Front sight display method and device, terminal and storage medium
By displaying diverse crosshair styles under different action states of virtual objects, the problem of the crosshair indicator having a single function is solved, enabling richer communication of game information and improved efficiency.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2024-09-30
- Publication Date
- 2026-03-31
AI Technical Summary
In existing technologies, the crosshair is only used to indicate the aiming direction during virtual object aiming. It has a single function, lacks diversity, and cannot convey rich game information to players.
Based on the different action states of the virtual objects, different crosshair styles are displayed in the game interface, including attack state, defense state, and preparation state. The crosshair styles enrich its function and convey more game information intuitively.
With diverse crosshair designs, players can intuitively understand the current action status of virtual objects, improving game efficiency and the richness of information transmission.
Smart Images

Figure CN121754881A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of human-computer interaction technology, and in particular to a crosshair display method, device, terminal and storage medium. Background Technology
[0002] In combat games, players can control virtual objects to attack other virtual objects using various attack methods, such as using different types of virtual items and releasing virtual skills.
[0003] In related technologies, when controlling virtual objects to use virtual items or release virtual skills, a crosshair is usually displayed to help players aim at the target.
[0004] However, the crosshair indicator only has the function of indicating the aiming direction during the aiming process of a virtual object, and its function is limited. Summary of the Invention
[0005] This application provides a crosshair display method, device, terminal, and storage medium, the technical solution of which is as follows:
[0006] On the one hand, embodiments of this application provide a crosshair display method, the method comprising:
[0007] Displays the game interface of the first virtual object, which has the ability to perform attack and defense actions;
[0008] Based on the action state of the first virtual object, a crosshair indicator is displayed in the game interface;
[0009] The crosshair pattern of the crosshair is different in different action states. The action states include attack state, defense state and preparation state. The attack state is the state in which the first virtual object performs the attack action. The defense state is the state in which the first virtual object performs the defense action. The preparation state is the state in which the first virtual object does not perform the attack action or the defense action.
[0010] On the other hand, embodiments of this application provide a crosshair display device, the device comprising:
[0011] The interface display module is used to display the game interface of the first virtual object, which has the ability to perform attack and defense actions.
[0012] The first crosshair display module is used to display a crosshair icon in the game interface based on the action state of the first virtual object.
[0013] The crosshair pattern of the crosshair is different in different action states. The action states include attack state, defense state and preparation state. The attack state is the state in which the first virtual object performs the attack action. The defense state is the state in which the first virtual object performs the defense action. The preparation state is the state in which the first virtual object does not perform the attack action or the defense action.
[0014] On the other hand, embodiments of this application provide a terminal, the terminal including a processor and a memory, the memory storing at least one program, the at least one program being loaded and executed by the processor to implement the crosshair display method as described above.
[0015] On the other hand, embodiments of this application provide a computer-readable storage medium storing at least one program, which is loaded and executed by a processor to implement the crosshair display method as described above.
[0016] On the other hand, embodiments of this application provide a computer program product including computer instructions stored in a computer-readable storage medium. A terminal's processor reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the terminal to perform the crosshair display method described above.
[0017] Unlike related technologies where the crosshair is only displayed when a virtual object uses shooting tools, serving only to convey aiming information to the player and having a limited function, this embodiment displays different crosshair styles on the game interface throughout the entire game, based on the different action states of the first virtual object. This makes the crosshair diverse and enriches its functionality. Furthermore, players can directly and intuitively understand the current action state of the first virtual object based on the crosshair style, enabling the crosshair to convey and display richer game information to the player, thus improving game efficiency. Attached Figure Description
[0018] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0019] Figure 1 This application shows a structural block diagram of a computer system provided in an exemplary embodiment;
[0020] Figure 2A flowchart illustrating a crosshair display method provided in an exemplary embodiment of this application is shown;
[0021] Figure 3 A flowchart of a crosshair display method provided in another exemplary embodiment of this application is shown;
[0022] Figure 4 This illustration shows a schematic diagram of a crosshair pattern determination based on attack direction provided in an exemplary embodiment of this application;
[0023] Figure 5 This illustration shows a schematic diagram of determining the crosshair pattern based on the charge state according to an exemplary embodiment of this application;
[0024] Figure 6 A schematic diagram illustrating crosshair indicators with different defensive effects provided in an exemplary embodiment of this application is shown;
[0025] Figure 7 A schematic diagram of a blocking progress bar provided in an exemplary embodiment of this application is shown;
[0026] Figure 8 This illustration shows a schematic diagram of the crosshair indicator when holding a melee attack weapon according to an exemplary embodiment of this application;
[0027] Figure 9 This illustration shows a schematic diagram of determining the crosshair pattern based on motion state according to an exemplary embodiment of this application;
[0028] Figure 10 This illustration shows a schematic diagram of determining the crosshair pattern based on running speed or physical strength value according to an exemplary embodiment of this application;
[0029] Figure 11 This illustration shows a schematic diagram of determining the style of the floating characters based on the impact location according to an exemplary embodiment of this application;
[0030] Figure 12 This illustration shows a schematic diagram of determining the motion effect displacement direction based on the attack direction, provided by an exemplary embodiment of this application.
[0031] Figure 13 A flowchart illustrating a crosshair display method provided in an exemplary embodiment of this application is shown;
[0032] Figure 14 A flowchart illustrating a method for displaying damage-related floating text according to an exemplary embodiment of this application is shown.
[0033] Figure 15 A flowchart illustrating a method for displaying damage-related floating text provided in another exemplary embodiment of this application is shown;
[0034] Figure 16A flowchart illustrating a method for displaying damage-related floating text provided in another exemplary embodiment of this application is shown;
[0035] Figure 17 This invention provides a structural block diagram of a crosshair display device according to an exemplary embodiment of the present application.
[0036] Figure 18 A structural block diagram of a terminal provided in an exemplary embodiment of this application is shown. Detailed Implementation
[0037] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.
[0038] Exemplary embodiments will now be described in detail, examples of which are illustrated in the accompanying drawings. When the following description relates to the drawings, unless otherwise indicated, the same numerals in different drawings denote the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this application as detailed in the appended claims.
[0039] The terminology used in this application is for the purpose of describing particular embodiments only and is not intended to be limiting of the application. The singular forms “a,” “the,” and “the” used in this application and the appended claims are also intended to include the plural forms unless the context clearly indicates otherwise. It should also be understood that the term “and / or” as used herein refers to and includes any and all possible combinations of one or more of the associated listed items.
[0040] It should be understood that although the terms first, second, etc., may be used in this application to describe various information, this information should not be limited to these terms. These terms are only used to distinguish information of the same type from one another. For example, without departing from the scope of this application, a first parameter may also be referred to as a second parameter, and similarly, a second parameter may also be referred to as a first parameter. Depending on the context, the word "if" as used herein may be interpreted as "when," "when," or "in response to determination."
[0041] Please refer to Figure 1 This diagram illustrates a structural block diagram of a computer system provided in an exemplary embodiment of this application. The computer system 100 may include: a first terminal 110, a server 120, and a second terminal 130.
[0042] The first terminal 110 runs an application 111 that supports a virtual environment. This application 111 can be a multiplayer online battle arena (MOBA) game, a simulation game (SLG), a massively multiplayer online role-playing game (MMORPG), or a first-person shooter (FPS) game. In this embodiment, the application 111 is an example of a massively multiplayer online role-playing game. The first terminal 110 is the terminal used by the first user 112. The first user 112 uses the first terminal 110 to control a first virtual object located in the virtual environment. The first virtual object can be referred to as the master virtual object controlled by the first user 112. The activities of the first virtual object include, but are not limited to, at least one of the following: adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, throwing, and releasing skills. In a symbolic sense, the first virtual object is the first virtual character, such as a lifelike character or an anime character.
[0043] The second terminal 130 runs an application 131 that supports a virtual environment. This application 131 can be a multiplayer online battle arena (MOBA) program. When the second terminal 130 runs the application 131, the user interface of the application 131 is displayed on the screen of the second terminal 130. This client can be any of the following: MOBA game, SLG game, MMORPG game, or FPS game. In this embodiment, the application 131 is an FPS game as an example. The second terminal 130 is the terminal used by the second user 132. The second user 132 uses the second terminal 130 to control a second virtual object located in the virtual environment. The second virtual object can be referred to as the main virtual character controlled by the second user 132. Schematic, the second virtual object is a second virtual character, such as a lifelike character or an anime character.
