progress interval as the preparatory conversion interval.
[0159] Step 535: If not, obtain the display progress of the reference game scene screen corresponding to the reference progress interval, and determine the preliminary conversion interval in the reference progress interval based on the display progress.
[0160] Step 540: Determine a second game scene based on the progress value in the preparatory conversion interval and the change state of the challenge progress.
[0161] Step 541: The change state of the challenge progress is an increasing state, and the challenge progress is greater than or equal to a first threshold.
[0162] Step 542: Determine that the second game scene screen is the first scene screen.
[0163] Step 543: The change state of the challenge progress is a decrease state, and the challenge progress is less than or equal to the second threshold.
[0164] Step 544: Determine that the second game scene screen is the second scene screen.
[0165] Step 545 : The change state of the challenge progress is an increasing state or a decreasing state, and the challenge progress is less than the first threshold and greater than the second threshold.
[0166] Step 546: Determine that the second game scene screen is the third scene screen.
[0167] Step 550: Display the second game scene screen.
[0168] Step 551: Check the challenge progress.
[0169] Step 552: The challenge progress is greater than or equal to the task challenge success threshold.
[0170] Step 553: Display the game scene screen of the successful mission challenge.
[0171] Step 554: The challenge progress is less than or equal to the task challenge failure threshold.
[0172] Step 555: Display the game scene screen of the mission challenge failure.
[0173] In a possible implementation, the process from step 531 to step 555 has been described in the above step 300 and will not be repeated here.
[0174] The method provided in the present application determines the challenge progress of the virtual object in the task challenge process through the triggering operation of the challenge control. The displayed second game scene screen includes a progress bar for representing the relationship between the challenge progress and the total progress of the task challenge. The second game scene screen is different from the game scene screen when the task challenge is successful and the game scene screen when the task challenge fails. This improves the correlation between the triggering operation of the challenge control and the displayed second game scene screen, avoids the separation of the game scene screen and the interactive operation, thereby improving the interactivity and richness of the task challenge and enhancing the player's gaming experience.
[0175] The present application also provides a display device for a game scene. Figure 13 This is a schematic diagram of a display device structure of a game scene provided by an embodiment of the present application, such as Figure 13 As shown, the device includes:
[0176] Display module 1301, used to display a first game scene screen, the first game scene screen includes a first virtual object and a challenge control, the challenge control is used to perform a task challenge;
[0177] A control module 1302 is configured to control the first virtual object to perform a task challenge in response to a trigger operation of the challenge control, wherein the challenge progress of the first virtual object in the task challenge is determined based on the trigger operation;
[0178] The display module 1301 is also used to display a second game scene screen, which includes a progress bar. The progress bar is used to represent the relationship between the challenge progress of the first virtual object in the task challenge and the total progress of the task challenge. The second game scene screen is different from the game scene screen of a successful task challenge and the game scene screen of a failed task challenge.
[0179] In one possible implementation, the display module 1301 is used to display a third game scene screen, where the third game scene includes at least one virtual object, and the at least one virtual object includes a first virtual object; when the interaction time of any virtual object in the at least one virtual object or the skill of any virtual object or the attribute value of any virtual object meets the conditions for triggering a task challenge, the first game scene screen is displayed.
[0180] In one possible implementation, the progress bar includes at least two progress intervals, and different progress intervals are displayed differently in the progress bar. Different progress intervals correspond to different game scene screens. The second game scene screen is the game scene screen corresponding to the progress interval in which the challenge progress of the first virtual object in the task challenge is located.
[0181] In one possible implementation, the first game scene screen also includes a second virtual object, and the first virtual object's task challenge refers to the first virtual object competing with the second virtual object; the two ends of the progress bar are respectively displayed with the logo of the first virtual object and the logo of the second virtual object, and the challenge progress of the first virtual object in the task challenge is displayed starting from the logo of the first virtual object.
[0182] In a possible implementation, the display module 1301 is further configured to display prompt information, where the prompt information is configured to guide the player to trigger a challenge control to enter a task challenge.
[0183] In a possible implementation, the display module 1301 is further used to display a connecting game scene screen, which is determined based on the first game scene screen and the second game scene screen, wherein different second game scene screens correspond to different connecting game scene screens.
