Virtual environment screen display method, device, equipment, and computer program

JP7640054B2Active Publication Date: 2025-03-05TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
JP2023114240
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2020-04-20
Filing Date
2023-07-12
Publication Date
2025-03-05
Estimated Expiration
2041-03-08

AI Technical Summary

Benefits of technology

【0012】 本願の実施例により提供される技術方案は、少なくとも次の有益な効果を与える。

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a picture display method and apparatus for a virtual environment, and a device and a storage medium.SOLUTION: The method includes: displaying a user interface, the user interface including a virtual environment picture and a wheel skill control, the virtual environment picture being a picture obtained by observing a virtual environment from an observing perspective corresponding to a first virtual character, and the wheel skill control being a control configured to cast a directional skill; receiving a skill cast operation on the wheel skill control; and skipping displaying a skill indicator in the virtual environment picture in response to that the skill cast operation is a fast cast operation and a selected second virtual character exists, the skill indicator being configured to indicate at least one of an aiming direction of the directional skill and a cast region.SELECTED DRAWING: Figure 6
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Description

CROSS-REFERENCE TO RELATED APPLICATIONS

[0001] This application claims priority to a Chinese patent application bearing application number 202010313797.6 filed on April 20, 2020, and entitled "Virtual environment screen display method, device, equipment and medium," the entire contents of which are incorporated herein by reference. [Technical field]

[0002] The embodiments of the present application relate to the technical fields of computers and the Internet, and in particular to a method, an apparatus, a device, and a computer program for displaying a screen in a virtual environment. [Background technology]

[0003] A competitive game is a game in which multiple user accounts compete in the same scene. Optionally, competitive games may be Multiplayer Online Battle Arena Games (MOBAs).

[0004] In a typical MOBA game, the virtual environment screen displayed on the client is a screen obtained by observing the virtual environment with the first virtual character as the observation center. The user can control the first virtual character to release a skill in a predetermined direction to attack a rival virtual character in the predetermined direction. When the user controls the first virtual character to aim in a predetermined direction or at a predetermined area, a skill indicator is displayed on the virtual environment screen to show the user the action direction and action position after the skill is released. When the rival virtual character is within the action range indicated by the skill indicator, the first virtual character can attack the rival virtual character by controlling the first virtual character to release a skill.

[0005] The skill indicator may interfere with the user's view of the virtual environment screen. Summary of the Invention

[0006] The embodiments of the present application provide a method, device, apparatus, and storage medium for displaying a screen of a virtual environment, which can reduce unnecessary display of a skill indicator in a specific situation and reduce interference with the virtual environment screen.

[0007] According to one aspect of the present application, displaying a user interface, the user interface including a virtual environment screen and a wheel skill widget, the virtual environment screen being a screen obtained by observing the virtual environment from an observation viewpoint corresponding to a first virtual character, the wheel skill widget being for releasing a directional skill; receiving a skill release operation on the wheel skill widget; and in response to the skill release operation being a quick release operation and the presence of a selected second virtual character, not displaying a skill indicator on the virtual environment screen, the skill indicator being for indicating at least one of the aiming direction and release area of ​​the directional skill.

[0008] According to another aspect of the present application, a display module for displaying a user interface, the user interface including a virtual environment screen and a wheel skill widget, the virtual environment screen being a screen obtained by observing the virtual environment from an observation viewpoint corresponding to a first virtual character, the wheel skill widget being for releasing a directional skill; An interaction module for receiving a skill release operation on the wheel skill widget, The display module is for not displaying a skill indicator on the virtual environment screen in response to the skill release operation being a quick release operation and the presence of a selected second virtual character, and the skill indicator is for indicating at least one of the aiming direction and release area of ​​the directional skill.

[0009] According to another aspect of the present application, there is provided a computing device including a processor and a memory having stored therein at least one instruction, at least one program, code set or instruction set, the at least one instruction, at least one program, code set or instruction set being loaded and executed by the processor to realize the method for displaying a screen of a virtual environment as described in the above aspect.

[0010] According to another aspect of the present application, there is provided a computer-readable storage medium having stored thereon at least one instruction, at least one program, code set or instruction set, the at least one instruction, at least one program, code set or instruction set being loaded and executed by a processor to realize the method for displaying a screen of a virtual environment as described in the above aspect.

[0011] According to another aspect of the present application, there is provided a computer program product which, when executed on a computer, causes the computer to perform the method for displaying a screen of a virtual environment.

[0012] The technical solutions provided by the embodiments of the present application provide at least the following beneficial effects:

[0013] When the skill release operation in the wheel skill widget is a quick release operation, a range indicator is displayed on the virtual environment screen with the first virtual character as the reference position, and the skill indicator is not displayed. Also, since the second virtual character is not selected by the user but is selected by the client according to default attack target selection rules, when the skill indicator is not displayed, it does not affect normal skill release, reduces the influence and interference of the skill indicator on the user's field of view, and increases the proportion of valid information in the user's field of view. [Brief description of the drawings]

[0014] In order to more clearly describe the technical solutions in the embodiments of the present application, the following briefly introduces drawings necessary for the description of the embodiments. The drawings in the following description are only some embodiments of the present application, and it is obvious to those skilled in the art that they can obtain other drawings based on these drawings without any creative efforts.

