Game screen display method and apparatus, electronic equipment and program
By extending the time stop duration through strategic gameplay actions, the method addresses inefficiencies in maintaining target control, simplifying operations and enhancing game screen display efficiency and variety.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- TENCENT TECHNOLOGY (SHENZHEN) CO LTD
- Filing Date
- 2024-06-05
- Publication Date
- 2026-04-14
AI Technical Summary
Existing game technologies require frequent re-triggering of time stop states to maintain target control, leading to inefficient and complex operation processes due to fixed start and end times, which increases operation time and complexity.
A method to increase the remaining effective time of a virtual control area by performing specific attack operations that satisfy preset conditions, such as maintaining a virtual energy threshold, thereby extending the time stop duration without repeatedly triggering and terminating the control area.
Simplifies the operation process, reduces the time required to reshape the control area, and enhances display efficiency and variety in the game screen by allowing continuous extension of the time stop state through strategic gameplay.
Smart Images

Figure 2026511438000001_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and specifically to a method and device for displaying a game screen, a storage medium, an electronic device, and a computer program product.
Background Art
[0002] During battles in a game scene, a player can execute various attack operations to inflict various degrees of damage on targets such as monsters and players on the receiving side of the attack. This damage is usually called direct damage. Indirect damage is also included. For example, when a player releases a skill of a preset type and hits a target, status effects of functional damage such as the target being unable to move (or having a slow movement speed), unable to attack (or having a slow attack speed), or unable to release (activate) a skill are triggered. This status effect is also called the time stop state of the game screen and is abbreviated as the time stop state.
[0003] The so-called time stop state refers to a state in which the movement speed or attack speed of some players and monsters within the time stop area of the game screen becomes 0 (or extremely slow) within a preset time. For example, the movement speed and attack speed of the attacking player within the area are not affected, but the movement speed and attack speed of targets such as players and monsters in a different camp from the attacking player decrease. Therefore, it is advantageous for the player to control the target and perform attack operations.
[0004] In related technologies, generally, the above time stop state is regarded as a normal one-time control effect. That is, after the above time stop state is triggered, it automatically ends when the time runs out. That is, the start time and end time of this state are fixed, and the player cannot interfere. For example, the remaining effective time of a 10-second countdown is displayed on the game screen, and when the 10-second countdown ends, the time stop state automatically ends.
[0005] If the player wishes to maintain the target's movement restriction and / or attack restriction state, they must either unleash a new skill or dodge the target's attacks after the time stop countdown ends. This allows the player to re-trigger the time stop state to maintain control of the target and defeat it with an effective attack. Therefore, in order to continuously acquire the time stop area in the game interface, the player must always re-trigger the time stop state and regenerate the time stop area after the time stop countdown ends. This increases the complexity of the operation process and consumes a lot of operation time due to the frequent trigger and end indications of the time stop area, resulting in a technical problem of inefficiency when displayed on the game screen.
[0006] Currently, no effective solution has been proposed to address the above problem. [Overview of the Initiative]
[0007] The embodiments of this application provide a method and apparatus for displaying a game screen, a storage medium, and an electronic device, in order to at least solve the technical problem of low efficiency when displaying a game screen.
[0008] According to one embodiment of the present invention, a method for displaying a game screen is provided. This method includes the steps of: displaying a game screen on a game interface that corresponds to a virtual game scene from the target viewpoint of a first virtual character, wherein the virtual game scene includes a first virtual character and a second virtual character belonging to a different faction from the first virtual character; displaying the remaining effective time of a virtual control area on the game interface in response to the first virtual character triggering a time stop state in the virtual game scene and forming a virtual control area, wherein the second virtual character located within the virtual control area is in a movement-restricted state and / or attack-restricted state; and increasing the remaining effective time of the virtual control area in response to the first virtual character's attack operation against the second virtual character satisfying a preset time stop continuation condition.
[0009] Optionally, the step of increasing the remaining effective time of the virtual control area in response to the attack operation of the first virtual character against the second virtual character satisfying a pre-set time-stop continuation condition is: If the remaining effective time is greater than 0, and the attack operation of the first virtual character against the second virtual character triggers the time stop state again, the remaining effective time of the virtual control area is increased, or The process includes the steps of increasing the value of virtual energy when a pre-set type of attack operation performed by a first virtual character hits a second virtual character located within the virtual control area, and increasing the remaining effective time of the virtual control area when the value of virtual energy reaches a pre-set energy threshold and the remaining effective time is greater than 0.
[0010] The optional step of increasing the value of virtual energy when a pre-set type of attack operation performed by the first virtual character hits a second virtual character located within the virtual control area includes the step of increasing the value of virtual energy when a series of attack operations performed by the first virtual character hits a second virtual character located within the virtual control area, or the step of increasing the value of virtual energy when a composite attack operation performed by the first virtual character hits a second virtual character located within the virtual control area.
[0011] Optionally, if a continuous attack operation performed by a first virtual character hits a second virtual character located within the virtual control area, the step of increasing the value of virtual energy includes the step of increasing the value of virtual energy if the current attack operation performed by the first virtual character hits the second virtual character and the time interval between the current attack operation and the previous attack operation performed by the first virtual character that hit the second virtual character is less than or equal to a first predetermined time.
[0012] Optionally, this method further includes the step of decreasing the value of virtual energy or setting the value of virtual energy to 0 if the current attack operation performed by the first virtual character hits the second virtual character, and the time interval between the current attack operation and the previous attack operation performed by the first virtual character that hit the second virtual character is greater than a first predetermined time.
[0013] Optionally, if the current attack performed by the first virtual character hits the second virtual character, and the time interval between the current attack and the previous attack performed by the first virtual character that hit the second virtual character is greater than the first preset time, then the virtual energy value is reduced or the virtual energy value is set to 0.
[0014] Optionally, this method further includes the step of decreasing the value of virtual energy or setting the value of virtual energy to 0 if an attack operation performed by the second virtual character hits the first virtual character.
[0015] Optionally, if a pre-set type of attack operation performed by the first virtual character hits a second virtual character located within the virtual control area, the step of increasing the value of virtual energy is to increase the value of virtual energy by a pre-set value if a pre-set type of attack operation performed by the first virtual character hits a second virtual character located within the virtual control area, or to increase the value of virtual energy by the product of a pre-set value and N if a pre-set type of attack operation performed by the first virtual character hits N parts of the second virtual character located within the virtual control area, where N is The process includes a step of determining, according to a predetermined probability, whether to increase the value of virtual energy to a predetermined energy threshold if a predetermined type of attack operation performed by a first virtual character hits a second virtual character located within the virtual control area, the value of virtual energy being increased to a predetermined energy threshold if it is determined to increase the value of virtual energy to a predetermined energy threshold, and a step of increasing the value of virtual energy by a predetermined value if it is determined not to increase the value of virtual energy to a predetermined energy threshold.
[0016] The step of optionally deciding whether or not to increase the value of virtual energy to a predetermined energy threshold according to a predetermined probability includes the steps of deciding whether or not to increase the value of virtual energy to a predetermined energy threshold according to a predetermined first probability when the value of virtual energy is within a first range of values, and deciding whether or not to increase the value of virtual energy to a predetermined energy threshold according to a predetermined second probability when the value of virtual energy is within a second range of values, wherein the values within the first range of values are smaller than the values within the second range of values, and the first probability is smaller than the second probability.
[0017] Optionally, this method further includes the step of setting the value of virtual energy to 0 if it increases the remaining effective time of the virtual control area.
[0018] Optionally, the virtual game scene further includes a third virtual character, and this method includes the step of forming a virtual control area in the virtual game scene when a target virtual skill released by the first virtual character hits the second virtual character, wherein the second virtual character is located within the virtual control area, and the virtual control area is either a fixed area or moves with the movement of the second virtual character, or the step of forming a virtual control area in the virtual game scene when a target virtual skill released by the first virtual character hits the third virtual character, wherein the third virtual character is a virtual character of a different faction than the first virtual character, and the third virtual character and the second virtual character are of the same or different factions, and the third virtual character is located within the virtual control area, and the virtual control area is either a fixed area or moves with the movement of the third virtual character The further steps include: moving, or forming a virtual control area in a virtual game scene if the first virtual character is able to evade an attack operation by the second virtual character against the first virtual character, wherein the second virtual character is located within the virtual control area, and the virtual control area is either a fixed area or moves with the movement of the second virtual character; and forming a virtual control area in a virtual game scene if the first virtual character is able to evade an attack operation by the third virtual character against the first virtual character, wherein the third virtual character is a virtual character of a different faction than the first virtual character, and the third virtual character and the second virtual character are of the same or different factions, and the third virtual character is located within the virtual control area, and the virtual control area is either a fixed area or moves with the movement of the third virtual character.