[0184] In one possible implementation, the display module 1301 is further used to display a game scene screen of a successful task challenge in response to the challenge progress of the first virtual object in the task challenge being greater than or equal to the task challenge success threshold; or to display a game scene screen of a failed task challenge in response to the challenge progress of the first virtual object in the task challenge being less than or equal to the task challenge failure threshold.
[0185] In one possible implementation, the display module 1301 is also used to obtain the target element in the game scene screen corresponding to the challenge result of the task challenge, the target element including at least one of the display element of the virtual object or the display element of the virtual environment; and display the fourth game scene screen based on the target element.
[0186] In one possible implementation, the display module 1301 is further used to update the attribute value of the first virtual object according to the challenge result of the task challenge, where the attribute value of the first virtual object includes at least one of game skills, game skill release frequency, or health value of the first virtual object.
[0187] In one possible implementation, the display module 1301 is used to determine the reference progress interval in which the challenge progress is currently located; determine the preparatory conversion interval based on the reference progress interval, and display the second game scene screen based on the progress value within the preparatory conversion interval and the changing state of the challenge progress. The preparatory conversion interval is used to predict the second game scene screen to be displayed and preload the second game scene screen.
[0188] In one possible implementation, the display module 1301 is used to determine the reference progress interval as a preparatory conversion interval when the reference progress interval is adjacent to the task challenge success interval or the task challenge failure interval; or, when the reference progress interval is not adjacent to the task challenge success interval or the task challenge failure interval, obtain the display progress of the reference game scene screen corresponding to the reference progress interval; determine the preparatory conversion interval in the reference progress interval based on the display progress, and the preparatory conversion interval is located between the display progress threshold and the end of the display of the overall reference game scene screen.
[0189] In one possible implementation, the display module 1301 is used to determine that the second game scene screen is the first scene screen in response to the change state of the challenge progress being an increasing state and the challenge progress being between the first threshold and the task challenge success threshold within the preparatory conversion interval; or, in response to the change state of the challenge progress being a decreasing state and the challenge progress being between the second threshold and the task challenge failure threshold within the preparatory conversion interval, determine that the second game scene screen is the second scene screen, and the second threshold is less than the first threshold.
[0190] In one possible implementation, the display module 1301 is used to determine that the second game scene screen is the third scene screen in response to the change state of the challenge progress being an increasing state or a decreasing state within the preparatory conversion interval, and the challenge progress is less than the first threshold and greater than the second threshold.
[0191] In one possible implementation, the display module 1301 is also used to obtain a preparatory conversion scene screen within the preparatory conversion interval, determine the weight corresponding to the preparatory conversion scene screen, wherein the preparatory conversion scene screen includes a first virtual object; obtain the challenge progress of the first virtual object in the preparatory conversion scene screen; and determine the change state of the challenge progress based on the challenge progress and weight of the first virtual object in the preparatory conversion scene screen.
[0192] In one possible implementation, the challenge progress of the first virtual object in the task challenge is determined based on the number of operations or the operation duration of the triggering operation. The number of operations of the triggering operation is the number of times the challenge control is triggered within the game refresh time, and the operation duration of the triggering operation is the continuous triggering time of the challenge control within the game refresh time.
[0193] In one possible implementation, the control module 1302 is further used to obtain the number of times the challenge control is triggered within the game refresh time, and determine the progress increment using the number of triggers and the unit increment corresponding to the number of triggers; determine the current progress interval of the challenge progress of the first virtual object, and obtain the progress decay rate corresponding to the current progress interval; calculate the progress decay amount based on the progress decay rate and the game refresh time; and obtain the challenge progress based on the progress increment and the progress decay amount.
[0194] During the task challenge process, the present application determines the challenge progress of the virtual object during the task challenge process through the triggering operation of the challenge control. The displayed second game scene screen includes a progress bar for representing the relationship between the challenge progress and the total progress of the task challenge. The second game scene screen is different from the game scene screen when the task challenge is successful and the game scene screen when the task challenge fails. This improves the correlation between the triggering operation of the challenge control and the displayed second game scene screen, avoids the separation of the game scene screen from the interactive operation, thereby improving the interactivity and richness of the task challenge and enhancing the player's gaming experience.