[0015] [Figure 1] FIG. 2 is a block diagram of the architecture of a computer system provided by one exemplary embodiment of the present application. [Diagram 2] FIG. 2 is a schematic diagram of a state synchronization technique provided by another exemplary embodiment of the present application. [Diagram 3] FIG. 2 is a schematic diagram of a frame synchronization technique provided by another exemplary embodiment of the present application. [Figure 4] FIG. 2 is a schematic diagram of an interface of a screen display method for a virtual environment provided by another exemplary embodiment of the present application. [Diagram 5] FIG. 2 is a schematic diagram of an interface of a screen display method for a virtual environment provided by another exemplary embodiment of the present application. [Figure 6] 4 is a flowchart of a method for displaying a virtual environment on a screen provided by another exemplary embodiment of the present application. [Figure 7] FIG. 13 is a schematic diagram of an arrow-shaped skill indicator provided by another exemplary embodiment of the present application. [Figure 8] FIG. 2 is a schematic diagram of a domain-based skill indicator provided by another exemplary embodiment of the present application. [Figure 9] 4 is a flowchart of a method for displaying a virtual environment on a screen provided by another exemplary embodiment of the present application. [Figure 10] 4 is a flowchart of a method for displaying a virtual environment on a screen provided by another exemplary embodiment of the present application. [Figure 11] FIG. 13 is a schematic diagram of a configuration interface of a skill indicator provided by another exemplary embodiment of the present application. [Figure 12] FIG. 13 is a schematic diagram of a configuration interface for display rules provided by another exemplary embodiment of the present application; [Figure 13] FIG. 2 is a block diagram of a screen display device of a virtual environment provided by another exemplary embodiment of the present application. [Figure 14] FIG. 2 is a block diagram of a computing device provided by another exemplary embodiment of the present application. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0016] In order to make the objectives, technical solutions and advantages of the present application clearer, the following describes the embodiments of the present application in more detail with reference to the drawings.

[0017] First, a brief introduction of terms used in the embodiments of the present application will be given.

[0018] The virtual environment is a virtual environment that is displayed (or provided) when the application is executed on the terminal. The virtual environment may be a simulation of the real world, a semi-simulated and semi-fictional three-dimensional world, or a completely fictional three-dimensional world. The virtual environment may be one of a two-dimensional virtual environment, a two-and-a-half-dimensional virtual environment, and a three-dimensional virtual environment. Optionally, the virtual environment is also used for a virtual environment battle between at least two virtual characters, the virtual environment having virtual resources available to the at least two virtual characters. Optionally, the virtual environment includes symmetrical lower left and upper right corner areas, and virtual characters belonging to two opposing camps each occupy one of the above areas and have a victory goal of destroying a target building / base / base / crystal in the depths of the opponent's area.

[0019] A virtual character refers to a movable object in a virtual environment. The movable object may be at least one of a virtual person, a virtual animal, and an animated character. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual characters may be three-dimensional virtual models, each of which has its own shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment. Optionally, the virtual characters are three-dimensional characters constructed based on three-dimensional human skeleton technology, and can be fitted with different skins to achieve different appearances. In some embodiments, the virtual characters may be realized by 2.5D or 2D models, but the examples of the present application are not limited thereto.

[0020] A multiplayer online battle arena refers to a virtual environment in which different virtual teams belonging to at least two opposing camps occupy their respective map areas and compete to achieve certain victory conditions. The victory conditions include, but are not limited to, at least one of the following: occupying a base or destroying the opposing camp's base, killing the opposing camp's virtual character, ensuring one's own survival in a certain scene and within a certain time, competing for a certain resource, and exceeding the opponent's score within a certain time. The battle arena may be played in rounds, and the battle arena map for each round may be the same or different. Each virtual team may include one or more virtual characters, for example, one, two, three, or five.

[0021] A MOBA game provides multiple bases in a virtual environment, and users belonging to different camps compete in the virtual environment, controlling virtual characters to capture bases or destroy the bases of the opposing camp. For example, in a MOBA game, users may be divided into two opposing camps, and virtual characters controlled by the users may scatter in the virtual environment and compete against each other, with the victory condition being the destruction or capture of all enemy bases. MOBA games are played in rounds, and the duration of one round of a MOBA game is the time from the start of the game to the time the victory condition is met.

[0022] A User Interface (UI) widget is any visible widget or element that is displayed (not excluding implicit display) in the user interface of an application, such as a picture, an input box, a text box, a button, a tag, etc. Some UI widgets are responsive to user actions, such as a skill widget that controls a first virtual character to release a skill. A user controls the first virtual character to release a skill by triggering the skill widget.

[0023] 1 shows a block diagram of the architecture of a computer system provided by an exemplary embodiment of the present application. The computer system 100 includes a first terminal 110, a server 120, and a second terminal 130.

[0024] The first terminal 110 has a client 111 that supports a virtual environment installed and running, and the client 111 may be a multiplayer online battle program. When the first terminal runs the client 111, a user interface of the client 111 is displayed on the screen of the first terminal 110. The client may be any one of a military simulation program, a battle royale shooting game, a virtual reality (VR) application, an augmented reality (AR) program, a three-dimensional map program, a virtual reality game, an augmented reality game, a first-person shooting game (FPS), a third-person shooting game (TPS), a multiplayer online battle arena game (MOBA), and a simulation game (SLG). In this embodiment, a case where the client is a MOBA game will be described as an example. The first terminal 110 is a terminal used by the first user 112, who uses the first terminal 110 to control an activity of a first virtual character in a virtual environment, which may be referred to as a first virtual character of the first user 112. The activity of the first virtual character includes, but is not limited to, at least one of adjusting a body posture, crawling, walking, running, cycling, flying, jumping, driving, picking up, shooting, attacking, and throwing. Exemplarily, the first virtual character is a first virtual person, such as a simulation character or an animation character.