[0044] Optionally, the first virtual object and the second virtual object reside in the same virtual world. Optionally, the first virtual object and the second virtual object may belong to the same faction, the same team, the same organization, have a friend relationship, or have temporary communication permissions. Optionally, the first virtual object and the second virtual object may belong to different factions, different teams, different organizations, or have an adversarial relationship.
[0045] Optionally, the applications installed on the first terminal 110 and the second terminal 130 are the same, or the applications installed on the two terminals are the same type of application on different operating system platforms (Android or iOS). The first terminal 110 can refer to one of a plurality of terminals, and the second terminal 130 can refer to another of a plurality of terminals. This embodiment only uses the first terminal 110 and the second terminal 130 as examples. The device types of the first terminal 110 and the second terminal 130 may be the same or different. The device types include at least one of the following: smartphones, tablets, e-book readers, Moving Picture Experts Group Audio Layer III (MP3) players, Moving Picture Experts Group Audio Layer IV (MP4) players, laptops, and desktop computers.
[0046] Figure 1 Only two terminals are shown in the diagram, but in different embodiments, multiple other terminals can access the server 120. Optionally, one or more terminals may also be terminals corresponding to developers, on which a development and editing platform for applications supporting virtual environments is installed. Developers can edit and update applications on these terminals and transmit the updated application installation packages to the server 120 via wired or wireless networks. The first terminal 110 and the second terminal 130 can download the application installation packages from the server 120 to update the applications.
[0047] The first terminal 110, the second terminal 130, and other terminals are connected to the server 120 via a wireless network or a wired network.
[0048] Server 120 includes at least one of the following: a single server, a server cluster consisting of multiple servers, a cloud computing platform, and a virtualization center. Server 120 is used to provide background services for applications that support a 3D virtual environment. Optionally, server 120 undertakes the primary computing task, and the terminal undertakes the secondary computing task; or, server 120 undertakes the secondary computing task, and the terminal undertakes the primary computing task; or, server 120 and the terminal use a distributed computing architecture for collaborative computing.
[0049] In an illustrative example, server 120 includes memory 121, processor 122, user account database 123, battle service module 124, and user-facing input / output interface (I / O interface) 125. The processor 122 loads instructions stored in server 120 and processes data in user account database 123 and battle service module 124. User account database 123 stores user account data used by first terminal 110, second terminal 130, and other terminals, such as user account avatars, nicknames, combat power indices, and service regions. Battle service module 124 provides multiple battle rooms for users to engage in battles, such as 1v1, 3v3, 5v5, and 1v5 battles. User-facing I / O interface 125 establishes communication and exchanges data with first terminal 110 and / or second terminal 130 via wireless or wired networks.
[0050] Based on the above introduction, the crosshair display method provided in this application will be described. This method can be executed by the terminal or jointly by the server and the terminal.
[0051] Please refer to Figure 2 This document illustrates a flowchart of a crosshair display method provided in an exemplary embodiment of this application. This embodiment uses the example of the method being executed by a terminal, and the method includes the following steps:
[0052] Step 201: Display the game interface of the first virtual object. The first virtual object has the ability to perform attack and defense actions.
[0053] Optionally, a virtual object refers to an active object controlled by a terminal in a virtual environment. Active objects can be virtual characters, virtual animals, etc., such as characters or animals displayed in a 3D virtual environment. Optionally, a virtual object is a 3D model created based on animation skeletal technology. Each virtual object has its own shape and volume in the 3D virtual environment and occupies a portion of the space within the 3D virtual environment.
[0054] Optionally, a virtual environment refers to the three-dimensional environment in which virtual objects reside during the operation of an application on a terminal. A virtual environment can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. For example, a virtual environment can include the sky, land, and ocean, with the land potentially including environmental elements such as deserts and cities. Optionally, a virtual environment can be used to simulate the physical environment of the real world, such as terrain, weather, lighting, and physical interactions, and can also simulate real-world objects and people. Virtual environments use computational graphics techniques to create and render images, such as simulating the physical processes of light reflection, refraction, and scattering on object surfaces and converting them into images. Furthermore, virtual environments can include audio and interactive elements, such as interactive controls, flight simulators, and group behavior.
[0055] Optionally, in this embodiment, a camera model is used to observe the virtual environment. Optionally, the camera model automatically follows virtual objects in the virtual world; that is, when the position of a virtual object changes in the virtual world, the camera model changes position accordingly, and the camera model always remains within a preset distance range of the virtual object. Optionally, during automatic following, the relative positions of the camera model and the virtual object do not change.
[0056] A camera model refers to a 3D model located around a virtual object in the virtual world. When using a first-person perspective, the camera model is located near or at the head of the virtual object. When using a third-person perspective, the camera model can be located behind the virtual object and bound to it, or it can be located at any position at a preset distance from the virtual object. The camera model allows observation of the virtual object from different angles. Optionally, when the third-person perspective is a first-person over-the-shoulder view, the camera model is located behind the virtual object (e.g., the head and shoulders of the virtual object). Optionally, in addition to first-person and third-person perspectives, other perspectives are also possible, such as a top-down perspective. When using a top-down perspective, the camera model can be located above the head of the virtual object; the top-down perspective is an aerial view of the virtual world. Optionally, the camera model is not actually displayed in the virtual world; that is, it is not displayed in the virtual world shown in the user interface.
[0057] In some embodiments, the first virtual object is a virtual object controlled by a terminal, and the terminal displays the game interface of the first virtual object.
[0058] Optionally, the game interface includes an environmental view obtained from the perspective of the first virtual object observing the virtual environment, and interactive controls for interacting with the player. The environmental view changes based on the movement of the first virtual object within the virtual environment, and the interactive controls update based on the player's actions within the game interface.
[0059] Optionally, the environment screen may include other virtual objects, virtual props, virtual items, etc., and the interactive controls may include a movement wheel, skill controls, chat controls, etc., which are not limited in this embodiment.
[0060] Optionally, the first virtual object has the ability to perform attack and defense actions in the virtual environment. Attack actions refer to behaviors that launch attacks against other virtual objects, such as fighting, slashing, shooting, and releasing skills. Defense actions refer to behaviors that defend against attacks from other virtual objects, such as dodging and blocking. Optionally, performing attack or defense actions may consume the first virtual object's stamina, energy, or other attribute values; this embodiment does not limit this.
[0061] Step 202: Based on the action state of the first virtual object, display the crosshair icon in the game interface.
[0062] Unlike related technologies where the crosshair is only displayed in the center of the game interface during the process of the first virtual object using virtual shooting tools and aiming, and where the crosshair is only used to indicate the aiming status and has a single display format, this embodiment displays the crosshair on the game interface according to the different action states of the first virtual object during the game, in order to convey more game information to the player throughout the game.
[0063] Optionally, the crosshair style differs depending on the action state, which includes attack state, defense state, and ready state. Attack state is when the first virtual object performs an attack action, defense state is when the first virtual object performs a defense action, and ready state is when the first virtual object does not perform either attack or defense actions.
[0064] Optionally, the terminal can determine the action state of the first virtual object based on the player's interactive operations. For example, upon receiving a player's trigger operation on the skill release control, the terminal controls the first virtual object to release the skill, indicating that the first virtual object is in an attack state. As another example, upon receiving a player's trigger operation on the block control, the terminal controls the first virtual object to perform a block operation, indicating that the first virtual object is in a defensive state. Furthermore, upon receiving a player's drag operation on the movement wheel, the terminal controls the first virtual object to move within the virtual environment, indicating that the first virtual object is in a ready-to-fight state.
[0065] In some embodiments, the terminal first determines the current action state of the first virtual object and determines the crosshair style corresponding to the current working state, thereby displaying the crosshair icon in the game interface with the corresponding crosshair style.
[0066] Optionally, the crosshair style corresponding to different action states can be preset by the developers or selected by the player; this application embodiment does not limit this.