[0195] It should be understood that the above-mentioned device is merely an example of the division of the above-mentioned functional modules when implementing its functions. In actual applications, the above-mentioned functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the device and method embodiments provided in the above embodiments are based on the same concept. The specific implementation process is detailed in the method embodiment and will not be repeated here.
[0196] Figure 14 The following is a block diagram of a terminal device 1100 provided in accordance with an exemplary embodiment of the present application. The terminal device 1100 may be any electronic device capable of human-computer interaction with a user through one or more methods, such as a keyboard, touchpad, remote control, voice interaction, or handwriting device. Examples include a PC (Personal Computer), mobile phone, smartphone, PDA (Personal Digital Assistant), wearable device, Pocket PC (PPC), tablet computer, smart car computer, smart TV, smart speaker, smart watch, and the like.
[0197] Typically, the terminal device 1100 includes a processor 1101 and a memory 1102 .
[0198] The processor 1101 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1101 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), or PLA (Programmable Logic Array). The processor 1101 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1101 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 1101 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0199] The memory 1102 may include one or more computer-readable storage media, which may be non-transitory. The memory 1102 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in the memory 1102 is used to store at least one instruction, which is used to be executed by the processor 1101 to implement the display method of the game scene provided in the method embodiment of the present application.
[0200] In some embodiments, terminal device 1100 may optionally include a peripheral device interface 1103 and at least one peripheral device. Processor 1101, memory 1102, and peripheral device interface 1103 may be connected via a bus or signal lines. Each peripheral device may be connected to peripheral device interface 1103 via a bus, signal lines, or circuit boards. Specifically, the peripheral device may include at least one of a radio frequency circuit 1104, a display screen 1105, a camera assembly 1106, an audio circuit 1107, and a power supply 1108.
[0201] The peripheral device interface 1103 can be used to connect at least one I / O (Input / Output)-related peripheral device to the processor 1101 and the memory 1102. In some embodiments, the processor 1101, the memory 1102, and the peripheral device interface 1103 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1101, the memory 1102, and the peripheral device interface 1103 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0202] The RF circuit 1104 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1104 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 1104 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. Optionally, the RF circuit 1104 includes an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and the like. The RF circuit 1104 can communicate with other terminal devices via at least one wireless communication protocol. Such wireless communication protocols include, but are not limited to, the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 1104 may also include circuitry related to Near Field Communication (NFC), which is not limited in this application.
[0203] The display screen 1105 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 1105 is a touch screen display, the display screen 1105 also has the ability to collect touch signals on the surface or above the surface of the display screen 1105. The touch signal can be input as a control signal to the processor 1101 for processing. At this time, the display screen 1105 can also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, there can be one display screen 1105, which is set on the front panel of the terminal device 1100; in other embodiments, there can be at least two display screens 1105, which are respectively set on different surfaces of the terminal device 1100 or in a folding design; in other embodiments, the display screen 1105 can be a flexible display screen, which is set on the curved surface or folding surface of the terminal device 1100. Even more, the display screen 1105 can be set to a non-rectangular irregular shape, that is, a special-shaped screen. The display screen 1105 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0204] The camera assembly 1106 is used to capture images or videos. Optionally, the camera assembly 1106 includes a front camera and a rear camera. Typically, the front camera is arranged on the front panel of the terminal device 1100, and the rear camera is arranged on the back of the terminal device 1100. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, a wide-angle camera, and a telephoto camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, the fusion of the main camera and the wide-angle camera to realize panoramic shooting and VR (Virtual Reality) shooting function or other fusion shooting functions. In some embodiments, the camera assembly 1106 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.
[0205] The audio circuit 1107 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals that are input into the processor 1101 for processing, or input into the radio frequency circuit 1104 to achieve voice communication. For the purpose of stereo sound collection or noise reduction, there may be multiple microphones, each disposed at different locations of the terminal device 1100. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert electrical signals from the processor 1101 or the radio frequency circuit 1104 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 purposes such as distance measurement. In some embodiments, the audio circuit 1107 may also include a headphone jack.
[0206] Power supply 1108 is used to power various components in terminal device 1100. Power supply 1108 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 1108 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is charged via a wired line, while a wireless rechargeable battery is charged via a wireless coil. The rechargeable battery can also support fast charging technology.
