Display method and device of skill indicator, equipment, medium and program product
By switching the display mechanism of skill indicators according to the state of virtual objects in multiplayer online tactical competitive games, and by utilizing the refresh rate difference between the display position and the logical position, the problems of the accuracy and smoothness of skill indicators are solved, and high-precision and smooth skill release effects are achieved.
Patent Information
- Application Number
- CN202410630617.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-05-21
- Publication Date
- 2025-11-21
AI Technical Summary
In multiplayer online tactical battle royale games, the inconsistent refresh rates between the visual and logical layers make it difficult to guarantee the accuracy of skill indicators. The inconsistency between the visual display and the data synchronization between the logical layer affects the accuracy of skill release and the gaming experience.
When the virtual object is moving, the skill indicator is displayed based on the apparent position to ensure smoothness; when it is stationary, the skill indicator is displayed based on the logical position to improve the accuracy of the indicator. The display mechanism switching is optimized by setting a duration threshold and a refresh rate difference to reduce resource consumption and lag.
While ensuring smooth display, the accuracy of skill indicators has been improved, reducing errors and lag, thus enhancing the accuracy of skill release and the overall gaming experience.
Smart Images

Figure CN120983906A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of human-computer interaction technology, and in particular to a method, apparatus, device, medium and program product for displaying a skill indicator. Background Technology
[0002] The display of a game screen in a Multiplayer Online Battle Arena (MOBA) game on computer devices involves two levels: the presentation level and the logical level. At the presentation level, different computer devices within the same game render their own in-game visuals based on user actions. At the logical level, all computer devices within the same game maintain data synchronization with the server. Because the refresh rate of the rendering at the presentation level differs from the server's refresh rate, the data synchronization between the presentation level and the logical level is inconsistent. Therefore, changes in the position of virtual objects in the game manifest as both their presentational position and their logical position, and these positions rarely coincide at any given moment.
[0003] The skill indicator is used to predict and prompt the skill release area and range of virtual objects. Users can determine the skill release location through the skill indicator to release the skill of the virtual object.
[0004] In related technologies, computer devices display skill indicators based on the visual position of virtual objects. However, the visual position and logical position of a virtual object are unlikely to coincide at any given time, causing the skill release effect predicted by the skill indicator based on the visual position to differ from the skill release effect calculated by the computer device based on the logical position. Consequently, the accuracy of the skill indicator cannot be guaranteed. Summary of the Invention
[0005] This application provides a method, apparatus, device, medium, and program product for displaying a skill indicator. The technical solution is as follows:
[0006] On one hand, embodiments of this application provide a method for displaying a skill indicator, the method comprising:
[0007] Receive a trigger operation on a target skill control, the target skill control being used to control a virtual object to release a target skill;
[0008] When the virtual object is in a moving state, a skill indicator of the target skill is displayed based on the virtual object's position. The position is the location used by the client to render the virtual object, and the skill indicator is used to indicate the range of the skill effect after the target skill is released.
[0009] In a case where the virtual object is in a static state, the skill indicator of the target skill is displayed based on a logical position of the virtual object, the logical position being a position of the virtual object carried by the server when performing frame synchronization with the client, and a refresh frequency of the performance position being higher than a refresh frequency of the logical position.
[0010] In another aspect, an embodiment of the present application provides a display device of a skill indicator, the device comprising:
[0011] a receiving module configured to receive a triggering operation on a target skill control, the target skill control being used to control a virtual object to release a target skill;
[0012] a first display module configured to, in a case where the virtual object is in a moving state, display a skill indicator of the target skill based on a performance position of the virtual object, the performance position being a position adopted by a client when rendering the virtual object, the skill indicator being used to indicate a skill effect range after the target skill is released;
[0013] a second display module configured to, in a case where the virtual object is in a static state, display the skill indicator of the target skill based on a logical position of the virtual object, the logical position being a position of the virtual object carried by the server when performing frame synchronization with the client, and a refresh frequency of the performance position being higher than a refresh frequency of the logical position.
[0014] In another aspect, an embodiment of the present application provides a computer device, the computer device comprising a processor and a memory, the memory storing at least one computer instruction, the at least one computer instruction being loaded and executed by the processor to implement the display method of the skill indicator according to the above aspect.
[0015] In another aspect, an embodiment of the present application provides a computer readable storage medium, the computer readable storage medium storing at least one computer instruction, the at least one computer instruction being loaded and executed by a processor to implement the display method of the skill indicator according to the above aspect.
[0016] In another aspect, an embodiment of the present application provides a computer program product, the computer program product comprising computer instructions, the computer instructions being stored in a computer readable storage medium; a processor of a computer device reads the computer instructions from the computer readable storage medium, and the processor executes the computer instructions, so that the computer device implements the display method of the skill indicator according to the above aspect.
[0017] In the related art, displaying the skill indicator of the target skill according to the performance position of the virtual object is prone to cause indication errors, and displaying the skill indicator of the target skill according to the logical position of the virtual object is prone to cause display lag.
[0018] In the embodiments of the present application, the computer device displays the skill indicator of the target skill according to the performance position of the virtual object when the virtual object is in a moving state, ensuring the display fluency of the skill indicator during the movement of the virtual object; and the computer device displays the skill indicator of the target skill according to the logical position of the virtual object when the virtual object is in a stationary state, improving the indication accuracy of the skill indicator in the stationary state. Since the indication error of the skill indicator during the movement of the virtual object is relatively difficult to detect, and the logical position of the virtual object remains unchanged in the stationary state, the lag problem caused by the low refresh frequency of the logical position disappears, so the technical solution provided by the embodiments of the present application can improve the indication accuracy of the skill indicator while ensuring the display fluency. BRIEF DESCRIPTION OF DRAWINGS
[0019] Figure 1 A schematic diagram of a computer system provided by an example embodiment of the present application is shown;
[0020] Figure 2 A schematic diagram of the interface of the computer device in the game is shown;
[0021] Figure 3 A schematic diagram of the skill indicator corresponding to the skill based on the position of the virtual object is shown;
[0022] Figure 4 A schematic diagram of the skill release path of the virtual object is shown;
[0023] Figure 5 A schematic diagram of the skill release path of the virtual object when the selected position is close to the position of the virtual object is shown;
[0024] Figure 6 A flowchart of a display method of the skill indicator provided by an example embodiment of the present application is shown;
[0025] Figure 7 A flowchart of a display method of the skill indicator provided by another example embodiment of the present application is shown;
[0026] Figure 8 A schematic diagram of the correspondence between the state of the virtual object and the display mechanism of the skill display is shown;
[0027] Figure 9 A state flowchart of the virtual object is shown;
[0028] Figure 10FIG. 1 shows a flowchart of a time threshold determination process according to an example embodiment of the present application;
[0029] Figure 11 FIG. 2 shows a flowchart of a skill indicator display process based on historical moving speed according to an example embodiment of the present application;
[0030] Figure 12 FIG. 3 shows a flowchart of a skill indicator display process based on historical position deviation according to an example embodiment of the present application;
[0031] Figure 13 FIG. 4 shows a comparison diagram of skill indicators corresponding to two skill types according to an example embodiment of the present application;
[0032] Figure 14 FIG. 5 shows a diagram of position relationship affecting path difference according to an example embodiment of the present application;
[0033] Figure 15 FIG. 6 shows a flowchart of a skill indicator display process based on deviation correction according to an example embodiment of the present application;
[0034] Figure 16 FIG. 7 shows a flowchart of a skill indicator display process based on deviation correction according to another example embodiment of the present application;
[0035] Figure 17 FIG. 8 shows a structural block diagram of a skill indicator display device according to an example embodiment of the present application;
[0036] Figure 18 FIG. 9 shows a structural block diagram of a computer device according to an example embodiment of the present application. DETAILED DESCRIPTION
[0037] In order to make the objects, technical solutions and advantages of the present application clearer, the following will further describe the embodiments of the present application with reference to the accompanying drawings.