[0067] Optionally, the crosshair is displayed in the center of the game interface. Optionally, when the first virtual object performs an attack or defense action, the environment screen in the game interface can be a view obtained from the first-person perspective of the first virtual object observing the virtual environment; when the first virtual object does not perform an attack or defense action, the environment screen in the game interface can be a view obtained from the third-person perspective of the first virtual object observing the virtual environment.
[0068] In one possible implementation, the terminal acquires a view of the virtual environment from the perspective of a first virtual object, thus obtaining an environmental image, and acquires interactive controls for interacting with the player, thus obtaining interface interaction elements. Based on the environmental image and the interface interaction elements, the terminal displays the game interface. The crosshair indicator serves as an interface interaction element and is displayed at the center of the game interface.
[0069] Optionally, the interface interaction elements also include controls for indicating the action state of the first virtual object, such as a skill release control indicating an attack state, a block control indicating a defense state, and a crosshair indicator also used to indicate the action state of the first virtual object. Therefore, in order to ensure that the action state of the first virtual object indicated by other interface interaction elements is consistent with the action state indicated by the crosshair indicator, the terminal can display the crosshair indicator and other interface interaction elements based on the obtained consistent action state data.
[0070] In summary, in this embodiment, during the entire game process of controlling the first virtual object, different crosshair styles are displayed on the game interface according to the different action states of the first virtual object, making the crosshair diverse and enriching its functionality. Furthermore, players can directly and intuitively understand the current action state of the first virtual object based on the crosshair style, enabling the transmission and display of richer game information to players through the crosshair, thereby improving game efficiency.
[0071] In some embodiments, considering that the game state of the first virtual object is different under different action states, such as the attacking item used by the first virtual object is different under the attacking state, the defensive method adopted by the first virtual object is different under the defensive state, and the movement state and item holding state of the first virtual object are also different under the preparation state, in order to convey more accurate game information to the player through the crosshair mark, the terminal can also display crosshair marks with different crosshair styles according to the specific state of the first virtual object under different action states.
[0072] Please refer to Figure 3 This embodiment illustrates a flowchart of a crosshair display method provided in another exemplary embodiment of this application. This embodiment uses the example of the method being executed by a terminal, and the method includes the following steps:
[0073] Step 301: Display the game interface of the first virtual object.
[0074] For a detailed implementation of this step, please refer to step 201. This embodiment will not elaborate further here.
[0075] Step 302: When the action state of the first virtual object is in an attack state, based on the item type and usage state of the attack item used by the first virtual object, display the crosshair icon corresponding to the crosshair style of the item type in the game interface.
[0076] In one possible implementation, when the first virtual object's action state is in an attack state, considering that the first virtual object can use a variety of attack items, and that there are multiple ways and states of use during item usage, in order to display more detailed and specific game information to the player through the crosshair icon, the terminal can display a crosshair icon with the crosshair style corresponding to the item type in the game interface, based on the item type and usage state of the attack item used by the first virtual object.
[0077] Different item types correspond to different crosshair styles, and different item usage states correspond to different crosshair styles.
[0078] Optionally, attack items can be categorized based on their attack range. For example, attack items can be divided into melee attack items and ranged attack items based on their attack range. Melee attack items can include swords, axes, hammers, etc., while ranged attack items can include virtual shooting items.
[0079] Optionally, to indicate to the player the type of attack item currently being used by the first virtual object via the crosshair icon, different crosshair styles can be set for melee attack items and ranged attack items. For example, the crosshair style for melee items can be a fishbone style, while the crosshair style for ranged items can be a "horizontal line + circle" style.
[0080] Optionally, the item's usage state can be the attack direction of the used attack item, with different crosshair styles corresponding to different attack directions. Alternatively, the item's usage state can also be the charged state of the used attack item, with different crosshair styles corresponding to different charged states.
[0081] In one possible implementation, if the attack item used by the first virtual object is a melee attack item, the terminal can display a crosshair pattern in the game interface according to the attack direction of the attack item. The first crosshair pattern is used to indicate the attack direction of the attack item.
[0082] Indicative, such as Figure 4 As shown, the first crosshair style can be a "fishbone pattern," where the fishbone arrow indicates the attack direction. For example, when the first virtual object uses a melee attack tool to slash from the upper right to the lower left, the first crosshair style can be a fishbone pattern at a 45° angle, with the fishbone arrow pointing from the upper right to the lower left. Similarly, when the first virtual object uses a melee attack tool to slash from the upper left to the lower right, the first crosshair style can be a fishbone pattern at a 45° angle, with the fishbone arrow pointing from the upper left to the lower right.
[0083] In one possible implementation, if the attack item used by the first virtual object is a ranged attack item, the terminal can display a crosshair icon in a second crosshair style on the game interface according to the charge-up status of the attack item. The second crosshair style is used to indicate the charge-up status.
[0084] Optionally, the charging state refers to the state in which the first virtual object enhances the attack power of the ranged attack item by charging it up when performing an attack action using a ranged attack item. That is, in the charging state, the attack damage value generated by the ranged attack item will gradually increase.
[0085] Optionally, different charge states can be different charge levels, different charge durations, etc. Optionally, different charge states can correspond to different crosshair patterns; this could be different charge durations corresponding to different crosshair patterns, or different charge levels corresponding to different crosshair patterns. For example, the crosshair pattern corresponding to a charge duration of 0.5 seconds is different from the crosshair pattern corresponding to a charge duration of 1 second; another example is that the crosshair pattern corresponding to a charge level of 30% is different from the crosshair pattern corresponding to a charge level of 60%.
[0086] Indicative, such as Figure 5 As shown, the second crosshair pattern can be a "horizontal line + circle" pattern. In the charging state, the terminal can dynamically update the second crosshair pattern according to the charging process. For example, during the charging process, the horizontal lines on both sides continuously shrink towards the circle in the middle, and the circle will also shrink inward until the maximum charging value is reached.
[0087] Step 303: When the action state of the first virtual object is in the defensive state, based on the defensive method adopted by the first virtual object, display the crosshair mark corresponding to the crosshair style of the defensive method in the game interface, wherein different defensive methods correspond to different crosshair styles.
[0088] In one possible implementation, when the first virtual object's action state is defensive, considering that the first virtual object can adopt a variety of defensive methods, in order to display more detailed and specific game information to the player through the crosshair icon, the terminal can display a crosshair icon with the crosshair style corresponding to the defensive method adopted by the first virtual object in the game interface.
[0089] Different defense methods correspond to different crosshair styles. Optionally, the defense methods can be dodging, evading, blocking, counterattacking, stealth, etc., but this application embodiment does not limit them.
[0090] In illustrative terms, when the defensive method is blocking, the corresponding crosshair pattern can be a shield pattern; when the defensive method is dodging, the corresponding crosshair pattern can be a lightning bolt pattern; the embodiments of this application do not specifically limit the crosshair pattern corresponding to each defensive method.
[0091] In some embodiments, when the first virtual object performs a defensive action, considering that the defensive effects produced by the defensive action differ under different defensive methods and at different times, when indicating the defensive method through the crosshair pattern, in order to further display game information to the player through the crosshair icon, the terminal can also display a crosshair icon with a display animation corresponding to the defensive effect produced by the defensive action performed by the first virtual object in the game interface. Different defensive effects correspond to different display animations.
[0092] Optionally, the timing of defense can be determined based on the player's triggering of the defense control. The closer the moment of clicking the defense control is to the moment of being attacked, the better the timing of the defense. For illustration, when the defense method is blocking, depending on the timing, two defense effects can occur: normal blocking and perfect blocking; when the defense method is dodging, depending on the timing, two defense effects can occur: normal dodge and perfect dodge.
[0093] Indicative, such as Figure 6As shown, when the defense mode is blocking, taking the crosshair marker as the blocking shield 601 as an example, the display animation of a normal block is that the blocking shield first enlarges and then shrinks, and there will be a first background light effect around the blocking shield; the display animation of a perfect block is that the blocking shield first enlarges and then shrinks, and there will be a second background light effect around the blocking shield.
[0094] Indicative, such as Figure 6 As shown, when the defense method is dodge, taking the crosshair marker as Dodge Lightning 602 as an example, the display animation of normal dodge can be that the dodge lightning first enlarges and then shrinks, and is displayed with the first display light effect at the first flashing frequency; the display animation of perfect dodge can be that the dodge lightning first enlarges and then shrinks, and is displayed with the second display light effect at the second flashing frequency, wherein the second flashing frequency is higher than the first flashing frequency.