[0019] Optionally, this method further includes the steps of displaying the remaining effective time of a virtual control area on the game screen of the second virtual character when the second virtual character is located within the virtual control area, and / or displaying presentation information of an attack operation performed by the first virtual character on the game screen of the second virtual character when the second virtual character is located within the virtual control area, wherein the presentation information is used to present to the second virtual character in order to avoid the attack operation performed by the first virtual character.
[0020] Optionally, the virtual game scene further includes a fourth virtual character, the method further including the steps of: releasing the movement restriction and / or attack restriction state of the second virtual character located within the virtual control area, or reducing the range of the virtual control area, when an attack operation performed by the second virtual character hits the first virtual character; or releasing the movement restriction and / or attack restriction state of the second virtual character located within the virtual control area, or reducing the range of the virtual control area, when an attack operation performed by the fourth virtual character hits the first virtual character, wherein the fourth virtual character is a virtual character of the same faction as the second virtual character and is located within or outside the virtual control area.
[0021] Optionally, in response to the first virtual character triggering a time-stop state in a virtual game scene and forming a virtual control area, an energy ring may be displayed in the game interface. The energy ring consists of a ring body and a central area located inside the ring body. The remaining effective time of the virtual control area is displayed in the central area, and the ring body is used to display the value of the virtual energy.
[0022] According to another embodiment of the present invention, a game screen display device is further provided. The device comprises a first display unit for displaying a game screen on a game interface corresponding to a virtual game scene from the target viewpoint of a first virtual character, wherein the virtual game scene includes a first virtual character and a second virtual character of a different faction from the first virtual character; a first processing unit for displaying the remaining effective time of a virtual control area on a game interface in response to the first virtual character triggering a time stop state in the virtual game scene and forming a virtual control area, wherein the second virtual character located within the virtual control area is in a movement-restricted state and / or attack-restricted state; and a second processing unit for increasing the remaining effective time of the virtual control area in response to the first virtual character's attack operation against the second virtual character satisfying a preset time stop continuation condition.
[0023] According to yet another embodiment of the present invention, a computer-readable storage medium in which a computer program is stored is further provided. The computer program is configured to perform the method of displaying the game screen described above when it is running.
[0024] According to yet another embodiment of the present invention, a computer program product including a computer program / instruction is further provided. The computer program / instruction, when executed by a processor, accomplishes the steps of the above method.
[0025] According to yet another embodiment of the present invention, an electronic device comprising memory and a processor is further provided. The memory stores a computer program, and the processor is configured to execute the method of displaying the game screen described above by the computer program.
[0026] According to yet another aspect of the embodiments of the present application, a program product including a computer program is further provided. When the computer program is executed by a processor, the above method for displaying a game screen is realized.
[0027] According to the above embodiments of the present application, when displaying the remaining valid time of the virtual control area, if the value of the virtual energy reaches the preset energy threshold due to the attack operations continuously executed by the first virtual character, the remaining valid time of the virtual control area can be increased. In other words, when displaying the remaining valid time of the virtual control area, the count of the remaining valid time can be increased due to the attack operations executed by the first virtual character, thus simplifying the operation process of changing the remaining valid time of the virtual control area in the related art, shortening the time required for reforming the virtual control area, and realizing the technical effect of improving the display efficiency of the game screen.
Brief Description of the Drawings
[0028] The drawings described herein are used to further understand the present application and constitute a part of the present application. The exemplary embodiments of the present application and their descriptions are for explaining the present application and do not constitute an improper limitation to the present application.
[0029] [Figure 1] It is a schematic diagram of an application scenario of the method for displaying a selectable game screen according to the embodiments of the present application. [Figure 2] It is a flowchart of the method for displaying a selectable game screen according to the embodiments of the present application. [Figure 3] It is a schematic diagram when increasing the remaining valid time of a selectable virtual control area according to the embodiments of the present application. [Figure 4] It is a schematic diagram of the effect of a selectable virtual control area according to the embodiments of the present application. [Figure 5] It is a schematic diagram (1) when increasing or decreasing a selectable virtual energy value according to the embodiments of the present application. [Figure 6]This is a schematic diagram (2) showing how to increase or decrease the selectable virtual energy value according to the embodiment of the present application. [Figure 7] This is a schematic diagram (3) showing how to increase or decrease the selectable virtual energy value according to the embodiment of the present application. [Figure 8] This is a schematic diagram of two methods for increasing the selectable virtual energy value according to the embodiment of the present application. [Figure 9] This is a schematic diagram illustrating the case in which the energy ring is instantaneously filled according to a selectable, preset probability as described in the embodiment of the present application. [Figure 10] This is a schematic diagram of the process for instantaneously filling a selectable energy ring according to an embodiment of the present invention. [Figure 11] This is a schematic diagram of a control method for a selectable virtual control region according to an embodiment of the present application. [Figure 12] This is a schematic diagram illustrating the case in which a selectable trigger is used to form a virtual control area according to an embodiment of the present application. [Figure 13] This is a schematic diagram of a control method for another selectable virtual control region according to an embodiment of the present application. [Figure 14] This is an overall flowchart of the display method for selectable game screens according to the embodiment of the present invention. [Figure 15] This is a schematic diagram of the structure of a selectable game screen display device according to an embodiment of the present invention. [Figure 16] This is a schematic diagram of the structure of a selectable electronic device according to an embodiment of the present application. [Modes for carrying out the invention]
[0030] To enable those skilled in the art to better understand the solutions of the present application, the technical means in the embodiments of the present application will be described clearly and completely below with reference to the drawings of the embodiments. It will be clear that the embodiments described are not all embodiments, but only a selection of embodiments of the present application. All other embodiments that can be obtained by those skilled in the art without any creative work based on the embodiments of the present application should all fall within the scope of protection of the present application.
[0031] Furthermore, terms such as “First,” “Second,” etc., in the specification, claims, and drawings of this application are used to distinguish similar objects and are not necessarily intended to indicate a specific order or priority. It should be understood that the data used in this manner may be replaced under appropriate circumstances so that the embodiments of this application described herein may be carried out in an order other than that illustrated or described herein. Also, the terms “includes,” “comprising,” and any variations thereof are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus including a series of steps or units is not necessarily limited to the explicitly listed steps or units and may include other steps or units that are not explicitly listed or are specific to these processes, methods, products, or apparatus.
[0032] The technical means in the embodiments of this application comply with legal regulations when implemented, and when operations are performed in accordance with the technical means in the embodiments, the data used does not involve user privacy. Data security is ensured while ensuring that the operation process complies with laws and regulations.
[0033] The terms are explained below.
[0034] Mobile devices: Generally refers to mobile phones, but is not limited to them; it includes all portable game consoles.
[0035] MMORPG: Massively Multiplayer Online Role-Playing Game. In this specification, we adopt a narrow definition, and in particular, it refers to games in which, from a third-person perspective, the player controls an independent 3D character model representing themselves and engages in real-time interactions such as real-time movement and real-time combat in a virtual world.
[0036] Control Effects: In MMORPG games, control effects refer to status effects that inflict functional damage (indirect damage) on a target after a player unleashes a specific skill / attack / item on that target, such as immobility, inability to attack, or inability to use skills.
[0037] Time Stop: An abbreviation for the time stop state. When this state is triggered, a designated area around the player becomes a time stop area (abbreviated as time stop zone), and in some applications it is also called a time stop area (abbreviated as time stop area). The color of this area may differ from the normal state. In this time stop area, only the player character can move freely, the movement speed and attack speed of all targets such as monsters become 0 (or extremely slow), and the speed of bullets fired by monsters also becomes 0 (or extremely slow).
[0038] Combo: A series of attacks. A combo is when a player continuously deals damage to a target in a short period of time through their own actions. Combos are countable, and the combo count increases by 1 each time a combo is successfully executed.
[0039] Multiple Hits: This is a special mechanism of this product. The target consists of multiple parts, each with its own independent hit point, allowing for independent recording of damage and combos. For example, if a player performs one attack (100 damage) and hits three parts, a damage display of 100 will be triggered for each part, a combo will be recorded for each, the total damage will be 100*3=300, and the combo count will increase by +3.
[0040] According to one embodiment of the present invention, a method for displaying a game screen is provided. As a selectable embodiment, the above method for displaying a game screen can be applied to the application scenario shown in Figure 1, but is not limited thereto. In the application scenario shown in Figure 1, the terminal device 102 can communicate with the server 106 via the network 104, but is not limited thereto. The server 106 can perform operations on the database 108, such as writing data and reading data, but is not limited thereto. The terminal device 102 can include, but is not limited thereto, a human-computer interaction screen, a processor, and memory. The human-computer interaction screen can be used to display, but is not limited thereto, the remaining valid time of the virtual control area in the terminal device 102, the first virtual character, the value of virtual energy, etc. The processor can be used to respond to human-computer interaction operations by performing corresponding operations or by generating corresponding instructions and sending them to the server 106, but is not limited thereto. Memory is used to store relevant processing data such as the value of virtual energy and the movement speed and attack speed of the virtual character.
