Virtual scene display method, device, equipment, and program
The virtual lighting item in virtual environments blocks the line of sight of a first object by matching its lighting direction, addressing the inefficiency of separate operations for lighting and attack suppression, thereby improving computing resource use and interaction efficiency.
Patent Information
- Application Number
- JP2025525385
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-03-07
- Filing Date
- 2024-01-15
- Publication Date
- 2025-12-23
AI Technical Summary
Players in virtual environments must perform cumbersome item switching operations to use a virtual lighting item for both lighting and attack suppression, wasting computing resources and rendering multiple game interfaces.
A virtual lighting item is used to block the line of sight of a first virtual object by displaying a lighting special effect when the second virtual object's lighting direction matches the viewing angle, combining lighting and attack obstruction functions without additional operations.
The solution reduces computing resource waste by allowing players to use a virtual lighting item for both lighting and attack blocking, enhancing human-machine interaction efficiency and reducing the effective attack rate of the first virtual object.
Smart Images

Figure 2025541649000001_ABST
Abstract
Description
[Technical Field]
[0001] This application claims priority from a Chinese patent application filed on March 7, 2023, application number 202310245717.1, entitled "Virtual scene display method, device, equipment, storage medium, and program product," the entire contents of which are incorporated herein by reference.
[0002] The present embodiment relates to the field of computer technology, and more particularly to a virtual scene display method, device, equipment, storage medium and program product. [Background technology]
[0003] As the level of entertainment and cultural activities improves, people's demand for virtual scenes is also increasing. Games, as one way of expressing virtual scenes, have become a way for many people to relieve stress. Current game applications provide players with a variety of virtual items, which can enrich players' gaming experience.
[0004] In the related art, players can use item functions of virtual items to realize various operation methods in the game process. In a dark virtual environment, players can use virtual lighting items (such as virtual flashlights) to realize the lighting function, which can illuminate the virtual environment and improve the exploration effect in the dark virtual environment. Summary of the Invention [Problem to be solved by the invention]
[0005] However, if a player wants to use another item to suppress the attack of another virtual object while using a virtual lighting item, the player must select another item from the item backpack and perform an item switching operation, which is cumbersome and requires rendering multiple game interfaces and items, wasting computing resources.
[0006] The virtual scene display method, device, equipment, storage medium, and program product provided in the present application can use a virtual lighting item to block the line of sight of a first virtual object that matches a lighting direction matching relationship, thereby obstructing the attack method of the first virtual object and reducing the effective attack rate of the first virtual object. A player can use the virtual lighting item to perform lighting and simultaneously block attacks by other virtual players, thereby reducing the waste of computing resources. The technical solutions are as follows: [Means for solving the problem]
[0007] In one aspect, a virtual scene display method executed by a first device includes the steps of: displaying a virtual scene including a second virtual object equipped with a virtual lighting item that is a virtual item with a lighting function, at a viewing angle of the first virtual object; receiving a control operation for the first virtual object to control the first virtual object to operate within the virtual scene; and, when the second virtual object is located within a viewing angle range of the first virtual object and the virtual lighting item equipped by the second virtual object is in an illuminated state, displaying a lighting special effect to block the line of sight of the first virtual object at the viewing angle of the first virtual object relative to the virtual scene in response to a match between a position of the first virtual object in the virtual scene and a lighting direction of the virtual lighting item.
[0008] In another aspect, a virtual scene display method executed by a second device is provided, the method including the steps of: displaying a virtual scene including a first virtual object at a viewing angle of a second virtual object equipped with a virtual lighting item that is a virtual item with a lighting function; receiving an item control operation for the virtual lighting item to adjust an item state of the virtual lighting item to an illuminated state; and, when the first virtual object is located within a viewing angle range of the second virtual object and the position of the first virtual object in the virtual scene matches the lighting direction of the virtual lighting item, displaying an illumination pillar of light at the viewing angle of the first virtual object with respect to the virtual scene to display an illumination special effect and provide line-of-sight shielding.
[0009] In another aspect, a virtual scene display device is provided, which includes: a scene display module that displays a virtual scene including a second virtual object equipped with a virtual lighting item that is a virtual item with a lighting function, from a visual angle of a first virtual object; an operation receiving module that receives a control operation on the first virtual object to control the first virtual object to operate within the virtual scene; and a special effect display module that displays a lighting special effect to block the line of sight of the first virtual object at a visual angle of the first virtual object relative to the virtual scene in response to a match between a position of the first virtual object in the virtual scene and a lighting direction of the virtual lighting item when the second virtual object is located within a visual angle range of the first virtual object and the virtual lighting item equipped by the second virtual object is in an illuminated state.
[0010] In another aspect, a virtual scene display device is provided, the device including: a scene display module that displays a virtual scene including a first virtual object at a viewing angle of a second virtual object equipped with a virtual lighting item that is a virtual item with a lighting function; an operation receiving module that receives an item control operation for the virtual lighting item to adjust the item state of the virtual lighting item to an illuminated state; and a special effect display module that displays an illumination light pillar at an observation viewing angle of the first virtual object relative to the virtual scene when the first virtual object is located within a viewing angle range of the second virtual object and the position of the first virtual object in the virtual scene matches the lighting direction of the virtual lighting item, thereby blocking line of sight.
[0011] In another aspect, there is provided a computer device including a processor and a memory, wherein the memory stores at least one instruction, at least one program, code set, or instruction set, and the at least one instruction, the at least one program, code set, or instruction set is loaded and executed by the processor to realize the method for displaying a virtual scene according to any one of the above embodiments of the present application.
[0012] In another aspect, there is provided a computer-readable storage medium having stored therein at least one instruction, at least one program, code set, or instruction set, which, when loaded and executed by a processor, implements the method for displaying a virtual scene according to any one of the above embodiments of the present application.
[0013] In another aspect, there is provided a computer program product or a computer program comprising computer instructions stored on a computer-readable storage medium, the computer instructions being read by a processor of a computing device from the computer-readable storage medium and executed by the processor to cause the computing device to perform the method for displaying a virtual scene according to any one of the above embodiments. [Effects of the Invention]
[0014] The beneficial effects of the technical solutions provided in the embodiments of the present application include at least the following: A virtual scene is displayed in the visual angle of a first virtual object, and the movement of the first virtual object in the virtual scene is controlled based on the control operation of the first virtual object. When a second virtual object is located within the visual angle range of the first virtual object and the virtual lighting item equipped by the second virtual object is illuminated, if the position of the first virtual object in the virtual scene matches the lighting direction of the virtual lighting item, a special lighting effect is displayed to block the line of sight of the first virtual object in the viewing angle of the virtual scene. In addition to the lighting effect of the virtual lighting item, the virtual lighting item can also provide a line of sight blockage to a matching first virtual object, thereby obstructing the first virtual object's attack method and reducing the first virtual object's effective attack rate. When a player uses a lighting virtual item, they can block other virtual objects without performing additional operations, thereby reducing the waste of computing resources. In addition, the virtual lighting item provided in this application has both lighting and attack blocking functions, which avoids the inefficiency of being unable to block other virtual objects without performing extra operations, thereby improving the efficiency of human-machine interaction. [Brief explanation of the drawings]
[0015] [Figure 1] FIG. 1 is a structural block diagram of an electronic device provided in an exemplary embodiment of the present application. [Figure 2] FIG. 2 is a structural block diagram of a computer system provided in an exemplary embodiment of the present application. [Figure 3] FIG. 3 is a flowchart of a virtual scene display method provided in an exemplary embodiment of the present application. [Figure 4] FIG. 4 is a schematic diagram of an interface displaying a virtual light pillar in a virtual scene provided in an exemplary embodiment of the present application. [Figure 5] FIG. 5 is a flowchart of a virtual scene display method provided in another exemplary embodiment of the present application. [Figure 6] FIG. 6 is a schematic diagram of an interface displaying the lighting special effects provided in an exemplary embodiment of the present application. [Figure 7] FIG. 7 is a schematic diagram of an interface displaying special lighting effects provided in another exemplary embodiment of the present application. [Figure 8] FIG. 8 is a schematic diagram of an interface displaying special lighting effects provided in yet another exemplary embodiment of the present application. [Figure 9] FIG. 9 is a schematic diagram of an interference range provided in an exemplary embodiment of the present application. [Figure 10] FIG. 10 is a flowchart of a virtual scene display method provided in yet another exemplary embodiment of the present application. [Figure 11] FIG. 11 is a flowchart of a virtual scene display method provided in another exemplary embodiment of the present application. [Figure 12] FIG. 12 is a schematic diagram of the positional relationship between an irradiator and an irradiated person provided in an exemplary embodiment of the present application. [Figure 13] FIG. 13 is a diagram illustrating the luminance curve of the glow special effect with respect to the included angle provided in an exemplary embodiment of the present application. [Figure 14] FIG. 14 is a diagram illustrating the brightness curve of the glow special effect with respect to the distance provided in an exemplary embodiment of the present application. [Figure 15]FIG. 15 is a schematic diagram of an interface for the glow effect provided in an exemplary embodiment of the present application. [Figure 16] FIG. 16 is a schematic diagram of an interface for a glow effect provided in another exemplary embodiment of the present application. [Figure 17] FIG. 17 is a schematic diagram of an interface in which the special lighting effect provided in an exemplary embodiment of the present application is removed. [Figure 18] FIG. 18 is a flowchart of a virtual scene display method corresponding to a second virtual object provided in an exemplary embodiment of the present application. [Figure 19] FIG. 19 is a structural block diagram of a virtual scene display device provided in an exemplary embodiment of the present application. [Figure 20] FIG. 20 is a structural block diagram of a virtual scene display device provided in another exemplary embodiment of the present application. [Figure 21] FIG. 21 is a structural block diagram of a virtual scene display device provided in yet another exemplary embodiment of the present application. [Figure 22] FIG. 22 is a structural block diagram of a terminal provided in an exemplary embodiment of the present application. DETAILED DESCRIPTION OF THE INVENTION
[0016] First, the terms used in the present embodiment will be briefly explained.
[0017] Virtual scene: A virtual scene that is displayed (or provided) when an application runs on a terminal. The virtual scene may be a simulation of a real scene, a scene that is half simulation and half fiction, or a completely fictional scene. The virtual scene may be a 2D virtual scene, a 2.5D virtual scene, or a 3D virtual scene, and is not limited thereto in this application. In the following embodiment, the virtual scene will be described as a 3D virtual scene.
[0018] A virtual model is a model used to imitate a real scene in a virtual scene. Illustratively, a virtual model occupies a certain volume in the virtual scene. Illustratively, virtual models include terrain models, architectural models, flora and fauna models, virtual item models, virtual vehicle models, and virtual object models. For example, terrain models include ground, mountains and rivers, rocks, steps, etc. Architectural models include buildings, fences, containers, and fixed indoor equipment such as tables, chairs, cupboards, and beds. Flora and fauna models include trees, flowers, and flying birds. Virtual item models include virtual attack items, medicine boxes, airdrops, etc. Virtual vehicle models include cars, ships, helicopters, etc. Virtual object models include people, animals, animated characters, etc.
[0019] Virtual character / virtual object: A movable object in a virtual scene. The movable object may be a virtual object, a virtual animal, an animated character, etc., such as a person, an animal, a plant, a drum, a wall, a rock, etc. displayed in a 3D virtual scene. Optionally, the virtual object is a 3D solid model constructed based on skeletal animation technology. Each virtual object has its own shape and volume in the 3D virtual scene and occupies a part of the space in the 3D virtual scene.
[0020] When applied, the virtual scene display method provided in this application includes at least one of a plurality of virtual scenes, such as a virtual shooting scene, a virtual fighting scene, etc. Note that the above application scenes are merely schematic examples, and the virtual scene display method provided in this embodiment can also be applied to other scenes, and is not limited thereto in this embodiment.
[0021] For further explanation, before and during the collection of user-related data, the present application may display a prompt interface, a pop-up window, or output audio prompt information to alert the user that user-related data is currently being collected. Only after the user confirms on the prompt interface or pop-up window does the application start executing the relevant step of acquiring user-related data. Otherwise (i.e., if the user does not confirm on the prompt interface or pop-up window), the application terminates the relevant step of acquiring user-related data and does not acquire user-related data. In other words, all user data collected in the present application is collected under the circumstances of user consent and authentication, and the collection, use, and processing of relevant user data must comply with the relevant laws, regulations, and standards of the relevant countries and regions.
[0022] In the present application, the first device is embodied as a first terminal, and the second device is embodied as a second terminal. The terminal may be a desktop computer, a laptop mobile computer, a mobile phone, a tablet computer, an e-book reader, a Moving Picture Experts Group Audio Layer III (MP3) player, a Moving Picture Experts Group Audio Layer IV (MP4) player, or the like. An application supporting a virtual environment, such as an application supporting a three-dimensional (3D) virtual environment, is installed and running on the terminal. The application may be any one of a virtual reality application, a three-dimensional map program, a third-person shooter game (TPS), a first-person shooter game (FPS), a multiplayer online battle arena game (MOBA), a multiplayer gunfight-type survival game, a party game, or the like. Optionally, the application may be an offline version of the application, such as an offline three-dimensional game program, or an online collaborative version of the application.
[0023] 1 shows a structural block diagram of an electronic device provided in an exemplary embodiment of the present application. The electronic device 100 includes an operation system 120 and an application 122. The electronic device 100 may refer to a first device or a second device. The first device and the second device may be the same device or different devices.
[0024] The operating system 120 provides applications 122 with operating software that provides secure access to computer hardware.
[0025] The application 122 is an application that supports a virtual environment. Optionally, the application 122 is implemented as an application that supports a virtual environment and that is installed and runs on the terminal.
[0026] 2 shows a structural block diagram of a computer system 200 provided in an exemplary embodiment of the present application. The computer system 200 includes a first device 220, a server 240, and a second device 260.