[0038] Reference will be made to Figure 1 FIG. 1 shows a diagram of a computer system 100 according to an example embodiment of the present application. The computer system 100 is used to illustrate an implementation environment. The computer system 100 includes a first computer device 110, a server 120 and a second computer device 130.
[0039] The first computer device 110 runs an application 111 supporting a virtual environment. When the first computer device 110 runs the application 111, a user interface of the application 111 is displayed on a screen of the first computer device 110. The application 111 can be any one of a Multiplayer Online Battle Arena (MOBA) game, a Simulation Game (SLG), a Massive Multiplayer Online Role-Playing Game (MMORPG), a First-Person Shooting game (FPS), and a Party Game. In this embodiment, the application 111 is taken as an example of a MOBA game. The first computer device 110 is a computer device used by a first user 112, and the first user 112 uses the first computer device 110 to control a first virtual object in a virtual environment to perform activities. The first virtual object can be referred to as a master virtual object of the first user 112. The activities of the first virtual object include, but are not limited to, at least one of switching poses, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing. Illustratively, the first virtual object is a first virtual character, such as a simulated character or an animation character.
[0040] The second computer device 130 runs an application 131 supporting a virtual environment. When the second computer device 130 runs the application 131, a user interface of the application 131 is displayed on a screen of the second computer device 130. The application 131 can be any one of a MOBA game, a SLG game, a MMORPG game, a FPS game, and a Party game. In this embodiment, the application 131 is taken as an example of a MOBA game. The second computer device 130 is a computer device used by a second user 132, and the second user 132 uses the second computer device 130 to control a second virtual object in a virtual environment to perform activities. The second virtual object can be referred to as a master virtual object of the second user 132. Illustratively, the second virtual object is a second virtual character, such as a simulated character or an animation character.
[0041] Optionally, the first virtual object and the second virtual object are in the same virtual world. Optionally, the first virtual object and the second virtual object can belong to the same faction, the same team, the same organization, have a friendship relationship, or have a temporary communication permission. Optionally, the first virtual object and the second virtual object can also belong to different factions, different teams, different organizations, or have an enemy relationship.
[0042] Optionally, the application programs installed on the first computer device 110 and the second computer device 130 are the same, or the application programs installed on the two computer devices are the same type of application programs on different operating system platforms (Android or IOS). The first computer device 110 can be referred to as one of a plurality of computer devices, and the second computer device 130 can be referred to as another one of the plurality of computer devices. The embodiments are only exemplified by the first computer device 110 and the second computer device 130. The first computer device 110 and the second computer device 130 can be the same or different in device type, and the device type includes at least one of a smart phone, a tablet computer, an electronic book reader, a Moving Picture Experts Group Audio Layer III (MP3) player, a Moving Picture Experts Group Audio Layer IV (MP4) player, a laptop computer, and a desktop computer.
[0043] Figure 1 Only two computer devices are shown in the figure, but there are a plurality of other computer devices that can access the server 120 in different embodiments. Optionally, there is also one or more computer devices that are developer corresponding computer devices, and a development and editing platform of the application program supporting the virtual environment is installed on the computer device. The developer can edit and update the application program on the computer device, and transmit the updated application installation package to the server 120 through a wired or wireless network. The first computer device 110 and the second computer device 130 can download the application installation package from the server 120 to update the application program.
[0044] The first computer device 110, the second computer device 130, and other computer devices are connected to the server 120 through a wireless network or a wired network.
[0045] The server 120 includes at least one of a server, a server cluster composed of a plurality of servers, a cloud computing platform, and a virtualization center. The server 120 is used to provide background services for the application program supporting the three-dimensional virtual environment. Optionally, the server 120 undertakes the main computing work, and the computer device undertakes the secondary computing work; or the server 120 undertakes the secondary computing work, and the computer device undertakes the main computing work; or the server 120 and the computer device adopt a distributed computing architecture for collaborative computing.
[0046] In an illustrative example, the server 120 includes a memory 121, a processor 122, a user account database 123, a battle service module 124, and a user-oriented input / output interface (I / O interface) 125. The processor 122 is configured to load instructions stored in the server 120 and process data in the user account database 123 and the battle service module 124. The user account database 123 is configured to store data of user accounts used by the first computer device 110, the second computer device 130, and other computer devices, such as avatars of the user accounts, nicknames of the user accounts, battle power indexes of the user accounts, and service areas in which the user accounts are located. The battle service module 124 is configured to provide a plurality of battle rooms for users to perform battles, such as 1V1 battles, 3V3 battles, 5V5 battles, and 1V5 battles. The user-oriented I / O interface 125 is configured to establish communication with the first computer device 110 and / or the second computer device 130 through a wireless network or a wired network and exchange data.
[0047] The method for displaying a skill indicator provided by the embodiments of the present application is executed by the computer device alone.
[0048] In a MOBA game, a skill indicator is used to prompt a user about a skill effect range of a skill of a virtual object after the skill is released. The skill effect range is a prediction result calculated by a computer device according to local data, and may deviate from an actual skill effect range. If there is a visible deviation between the skill effect range indicated by the skill indicator and the actual skill effect range, the indication accuracy of the skill indicator is insufficient, which interferes with the user's control of a release position of the skill, and reduces the user's game experience.
[0049] In the case of MOBA games using frame synchronization technology, the relevant data of the in-game object at the logical level needs to be sent by the server to implement data synchronization according to a fixed frequency of frame synchronization commands. In the same game, the data synchronization at the logical level is the same between different computer devices, so that different virtual objects can interact in real time. However, there is a delay in the process of waiting for the server frame synchronization at the logical level of the computer device. At the presentation level, the refresh frequency of the computer device is higher than that of the server, for example, the refresh frequency at the presentation level is 15FPS (Frame Per Second), and the refresh frequency at the logical level is 60FPS, so as to render smooth display pictures. Due to the performance difference between different computer devices, the refresh frequency at the presentation level of different computer devices is different, which leads to different display positions of the same virtual object at the presentation level of different computer devices, so the computer device still needs to synchronize the data at the logical level to maintain the stability of the game. Among them, at the presentation level, the position of the virtual object displayed on the rendering picture of the computer device is the presentation position; at the logical level, the actual position of the virtual object recorded and synchronized with the server is the logical position. The computer device maintains the logical position and the presentation position of the virtual object at the same time.
[0050] Exemplary, Figure 2 The interface of the computer device in the game is shown. The virtual object 21 is located at the presentation position. Among them, the skill indicator 22 shows the skill effect range (the area shown by the thick circular compass) of the skill and the releasable range (the thick maximum circular area) of the skill.
[0051] After the virtual object moves, due to the inconsistency between the refresh frequency of the presentation position and the refresh frequency of the logical position, the logical position and the presentation position of the virtual object do not coincide. In addition, the refresh time interval of the logical position is fixed, while the refresh time interval of the presentation position is not fixed, which also leads to the inconsistency between the logical position and the presentation position of the virtual object. In the case where the skill indicator needs to be displayed according to the position of the virtual object, there is a difference between the skill indicator displayed based on the logical position and the skill indicator displayed based on the presentation position in terms of indication accuracy and picture smoothness.
[0052] Among them, the skill indicator of the target skill displayed according to the presentation position of the virtual object is easy to cause indication error, resulting in error between the actual skill effect and the indicated skill effect, while the skill indicator of the target skill displayed according to the logical position of the virtual object is easy to cause display lag due to the lower refresh frequency than the refresh frequency of the presentation position.
[0053] In the related art, in order to ensure the smoothness of the computer device picture, the display precision of the skill indicator is reduced based on the performance position. In the case that the skill effect of the virtual object depends on the virtual object position, the indication error of the skill indicator will be amplified.
[0054] For example, as shown in Figure 3 The skill indicator corresponding to the skill based on the virtual object position is shown. The virtual object 301 releases a straight line moving fireball in the direction of the arrow shown by the skill indicator 302 (the bold part). Wherein, the skill release path shown by the skill indicator 302 has obvious difference in the display mechanism based on the performance position and the display mechanism based on the logical position.