[0207] In some embodiments, the terminal device 1100 further includes one or more sensors 1110 , including but not limited to: an acceleration sensor 1111 , a gyroscope sensor 1112 , a pressure sensor 1113 , an optical sensor 1114 , and a proximity sensor 1115 .
[0208] The accelerometer 1111 can detect the magnitude of acceleration along the three coordinate axes of the coordinate system established by the terminal device 1100. For example, the accelerometer 1111 can be used to detect the components of gravity acceleration along the three coordinate axes. The processor 1101 can control the display screen 1105 to display the user interface in a landscape or portrait view based on the gravity acceleration signal collected by the accelerometer 1111. The accelerometer 1111 can also be used to collect game or user motion data.
[0209] The gyroscope sensor 1112 can detect the body orientation and rotation angle of the terminal device 1100. The gyroscope sensor 1112 can work with the acceleration sensor 1111 to collect the user's 3D movements of the terminal device 1100. Based on the data collected by the gyroscope sensor 1112, the processor 1101 can implement the following functions: motion sensing (such as changing the UI based on the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
[0210] The pressure sensor 1113 can be set on the side frame of the terminal device 1100 and / or the lower layer of the display screen 1105. When the pressure sensor 1113 is set on the side frame of the terminal device 1100, it can detect the user's grip signal of the terminal device 1100, and the processor 1101 performs left and right hand recognition or shortcut operations based on the grip signal collected by the pressure sensor 1113. When the pressure sensor 1113 is set on the lower layer of the display screen 1105, the processor 1101 controls the operable controls on the UI interface based on the user's pressure operation on the display screen 1105. The operable controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0211] Optical sensor 1114 is used to collect ambient light intensity. In one embodiment, processor 1101 can control the display brightness of display screen 1105 based on the ambient light intensity collected by optical sensor 1114. Specifically, when the ambient light intensity is high, the display brightness of display screen 1105 is increased; when the ambient light intensity is low, the display brightness of display screen 1105 is decreased. In another embodiment, processor 1101 can also dynamically adjust the shooting parameters of camera assembly 1106 based on the ambient light intensity collected by optical sensor 1114.
[0212] Proximity sensor 1115, also known as a distance sensor, is typically located on the front panel of terminal device 1100. Proximity sensor 1115 is used to detect the distance between the user and the front of terminal device 1100. In one embodiment, when proximity sensor 1115 detects that the distance between the user and the front of terminal device 1100 is gradually decreasing, processor 1101 controls display screen 1105 to switch from the screen-on state to the screen-off state. When proximity sensor 1115 detects that the distance between the user and the front of terminal device 1100 is gradually increasing, processor 1101 controls display screen 1105 to switch from the screen-off state to the screen-on state.
[0213] Those skilled in the art will understand that Figure 14 The structure shown in the figure does not constitute a limitation on the terminal device 1100, and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0214] Figure 15This is a schematic diagram of the structure of the server provided in an embodiment of the present application. The server 1200 may have relatively large differences due to different configurations or performances, and may include one or more processors 1201 and one or more memories 1202, wherein the one or more memories 1202 store at least one program code, and the at least one program code is loaded and executed by the one or more processors 1201 to implement the game scene display method provided by each of the above-mentioned method embodiments. Of course, the server 1200 may also have components such as a wired or wireless network interface, a keyboard, and an input and output interface for input and output. The server 1200 may also include other components for implementing device functions, which will not be described in detail here.
[0215] In an exemplary embodiment, a computer-readable storage medium is further provided, in which at least one program code is stored. The at least one program code is loaded and executed by a processor to enable a computer to implement any of the above-mentioned methods for displaying a game scene.
[0216] Optionally, the computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc (CD-ROM), a magnetic tape, a floppy disk, an optical data storage device, or the like.
[0217] In an exemplary embodiment, a computer program or computer program product is also provided, in which at least one computer instruction is stored. The at least one computer instruction is loaded and executed by a processor to enable the computer to implement any of the above-mentioned game scene display methods.
[0218] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.) and signals involved in this application are all authorized by the user or fully authorized by all parties, and the collection, use and processing of relevant data must comply with the relevant laws, regulations and standards of the relevant countries and regions. For example, the first attribute value, first game scene screen, second attribute value, second game scene screen, etc. involved in this application are all obtained with full authorization.