[0041] As an optional embodiment, the following steps of the method for displaying the game screen can be performed on server 106. Step S102: A game screen corresponding to a virtual game scene from the target viewpoint of the first virtual character is displayed on the game interface, and the virtual game scene includes the first virtual character and a second virtual character belonging to a different faction from the first virtual character. Step S104: In response to the first virtual character triggering the formation of a virtual control area in the virtual game scene, the remaining effective time of the virtual control area is displayed on the game interface, and the second virtual character located within the virtual control area is in a movement-restricted state and / or attack-restricted state. Step S106: In response to the attack operation of the first virtual character against the second virtual character satisfying a preset condition, the remaining effective time of the virtual control area is increased.
[0042] According to the above embodiment, when displaying the remaining effective time of the virtual control area, if the value of the virtual energy reaches a preset energy threshold due to attack operations performed consecutively by the first virtual character, the remaining effective time of the virtual control area can be increased. In other words, when displaying the remaining effective time of the virtual control area, the count of the remaining effective time can be increased by attack operations performed by the first virtual character. This simplifies the operation process for changing the remaining effective time of the virtual control area in related technologies, reduces the time required to reshape the virtual control area, and improves the display efficiency of the game screen.
[0043] To address the technical problem of low efficiency when displaying the game screen, the present invention provides a method for displaying the game screen in its embodiments. Figure 2 is a flowchart of the method for displaying the game screen according to the present invention, and includes the following steps. Step S202: The game screen corresponding to the virtual game scene from the target viewpoint of the first virtual character is displayed on the game interface, and the virtual game scene includes the first virtual character and a second virtual character belonging to a different faction from the first virtual character. Step S204: In response to the first virtual character triggering a time stop state and forming a virtual control area in the virtual game scene, the remaining effective time of the virtual control area is displayed on the game interface, and the second virtual character located within the virtual control area is in a movement restriction state and / or attack restriction state. The virtual control area here can be understood as the aforementioned time stop area. Step S206: In response to the attack operation of the first virtual character against the second virtual character satisfying a pre-set time stop continuation condition, the remaining effective time of the virtual control area is increased. Here, "time stop continuation" means extending the time stop duration of the time stop state before the current time stop countdown ends, that is, increasing the remaining effective time of the virtual control area before the remaining effective time of the virtual control area becomes 0.
[0044] Assuming that a virtual game scene contains a first virtual character and a second virtual character, when the first virtual character unleashes a special attack skill that hits the second virtual character, a virtual control area (which may be understood as a time-stopping area) and an energy ring (which may be understood as a time-stopping energy ring) are generated around the second virtual character, as shown in Figure 3(a). The color of some parts of the virtual game scene within the virtual control area can be changed to black and white, creating a fragmentation effect in space; see Figure 4 for details.
[0045] Here, the second virtual character located within the virtual control area is in a movement-restricted state and / or attack-restricted state. The so-called movement-restricted state and / or attack-restricted state includes, but is not limited to, at least one of the following: (1) The movement speed of the second virtual character is reduced, and / or the attack speed is reduced. For example, the flight speed of a bullet fired by the second virtual character will be 0.01 times its normal flight speed. (2) If the second virtual character can unlock N types of skills, the second virtual character, if it is in a movement restriction state and / or attack restriction state, can only unlock a portion of the N types of skills. (3) The damage index to the attacked side from the attack operation performed by the second virtual character is low. For example, it is only 0.1 of the normal damage index. (4) The second virtual character cannot perform attack operations.
[0046] Furthermore, if the first virtual character is a virtual character controlled by the player, the target viewpoint may be, but is not limited to, a first-person or third-person viewpoint.
[0047] In addition to the first virtual character triggering the formation of a virtual control region, other triggering methods include generating a virtual control region around the second virtual character if the first virtual character can evade the second virtual character's attack before it hits.
[0048] Clearly, the second virtual character may be a virtual character from a different faction than the first virtual character, or a virtual character that the player cannot control, such as an NPC monster, but is not limited to these.
[0049] A virtual control area is formed on the game screen, and simultaneously, an energy ring, as shown in Figure 3, is displayed. The energy ring includes an outer ring body and a central region located inside the ring body. Here, the ring body is used to display the value of virtual energy, and for example, it can display the ratio of the current virtual energy value to the virtual energy of the entire ring body, based on the filling area of the empty ring body. The central region is used to display the remaining effective time of the virtual control area, which may be displayed in numerical form or in the form of a progress bar. For example, assuming that the current effective time of the virtual control area is 20s, the central region of the energy ring displays 20s countdown information (which may be understood as the remaining effective time of this time stop).
[0050] Because the second virtual character within the virtual control area is in a movement-restricted state and / or attack-restricted state, the first virtual character has an advantage in attacking. Therefore, the first virtual character controlled by the player can continuously increase the remaining effective time of the virtual control area.
[0051] In concrete implementation, the pre-set time stop continuation conditions can be achieved in multiple ways. For example, one possible method is to confirm that the pre-set time stop continuation condition is met when the player performs an attack operation that triggers the time stop state again while the time is stopped. For example, if the current remaining effective time is greater than 0, when the first virtual character's attack operation on the second virtual character triggers the time stop state again, it is confirmed that the time stop continuation condition is met, and the remaining effective time of the virtual control area can be increased. Another possible method is to confirm that the pre-set time stop continuation condition is met when the first virtual character's attack operation on the second virtual character meets an intermediate value such as the virtual energy value, and when the player performs an attack operation that increases the virtual energy value while the time is stopped, and the virtual energy value reaches the set threshold, it is confirmed that the time stop continuation condition is met.
[0052] In the second case, for example, as an selectable example, the remaining effective time of the virtual control area can be increased if the following pre-set time-stop continuation conditions are met. Specifically, The process includes the steps of increasing the value of virtual energy when a pre-defined type of attack operation performed by a first virtual character hits a second virtual character located within the virtual control area, and increasing the remaining effective time of the virtual control area when the value of virtual energy reaches a pre-defined energy threshold and the remaining effective time is greater than zero. In this example, the pre-defined time stop continuation condition can be understood as the value of virtual energy reaching a pre-defined energy threshold and the remaining effective time being greater than zero. Here, the condition that triggers the value of virtual energy to reach the pre-defined energy threshold is when a pre-defined type of attack operation performed by a first virtual character hits a second virtual character located within the virtual control area.
[0053] In other words, if the first virtual character performs a pre-set type of attack operation and hits the second virtual character located within the virtual control area before the countdown of remaining validity time ends, the energy of the energy ring increases. For example, as shown in Figure 3(a), if the first virtual character performs an attack operation at 15 seconds of the countdown and hits the second virtual character, the virtual energy of the energy ring increases to the state shown in Figure 3(b).
[0054] As the virtual energy of the energy ring becomes full, the remaining effective time of the virtual control area is increased. For example, an extension of 5 seconds is added at 14 seconds of the countdown, meaning the remaining effective time increases to 19 seconds as shown in Figure 3(c).
[0055] Additionally, when the remaining effective time reaches 0, the virtual control area is deactivated, and the movement speed and / or attack speed of the virtual characters within the virtual control area (including the second virtual character and other virtual characters) return to normal.
[0056] Therefore, during the process of displaying the virtual control area (time stop), the time stop duration can be extended by performing a pre-set type of attack operation on the first virtual character. This eliminates the need to repeatedly generate and terminate the virtual control area, reduces the number of times the virtual control area is displayed, saves time spent forming the virtual control area multiple times, improves the overall display efficiency of the time stop process, and makes the entire time stop process more varied and surprising. Furthermore, it solves the related technical problem that the game process is uninteresting because the player cannot intervene during the time stop (the start and end times of the time stop are fixed).
[0057] As a selectable implementation, the step of increasing the virtual energy of the energy ring by a pre-defined type of attack operation performed by the first virtual character is: If a series of attack operations performed by the first virtual character hits a second virtual character located within the virtual control area, the value of the virtual energy is increased, or The process includes a step of increasing the value of virtual energy if a composite attack operation performed by the first virtual character hits a second virtual character located within the virtual control area.
[0058] In the embodiments of this application, the pre-defined types of attack operations performed by the first virtual character include, but are not limited to, combo attacks and compound attack operations. Here, a combo attack means that the time difference between the occurrence of damage to the second virtual character by multiple attack operations is less than a pre-defined time threshold.