[0095] In one possible implementation, when the defense method is blocking, since performing a blocking action consumes the blocking value of the first virtual object, meaning the first virtual object can only perform a blocking action to block an attack when it has a blocking value, a blocking progress bar can be set in the crosshair to show the player the real-time blocking value of the first virtual object during the blocking action. The blocking progress bar can then indicate the blocking value consumed by the first virtual object.
[0096] Optionally, the block value refers to the blocking ability or blocking endurance of a virtual object. The block value is consumed when the first virtual object performs a blocking action, and the first virtual object can no longer perform blocking actions when the block value is exhausted.
[0097] Optionally, the amount of block value consumed is positively correlated with the attack value received by the first virtual object. When the first virtual object is subjected to a large attack, more block value needs to be consumed to withstand the attack. Optionally, the amount of block value consumed can also be determined based on the blocking effect; for example, a normal block consumes more block value than a perfect block consumes. Optionally, the amount of block value consumed can also be related to the object attributes of the first virtual object, but this embodiment does not limit this.
[0098] Optionally, when the crosshair style is a blocking shield, the shape of the blocking progress bar can be the shield border of the blocking shield.
[0099] In one possible implementation, when the first virtual object performs a defensive action by blocking, the terminal can update the blocking progress bar based on the blocking value consumed by the first virtual object when performing the blocking action.
[0100] Optionally, the update speed of the block progress bar is positively correlated with the amount of block value consumed; the more block value is consumed, the faster the block progress bar updates. The terminal can also disable the display of the block progress bar when the block value is exhausted.
[0101] Indicative, such as Figure 7 As shown, when the defense mode is blocking, taking the crosshair as a blocking shield and a blocking progress bar as an example, a blocking progress bar 701 is displayed around the blocking shield 702. During the blocking process, as the blocking value of the first virtual object is gradually consumed, the terminal updates and displays the blocking progress bar 701.
[0102] Step 304: When the action state of the first virtual object is in the ready state, based on the item holding state of the first virtual object, display the crosshair mark corresponding to the crosshair style of the item holding state in the game interface, wherein different item holding states correspond to different crosshair styles.
[0103] In one possible implementation, when the first virtual object's action state is in a ready state, considering that the first virtual object may or may not be holding an attack item, in order to display more detailed and specific game information to the player through the crosshair icon in the ready state, the terminal can display a crosshair icon in the game interface according to the item holding state of the first virtual object.
[0104] Different item holding states correspond to different crosshair styles. Optionally, the crosshair style when the first virtual object is holding an attack item is different from the crosshair style when the first virtual object is not holding an attack item.
[0105] Optionally, when the first virtual object is holding an attack item, since there are many types of attack items, in order to make it easier for players to distinguish the attack item currently held by the first virtual object, the terminal can also display a crosshair icon in the game interface that corresponds to the type of attack item.
[0106] Different item types correspond to different crosshair styles. Optionally, the crosshair style when holding melee attack items is different from the crosshair style when holding ranged attack items.
[0107] Optionally, the crosshair pattern for holding a ranged attack item in the ready state can be similar to the crosshair pattern for holding a ranged attack item in the attack state. That is, the crosshair pattern for holding a ranged attack item in the ready state can be the same as the crosshair pattern for holding a ranged attack item in the attack state but not charging. For example, the crosshair pattern for holding a ranged attack item in the ready state can be a "horizontal line + circle" pattern.
[0108] Optionally, if the attack item held by the first virtual object is a melee attack item, in order to improve the efficiency of the game, the terminal can also use different crosshair styles to indicate to the player whether there is a second virtual object within the current melee attack range, so that the player can quickly find the attack target.
[0109] Optionally, the melee attack range refers to a circular or fan-shaped area centered on the first virtual object and with the melee attack distance as the radius. Optionally, the melee attack distance can be a pre-set fixed value, such as 20 meters; or it can be a dynamic value, such as being related to the item attributes of the attack item, or the object attributes of the first virtual object. This application embodiment does not limit this.
[0110] Optionally, the second virtual object can be a virtual object that has an adversarial relationship with the first virtual object, or it can be a virtual object that belongs to a different virtual faction than the first virtual object. This application embodiment does not limit this.
[0111] In one possible implementation, when the attack item is a melee attack item and there is no second virtual object within the melee attack range corresponding to the melee attack item, the terminal can display a crosshair icon in the game interface in the style of a third crosshair.
[0112] In another possible implementation, if the attack item is a melee attack item and there is a second virtual object within the melee attack range corresponding to the melee attack item, the terminal can display a crosshair icon in the game interface in the style of a fourth crosshair.
[0113] The fourth crosshair pattern is more prominent than the third crosshair pattern. For example, the size of the fourth crosshair pattern is larger than that of the third crosshair pattern, or the color of the fourth crosshair pattern is more prominent than that of the third crosshair pattern, and so on.
[0114] Indicative, such as Figure 8 As shown, when the first virtual object is holding a melee attack item, the crosshair style can be "two brackets". If there is no second virtual object within the melee attack range, the brackets in the crosshair style are of normal size; if there is a second virtual object within the melee attack range, the brackets in the crosshair style are of bold size.
[0115] Optionally, if the first virtual object is not holding an attack item, considering that the first virtual object may have different movement states in the virtual environment, such as walking, running, jumping, etc., in order to make it easier for players to distinguish the current movement state of the first virtual object, the terminal can also display a crosshair icon in the game interface that corresponds to the movement state.
[0116] Different movement states correspond to different crosshair styles. Optionally, walking, running, jumping, and crawling each have their own corresponding crosshair styles. (Illustrative example follows.) Figure 9 As shown, the crosshair pattern for walking can be a circle, for running it can be a triangle arrow, for jumping it can be a T-shape, and for crawling it can be a P-shape.
[0117] Optionally, considering that the first virtual object may have different running speeds or consume different stamina values during the running process, in order to more vividly show the running status of the first virtual object to the player through the crosshair icon, the terminal can also display a crosshair icon of the corresponding crosshair style in the game interface according to the running speed or stamina value consumed by the first virtual object.
[0118] In one possible implementation, when the first virtual object is in a running state, the terminal can display a crosshair pattern of the fifth crosshair style on the game interface according to the running speed of the first virtual object. The fifth crosshair pattern is used to indicate the running speed of the first virtual object in the virtual environment.
[0119] Indicative, such as Figure 10 As shown, taking the fifth crosshair style as three triangular arrows as an example, the running speed of the first virtual object can be divided into three speed ranges. The first speed range is the slowest, and when the running speed of the first virtual object is in the first speed range, one triangular arrow 1001 is displayed; the second speed range is the medium speed, and when the running speed of the first virtual object is in the second speed range, two triangular arrows 1002 are displayed; the third speed range is the fastest speed, and when the running speed of the first virtual object is in the third speed range, three triangular arrows 1003 are displayed.
[0120] In one possible implementation, when the first virtual object is in a running state, the terminal can also display a crosshair icon in the game interface in the style of a sixth crosshair, based on the stamina value consumed by the first virtual object. The sixth crosshair icon is used to indicate the remaining stamina value of the first virtual object.
[0121] Indicative, such as Figure 10As shown, taking the sixth crosshair pattern as an example of a circle composed of four sectors, the stamina value of the first virtual object can be divided into four stamina value ranges: 0-25%, 25-50%, 50-75%, and 75-100%. When the stamina value of the first virtual object is in the 0-25% range, one sector 1004 is displayed; when the stamina value of the first virtual object is in the 25-50% range, two sectors 1005 are displayed; when the stamina value of the first virtual object is in the 50-75% range, three sectors 1006 are displayed; and when the stamina value of the first virtual object is in the 75-100% range, four sectors 1007 are displayed.
[0122] Optionally, when the first virtual object is in a jumping, crawling, or other movement state, the terminal may also display a crosshair icon of the corresponding crosshair style in the game interface according to the stamina value consumed by the first virtual object. This application embodiment does not limit this.