[0025] The second terminal 130 has a client 131 that supports a virtual environment installed and running, and the client 131 may be a multiplayer online battle program. When the second terminal 130 runs the client 131, a user interface of the client 131 is displayed on the screen of the second terminal 130. The client may be any one of a military simulation program, a battle royale shooting game, a VR application, an AR program, a 3D map program, a virtual reality game, an augmented reality game, an FPS, a TPS, a MOBA, and a SLG. In this embodiment, a case where the client is a MOBA game will be described as an example. The second terminal 130 is a terminal used by a second user 113, and the second user 113 uses the second terminal 130 to control a second virtual character in a virtual environment to act, and the second virtual character may be referred to as a second virtual character of the second user 113. Exemplarily, the second virtual character is a second virtual person such as a simulation character or an anime character.

[0026] Optionally, the first virtual person and the second virtual person are in the same virtual environment. Optionally, the first virtual person and the second virtual person are in the same camp, team, organization, or have friendly relations or temporary communication rights. Optionally, the first virtual person and the second virtual person are in different camps, teams, organizations, or have hostile relations.

[0027] Optionally, the clients installed on the first terminal 110 and the second terminal 130 are the same or the same kind of clients on different operating system platforms (Android or IOS). The first terminal 110 may broadly refer to one of a plurality of terminals, and the second terminal 130 may broadly refer to the other of a plurality of terminals, and in this embodiment, only the first terminal 110 and the second terminal 130 are described as examples. The device types of the first terminal 110 and the second terminal 130 may be the same or different. The device types include at least one of a smartphone, a tablet PC, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III) player, an MP4 (Moving Picture Experts Group Audio Layer IV) player, a laptop portable computer, and a desktop computer.

[0028] Although only two terminals are shown in FIG. 1, in other embodiments, there are multiple other terminals 140 that can access the server 120. Optionally, there are one or more terminals 140 corresponding to developers. A client development and editing platform supporting a virtual environment is installed in the terminal 140, and the developer may edit and update the client on the terminal 140 and transmit the updated client installation package to the server 120 via a wired or wireless network. The first terminal 110 and the second terminal 130 may download the client installation package from the server 120 to realize the client update.

[0029] A first terminal 110, a second terminal 130 and another terminal 140 are connected to a server 120 via a wireless network or a wired network.

[0030] The server 120 includes at least one of one server, multiple servers, a cloud computing platform, and a virtualization center. The server 120 is for providing background services to clients supporting a three-dimensional virtual environment. Optionally, the server 120 is responsible for primary computing tasks, and the terminal is responsible for secondary computing tasks. Alternatively, the server 120 is responsible for secondary computing tasks, and the terminal is responsible for primary computing tasks. Alternatively, the server 120 and the terminal perform collaborative computing through a distributed computing architecture.

[0031] In one illustrative example, the server 120 includes a processor 122, a user account database 123, a match service module 124, and a user-facing input / output interface (I / O interface) 125. The processor 122 is for loading instructions stored in the server 121 and processing data in the user account database 123 and the match service module 124. The user account database 123 is for storing user account data, such as a user account avatar, a user account nickname, a user account combat power index, and a service area where the user account is located, used by the first terminal 110, the second terminal 130, and the other terminals 140. The match service module 124 is for providing multiple match rooms in which users can play matches such as 1V1 match, 3V3 match, 5V5 match, etc. The user-facing I / O interface 125 is for communicating and exchanging data with the first terminal 110 and / or the second terminal 130 via a wireless network or a wired network.

[0032] The server 120 may synchronize screen presentations among multiple clients through a synchronization technique. Illustratively, the synchronization technique employed by the server 120 includes a state synchronization technique or a frame synchronization technique.

[0033] State Synchronization Technology In any embodiment based on Fig. 1, the server 120 synchronizes with multiple clients through a state synchronization technique, in which the combat logic is executed in the server 120, as shown in Fig. 2. When a state change occurs to a virtual character in the virtual environment, the server 120 sends the state synchronization result to all clients, such as clients 1-10.

[0034] In one illustrative example, when a client 1 sends a request to the server 120 to request a virtual character 1 to release a frost skill, the server 120 determines whether to allow the release of the frost skill and the damage value to other virtual characters 2 if the release of the frost skill is allowed. Then, the server 120 sends the skill release result to all clients, and all clients update their local data and interface presentations according to the skill release result.

[0035] Frame Synchronization Technology In any embodiment based on FIG. 1, the server 120 synchronizes with multiple clients using a frame synchronization technique. In the frame synchronization technique, as shown in FIG. 3, the combat logic runs within each client. Each client sends a frame synchronization request to the server, which includes changes to the client's local data. When the server 120 receives a particular frame synchronization request, it forwards the frame synchronization request to all clients. When each client receives the frame synchronization request, it processes the frame synchronization request according to its local combat logic and updates its local data and interface presentation.

[0036] With reference to the above introduction of the virtual environment and the description of the implementation environment, the screen display method of the virtual environment provided by the embodiment of the present application will be described, and the case where the method is executed by a client running on the terminal shown in Fig. 1 will be described as an example. On the terminal, the client, which is an application supporting the virtual environment, is running.

[0037] For illustrative purposes, the virtual environment screen display method provided by the present application is applied to a MOBA game.

[0038] In the MOBA game, as shown in FIG. 4, a user can control a first virtual character to release a directional skill by controlling a wheel skill widget. The wheel skill widget includes a wheel area 40 and a wheel button 42. The area of ​​the wheel area 40 is larger than the area of ​​the wheel button 42. The wheel button 42 can move its position within the wheel area 40. Optionally, the wheel area 40 is divided into an inner wheel area 41 and an outer wheel area 43. The inner wheel area 41 is also called a dead zone.