[0059] Specifically, the process includes a step of increasing the value of virtual energy if the current attack operation performed by the first virtual character hits the second virtual character, and the time interval between the current attack operation and the previous attack operation performed by the first virtual character that hit the second virtual character is less than or equal to a first predetermined time length.
[0060] For example, as shown in Figure 5, if the first virtual character performs a throw attack and hits the second virtual character at 9 seconds of the countdown, the energy of the energy ring increases from 0 to the state shown in Figure 5(a). If the first virtual character stabs the second virtual character with the virtual sword held in their hand at 8.5 seconds of the countdown, the energy of the energy ring increases again to the state shown in Figure 5(b).
[0061] The difference between the time the second damage dealt to the second virtual character occurred and the time the first damage occurred is 0.5, which is less than the pre-set time interval of 1 second. Therefore, the two attack operations constitute a combo operation, meaning the continuous attack operation (combo) was successful, and the energy in the energy ring continues to increase even after the second attack operation.
[0062] Conversely, if the current attack performed by the first virtual character hits the second virtual character, and the time interval between the current attack and the previous attack performed by the first virtual character that hit the second virtual character is greater than the first preset time, the virtual energy value can be reduced or set to 0.
[0063] For example, if we assume that the first attack operation performed by the first virtual character occurs at the 9th second of the countdown, and the second attack hits the second virtual character at the 7th second of the countdown, then, in one embodiment, after the second attack operation is performed, the energy of the energy ring can be cleared or decreased. This is because the time interval between the two attack operations is greater than the preset time interval of 1 second, so the combo fails to continue, and the energy of the energy ring can be cleared or decreased, as shown in Figure 6(b).
[0064] Additionally, during the countdown of remaining validity time, if the second virtual character or another virtual character hits the first virtual character, the combo is considered to have failed to continue, and the energy of the energy ring is either reduced or the energy of the energy ring is cleared directly.
[0065] According to the above embodiment of the present invention, when displaying the remaining effective time of the virtual control area, if the value of the virtual energy reaches a preset energy threshold due to attack operations performed consecutively by the first virtual character, the remaining effective time of the virtual control area can be increased. In other words, when displaying the remaining effective time of the virtual control area, the count of the remaining effective time can be increased by attack operations performed by the first virtual character. This simplifies the operation process for changing the remaining effective time of the virtual control area in related technologies, reduces the time required to reshape the virtual control area, and improves the display efficiency of the game screen.
[0066] As another possible implementation, the step of increasing the value of virtual energy when a composite attack operation performed by the first virtual character hits a second virtual character located within the virtual control area is: The step of increasing the value of virtual energy if a series of attack operations performed sequentially by the first virtual character within a second predetermined time period all hit the second virtual character, wherein the series of attack operations includes multiple types of attack operations.
[0067] In the embodiment of the present invention, the energy of the energy ring can be increased not only by hitting the second virtual character through a series of attack operations, but also by hitting the second virtual character located within the virtual control area through a composite attack operation performed by the first virtual character.
[0068] Here, a combined attack operation may be, but is not limited to, a series of combined skills. For example, attacks on the second virtual character in the order of a stab, shield bash, and projectile attack, and the energy of the energy ring increases each time a skill hits the second virtual character.
[0069] As an example of what is possible, this method is: The process further includes the step of decreasing the value of virtual energy or setting the value of virtual energy to 0 if an attack operation performed by the second virtual character hits the first virtual character.
[0070] As shown in Figure 7(a), assuming that the remaining effective time of the virtual control area is 8.5 s, if a second virtual character located within the virtual control area performs an attack operation and hits the first virtual character, the energy of the energy ring will decrease from the value shown in Figure 7(a) to the value shown in Figure 7(b), or the energy of the energy ring will be directly cleared.
[0071] According to each of the above embodiments, by determining the increase or decrease of the energy of the energy ring in accordance with a pre-set type of attack operation performed by the first virtual character, not only is the display efficiency of the game screen improved, but the entire time-stopping process becomes more varied, and the fun of the game is also increased.
[0072] As a selectable implementation, the step of increasing the value of virtual energy when a pre-defined type of attack operation performed by the first virtual character hits a second virtual character located within the virtual control area is: If a pre-set type of attack operation performed by the first virtual character hits a second virtual character located within the virtual control area, the virtual energy value is increased by a pre-set value, or If a pre-defined type of attack operation performed by the first virtual character hits N parts of the second virtual character located within the virtual control area, the virtual energy value is increased by the product of a pre-defined value and N, where N is a positive integer of 2 or greater, for a step of, or The process includes the steps of determining, according to a predetermined probability, whether to increase the value of virtual energy to a predetermined energy threshold when a predetermined type of attack operation performed by a first virtual character hits a second virtual character located within a virtual control area; if it is determined that the value of virtual energy should be increased to a predetermined energy threshold, increasing the value of virtual energy to a predetermined energy threshold; and if it is determined that the value of virtual energy should not be increased to a predetermined energy threshold, increasing the value of virtual energy by a predetermined value.
[0073] Assuming the energy value of the energy ring is 100 when it is full, and a pre-defined type of attack operation performed by the first virtual character hits the second virtual character located within the virtual control area, the energy of the energy ring increases in at least one of the following ways:
[0074] (1) Increases by a predetermined value When the first virtual character successfully executes a combo, and each attack in the combo hits any part of the second virtual character's body, the energy of the energy ring increases by a predetermined value, such as 10, as shown in Figure 8(b).
[0075] The second virtual character's body is assumed to be composed of multiple parts, each of which is an independent hit point, allowing damage and combos to be recorded independently. For example, if the first virtual character performs one attack (damage 100) and hits three parts, a damage display of 100 is triggered for each part, a combo is recorded for each, the total damage becomes 100 × 3 = 300, and the combo count increases by +3. Furthermore, the energy of the energy ring increases to three times a preset value, as shown in Figure 8(c), resulting in a total increase of 10 × 3 = 30.
[0076] If a pre-defined type of attack operation performed by the first virtual character (for example, each attack in a combo) hits a second virtual character located within the virtual control area, it can trigger the instantaneous filling of an energy ring according to a pre-defined probability.
[0077] As an example of selectable steps, the step of deciding whether or not to increase the value of virtual energy to a predetermined energy threshold according to a predetermined probability is: The steps include determining, according to a predetermined first probability, whether or not to increase the value of virtual energy to a predetermined energy threshold when the value of virtual energy is within a range of first values, The process includes the step of determining, according to a predetermined second probability, whether to increase the value of virtual energy to a predetermined energy threshold when the value of virtual energy is within a range of a second value, wherein the value within the first range is smaller than the value within the second range, and the first probability is smaller than the second probability.
[0078] For example, if we divide the value of virtual energy into three different ranges based on the ratio of the energy value currently filled in the energy ring to the energy value of 100 when it is full, we can determine the probability of instantaneously filling the energy ring according to the range of the virtual energy value. 1) If the energy ratio is less than 30%, the probability of instantaneously filling the energy ring is 10%. 2) If the energy ratio is between 30% and 60%, the probability of instantaneously filling the energy ring is 20%. 3) If the energy ratio is 60% or higher, the probability of instantaneously filling the energy ring is 30%.
[0079] In a specific example, as shown in Figure 9, if the ratio of virtual energy in the energy ring is 20%, the probability of instantaneously filling the energy ring is 10%. If the ratio of virtual energy in the energy ring is 45%, the probability of instantaneously filling the energy ring is 20%. If the ratio of virtual energy in the energy ring is 70%, the probability of instantaneously filling the energy ring is 30%.
[0080] In other words, if an attack performed by the first virtual character hits the second virtual character located within the virtual control area, the more energy the energy ring is filled with, the higher the probability (pre-set probability) that the virtual energy value will increase to a predetermined energy threshold. It can also be understood that as the value of virtual energy accumulated in the energy ring increases, the probability of triggering the instantaneous filling of the energy ring also increases.
[0081] Furthermore, triggering the instantaneous filling of the energy ring involves a process where the energy ring instantly expands and then contracts. For example, as shown in Figure 10(a), at 8.9s of the countdown, an attack operation performed by the first virtual character hits the second virtual character located within the virtual control area, triggering the instantaneous filling of the energy ring. The energy ring then instantly expands and then contracts to its normal size, as shown in Figure 10(b).
[0082] After the energy ring is filled, at 8.7 seconds of the countdown, the remaining effective time of the virtual control area is increased, and the energy of the energy ring is automatically cleared, i.e., the energy ring is reset. Specifically, The procedure includes the step of setting the value of virtual energy to 0 when increasing the remaining effective time of the virtual control area.