[0123] In the above embodiments, the action states of virtual objects are divided into attack state, defense state and preparation state. Various crosshair styles of the crosshair mark are introduced in the three different action states. Different crosshair styles convey different game information about the first virtual object to the player, which optimizes the game information transmission process and enriches the game information conveyed through the crosshair mark.
[0124] In attack mode, a crosshair icon with the corresponding crosshair style is displayed based on the type and status of the attack item used by the first virtual object. This allows the player to see the item usage information of the first virtual object through the crosshair icon, making it easier for the player to decide whether to switch attack items or understand the attack status. This optimizes the attack control process for virtual objects and helps improve the efficiency of the game.
[0125] In defensive mode, a crosshair icon with a corresponding crosshair style is displayed based on the defensive method of the first virtual object, allowing the player to see the defensive information of the first virtual object through the crosshair icon. Furthermore, a crosshair icon with corresponding animation is displayed based on the defensive effect produced by the defensive action, which more intuitively conveys the defensive effect of the current defensive action to the player, making it easier for the player to adjust their defensive methods in a timely manner during the game and optimize the defensive operation process of the virtual object.
[0126] In the preparation state, a crosshair pattern corresponding to the first virtual object's wielding an attack weapon is displayed. Furthermore, when the first virtual object is wielding a melee attack weapon, different crosshair patterns indicate the presence of a second virtual object within melee attack range, helping players quickly identify targets and increasing the excitement of the match. Additionally, the different crosshair patterns display the movement status of the first virtual object, allowing players to adjust the object's movement in a timely manner and optimize control.
[0127] In some embodiments, when the first virtual object is in an attack state and successfully attacks the second virtual object, in order to more realistically display the attack process to the player, the terminal can also set different floating text styles of damage text, and display the game information under different attack situations to the player through different floating text styles.
[0128] In one possible implementation, if the first virtual object successfully attacks the second virtual object, the terminal can display damage text near the second virtual object in the game interface based on at least one of the hit location and damage value of the second virtual object.
[0129] Optionally, the damage indicator can be a 3D model within the virtual environment; that is, the damage indicator is a 3D model located near the 3D model of the second virtual object within the virtual environment. Therefore, when viewing the virtual environment from the perspective of the first virtual object, the resulting environmental view includes both the second virtual object and the damage indicator, allowing the terminal to display the damage indicator near the second virtual object in the game interface.
[0130] Optionally, the damage indicator text can also be an interactive element within the control interface. After observing the virtual environment from the perspective of the first virtual object and obtaining the environmental screen, the terminal needs to first determine the display position of the second virtual object within the environmental screen. Based on the display position of the second virtual object, the terminal then sets the corresponding interactive element for the damage indicator text within the upper-level control interface of the environmental screen, thus displaying the damage indicator text near the second virtual object in the game interface.
[0131] Optionally, to more intuitively display the damage value of the second virtual object to the player through damage text, different text styles can be set for different damage values. Optionally, the size of the damage text varies depending on the damage value, with a positive correlation between the text size and the damage value. For example, the text size is 20 pounds for damage values between 0 and 500; 24 pounds for damage values between 500 and 1000; 28 pounds for damage values between 1000 and 2000; 32 pounds for damage values between 2000 and 5000; and 36 pounds for damage values above 5000.
[0132] Optionally, to more realistically simulate damage effects and considering the varying resilience of different body parts, different text patterns can be set for different hit areas. Optionally, the text patterns corresponding to weak point hit areas are more prominent than those corresponding to normal hit areas.
[0133] Indicative, such as Figure 11 As shown, the floating character style corresponding to the weak point hit area is bold solid font 1101, and the floating character style corresponding to the ordinary hit area is regular hollow font 1102.
[0134] Optionally, in addition to displaying the attack damage result to the player through the floating text style of the damage text, the display animation of the damage text can also simulate the process of the first virtual object performing an attack action on the second virtual object.
[0135] In one possible implementation, the terminal can first determine the style of the damage message based on at least one of the hit location and damage value of the second virtual object, and at the same time determine the display animation corresponding to the damage message based on at least one of the item type of the attack item used by the first virtual object and damage value of the second virtual object, so as to display the damage message with the display animation near the second virtual object in the game interface.
[0136] Optionally, the display animation of the damage text can be used to show the attack direction of the attack item, the damage value of the second virtual object, or other game attack information.
[0137] Optionally, the display animation can be a gradual display of the font, a blinking font, or a scaling font, etc. This application embodiment does not limit this.
[0138] Optionally, to simulate an attack, the display animation can be set to gradually disappear along a certain direction. To apply this effect, the direction and distance of the animation displacement must first be determined.
[0139] In one possible implementation, the terminal can determine the motion displacement direction of the display animation corresponding to the damage float based on the type of attack item used by the first virtual object, and set the motion displacement distance to a fixed distance.
[0140] In another possible implementation, the terminal can determine the motion displacement distance of the display animation corresponding to the damage float based on the damage value of the second virtual object, and set the motion displacement direction to a fixed direction.
[0141] In another possible implementation, the terminal can determine the motion displacement direction of the display animation corresponding to the damage float based on the type of attack item used by the first virtual object, and determine the motion displacement distance of the display animation corresponding to the damage float based on the damage value suffered by the second virtual object.
[0142] Optionally, different item types correspond to different motion effect displacement directions. For example, when the item type is a melee attack item, the motion effect displacement direction is the same as the attack direction; when the item type is a ranged attack item, the motion effect displacement direction is a fixed direction (such as from top to bottom).
[0143] Indicative, such as Figure 12 As shown, when the first virtual object wields a melee-type virtual item and swings it from the upper right corner to the lower left corner to attack the second virtual object, the display animation 1201 of the damage text moves from the upper right corner to the lower left corner; when the first virtual object wields a melee-type virtual item and swings it from the upper left corner to the lower right corner to attack the second virtual object, the display animation 1202 of the damage text moves from the upper left corner to the lower right corner; when the first virtual object wields a ranged virtual item and swings it to attack the second virtual object, the display animation 1203 of the damage text moves from top to bottom.
[0144] Optionally, different damage values correspond to different animation displacement distances. The animation displacement distance is positively correlated with the damage value; the higher the damage value, the greater the animation displacement distance. For example, when the damage value is between 0 and 500, the animation displacement distance is 30 pixels; when the damage value is between 500 and 1000, the animation displacement distance is 50 pixels; when the damage value is between 1000 and 2000, the animation displacement distance is 70 pixels; when the damage value is between 2000 and 5000, the animation displacement distance is 90 pixels; and when the damage value is above 5000, the animation displacement distance is 110 pixels.
[0145] In the above embodiments, when the first virtual object successfully attacks the second virtual object, damage text with different styles is set. The damage text indicates to the player the hit part of the second virtual object and the damage value, which allows the player to understand the attack damage result more intuitively and optimizes the communication effect of game information.
[0146] Furthermore, based on the type of attack item and the damage value, different display animations are used to display the damage text, which can simulate the attack process through display animations, enhance the effect of simulating attack feedback, improve the competitiveness of the game, and optimize the game experience.
[0147] Please refer to Figure 13 The diagram illustrates a flowchart of a crosshair display method provided in another exemplary embodiment of this application.
[0148] Step 1301: The first virtual object enters the virtual game and displays the game interface of the first virtual object.
[0149] After receiving the player's click on the start-of-game control, the terminal controls the first virtual object to enter the virtual game and displays the game interface of the first virtual object.
[0150] The game interface includes environmental scenes generated from the perspective of the first virtual object observing the virtual environment, as well as interactive controls for players to perform interactive operations, such as a movement wheel, skill release controls, etc.
[0151] Step 1302: Determine the action status of the first virtual object in real time.
[0152] During the game, the terminal continuously monitors the action state of the first virtual object. This action state includes attack state, defense state, and ready state. Attack state is when the first virtual object executes an attack action; defense state is when the first virtual object executes a defense action; and ready state is when the first virtual object neither executes an attack nor a defense action.
[0153] Step 1303: Walk without holding an attack item while in combat readiness.
[0154] When the first virtual object is in a ready-to-attack state and not holding any attack weapon, the terminal determines the crosshair pattern based on the movement state of the first virtual object. When the first virtual object is walking, the terminal can determine the crosshair pattern as a circle.
[0155] Step 1304: Display the circular crosshair indicator.