[0039] When the user clicks the wheel button 42 within the inner ring area 41, a quick cast mode (also called quick cast or auto cast) is triggered. The quick cast mode means that the client automatically selects a second virtual character within a circular release range centered on the first virtual character according to the default attack target selection rules. When the user's finger is released from the wheel button 42, the client controls the first virtual character to release a directional skill to the second virtual character.

[0040] When the user clicks the wheel button 42 and drags the wheel button 42 to the outer ring area 43, an aim release mode is triggered. The aim cast mode means that a skill indicator and a range indicator are displayed based on the first virtual character according to the position of the wheel button 42 in the outer ring area 43. The skill indicator is for indicating at least one of the skill release direction and the action area, and the range indicator is for indicating the maximum cast range of the directional skill. The user can change the display position of the skill indicator within the circular release range by changing the position of the wheel button 42 in the outer ring area 43. When the user's finger is released from the wheel button 42, the client controls the first virtual character to release the directional skill in the direction or area indicated by the skill indicator.

[0041] In the present embodiment, the following improvements are proposed:

[0042] Improvement 1: As shown in Fig. 5, when a user clicks the wheel button within the inner ring area to trigger the quick cast mode of the first virtual character 51, the client selects the second virtual character 52 according to a default or custom attack target selection rule. While the user is clicking the wheel button, the client displays the range indicator 53 in the user interface, but does not display the skill indicator 54. In other words, since the user does not aim by himself, there is no need to display the skill indicator 54, and interference information in the user interface is minimized.

[0043] Improvement 2: During the short period from when the user's finger is released from the wheel button to when the skill of the first virtual character 51 is released, a skill indicator 54 pointing from the first virtual character 51 to the second virtual character 52 is displayed on the user interface. At this time, the skill indicator 54 is displayed in green.

[0044] Improvement 3: When the user clicks the wheel button while a directional skill is in a disabled (suspended) or cooldown state, the skill indicator 54 is displayed in red (distinguished by a different display pattern in FIG. 5).

[0045] 6 shows a flowchart of a method for displaying a screen of a virtual environment provided by an exemplary embodiment of the present application. In this embodiment, the method is applied to a client, that is, the method is executed by the client. The method includes the following steps:

[0046] In step 602, a user interface is displayed that includes a virtual environment view and a wheel skill widget.

[0047] The virtual environment screen is a screen obtained by observing the virtual environment from an observation viewpoint corresponding to the first virtual character. Exemplarily, the virtual environment screen is a two-dimensional screen displayed on the client after performing screen collection on the three-dimensional virtual environment. Exemplarily, the shape of the virtual environment screen is determined according to the shape of the display of the terminal, or according to the shape of the user interface of the client. For example, in the case where the display of the terminal is rectangular, the virtual environment screen is also displayed on a rectangular screen.

[0048] A camera model bound to a first virtual character is disposed in the virtual environment. The virtual environment screen is a screen captured by the camera model with a certain observation position in the virtual environment as the observation center. The observation center is the center of the virtual environment screen. For example, in the case where the virtual environment screen is a rectangular screen, the intersection of the diagonals of the rectangle in the virtual screen is the observation center. Generally, the camera model bound to the first virtual character has the first virtual character as the observation center, and in this case, the position of the first virtual character in the virtual environment is the observation position. The observation position is a coordinate position in the virtual environment. When the virtual environment is a three-dimensional virtual environment, the observation position is a three-dimensional coordinate. For example, if the ground in the virtual environment is a horizontal plane, the height coordinate of the observation position is 0, and therefore the observation position may be approximately indicated by two-dimensional coordinates on the horizontal plane.

[0049] The first virtual character is a virtual character controlled by the client. The client controls the activity of the first virtual character in the virtual environment according to the received user operation (also called man-machine operation). Exemplarily, the activity of the first virtual character in the virtual environment includes walking, running, jumping, climbing, lying down, attacking, releasing a skill, picking up an item, and sending a message.

[0050] A skill is an ability that a virtual character uses or releases to attack the virtual character and / or other virtual characters and to cause a debuff or buff effect. Skills are classified according to their range of action, including directional skills and indiscriminate cover skills. Directional skills are skills that are released toward the aimed direction or area within the maximum range of action. Indiscriminate cover skills are skills that are released toward all areas within the maximum range of action. Skills are classified according to their type, including active skills and passive skills. Active skills are skills that a virtual character actively uses or releases, and passive skills are skills that are automatically triggered when passive conditions are met.

[0051] Illustratively, the directional skills described in this embodiment are active skills that are actively used or released when the user controls the first virtual character.

[0052] The wheel skill widget is a man-machine interaction widget for releasing directional skills. As shown in FIG. 4, the wheel skill widget includes a wheel area 40 and a wheel button 42. The area of ​​the wheel area 40 is larger than that of the wheel button 42. The position of the wheel button 42 can be moved within the wheel area 40. Optionally, the wheel area 40 is divided into an inner wheel area 41 and an outer wheel area 43. The inner wheel area 41 is also called a dead zone.

[0053] In step 604, a skill release operation is received on the wheel skill widget.

[0054] The skill release operation is a man-machine operation acting on the wheel skill widget, including but not limited to at least one of a click, a drag, a floating touch, and a force touch.

[0055] The skill release operation is a quick release operation when it is in the inner ring area 41, and is an aim release operation when it is in the outer ring area 43. The outer ring area 43 is outside the inner ring area 41. The wheel button 42 is located in the center of the inner ring area 41 by default, and can move in conjunction with the movement of the skill release operation.

[0056] At step 606, in response to the skill release operation being a quick release operation and the selected second virtual character being present, not displaying a skill indicator on the virtual environment screen.

[0057] When the client recognizes that the skill release operation is a quick release operation, the client selects a second virtual character from among the virtual characters within the maximum action range according to a default or custom attack target selection rule. Exemplarily, the client has one or more second virtual characters.