[0219] It should be understood that the term "plurality" used herein refers to two or more. "And / or" describes a relationship between associated objects, indicating that three possible relationships exist. For example, "A and / or B" can mean: A exists alone, A and B exist simultaneously, or B exists alone. The character " / " generally indicates an "or" relationship between the associated objects.
[0220] The above description is merely an exemplary embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the principles of the present application shall be included in the scope of protection of the present application.
Claims
1. A method for displaying a game scene, characterized in that: The method comprises: Displaying a first game scene screen, wherein the first game scene screen includes a first virtual object and a challenge control, wherein the challenge control is used to perform a task challenge; In response to a triggering operation of the challenge control, controlling the first virtual object to perform the task challenge, wherein the challenge progress of the first virtual object in the task challenge is determined based on the triggering operation; A second game scene screen is displayed, wherein the second game scene screen includes a progress bar, wherein the progress bar is used to represent the relationship between the challenge progress of the first virtual object in the task challenge and the total progress of the task challenge. The second game scene screen is different from the game scene screen where the task challenge is successful and the game scene screen where the task challenge fails.
2. The method according to claim 1, characterized in that Before displaying the first game scene screen, the method further includes: Displaying a third game scene screen, wherein the third game scene includes at least one virtual object, and the at least one virtual object includes the first virtual object; When the interaction time of any virtual object among the at least one virtual object, the skill of any virtual object, or the attribute value of any virtual object meets the conditions for triggering the task challenge, the display of the first game scene screen is executed.
3. The method according to claim 1, characterized in that The progress bar includes at least two progress intervals, and different progress intervals are displayed differently in the progress bar. Different progress intervals correspond to different game scene screens. The second game scene screen is the game scene screen corresponding to the progress interval of the challenge progress of the first virtual object in the task challenge.
4. The method according to claim 1, wherein The first game scene screen also includes a second virtual object, and the first virtual object performing the task challenge refers to the first virtual object competing with the second virtual object; The two ends of the progress bar respectively display the identifier of the first virtual object and the identifier of the second virtual object, and the challenge progress of the first virtual object in the task challenge is displayed starting from the identifier of the first virtual object.
5. The method according to claim 1, characterized in that After displaying the first game scene screen, the method further includes: Prompt information is displayed, where the prompt information is used to guide the player to trigger the challenge control to enter the task challenge.
6. The method according to claim 1, characterized in that Before displaying the second game scene screen, the method further includes: A connecting game scene screen is displayed, where the connecting game scene screen is determined based on the first game scene screen and the second game scene screen, wherein different second game scene screens correspond to different connecting game scene screens.
7. The method according to claim 1, characterized in that After the second game scene screen is displayed, the method further includes: In response to the challenge progress of the first virtual object in the task challenge being greater than or equal to a task challenge success threshold, displaying a game scene screen indicating a successful task challenge; or In response to the challenge progress of the first virtual object in the task challenge being less than or equal to a task challenge failure threshold, a game scene screen of task challenge failure is displayed.
8. The method according to claim 1, characterized in that After the second game scene screen is displayed, the method further includes: Obtaining a target element in a game scene screen corresponding to a challenge result of the task challenge, wherein the target element includes at least one of a display element of the virtual object or a display element of the virtual environment; A fourth game scene screen is displayed based on the target element.
9. The method according to claim 1, characterized in that After the second game scene screen is displayed, the method further includes: The attribute value of the first virtual object is updated according to the challenge result of the task challenge, where the attribute value of the first virtual object includes at least one of a game skill, a game skill release frequency, or a life value of the first virtual object.
10. The method according to any one of claims 1 to 9, characterized in that: The displaying of the second game scene screen includes: Determine the reference progress range in which the challenge progress is currently located; A preparatory conversion interval is determined based on the reference progress interval, and the second game scene screen is displayed based on the progress value within the preparatory conversion interval and the change status of the challenge progress. The preparatory conversion interval is used to predict the second game scene screen to be displayed and preload the second game scene screen.