[0055] Figure 4 The skill release path of the virtual object is shown. Wherein, the skill release path displayed by the skill indicator based on the performance position includes the first skill path 411, the second skill path 412 and the third skill path 413. The skill release path displayed by the skill indicator based on the logical position includes the first skill path 421, the second skill path 422 and the third skill path 423. Wherein, the path intersection is the selected position of the user to the skill, which is used to control the skill release range. In the case that the selected position is close to the virtual object position, as shown in Figure 5 The skill release path difference shown by the skill indicator 501 will be further increased, and the virtual object 502 may release the skill in the opposite direction of the path shown by the skill indicator 501.
[0056] The embodiment of the present application provides a display method of a skill indicator. The skill indicator displayed by the method is a dynamic indicator. The display mechanism of the skill indicator can be switched according to the virtual object state in the actual use scene, so that the skill indicator has accurate display effect in various application scenes. Please refer to Figure 6 The flow chart of the display method of the skill indicator provided by the embodiment of the present application is shown. The method includes the following steps.
[0057] In step 610, a trigger operation on a target skill control is received. The target skill control is used to control the virtual object to release a target skill.
[0058] In some embodiments, the skill control is used to control the virtual object to release the skill. The virtual object has at least one skill control. The target skill control refers to the single skill control selected by the trigger operation, and the target skill refers to the skill released after the target skill control is triggered. In addition to being used to control the virtual object to release the target skill, the target skill control is also used to display the skill indicator before the target skill is released.
[0059] For example, as shown inFigure 2 As shown, there are skill control 23, skill control 24 and skill control 25 in the computer device interface. Among them, the computer device displays the skill indicator 22 in the case of receiving the triggering operation on the skill control 24.
[0060] Step 620, in the case that the virtual object is in a moving state, display the skill indicator of the target skill based on the performance position of the virtual object, the performance position is the position adopted by the client to render the virtual object, and the skill indicator is used to indicate the skill effect range after the target skill is released.
[0061] In some embodiments, the performance position is the virtual object position at the performance level. The computer device renders the virtual object at the performance position according to the user operation at the performance level. Among them, the computer device is the client.
[0062] In some embodiments, the skill indicator is used to indicate the skill effect range after the skill is released. Among them, the skill effect range refers to the range in which the skill of the virtual object takes effect. For example, in the case that the target skill is an attack skill, other virtual objects in the skill effect range will be hit. The target skill effect range of the target skill is selected by displaying the skill indicator.
[0063] In some embodiments, the skill effect range refers to the range in which the skill of the virtual object takes effect. After the skill of the virtual object is released, the skill effect is generated around the virtual object, and the skill indicator needs to be displayed around the virtual object according to the virtual object position when indicating the skill effect range. However, the virtual object has two positions, performance position and logical position. Among them, in the case of displaying the skill indicator of the target skill based on different position types, the skill effect range indicated by the skill indicator is biased.
[0064] In one possible implementation, the computer device receives the triggering operation on the target skill control, and then displays the skill indicator. In the case of receiving the control operation on the target skill control, the target skill effect range indicated by the skill indicator is changed, and then the computer device completes the release of the target skill and displays the rendering effect of the target skill in the case of receiving the release operation on the target skill control.
[0065] In the case that the virtual object is in a moving state, the virtual object is in a high-frequency position change process, and the server needs to constantly update the position change of the virtual object.
[0066] In some embodiments, in the case of a change in the virtual object position, the computer device first sends the updated position of the virtual object to the server, so that the server synchronizes the updated position to other computer devices in the local area, and then the computer device receives the information of other computer devices synchronized by the server, so as to update the state change of other virtual objects. In order to improve the smoothness of the picture, the computer device will preferentially render the real-time movement of the virtual object before synchronizing with the server information, without waiting for the next update of the server, that is, the refresh frequency of the performance position is higher than that of the logical position, so that the skill indicator of the target skill based on the performance position of the virtual object can adapt to the high-frequency position change of the virtual object, and the display effect of the skill indicator is improved when the virtual object is in a moving state.
[0067] In addition, in the case that the virtual object is in a moving state and the target skill control is triggered, the accuracy of the virtual object hitting the target object when releasing the target skill is affected by the position movement of the virtual object and the control of the target skill control, that is, there is difficulty in the process of aiming at the target when the virtual object is moving, so that the problem of insufficient accuracy of the skill indicator is difficult to detect. Moreover, the formation condition of the skill indicator indicating error during the movement of the virtual object is harsh, that is, compared with the virtual object in a stationary state, the probability of skill indicator indicating error is lower when the virtual object is in a moving state.
[0068] For example, during the movement of the virtual object, the formation condition of this error situation in which the skill is released in the opposite direction of the skill indicator is harsh. This situation requires that the release position of the skill be determined between the logical position and the performance position of the virtual object during the movement of the virtual object, however, the logical position is invisible, and the gap between the performance position and the logical position changes with the movement of the virtual object. Similarly, other indicating error situations also require that the skill release position be determined at a specific position that changes with the movement of the virtual object, which will affect the skill release effect.
[0069] From the above reasoning, it can be seen that during the movement of the virtual object, the computer device does not have high demand for the indicating accuracy of the skill indicator, and the skill indicator of the target skill based on the performance position of the virtual object can ensure the indicating accuracy of the skill indicator and improve the display smoothness of the skill indicator.
[0070] Step 630, in the case that the virtual object is in a stationary state, the skill indicator of the target skill is displayed based on the logical position of the virtual object, the logical position is the position of the virtual object carried by the server and the client during frame synchronization, and the refresh frequency of the performance position is higher than that of the logical position.
[0071] In some embodiments, the logical position is a virtual object position at a logical level. At the logical level, the server synchronously updates the logical positions of all virtual objects in the local area so that the server performs logical calculation.
[0072] In some embodiments, the frame synchronization refers to that the server synchronously sends the status update of all computer devices in the local area to each computer device to achieve data synchronization. The server first collects the status update requests sent by the computer devices, and then synchronously sends the update of all computer devices to each computer device according to a fixed refresh frequency. For example, the server receives the update request sent by computer device A at 20 ms, receives the update request sent by computer device B at 30 ms, receives the update request sent by computer device C at 40 ms, and then synchronously sends the update of the three computer devices to computer devices A, B and C at 50 ms when the refresh time is reached.
[0073] In some embodiments, the server needs to collect the logical positions of other virtual objects on other computer devices and then synchronously send the logical positions to each computer device, and each computer device needs to display the virtual object in real time according to the performance position, so the refresh frequency of the performance position is higher than that of the logical position.
[0074] In the case that the virtual object is in a static state, since there is no position update of the virtual object, the logical position does not change, and therefore the skill indicator will not cause display lag due to too low refresh frequency in the display process based on the logical position.
[0075] In some embodiments, the skill release process of the virtual object is essentially a logical calculation at a logical level and then mapping the logical result to a performance level for rendering, and therefore the indication accuracy of the skill indicator when displayed based on the logical position is higher than that when displayed based on the performance position.
[0076] In summary, in the embodiments of the present application, the computer device displays the skill indicator of the target skill according to the performance position of the virtual object in the case that the virtual object is in a moving state, to ensure the display fluency of the skill indicator of the virtual object in the moving process; and the computer device displays the skill indicator of the target skill according to the logical position of the virtual object in the case that the virtual object is in a static state, to improve the indication accuracy of the skill indicator in the static state. Since the skill indicator indication error in the moving process of the virtual object is relatively difficult to detect, and the logical position of the virtual object in the static state remains unchanged, the lag problem caused by the low refresh frequency of the logical position disappears, and therefore the technical solution provided by the embodiments of the present application can improve the indication accuracy of the skill indicator while ensuring the display fluency.