[0058] In response to the presence of the selected second virtual character, the client displays on the virtual environment screen a range indicator, the range indicator being a widget for indicating a maximum range of action of the directional skill, and the skill indicator being for indicating a direction and / or open area of ​​the directional skill.

[0059] Here, "not displaying" the skill indicator includes one of the following: not rendering the skill indicator, not activating the skill indicator, setting the skill indicator to transparent, or setting the display level of the skill indicator to low (covered by a high display level).

[0060] For directional skills, the skill indicators include arrow-type skill indicators and area-type skill indicators.

[0061] The arrow type skill indicator is a widget for indicating the direction of a directional skill. The arrow type skill indicator is displayed as an arrow. In FIG. 7, an arrow type skill indicator 72 is shown diagrammatically.

[0062] The area type skill indicator is a widget for indicating the direction and release area of ​​a directional skill. The area type skill indicator is displayed in at least one of a circle, a line, a three-star, a hexagon, and a sector. In FIG. 8, a circular area type skill indicator 74 is shown diagrammatically.

[0063] To sum up, in the method provided by this embodiment, when the skill release operation in the wheel skill widget is a quick release operation, a range indicator is displayed on the virtual environment screen with the first virtual character as the reference position, and the skill indicator is not displayed. In addition, since the second virtual character is not selected by the user but is selected by the client according to the default attack target selection rule, when the skill indicator is not displayed, it does not affect normal skill release, and reduces the influence and interference of the skill indicator on the user's field of view, and can increase the proportion of valid information in the user's field of view.

[0064] 9 shows a flowchart of a method for displaying a screen of a virtual environment provided by another exemplary embodiment of the present application. In this embodiment, the method is applied to a client, that is, the method is executed by the client. The method includes the following steps:

[0065] In step 602, a user interface including a virtual environment screen obtained by observing the virtual environment from an observation viewpoint corresponding to the first virtual character and a wheel skill widget is displayed.

[0066] The observation viewpoint corresponding to the first virtual character is an observation viewpoint that uses the first virtual character as the observation base, and may be a viewpoint that has the first virtual character as the observation center, or may be a viewpoint that has the first virtual character as the main observation subject.

[0067] The wheel skill widget is a man-machine interaction widget for releasing directional skills. The wheel skill widget includes a wheel area and a wheel button. The wheel area is divided into an inner ring area and an outer ring area. The inner ring area is for triggering a quick release operation, and the outer ring area is for triggering an aim release operation.

[0068] The quick release operation and the aim release operation are both skill release operations. The quick release operation is an operation that triggers the client (or server) to automatically select a second virtual character according to a default or custom attack target selection rule. The aim release operation is an operation that manually selects a second virtual character according to the user's aim direction and / or area.

[0069] In step 604, a skill release operation is received on the wheel skill widget.

[0070] The skill release operation is a man-machine operation acting on the wheel skill widget, including but not limited to at least one of a click, a drag, a floating touch, and a force touch.

[0071] When the skill release operation is in the inner ring area, it is a quick release operation, and when it is in the outer ring area, it is an aim release operation. The outer ring area is outside the inner ring area. The wheel button is located in the center of the inner ring area by default and can move with the movement of the skill release operation.

[0072] In step 606, in response to the operation position of the skill release operation being in the inner ring area and the selected second virtual character being present, the skill indicator is not displayed on the virtual environment screen.

[0073] Illustratively, there is one or more second virtual characters. In response to the operation position of the skill release operation being in the inner ring region and there being one selected second virtual character, the client does not display a skill indicator on the virtual environment screen.

[0074] When the operation position or the continuous touch position of the skill release operation is in the inner ring area, it indicates that the skill release operation is a quick release operation. When the client recognizes that the skill release operation is a quick release operation, it selects a second virtual character from the virtual characters within the maximum action range according to a default or custom attack target selection rule.

[0075] For example, the attack target selection rules include: enemy hero object attacking the first virtual character> enemy hero object attacking a friendly virtual character> enemy hero object not attacking the first virtual character or friendly hero object> enemy minion object attacking the first virtual character> enemy minion object attacking a friendly virtual character> enemy minion object not attacking the first virtual character or friendly virtual character> neutral creature object attacking the first virtual character> neutral creature object attacking a friendly virtual character> neutral creature object not attacking the first virtual character or friendly virtual character.

[0076] In response to the operation position of the skill release operation being in the inner ring area and there being one selected second virtual character, the client displays a skill indicator on the virtual environment screen.

[0077] In response to the operation position of the skill release operation being in the inner ring area and there being two or more selected second virtual characters, or the operation position of the skill release operation being in the inner ring area and there being no selected second virtual character, or the operation position of the skill release operation being in the outer ring area, the client displays a skill indicator on the virtual environment screen.

[0078] Optionally, in response to receiving a skill release operation, whether the skill release operation is a quick release operation or an aim release operation, the client displays a range indicator on the virtual environment screen.

[0079] At step 608, in response to the quick release operation being completed and the skill of the first virtual character not being released, displaying a skill indicator on the virtual environment screen in a first manner.

[0080] Taking the case of adopting a frame synchronization technique between the server and the client as an example, when the user's finger releases the wheel button, the quick release operation is completed. In response to the completion of the quick release operation, the client sends a frame synchronization request to the server (simply referred to as packet transmission), and the server forwards the frame synchronization request to all clients in the match of this round (packet return). After receiving the frame synchronization request returned from the server, the client starts to control the first virtual character to release the directional skill.