11. The method according to claim 10, characterized in that The determining of the preparatory conversion interval based on the reference progress interval includes: In a case where the reference progress interval is adjacent to a task challenge success interval or a task challenge failure interval, determining the reference progress interval as a preparatory transition interval; or When the reference progress interval is not adjacent to the task challenge success interval or the task challenge failure interval, the display progress of the reference game scene screen corresponding to the reference progress interval is obtained; based on the display progress, a preparatory conversion interval is determined in the reference progress interval, and the preparatory conversion interval is located between the display progress threshold and the end of the display of the overall reference game scene screen.
12. The method according to claim 10, characterized in that The determining the second game scene screen based on the progress value in the preparatory conversion interval and the change state of the challenge progress includes: In the preparatory conversion interval, in response to the change state of the challenge progress being an increasing state and the challenge progress being between a first threshold and a task challenge success threshold, determining the second game scene screen to be the first scene screen; or In the preparatory conversion interval, in response to the change state of the challenge progress being a decreasing state, and the challenge progress being between a second threshold and a task challenge failure threshold, the second game scene screen is determined to be a second scene screen, and the second threshold is less than the first threshold.
13. The method according to claim 10, characterized in that The determining the second game scene screen based on the progress value in the preparatory conversion interval and the change state of the challenge progress includes: In the preparatory conversion interval, in response to the change state of the challenge progress being an increasing state or a decreasing state, and the challenge progress being less than a first threshold and greater than a second threshold, the second game scene screen is determined to be a third scene screen.
14. The method according to claim 10, characterized in that Before determining the second game scene screen based on the progress value in the preparatory conversion interval and the change state of the challenge progress, the method further includes: Acquiring a preparatory conversion scene picture within the preparatory conversion interval, and determining a weight corresponding to the preparatory conversion scene picture, wherein the preparatory conversion scene picture includes the first virtual object; Obtaining a challenge progress of the first virtual object in the pre-transition scene screen; The change state of the challenge progress is determined based on the challenge progress of the first virtual object in the preparatory transition scene screen and the weight.
15. The method according to any one of claims 1 to 9, characterized in that: The challenge progress of the first virtual object in the task challenge is determined based on the number of operations or the operation duration of the trigger operation. The number of operations of the trigger operation is the number of times the challenge control is triggered within the game refresh time, and the operation duration of the trigger operation is the continuous triggering time of the challenge control within the game refresh time.
16. The method according to claim 1, wherein Before displaying the second game scene screen, the method further includes: Obtaining the number of times the challenge control is triggered within the game refresh time, and determining the progress increment using the number of triggers and the unit increment corresponding to the number of triggers; Determining a current progress interval of the challenge progress of the first virtual object, and obtaining a progress decay rate corresponding to the current progress interval; Calculating a progress decay amount based on the progress decay rate and the game refresh time; The challenge progress is obtained based on the progress increment and the progress decay.
17. A display device for a game scene, characterized in that: The device comprises: A display module is configured to display a first game scene screen, wherein the first game scene screen includes a first virtual object and a challenge control, wherein the challenge control is configured to perform a task challenge; a control module, configured to control the first virtual object to perform the task challenge in response to a trigger operation of the challenge control, wherein the challenge progress of the first virtual object in the task challenge is determined based on the trigger operation; The display module is also used to display a second game scene screen, which includes a progress bar. The progress bar is used to represent the relationship between the challenge progress of the first virtual object in the task challenge and the total progress of the task challenge. The second game scene screen is different from the game scene screen of a successful task challenge and the game scene screen of a failed task challenge.
18. A computer device, characterized in that: The computer device includes a processor and a memory, wherein the memory stores at least one program code, and the at least one program code is loaded and executed by the processor so that the computer device implements the game scene display method as described in any one of claims 1 to 16.
19. A computer-readable storage medium, characterized in that At least one program code is stored in the computer-readable storage medium, and the at least one program code is loaded and executed by the processor to enable the computer to implement the game scene display method according to any one of claims 1 to 16.
20. A computer program product, characterized in that The computer program product stores at least one computer instruction, and the at least one computer instruction is loaded and executed by a processor to enable a computer to implement the method for displaying a game scene as described in any one of claims 1 to 16.
Citation Information
Cited By
Virtual scene-based combat method and apparatus, device, medium and product
WO2026138252A1