[0077] In the above embodiments, the computer device determines the display mechanism of the specific skill indicator according to the state of the virtual object. However, in the case where the computer device does not receive the triggering operation on the target skill control, the computer device switching the display mechanism of the skill indicator can cause redundant resource consumption. In order to save resources and avoid the computer device from performing meaningless switching behavior, the computer device can determine the display mechanism of the skill indicator when it is necessary to display the skill indicator, that is, in the case where the triggering operation on the target skill control is received. For reference Figure 7 FIG. 7 shows a flowchart of a method for displaying a skill indicator according to another example embodiment of the present application. The method includes the following steps.
[0078] In step 701, a triggering operation on a target skill control is received, the target skill control being used to control the virtual object to release a target skill.
[0079] The implementation process of step 701 can refer to step 601, and the embodiments of the present application will not be described here.
[0080] In step 702, in the case where the virtual object is in a static state at the operation starting moment of the triggering operation, the skill indicator of the target skill is displayed based on the logical position of the virtual object.
[0081] In some embodiments, the operation starting moment of the triggering operation is the starting moment of displaying the skill indicator. At the operation starting moment of the triggering operation, the computer device determines that the skill indicator needs to be displayed, and thus determines whether the display mechanism of the skill indicator is based on the logical position or the performance position according to the state of the virtual object, and then switches the skill indicator to the determined display mechanism in the case where the display mechanism needs to be switched.
[0082] In the case where the virtual object is in the static state, the computer device determines to display the skill indicator of the target skill based on the logical position of the virtual object according to the reasons described in step 603.
[0083] Optionally, the computer device can also determine to display the skill indicator of the target skill based on the performance position of the virtual object in the case where the virtual object is in a moving state at the operation starting moment of the triggering operation.
[0084] Considering that the state change of the virtual object is independent, the virtual object can switch states at any moment. In the case where the state of the virtual object is switched during the duration of the triggering operation, the computer device needs to change the display mechanism of the skill indicator in real time according to the state change of the virtual object. In the case where the virtual object is switched from a moving state to a static state, the determination manner of the display mechanism of the skill indicator is different from that in step 603, including the following cases.
[0085] Case 1, during the duration of the touch operation, in the case that the virtual object is switched from the moving state to the stationary state, and the stationary duration of the virtual object reaches the duration threshold, the skill indicator is displayed based on the logical position of the virtual object.
[0086] In some embodiments, during the duration of the touch operation, the skill display is continuously displayed in the computer device interface. In the case that the virtual object is switched from the moving state to the stationary state, the skill indicator needs to be switched from the display mechanism based on the performance position of the virtual object to the display mechanism based on the logical position of the virtual object.
[0087] However, during the duration of the touch operation, the virtual object may frequently switch between the moving state and the stationary state, causing the display mechanism of the skill indicator to frequently switch. For example, in the case that the virtual object enters the stationary state from the moving state and then immediately enters the moving state again, the display mechanism of the skill display is switched twice in succession. At this time, when the computer device switches the display mechanism of the skill indicator, the skill indicator displayed by different display mechanisms does not coincide, so that the skill indicator appears to flicker. In the case of rapid and repeated switching of the state of the virtual object, the skill indicator will frequently flicker, which will affect the skill aiming process and reduce the skill release efficiency.
[0088] In one possible case, after each flicker of the skill indicator, the skill indicator needs to re-aim the target due to the discontinuity of the switched skill display.
[0089] In addition, frequent switching of the display mechanism of the skill indicator can also increase the computational burden of the computer device, causing the skill indicator to display lag.
[0090] In order to reduce the switching frequency of the display mechanism, the computer device determines to display the skill indicator based on the logical position of the virtual object in the case that the stationary duration of the virtual object reaches the duration threshold.
[0091] Optionally, during the duration of the touch operation, in the case that the virtual object is switched from the stationary state to the moving state, the computer device can display the skill indicator based on the performance position of the virtual object after the state switching, or can display the skill indicator based on the performance position of the virtual object in the case that the moving duration of the virtual object reaches the duration threshold.
[0092] Case 2, during the duration of the touch operation, in the case that the virtual object is switched from the moving state to the stationary state, and the stationary duration of the virtual object does not reach the duration threshold, the skill indicator of the target skill is displayed based on the performance position of the virtual object.
[0093] In some embodiments, when the virtual object is in the moving state, the computer device displays the skill indicator of the target skill based on the performance position of the virtual object. Then, the virtual object switches from the moving state to the stationary state, and when the duration of the virtual object remaining stationary does not reach the duration threshold, the computer device maintains the skill indicator display mechanism in the moving state, i.e., displays the skill indicator of the target skill based on the performance position of the virtual object.
[0094] Optionally, the duration threshold can be pre-set in the computer device, or the server transmits the pre-set duration threshold to the computer device. Optionally, the duration threshold can be set to 0.5s.
[0095] In an exemplary example, Figure 8 is a schematic diagram of the correspondence between the state of the virtual object and the display mechanism of the skill display. When the virtual object is in the moving state, the computer device uses the performance position to pre-calculate the skill effect; when the virtual object is in the stationary state and the stationary time is less than 0.5s, the computer device uses the performance position for pre-calculation; when the virtual object is in the stationary state and the stationary time is greater than or equal to 0.5s, the computer device uses the logical position for pre-calculation.
[0096] Exemplarily, Figure 9 is a state transition diagram of the virtual object. The virtual object can remain in the moving state, or enter the stationary state from the moving state. The stationary state is divided into a stationary state with a stationary duration less than 0.5s and a stationary state with a stationary time greater than 0.5s. The virtual object can enter the moving state from the stationary state with a stationary duration less than 0.5s, or enter the stationary state with a stationary time greater than 0.5s; or enter the moving state from the stationary state with a stationary time greater than 0.5s, or remain in the stationary state with a stationary time greater than 0.5s.
[0097] In the embodiments of the present application, the display mechanism of the skill indicator is determined according to the state of the virtual object at the starting time of the triggering operation, so that the computer device can immediately determine the display mechanism based on the logical position according to the stationary state of the virtual object at the starting time when the skill indicator needs to be displayed. Without receiving the triggering operation of the target skill control, the computer device does not need to switch the display mechanism, thereby reducing the resource consumption caused by switching the display mechanism.
[0098] During the duration of the triggering operation, the computer device sets a time threshold for the determined condition of the display mechanism, and in a case where the time length of the stationary state exceeds the time threshold, the computer device determines that the virtual object is in a stable stationary state before displaying the skill indicator based on the logical position, thereby avoiding frequent switching of the display mechanism in a case where the virtual object is in an unstable state during the duration of the triggering operation, and further reducing resource consumption.
[0099] In a case where the time threshold is not reached, the computer device maintains the display mechanism before the virtual object switches from the moving state to the stationary state, thereby avoiding frequent flickering and freezing of the skill indicator due to switching of the display mechanism during continuous display, improving the display fluency of the skill indicator, and thereby improving the release accuracy of the target skill.
[0100] In some embodiments, the logical position and the performance position of the virtual object do not coincide, resulting in differences in the indication of the skill indicator in different display mechanisms (display mechanisms based on the logical level or the performance level). The difference between the logical position and the performance position of the virtual object is caused by the inconsistency in the refresh frequency of the computer device at the logical level and the performance level.
[0101] In some embodiments, there are performance differences between different computer devices, and the refresh frequency of the performance position is different. Since the refresh frequency of the logical position of different virtual objects in the same session is the same, the difference in the refresh frequency of the virtual object on different computer devices is different. The smaller the difference, the smaller the difference between the logical position and the performance position, and the less the interference problem caused by switching the display mechanism, the lower the requirement for the switching frequency of the display mechanism, and the smaller the required time threshold.
[0102] Optionally, the computer device can determine the time threshold according to the difference between the refresh frequency of the logical position and the performance position. As shown in Figure 10 the time threshold determination process includes the following steps.
[0103] Step 1010, determining the difference between the refresh frequency of the performance position and the logical position.