[0027] An application supporting a virtual environment is installed and running on the first device 220. The application is implemented as an application supporting a virtual environment installed and running on the terminal. The first device 220 is used by a first user, and the first user uses the first device 220 to control a first virtual object located in the virtual environment to perform an action. The action includes, but is not limited to, at least one of adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. Schematically, the first virtual object is a first virtual person, such as a virtual human character or an animated character. The first device 220 is connected to the server 240 via a wireless network or a wired network.
[0028] The server 240 may be at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. The server 240 is used to provide background services to applications supporting the three-dimensional virtual environment. Optionally, the server 240 performs primary computing tasks, and the first device 220 and the second device 260 perform secondary computing tasks. Alternatively, the server 240 performs secondary computing tasks, and the first device 220 and the second device 260 perform primary computing tasks. Alternatively, the server 240, the first device 220, and the second device 260 may collaborate to perform computing tasks using a distributed computing architecture.
[0029] An application supporting the virtual environment is installed and running on the second device 260. The application is implemented as an application supporting the virtual environment installed and running on the terminal. The second device 260 is used by a second user, and the second user uses the second device 260 to control a second virtual object located in the virtual environment to perform an action. The action includes, but is not limited to, at least one of adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. Schematically, the second virtual object is a second virtual person, such as a virtual human character or an animated character. Optionally, the first virtual person and the second virtual person are in the same virtual environment. Optionally, the first virtual person and the second virtual person may belong to the same team or organization, have a friendship relationship, or have temporary communication privileges. Optionally, the first virtual persona and the second virtual persona may belong to different teams, different organizations, or two parties that have an adversarial relationship.
[0030] Optionally, the application installed on the first device 220 and the second device 260 is the same. Alternatively, the applications installed on both devices are the same type of application on different control system platforms. The first device 220 may broadly refer to one of multiple devices. The second device 260 may also broadly refer to one of multiple devices. In this embodiment, only the first device 220 and the second device 260 are illustrated and described. The device types of the first device 220 and the second device 260 may be the same or different.
[0031] The server 240 may be implemented as a physical server or as a cloud server on a cloud. Cloud technology is a type of hosting technology that integrates system resources such as hardware, software, and networks within a wide area network or a local network to compute, store, process, and share data. Cloud technology is a collective term for network technology, information technology, integration technology, management platform technology, application technology, etc. based on the application of a cloud computing business model. It establishes a resource pool that can be used as needed, providing flexibility and convenience. In some embodiments, the method provided in the present embodiment can be applied to a cloud gaming scenario, whereby the cloud server completes the data logic calculation in the game process and the terminal is responsible for displaying the game interface.
[0032] In some embodiments, the server 240 may be implemented as a node in a blockchain system.
[0033] The virtual scene display method provided by the present application will be described below by combining the above terminology and application scenes. Taking the case where the method is applied to a first device as an example, as shown in Figure 3, the method includes the following steps 310 to 330.
[0034] Step 310: Display the virtual scene at the viewing angle of the first virtual object.
[0035] Schematically, the first virtual object is a virtual object controlled by a player, and the player manipulates the first virtual object via a first device (e.g., a first terminal) to make it act in a virtual scene corresponding to a game. The virtual scene displayed on the terminal is a scene displayed from the perspective of the first virtual object. That is, the virtual scene is a scene corresponding to the first virtual object. The perspective of the first virtual object includes a first-person perspective and a third-person perspective.
[0036] First-person perspective refers to a player observing from the game perspective of the first virtual object. When the first virtual object's perspective is first-person perspective, the displayed virtual scene is a scene that the first virtual object can observe. The virtual scene in this case does not include the first virtual object. Alternatively, the virtual scene may include parts of the first virtual object other than the head, such as the hands or arms. Third-person perspective refers to a player observing from the game perspective of the virtual object in the game. When the first virtual object's perspective is third-person perspective, the displayed virtual scene is typically realized as all scenes in the game or a selected portion of scenes. The virtual scene in this case includes the first virtual object. Optionally, the virtual scene displayed in third-person perspective may be further divided into close-up, middle-up, and far-up views.
[0037] The virtual scene is presented through an in-game camera. In first-person perspective, the camera is positioned near the head of the virtual object (e.g., at the side of the head, above the head, etc.). In third-person perspective, the camera is positioned within the virtual scene and can photograph a first virtual object. In third-person perspective, the close-up refers to a close shooting distance between the camera and the object being photographed, and the photographed content is a portion of the object being photographed (e.g., from the neck up, from the waist up, etc.). The middle-up refers to a somewhat farther shooting distance between the camera and the object being photographed, and the photographed content is a majority of the object being photographed (e.g., from the knees up, etc.). The distant-up refers to a farther shooting distance between the camera and the object being photographed, and the photographed content is the entire object being photographed (i.e., the entire object being photographed appears within the distant shooting screen).
[0038] In some embodiments, the viewing angle of the first virtual object is determined based on a default action of the game, or based on a selection action customized by the player.
[0039] The virtual scene includes a second virtual object, the second virtual object equipped with a virtual lighting item.
[0040] Schematically, the second virtual object is a virtual object other than the first virtual object in the game. For example, the second virtual object may be a virtual object controlled by another player, or the second virtual object may be a virtual object assigned by the system by default.
[0041] In some embodiments, the second virtual object and the first virtual object are virtual objects belonging to the same camp, i.e., the first virtual object and the second virtual object are teammates in the game process, or the second virtual object and the first virtual object are virtual objects belonging to different camps, i.e., the first virtual object and the second virtual object are enemies in the game process.
[0042] The virtual lighting item is a virtual item with a lighting function and is used to provide lighting effects. Optionally, the virtual lighting item is a virtual item collected by the second virtual object during the game process, or the virtual lighting item is a virtual item selected and equipped by the second virtual object before the game starts, or the virtual lighting item is a virtual item set by the system to the second virtual object by default. Schematically, the virtual lighting item is at least one of virtual items with a light-emitting function, such as a virtual flashlight, a virtual torch, a virtual light bulb, a virtual headlamp, a virtual firework, and a virtual fluorescent stick.
[0043] Step 320: Receive a control operation on a first virtual object.
[0044] The control operation is used to control the first virtual object to perform an action in the virtual scene. Optionally, the action includes at least one of movement and various actions. Movement refers to the first virtual object moving from a first position to a second position in the virtual scene, i.e., changing its position. Various actions refer to the first virtual object's jumping, crawling, flipping, and other actions in the virtual scene. Schematically, the player controls the first virtual object using various function widgets to perform corresponding actions in the virtual scene. For example, the player controls the first virtual object using a movement widget to perform a movement action in the virtual scene, or the player controls the first virtual object using a jump widget to perform a jump action in the virtual scene.
[0045] In some embodiments, the control operation is realized by controlling a virtual joystick, for example, the virtual joystick is represented by a circle, and a process of adjusting the movement direction of the first virtual object is realized based on a sliding operation on the virtual joystick.
[0046] Optionally, upon receiving the control operation for the first virtual object, the first virtual object moves from a first position to a second position in the virtual scene along the movement direction, for example, based on the player's sliding operation to the right on the virtual joystick, the first virtual object moves from the first position to the second position in the virtual scene in the right direction.
[0047] Step 330: When a second virtual object is located within the viewing angle range of the first virtual object and a virtual lighting item equipped to the second virtual object is in an illuminated state, a lighting special effect is displayed in response to a match between the position of the first virtual object in the virtual scene and the lighting direction of the virtual lighting item.
[0048] Here, the viewing angle range of the first virtual object refers to the range in which the first virtual object can be observed.
[0049] Schematically, the virtual scene is a scene displayed at the viewing angle of the first virtual object. When the viewing angle of the first virtual object is realized as a first-person viewing angle, the viewing angle range of the first virtual object can be realized as a virtual scene displayed at the first-person viewing angle. When the viewing angle of the first virtual object is realized as a third-person viewing angle, the viewing angle range of the first virtual object is a range determined based on the position of the first virtual object in the virtual scene. In other words, the virtual scene displayed at the third-person viewing angle is different from the viewing angle range of the first virtual object.
[0050] In some embodiments, the viewing angle range of the first virtual object is a viewing angle range preset by the system. Optionally, the viewing angle range of the first virtual object includes at least one of a distance range and an angle range.
[0051] For example, the viewing angle range of a first virtual object set by the system is determined by both a distance range and an angle range, with the distance range being 0 to 100 m and the angle range being 120°. That is, the viewing angle range of the first virtual object is the range of a sector area formed with the first virtual object as its apex, an angle of 120°, and a radius of 100 m.
[0052] The lighting state refers to a state in which the virtual lighting item is on and performing its lighting function.
[0053] Schematically, under the condition that the second virtual object is equipped with the virtual lighting item, when an ON operation for the virtual lighting item is received, the virtual lighting item is illuminated. For example, under the condition that the second virtual object is equipped with the virtual lighting item, a switch widget corresponding to the virtual lighting item is displayed on a second device controlling the second virtual object, and in response to receiving a trigger operation for the switch widget, the virtual lighting item is illuminated.
[0054] In some embodiments, based on the second virtual object being located within the visual angle range of the first virtual object and the virtual lighting item equipped by the second virtual object being illuminated, the second virtual object and an item operation animation in which the second virtual object uses the virtual lighting item are displayed in a virtual scene displayed at the visual angle of the first virtual object.
[0055] The item manipulation animation displays a virtual pillar of light that appears based on the illumination state of the virtual lighting item. FIG. 4 shows an interface diagram illustrating a virtual pillar of light displayed in a virtual scene. This interface diagram illustrates a first-person perspective of a first virtual object, including a second virtual object 410. The second virtual object 410 is equipped with a virtual lighting item 420. The virtual lighting item 420 is illuminated, and a virtual pillar of light 430 appears based on the illumination state of the virtual lighting item 420. Note that FIG. 4 only illustrates the range of the virtual illumination 430 and does not illustrate the actual illumination effect. The virtual pillar of light 430 shown in FIG. 4 does not represent the actual display effect of the virtual pillar of light 430. Optionally, the virtual pillar of light 430 may be realized as a white light effect, a yellow light effect, a red light effect, or the like, but this is not limited to this embodiment. Note that the virtual pillar of light 430 appears "semi-transparent" and does not obscure other virtual elements such as the virtual vehicle 440.
[0056] In some embodiments, when a second virtual object is located within the viewing angle range of the first virtual object and a virtual lighting item equipped to the second virtual object is in an illuminated state, the lighting direction of the virtual lighting item is determined.
[0057] Schematically, the lighting direction is the item direction of the virtual lighting item, which refers to the direction in which the virtual lighting item is illuminating. As shown in Figure 4, the lighting direction of the virtual lighting item 420 is to the front left of the first virtual object, which is the direction in which the second virtual object 410 is currently facing.
[0058] Optionally, when the virtual lighting item is realized as a virtual flashlight, the lighting direction of the virtual lighting item is typically realized as an item direction (the direction in which the virtual lighting item emits light). When the virtual lighting item is realized as a virtual light bulb, the lighting direction of the virtual lighting item is typically realized as a circular area centered on the virtual lighting item, or the like.
[0059] In some embodiments, after identifying the lighting direction, a matching relationship between the position of a first virtual object in the virtual scene and the lighting direction is determined.
[0060] Here, the standing position includes at least one of the object position and the position direction. The object position refers to the coordinate situation of the first virtual object in the virtual scene. The position direction refers to the orientation situation of the virtual object at its existing position, and is usually realized as the orientation situation of the virtual object's face. As shown in FIG. 4, the position direction of the second virtual object 410 is to the left. The position direction of the first virtual object refers to the orientation situation of the first virtual object at its existing position.
[0061] After identifying the lighting direction of the virtual lighting item, the face direction at the location where the first virtual object is located is identified, and the face direction is set as the position direction of the first virtual object, and further a matching relationship between the position direction and the lighting direction is determined.
[0062] Optionally, the matching relationship includes at least a direction matching relationship between the position direction and the lighting direction, for example, if an included angle between the position direction and the lighting direction meets a predetermined included angle matching relationship, the position direction and the lighting direction are deemed to meet the direction matching relationship.
[0063] Optionally, the matching relationship further includes a position matching relationship between the object position of the first virtual object and the item position of the virtual lighting item. For example, if a distance between the object position and the item position meets a predetermined distance matching relationship, it is deemed that the object position and the item position meet the distance matching relationship.
[0064] In some embodiments, the matching relationship refers to the relative positional relationship between the location of the first virtual object and the interference range indicated by the lighting direction, and the matching relationship includes a situation in which the first virtual object matches the lighting direction and a situation in which the first virtual object does not match the lighting direction.
[0065] Schematically, the interference range indicated by the lighting direction is identified based on the lighting direction, and the object position where the first virtual object is located is identified, and then it is determined whether the object position is located within the interference range. If the object position of the first virtual object is located within the interference range, it is determined that the first virtual object and the lighting direction match. If the object position of the first virtual object is not located within the interference range, it is determined that the first virtual object and the lighting direction do not match.
[0066] Optionally, when the position of the first virtual object in the virtual scene matches the lighting direction of the virtual lighting item, a lighting special effect is displayed, which is used to block the line of sight at the viewing angle of the first virtual object relative to the virtual scene.
[0067] Schematically, line-of-sight occlusion refers to making it impossible for a first virtual object to fully observe a virtual scene within the field of view. For example, a lighting special effect can occlude a second virtual object, preventing the first virtual object from observing the second virtual object, thereby helping the second virtual object to defend itself with a virtual lighting item. Alternatively, a lighting special effect can occlude a designated item in a designated area, preventing the first virtual object from effectively observing the designated item, thereby helping the first virtual object to avoid competing with the second virtual object for the designated item.
