Method and apparatus for displaying game picture, and storage medium, electronic device and program product
The virtual character attack operation increases the effective time of the virtual control area, which solves the problem of inefficiency caused by the automatic end of the game screen, and improves the display efficiency and fun of the game screen.
Patent Information
- Application Number
- PCT/CN2024/097404
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-06-15
- Filing Date
- 2024-06-05
- Publication Date
- 2024-12-19
AI Technical Summary
The automatic end of the time-stop state in the game screen causes players to frequently trigger and exit the time-stop area, which increases the complexity of the operation process and time-consuming, resulting in low efficiency.
The virtual character continuously performs attack operations, so that the virtual energy reaches the preset energy threshold to increase the remaining effective time of the virtual control area, simplifying the operation process of changing the time and reducing the time for the stop area when forming again.
It improves the display efficiency of the game screen, simplifies the operation process, increases the fun and variability of the game, and solves the problems of low efficiency and insufficient fun during the time-stop process.
Smart Images

Figure CN2024097404_19122024_PF_FP_ABST
Abstract
Description
Game screen display method and device, storage medium, electronic device and program product Technical Field
[0001] The present application relates to the field of computer technology, and more specifically, to a method and device for displaying a game screen, a storage medium, an electronic device, and a computer program product.
[0002] Background of the Invention
[0003] During combat in a game scene, players can inflict varying degrees of damage to targets such as monsters or players by performing various attack operations. This damage is generally referred to as direct damage. In addition, indirect damage can occur. For example, when a player hits a target with a preset skill, this can trigger a status effect that renders the target unable to move (or move more slowly), unable to attack (or attack more slowly), or unable to use skills. This status effect is also known as the time-stop state on the game screen, or simply the time-stop state.
[0004] The so-called time-stop state means that for a preset period of time, the movement speed or attack speed of some players or monsters within the time-stop zone on the game screen is reduced to zero (or extremely slow). For example, the movement and attack speed of the attacking player in this zone are not affected, but the movement and attack speed of players or monsters in different factions from the attacking player are reduced. This makes it easier for players to control or attack targets.
[0005] In related art, the aforementioned time-stop state is generally treated as a regular, one-time control effect. That is, once triggered, the time-stop state automatically ends. The start and end times of this state are fixed, and players cannot intervene. For example, a 10-second countdown is displayed on the game screen, and the time-stop state automatically ends when the 10-second countdown ends.
[0006] If the player wants to maintain the target's restricted movement and / or restricted attack state, they need to re-use a new skill or dodge the target's attack after the time-stop countdown ends, so that the player can re-trigger the time-stop state to continue controlling the target and kill the target with effective attacks. As can be seen, in order to continuously obtain the time-stop area on the game interface, the player needs to constantly re-trigger the time-stop state after the time-stop countdown ends and regenerate the time-stop area. This increases the complexity of the operation process. In addition, the frequent triggering and exiting of the time-stop area consumes a lot of operation time, resulting in low efficiency in the display process of the game screen.
[0007] To address the above-mentioned problems, no effective solutions have been proposed so far.
[0008] Summary of the Invention
[0009] The embodiments of the present application provide a method and device for displaying a game screen, a storage medium, and an electronic device, so as to at least solve the technical problem of low efficiency that occurs during the display of the game screen.
[0010] According to one aspect of an embodiment of the present application, a method for displaying a game screen is provided, comprising: displaying a game screen corresponding to a virtual game scene from a target perspective of a first virtual character on a game interface, the virtual game scene comprising the first virtual character and a second virtual character in a different camp from the first virtual character; in response to a time stop state being triggered by the first virtual character in the virtual game scene and a virtual control area being formed, displaying a remaining effective time of the virtual control area on the game interface, wherein the second virtual character located in the virtual control area is in a restricted movement state and / or a restricted attack state; in response to an attack operation performed by the first virtual character on the second virtual character satisfying a preset time stop continuation condition, increasing the remaining effective time of the virtual control area.
[0011] Optionally, in response to the attack operation performed by the first virtual character on the second virtual character satisfying a preset time-stop-restart condition, increasing the effective duration of the virtual control area includes:
[0012] When the remaining effective time is greater than 0, the attack operation performed by the first virtual character on the second virtual character triggers the time stop state again, and the remaining effective time of the virtual control area is increased; or the method includes:
[0013] When a preset type of attack operation performed by a first virtual character hits a second virtual character located in a virtual control area, the value of virtual energy is increased; when the value of virtual energy reaches a preset energy threshold and the remaining effective time is greater than 0, the remaining effective time of the virtual control area is increased.
[0014] Optionally, the above-mentioned increasing the value of virtual energy when the preset type of attack operation executed by the first virtual character hits the second virtual character located in the virtual control area includes: increasing the value of virtual energy when the continuous attack operations executed by the first virtual character hit the second virtual character located in the virtual control area; or increasing the value of virtual energy when the combined attack operation executed by the first virtual character hits the second virtual character located in the virtual control area.