[0104] In some embodiments, the refresh frequency difference is used to represent the difference between the refresh frequency of the performance position and the logical position. The refresh frequency of the performance position is greater than the refresh frequency of the logical position, and the difference between the refresh frequency of the performance position and the logical position is equal to the refresh frequency of the performance position minus the refresh frequency of the logical position.
[0105] Step 1020, determining the time threshold based on the refresh frequency difference, and the time threshold is positively correlated with the refresh frequency difference.
[0106] In some embodiments, the smaller the refresh frequency difference value, the smaller the speed gap between the update speed of the performance position and the update speed of the logical position, and the smaller the gap between the performance position and the logical position in the case of movement of the virtual object. The smaller the gap between the performance position and the logical position, the smaller the difference in the performance of the skill indicator when switching the display mechanism of the skill indicator, and the interference of flickering and lagging on the release of the skill of the virtual object is reduced. At this time, the computer device can appropriately reduce the time length threshold.
[0107] From the above reasoning, it can be seen that the time length threshold and the refresh frequency difference value are in a positive correlation relationship, and the smaller the refresh frequency difference value, the smaller the time length threshold.
[0108] In a possible implementation, the server stores the corresponding relationship between the refresh frequency difference value and the time length threshold, and then queries the corresponding time length threshold according to the refresh frequency difference value sent by the computer device.
[0109] In the embodiments of the present application, the computer device determines the time length threshold according to the refresh frequency difference value between the performance position and the logical position, reduces the flickering and lagging problems, and improves the timeliness of the computer device in switching the display mechanism when the state of the virtual object changes.
[0110] In some embodiments, the historical movement speed of the virtual object can affect the gap between the logical position and the performance position of the virtual object. The historical movement speed is in a positive correlation relationship with the gap between the logical position and the performance position of the virtual object. It can be seen that the computer device can further determine the display mechanism of the skill indicator according to the historical movement speed of the virtual object. As shown in the following figure. Figure 11 The skill indicator display process based on the historical movement speed can include the following steps.
[0111] Step 1110, obtaining the historical movement speed of the virtual object.
[0112] In some embodiments, the historical movement speed is used to represent the recent movement speed of the virtual object. In the case of slow historical movement speed, the movement distance of the virtual object per unit time is reduced, the logical position is always refreshed slower than the performance position, the distance moved by the performance position before the logical position is shortened, and the gap between the performance position and the logical position is reduced. In the case of fast historical movement speed, the movement distance of the virtual object per unit time is increased, and since the logical position is always refreshed slower than the performance position, the distance moved by the performance position before the logical position is extended, and the gap between the performance position and the logical position is increased.
[0113] In a possible implementation, the computer device determines the average of the movement speed of the virtual object in a fixed period of time before the current time as the historical movement speed.
[0114] In another possible implementation, the computer device determines the moving speed of the virtual object one second before the current time as the historical moving speed.
[0115] In another possible implementation, the computer device determines the mean square error value of the moving speed of the virtual object in a fixed time period before the current time as the historical moving speed.
[0116] In step 1120, during the duration of the touch operation, if the virtual object is switched from the moving state to the static state and the historical moving speed is greater than the speed threshold, the skill indicator of the target skill is displayed based on the logical position of the virtual object.
[0117] In some embodiments, the historical moving speed greater than the speed threshold indicates that the virtual object was previously in a fast moving state, and the gap between the performance position and the logical position is increased. If the skill indicator is displayed based on the performance position when the virtual object is switched from the moving state to the static state, the difference between the skill release range indicated by the skill indicator and the actual skill release range is increased, such as the path difference between the indicated skill release range and the actual skill release range.
[0118] Optionally, the computer device can also display the skill indicator of the target skill based on the performance position of the virtual object when the virtual object is switched from the moving state to the static state and the historical moving speed is less than the speed threshold during the duration of the touch operation.
[0119] In some embodiments, the historical moving speed less than the speed threshold indicates that the virtual object was previously in a slow moving state, and the gap between the performance position and the logical position is reduced. If the skill indicator is displayed based on the logical position when the virtual object is switched from the moving state to the static state, the skill indicator will be displayed with a lag, thereby reducing the release efficiency and release accuracy of the target skill.
[0120] In the embodiments of the present application, during the duration of the touch operation, the computer device further determines the display mechanism of the skill indicator based on the historical moving speed in addition to the state of the virtual object. When the virtual object is switched from the moving state to the static state, the historical moving speed is different, and the applicable display mechanism is also different.
[0121] In the case where the historical moving speed is greater than the speed threshold, the gap between the performance position and the logical position is increased, and the skill indicator is displayed based on the logical position, which can reduce the gap between the skill effect range indicated by the skill indicator and the actual skill effect range, make the skill effect indicated by the skill indicator consistent with the actual release, reduce the indication error, improve the indication accuracy of the skill indicator, and further avoid the indication accuracy problem of the skill indicator from interfering with the aiming and release of the skill, thereby improving the accuracy of the skill release.
[0122] Conversely, in the case that the historical moving speed is less than the speed threshold, the deviation between the skill indicator displayed based on the performance position and the skill indicator displayed based on the logical position is reduced, and the influence on the indication accuracy is reduced. The skill indicator displayed based on the performance position can avoid the indicator display lag and improve the fluency.
[0123] Optionally, the computer device can also directly represent the difference between the logical position and the performance position of the virtual object according to the historical position deviation of the virtual object. As shown in Figure 12 The skill indicator display process based on the historical position deviation can include the following steps.
[0124] Step 1210, determining the historical position deviation of the virtual object, the historical position deviation being the position deviation between the historical logical position and the historical performance position.
[0125] In some embodiments, the historical position deviation is used to represent the position difference between the logical position and the performance position in the recent period of time. The greater the historical position deviation is, the greater the difference between the logical position and the performance position is represented, and the more obvious the difference between the skill indicator displayed based on the performance position and the skill indicator displayed based on the logical position is.
[0126] Optionally, the historical position deviation can be the position deviation between the historical logical position and the historical performance position one second before the current moment.
[0127] Optionally, the historical position deviation can also be the average value of the position deviation between the historical logical position and the historical performance position in a period of time before the current moment.
[0128] Optionally, the historical position deviation can also be the mean square deviation value of the position deviation between the historical logical position and the historical performance position in a period of time before the current moment.
[0129] Step 1220, displaying the skill indicator based on the logical position of the virtual object in the case that the virtual object is switched from the moving state to the static state during the duration of the touch operation, and the historical position deviation is greater than the deviation threshold.
[0130] In some embodiments, in the case that the historical position deviation is greater than the deviation threshold, the deviation between the performance position and the logical position is also increased after the virtual object is switched from the moving state to the static state, and the skill indicator displayed based on the performance position will cause the problem of inaccurate indication of the skill indicator, and further affect the skill release. Therefore, the skill indicator is displayed based on the logical position in this step.
[0131] Optionally, the deviation threshold can be preconfigured in the computer device.
[0132] Optionally, the computer device can also display the skill indicator of the target skill based on the performance position of the virtual object, when the virtual object switches from the moving state to the static state during the duration of the touch operation, and the historical position deviation is less than the deviation threshold.
[0133] In some embodiments, when the historical position deviation is less than the deviation threshold, the deviation between the performance position and the logical position decreases after the virtual object switches from the moving state to the static state, and the influence of the skill indicator displayed based on the performance position on the indication accuracy decreases.
[0134] In the embodiments of the present application, the computer device further determines the display mechanism of the skill indicator according to the historical position deviation between the historical logical position and the historical performance position. When the historical position deviation is greater than the deviation threshold, displaying the skill indicator based on the logical position of the virtual object can avoid the influence of the position deviation on the skill indication and improve the indication accuracy.
[0135] When the historical position deviation is less than the deviation threshold, the influence of the skill indicator displayed based on the performance position of the virtual object on the indication accuracy decreases, and the display lag caused by the too small refresh frequency can be avoided, the indication fluency of the skill indicator is improved, the skill indicator is easy to aim, and the skill release accuracy is improved.