[0068] As described above, the virtual scene display method provided in this embodiment displays a virtual scene from the visual angle of a first virtual object and controls the activity of the first virtual object in the virtual scene based on the control operation of the first virtual object. When a second virtual object is located within the visual angle range of the first virtual object and the virtual lighting item equipped by the second virtual object is illuminated, if the position of the first virtual object in the virtual scene matches the lighting direction of the virtual lighting item, a lighting special effect that blocks the view of the first virtual object relative to the virtual scene is displayed. In addition to the lighting effect of the virtual lighting item, the virtual lighting item can also block the view of a matching first virtual object, thereby obstructing the first virtual object's attack method and reducing the first virtual object's effective attack rate. When a player uses the lighting virtual item, they can obstruct other virtual objects without performing additional operations, thereby reducing the waste of computing resources. In addition, the virtual lighting item provided in this application has both lighting and attack blocking functions, which avoids the inefficiency of being unable to block other virtual objects without performing additional operations, thereby improving the efficiency of human-machine interaction.
[0069] In one selectable embodiment, it is determined whether the first virtual object is located within an interference range in which a visual interference effect occurs, based on the distance between the first virtual object and the second virtual object and the matching relationship between the first virtual object and the lighting direction of the virtual lighting item. Schematically, the embodiment shown in FIG. 3 above can be realized by the following steps 510 to 530, as shown in FIG. 5.
[0070] Step 510: Display the virtual scene at the viewing angle of the first virtual object.
[0071] The virtual scene includes a second virtual object, the second virtual object equipped with a virtual lighting item.
[0072] A virtual lighting item is a virtual item with a lighting function. In some embodiments, the virtual lighting item is realized as an independent virtual item. For example, the virtual lighting item may be realized in the form of a virtual flashlight, a virtual torch, or the like, and a player may independently equip and operate the virtual lighting item. Alternatively, the virtual lighting item may be realized as an auxiliary virtual item. For example, the virtual lighting item may be realized as a virtual flashlight accessory that can be attached to another virtual item to achieve a lighting function.
[0073] Step 520: Receive a control operation on a first virtual object.
[0074] The control operation is used to control the first virtual object to act in the virtual scene.
[0075] Step 530: When a second virtual object is located within the viewing angle range of the first virtual object and a virtual lighting item equipped by the second virtual object is in an illuminated state, a lighting special effect is displayed in response to the standing position of the first virtual object in the virtual scene being located within an interference range corresponding to the lighting direction of the virtual lighting item.
[0076] In some embodiments, the relative positional relationship between the location of the first virtual object and the interference range indicated by the lighting direction is determined under the condition that the second virtual object is located within the viewing angle range of the first virtual object and the virtual lighting item equipped by the second virtual object is illuminated.
[0077] Here, the relative positional relationship is used to indicate whether the location of the first virtual object is located within an interference range corresponding to the lighting direction. If the relative positional relationship indicates that the first virtual object is located within the interference range corresponding to the lighting direction of the virtual lighting item, a lighting special effect is displayed. The interference range refers to the range in which a visual interference effect occurs for the first virtual object.
[0078] FIG. 6 shows a schematic diagram of an interface displaying a lighting special effect, where the viewing angle of a first virtual object is realized in a first-person viewing angle. A first virtual object (not shown) is engaged in a virtual battle with a second virtual object 620 (which is obscured) by a virtual attack item 610. The second virtual object 620 is located within the viewing angle range of the first virtual object, and the second virtual object 620 is equipped with a virtual lighting item (which is obscured), which is illuminated. Because the first virtual object is located within the interference range corresponding to the lighting direction of the virtual lighting item, a lighting special effect 630 is displayed. Note that the lighting special effect 630 displayed in FIG. 6 only indicates the range of the lighting special effect, not the illumination effect of the lighting special effect. For example, the lighting special effect may be realized as a high-intensity white light special effect, which can obscure elements in the virtual scene within the range corresponding to the schematic lighting special effect 630 in FIG. 6.
[0079] The lighting special effect 630 obscures the first virtual object's line of sight at the viewing angle of the virtual scene, making it impossible for the first virtual object to fully observe the virtual scene within the field of view, including obscuring virtual elements including the second virtual object 620 to prevent the first virtual object from observing the second virtual object 620 within the field of view.
[0080] Schematically, the illumination special effect is realized as a high-intensity flashbang special effect, which serves to reduce the effective attack rate on the occluded area of the first virtual object because the first virtual object cannot effectively observe the occluded area by the high-intensity flashbang special effect.
[0081] 6 , since it is impossible to effectively observe the area blocked by the lighting special effect 630, when the first virtual object attacks the second virtual object 620 with the virtual attack item 610, it is difficult for the first virtual object to launch an effective attack against the second virtual object 620 because the second virtual object 620 is located in the area blocked by the lighting special effect 630. Therefore, the second virtual object 620 can enhance its self-defense capability by using the virtual lighting item.
[0082] In one alternative embodiment, lighting special effects are displayed that are centered around the virtual lighting item.
[0083] Optionally, a radiation effect-like illumination special effect is displayed with the virtual lighting item as the center of the illumination special effect. Here, the radiation effect refers to an effect in which the virtual lighting item is the brightest point and the radiation gradually weakens outward. Schematically, the virtual lighting item is the center of the illumination special effect, which is the brightest point of the illumination special effect and the brightness of the illumination special effect gradually decreases outward. As shown in FIG. 6 , the special effect center 631 of the illumination special effect 630 is the brightest point, and the brightness of the illumination special effect gradually decreases outward from the brightest point as the center. In this embodiment, the illumination special effect is a radiation effect-like illumination effect centered on the lighting item, which enhances the realism of the display of the illumination special effect and improves the realism and immersion of the game.
[0084] In one alternative embodiment, a lighting special effect is displayed in response to the included angle between the object direction of the first virtual object and the lighting direction being smaller than a predetermined included angle threshold. Schematically, when determining the relative positional relationship between the existence position of the first virtual object and the interference range indicated by the lighting direction, the included angle between the object direction of the first virtual object and the lighting direction is specified.
[0085] The object direction refers to the direction in which the first virtual object is facing. The orientation of the face of the first virtual object is defined as the object direction of the first virtual object. The included angle between the object direction and the lighting direction of the virtual lighting item is determined, and the included angle is compared with a predetermined included angle threshold. The predetermined included angle threshold is a preset angle threshold used to limit the interference range corresponding to the lighting direction. For example, the predetermined included angle threshold is within a 90° range centered on the first virtual object.
[0086] If the angle between the object direction and the lighting direction is smaller than a predetermined angle threshold, the lighting special effect is displayed, and if the angle between the object direction and the lighting direction is equal to or larger than the predetermined angle threshold, the lighting special effect is not displayed.
[0087] In this embodiment, it is only necessary to determine whether to generate a special lighting effect based on the magnitude relationship between the included angle between the object direction of the first virtual object and the lighting direction and a predetermined included angle threshold. Because the method of calculating the included angle between directions is relatively simple, the amount of calculation required can be reduced, and moreover, the rationality of generating a special lighting effect can be improved by determining from the aspect of direction.
[0088] In some embodiments, the virtual lighting item further has a lighting function, and displays a lighting special effect when the virtual lighting item performs the lighting function. The lighting special effect is used to increase the display brightness of the virtual scene without causing line-of-sight occlusion. Optionally, when the included angle between the object direction and the lighting direction is equal to or greater than a predetermined included angle threshold, the lighting special effect is not displayed, but the lighting special effect is displayed.
[0089] In one selectable embodiment, in response to the distance between the first virtual object and the virtual lighting item being smaller than a predetermined distance threshold, a lighting special effect is displayed based on the distance. Schematically, when determining the relative positional relationship between the location of the first virtual object and the interference range indicated by the lighting direction, the distance between the first virtual object and the virtual lighting item is identified. Because the virtual lighting item is a virtual item possessed by the second virtual object, the distance between the first virtual object and the virtual lighting item may be considered to be the distance between the first virtual object and the second virtual object.
[0090] After determining the distance between the first virtual object and the virtual lighting item, the distance is compared with a predetermined distance threshold, which is a preset distance threshold used to limit the interference range corresponding to the lighting direction.
[0091] In some embodiments, if the distance interval between the first virtual object and the virtual lighting item is determined to be smaller than a predetermined distance threshold, the lighting special effect is displayed based on the distance interval. Optionally, the lighting special effect is displayed based on the lighting special effect intensity corresponding to the distance interval. The lighting special effect intensity and the distance interval have a negative correlation.
[0092] Schematically, the intensity of the special illumination effect refers to the display brightness corresponding to the special illumination effect, and when it is determined that the distance interval is smaller than a predetermined distance threshold, different brightness levels of the special illumination effect are displayed according to the difference in the distance interval, that is, the smaller the distance interval, the higher the display brightness of the special illumination effect, and the larger the distance interval, the lower the display brightness of the special illumination effect.
[0093] FIG. 7 is a schematic diagram of an interface displaying a lighting special effect. The distance between the first virtual object (first-person perspective, not shown) holding the virtual attack item 710 and the virtual lighting item is small. The lighting special effect 720 displayed at this time has high display brightness (similar to the description of FIG. 6, the lighting special effect 720 displayed in FIG. 7 only indicates the range of the lighting special effect and does not indicate the illumination effect of the lighting special effect). Optionally, the occluded virtual scene elements within the range corresponding to the lighting special effect 720 are almost invisible, and the opacity of the light effect filling the lighting special effect 720 can be considered to be approximately 95% to 100%. FIG. 8 is another schematic diagram of an interface displaying a lighting special effect. The distance between the first virtual object (first-person perspective, not shown) holding the virtual attack item 810 and the virtual lighting item is large. The lighting special effect 820 displayed at this time (similar to the description of FIG. 6, the lighting special effect 820 displayed in FIG. 8 only indicates the range of the lighting special effect and does not indicate the illumination effect of the lighting special effect) has low display brightness. Optionally, occluded virtual scene elements within the area corresponding to lighting feature 820 are less visible but not completely invisible. The opacity of the light effects filling lighting feature 820 can be considered to be approximately 85%-90%.
[0094] In the above embodiment, as one aspect, it is only necessary to determine whether to generate a special lighting effect based on the relationship between the distance between the first virtual object and the virtual lighting item and a predetermined distance threshold, and the method for calculating the distance is relatively simple, so the amount of calculation to be performed can be reduced. As another aspect, the special effect intensity of the special lighting effect to be displayed can be determined based on the distance, which improves the variety and flexibility of the display of the special lighting effect.
[0095] In one embodiment, if the included angle between the direction the object is facing and the lighting direction is smaller than a predetermined included angle threshold and the distance between the first virtual object and the virtual lighting item is smaller than a predetermined distance threshold, a lighting special effect is displayed based on the distance between the first virtual object and the virtual lighting item. Schematically, the interference range indicated by the lighting direction is determined comprehensively by the predetermined distance threshold and the predetermined included angle threshold. That is, the interference range is correlated with two influencing factors: a distance element and an angle element.
[0096] A schematic diagram of the interference range is shown in Figure 9. The interference range is determined comprehensively based on the line segment OA 910 (predetermined distance threshold) and the included angle A'OA'' 920 (predetermined included angle threshold).
[0097] Optionally, the interference range has a plurality of sub-interference ranges, and the plurality of sub-interference ranges have different corresponding illumination special effect intensities.
[0098] The multiple sub-interference ranges are multiple region ranges obtained by dividing the interference range based on a predetermined distance threshold. Schematically, after determining the predetermined distance threshold, multiple sub-line segments are obtained by dividing the predetermined distance threshold, and sub-interference ranges corresponding to each of the multiple sub-line segments are obtained based on the multiple sub-line segments and a predetermined included angle threshold. That is, multiple sub-interference ranges are obtained by dividing the interference range. Schematically, when dividing the predetermined distance threshold to obtain multiple sub-line segments, the multiple sub-line segments may be obtained by dividing the sub-line segments at equal intervals, by dividing the sub-line segments at gradually increasing intervals, or by dividing the sub-line segments randomly.
[0099] As shown in FIG. 9 , after obtaining the interference area bounded by the line segment OA 910 and the included angle A′OA″ 920, the line segment OA 910 is divided into sub-line segments OC, CD, and DA. Based on the sub-line segment OC and the included angle A′OA″ 920, a sub-interference area 931 corresponding to the sub-line segment OC is obtained. Based on the sub-line segment CD and the included angle A′OA″ 920, a sub-interference area 932 corresponding to the sub-line segment CD is obtained. Based on the sub-line segment DA and the included angle A′OA″ 920, a sub-interference area 933 corresponding to the sub-line segment DA is obtained.
[0100] Optionally, in response to the first virtual object being located in a first sub-interference range of the interference range, an illumination special effect having a first illumination special effect intensity is displayed, and in response to the first virtual object being located in a second sub-interference range of the interference range, an illumination special effect having a second illumination special effect intensity is displayed, where a first distance between the first sub-interference range and the virtual lighting item is smaller than a second distance between the second sub-interference range and the virtual lighting item, and the first illumination special effect intensity is greater than the second illumination special effect intensity.
[0101] In the above embodiment, the interference range corresponding to the virtual lighting item is divided into multiple sub-interference ranges, and the intensity of the lighting special effect to be displayed is determined based on the sub-interference range in which the first virtual object is located. In terms of distance, the intensity of the lighting special effect is determined based on the range in which the first virtual object is located, rather than the location point in which the first virtual object is located. This reduces the number of lighting special effects with different intensities that need to be set, thereby realizing diversity and reducing waste of computing resources.
[0102] In some embodiments, a different interference effect occurrence speed may be preset for each sub-interference range. The interference effect occurrence speed refers to the interference speed at which line-of-sight interference occurs with the first virtual object.
[0103] Optionally, in response to the first virtual object being located in a first sub-interference range of the interference range, an interference effect occurrence speed corresponding to the first sub-interference range is acquired. Schematically, as shown in Fig. 9 , when the first virtual object is located in a first sub-interference range 931 of the interference range, an interference effect occurrence speed corresponding to the first sub-interference range 931 is acquired.