[0081] Therefore, the period from "completion of the quick release operation" to "release of the directional skill of the first virtual character" is short. During the short period, the client displays a skill indicator on the virtual environment screen in a first manner. The skill indicator has one end representing the first virtual character and the other end (or middle portion) representing the second virtual character. That is, the skill indicator points to the second virtual character.

[0082] Here, the first manner includes at least one of displaying in a first color, displaying in a first pattern, and displaying in a first effect. For example, displaying the skill indicator in green.

[0083] Color refers to the color of the skill indicator, pattern refers to the shape of the skill indicator, and effect refers to the animation effect of the skill indicator.

[0084] At step 610, in response to beginning to release the skill of the first virtual character, cancel the display of the skill indicator and the range indicator on the virtual environment screen.

[0085] In step 612, in response to receiving a skill release operation on the wheel skill widget and the directional skill corresponding to the wheel skill widget being in a disabled state, display a skill indicator on the virtual environment screen in a second manner.

[0086] A disabled directional skill includes at least one of the following:

[0087] 1. The directional skill is in a state where it is interrupted by another skill, which is a skill with a higher priority, a skill with an interrupt function, a skill with a dizzy function, or a skill with a cast prohibition function.

[0088] Second, the directional skill is in a cooldown state. Most directional skills have a cooldown time or energy storage time, and after one cooldown period, the directional skill is in a usable state.

[0089] When a directional skill corresponding to the wheel skill widget is in a disabled state, in response to receiving a skill release operation on the wheel skill widget, a skill indicator is displayed on the virtual environment screen in a second manner.

[0090] Here, the second manner includes at least one of displaying in a second color, displaying in a second pattern, and displaying in a second effect. For example, displaying the skill indicator in red.

[0091] The first and second colors are different, the first and second patterns are different, and the first and second effects are different.

[0092] To sum up, in the method provided by this embodiment, when the skill release operation in the wheel skill widget is a quick release operation, a range indicator is displayed on the virtual environment screen with the first virtual character as the reference position, and the skill indicator is not displayed. In addition, since the second virtual character is not selected by the user but is selected by the client according to the default attack target selection rule, when the skill indicator is not displayed, it does not affect normal skill release, and reduces the influence and interference of the skill indicator on the user's field of view, and can increase the proportion of valid information in the user's field of view.

[0093] In the method provided by this embodiment, when the quick release operation is completed and the skill of the first virtual character is not released, a skill indicator is displayed on the virtual environment screen in a first manner, for example, by displaying the skill indicator in green, thereby reducing the influence and interference of the skill indicator on the user's field of vision, and presenting the cast target of the current cast and the validity of the current operation to the user.

[0094] In the method provided by this embodiment, further, in response to receiving a skill release operation on the wheel skill widget and the directional skill corresponding to the wheel skill widget being in an unavailable state, a skill indicator is displayed on the virtual environment screen in a second manner, thereby intuitively presenting to the user that the directional skill is in an unavailable state, reducing the difficulty for the user to obtain information, and improving the efficiency of man-machine interaction.

[0095] A display logic diagram of a skill indicator shown in one exemplary embodiment of the present application is shown in Figure 10. The display logic of the skill indicator includes the following steps:

[0096] In step 1, start. In step 2, it is determined whether the skill indicator display rules are met. If not met (NO), proceed to step 3; if met (YES), proceed to step 4. The display rules include at least one of the following rules: 1. A skill release operation is received, the skill release operation is a quick release operation, and there are two or more selected second virtual characters. 2. A skill release operation is received, the skill release operation is a quick release operation, and the selected second virtual character does not exist. 3. The skill release operation is completed, the skill release operation is a quick release operation, there is one selected second virtual character, and the release of the directional skill has not started. 4. Receive a skill release operation, and the skill release operation is an aim release operation. Do not display skill indicators in step 3. In step 4, it is determined whether the close rule of the skill indicator is satisfied. If it is satisfied (YES), step 3 is executed, and if it is not satisfied (NO), step 5 is executed. The closing rules include at least one of the following rules: 1. A skill release operation is completed, the skill release operation is a quick release operation, and there are two or more selected second virtual characters. 2. The skill release operation is completed, the skill release operation is a quick release operation, and the selected second virtual character does not exist. 3. The skill release operation is a quick release operation, there is one selected second virtual character, and the release of the directional skill begins. 4. The skill release operation is completed, and the skill release operation is the aim release operation. In step 5, display the skill indicator. In step 51, it is determined whether or not the display rules of the first method are satisfied. If they are satisfied (YES), step 52 is executed, and if they are not satisfied (NO), step 53 is executed. The display rules of the first method include: the skill release operation is completed, the skill release operation is a quick release operation, there is one selected second virtual character, and the release of the directional skill has not started. In step 52, the skill indicator is displayed in a first manner. Optionally, the first method refers to displaying the skill indicator in green. In step 53, it is determined whether the display rules of the second method are satisfied. If they are satisfied (YES), step 54 is executed, and if they are not satisfied (NO), step 55 is executed. The display rules of the second method include receiving a skill release operation and the directional skill being in a disabled state. In step 54, the skill indicator is displayed in a second manner. Optionally, the second method refers to displaying the skill indicator in red. In step 55, the skill indicators are displayed in a default manner.

[0097] An exemplary skill indicator configuration file is shown in Figure 11, which includes multiple components 1100. One component 1100 is shown in Figure 11. Each component 1100 is for configuring a complete indicator effect, and a skill indicator may be obtained by overlapping the effects of multiple indicators.

[0098] The configuration items of the component 1100 include at least one of, but are not limited to, activity type, rules, component path, show overlay effect, show selected target effect, minimap indicator, shadow type, stop following on button release, position follow type, forward follow type, outer ring radius, inner ring radius, position offset, offset follow type, follow offset angle, dynamic type, and use of orange color.