[0136] In some embodiments, different virtual objects have different types of skills. The skill indicators have different performances when indicating different types of skills.
[0137] Optionally, the skill types can be divided into skills irrelevant to the position of the virtual object and skills relevant to the position of the virtual object. The logical position and the performance position of the virtual object do not coincide, which will cause the actual release effect of the skills relevant to the position of the virtual object to be inconsistent with the indication effect of the skill indicator.
[0138] In some embodiments, the skill indicator determines the skill selected position by displaying a skill indication compass, so as to release the skill subsequently.
[0139] It should be noted that the selected positions of the skill indicators on the logical level and the performance level are consistent, and therefore, the accuracy of the skills irrelevant to the position of the virtual object is not affected by the logical position and the performance position. For example, Figure 13A comparison diagram of two skill types corresponding to skill indicators is shown. The diagram includes virtual object 1310 and virtual object 1320. The skill indicator of virtual object 1310 shows an indication compass 1331 for determining a skill release position, which does not distinguish between the performance position and the logical position, and the skill indicator of virtual object 1320 shows an indication compass 1332 for determining the intersection of a skill release path. In the case of movement of the indication compass 1332, the intersection of the skill release path changes, so that the skill release path changes.
[0140] The performance position and the logical position of the virtual object are inconsistent, causing inconsistency in the linear path extending from the virtual object position to the skill selection position, which affects the determination of skill hits. The closer the skill selection position is to the virtual object (logical position and performance position), the greater the path difference. Figure 14 A diagram showing the influence of position relationship on path difference is shown. As shown in (a) of Figure 14 , the path indicated by the skill indicator displayed based on the logical position 1401 is different from the path indicated by the skill indicator displayed based on the performance position 1402. As shown in (b) of Figure 14 , as the skill selection position 1403 approaches the logical position 1401 and the performance position 1402, the direction difference of the skill indication path increases. As shown in (c) of Figure 14 , in the case where the skill selection position 1403 is located between the logical position 1401 and the performance position 1402, the skill release direction on the straight line path from the logical position 1401 to the skill selection position 1403 is opposite to the skill release direction on the straight line path from the performance position 1402 to the skill selection position 1403, causing the actual skill release direction of the virtual object to be opposite to the skill release direction indicated by the skill indicator.
[0141] Due to the automatic turning mechanism of the virtual object, in the case where the skill release direction is opposite to the direction indicated by the skill indicator, the virtual object will automatically face the skill release direction. For example, the skill indicator indicates to emit a skill in front of the virtual object (from the relative direction of the performance position of the virtual object to the skill selection position), while the actual skill is emitted from the relative direction of the logical position of the virtual object to the skill selection position, which will cause the virtual object to turn around and release the skill from behind, as shown in (c) of Figure 14 .
[0142] Optionally, the computer device can display the skill indicator of the target skill based on the logical position of the virtual object in the case where the virtual object is in a stationary state and the target skill belongs to the target skill type, wherein the actual skill range of the skill belonging to the target skill type is determined based on the logical position of the virtual object and the position indicated by the skill indicator.
[0143] In some embodiments, the target skill type refers to a skill type irrelevant to the virtual object position. Since the skill indicator of the target skill is displayed based on the performance position, the above-mentioned skill reverse release problem can occur, and the target skill type is actually determined based on the logical position and the position indicated by the skill indicator to determine the straight path between the two as the skill release path, so the computer device displays the skill indicator of the target skill based on the logical position of the virtual object.
[0144] In addition, in the case that the virtual object is in a stationary state and the target skill does not belong to the target skill type, the computer device can display the skill indicator of the target skill based on the performance position of the virtual object.
[0145] In some embodiments, the target skill type refers to a skill type irrelevant to the virtual object position. Since the skill indicator of the target skill is displayed based on the performance position, the above-mentioned skill reverse release problem can occur, and the target skill type is actually determined based on the logical position and the position indicated by the skill indicator to determine the straight path between the two as the skill release path, so the computer device displays the skill indicator of the target skill based on the logical position of the virtual object.
[0146] In the embodiments of the present application, in the case that the target skill belongs to the target skill type, the skill indicator of the target skill is displayed based on the logical position, which can improve the accuracy of the skill indicator of the target skill, avoid the skill reverse release problem, and thus improve the accuracy of skill release.
[0147] In the case that the target skill does not belong to the target skill type, the skill indicator of the target skill is displayed based on the performance position, which does not affect the accuracy of the skill indicator and can improve the display fluency and flexibility of the skill indicator by means of the refresh frequency of the performance position.
[0148] Optionally, the computer device can also correct the position deviation between the logical position and the performance position to improve the accuracy of the skill indicator in the moving state. As shown in the following figure. Figure 15 The display process of the skill indicator based on the deviation correction includes the following steps.
[0149] Step 1510, in the case that the virtual object is in a moving state, the performance position of the virtual object is corrected based on the historical position deviation of the virtual object, and the historical position deviation is the position deviation between the historical logical position and the historical performance position.
[0150] In some embodiments, the historical position deviation of the virtual object refers to the deviation in the vector direction between the logical position and the performance position of the virtual object. Optionally, the historical position deviation can include the distance and the deviation angle between the logical position and the performance position. For example, the performance position is 3 units away from the logical position in the direction of 45°.
[0151] In a possible implementation, the computer device corrects the performance position according to the relative direction and the relative distance between the performance position and the logical position, to reduce the difference between the performance position and the logical position. In this case, the refresh frequency is unchanged.
[0152] At step 1520, the skill indicator of the target skill is displayed based on the corrected performance position.
[0153] In some embodiments, the difference between the corrected performance position and the logical position is smaller than the difference between the uncorrected performance position and the logical position, and the refresh frequency of the corrected performance position is the refresh frequency of the uncorrected performance position.
[0154] Further, it is considered that the moving speed of the virtual object can affect the difference between the performance position and the logical position. In the case where the moving speed of the virtual object is accelerated, since the time interval for refreshing the logical position is fixed, the moving distance of the virtual object is prolonged in the time interval, which causes the difference between the performance position and the logical position to become larger without refreshing the logical position.
[0155] It is known that the moving speed is too fast, which can easily exacerbate the difference between the performance position and the logical position. The computer device needs to further correct the performance position in the case where the moving speed is too fast.
[0156] Optionally, the computer device can correct the performance position based on the historical moving speed and the historical position deviation. For example, Figure 16 As shown, the display process of the skill indicator based on the deviation correction can further include the following steps.
[0157] At step 1610, the historical moving speed of the virtual object is determined.
[0158] In some embodiments, the historical moving speed is used to represent the moving speed of the virtual object in the recent period. By determining the historical moving speed, the speed condition of the virtual object in the recent period can be determined, and then the difference between the current performance position and the logical position can be determined. In the case where the historical moving speed is too fast, the computer device determines that the difference between the current performance position and the logical position is too large, and the performance position needs to be corrected to reduce the difference.
[0159] In a possible implementation, the computer device determines the average of the moving speed of the virtual object in a fixed period of time before the current time as the historical moving speed.
[0160] In another possible implementation, the computer device determines the moving speed of the virtual object one second before the current time as the historical moving speed.
[0161] In another possible implementation, the computer device determines the mean square error of the virtual object movement speed in a fixed time period before the current time as the historical movement speed.
[0162] In step 1620, when the historical movement speed is greater than the speed threshold and the virtual object is in the moving state, the performance position of the virtual object is corrected based on the historical position deviation of the virtual object.
[0163] In some embodiments, the historical movement speed greater than the speed threshold indicates that the virtual object has moved at a high speed in a recent time period. The movement distance of the virtual object per unit time is increased, and since the logical position is always refreshed slower than the performance position, the distance by which the performance position moves ahead of the logical position is extended, and the historical position deviation between the performance position and the logical position is increased.
[0164] The historical position deviation of the virtual object refers to the deviation in the vector direction between the logical position and the performance position of the virtual object. Optionally, the historical position deviation can include the distance and the deviation angle between the logical position and the performance position. For example, the performance position is 3 units of distance in the direction of 45° of the logical position.