[0083] After the energy ring is instantaneously filled, if the countdown time increases by 5 seconds, the remaining effective time increases from the current 8.7 seconds to 13.7 seconds, as shown in Figures 10(b) and (c).
[0084] As can be seen from the analysis of each of the above embodiments, the methods for filling the energy ring include, but are not limited to, the following two:
[0085] Method 1: When a pre-set type of attack operation performed by a first virtual character hits a second virtual character located within the virtual control area, the value of the virtual energy increases by a pre-set value, and the virtual energy in the energy ring is gradually accumulated through multiple attack operations until the energy ring is full. Here, when accumulating virtual energy, the time interval between any two attack operations performed by the first virtual character is smaller than the first pre-set time.
[0086] Method 2: Based on the current virtual energy value of the energy ring, trigger an instant filling of the energy ring according to a predetermined probability. In other words, each time the second virtual character is hit, the energy ring will be directly filled with a predetermined probability. This increases the element of surprise in the game process and improves the variety of the game screen.
[0087] As an example of what is possible, this method is: A step in which, when a target virtual skill released by the first virtual character hits the second virtual character, a virtual control area is formed in the virtual game scene, wherein the second virtual character is located within the virtual control area, and the virtual control area is either a fixed area or moves with the movement of the second virtual character, or A step in which a virtual control area is formed in a virtual game scene when a target virtual skill released by a first virtual character hits a third virtual character, wherein the third virtual character is a virtual character of a different faction than the first virtual character, the third virtual character and the second virtual character are of the same or different factions, the third virtual character is located within the virtual control area, the virtual control area is a fixed area, or the virtual control area moves with the movement of the third virtual character, or Steps include: forming a virtual control region in a virtual game scene when the first virtual character is able to evade the attack operation of the second virtual character against the first virtual character, wherein the second virtual character is located within the virtual control region, and the virtual control region is either a fixed region or moves with the movement of the second virtual character; The process further includes the step of forming a virtual control region in a virtual game scene if the first virtual character is able to evade the attack operation of the third virtual character against the first virtual character, wherein the third virtual character is a virtual character of a different faction than the first virtual character, the third virtual character and the second virtual character are of the same or different factions, the third virtual character is located within the virtual control region, and the virtual control region is a fixed region or moves with the movement of the third virtual character.
[0088] For example, after a target virtual skill unleashed by the first virtual character hits the second virtual character, a virtual control region is formed in the virtual game scene as shown in Figure 11(a). Here, the range and position of the virtual control region may be fixed, or it may move along with the movement of the second virtual character, such as moving from the position shown in Figure 11(a) to the position shown in Figure 11(b).
[0089] A virtual control area can be formed by hitting a second virtual character, or by attacking other virtual characters. For example, as shown in Figure 12(a), the virtual game scene includes a first virtual character, a second virtual character, a third virtual character, etc., and when a target virtual skill released by the first virtual character hits the third virtual character, a virtual control area is formed in the virtual game scene as shown in Figure 12(b).
[0090] Here, the third virtual character may, but is not limited to, a virtual character belonging to a different faction than the first virtual character. Also, the third virtual character may belong to the same faction as the second virtual character or to a different faction.
[0091] Referring to the description of the position and size of the virtual control area in the above embodiment, the virtual control area in this embodiment may be a fixed area, or an area that moves with the movement of the third virtual character.
[0092] A virtual control area can be formed when a target virtual skill released by the first virtual character hits the second or third virtual character, and the formation of a virtual control area can also be triggered in the following ways. If the second or third virtual character performs an attack on the first virtual character, and the first virtual character is able to evade the attack before being hit by the second or third virtual character, a virtual control area (time stop area) will be generated around the second or third virtual character.
[0093] The attack and dodge actions performed by each virtual character create a virtual control area on the game screen with a spatial fragmentation effect. This gives the first virtual character an advantage in effectively attacking virtual characters from different factions while the virtual control area is displayed. The high-contrast screen display shortens the reaction time of human-computer interaction, improving its efficiency. Furthermore, it enhances the enjoyment of the game and enriches the diversity of the game screen.
[0094] As an example of what is possible, this method is: If the second virtual character is located within the virtual control area, the steps of displaying the remaining validity time of the virtual control area on the game screen of the second virtual character, and / or The step of displaying presentation information of an attack operation performed by a first virtual character on the game screen of a second virtual character when the second virtual character is located within a virtual control area, the presentation information being used to present to the second virtual character in order to avoid the attack operation performed by the first virtual character.
[0095] When a virtual control area is formed, the remaining effective time of the virtual control area is displayed on the first virtual character's game screen, thereby alerting the first virtual character that it can attack the second virtual character or other virtual characters within the virtual control area before the remaining effective time reaches zero.
[0096] Furthermore, since the movement speed and / or attack speed of the second virtual character located in the virtual control area are approximately 0, information indicating the attack operation performed by the first virtual character is displayed on the second virtual character's game screen, thereby prompting the second virtual character to evade the attack operation performed by the first virtual character.
[0097] Therefore, by displaying different content on the game screens of the first and second virtual characters, the reaction time of human-computer interaction can be shortened, improving the efficiency of human-computer interaction. Furthermore, the entire time-stopping process becomes full of change and surprises, significantly enhancing the enjoyment of the game's confrontation phase.
[0098] As a possible implementation, this method is If an attack operation performed by the second virtual character hits the first virtual character, the steps include: releasing the movement restriction state and / or attack restriction state of the second virtual character located within the virtual control area, or reducing the range of the virtual control area; If an attack operation performed by a third virtual character hits a first virtual character, the steps include releasing the movement restriction state and / or attack restriction state of a second virtual character located within the virtual control area, or reducing the range of the virtual control area, wherein the third virtual character is a virtual character of the same faction as the second virtual character and is located within or outside the virtual control area.
[0099] For example, if an attack operation performed by the first virtual character hits the second virtual character, forming a virtual control area as shown in Figure 13(a), and a third virtual character from the same faction as the second virtual character performs an attack operation that hits the first virtual character, the movement speed and / or attack speed of the second virtual character will increase. For example, the movement speed of the second virtual character will increase from the original 0.01 m / s to 2 m / s.
[0100] Alternatively, the number of virtual characters located in the virtual control area can be reduced by shrinking the area from Figure 13(b) to Figure 13(c). For example, if there were originally three virtual characters in the virtual control area, after shrinking the virtual control area, only one second virtual character will remain.
[0101] To gain a clearer understanding of the technical means in the embodiment of this application, the method for displaying the game screen described above will be further explained below, with reference to the overall flowchart shown in Figure 14. The specific steps are as follows.
[0102] S1402: Trigger a time stop (which may be understood as forming a virtual control area).
[0103] This includes, but is not limited to, two trigger methods: (1) If the first virtual character unleashes an attack skill and hits the second virtual character, a time-stopping area is formed around the second virtual character. (2) If the first virtual character manages to dodge the attack from the second virtual character before it hits, a time-stopping area is formed around the second virtual character.
[0104] The client into which the virtual character logs in already has a configuration skill table and a time stop duration table stored in it. When the first virtual character unleashes a target skill and hits the second virtual character, it is determined whether or not to trigger a time stop based on the target field corresponding to that target skill in the configuration skill table. If the value of the target field is 0, a time stop is not triggered. If the value of the target field is 1, a time stop is triggered.
[0105] For example, if the first virtual character performs a combo attack within a predetermined time (10 seconds), it is determined to trigger a time stop by querying the target field in the configuration skill table.
[0106] S1404: After forming a time stop region, the time stop countdown is started, and steps S1406-1 and S1406-2 are executed simultaneously.
[0107] S1406-1: Displays a time stop countdown on the game screen. S1406-2: Displays a time-stopping effect on the game screen.
[0108] For example, when time stop is triggered, a special effect is generated: a spherical spacetime rift with a radius of 20 meters, centered on the second virtual character. Simultaneously, when time stop is triggered, an energy ring counting down to the time stop is displayed on the game screen. See Figure 13 for details.
[0109] Here, a dedicated countdown timer for time stopping is added to the background. When time stopping is triggered, the time stop timer begins counting down. When the countdown reaches 0, time stopping ends, the display of the time-stopped area is removed, and the movement speed and / or attack speed of virtual characters within the time-stopped area return to normal.
[0110] S1408: Determines whether the player has performed a consecutive combo.
[0111] If a continuous combo is executed, step S1410 is executed. Otherwise, step S1420 is executed.
[0112] Here, a continuous combo is defined as a situation where the current attack operation performed by the first virtual character hits the second virtual character, and the time interval between the current attack operation and the previous attack operation performed by the first virtual character that hit the second virtual character is less than or equal to a first predetermined time.