[0156] When the first virtual object is in a walking state, the terminal displays a circular crosshair icon in the first virtual object's game interface.
[0157] Step 1305: Run without holding an attack item while in battle preparation state.
[0158] When the first virtual object is in a ready-to-attack state and not holding any attack items, the terminal determines the crosshair pattern based on the movement of the first virtual object. When the first virtual object is running, the terminal can determine the crosshair pattern as a triangular arrow.
[0159] Step 1306: Display the triangular arrow-shaped crosshair.
[0160] When the first virtual object is in a running state, the terminal displays a triangular arrow-shaped crosshair icon in the first virtual object's game interface.
[0161] Optionally, the terminal can display a crosshair pattern corresponding to the running speed of the first virtual object, and indicate the running speed through the crosshair pattern.
[0162] Step 1307: In the battle-ready state, hold a melee attack item.
[0163] When the first virtual object is in a ready-to-attack state and wielding an attack item, the terminal can determine the crosshair style based on the type of attack item. If the first virtual object is wielding a melee attack item, to improve game efficiency, the terminal can also use different crosshair styles to indicate whether a second virtual object exists within the current melee attack range, thus facilitating the player's quick identification of the target.
[0164] Step 1308: Does a second virtual object exist within the melee attack range?
[0165] Optionally, the terminal first determines the melee attack range based on the position coordinates of the first virtual object in the virtual environment and the melee attack distance, thereby determining whether a second virtual object exists within the melee attack range.
[0166] Step 1309 displays the crosshair indicator with "two parentheses".
[0167] When the first virtual object is holding a melee attack item and there is no second virtual object within the melee attack range, the crosshair style can be "two brackets", so that the terminal displays the "two brackets" crosshair icon on the game interface.
[0168] Step 1310 displays the crosshair marker with "two bold brackets".
[0169] When the first virtual object is holding a melee attack item and there is a second virtual object within the melee attack range, the crosshair style can be "two bold brackets", so that the terminal displays the "two bold brackets" crosshair icon on the game interface.
[0170] Step 1311: Enter attack mode?
[0171] During the process of the first virtual object holding a melee attack tool, the terminal also needs to determine the working status of the first virtual object in real time and determine whether it has entered the attack state.
[0172] Step 1312: Display a "fishbone-style" crosshair based on the attack direction.
[0173] When the first virtual object holds a melee attack item and enters an attack state, the terminal can display a "fishbone-style" crosshair based on the attack direction of the melee attack item, where the fishbone arrow is used to indicate the attack direction.
[0174] Step 1313: Hold a ranged attack item while in combat readiness.
[0175] When the first virtual object is in a ready state and holding a remote attack weapon, the terminal determines the crosshair pattern based on the charging state of the attack weapon.
[0176] Step 1314 displays the "horizontal line + circle" crosshair indicator.
[0177] When the first virtual object is holding a remote attack item and has not entered a charging state, the terminal displays a crosshair in the style of a horizontal line and a circle.
[0178] Step 1315: Is it in a charging state?
[0179] The terminal determines in real time whether a remote attack item is in a charging state. If it is not in a charging state, the terminal maintains the display of a crosshair indicator in the style of a horizontal line and a circle.
[0180] Step 1316 displays the crosshair marker that tapers towards the center with a horizontal line and a circle.
[0181] When entering the charging state, the terminal dynamically updates the second crosshair pattern according to the charging process. For example, during the charging process, the horizontal lines on both sides continuously shrink towards the central circle, and the circle also shrinks inward until the maximum charging value is reached.
[0182] Step 1317, defensive status.
[0183] The first virtual object is considered to be in a defensive state when it performs a defensive action. Optionally, defensive actions may include blocking, dodging, hiding, etc.
[0184] Step 1318 displays the "shield-style" crosshair.
[0185] When the first virtual object performs a blocking action, the terminal can set the crosshair style to "shield style" and display the "shield style" crosshair icon in the game interface with a display animation that first enlarges and then shrinks during the blocking process.
[0186] Step 1319: Should we defend against the attack?
[0187] Step 1320: Was it a perfect parry?
[0188] When the first virtual object blocks an attack through a blocking operation, the terminal can determine the blocking effect of the blocking action currently performed by the first virtual object based on the timing of the blocking.
[0189] Step 1321: Display the crosshair with a yellow background light effect.
[0190] When the parry effect is a perfect parry, that is, when the first virtual object performs the parry operation just before the attack hits the first virtual object, the terminal displays a crosshair with a yellow background light effect.
[0191] Step 1322: Display the crosshair with a white background light effect.
[0192] When the blocking effect is normal blocking, that is, when the first virtual object performs the blocking operation, it is after the attack is detected by other virtual objects, but not exactly before the attack lands on the first virtual object. Therefore, the terminal displays a crosshair with a white background and light effect.
[0193] Please refer to Figure 14 The diagram illustrates a flowchart of a damage display method provided in an exemplary embodiment of this application.
[0194] Step 1401: The first virtual object successfully attacks the second virtual object.
[0195] When the first virtual object is in an attack state, in response to the player's trigger operation on the attack control, the terminal controls the first virtual object to attack the second virtual object.
[0196] Step 1402: Determine the damage value suffered by the second virtual object.
[0197] If the first virtual object successfully attacks the second virtual object, the terminal first determines the damage value suffered by the second virtual object, and based on the damage value, determines the style of the damage text and the movement distance of the display animation.
[0198] Step 1403, damage value 0-500, floating text size 20PT (pounds), animation movement distance 30PX (pixels).
[0199] Step 1404, damage value 500~1000, floating text size 24PT, animation movement distance 50PX.
[0200] Step 1405, damage value 1000~2000, floating text size 28PT, animation movement distance 70PX.
[0201] Step 1406, damage value 2000-5000, floating text size 32PT, animation movement distance 90PX.
[0202] Step 1407, damage value 5000 or more, floating text size 36PT, animation movement distance 110PX.
[0203] Step 1408: Display the corresponding floating damage text with the corresponding display animation near the second virtual object.
[0204] After determining the damage value suffered by the second virtual object, the terminal can first determine the floating text size and the movement distance of the display effect according to the corresponding interval of the damage value, and then display the damage floating text with the corresponding floating text style near the second virtual object with the corresponding display effect.
[0205] Please refer to Figure 15 , which shows the flowchart of the damage floating text display method provided by another exemplary embodiment of the present application.
[0206] Step 1501, control the first virtual object to successfully attack the second virtual object.
[0207] When the first virtual object is in an attack state, in response to the player's trigger operation on the attack control, the terminal controls the first virtual object to attack the second virtual object.
[0208] Step 1502, determine the hit part of the second virtual object.
[0209] In order to more realistically simulate the damage effect, considering that the bearing capacities of different parts are different, different floating text styles can also be set for different hit parts. Therefore, when the first virtual object successfully attacks the second virtual object, the terminal can first determine the hit part corresponding to the second virtual object.
[0210] Step 1503, if the hit part is a weak point part, determine the floating text style as red filled with dark red stroke.
[0211] Step 1504, if the hit part is a normal part, determine the floating text style as white filled with red stroke.
[0212] Step 1505, display the damage floating text with the corresponding floating text style near the second virtual object.
[0213] Furthermore, after determining the hit part and the corresponding floating text style of the hit part, the terminal displays the damage floating text with the corresponding floating text style near the second virtual object in the game interface.
[0214] Please refer to Figure 16 , which shows the flowchart of the damage floating text display method provided by another exemplary embodiment of the present application.
[0215] Step 1601, control the first virtual object to successfully attack the second virtual object.
[0216] When the first virtual object is in an attack state, in response to the player's trigger operation on the attack control, the terminal controls the first virtual object to attack the second virtual object.
[0217] Step 1602, determine whether the attack item used by the first virtual object is a melee attack item.
[0218] If the first virtual object successfully attacks the second virtual object, the terminal can determine the display animation of the damage text based on the type of attack item used by the first virtual object. Therefore, the terminal can determine whether the attack item used by the first virtual object is a melee attack item.
[0219] Step 1603: The attack item is a melee attack item. Determine the attack direction of the attack item.
[0220] When the attack tool used by the first virtual object is a melee attack tool, in order to display the attack information through the crosshair, the terminal can first determine the attack direction of the attack tool.