[0165] In a possible implementation, the computer device corrects the performance position based on the relative direction and the relative distance between the performance position and the logical position, to reduce the difference between the performance position and the logical position. In this case, the refresh frequency is unchanged.
[0166] In step 1630, the skill indicator of the target skill is displayed based on the corrected performance position.
[0167] In some embodiments, the difference between the corrected performance position and the logical position is smaller than the difference between the uncorrected performance position and the logical position, and the refresh frequency of the corrected performance position is the refresh frequency of the uncorrected performance position.
[0168] In the example of the present application, when the virtual object is in the moving state, the performance position of the virtual object is corrected based on the historical position deviation of the virtual object. The difference in position between the corrected performance position and the logical position is reduced, and the refresh frequency of the corrected performance position is the refresh frequency of the performance position. Therefore, the skill indicator of the target skill is displayed based on the corrected performance position, which can improve the indication accuracy of the skill indicator and the display fluency of the skill indicator.
[0169] In addition, the computer device determines that the historical position deviation is increased according to the historical movement speed greater than the speed threshold, and corrects the performance position based on the historical position deviation, to reduce the difference between the logical position and the performance position and improve the indication accuracy of the skill indicator. Moreover, the refresh frequency of the corrected performance position is unchanged, which ensures the display fluency of the skill indicator.
[0170] Referring to Figure 17 which shows a structural block diagram of a display device of a skill indicator provided by one example embodiment of the present application, the device includes:
[0171] The receiving module 1701 is configured to receive a triggering operation on a target skill control, the target skill control being used to control a virtual object to release a target skill.
[0172] The first display module 1702 is configured to, in a case where the virtual object is in a moving state, display a skill indicator of the target skill based on a performance position of the virtual object, the performance position being a position adopted by the client to render the virtual object, the skill indicator being used to indicate a skill effect range after the target skill is released.
[0173] The second display module 1703 is configured to, in a case where the virtual object is in a stationary state, display the skill indicator of the target skill based on a logical position of the virtual object, the logical position being a position of the virtual object carried by the server when performing frame synchronization with the client, and a refresh frequency of the performance position being higher than a refresh frequency of the logical position.
[0174] Optionally, the second display module 1703 is further configured to:
[0175] display the skill indicator of the target skill based on the logical position of the virtual object at an operation starting moment of the triggering operation in a case where the virtual object is in the stationary state at the operation starting moment.
[0176] Optionally, the second display module 1703 is further configured to:
[0177] display the skill indicator based on the logical position of the virtual object in a case where the virtual object is switched from the moving state to the stationary state and a stationary duration of the virtual object reaches a duration threshold during a duration of the touch operation.
[0178] Optionally, the second display module 1703 is further configured to:
[0179] display the skill indicator of the target skill based on the performance position of the virtual object in a case where the virtual object is switched from the moving state to the stationary state and the stationary duration of the virtual object does not reach the duration threshold during the duration of the touch operation.
[0180] Optionally, the second display module 1703 is further configured to:
[0181] determine a refresh frequency difference between the performance position and the logical position.
[0182] The duration threshold is determined based on the refresh frequency difference, and the duration threshold is in positive correlation with the refresh frequency difference.
[0183] Optionally, the apparatus further includes a speed obtaining module configured to:
[0184] obtain a historical moving speed of the virtual object.
[0185] The second display module 1703 is further configured to:
[0186] display the skill indicator based on the logical position of the virtual object, in a case where the virtual object is switched from a moving state to a static state during a duration of the touch operation, and the historical moving speed is greater than a speed threshold.
[0187] Optionally, the second display module 1703 is further configured to:
[0188] display the skill indicator of the target skill based on the performance position of the virtual object, in a case where the virtual object is switched from a moving state to a static state during a duration of the touch operation, and the historical moving speed is less than the speed threshold.
[0189] Optionally, the apparatus further includes a deviation determining module configured to:
[0190] determine a historical position deviation of the virtual object, the historical position deviation being a position deviation between a historical logical position and a historical performance position.
[0191] The second display module 1703 is further configured to:
[0192] display the skill indicator based on the logical position of the virtual object, in a case where the virtual object is switched from a moving state to a static state during a duration of the touch operation, and the historical position deviation is greater than a deviation threshold.
[0193] Optionally, the second display module 1703 is further configured to:
[0194] display the skill indicator of the target skill based on the performance position of the virtual object, in a case where the virtual object is switched from a moving state to a static state during a duration of the touch operation, and the historical position deviation is less than the deviation threshold.
[0195] Optionally, the second display module 1703 is further configured to:
[0196] In a case where the virtual object is in a static state and the target skill belongs to a target skill type, the skill indicator of the target skill is displayed based on the logical position of the virtual object, wherein an actual skill range of a skill belonging to the target skill type is determined based on the logical position of the virtual object and a position indicated by the skill indicator.
[0197] Optionally, the second display module 1703 is further configured to:
[0198] In a case where the virtual object is in a static state and the target skill does not belong to the target skill type, the skill indicator of the target skill is displayed based on the performance position of the virtual object.
[0199] Optionally, the first display module 1702 is further configured to:
[0200] In a case where the virtual object is in a moving state, the performance position of the virtual object is corrected based on a historical position deviation of the virtual object, the historical position deviation being a position deviation between a historical logical position and a historical performance position.
[0201] The skill indicator of the target skill is displayed based on the corrected performance position.
[0202] Optionally, the apparatus further includes a speed determination module configured to:
[0203] determine a historical moving speed of the virtual object.
[0204] The first display module 1702 is further configured to:
[0205] In a case where the historical moving speed is greater than a speed threshold, the performance position of the virtual object is corrected based on a historical position deviation of the virtual object.
[0206] In summary, in the embodiments of the present application, the computer device displays the skill indicator of the target skill according to the performance position of the virtual object in a case where the virtual object is in a moving state, thereby ensuring the display fluency of the skill indicator in the moving process of the virtual object; and the computer device displays the skill indicator of the target skill according to the logical position of the virtual object in a case where the virtual object is in a static state, thereby improving the indication accuracy of the skill indicator in the static state. Since the indication error of the skill indicator in the moving process of the virtual object is relatively difficult to be perceived, and the logical position of the virtual object in the static state remains unchanged, the lag problem caused by the low refresh frequency of the logical position disappears, so the technical solution provided by the embodiments of the present application can improve the indication accuracy of the skill indicator while ensuring the display fluency.
[0207] It should be noted that the apparatus provided in the above examples is only exemplarily described by dividing the above functional modules, and in actual application, the above functions can be completed by different functional modules according to needs, that is, the internal structure of the apparatus is divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above examples belong to the same concept, and the implementation process is detailed in the method embodiments, which will not be described here.
[0208] Reference is made to Figure 18 which shows a structural block diagram of a computer device 1800 provided by an example embodiment of the present application. The computer device 1800 can be a portable mobile computer device, such as a smart phone, a tablet computer, a Moving Picture Experts Group Audio Layer III (MP3) player, a Moving Picture Experts Group Audio Layer IV (MP4) player. The computer device 1800 can also be referred to as a user device, a portable computer device, and other names.
[0209] Generally, the computer device 1800 includes a processor 1801 and a memory 1802.
[0210] The processor 1801 can include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1801 can be implemented in at least one of a Digital Signal Processing (DSP), a Field-Programmable Gate Array (FPGA), a Programmable Logic Array (PLA) hardware form. The processor 1801 can also include a main processor and a coprocessor, the main processor is a processor for processing data in the wake-up state, also known as a Central Processing Unit (CPU); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 1801 can be integrated with a Graphics Processing Unit (GPU), which is responsible for rendering and drawing the content needed to be displayed by the display screen. In some embodiments, the processor 1801 can also include an Artificial Intelligence (AI) processor, which is used to process machine learning related computing operations.