[0113] Each time the first virtual character deals damage to the second virtual character, the following process may be understood as being performed. 1) Record the point in time when the current damage occurred. 2) Calculate the difference between two adjacent damage events at different points in time.
[0114] If the difference is ≤ 1s, the combo is considered to have succeeded in continuing. If the difference is greater than 1s, the combo is considered to have failed to continue, and the existing energy in the energy ring is cleared. Furthermore, if the first virtual character is injured, the combo is considered to have failed to continue, and the existing energy in the energy ring is cleared.
[0115] S1410: Determine whether the current combo has triggered an instant completion.
[0116] If the instantaneous fulfillment is triggered, execute step S1412. Otherwise, execute step S1414.
[0117] S1412: Time remains stopped, and the countdown is extended.
[0118] Here, extending the countdown involves, if it is determined that the combo has successfully continued, reading the time field from the time stop continuation table, which is stored in the client's database, and determining the continuation time to be 5s, 3s, etc., based on the time field.
[0119] S1414: The number of times the energy ring can be filled with energy increases by 1.
[0120] S1416: Determine whether the time-stopping energy ring is full or not.
[0121] If it is full, execute step S1412. Otherwise, execute step S1418.
[0122] S1418: Increases the virtual energy value of the time-stopped energy ring.
[0123] For example, depending on the situation in which a pre-set type of attack operation performed by the first virtual character hits a second virtual character located within the virtual control area, it is decided to increase the value by a pre-set value or the product of a pre-set value and N, where N is the number of body parts of the second virtual character that were hit.
[0124] S1420: Clear the energy of the energy ring.
[0125] If the combo fails to continue or the time stop continuation is completed, the energy of the energy ring is cleared.
[0126] Here, a combo failure to continue may occur, but is not limited to, situations where the difference between the two hits on the second virtual character is greater than the first predetermined time (e.g., 1 second), or where the first virtual character is injured (hit) during the attack operation.
[0127] S1422: The countdown ends and time stop is lifted.
[0128] Steps S1424-1 and S1424-2 are executed simultaneously.
[0129] S1424-1: The time-stopping effect is lost.
[0130] In other words, the virtual control area (time-stopping area) formed around the second virtual character disappears, and the movement speed and / or attack speed of the second virtual character or other virtual characters located within the virtual control area return to normal.
[0131] S1424-2: The time-stopping energy ring disappears.
[0132] For example, return to the game screen shown in Figure 12(a).
[0133] According to the above embodiment, when displaying the remaining effective time of the virtual control area, if the value of the virtual energy reaches a preset energy threshold due to attack operations performed consecutively by the first virtual character, the remaining effective time of the virtual control area can be increased. In other words, when displaying the remaining effective time of the virtual control area, the count of the remaining effective time can be increased by attack operations performed by the first virtual character. This simplifies the operation process for changing the remaining effective time of the virtual control area in related technologies, reduces the time required to reshape the virtual control area, and improves the display efficiency of the game screen.
[0134] Furthermore, while the embodiments of each method described above are all presented as a series of operations for the sake of simplicity, those skilled in the art should understand that the present application is not limited by the order of operations described, as some steps can be performed in other orders or simultaneously according to this application. Next, those skilled in the art should also understand that the embodiments described in the specification are preferred embodiments, and the operations and modules involved are not necessarily required for this application.
[0135] According to another embodiment of the present invention, a game screen display device shown in Figure 15 is further provided. This device can be used to carry out the game screen display method of the above embodiment of the present invention. Any aspects not described in detail in the embodiment of the device can be found in the corresponding description of the embodiment of the method, and are not repeated here. As shown in Figure 15, this device is A first display unit 1502 for displaying a game screen on a game interface that corresponds to a virtual game scene from the target viewpoint of a first virtual character, wherein the virtual game scene includes a first virtual character and a second virtual character belonging to a different faction from the first virtual character, and the first display unit 1502... A first processing unit 1504 for displaying the remaining effective time of a virtual control area on the game interface in response to a first virtual character triggering a time stop state and forming a virtual control area in a virtual game scene, wherein a second virtual character located within the virtual control area is in a movement-restricted state and / or attack-restricted state, and the first processing unit 1504 and The system may also include a second processing unit 1506 for increasing the remaining effective time of the virtual control area in response to the attack operation of the first virtual character against the second virtual character satisfying a pre-set time stop continuation condition.
[0136] Optionally, the second processing unit is: A first processing module for increasing the value of virtual energy when a pre-set type of attack operation performed by a first virtual character hits a second virtual character located within a virtual control area, The system includes a second processing module for increasing the remaining valid time of the virtual control area when the value of the virtual energy reaches a preset energy threshold and the remaining valid time is greater than 0.
[0137] Optionally, the first processing module is: When a series of attack operations performed by the first virtual character hits a second virtual character located within the virtual control area, a first processing submodule for increasing the value of virtual energy, or The system includes a second processing submodule for increasing the value of virtual energy when a composite attack operation performed by the first virtual character hits a second virtual character located within the virtual control area.
[0138] Optionally, the first processing module is: The system includes a third processing submodule for increasing the value of virtual energy when the current attack operation performed by the first virtual character hits the second virtual character, and the time interval between the current attack operation and the previous attack operation performed by the first virtual character that hit the second virtual character is less than or equal to a first preset time.
[0139] Optionally, this device is The system further includes a third processing unit for reducing the value of virtual energy or setting the value of virtual energy to 0 if the current attack operation performed by the first virtual character hits the second virtual character, and the time interval between the current attack operation and the previous attack operation performed by the first virtual character that hit the second virtual character is greater than a first preset time.
[0140] Optionally, the first processing module is: A fourth processing submodule for increasing the value of virtual energy when a series of attack operations sequentially performed by the first virtual character within a second predetermined time period all hit the second virtual character, the series of attack operations comprises a fourth processing submodule that includes multiple types of attack operations.
[0141] Optionally, this device is The system further includes a fourth processing unit for reducing the value of virtual energy or setting the value of virtual energy to 0 if an attack operation performed by the second virtual character hits the first virtual character.
[0142] Optionally, the first processing module is: If a pre-set type of attack operation performed by the first virtual character hits a second virtual character located within the virtual control area, increase the virtual energy value by a pre-set value, or If a pre-set type of attack operation performed by the first virtual character hits N parts of the second virtual character located within the virtual control area, the virtual energy value is increased by the product of a pre-set value and N, where N is a positive integer greater than or equal to 2, or The system includes a fifth processing submodule for determining, according to a predetermined probability, whether or not to increase the value of virtual energy to a predetermined energy threshold when a predetermined type of attack operation performed by a first virtual character hits a second virtual character located within a virtual control area, and if it is determined that the value of virtual energy should be increased to the predetermined energy threshold, the value of virtual energy is increased to the predetermined energy threshold; if it is determined that the value of virtual energy should not be increased to the predetermined energy threshold, the value of virtual energy is increased by a predetermined amount.
[0143] Optionally, the first processing module is: A sixth processing submodule for determining, according to a predetermined first probability, whether or not to increase the value of virtual energy to a predetermined energy threshold when the value of virtual energy is within a first range of values, A seventh processing submodule for determining whether to increase the value of virtual energy to a predetermined energy threshold when the value of virtual energy is within a range of a second value, according to a predetermined second probability, wherein the value within the first range is smaller than the value within the second range, and the first probability is smaller than the second probability.
[0144] Optionally, this device is The system further includes a fifth processing unit for setting the virtual energy value to 0 when increasing the remaining effective time of the virtual control area.
[0145] Optionally, this device is When a target virtual skill unleashed by the first virtual character hits the second virtual character, a virtual control area is formed in the virtual game scene, the second virtual character is located within the virtual control area, and the virtual control area is either a fixed area or moves with the movement of the second virtual character, or When a target virtual skill unleashed by the first virtual character hits the third virtual character, a virtual control area is formed in the virtual game scene, the third virtual character is a virtual character of a different faction than the first virtual character, the third virtual character and the second virtual character are of the same or different factions, the third virtual character is located within the virtual control area, the virtual control area is a fixed area, or the virtual control area moves with the movement of the third virtual character, or If the first virtual character can evade the second virtual character's attack on the first virtual character, a virtual control region is formed in the virtual game scene, the second virtual character is located within the virtual control region, and the virtual control region is either a fixed region or moves with the movement of the second virtual character. The system further includes a sixth processing unit for forming a virtual control area in the virtual game scene when the first virtual character is able to evade the attack operation of the third virtual character against the first virtual character, the third virtual character being a virtual character of a different faction than the first virtual character, the third virtual character and the second virtual character being of the same or different factions, the third virtual character being located within the virtual control area, the virtual control area being a fixed area, or the virtual control area moving with the movement of the third virtual character.