[0221] Step 1604: Based on the attack direction, display the damage text with corresponding animation near the second virtual object.
[0222] Once the attack direction is determined, the terminal can display damage text with corresponding animation near the second virtual object. For example, when the first virtual object is wielding a melee virtual item and swings it from the upper right to the lower left, the damage text animation moves from the upper right to the lower left.
[0223] Step 1605: Display the damage text near the second virtual object with a downward-moving animation.
[0224] If the attack item used by the first virtual object is a ranged attack item, the terminal will directly display the damage text near the second virtual object in the game interface with a downward moving animation.
[0225] Please refer to Figure 17 The diagram illustrates a structural block diagram of a crosshair display device provided in an exemplary embodiment of this application, the device comprising:
[0226] The interface display module 1701 is used to display the game interface of the first virtual object, which has the ability to perform attack and defense actions.
[0227] The first crosshair display module 1702 is used to display a crosshair icon in the game interface based on the action state of the first virtual object.
[0228] The crosshair pattern of the crosshair is different in different action states. The action states include attack state, defense state and preparation state. The attack state is the state in which the first virtual object performs the attack action. The defense state is the state in which the first virtual object performs the defense action. The preparation state is the state in which the first virtual object does not perform the attack action or the defense action.
[0229] Optionally, the first crosshair display module 1702 includes:
[0230] The first crosshair display unit is used to display the crosshair icon corresponding to the crosshair style of the attack item type in the game interface when the action state of the first virtual object is the attack state, based on the item type and item usage state of the attack item used by the first virtual object.
[0231] Different item types correspond to different crosshair styles, and different item usage states correspond to different crosshair styles.
[0232] Optionally, the first crosshair display unit is used for:
[0233] When the attack item used by the first virtual object is a melee attack item, the crosshair icon of the first crosshair style is displayed in the game interface based on the attack direction of the attack item. The first crosshair style is used to indicate the attack direction.
[0234] Optionally, the first crosshair display unit is used for:
[0235] When the attack item used by the first virtual object is a ranged attack item, the crosshair icon of the second crosshair style is displayed in the game interface based on the charging state of the attack item. The second crosshair style is used to indicate the charging state.
[0236] Optionally, the first crosshair display module 1702 includes:
[0237] The second crosshair display unit is used to display the crosshair icon corresponding to the crosshair style of the first virtual object in the game interface based on the defense method adopted by the first virtual object when the action state of the first virtual object is the defense state, wherein different defense methods correspond to different crosshair styles.
[0238] Optionally, the device further includes:
[0239] The second crosshair display module is used to display the crosshair icon corresponding to the display animation of the defensive action performed by the first virtual object in the game interface based on the defensive effect produced by the defensive action. Different defensive effects correspond to different display animations.
[0240] Optionally, when the defense method is blocking, the crosshair indicator includes a blocking progress bar, which is used to indicate the blocking value consumed by the first virtual object;
[0241] The device further includes:
[0242] The progress bar update module is used to update and display the blocking progress bar based on the blocking value consumed when the first virtual object performs the blocking action.
[0243] Optionally, the first crosshair display module 1702 includes:
[0244] The third crosshair display unit is used to display the crosshair icon corresponding to the crosshair style of the item holding state in the game interface when the action state of the first virtual object is the ready state, based on the item holding state of the first virtual object, wherein different item holding states correspond to different crosshair styles.
[0245] Optionally, the third crosshair display unit is used for:
[0246] When the first virtual object holds an attack item, based on the item type of the attack item, the crosshair icon corresponding to the crosshair style of the item type is displayed in the game interface, with different item types corresponding to different crosshair styles;
[0247] When the first virtual object is not holding the attack item, based on the movement state of the first virtual object, the crosshair icon corresponding to the movement state is displayed in the game interface, with different movement states corresponding to different crosshair styles.
[0248] Optionally, the third crosshair display unit is used for:
[0249] When the attack item is a melee attack item and there is no second virtual object within the melee attack range corresponding to the melee attack item, the crosshair icon in the third crosshair style is displayed in the game interface.
[0250] When the attack item is a melee attack item and the second virtual object exists within the melee attack range corresponding to the melee attack item, a crosshair icon of a fourth crosshair style is displayed in the game interface; wherein the prominence of the fourth crosshair style is higher than that of the third crosshair style.
[0251] Optionally, the third crosshair display unit is used for:
[0252] When the first virtual object is running, based on the running speed of the first virtual object, a crosshair icon of the fifth crosshair style is displayed in the game interface, the fifth crosshair style being used to indicate the running speed; or...
[0253] When the first virtual object is in the running state, based on the stamina value consumed by the first virtual object, the crosshair icon of the sixth crosshair style is displayed in the game interface, and the sixth crosshair style is used to indicate the remaining stamina value of the first virtual object.
[0254] Optionally, when the action state of the first virtual object is the attack state, the device further includes:
[0255] The floating text display module is used to display damage floating text near the second virtual object in the game interface when the first virtual object successfully attacks the second virtual object, based on at least one of the hit location and damage value of the second virtual object.
[0256] Different damage values correspond to different floating character patterns, and different hit parts correspond to different floating character patterns. Furthermore, the floating character patterns corresponding to weak hit parts are more significant than those corresponding to normal hit parts.
[0257] Optionally, the floating text display module is used for:
[0258] Based on at least one of the hit location and the damage value of the second virtual object, the style of the floating text for the damage message is determined;
[0259] Based on at least one of the item type of the attack item used by the first virtual object and the damage value suffered by the second virtual object, determine the display animation corresponding to the damage text.
[0260] In the game interface, the damage text in the style of the floating text is displayed near the second virtual object with the display animation.
[0261] Optionally, the floating text display module is used for:
[0262] Based on the item type of the attack item used by the first virtual object, the motion displacement direction of the display animation corresponding to the damage floating text is determined, and different item types correspond to different motion displacement directions;
[0263] Based on the damage value suffered by the second virtual object, the motion displacement distance of the display animation corresponding to the damage floating text is determined, and the motion displacement distance is positively correlated with the damage value.
[0264] In summary, in this embodiment, during the entire game process of controlling the first virtual object, different crosshair styles are displayed on the game interface according to the different action states of the first virtual object, making the crosshair diverse and enriching its functionality. Furthermore, players can directly and intuitively understand the current action state of the first virtual object based on the crosshair style, enabling the transmission and display of richer game information to players through the crosshair, thereby improving game efficiency.
[0265] It should be noted that the apparatus provided in the above embodiments is only an example of the division of the above functional modules. In practical applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the apparatus can be 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 embodiments belong to the same concept, and their implementation process can be found in the method embodiments, which will not be repeated here.
[0266] Please refer to Figure 18 This diagram illustrates a structural block diagram of a terminal 1800 provided in an exemplary embodiment of this application. The terminal 1800 may be a portable mobile terminal, such as a smartphone, tablet computer, Moving Picture Experts Group Audio Layer III (MP3) player, or Moving Picture Experts Group Audio Layer IV (MP4) player. The terminal 1800 may also be referred to as a user device, portable terminal, or other names.
[0267] Typically, terminal 1800 includes a processor 1801 and a memory 1802.
[0268] Processor 1801 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1801 may be implemented using at least one hardware form selected from Digital Signal Processing (DSP), Field-Programmable Gate Array (FPGA), and Programmable Logic Array (PLA). Processor 1801 may also include a main processor and a coprocessor. The main processor, also known as the Central Processing Unit (CPU), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1801 may integrate a Graphics Processing Unit (GPU), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 1801 may also include an Artificial Intelligence (AI) processor, which is used to handle computational operations related to machine learning.
[0269] The memory 1802 may include one or more computer-readable storage media, which may be tangible and non-transitory. The memory 1802 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1802 is used to store at least one instruction, which is executed by the processor 1801 to implement the crosshair display method provided in the embodiments of this application.
[0270] In some embodiments, the terminal 1800 may also optionally include: a peripheral device interface 1803 and at least one peripheral device.
[0271] Peripheral interface 1803 can be used to connect at least one input / output (I / O) related peripheral device to processor 1801 and memory 1802. In some embodiments, processor 1801, memory 1802 and peripheral interface 1803 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 1801, memory 1802 and peripheral interface 1803 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.