[0211] The memory 1802 can include one or more computer-readable storage media. The computer-readable storage media can be tangible and non-transitory; a computer-readable storage medium does not include a modulated data signal or a carrier wave. Within the scope of this disclosure, computer-readable storage media includes one or more of volatile memory, non-volatile memory, disk storage, and so on. The memory 1802 can also include one or more types of removable storage and be replaced or upgraded if necessary. In some embodiments, the computer-readable storage media of the memory 1802 stores at least one instruction for execution by the processor 1801 to implement the method of displaying a virtual object according to the embodiments of the present application.
[0212] In some embodiments, the computer device 1800 can also optionally include a peripheral device interface 1803 and at least one peripheral device.
[0213] The peripheral device interface 1803 can be used to connect at least one peripheral device related to input / output (I / O) to the processor 1801 and the memory 1802. In some embodiments, the processor 1801, the memory 1802, and the peripheral device interface 1803 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1801, the memory 1802, and the peripheral device interface 1803 can be implemented on a separate chip or circuit board, and the embodiments are not limited in this regard.
[0214] Those skilled in the art can understand that, Figure 18 The structure shown in the figure does not constitute a limitation on the computer device 1800, and can include more or fewer components than shown, or combine certain components, or use different arrangements of components.
[0215] The embodiments of the present application also provide a computer readable storage medium, which stores at least one instruction, and the at least one instruction is loaded and executed by a processor to implement the method of displaying a skill indicator according to the above embodiments.
[0216] The embodiments of the present application also provide a computer program product, which includes computer instructions stored in a computer readable storage medium, and a processor acquires the computer instructions from the computer readable storage medium, and the processor executes the computer instructions to implement the method of displaying a skill indicator according to the above embodiments.
[0217] Those skilled in the art should be aware that, in the above one or more examples, the functions described in the embodiments of the present application can be implemented in hardware, software, firmware or any combination thereof. When implemented in software, the functions can be stored in a computer readable storage medium or transmitted as one or more instructions or codes on a computer readable storage medium. The computer readable storage medium includes computer storage media and communication media including any medium that facilitates the transfer of computer program from one place to another. The storage medium can be any available medium accessible by a general-purpose or special-purpose computer.
[0218] The above merely provides the optional embodiments of the present application and is not intended to limit the present application. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application shall be included in the protection scope of the present application.
Claims
1. A display method of a skill indicator, characterized by, The method comprises: receiving a triggering operation on a target skill control, the target skill control being used to control a virtual object to release a target skill; in a case where the virtual object is in a moving state, displaying a skill indicator of the target skill based on a performance position of the virtual object, the performance position being a position adopted by a client to render the virtual object, the skill indicator being used to indicate a skill effect range after the target skill is released; in a case where the virtual object is in a stationary state, displaying the skill indicator of the target skill based on a logical position of the virtual object, the logical position being a position of the virtual object carried by a server when performing frame synchronization with the client, and a refresh frequency of the performance position being higher than a refresh frequency of the logical position.
2. The method of claim 1, wherein, The method further comprises: in a case where the virtual object is in the stationary state at an operation starting moment of the triggering operation, displaying the skill indicator of the target skill based on the logical position of the virtual object.
3. The method of claim 2, wherein, The method further comprises: in a case where the virtual object is switched from the moving state to the stationary state during a duration of the triggering operation, and a duration for which the virtual object remains stationary reaches a duration threshold, displaying the skill indicator based on the logical position of the virtual object.
4. The method of claim 3, wherein, The method further comprises: in a case where the virtual object is switched from the moving state to the stationary state during the duration of the triggering operation, and the duration for which the virtual object remains stationary does not reach the duration threshold, displaying the skill indicator of the target skill based on the performance position of the virtual object.
5. The method of claim 3, wherein, The method further comprises: determining a refresh frequency difference between the performance position and the logical position; determining the duration threshold based on the refresh frequency difference, the duration threshold being in a positive correlation with the refresh frequency difference.
6. The method of claim 2, wherein, The method further comprises: obtaining a historical moving speed of the virtual object. The method further comprises: in a case where the virtual object is switched from the moving state to the stationary state during the duration of the triggering operation, and the historical moving speed is greater than a speed threshold, displaying the skill indicator based on the logical position of the virtual object.
7. The method of claim 6, wherein, The method further comprises: in a case where the virtual object is switched from the moving state to the stationary state during the duration of the triggering operation, and the historical moving speed is less than the speed threshold, displaying the skill indicator of the target skill based on the performance position of the virtual object.
8. The method of claim 2, wherein, The method further comprises: determining a historical position deviation of the virtual object, the historical position deviation being a position deviation between a historical logical position and a historical performance position; The displaying the skill indicator of the target skill based on the logical position of the virtual object in the case that the virtual object is in the stationary state further includes: In the case that the virtual object is switched from the moving state to the stationary state during the duration of the touch operation, and the historical position deviation is greater than a deviation threshold, the skill indicator is displayed based on the logical position of the virtual object.
9. The method of claim 8, wherein, The method further includes: In the case that the virtual object is switched from the moving state to the stationary state during the duration of the touch operation, and the historical position deviation is less than the deviation threshold, the skill indicator of the target skill is displayed based on the performance position of the virtual object.
10. The method according to any one of claims 1 to 9, characterized in that, The displaying the skill indicator of the target skill based on the logical position of the virtual object in the case that the virtual object is in the stationary state includes: In the case that the virtual object is in the stationary state, and the target skill belongs to a target skill type, the skill indicator of the target skill is displayed based on the logical position of the virtual object, wherein an actual skill range of a skill belonging to the target skill type is determined based on the logical position of the virtual object and a position indicated by the skill indicator.
11. The method of claim 10, wherein, The method further includes: In the case that the virtual object is in the stationary state, and the target skill does not belong to the target skill type, the skill indicator of the target skill is displayed based on the performance position of the virtual object.
12. The method according to any one of claims 1 to 9, characterized in that, The displaying the skill indicator of the target skill based on the performance position of the virtual object in the case that the virtual object is in the moving state includes: In the case that the virtual object is in the moving state, the performance position of the virtual object is corrected based on a historical position deviation of the virtual object, the historical position deviation being a position deviation between a historical logical position and a historical performance position; The skill indicator of the target skill is displayed based on the corrected performance position.
13. The method of claim 12, wherein, The method further includes: A historical moving speed of the virtual object is determined. The correcting the performance position of the virtual object based on the historical position deviation of the virtual object in the case that the virtual object is in the moving state includes: In the case that the historical moving speed is greater than a speed threshold, the performance position of the virtual object is corrected based on the historical position deviation of the virtual object.
14. A display device for a skill indicator, characterized by The apparatus includes: A receiving module configured to receive a triggering operation on a target skill control, the target skill control being configured to control a virtual object to release a target skill; A first displaying module configured to display a skill indicator of the target skill based on a performance position of the virtual object in the case that the virtual object is in a moving state, the performance position being a position adopted by a client to render the virtual object, the skill indicator being configured to indicate a skill effect range of the target skill after the target skill is released. The second display module is configured to display the skill indicator of the target skill based on a logical position of the virtual object when the virtual object is in a static state, the logical position being a position of the virtual object carried by a server when the server performs frame synchronization with the client, and a refresh frequency of the performance position being higher than a refresh frequency of the logical position.
15. A computer device, comprising: The computer device comprises a processor and a memory, and the memory stores at least one computer instruction, which is loaded and executed by the processor to implement the method for displaying the skill indicator according to any one of claims 1 to 13.
16. A computer-readable storage medium, characterized in that, The computer readable storage medium stores at least one computer instruction, which is loaded and executed by the processor to implement the method for displaying the skill indicator according to any one of claims 1 to 13.
17. A computer program product, characterised in that, The computer program product comprises computer instructions stored in a computer readable storage medium; a processor of a computer device reads the computer instructions from the computer readable storage medium, and the processor executes the computer instructions, so that the computer device implements the method for displaying the skill indicator according to any one of claims 1 to 13.