[0146] Optionally, this device is When the second virtual character is located within the virtual control area, the remaining validity period of the virtual control area is displayed on the game screen of the second virtual character, and / or The system further comprises a second display unit for displaying information about an attack operation performed by the first virtual character on the second virtual character's game screen when the second virtual character is located within a virtual control area, and the information is used to advise the second virtual character to avoid the attack operation performed by the first virtual character.
[0147] Optionally, this device is If an attack performed by the second virtual character hits the first virtual character, increase the movement speed and / or attack speed of the second virtual character located within the virtual control area, or reduce the range of the virtual control area, or The system further comprises a seventh processing unit for increasing the movement speed and / or attack speed of the second virtual character located within the virtual control area, or reducing the range of the virtual control area, when an attack operation performed by the third virtual character hits the first virtual character, wherein the third virtual character is a virtual character of the same faction as the second virtual character and is located within or outside the virtual control area.
[0148] By applying the above device, when displaying the remaining effective time of the virtual control area, if the value of the virtual energy reaches a preset energy threshold due to consecutive attack operations performed by the first virtual character, the remaining effective time of the virtual control area can be increased. In other words, when displaying the remaining effective time of the virtual control area, the count of the remaining effective time can be increased by attack operations performed by the first virtual character. This simplifies the operation process for changing the remaining effective time of the virtual control area in related technologies, reduces the time required to reshape the virtual control area, and improves the display efficiency of the game screen.
[0149] The example of the game screen display device described here can be found in the example of the game screen display method described above, and will not be explained again here.
[0150] According to another embodiment of the present invention, an electronic device for carrying out the above-described method of displaying a game screen is further provided. This electronic device may be the terminal device shown in Figure 16. In this embodiment, the electronic device is described as a background device as an example. As shown in Figure 16, the electronic device comprises a memory 1602 and a processor 1604, the memory 1602 storing a computer program, and the processor 1604 is configured to execute any of the steps of the embodiment of the above method by the computer program.
[0151] Optionally, in this embodiment, the electronic device may be placed on at least one of the network devices of a computer network.
[0152] Optionally, in this embodiment, the processor may be configured to perform the following steps by a computer program. S1: The game interface displays a game screen corresponding to a virtual game scene from the target viewpoint of the first virtual character. The virtual game scene includes the first virtual character and a second virtual character belonging to a different faction than the first virtual character. S2: In response to the first virtual character triggering a time stop state and forming a virtual control area in the virtual game scene, the remaining effective time of the virtual control area is displayed in the game interface, and the second virtual character located within the virtual control area is in a movement restriction state and / or attack restriction state. S3: In response to the attack operation of the first virtual character against the second virtual character satisfying the pre-set time stop continuation condition, the remaining effective time of the virtual control area is increased.
[0153] Optionally, as those skilled in the art will understand, the configuration shown in Figure 16 is merely illustrative, and the electronic device may be a target terminal such as a smartphone (Android phone, iOS phone, etc.), tablet, palmtop PC, mobile internet device (MID), or PAD. Figure 16 is not limiting to the configuration of the electronic device. For example, the electronic device may have more or fewer components (such as network interfaces) than those shown in Figure 16, or may have a different configuration than that shown in Figure 16.
[0154] Here, memory 1602 can be used to store software programs and modules, such as program instructions / modules, corresponding to the game screen display method and apparatus in the embodiments of the present application. The processor 1604 executes various functional applications and data processing by operating the software programs and modules stored in memory 1602, that is, it realizes the game screen display method. Memory 1602 may include high-speed random memory and may further include non-volatile memory such as one or more magnetic storage devices, flash memory, or other non-volatile solid memory. In some examples, memory 1602 may further include memory located remotely from the processor 1604, and these remote memories may be connected to a terminal via a network. Examples of networks include, but are not limited to, the Internet, intranet, local area network, mobile communication network, and combinations thereof. Here, memory 1602 can be used specifically to store the corresponding game screen from the target viewpoint, remaining valid time, virtual character movement speed, etc., but is not limited to these. As an example, as shown in Figure 16, the memory 1602 may include, but is not limited to, a first display unit 1502, a first processing unit 1504, and a second processing unit 1506 in the game screen display device. Furthermore, it may include, but is not limited to, other module units in the game screen display device, and will not be described again in this example.
[0155] Optionally, the transmission device 1606 is used to receive or transmit data over a network. Specific examples of the network may include wired or wireless networks. In one example, the transmission device 1606 includes a network interface controller (NIC) that can connect to other network devices and routers via network cables to communicate with the Internet or a local area network. In another example, the transmission device 1606 is a radio frequency (RF) module for wireless communication with the Internet.
[0156] Furthermore, the electronic device further includes a display 1608 for displaying target sound direction information and a connection bus 1610 for connecting each module component of the electronic device.
[0157] In other embodiments, the target terminal or server may be a node in a distributed system, the distributed system may be a blockchain system, and the blockchain system may be a distributed system formed by multiple nodes connected by network communication. Here, the nodes can form a peer-to-peer (P2P) network, and any form of computer device, such as servers, terminals, and other electronic devices, can become a node in the blockchain system by participating in the peer-to-peer network.
[0158] In yet another aspect of the present application, a computer program product or computer program is provided. The computer program product or computer program includes computer instructions stored in a computer-readable storage medium. The processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, thereby the computer device performs a method of displaying a game screen, provided in various selectable implementations such as server verification processing. Here, the computer program is configured to perform any step of the embodiment of the above method when it is in operation.
[0159] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for performing the following steps. S1: The game interface displays a game screen corresponding to a virtual game scene from the target viewpoint of the first virtual character. The virtual game scene includes the first virtual character and a second virtual character belonging to a different faction than the first virtual character. S2: In response to the first virtual character triggering a time stop state and forming a virtual control area in the virtual game scene, the remaining effective time of the virtual control area is displayed in the game interface, and the second virtual character located within the virtual control area is in a movement restriction state and / or attack restriction state. S3: In response to the attack operation of the first virtual character against the second virtual character satisfying the pre-set time stop continuation condition, the remaining effective time of the virtual control area is increased.
[0160] Optionally, in this embodiment, as will be understood by those skilled in the art, all or part of the steps in each of the above embodiments can be completed by instructing hardware associated with a target terminal via a program. The program may be stored on a computer-readable storage medium, which may include flash disks, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0161] The numbering of the embodiments in this application is for illustrative purposes only and does not indicate any ranking of the embodiments.
[0162] If the integrated unit in the above embodiment is implemented in the form of a software functional unit and sold or used as an independent product, it may be stored on a computer-readable storage medium. Based on this understanding, an essential part of the technical means of the present application, a part that contributes to the prior art, or all or part of said technical means may be embodied in the form of a software product. Such computer software product is stored on a storage medium and includes several instructions for causing one or more computer devices (which may be personal computers, servers, or network devices, etc.) to perform all or part of the steps of the method described in each embodiment of the present application.
[0163] In the embodiments described above, each embodiment has its own emphasis, and for parts not described in detail in a particular embodiment, you can refer to the relevant descriptions in other embodiments.
[0164] In some embodiments relating to this application, it should be understood that the disclosed clients can be implemented in other ways. Herein, the embodiments of the apparatus described above are merely illustrative, and for example, the partitioning of units is only for logical functions, and other partitioning methods may be possible in actual implementation. For example, multiple units or components may be combined or integrated into another system, or some features may be ignored or not performed. Also, the mutual coupling, direct coupling or communication connection shown or discussed may be indirect coupling or communication connection via some interface, unit or module, and may be in electrical or other forms.
[0165] Units described as individual components may or may not be physically separated. Components shown as units may or may not be physical units, may be located in one place, or may be distributed among multiple network units. Depending on the actual requirements, some or all of the units can be selected to achieve the objectives of the technical means of this embodiment.
[0166] Furthermore, each functional unit in each embodiment of the present application may be integrated into a single processing unit, each unit may exist physically independently, or two or more units may be integrated into a single unit. The integrated unit may be implemented in hardware form or in the form of a software functional unit.
[0167] Furthermore, terms such as "1st," "2nd," "3rd," "4th," "1," and "2" (if any) in the specification, claims, and drawings of this application are used to distinguish similar objects and are not necessarily intended to indicate a specific order or priority. It should be understood that such data may be interchanged under appropriate circumstances so that the embodiments of this application described herein may be carried out in an order other than that shown or described.
[0168] The above describes only preferred embodiments of the present application, and it should be noted that those skilled in the art can make several improvements and modifications without departing from the principles of the present application, and these improvements and modifications should be included within the scope of protection of the present application.