[0104] Optionally, an interference value corresponding to the first virtual object is obtained based on the duration of time the first virtual object stays within the first sub-interference range and the interference effect occurrence speed. Schematically, the duration of time the first virtual object stays within the first sub-interference range is counted, and the duration of time is multiplied by the interference effect occurrence speed corresponding to the first sub-interference range to obtain the interference value corresponding to the first sub-interference range. The interference value indicates the level of line-of-sight interference to be generated with the first virtual object.
[0105] In some embodiments, a lighting feature having a first lighting feature intensity is displayed based on the interference value.
[0106] Schematically, in accordance with the calculation result of the interference value, a special illumination effect having a special effect intensity corresponding to the interference value is displayed.
[0107] For example, when the interference value is 100, the level of line-of-sight interference generated for the first virtual object is strong, and the line of sight of the first virtual object is completely blocked. In other words, the first virtual object cannot see the virtual scene at all (a blinding effect is produced). When the interference value is 30, the level of line-of-sight interference generated for the first virtual object is weak, and the line of sight of the first virtual object is partially blocked. In other words, the first virtual object cannot see some of the content in the virtual scene.
[0108] In one alternative embodiment, a second sub-interference range will be described as an example. In response to a first virtual object being located in the second sub-interference range of the interference range, an interference effect occurrence speed corresponding to the second sub-interference range is acquired. Then, an interference value corresponding to the first virtual object is acquired based on the duration of time the first virtual object stays in the second sub-interference range and the interference effect occurrence speed. Then, an illumination special effect having a first illumination special effect intensity is displayed based on the interference value corresponding to the first virtual object.
[0109] In the above embodiment, the concept of interference value is introduced when determining the intensity of the special lighting effect. The interference value is determined based on the speed at which the interference effect occurs and the duration of time the first virtual object stays in the first sub-interference range. That is, the intensity of the special lighting effect increases as the duration of time the first virtual object stays in the first sub-interference range increases. Improving the dynamics and variability of the special lighting effect display process can improve the player's game experience.
[0110] In one possible embodiment, a different interference threshold is set in advance for each sub-interference range. The interference threshold refers to the upper limit of the interference value of the corresponding sub-interference range. Schematically, as shown in FIG. 9 , when a first virtual object is located within a first sub-interference range 931, it can be determined that the calculated interference value corresponding to the first virtual object falls within the first interference threshold of the first sub-interference range 931. Optionally, if the first sub-interference range 931 has the strongest lighting special effect, the first interference threshold is the maximum value among the multiple sub-interference ranges.
[0111] Similarly, when the first virtual object is located within the second sub-interference range 932, it can be determined that the calculated interference value corresponding to the first virtual object falls within the second interference threshold based on the second interference threshold of the second sub-interference range 932. The second interference threshold is smaller than the first interference threshold.
[0112] In one selectable embodiment, a different interference value interval is set in advance for each sub-interference range. The interference value interval limits the interference value range in the corresponding sub-interference range. Schematically, as shown in FIG. 9 , when a first virtual object is located within a first sub-interference range 931, it can be determined that the calculated interference value corresponding to the first virtual object falls within the first interference value interval based on the first interference value interval of the first sub-interference range 931.
[0113] Similarly, when the first virtual object is located within the second sub-interference range 932, it can be determined that the calculated interference value corresponding to the first virtual object falls within the second interference value range based on the second interference value range of the second sub-interference range 932. Optionally, the minimum value of the first interference value range is greater than or equal to the maximum value of the second interference value range. For example, the first interference value range may be (90, 100) and the second interference value range may be (40, 90), or the first interference value range may be (90, 100) and the second interference value range may be (40, 60).
[0114] In some other embodiments, the virtual lighting item corresponds to a virtual lighting range. The virtual lighting range refers to a lighting range of a lighting function of the virtual lighting item. Optionally, in response to the first virtual object being located outside the interference range and within the virtual lighting range, a virtual glow special effect is displayed. The virtual glow special effect is a special effect formed around the virtual lighting item.
[0115] Schematically, after a second virtual object activates a virtual lighting item, the virtual lighting item has two important ranges: an interference range and an illumination range. The interference range is realized as a sector-shaped range as shown in FIG. 9 . Here, point O is realized as the light-emitting point of the virtual lighting item (i.e., the location of the virtual lighting item). Assuming that point E (not shown in FIG. 9 ) exists on an extension of point OA in FIG. 9 , a sector-shaped range corresponding to line segment OE can be obtained as the virtual lighting range based on line segment OE and included angle A′OA″ 920. Alternatively, a circular range with point O as its center and OE as its radius can be obtained as the virtual lighting range. The embodiments of the present application are not limited thereto. In the above embodiment, when the first virtual object is located outside the interference range but within the virtual lighting range, a virtual glow effect is displayed to embody the lighting function of the virtual lighting item, thereby enhancing the realism of the virtual lighting item and improving the player's game experience.
[0116] As described above, in this embodiment, the interference range of the visual interference effect to be generated for the first virtual object is determined based on the lighting direction, and different levels of illumination special effects are displayed according to the position of the first virtual object within the interference range. When the first virtual object and the second virtual object are close to each other and the included angle is small, an illumination special effect with a stronger level is displayed. When the first virtual object and the second virtual object are far from each other and the included angle is large, an illumination special effect with a weaker level is displayed. This significantly improves the realism of the game, enhances the fun of the game, and increases the player's sense of engagement in the game.
[0117] In one alternative embodiment, the lighting special effect is used to reduce the attack success probability of the first virtual object, allowing the second virtual object to execute the attack resistance process of the game through the virtual lighting item. Schematically, the embodiment shown in FIG. 3 above can be realized by the following steps 1010 to 1040 as shown in FIG. 10.
[0118] Step 1010: Display the virtual scene at the viewing angle of the first virtual object.
[0119] The virtual scene includes a second virtual object, the second virtual object equipped with a virtual lighting item.
[0120] Step 1010 has already been explained in steps 310 and 510 above and will not be repeated here.
[0121] Step 1020: Receive a control operation on a first virtual object.
[0122] The control operation is used to control the first virtual object to act in the virtual scene.
[0123] Step 1020 has already been described above in steps 320 and 520 and will not be repeated here.
[0124] Step 1030: When a second virtual object is located within the viewing angle range of the first virtual object and a virtual lighting item equipped by the second virtual object is in an illuminated state, a lighting special effect is displayed in response to the standing position of the first virtual object in the virtual environment being located within an interference range corresponding to the lighting direction of the virtual lighting item.
[0125] Optionally, under the condition that a second virtual object is located within the viewing angle range of the first virtual object and a virtual lighting item equipped by the second virtual object is illuminated, a relative positional relationship between the position of the first virtual object in the virtual environment and an interference range indicated by the lighting direction is determined. Here, the relative positional relationship is used to indicate whether the position of the first virtual object is located within the interference range corresponding to the lighting direction. If the relative positional relationship indicates that the first virtual object is located within the interference range corresponding to the lighting direction of the virtual lighting item, a lighting special effect is displayed.
[0126] The interference range refers to the range in which a visual interference effect occurs for the first virtual object.
[0127] In one selectable embodiment, in response to the lighting direction of the virtual lighting item being directed toward the virtual light-reflecting item, a refraction direction corresponding to the lighting direction is identified, and an interference range is determined based on the refraction direction. Schematically, a virtual light-reflecting item is an item for refracting light rays emitted by the virtual lighting item. For example, a virtual light-reflecting item is realized as an article / item with a light-reflecting function, such as a virtual mirror, a virtual water flow, or a virtual screen. When the lighting direction of the virtual lighting item is directed toward the virtual light-reflecting item, a refraction direction that is symmetrical with respect to the lighting direction and the normal is identified, and an interference range is determined based on the refraction direction.
[0128] Optionally, the refraction direction and the illumination direction are combined to determine the interference range. Schematically, a first interference range is determined based on the illumination direction, a second interference range is determined based on the refraction direction, and the interference range is determined as the union of the first interference range and the second interference range, or as the intersection of the first interference range and the second interference range.
[0129] In some embodiments, the content of determining the interference range based on the refraction direction refers to the content of determining the interference range based on the illumination direction, and for example, the interference range corresponding to the refraction direction is determined by predetermining a predetermined distance threshold and a predetermined included angle threshold corresponding to the refraction direction, and the description thereof will not be repeated here.
[0130] In an alternative embodiment, the lighting special effect is realized as a flashbang effect with gradually changing brightness, or as a virtual smoke effect, or as a flash effect, or as a virtual obstacle effect. Here, the flashbang effect refers to a lighting effect with intense brightness, where intense brightness refers to brightness sufficient to occlude a second virtual object and cause line-of-sight interference with a first virtual object. The flash effect refers to a lighting effect that flickers at a certain frequency, etc.
[0131] Optionally, the lighting special effect can be displayed in different styles based on the player's settings. For example, the player can choose to realize the lighting special effect as a flashbang effect with gradually changing brightness, and can further select the color, shape, etc. of the lighting special effect. Alternatively, the player can choose to realize the lighting special effect as a virtual smoke and flashbang effect, and display virtual smoke when the grade of the second virtual object is higher than that of the first virtual object, and display a flashbang effect when the grade of the second virtual object is lower than that of the first virtual object.
[0132] In one selectable embodiment, the display of the special lighting effect is erased in response to the display time of the special lighting effect reaching a predetermined display time. Schematically, the predetermined display time refers to a display time that is set in advance, for example, 5 seconds. When the display time of the special lighting effect reaches the predetermined display time of 5 seconds, the display of the special lighting effect is erased. That is, the display of the special lighting effect that causes line-of-sight obstruction to the first virtual object is erased.
[0133] In one selectable embodiment, a lighting special effect is displayed based on a first object level of a first virtual object. Schematically, in response to the first object level of the first virtual object being in a first level range, a lighting special effect of a second lighting special effect intensity is displayed. In response to the first object level of the first virtual object being in a second level range, a lighting special effect of a first lighting special effect intensity is displayed.
[0134] Optionally, the first level range and the second level range are preset level ranges. For example, when the second virtual object performs lighting using a virtual lighting item, the first object level of the first virtual object is determined. Here, the object level is used in the form of a numerical value to evaluate the game level of the virtual object. The object level includes a plurality of forms, such as a game level and an object interaction level. The game level is realized as a level determined based on a past game battle or a level determined based on a current game. The object interaction level is realized as a level determined based on an interaction situation between virtual objects (for example, if the interaction frequency between the first virtual object and the second virtual object is high, the object interaction level between the first virtual object and the second virtual object is high, etc.).
[0135] For example, after identifying the first object level of the first virtual object, the level range to which the first object level belongs is determined. For example, if the preset first level range is (50, 100), the preset second level range is (0, 49), and the first object level of the first virtual object is 46, the first object level of the first virtual object is determined to be in the second level range, and an illumination special effect of a first illumination special effect intensity corresponding to the second level range is displayed. For example, the illumination special effect of the first illumination special effect intensity is an illumination special effect with a strong special effect intensity, and the illumination special effect of the second illumination special effect intensity is an illumination special effect with a weak special effect intensity.
[0136] That is, when the second virtual object uses a virtual lighting item to help cause line-of-sight interference with the first virtual object, a corresponding level of resistance to the line-of-sight blocking function of the lighting special effect generated by the virtual lighting item can be achieved based on the first object level of the first virtual object. For example, the higher the first object level of the first virtual object, the smaller the special effect strength of the lighting special effect generated by the second virtual object using the virtual lighting item. This helps the player controlling the first virtual object to increase the first object level as quickly as possible and defend against the line-of-sight blocking function of the lighting special effect.
[0137] In one selectable embodiment, a lighting special effect is displayed based on the second object level of the second virtual object. Schematically, in response to the second object level of the second virtual object being in a first level range, a lighting special effect of a first lighting special effect intensity is displayed. In response to the second object level of the second virtual object being in a second level range, a lighting special effect of a second lighting special effect intensity is displayed.
[0138] Optionally, the first and second level ranges are preset level ranges, for example, when the second virtual object uses a virtual lighting item for lighting, a second object level of the second virtual object is specified.
[0139] For example, after identifying the second object level of the second virtual object, the level range to which the second object level belongs is determined. For example, if the preset first level range is (50, 100), the preset second level range is (0, 49), and the second object level of the second virtual object is 46, the second object level of the second virtual object is determined to be within the second level range, and an illumination special effect of a second illumination special effect intensity corresponding to the second level range is displayed. For example, the illumination special effect of the second illumination special effect intensity is an illumination special effect with a weak special effect intensity, and the illumination special effect of the first illumination special effect intensity is an illumination special effect with a strong special effect intensity.
[0140] That is, when the second virtual object uses a virtual lighting item to assist in causing line-of-sight interference with the first virtual object, the line-of-sight shielding function of the virtual lighting item generating a special lighting effect can be more fully exerted based on the second object level of the second virtual object.
[0141] In one alternative embodiment, a lighting special effect is displayed based on a level difference between a first object level of the first virtual object and a second object level of the second virtual object, optionally displaying the lighting special effect in response to the first object level of the first virtual object being less than or equal to the second object level of the second virtual object, and not displaying the lighting special effect in response to the first object level of the first virtual object being greater than the second object level of the second virtual object.
[0142] Schematically, when the second virtual object performs lighting using the virtual lighting item, the first object level of the first virtual object and the second object level of the second virtual object are identified and compared. For example, if the first object level of the first virtual object is 46 and the second object level of the second virtual object is 88, the first object level of the first virtual object is lower than the second object level of the second virtual object, so the lighting special effect is displayed. Similarly, if the first object level of the first virtual object is 67 and the second object level of the second virtual object is 57, the first object level of the first virtual object is higher than the second object level of the second virtual object, so the lighting special effect is not displayed.