[0099] Here, the "path of the component" can identify various skill indicator resources to display various resources such as a circular skill range box, a skill release direction arrow, etc. In the component 1100, the rule field is very important, and at least one of the display rule, the close rule, and the color rule of this component 1100 is configured in the rule field.

[0100] The display rule of one component 1100 may combine multiple rules in an "and / or" manner to realize a complex combination rule. Each of the complex combination rules may be represented by a description file, such as description file 11001, description file 11002, description file 11003, and description file 11004 in FIG. 12. Taking description file 11004 as an example, the rule of one exemplary skill indicator includes three main rules: a display rule, a close rule, and a color rule. Each rule includes multiple sub-rules. Each sub-rule may have multiple trigger conditions, and a logic ("and" or "or") relationship may be set between the trigger conditions. Each rule returns a true or false result, and the display rule of the component combines the true / false results of all the rules in a logic relationship, thereby controlling the final result of the display rule.

[0101] The display rule and the close rule above jointly control the display of the skill indicator (the skill indicator is displayed only when the display rule is true and the close rule is false), and the color rule controls the color change of the skill indicator. In one illustrative example, the display rule of the arrow-shaped skill indicator includes the following: Display rule: Button down or drag Close rule: 1 frame after the button is in the up state Change color: Red: Skill disabled or button dragged to cancel button Green: Button Up

[0102] FIG. 13 shows a block diagram of a display device for a virtual environment provided by one exemplary embodiment of the present application. The device includes: A display module 1320 for displaying a user interface, the user interface including a virtual environment screen and a wheel skill widget, the virtual environment screen being a screen obtained by observing the virtual environment from an observation viewpoint corresponding to a first virtual character, and the wheel skill widget being for releasing a directional skill; and an interaction module 1340 for receiving a skill release operation on the wheel skill widget; The display module 1320 is for not displaying a skill indicator on the virtual environment screen in response to the skill release operation being a quick release operation and the presence of a selected second virtual character, and the skill indicator is for indicating at least one of an aiming direction and a release area of ​​the directional skill.

[0103] In one illustrative example, the wheel skill widget includes an inner wheel area and an outer wheel area located outside the inner wheel area.

[0104] The display module 1320 is configured to not display the skill indicator on the virtual environment screen in response to the operation position of the skill release operation being in the inner ring area and the presence of a selected second virtual character.

[0105] In one illustrative example, the display module 1320 is for not displaying the skill indicator on the virtual environment screen in response to an operation position of the skill release operation being in the inner ring area and there being one candidate second virtual character within the range indicator.

[0106] In one illustrative example, the display module 1320 is for displaying the skill indicator on the virtual environment screen in response to an operation position of the skill release operation being in the inner ring area and there being two or more selected second virtual characters, or the display module 1320 is for displaying the skill indicator on the virtual environment screen in response to an operation position of the skill release operation being in the outer ring area.

[0107] In one illustrative example, the display module 1320 is for displaying the skill indicator on the user interface in response to the quick release operation being completed and a skill of the first virtual character not being released, the skill indicator referring to the second virtual character.

[0108] In one illustrative example, the display module 1320 is for displaying the skill indicator on the virtual environment screen in a first manner, the first manner including at least one of displaying in a first color, displaying in a first pattern, and displaying with a first effect.

[0109] In one illustrative example, the display module 1320 is for displaying the skill indicator on the virtual environment screen in a second manner in response to receiving the skill release operation on the wheel skill widget and the directional skill corresponding to the wheel skill widget being in a disabled state, the second manner including at least one of displaying in a second color, displaying in a second pattern, and displaying with a second effect.

[0110] In one illustrative example, the skill indicator includes an arrow-type skill indicator or a range-type skill indicator.

[0111] In addition, the virtual environment screen display device provided by the above embodiment is described by only exemplifying the division of each of the above functional modules, but in actual application, the above functions may be assigned to different functional modules as necessary, that is, the internal structure of the device may be divided into different functional modules to achieve all or part of the above functions. In addition, since the virtual environment screen display device provided by the above embodiment is based on the same concept as the embodiment of the virtual environment screen display method, the specific implementation process thereof shall refer to the embodiment of the method in detail and will not be repeated here.

[0112] The present application further provides a computer device (terminal or server) including a processor and a memory storing at least one instruction, the computer device (terminal or server) realizing the screen display method of a virtual environment provided by each of the above-mentioned method embodiments by loading and executing the at least one instruction by the processor. Note that the computer device may be the computer device provided by the following FIG. 14.

[0113] 14 shows a block diagram of the structure of a computer device 1400 provided by one exemplary embodiment of the present application. The computer device 1400 may be a terminal such as a smartphone, a tablet PC, an MP3 player, an MP4 player, a notebook computer, or a desktop computer. The computer device 1400 may also be called a user device, a terminal device, a portable computer device, a laptop computer device, a desktop computer device, etc.

[0114] Generally, the computing device 1400 includes a processor 1401 and a memory 1402 .

[0115] The processor 1401 may include one or more processing cores, for example, a 4-core processor, an 8-core processor, etc. The processor 1401 may be realized in the form of at least one of the following hardware: DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). The processor 1401 may include a main processor and a coprocessor. The main processor is a processor for processing data in a wake-up state, and is also called a CPU (Central Processing Unit). The coprocessor is a low-power processor for processing data in a standby state. In some embodiments, the processor 1401 may incorporate a GPU (Graphics Processing Unit) for rendering and drawing content that needs to be displayed on a display. In some embodiments, the processor 1401 may include an AI (Artificial Intelligence) processor for processing computational operations related to machine learning.