Claims
1. The method of displaying the game screen, A step of displaying a game screen on the game interface that corresponds to a virtual game scene from the target viewpoint of a first virtual character, wherein the virtual game scene includes the first virtual character and a second virtual character belonging to a different faction from the first virtual character. In response to a first virtual character triggering a time-stop state and forming a virtual control area in the virtual game scene, the remaining effective time of the virtual control area is displayed on the game interface, wherein the second virtual character located within the virtual control area is in a movement-restricted state and / or attack-restricted state. The steps include increasing the remaining effective time of the virtual control area in response to the attack operation of the first virtual character against the second virtual character satisfying a predetermined time-stop continuation condition, and A method for displaying a game screen, characterized by including the following.
2. The step of increasing the remaining effective time of the virtual control area in response to the attack operation of the first virtual character against the second virtual character satisfying a predetermined time-stop continuation condition is: If the remaining effective time is greater than 0, and the attack operation of the first virtual character against the second virtual character triggers the time stop state again, the remaining effective time of the virtual control area is increased, or The steps include: increasing the value of virtual energy when a pre-set type of attack operation performed by the first virtual character hits the second virtual character located within the virtual control area; and increasing the remaining effective time of the virtual control area when the value of virtual energy reaches a pre-set energy threshold and the remaining effective time is greater than 0. The method according to claim 1, characterized by including
3. The step of increasing the value of the virtual energy when a pre-set type of attack operation performed by the first virtual character hits the second virtual character located within the virtual control area is: If a series of attack operations performed by the first virtual character hits the second virtual character located within the virtual control area, the value of the virtual energy is increased, or The step of increasing the value of the virtual energy when a composite attack operation performed by the first virtual character hits the second virtual character located within the virtual control area. The method according to claim 2, characterized by including
4. The step of increasing the value of the virtual energy when a series of attack operations performed by the first virtual character hits the second virtual character located within the virtual control area is: The step of increasing the value of the virtual energy if the current attack operation performed by the first virtual character hits the second virtual character, and the time interval between the current attack operation and the previous attack operation performed by the first virtual character that hit the second virtual character is less than or equal to a first predetermined time. The method according to claim 3, characterized by including
5. The aforementioned method, If the current attack operation performed by the first virtual character hits the second virtual character, and the time interval between the current attack operation and the previous attack operation performed by the first virtual character that hit the second virtual character is greater than the first preset time, then the value of the virtual energy is reduced or the value of the virtual energy is set to 0. The method according to claim 4, further comprising:
6. The step of increasing the value of the virtual energy when a composite attack operation performed by the first virtual character hits the second virtual character located within the virtual control area is: A step of increasing the value of virtual energy if a series of attack operations performed sequentially by the first virtual character within a second predetermined time period all hit the second virtual character, wherein the series of attack operations includes multiple types of attack operations. The method according to any one of claims 3 to 5, characterized by including
7. The aforementioned method, If an attack operation performed by the second virtual character hits the first virtual character, the steps of decreasing the value of the virtual energy or setting the value of the virtual energy to 0. The method according to any one of claims 2 to 6, further comprising:
8. The step of increasing the value of virtual energy when a pre-set type of attack operation performed by the first virtual character hits the second virtual character located within the virtual control area is: If the attack operation of the predetermined type performed by the first virtual character hits the second virtual character located within the virtual control area, the steps of increasing the value of the virtual energy by a predetermined value, or If the pre-set type of attack operation performed by the first virtual character hits N parts of the second virtual character located within the virtual control area, the value of the virtual energy is increased by the product of the pre-set value and N, where N is a positive integer of 2 or more, in steps, or The steps include: determining, according to a predetermined probability, whether to increase the value of the virtual energy to the predetermined energy threshold if the predetermined type of attack operation performed by the first virtual character hits the second virtual character located within the virtual control area; increasing the value of the virtual energy to the predetermined energy threshold if it is determined to increase the value of the virtual energy to the predetermined energy threshold; and increasing the value of the virtual energy by the predetermined value if it is determined not to increase the value of the virtual energy to the predetermined energy threshold. The method according to any one of claims 2 to 7, characterized by including
9. The step of determining whether or not to increase the value of the virtual energy up to the predetermined energy threshold, according to a predetermined probability, is: The steps include determining, according to a predetermined first probability, whether or not to increase the value of the virtual energy to the predetermined energy threshold when the value of the virtual energy is within a range of a first value, A step of determining whether or not to increase the value of the virtual energy to the predetermined energy threshold when the value of the virtual energy is within a range of a second value, according to a predetermined second probability, wherein the value within the first range is smaller than the value within the second range, and the first probability is smaller than the second probability. The method according to claim 8, characterized by including
10. The aforementioned method, The step of increasing the remaining effective time of the virtual control area by setting the value of the virtual energy to 0. The method according to any one of claims 2 to 9, further comprising:
11. The aforementioned virtual game scene further includes a third virtual character, and the method is When a target virtual skill released by the first virtual character hits the second virtual character, a step of forming the virtual control area in the virtual game scene, wherein the second virtual character is located within the virtual control area, and the virtual control area is a fixed area, or the virtual control area moves with the movement of the second virtual character, or Steps to form the virtual control area in the virtual game scene when the target virtual skill released by the first virtual character hits the third virtual character, wherein the third virtual character is a virtual character of a different faction than the first virtual character, the third virtual character and the second virtual character are of the same or different factions, the third virtual character is located within the virtual control area, the virtual control area is a fixed area, or the virtual control area moves with the movement of the third virtual character, or Steps include: forming a virtual control area in the virtual game scene when the first virtual character is able to evade the attack operation of the second virtual character against the first virtual character, wherein the second virtual character is located within the virtual control area, and the virtual control area is either a fixed area or moves with the movement of the second virtual character; Steps to form the virtual control area in the virtual game scene when the first virtual character is able to evade the attack operation of the third virtual character against the first virtual character, wherein the third virtual character is a virtual character of a different faction than the first virtual character, the third virtual character and the second virtual character are of the same or different factions, the third virtual character is located within the virtual control area, the virtual control area is a fixed area, or the virtual control area moves with the movement of the third virtual character. The method according to any one of claims 1 to 10, further comprising:
12. The aforementioned method, If the second virtual character is located within the virtual control area, the steps of displaying the remaining effective time of the virtual control area on the game screen of the second virtual character, and / or Steps of displaying information regarding an attack operation performed by the first virtual character on the game screen of the second virtual character when the second virtual character is located within the virtual control area, wherein the information is used to present to the second virtual character in order to avoid the attack operation performed by the first virtual character. The method according to any one of claims 1 to 11, further comprising:
13. The virtual game scene further includes a fourth virtual character, and the method is If an attack operation performed by the second virtual character hits the first virtual character, the steps include: releasing the movement restriction state and / or attack restriction state of the second virtual character located within the virtual control area, or reducing the range of the virtual control area; Steps to release the movement restriction state and / or attack restriction state of the second virtual character located within the virtual control area, or reduce the range of the virtual control area, wherein the fourth virtual character is a virtual character of the same faction as the second virtual character and is located within or outside the virtual control area. The method according to any one of claims 1 to 12, further comprising:
14. The method according to any one of claims 1 to 13, characterized in that, in the virtual game scene, in response to a first virtual character triggering a time stop state and forming a virtual control region, an energy ring is displayed on the game interface, the energy ring includes a ring body and a central region located inside the ring body, the remaining effective time of the virtual control region is displayed in the central region, and the ring body is used to display a value of virtual energy.
15. A display device for game screens, A first display unit for displaying a game screen on a game interface that corresponds to a virtual game scene from the target viewpoint of a first virtual character, wherein the virtual game scene includes the first virtual character and a second virtual character belonging to a different faction from the first virtual character, and the first display unit... A first processing unit for displaying the remaining effective time of a virtual control area on the game interface in response to a first virtual character triggering a time stop state and forming a virtual control area in the virtual game scene, wherein the second virtual character located within the virtual control area is in a movement-restricted state and / or attack-restricted state, and the first processing unit In response to the attack operation of the first virtual character against the second virtual character satisfying a predetermined time-stop continuation condition, a second processing unit increases the remaining effective time of the virtual control area. A display device for a game screen, characterized by comprising the following:
16. A computer-readable storage medium, wherein a program is stored in the computer-readable storage medium, and the program, when executed by a terminal device or a computer, can perform the method described in any one of claims 1 to 14.
17. A computer program product comprising a computer program / instruction, wherein the computer program / instruction, when executed by a processor, realizes a step according to any one of claims 1 to 14.
18. An electronic device comprising memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to execute the method according to any one of claims 1 to 14 by the computer program.
19. A program product comprising a computer program that, when executed by a processor, implements the method described in any one of claims 1 to 14.