[0143] Optionally, in response to the first object level of the first virtual object being equal to or lower than the second object level of the second virtual object, an illumination special effect of a first illumination special effect intensity is displayed, and in response to the first object level of the first virtual object being higher than the second object level of the second virtual object, an illumination special effect of a second illumination special effect intensity is displayed. Schematically, when the second virtual object performs lighting using a virtual lighting item, the first object level of the first virtual object and the second object level of the second virtual object are identified and compared. For example, if the first object level of the first virtual object is 46 and the second object level of the second virtual object is 88, the first object level of the first virtual object is lower than the second object level of the second virtual object, and therefore an illumination special effect of a first illumination special effect intensity is displayed. Similarly, if the first object level of the first virtual object is 67 and the second object level of the second virtual object is 57, the first object level of the first virtual object is higher than the second object level of the second virtual object, so an illumination special effect with a second illumination special effect intensity is displayed.
[0144] That is, when a second virtual object uses a virtual lighting item to help cause line-of-sight interference with a first virtual object, the first object level of the first virtual object and the second object level of the second virtual object are combined to display a differentiated lighting special effect generated by the virtual lighting item. This encourages the first player controlling the first virtual object to increase the first object level as quickly as possible, which helps to fully protect the line-of-sight blocking function of the lighting special effect. Also, it encourages the second player controlling the second virtual object to increase the second object level as quickly as possible, which helps to fully utilize the line-of-sight blocking function of the lighting special effect.
[0145] Step 1040: In response to the target condition being triggered, reduce the display of the lighting special effect.
[0146] Schematically, the target condition is a preset condition, and after the target condition is triggered, the display of the special effect of the lighting special effect is weakened. Optionally, the target condition includes at least one of the following forms:
[0147] (1) A target condition is triggered in response to the second virtual object being outside the viewing angle range of the first virtual object.
[0148] Schematically, if the second virtual object is not located within the visual angle range of the first virtual object, the second virtual object's use operation using the virtual lighting item is not recognized by the first virtual object. Therefore, the target condition is considered to be triggered, and the display of the special effect of the lighting special effect is weakened. Optionally, if the second virtual object is located outside the visual angle range of the first virtual object, i.e., if the first virtual object or the second virtual object moves and the first virtual object gradually moves away from the interference range corresponding to the virtual lighting item, the special effect of the lighting special effect is weakened, and the virtual scene elements that were previously hidden by the lighting special effect are gradually revealed. The player can gradually identify the virtual scene elements that were previously hidden by the lighting special effect.
[0149] (2) A target condition is triggered in response to a virtual lighting item equipped by a second virtual object being in an off state.
[0150] Schematically, when a player controlling a second virtual object turns off a virtual lighting item, the virtual lighting item does not generate a lighting effect and therefore cannot cause line-of-sight occlusion for the first virtual object. Therefore, the target condition is considered to be triggered, and the display of the lighting special effect is weakened and the virtual scene is displayed. Optionally, when the virtual lighting item is turned off, the lighting special effect gradually weakens and disappears. This allows the player to fully determine the virtual scene at the current viewing angle of the first virtual object.
[0151] (3) A target condition is triggered in response to a situation in which the lighting direction of the first virtual object and the virtual lighting item do not match.
[0152] Schematically, a mismatch in lighting direction refers to a first virtual object not being located within the interference range determined based on the lighting direction. In other words, even if a second virtual object uses a virtual lighting item to illuminate the lighting direction, if the first virtual object is not located within the interference range determined by the lighting direction, the target condition is deemed to have been triggered, and the special effect of the lighting special effect is weakened. The virtual scene elements that were previously obscured by the lighting special effect gradually become apparent, allowing the player to gradually identify the virtual scene elements that were previously obscured by the lighting special effect.
[0153] (4) In response to the second virtual object being defeated, a target condition is triggered.
[0154] Schematically, when the second virtual object is defeated by the first virtual object or another virtual object and is forced to leave the virtual battle, the virtual lighting item is immediately deactivated, and the special effect of the lighting special effect gradually weakens and disappears, allowing the player to fully grasp the virtual scene at the current viewing angle of the first virtual object.
[0155] (5) In response to a wear rate of a virtual lighting item equipped by the second virtual object reaching a predetermined wear rate, a target condition is triggered.
[0156] Schematically, the wear rate refers to the degree of wear caused by use of the virtual lighting item. Optionally, the wear rate of the virtual lighting item increases when the virtual lighting item is shot, used more frequently, etc. When the wear rate of the virtual lighting item reaches 100%, the virtual lighting item immediately expires, and the special effect of the lighting special effect gradually weakens and disappears, allowing the player to fully determine the virtual scene in the current viewing angle of the first virtual object.
[0157] In one alternative embodiment, when the display of the lighting special effect is weakened, the display is weakened at a uniform rate. For example, after a target condition is triggered, the lighting special effect is weakened evenly, and when the lighting special effect disappears after three seconds, the virtual scene without line of sight occlusion is redisplayed. For example, the lighting special effect is realized as a light ball, and when the display of the lighting special effect is weakened, a disappearance animation is displayed in which the light ball gradually disappears, and finally the virtual scene without line of sight occlusion is redisplayed.
[0158] Optionally, the special effect and the interference value of the illumination special effect are correlated, and when weakening the display of the illumination special effect, the interference value is changed at a constant speed to achieve the purpose of weakening the display of the illumination special effect at a constant speed. For example, when the interference value is 60 and a target condition is triggered to weaken the display of the illumination special effect, the interference value is weakened at a constant speed and the special effect corresponding to the weakened interference value is displayed. For example, if the interference value is reduced to 30 at a constant speed after 1 second, the special effect corresponding to the interference value 30 is displayed, and there is a gradual weakening process within 1 second.
[0159] Optionally, the lighting effect may be weakened in a variable speed manner, or the lighting effect may suddenly disappear in the virtual scene. Note that the above is merely a schematic example, and the embodiments of the present application are not limited thereto.
[0160] In one alternative embodiment, a skill cooling special effect is displayed after a lighting special effect is displayed. Here, the skill cooling special effect is used to reduce the attack frequency of a virtual attack performed by a first virtual object against a second virtual object. Optionally, after displaying the lighting special effect, an attack function widget expiration screen is displayed, which is considered a type of skill cooling special effect. The attack function widget refers to a widget associated with a virtual attack operation, and the expiration screen is used to indicate that the first virtual object cannot perform a virtual attack against a second virtual object using the attack function widget within the skill cooling time. This further reduces the attack frequency of a virtual attack performed by a first virtual object against a second virtual object, extends the item effect duration of the virtual lighting item to a certain extent, and increases the item effect activation methods of the virtual lighting item, thereby improving the utilization rate of the virtual lighting item.
[0161] In one alternative embodiment, whether to display a lighting special effect is determined based on the virtual camps to which the first virtual object and the second virtual object belong. Optionally, the lighting special effect is displayed in response to the first virtual object and the second virtual object belonging to different virtual camps. Schematically, when the first virtual object and the second virtual object are in an antagonistic relationship and the first virtual object is located within the interference range, the second virtual object uses a virtual lighting item to create a line-of-sight shading effect on the first virtual object. That is, the lighting special effect is displayed. This allows the second virtual object to be effectively protected by the line-of-sight shading effect.
[0162] In one alternative embodiment, in a situation where the second virtual object is located within the viewing angle range of the first virtual object and a virtual lighting item equipped by the second virtual object is illuminated, a brightness boost animation is displayed in response to the first virtual object and the second virtual object belonging to the same virtual camp, where the brightness boost animation includes an action of the second virtual object providing lighting for the first virtual object with the virtual lighting item.
[0163] Schematically, when a first virtual object and a second virtual object are teammates, even if the first virtual object is located within the interference range corresponding to the lighting direction, the line-of-sight occlusion effect generated by the second virtual object using a virtual lighting item will not affect the first virtual object. That is, no special lighting effect will be displayed on the terminal interface corresponding to the first virtual object. This effectively prevents the line-of-sight occlusion effect from being generated for the first virtual object of the same team, which would affect the virtual strategy.
[0164] Therefore, displaying the lighting special effect differently depending on the formation situation of the virtual object not only helps to avoid damaging teammates when using the virtual lighting item, but also helps to target attacks on the enemy in team battles.
[0165] As described above, in the present embodiment, a method for erasing the display of a lighting special effect has been described. In response to the triggering of a target condition, the lighting special effect is weakened and a virtual scene is displayed, and the lighting special effect is displayed in a manner that gradually weakens the display, thereby enhancing the realism of the game.
[0166] In one alternative embodiment, the virtual lighting device is used not only to generate illumination special effects but also to generate lighting special effects. The lighting special effects are used to increase the display brightness of the virtual environment. The range that triggers the display of the lighting special effects is a virtual lighting range corresponding to the virtual lighting item, and the virtual lighting range refers to the range in which the lighting function of the virtual lighting item is exerted. For example, if the virtual lighting item is realized as a virtual flashlight, the virtual lighting range and the interference range are combined to display the virtual scene. Schematically, the embodiment shown in FIG. 3 can be realized by the following steps 1110 to 1140 as shown in FIG. 11.
[0167] Step 1110: The illuminator uses the virtual flashlight.
[0168] Here, the "illuminator" refers to the second virtual object that uses the virtual lighting item, and the virtual flashlight is the virtual lighting item. In some embodiments, based on the illuminator's use of the virtual flashlight, two paths are simultaneously determined. That is, the following steps 1120 and 1130 are simultaneously performed to combine the virtual lighting range and the interference range to display the virtual scene.
[0169] Step 1120: Determine whether the subject is located within the interference range.
[0170] The illuminated person refers to the first virtual object controlled by the player. Optionally, the illumination direction of the virtual flashlight is identified based on the illumination operation performed by the illuminator using the virtual flashlight, and an interference range corresponding to the virtual flashlight is determined based on the illumination direction. Schematically, as shown in FIG. 9, the interference range is realized as a sector-shaped area formed with the illuminator as the apex, a predetermined distance threshold as the radius, and a predetermined included angle threshold as the angle. The determination of whether the illuminated person is located within the interference range is made by determining whether the illuminated person is within the sector-shaped area where a blind special effect on the screen is activated. The blind special effect refers to a lighting special effect that causes line-of-sight obstruction to the first virtual object.
[0171] In some embodiments, if the irradiated person is located outside the interference range (No), the determination process ends. If the irradiated person is located within the interference range (Yes), step 1121 is executed.
[0172] Step 1121: A sub-interference range within the interference range in which the irradiated person exists is determined.
[0173] Schematically, the interference range includes a plurality of pre-divided sub-interference ranges, and after it is determined that the irradiated person is located in the interference range, the sub-interference range in which the irradiated person is located is determined. As shown in Fig. 9, it is determined whether the irradiated person is located in sub-interference range 931, sub-interference range 932, or sub-interference range 933 within the interference range.
[0174] Step 1122: Calculate the interference value of the subject in the corresponding sub-interference range in real time.
[0175] Schematically, after identifying the sub-interference range in which the irradiated person is located, an interference value of the irradiated person within the sub-interference range is determined. The interference value indicates the degree of line-of-sight interference with the irradiated person.
[0176] In some embodiments, each sub-interference range corresponds to a different interference effect occurrence speed. The interference effect occurrence speed refers to the interference speed at which line-of-sight interference occurs with respect to the illuminated person. Schematically, the closer the distance between the preset sub-interference range and the illuminator, the faster the interference effect occurrence speed. The farther the distance between the preset sub-interference range and the illuminator, the slower the interference effect occurrence speed. For example, as shown in FIG. 9, the interference effect occurrence speed of sub-interference range 931 is the highest, and the interference effect occurrence speed of sub-interference range 933 is the lowest.
[0177] Optionally, after identifying the sub-interference range in which the irradiated person is located, an interference effect occurrence speed corresponding to the sub-interference range in which the irradiated person is located is identified, and an interference value of the irradiated person in this sub-interference range is determined based on the interference effect occurrence speed and the dwell time of the irradiated person in the sub-interference range. Schematically, the interference effect occurrence speed corresponding to the sub-interference range is multiplied by the dwell time of the irradiated person in the sub-interference range to obtain the interference value of the irradiated person in the sub-interference range.
[0178] As shown in Figure 9, when the irradiated person is located in a sub-interference range 931, the interference effect occurrence speed corresponding to that sub-interference range 931 is identified, and if the irradiated person continues to move within the sub-interference range 931, the time the irradiated person stays within the sub-interference range 931 is counted, and the interference effect occurrence speed and the time stay are multiplied to obtain the interference value of the irradiated person within the sub-interference range 931.
[0179] Optionally, each of the multiple sub-interference ranges corresponds to an interference value range, and when the irradiated person moves between the multiple sub-interference ranges, the interference value of the irradiated person within the sub-interference range is updated based on the interference value range corresponding to the sub-interference range. As shown in FIG. 9 , from when the irradiated person is within the sub-interference range 931, a first stay time of the irradiated person within the sub-interference range 931 is counted to obtain a first interference value of the irradiated person within the sub-interference range 931. The first interference value is within the first interference value range corresponding to the sub-interference range 931. For example, the first interference value range corresponding to the sub-interference range 931 is (0, 100), and the calculated first interference value is 80. After the irradiated person moves from the sub-interference range 931 to the sub-interference range 932, a second interference value range corresponding to the sub-interference range 932 is identified. For example, the second interference value range is (0, 60). If the first interference value is not within the second interference value range, the first interference value is reduced to the second interference value range. For example, the first interference value of 80 is reduced to 60. Then, the interference value of 60 is set as the updated interference value.
[0180] Step 1123: Output a blind special effect on the screen of the subject based on the interference value.
[0181] Schematically, after determining the interference value, a blinding special effect on the screen of the irradiated person is determined based on the numerical situation of the interference value. The blinding special effect is used to deploy a special effect that causes line of sight obstruction for the irradiated person. Optionally, different interference values correspond to different degrees of the blinding special effect. For example, when the interference value is 50, the blinding special effect is maximum, and when the interference value is 30, the blinding special effect is slightly smaller.