[0116] The memory 1402 may include one or more computer-readable storage media. The computer-readable storage media may be non-transitory. The memory 1402 may further include non-volatile memory, such as high-speed random access memory, one or more magnetic disk storage devices, flash memory storage devices, etc. In some embodiments, the non-transitory computer-readable storage media in the memory 1402 is for storing at least one instruction, which, when executed by the processor 1401, is for implementing a method for displaying a screen of a virtual environment provided by an embodiment of the method of the present application.

[0117] In some embodiments, the computing device 1400 may further include an optional peripheral interface 1403 and at least one peripheral device. The processor 1401, the memory 1402, and the peripheral interface 1403 may be connected via a bus or signal lines. Each peripheral device may be connected to the peripheral interface 1403 via a bus, signal lines, or a circuit board. Specifically, the peripheral devices include at least one of a radio frequency circuit 1404, a display 1405 (e.g., a touch display), a camera unit 1406, an audio circuit 1407, a positioning unit 1408, and a power source 1409.

[0118] Those skilled in the art will appreciate that the structure shown in FIG. 14 is not intended to limit computing device 1400, and that computing device 1400 may include more or fewer components than those shown, or may combine some components, or employ different arrangements of components.

[0119] The memory stores at least one instruction, at least one program, code set, or instruction set, which is loaded and executed by the processor to realize the method for displaying a screen of a virtual environment according to the above aspect.

[0120] The present application provides a computer-readable storage medium having stored thereon at least one instruction, at least one program, code set or instruction set, the at least one instruction, the at least one program, code set or instruction set being loaded and executed by a processor to realize the method for displaying a screen of a virtual environment as described in the above aspect.

[0121] The present application further provides a computer program product which, when executed on a computer (e.g., a terminal), causes the computer (e.g., a terminal) to execute the method for displaying a screen of a virtual environment provided by each of the embodiments of the above methods.

[0122] The numbers of the above examples of the present application are merely for illustrative purposes and do not indicate superiority or inferiority of the examples.

[0123] Those skilled in the art can understand that all or part of the steps of implementing the above embodiments can be completed by hardware, or can be completed by relevant hardware according to program instructions. The above program can be stored in a computer-readable storage medium, and the above storage medium can be a read-only memory, a magnetic disk, an optical disk, etc.

[0124] The above description is only illustrative embodiments of the present application, and is not intended to limit the present application. Any modifications, equivalent replacements, and improvements made within the spirit and principles of the present application should be included within the protection scope of the present application.

Claims

1. A method for displaying a screen of a virtual environment executed by a terminal, comprising: displaying a user interface, the user interface including a virtual environment screen and a wheel skill widget, the virtual environment screen being a screen obtained by observing the virtual environment with a first virtual character as an observation center, the wheel skill widget being for releasing a directional skill; receiving a skill release operation on the wheel skill widget; and in response to the skill release operation being a quick release operation and the presence of a selected second virtual character, displaying a skill indicator on the virtual environment screen during a period from completion of the quick release operation to the release of the skill of the first virtual character, the skill indicator being for indicating at least one of an aiming direction and a release area of ​​the directional skill; The quick release operation is an operation that triggers a client to automatically select the second virtual character according to an attack target selection rule.

2. The wheel skill widget includes an inner wheel area and an outer wheel area located outside the inner wheel area, The virtual environment screen display method according to claim 1 , wherein when the operation position of the skill release operation is in the inner ring area, the skill release operation is the quick release operation.

3. 3. The virtual environment screen display method according to claim 2, further comprising a step of not displaying the skill indicator on the virtual environment screen in response to the operation position of the skill release operation being in the inner ring area, the selected second virtual character being present, and starting a skill release for the second virtual character.

4. The virtual environment screen display method according to claim 3 , further comprising a step of displaying the skill indicator on the virtual environment screen in response to the operation position of the skill release operation being in the outer ring area.

5. The step of displaying the skill indicator on the virtual environment screen includes: A screen display method for a virtual environment as described in claims 1 to 4, comprising a step of displaying the skill indicator in a first manner on the virtual environment screen, the first manner including at least one of displaying in a first color, displaying in a first pattern, and displaying with a first effect.

6. The virtual environment screen display method according to any one of claims 1 to 5, further comprising the step of releasing a skill on the selected second virtual character, regardless of whether the skill indicator is displayed on the virtual environment screen, in response to the skill release operation being the quick release operation and the selected second virtual character being present.

7. The virtual environment screen display method according to any one of claims 1 to 6, wherein the skill indicator includes an arrow-type skill indicator or a range-type skill indicator.

8. a display module for displaying a user interface, the user interface including a virtual environment screen and a wheel skill widget, the virtual environment screen being a screen obtained by observing a virtual environment with a first virtual character as an observation center, the wheel skill widget being for releasing a directional skill; An interaction module for receiving a skill release operation on the wheel skill widget, the display module is for, in response to the skill release operation being a quick release operation and the presence of a selected second virtual character, displaying a skill indicator on the virtual environment screen during a period from completion of the quick release operation to the release of the skill of the first virtual character, the skill indicator being for indicating at least one of an aiming direction and a release area of ​​the directional skill; The quick release operation is an operation that triggers a client to automatically select the second virtual character according to an attack target selection rule.

9. A computing device including a processor and a memory having stored therein at least one instruction, at least one program, code set or instruction set, A computer device that, when the at least one instruction, the at least one program, the code set or the instruction set is loaded and executed by the processor, realizes the method for displaying a screen of a virtual environment according to any one of claims 1 to 7.

10. A computer program comprising: A computer program recorded on a computer-readable storage medium, the computer program realizing the method for displaying a virtual environment screen according to any one of claims 1 to 7 when executed by a processor.

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