[0015] Optionally, when the continuous attack operations performed by the first virtual character hit the second virtual character located in the virtual control area, the value of the virtual energy is increased, including: 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 last attack operation performed by the first virtual character that hits the second virtual character is less than or equal to a first preset time length, the value of the virtual energy is increased.
[0016] Optionally, the above method also includes: 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 last attack operation performed by the first virtual character that hits the second virtual character is greater than a first preset time length, reducing the value of the virtual energy, or setting the value of the virtual energy to 0.
[0017] Optionally, 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 last attack operation performed by the first virtual character that hit the second virtual character is greater than a first preset time length, the value of the virtual energy is reduced, or the value of the virtual energy is set to 0.
[0018] Optionally, the above method further includes: when the attack operation performed by the second virtual character hits the first virtual character, reducing the value of the virtual energy, or setting the value of the virtual energy to 0.
[0019] Optionally, the above-mentioned increasing the value of virtual energy when the preset type of attack operation performed by the first virtual character hits the second virtual character located in the virtual control area includes: when the preset type of attack operation performed by the first virtual character hits the second virtual character located in the virtual control area, increasing the value of virtual energy by the preset value; or when the preset type of attack operation performed by the first virtual character hits N parts of the second virtual character located in the virtual control area, increasing the value of virtual energy by the product of the preset value and N, wherein N is a positive integer greater than or equal to 2; or when the preset type of attack operation performed by the first virtual character hits the second virtual character located in the virtual control area, determining whether to increase the value of virtual energy to a preset energy threshold according to a preset probability; when it is determined that the value of virtual energy is increased to the preset energy threshold, increasing the value of virtual energy to the preset energy threshold; when it is determined that the value of virtual energy is not increased to the preset energy threshold, increasing the value of virtual energy by the preset value.
[0020] Optionally, the above-mentioned determining whether to increase the value of virtual energy to a preset energy threshold according to a preset probability includes: when the value of virtual energy is within a first value range, determining whether to increase the value of virtual energy to a preset energy threshold according to a preset first probability; when the value of virtual energy is within a second value range, determining whether to increase the value of virtual energy to a preset energy threshold according to a preset second probability, wherein the values in the first value range are all smaller than the values in the second value range, and the first probability is smaller than the second probability.
[0021] Optionally, the above method further includes: setting the value of the virtual energy to 0 when the remaining validity time of the virtual control area is increased.
[0022] Optionally, the virtual game scene further includes: a third virtual character; the above method further includes: in the case where the target virtual skill released by the first virtual character hits the second virtual character, forming a virtual control area in the virtual game scene, wherein the second virtual character is located in the virtual control area, the virtual control area is a fixed area, or the virtual control area moves with the movement of the second virtual character; or in the case where the target virtual skill released by the first virtual character hits the third virtual character, forming a virtual control area in the virtual game scene, wherein the third virtual character is a virtual character in a different camp from the first virtual character, the third virtual character and the second virtual character are in the same camp or in a different camp, the third virtual character is located in 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 virtual character moves as the virtual character moves; or when the first virtual character successfully dodges the attack operation performed by the second virtual character on the first virtual character, a virtual control area is formed in the virtual game scene, wherein the second virtual character is located in the virtual control area, and the virtual control area is a fixed area, or the virtual control area moves as the second virtual character moves; when the first virtual character successfully dodges the attack operation performed by the third virtual character on the first virtual character, a virtual control area is formed in the virtual game scene, wherein the third virtual character is a virtual character in a different camp from the first virtual character, the third virtual character and the second virtual character are in the same camp or in a different camp, the third virtual character is located in the virtual control area, and the virtual control area is a fixed area, or the virtual control area moves as the third virtual character moves.
[0023] Optionally, the above method also includes: when the second virtual character is located in the virtual control area, displaying the remaining effective time of the virtual control area on the game screen of the second virtual character; and / or when the second virtual character is located in the virtual control area, displaying prompt information of the attack operation performed by the first virtual character on the game screen of the second virtual character, wherein the prompt information is used to prompt the second virtual character to dodge the attack operation performed by the first virtual character.
[0024] Optionally, the virtual game scene further includes: a fourth virtual character; the above method also includes: when the attack operation performed by the second virtual character hits the first virtual character, releasing the restricted movement state and / or restricted attack state of the second virtual character located in the virtual control area, or reducing the scope of the virtual control area; or when the attack operation performed by the fourth virtual character hits the first virtual character, releasing the restricted movement state and / or restricted attack state of the second virtual character located in the virtual control area, or reducing the scope of the virtual control area, wherein the fourth virtual character is a virtual character in the same camp as the second virtual character, and the fourth virtual character is located in the virtual control area or outside the virtual control area.