[0182] Step 1130: It is determined whether the illuminated person is located within the virtual illumination range.
[0183] Schematically, the process determines whether the illuminated person is located in the interference range and simultaneously determines whether the illuminated person is located in the virtual illumination range. The virtual illumination range refers to the range in which the virtual illumination device (virtual flashlight) performs its illumination function. In some embodiments, the virtual illumination range is correlated with the illumination direction of the virtual flashlight, and the virtual illumination range is determined based on the illumination direction of the virtual flashlight. Schematically, the virtual illumination range may be a sector-shaped area range with a predetermined area based on the illumination direction, or the virtual illumination may be a rectangular area range with a predetermined area based on the illumination direction. Optionally, if the illuminated person is not located in the virtual illumination range, the process of determining whether the illuminated person is located in the virtual illumination range is terminated. If the illuminated person is located in the virtual illumination range, the next step 1131 is executed.
[0184] Step 1131: The included angle between the irradiator and the irradiated object is determined.
[0185] Schematically, when it is determined that the irradiated person is located within the virtual illumination range, the first direction (direction in which the irradiated person is facing) and the second direction (direction in which the irradiator is facing) are determined, and the included angle between the irradiated person and the irradiator is determined based on the first direction and the second direction.
[0186] 12 shows a schematic diagram of the positional relationship between an illuminator and an illuminee. An illuminator 1210 holds a virtual flashlight 1220 and uses it to illuminate. The lighting direction is the same as a first direction 1221 of the illuminator. Furthermore, a second direction 1231 of the illuminee 1230 is identified based on the position of the illuminee 1230, and the included angle between the first direction 1221 and the second direction 1231 is identified, thereby obtaining the included angle between the illuminee and the illuminator.
[0187] Step 11311: A first brightness parameter for the glow special effect at this time is calculated.
[0188] Here, the glow special effect refers to the special effect displayed on the corresponding screen of the illuminated person, and the glow special effect is a special effect generated by the virtual flashlight performing the lighting function.
[0189] Optionally, the display effect of the glow special effect is correlated with the included angle between the illuminated object and the illuminater. Schematically, when the illuminated object is located within the virtual lighting range of the illuminater, the glow special effect is generated at the tip of the model of the illuminater's virtual flashlight. In some embodiments, a first brightness parameter of the glow special effect is determined based on the included angle between the illuminated object and the illuminater. The brightness parameter relates to a brightness influence parameter for displaying the glow special effect. Schematically, the first brightness parameter correlated with the included angle element is determined based on the included angle between the illuminated object and the illuminater. Optionally, the first brightness parameter correlated with the included angle element is determined based on a preset brightness curve of the glow special effect with respect to the included angle.
[0190] As shown in FIG. 13, horizontal axis 1310 represents the angle between the illuminator and the illuminee, and vertical axis 1320 represents the brightness of the glow special effect. As can be seen from FIG. 13, the smaller the angle between the illuminator and the illuminee, the brighter the brightness of the glow special effect; and the larger the angle between the illuminator and the illuminee, the darker the brightness of the glow special effect. After the angle between the illuminator and the illuminee reaches a certain angle, the brightness of the glow special effect becomes 0. Schematically, when the angle between the illuminator and the illuminee is 0, the brightness of the glow special effect is 1. "1" indicates that the glow special effect is the brightest. When the angle between the illuminator and the illuminee is 45°, the brightness of the glow special effect is 0. "0" indicates that the glow special effect is not displayed.
[0191] Step 1132: The straight-line distance between the irradiator and the irradiated person is determined.
[0192] Schematically, when the irradiated person is identified as being located within the virtual illumination range, a first position of the irradiated person and a second position of the irradiator are identified, and the straight-line distance between the irradiated person and the irradiator is determined based on the first position and the second position.
[0193] A schematic diagram of the positional relationship between the irradiator and the irradiated person is shown in Figure 12. A first position of the irradiator 1210 and a second position of the irradiated person 1230 are identified, and the linear distance between the irradiated person 1230 and the irradiator 1210 is identified based on the first position and the second position.
[0194] Step 11321: A second brightness parameter for the glow special effect at this time is calculated.
[0195] Optionally, the display effect of the glow special effect is not only correlated with the angle between the illuminated object and the illuminator, but also correlated with the distance between the illuminated object and the illuminator. In some embodiments, a second brightness parameter of the glow special effect is determined based on the linear distance between the illuminated object and the illuminator. The brightness parameter relates to a brightness influence parameter for displaying the glow special effect. Schematically, the second brightness parameter correlated with the distance factor is determined based on the linear distance between the illuminated object and the illuminator. Optionally, the second brightness parameter correlated with the distance factor is determined based on a preset brightness curve of the glow special effect with respect to distance.
[0196] FIG. 14 shows a schematic diagram of the effect of distance on the glow special effect. The horizontal axis 1410 indicates the distance between the light source and the light object, and the vertical axis 1420 indicates the brightness of the glow special effect. As can be seen from FIG. 14, the shorter the distance between the light source and the light object, the brighter the brightness of the glow special effect. As the distance between the light source and the light object increases, the change relationship between the distance and the glow special effect is expressed using a different linear change relationship. Overall, this shows that "the longer the distance between the light source and the light object, the darker the brightness of the glow special effect." After the distance between the light source and the light object reaches a certain distance, the brightness of the glow special effect becomes 0.
[0197] Schematically, when the distance between the light source and the illuminated object is between 0m and 10m, the glow effect is 1, with "1" representing the brightest glow effect. When the distance between the light source and the illuminated object is between 10m and 20m, the change between the distance and the glow effect follows a first linear relationship, with the glow effect ranging from 1 to 0.6. When the distance between the light source and the illuminated object is between 20m and 35m, the change between the distance and the glow effect follows a second linear relationship, with the glow effect ranging from 0.6 to 0. When the distance between the light source and the illuminated object is 35m or more, the glow effect is 0. "0" represents that the glow effect is not displayed.
[0198] In some other embodiments, the second brightness parameter is also used to indicate the magnitude of the glow special effect. In FIG. 14, the horizontal axis 1410 indicates the distance between the illuminator and the illuminee, and the vertical axis indicates the magnitude of the glow special effect. As can be seen from FIG. 14, the smaller the distance between the illuminator and the illuminee, the larger the glow special effect. As the distance between the illuminator and the illuminee increases, the relationship between the distance and the glow special effect is expressed using a different linear relationship. Overall, this indicates that the greater the distance between the illuminator and the illuminee, the smaller the glow. After the distance between the illuminator and the illuminee reaches a certain distance, the glow special effect disappears.
[0199] Schematically, when the distance between the light source and the illuminated object is between 0m and 10m, the magnitude of the glow special effect is 1, with "1" representing the maximum glow special effect. When the distance between the light source and the illuminated object is between 10m and 20m, the change in the distance and the glow special effect follows a first linear change relationship, with the range of change in the magnitude of the glow special effect being between 1 and 0.6. When the distance between the light source and the illuminated object is between 20m and 35m, the change in the distance and the glow special effect follows a second linear change relationship, with the range of change in the magnitude of the glow special effect being between 0.6 and 0. When the distance between the light source and the illuminated object is 35m or more, the glow special effect is 0. "0" represents that the glow special effect is not displayed.
[0200] It should be noted that the above is merely a schematic example, and the present invention is not limited to this example.
[0201] Step 1133: The first brightness parameter and the second brightness parameter work together to output a glow effect of the virtual flashlight.
[0202] Schematically, a first brightness parameter correlated to the included angle and a second brightness parameter correlated to the distance are obtained, and then the first brightness parameter and the second brightness parameter are combined to obtain the glow effect of the virtual flashlight.
[0203] Optionally, a first weight value corresponding to the first brightness parameter and a second weight value corresponding to the second brightness parameter are preset, and a total brightness parameter is determined based on the first weight value, the second weight value, the first brightness parameter, and the second brightness parameter, and a glow effect of the virtual flashlight is obtained based on the total brightness parameter.
[0204] Schematically, if the first brightness parameter is 1, the first weight value of the first brightness parameter is 0.5, the second brightness parameter is 0.9, and the second weight value of the second brightness parameter is 0.5, the first brightness parameter and the second brightness parameter are obtained, and the glow effect of the virtual flashlight is obtained by combining the first weight value, the first brightness parameter, the second weight value, and the second brightness parameter. For example, the total brightness parameter is determined to be 0.75 (1*0.5+0.5*0.5), and the glow effect of the virtual flashlight is displayed based on the total brightness parameter.
[0205] Optionally, a virtual flashlight glow effect is obtained based on the brightness of the glow indicated by the first brightness parameter and the magnitude of the glow indicated by the second brightness parameter. Schematically, if the first brightness parameter is 0.9 and the second brightness parameter is 0.2, a glow effect with a brightness of 0.9 and a special effect magnitude of 0.2 is displayed. FIG. 15 shows a schematic interface diagram of the glow effect. The illuminated person is holding a virtual attack item 1510. The angle between the illuminated person and the illuminator 1520 is small (the illuminated person and the illuminator 1520 are almost facing each other), so the first brightness parameter is large (e.g., 1). However, because the distance between the illuminated person and the illuminator 1520 is far, the second brightness parameter is small (e.g., 0.1). Therefore, the first brightness parameter and the second brightness parameter work together to output a virtual flashlight glow effect 1530. As a supplementary explanation, the glow effect 1530 displayed in FIG. 15 is only a schematic representation of the range of the glow special effect, and does not represent the illumination effect of the glow special effect, for example, where the glow special effect is realized as a white light special effect.
[0206] Similarly, FIG. 16 shows another interface schematic diagram of a glow effect. The illuminated person is holding a virtual attack item 1610. The illuminated person and the illuminator 1620 are close to each other, and the second brightness parameter is large (e.g., 0.8). However, the included angle between the illuminated person and the illuminator 1620 is large, and the first brightness parameter is small (e.g., 0.2). Therefore, the first brightness parameter and the second brightness parameter work together to output a virtual flashlight glow effect 1630. It should be noted that the glow effect 1630 displayed in FIG. 16 merely schematically illustrates the range of the glow special effect and does not represent the illumination effect of the glow special effect.
[0207] As a supplementary explanation, although the expression form of the glow special effect is shown in FIGS. 16 and 17, the embodiment of the present invention is not limited to this.
[0208] Step 1140: The glow effect and the blinds effect are combined to mimic the appearance of a virtual flashlight glow.
[0209] Schematically, when a virtual flashlight is shining on the irradiated person, if the irradiated person is located in both the virtual illumination range and the interference range, not only a glow effect corresponding to the virtual illumination range but also a blind effect corresponding to the interference range is displayed on the terminal screen corresponding to the irradiated person.
[0210] Optionally, the preset interference range may be smaller than the virtual illumination range, or the preset virtual illumination range and the interference range may be equal, or the preset interference range may be larger than the virtual illumination range, or the preset interference range and the virtual illumination range may have an overlapping area. For example, when the preset interference range is smaller than the virtual illumination range, if the illuminated person is located within the interference range, the illuminated person is also located within the virtual illumination range, so a glow effect and a blind effect are displayed on the illuminated person's terminal screen. If the illuminated person is not located within the interference range but is located within the virtual illumination range, a glow effect is displayed on the illuminated person's terminal screen, and no blind effect is displayed.
[0211] In one alternative embodiment, as the position of the illuminated person or the illuminator changes, the representation of the glow of the virtual flashlight may change as the relative position of the illuminated person or the illuminator changes. Optionally, the terminal determines the relative position of the illuminated person or the illuminator in real time and updates the representation of the glow of the virtual flashlight in real time.
[0212] Optionally, an animation is displayed in which the lighting special effect disappears in response to the lighting target moving out of the interference range. Schematically, as shown in Fig. 17 , when the lighting target (not shown) moves out of the interference range, the lighting special effect 1710 slowly disappears, and eventually the virtual scene is redisplayed. It should be noted that the lighting special effect 1710 displayed in Fig. 17 merely schematically shows the range of the lighting special effect, and does not show the lighting effect of the lighting special effect.
[0213] The above is an example of displaying a virtual scene from the viewing angle of a first virtual object (illuminated person). In one possible embodiment, the following describes displaying a virtual scene from the viewing angle of a second virtual object (illuminator). The first virtual object is a virtual object controlled by one player, and the second virtual object is another virtual object controlled by another player. Schematically, as shown in FIG. 18, displaying a virtual scene from the viewing angle of the second virtual object can be realized as follows: steps 1810 to 1830. Optionally, these steps are executed by a second device.
[0214] Step 1810: Display a virtual scene including a first virtual object.
[0215] The virtual scene is displayed at the viewing angle of a second virtual object, the second virtual object being equipped with a virtual lighting item.
[0216] Schematically, the first virtual object and the second virtual object are virtual objects controlled by different players. When the virtual scene is realized as a scene displayed at the viewing angle of the second virtual object, the virtual scene is displayed on a scene screen of a second device (e.g., a second terminal) that controls the second virtual object. The virtual lighting item is a virtual item with a lighting function.
[0217] Step 1820: Receive an item control operation for a virtual lighting item.
[0218] The item control operation is used to adjust the item state of the virtual lighting item to an illumination state.
[0219] Schematically, the item state is used to represent a situation in which a virtual lighting item is manipulated by a second virtual object. The item state includes at least one of a plurality of states, such as an illumination state, a direction state, an appearance state, and a duration state.
[0220] The lighting state represents the lighting status of the virtual lighting item. For example, when the second virtual object turns off the virtual lighting item, the virtual lighting item is not in a lighting state, or when the second virtual object turns on the virtual lighting item, the virtual lighting item is not in a lighting state, or the default state after equipping the virtual lighting item is a lighting state, or the default state after equipping the virtual lighting item is not a lighting state.