[0272] Those skilled in the art will understand that Figure 18The structure shown does not constitute a limitation on terminal 1800 and may include more or fewer components than shown, or combine certain components, or use different component arrangements.
[0273] This application also provides a computer-readable storage medium storing at least one program that is loaded and executed by a processor to implement the crosshair display method described in the above embodiments.
[0274] According to one aspect of this application, a computer program product is provided, comprising computer instructions stored in a computer-readable storage medium. A terminal's processor reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the terminal to perform the crosshair display method provided in various alternative implementations of the above aspect.
[0275] Those skilled in the art will recognize that the functions described in the embodiments of this application in one or more of the above examples can be implemented using hardware, software, firmware, or any combination thereof. When implemented using software, these functions can be stored in a computer-readable storage medium or transmitted as one or more instructions or code on a computer-readable storage medium. Computer-readable storage media include computer storage media and communication media, wherein communication media include any medium that facilitates the transmission of a computer program from one place to another. Storage media can be any available medium accessible to a general-purpose or special-purpose computer.
[0276] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.
Claims
1. A method for displaying a crosshair, characterized in that, The method includes: Displays the game interface of the first virtual object, which has the ability to perform attack and defense actions; Based on the action state of the first virtual object, a crosshair indicator is displayed in the game interface; The crosshair pattern of the crosshair is different in different action states. The action states include attack state, defense state and preparation state. The attack state is the state in which the first virtual object performs the attack action. The defense state is the state in which the first virtual object performs the defense action. The preparation state is the state in which the first virtual object does not perform the attack action or the defense action.
2. The method according to claim 1, characterized in that, The step of displaying a crosshair indicator in the game interface based on the action state of the first virtual object includes: When the action state of the first virtual object is the attack state, the crosshair icon corresponding to the crosshair style of the attack item used by the first virtual object is displayed in the game interface based on the item type and item usage state of the attack item used by the first virtual object. Different item types correspond to different crosshair styles, and different item usage states correspond to different crosshair styles.
3. The method according to claim 2, characterized in that, The step of displaying the crosshair icon corresponding to the crosshair style of the attack item used by the first virtual object in the game interface based on the item type and item usage status includes: When the attack item used by the first virtual object is a melee attack item, the crosshair icon of the first crosshair style is displayed in the game interface based on the attack direction of the attack item. The first crosshair style is used to indicate the attack direction.
4. The method according to claim 2, characterized in that, The step of displaying the crosshair icon corresponding to the crosshair style of the attack item used by the first virtual object in the game interface based on the item type and item usage status of the attack item used by the first virtual object also includes: When the attack item used by the first virtual object is a ranged attack item, the crosshair icon of the second crosshair style is displayed in the game interface based on the charging state of the attack item. The second crosshair style is used to indicate the charging state.
5. The method according to claim 1, characterized in that, The step of displaying a crosshair indicator in the game interface based on the action state of the first virtual object includes: When the action state of the first virtual object is the defensive state, based on the defensive method adopted by the first virtual object, the crosshair icon corresponding to the crosshair style of the defensive method is displayed in the game interface, wherein different defensive methods correspond to different crosshair styles.
6. The method according to claim 5, characterized in that, The method further includes: Based on the defensive action performed by the first virtual object, the crosshair icon corresponding to the defensive effect is displayed in the game interface, wherein different defensive effects correspond to different display effects.
7. The method according to claim 5, characterized in that, When the defense method is blocking, the crosshair indicator includes a blocking progress bar, which is used to indicate the blocking value consumed by the first virtual object; The method further includes: The blocking progress bar is updated based on the blocking value consumed when the first virtual object performs the blocking action.
8. The method according to claim 1, characterized in that, The step of displaying a crosshair indicator in the game interface based on the action state of the first virtual object includes: When the action state of the first virtual object is the ready state, based on the item holding state of the first virtual object, the crosshair icon corresponding to the crosshair style of the item holding state is displayed in the game interface, wherein different item holding states correspond to different crosshair styles.
9. The method according to claim 8, characterized in that, The method of displaying the crosshair icon corresponding to the crosshair style of the item holding state in the game interface based on the item holding state of the first virtual object includes: When the first virtual object holds an attack item, based on the item type of the attack item, the crosshair icon corresponding to the crosshair style of the item type is displayed in the game interface, with different item types corresponding to different crosshair styles; When the first virtual object is not holding the attack item, based on the movement state of the first virtual object, the crosshair icon corresponding to the movement state is displayed in the game interface, with different movement states corresponding to different crosshair styles.
10. The method according to claim 9, characterized in that, The item type based on the attack item, displaying the crosshair icon corresponding to the crosshair style of the item type in the game interface, includes: When the attack item is a melee attack item and there is no second virtual object within the melee attack range corresponding to the melee attack item, the crosshair icon in the third crosshair style is displayed in the game interface. When the attack item is a melee attack item and the second virtual object exists within the melee attack range corresponding to the melee attack item, a crosshair icon of a fourth crosshair style is displayed in the game interface; wherein the prominence of the fourth crosshair style is higher than that of the third crosshair style.
11. The method according to claim 9, characterized in that, The step of displaying the crosshair icon corresponding to the movement state in the game interface based on the movement state of the first virtual object includes: When the first virtual object is running, based on the running speed of the first virtual object, a crosshair icon of the fifth crosshair style is displayed in the game interface, the fifth crosshair style being used to indicate the running speed; or... When the first virtual object is in the running state, based on the stamina value consumed by the first virtual object, the crosshair icon of the sixth crosshair style is displayed in the game interface, and the sixth crosshair style is used to indicate the remaining stamina value of the first virtual object.
12. The method according to any one of claims 1 to 11, characterized in that, When the action state of the first virtual object is the attack state, the method further includes: If the first virtual object successfully attacks the second virtual object, damage text will be displayed near the second virtual object in the game interface based on at least one of the hit location and damage value of the second virtual object. Different damage values correspond to different floating character patterns, and different hit parts correspond to different floating character patterns. Furthermore, the floating character patterns corresponding to weak hit parts are more significant than those corresponding to normal hit parts.
13. The method according to claim 12, characterized in that, The step of displaying damage text near the second virtual object in the game interface based on at least one of the hit location and damage value of the second virtual object includes: Based on at least one of the hit location and the damage value of the second virtual object, the style of the floating text for the damage message is determined; Based on at least one of the item type of the attack item used by the first virtual object and the damage value suffered by the second virtual object, determine the display animation corresponding to the damage text. In the game interface, the damage text in the style of the floating text is displayed near the second virtual object with the display animation.
14. The method according to claim 13, characterized in that, The step of determining the display animation corresponding to the damage indicator based on at least one of the item type of the attack item used by the first virtual object and the damage value received by the second virtual object includes: Based on the item type of the attack item used by the first virtual object, the motion displacement direction of the display animation corresponding to the damage floating text is determined, and different item types correspond to different motion displacement directions; Based on the damage value suffered by the second virtual object, the motion displacement distance of the display animation corresponding to the damage floating text is determined, and the motion displacement distance is positively correlated with the damage value.
15. A crosshair display device, characterized in that, The device includes: The interface display module is used to display the game interface of the first virtual object, which has the ability to perform attack and defense actions. The first crosshair display module is used to display a crosshair icon in the game interface based on the action state of the first virtual object. The crosshair pattern of the crosshair is different in different action states. The action states include attack state, defense state and preparation state. The attack state is the state in which the first virtual object performs the attack action. The defense state is the state in which the first virtual object performs the defense action. The preparation state is the state in which the first virtual object does not perform the attack action or the defense action.
16. A terminal, characterized in that, The terminal includes a processor and a memory, the memory storing at least one program, which is loaded and executed by the processor to implement the crosshair display method as described in any one of claims 1 to 14.
17. A computer-readable storage medium, characterized in that, The storage medium stores at least one program segment, which is loaded and executed by a processor to implement the crosshair display method as described in any one of claims 1 to 14.
18. A computer program product, characterized in that, The computer program product includes computer instructions stored in a computer-readable storage medium; the processor of the terminal reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the terminal to perform the crosshair display method as described in any one of claims 1 to 14.