[0221] Optionally, the illumination state may be used to indicate the illumination level state of the virtual lighting item. For example, if the virtual lighting item has multiple illumination levels, when a second virtual object sets the virtual lighting item to a first illumination level, the illumination state of the virtual lighting item becomes weaker. When a second virtual object sets the virtual lighting item to a second illumination level, the illumination state of the virtual lighting item becomes stronger.
[0222] The direction state represents the item direction status of the virtual lighting item. For example, when a second virtual object operates the virtual lighting item to illuminate a direction directly ahead, the direction state of the virtual lighting item is a direction directly ahead state. Alternatively, when a second virtual object operates the virtual lighting item to illuminate a direction diagonally ahead, the direction state of the virtual lighting item is a direction diagonally ahead state.
[0223] Optionally, the direction state is the same as the object direction of the second virtual object. For example, the item direction of the virtual lighting item changes according to the object direction of the second virtual object. When the object direction of the second virtual object is directly ahead, the item direction of the virtual lighting item is directly ahead. Alternatively, there is a difference between the direction state and the object direction of the second virtual object. That is, the second virtual object can control the virtual lighting item to illuminate a direction other than the object direction. For example, the object direction of the second virtual object is directly ahead, but the item direction of the virtual lighting item controlled by the second virtual object is diagonally ahead.
[0224] The appearance state represents the item appearance status of the virtual lighting item, for example, the appearance state includes the color status, shape status, etc. of the virtual lighting item.
[0225] The duration state represents the duration for which the virtual lighting item is illuminated. For example, if a player controlling a second virtual object needs to hold down a lighting widget for the virtual lighting item to perform a lighting function, the duration state is determined based on the duration of time the lighting widget is pressed. Alternatively, if a duration is preset for the virtual lighting item, and a player controlling a second virtual object turns on the virtual lighting item, the terminal automatically triggers a countdown of the duration, and the countdown state is the duration state of the virtual lighting item.
[0226] In one alternative embodiment, a movement control operation for a virtual lighting item is received.
[0227] The movement control operation is used to adjust the lighting direction of the virtual lighting item.
[0228] Schematically, when the object direction and the lighting direction are the same, the player controlling the second virtual object changes the lighting direction of the virtual lighting item by adjusting the object direction of the second virtual object. The adjustment operation for adjusting the object direction of the second virtual object is defined as the movement control operation.
[0229] Alternatively, when the object direction and the lighting direction are different, the player controlling the second virtual object changes the lighting direction of the virtual lighting item by adjusting the item direction of the virtual lighting item. The adjustment operation for adjusting the item direction of the virtual lighting item is defined as the movement control operation.
[0230] In one alternative embodiment, a switch control operation for a virtual lighting item is received.
[0231] The switch control operation is used to adjust the illumination state of the virtual lighting item.
[0232] Schematically, a virtual lighting item has two lighting states, on and off, and the lighting state is realized by an item activation widget. If the virtual lighting item is not in the lighting state (the item activation widget is off), the item activation widget is triggered to switch the virtual lighting item to the lighting state. If the virtual lighting item is in the lighting state (the item activation widget is on), the item activation widget is triggered to switch the virtual lighting item to the non-lighting state. In other words, this is a method of switching the lighting state using an item activation widget.
[0233] Schematically, the virtual lighting item may further have a plurality of lighting states with different lighting intensities, and the lighting states are realized by a lighting adjustment widget. The lighting adjustment widget includes on, first level, second level, and off. When the virtual lighting item is not in a lighting state (when the lighting adjustment widget is off), triggering the lighting adjustment widget causes the virtual lighting item to transition to the first lighting level, and triggering the lighting adjustment widget again causes the virtual lighting item to transition to the second lighting level, and triggering the lighting adjustment widget again causes the virtual lighting item to transition out of the lighting state. In other words, this is a method of realizing adjustment of the lighting state by the lighting adjustment widget.
[0234] It should be noted that the above is merely a schematic example, and the present invention is not limited to this example.
[0235] Step 1830: When the first virtual object is located within the viewing angle range of the second virtual object and the standing position of the first virtual object in the virtual scene matches the lighting direction of the virtual lighting item, an illuminating light pillar is displayed.
[0236] The illumination pillars of light are used to display illumination special effects at a viewing angle relative to the virtual scene of the first virtual object to provide line-of-sight shading. Optionally, the illumination pillars of light displayed at a viewing angle relative to the second virtual object correspond to the illumination special effects displayed at a viewing angle relative to the first virtual object. The illumination special effects are used to provide line-of-sight shading at a viewing angle relative to the virtual scene of the first virtual object.
[0237] Schematically, in a virtual scene displayed at the viewing angle of the second virtual object, if the lighting direction of the virtual lighting item operated by the second virtual object matches the position of the first virtual object in the virtual scene, an illumination light pillar is displayed, thereby differentiating and expressing the difference in special effect display between the illumination light pillar corresponding to the first virtual object and the illumination special effect corresponding to the second virtual object.
[0238] In some embodiments, if the lighting direction of the virtual lighting item matches the position of the first virtual object in the virtual scene, a lighting pillar of a first special effect situation is displayed, and if the lighting direction of the virtual lighting item does not match the position of the first virtual object in the virtual scene, a lighting pillar of a second special effect situation is displayed.
[0239] Here, the special effect status refers to the display status of the illuminating light pillar, and optionally, the special effect status includes at least one of a plurality of types of statuses such as a brightness intensity status, a color status, and a style status.
[0240] Taking the example of a case where the special effect situation is realized as a brightness intensity situation, if the lighting direction of the virtual lighting item matches the position of the first virtual object in the virtual scene, an illuminating light pillar with high brightness intensity is displayed, and if the lighting direction of the virtual lighting item does not match the position of the first virtual object in the virtual scene, an illuminating light pillar with low brightness intensity is displayed.
[0241] Alternatively, taking the example of a case where the special effect situation is realized as a color situation, if the lighting direction of the virtual lighting item matches the position of the first virtual object in the virtual scene, a red pillar of light is displayed, and if the lighting direction of the virtual lighting item does not match the position of the first virtual object in the virtual scene, a yellow pillar of light is displayed.
[0242] Alternatively, taking the example of a case where a special effect situation is realized as a style situation, if the lighting direction of the virtual lighting item matches the position of the first virtual object in the virtual scene, an illuminating light pillar with a twinkle star effect is displayed, and if the lighting direction of the virtual lighting item does not match the position of the first virtual object in the virtual scene, an illuminating light pillar without a twinkle star effect is displayed.
[0243] It should be noted that the above is merely a schematic example, and the present invention is not limited to this example.
[0244] In one alternative embodiment, an illuminating pillar of light is displayed in response to the first virtual object being located within an interference range corresponding to the lighting direction of the virtual lighting item.
[0245] Schematically, the interference range is determined by the lighting direction of the virtual lighting item. The interference range refers to the range within which the first virtual object's line of sight is effectively obscured. Optionally, whether the first virtual object is located within the interference range is determined in real time, or whether the first virtual object is located within the interference range is periodically determined.
[0246] In some embodiments, an illuminating pillar of light is displayed when the first virtual object is located within the interference range.
[0247] As described above, in the embodiments of the present application, a virtual scene is displayed at the viewing angle of a second virtual object. When the position of a first virtual object in the virtual scene matches the lighting direction of a virtual lighting item, the second virtual object can use the virtual lighting item to cause line-of-sight obstruction to the first virtual object. Furthermore, a light pillar can be displayed on the screen of the device controlling the second virtual object to inform the player controlling the second virtual object that their line of sight to the first virtual object is obstructed by the virtual lighting device. This significantly improves the operation efficiency of the player controlling the second virtual object, contributing to an improved user experience and human-machine interaction efficiency.
[0248] 19 is a structural block diagram of a virtual scene display device provided in an exemplary embodiment of the present application. As shown in FIG. 19, the device includes the following parts:
[0249] The scene display module 1910 is used to display a virtual scene at a viewing angle of a first virtual object, the virtual scene including a second virtual object, the second virtual object equipped with a virtual lighting item, and the virtual lighting item having a lighting function.
[0250] The operation receiving module 1920 is used to receive a control operation for the first virtual object, which is used to control the first virtual object to move within the virtual scene.
[0251] The special effect display module 1930 is configured to display a lighting special effect in response to a match between the position of the first virtual object in the virtual scene and the lighting direction of the virtual lighting item when the second virtual object is located within the viewing angle range of the first virtual object and the virtual lighting item equipped to the second virtual object is in an illuminated state, and the lighting special effect is configured to obscure the line of sight of the first virtual object at the viewing angle of the first virtual object relative to the virtual scene.
[0252] In one alternative embodiment, the special effect display module 1930 is further used to display the lighting special effect in response to the first virtual object being located within an interference range corresponding to the lighting direction of the virtual lighting item.
[0253] In one alternative embodiment, the special effect display module 1930 is further configured to display the lighting special effect based on a distance interval between the first virtual object and the virtual lighting item in response to the distance interval being less than a predetermined distance threshold.
[0254] In an alternative embodiment, the special effect display module 1930 is further adapted to display the lighting special effect in response to an included angle between an object direction of the first virtual object and the lighting direction being less than a predetermined included angle threshold.
[0255] In an alternative embodiment, the special effect display module 1930 is further configured to display the lighting special effect based on a display brightness corresponding to the distance interval, the display brightness and the distance interval being negatively correlated.
[0256] In one alternative embodiment, the interference range has a plurality of sub-interference ranges, and the plurality of sub-interference ranges have different corresponding illumination special effect intensities. The special effect display module 1930 further displays an illumination special effect having a first illumination special effect intensity in response to the first virtual object being located within a first sub-interference range of the interference range, and displays an illumination special effect having a second illumination special effect intensity in response to the first virtual object being located within a second sub-interference range of the interference range. A first distance between the first sub-interference range and the virtual light item is smaller than a second distance between the second sub-interference range and the virtual light item, and the first illumination special effect intensity is greater than the second illumination special effect intensity.
[0257] In one alternative embodiment, the plurality of sub-interference ranges each correspond to an interference effect occurrence speed, and the interference effect occurrence speed refers to the interference speed at which line-of-sight interference occurs with the first virtual object; and the special effect display module 1930 is further used to, in response to the first virtual object being located within a first sub-interference range within the interference range, obtain an interference effect occurrence speed corresponding to the first sub-interference range, obtain an interference value corresponding to the first virtual object based on the first virtual object's dwell time within the first sub-interference range and the interference effect occurrence speed, and display an illumination special effect having a first illumination special effect intensity based on the interference value.
[0258] In an alternative embodiment, the special effect display module 1930 is further configured to display the lighting special effect with the virtual lighting item as the center of the lighting special effect, exhibiting a radiation effect, where the virtual lighting item is the brightest point and the radiation gradually weakens outward.
[0259] 20 , in an alternative embodiment, the device further includes a scene reproduction module 1940. The scene reproduction module 1940 is used to reduce the display of the lighting special effect in response to a target condition being triggered, the target condition including at least one of the second virtual object being located outside the viewing angle range of the first virtual object, the virtual lighting item equipped to the second virtual object being in an off state, and the lighting directions of the first virtual object and the virtual lighting item not matching.
[0260] In one alternative embodiment, the virtual lighting item corresponds to a virtual lighting range, the virtual lighting range indicating a range in which the lighting function of the virtual lighting item is exerted, and the device further includes a glow display module 1950, which is used to display a virtual glow special effect in response to the first virtual object being located outside the interference range and within the virtual lighting range. The virtual glow special effect is a special effect formed around the virtual lighting item.
[0261] In an alternative embodiment, the special effect display module 1930 is further configured to display a skill cooling special effect, which is configured to reduce the attack frequency of a virtual attack launched by the first virtual object against the second virtual object.
[0262] In an alternative embodiment, the special effect display module 1930 is further configured to display the lighting special effect in response to the first virtual object and the second virtual object belonging to different virtual camps. Alternatively, the special effect display module 1930 is configured to display a brightness boost animation in response to the first virtual object and the second virtual object belonging to the same virtual camp when the second virtual object is located within the viewing angle range of the first virtual object and the virtual lighting item equipped by the second virtual object is in an illuminated state. The brightness boost animation includes an action of the second virtual object providing lighting to the first virtual object with the virtual lighting item.
[0263] In an alternative embodiment, the special effect display module 1930 is further adapted to display the lighting special effect in response to a first object level of the first virtual object being less than or equal to a second object level of the second virtual object, and not display the lighting special effect in response to the first object level of the first virtual object being greater than the second object level of the second virtual object.
[0264] 21 is a structural block diagram of a virtual scene display device provided in another exemplary embodiment of the present application. As shown in FIG. 21, the device includes the following parts:
[0265] The scene display module 2110 is used to display a virtual scene including a first virtual object, the virtual scene being displayed at a visual angle of a second virtual object, the second virtual object being equipped with a virtual lighting item, the virtual lighting item being a virtual item with a lighting function.
[0266] The operation receiving module 2120 is used to receive an item control operation for the virtual lighting item, which is used to adjust the item state of the virtual lighting item.
[0267] The special effect display module 2130 is used to display a lighting special effect when the first virtual object is located within the viewing angle range of the second virtual object, the item state of the virtual lighting item is illuminated, and the position of the first virtual object in the virtual scene matches the lighting direction of the virtual lighting item, and the lighting special effect is used to block the line of sight of the first virtual object in the viewing angle of the virtual scene.
[0268] In one alternative embodiment, the special effect display module 2130 is used to display the lighting special effect in response to the first virtual object being located within an interference range corresponding to the lighting direction of the virtual lighting item.
[0269] In an alternative embodiment, the operation receiving module 2120 is used to receive a movement control operation for the virtual lighting item, the movement control operation being for adjusting the lighting direction of the virtual lighting item, or a switch control operation for the virtual lighting item, the switch control operation being for adjusting the illumination state of the virtual lighting item.
[0270] As described above, the virtual scene display device provided in the embodiment of the present application not only provides the lighting effect of the virtual lighting item, but also adds a line-of-sight shading effect to the virtual lighting item based on the matching relationship between the lighting direction of the first virtual object and the virtual lighting item, thereby shading the line of sight of the first virtual object that matches the matching relationship with the virtual lighting item, obstructing the attack method of the first virtual object and reducing the effective attack rate of the first virtual object, thereby improving the fun of the game. Furthermore, when a player uses a lighting virtual item, this avoids the inefficiency problem of having to perform additional operations to obstruct the first virtual object, thereby significantly improving the efficiency of human-machine interaction.
[0271]
[0023] It should be noted that although the virtual scene display device provided in the above embodiments is only described as an example divided into the above functional modules, in actual operation, the above functions may be allocated and performed by different functional modules as needed. That is, the internal structure of the device may be divided into different functional modules to perform all or part of the above-described functions. Furthermore, since the virtual scene display device and the virtual scene display method provided in the above embodiments belong to the same concept, please refer to the method embodiments for specific implementation processes, and they will not be repeated here.
[0272] 22 is a structural block diagram of an electronic device 2200 provided in an exemplary embodiment of the present application. The electronic device 2200 may be a portable mobile terminal such as a smartphone, an in-vehicle terminal, a tablet computer, an MP3 (Moving Picture Experts Group Audio Layer III) player, an MP4 (Moving Picture Experts Group Audio Layer IV) player, a notebook computer, or a desktop computer. The electronic device 2200 may also be called a user device, a mobile terminal, a laptop terminal, a desktop terminal, or other names.
[0273] Generally, the electronic device 2200 includes a processor 2201 and a memory 2202 .
[0274] The processor 2201 may include one or more processor cores, such as a 4-core processor, an 8-core processor, etc. The processor 2201 may be implemented in at least one hardware form of a DSP (Digital Signal Processing), an FPGA (Field-Programmable Gate Array), or a PLA (Programmable Logic Array). The processor 2201 may include a host processor and a coprocessor. The host processor is a processor that processes data in an awake state and is also called a CPU (Central Processing Unit). The coprocessor is a low-power processor that processes data in a standby state. In some embodiments, the processor 2201 may be integrated with a GPU (Graphics Processing Unit). The GPU is responsible for rendering and drawing content that needs to be displayed on a display. In some embodiments, the processor 2201 may include an AI (Artificial Intelligence) processor. The AI processor is used to process computational operations related to machine learning.
[0275] The memory 2202 may include one or more computer-readable storage media. The computer-readable storage media may be non-transitory. The memory 2202 may further include high-speed random access memory and non-volatile memory, such as one or more magnetic disk storage devices or flash storage devices. In some embodiments, the non-transitory computer-readable storage media in the memory 2202 is used to store at least one instruction that is executed by the processor 2201 to implement the virtual scene display method provided in the method embodiments of the present application.
[0276] In some embodiments, the electronic device 2200 further includes one or more sensors, including but not limited to a proximity sensor, a gyro sensor, and a pressure sensor.
[0277] The proximity sensor, also called a distance sensor, is typically installed on the front panel of the electronic device 2200. The proximity sensor is used to collect the distance between the user and the front of the electronic device 2200.
[0278] The gyro sensor can detect the orientation and rotation angle of the main body of the electronic device 2200. The gyro sensor can cooperate with the acceleration sensor to collect 3D movements of the user relative to the electronic device 2200. Based on the data collected by the gyro sensor, the processor 2201 can realize functions such as movement detection (for example, changing the UI in response to the user's tilt operation), image stabilization during shooting, game control, and inertial navigation.
[0279] The pressure sensor can be installed on a side frame of the electronic device 2200 and / or on a lower layer of the display. If the pressure sensor is installed on the side frame of the electronic device 2200, it can detect a user's grip signal on the electronic device 2200, and the processor 2201 distinguishes between right and left hands or performs shortcut operations based on the grip signal collected by the pressure sensor. If the pressure sensor is installed on a lower layer of the display, the processor 2201 realizes control of operable widgets on the UI interface based on the user's pressing operation on the display. The operable widgets include at least one of a button widget, a scrollbar widget, an icon widget, and a menu widget.
[0280] In some embodiments, electronic device 2200 may further include other component parts, however, one skilled in the art will appreciate that the structure shown in FIG. 22 is not intended to limit electronic device 2200 and may include more or fewer components than those shown, combine some components, or have components arranged differently.
[0281] The present embodiment further provides a computer device, which may be realized as the terminal or server shown in FIG. 2 . The computer device includes a processor and a memory, and at least one instruction, program, code set, or instruction set is stored in the memory. The at least one instruction, program, code set, or instruction set is loaded and executed by the processor to realize the virtual scene display method provided in each of the above method embodiments. The present embodiment also provides a computer-readable storage medium, which stores at least one instruction, program, code set, or instruction set. The at least one instruction, program, code set, or instruction set is loaded and executed by the processor to realize the virtual scene display method provided in each of the above method embodiments. The present embodiment also provides a computer program product or computer program. The computer program product or computer program includes computer instructions, which are stored in a computer-readable storage medium. A processor of a computing device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, thereby causing the computing device to perform the virtual scene display method according to any one of the above embodiments.
[0282] Optionally, the computer-readable storage medium may include a read-only memory (ROM), a random access memory (RAM), a solid-state drive (SSD), an optical disk, etc. Among these, the random access memory may include a resistance random access memory (ReRAM) and a dynamic random access memory (DRAM). The numbers in the above embodiments of the present application are for illustrative purposes only and do not indicate the superiority or inferiority of the embodiments.
[0283] As can be understood by those skilled in the art, all or part of the steps in the above embodiments may be implemented by hardware, or may be implemented by instructing relevant hardware by a program. The program may be stored in a computer-readable storage medium. The storage medium may be a read-only memory, a magnetic disk, an optical disk, etc.
[0284] The above are only optional examples of the present application and do not limit the present application. Any modifications, equivalent replacements, improvements, etc. made under the spirit and principles of the present application are all included in the protection scope of the present application.
Claims
1. 1. A virtual scene display method performed by a first device, comprising: displaying a virtual scene including a second virtual object equipped with a virtual lighting item, the second virtual object being a virtual item with a lighting function, at a visual angle of the first virtual object; receiving a control operation on the first virtual object, the control operation being for controlling the first virtual object to move within the virtual scene; and displaying a lighting special effect for blocking the line of sight of the first virtual object at a viewing angle relative to the virtual scene in response to a match between the position of the first virtual object in the virtual scene and the lighting direction of the virtual lighting item when the second virtual object is located within a viewing angle range of the first virtual object and the virtual lighting item equipped to the second virtual object is in an illuminated state. Virtual scene display method.
2. the step of displaying a lighting special effect in response to a match between the position of the first virtual object in the virtual scene and the lighting direction of the virtual lighting item, displaying the lighting special effect in response to a standing position of the first virtual object in the virtual scene being located within an interference range corresponding to a lighting direction of the virtual lighting item; The virtual scene display method of claim 1 .
3. the step of displaying the lighting special effect in response to the standing position of the first virtual object in the virtual scene being located within an interference range corresponding to the lighting direction of the virtual lighting item, and displaying the lighting special effect based on a distance interval between the first virtual object and the virtual lighting item in response to the distance interval being smaller than a predetermined distance threshold. The virtual scene display method according to claim 2 .
4. The step of displaying the special lighting effect based on the distance distance includes: displaying the special lighting effect based on the special lighting effect intensity corresponding to the distance interval; The special illumination effect intensity represents a display brightness corresponding to the special illumination effect, and the special illumination effect intensity and the distance interval have a negative correlation. The virtual scene display method according to claim 3 .
5. The interference range has a plurality of sub-interference ranges, and the sub-interference ranges have different corresponding illumination special effect intensities; The step of displaying the special lighting effect based on the display brightness corresponding to the distance interval includes: displaying an illumination special effect having a first illumination special effect intensity in response to the first virtual object being located within a first sub-interference range within the interference range; displaying an illumination special effect having a second illumination special effect intensity in response to the first virtual object being located within a second sub-interference range within the interference range; a first distance between the first sub-interference range and the virtual lighting item is smaller than a second distance between the second sub-interference range and the virtual lighting item, and the first illumination special effect intensity is greater than the second illumination special effect intensity; The virtual scene display method of claim 4.
6. the plurality of sub-interference ranges each correspond to an interference effect occurrence speed, and the interference effect occurrence speed represents an interference speed at which line-of-sight interference occurs with the first virtual object; The step of displaying an illumination special effect having a first illumination special effect intensity in response to the first virtual object being located within a first sub-interference range within the interference range includes: acquiring an interference effect occurrence speed corresponding to the first sub-interference range in response to the first virtual object being located within the first sub-interference range of the interference range; acquiring an interference value corresponding to the first virtual object based on a stay time of the first virtual object within the first sub-interference range and an interference effect occurrence speed corresponding to the first sub-interference range; and displaying an illumination special effect having the first illumination special effect intensity based on the interference value. The method of claim 5 .
7. the step of displaying the lighting special effect in response to the standing position of the first virtual object in the virtual scene being located within an interference range corresponding to the lighting direction of the virtual lighting item, displaying the lighting special effect in response to an included angle between an object direction of the first virtual object and the lighting direction being smaller than a predetermined included angle threshold; The virtual scene display method according to any one of claims 2 to 6.
8. The step of displaying a special lighting effect includes: displaying the lighting special effect, which exhibits a radiation effect, with the virtual lighting item as the center of the lighting special effect; The radiation effect is an effect in which the virtual lighting item has the highest brightness and the radiation gradually weakens outward. A method for displaying a virtual scene according to any one of claims 1 to 7.
9. After the step of displaying the special lighting effect, In response to a target condition being triggered, reducing the display of the lighting special effect; the target condition includes at least one of: the second virtual object is located outside a viewing angle range of the first virtual object; the virtual lighting item equipped to the second virtual object is in an off state; and the lighting directions of the first virtual object and the virtual lighting item do not match. A method for displaying a virtual scene according to any one of claims 1 to 8.
10. the virtual lighting item corresponds to a virtual lighting range, the virtual lighting range representing a lighting range of a lighting function of the virtual lighting item; The virtual scene display method further comprises: displaying a virtual glow special effect in response to the first virtual object being located outside the interference range and within the virtual lighting range; The virtual glow special effect is a special effect formed around the virtual lighting item. The virtual scene display method according to any one of claims 2 to 7.
11. After the step of displaying the special lighting effect, a step of displaying a skill-cooling special effect, the skill-cooling special effect being used to reduce the attack frequency of a virtual attack launched by the first virtual object against the second virtual object; A method for displaying a virtual scene according to any one of claims 1 to 10.
12. The virtual scene display method further comprises: displaying the lighting special effect in response to the first virtual object and the second virtual object belonging to different virtual camps; or displaying a brightness-enhancing animation in response to the first virtual object and the second virtual object belonging to the same virtual camp when the second virtual object is located within a viewing angle range of the first virtual object and the virtual lighting item equipped to the second virtual object is in an illuminated state; the brightness boost animation includes an action of the second virtual object providing illumination to the first virtual object with the virtual lighting item. A method for displaying a virtual scene according to any one of claims 1 to 11.
13. The virtual scene display method further comprises: displaying the lighting special effect in response to a first object level of the first virtual object being less than or equal to a second object level of the second virtual object; and not displaying the lighting special effect in response to the first object level of the first virtual object being higher than the second object level of the second virtual object. A method for displaying a virtual scene according to any one of claims 1 to 12.
14. A virtual scene display method performed by a second device, comprising: displaying a virtual scene including a first virtual object at a visual angle of a second virtual object equipped with a virtual lighting item, the second virtual object being a virtual item with a lighting function; receiving an item control operation for the virtual lighting item, the item control operation being for adjusting an item state of the virtual lighting item to an illuminated state; and when the first virtual object is located within the viewing angle range of the second virtual object and the position of the first virtual object in the virtual scene matches the lighting direction of the virtual lighting item, displaying an illumination pillar of light to display an illumination special effect at the viewing angle of the first virtual object relative to the virtual scene and to block the line of sight. Virtual scene display method.
15. The step of displaying a pillar of light when the standing position of the first virtual object in the virtual scene matches the lighting direction of the virtual lighting item includes: displaying the illumination pillar of light in response to a standing position of the first virtual object in the virtual scene being located within an interference range corresponding to an illumination direction of the virtual illumination item; 15. The method of claim 14.
16. The step of receiving an item control operation for the virtual lighting item includes: receiving a movement control operation for the virtual lighting item to adjust a lighting direction of the virtual lighting item; or receiving a switch control operation for the virtual lighting item to adjust the illumination state of the virtual lighting item; 15. The method of claim 14.
17. a scene display module that displays a virtual scene including a second virtual object equipped with a virtual lighting item, which is a virtual item having a lighting function, at a visual angle of the first virtual object; an operation receiving module that receives a control operation on the first virtual object, the control operation being for controlling the first virtual object to operate within the virtual scene; and a special effect display module that displays a lighting special effect to block the line of sight of the first virtual object at an observation viewing angle relative to the virtual scene in response to a match between the position of the first virtual object in the virtual scene and the lighting direction of the virtual lighting item when the second virtual object is located within the viewing angle range of the first virtual object and the virtual lighting item equipped to the second virtual object is in an illuminated state. Virtual scene display device.
18. A computer device including a processor and a memory, wherein at least one program is stored in the memory, and the at least one program is loaded and executed by the processor to realize the virtual scene display method according to any one of claims 1 to 16. Computer equipment.
19. A computer-readable storage medium having at least one program stored therein, the at least one program being loaded and executed by a processor to realize the virtual scene display method according to any one of claims 1 to 16. A computer-readable storage medium.
20. a computer program, which, when executed by a processor, realizes the virtual scene display method according to any one of claims 1 to 16; Computer program products.
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