[0025] Optionally, in response to the first virtual character triggering a time-stop state in the virtual game scene and forming a virtual control area, an energy ring is displayed on the game interface, the energy ring including a ring body and a central area located inside the ring body; the remaining effective time of the virtual control area is displayed on the central area, and the ring body is used to display the value of virtual energy.
[0026] According to another aspect of an embodiment of the present application, a device for displaying a game screen is also provided, including: a first display unit, for displaying a game screen corresponding to a virtual game scene from a target perspective of a first virtual character on a game interface, the virtual game scene including a first virtual character and a second virtual character in a different camp from the first virtual character; a first processing unit, for displaying the remaining effective time of the virtual control area on the game interface in response to a virtual control area formed by a time stop state triggered by the first virtual character in the virtual game scene, wherein the second virtual character located in the virtual control area is in a restricted movement state and / or a restricted attack state; a second processing unit, for increasing the remaining effective time of the virtual control area in response to the attack operation performed by the first virtual character on the second virtual character satisfying a preset time stop continuation condition.
[0027] According to another aspect of the embodiments of the present application, a computer-readable storage medium is provided, in which a computer program is stored, wherein the computer program is configured to execute the above-mentioned method for displaying the game screen when running.
[0028] According to another aspect of the embodiments of the present application, a computer program product is provided, including a computer program / instruction, which implements the steps of the above method when executed by a processor.
[0029] According to another aspect of an embodiment of the present application, an electronic device is provided, including a memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to execute the method for displaying the game screen through the computer program.
[0030] According to another aspect of the embodiments of the present application, a program product is further provided, including: a computer program, which implements the above-mentioned method for displaying the game screen when executed by a processor.
[0031] Through the above-mentioned embodiments provided by the present application, during the process of displaying the remaining effective time of the virtual control area, when the value of the virtual energy reaches a preset energy threshold through the continuous attack operations performed by the first virtual character, the remaining effective time of the virtual control area can be increased. In other words, during the process of displaying the remaining effective time of the virtual control area, the attack operations performed by the first virtual character can increase the count of the remaining effective time, simplifying the operational process of changing the remaining effective time of the virtual control area in the related art, reducing the time consumed in re-forming the virtual control area, and achieving the technical effect of improving the display efficiency of the game screen.
[0032] BRIEF DESCRIPTION OF THE DRAWINGS
[0033] The drawings described herein are used to provide a further understanding of the present application and constitute a part of the present application. The illustrative embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation on the present application. In the drawings:
[0034] FIG1 is a schematic diagram of an application scenario of an optional method for displaying a game screen according to an embodiment of the present application;
[0035] FIG2 is a flowchart of an optional method for displaying a game screen according to an embodiment of the present application;
[0036] FIG3 is a schematic diagram of an optional method of increasing the remaining validity time of a virtual control area according to an embodiment of the present application;
[0037] FIG4 is a schematic diagram showing an effect of an optional virtual control area according to an embodiment of the present application;
[0038] FIG5 is a schematic diagram (I) of an optional method of increasing or decreasing a virtual energy value according to an embodiment of the present application;
[0039] FIG6 is a schematic diagram (II) of an optional method of increasing or decreasing a virtual energy value according to an embodiment of the present application;
[0040] FIG7 is a schematic diagram (III) of an optional method of increasing or decreasing a virtual energy value according to an embodiment of the present application;
[0041] FIG8 is a schematic diagram of two optional methods of increasing the virtual energy value according to an embodiment of the present application;
[0042] FIG9 is a schematic diagram of an optional method of instantaneously filling an energy ring according to a preset probability according to an embodiment of the present application;
[0043] FIG10 is a schematic diagram of an optional process of instantly filling an energy ring according to an embodiment of the present application;
[0044] FIG11 is a schematic diagram of an optional control method for a virtual control area according to an embodiment of the present application;
[0045] FIG12 is a schematic diagram of an optional triggering method for forming a virtual control area according to an embodiment of the present application;
[0046] FIG13 is a schematic diagram of another optional control method of a virtual control area according to an embodiment of the present application;
[0047] FIG14 is an overall flow chart of an optional method for displaying a game screen according to an embodiment of the present application;
[0048] FIG15 is a schematic structural diagram of an optional device for displaying a game screen according to an embodiment of the present application;
[0049] FIG16 is a schematic structural diagram of an optional electronic device according to an embodiment of the present application.
[0050] Modes for Carrying Out the Invention
[0051] In order to enable those skilled in the art to better understand the present invention, the following will clearly and completely describe the technical solutions in the embodiments of the present invention in conjunction with the drawings in the embodiments of the present invention. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments in the present invention, all other embodiments obtained by ordinary technicians in this field without making creative efforts should fall within the scope of protection of this application.
[0052] It should be noted that the terms "first", "second", etc. in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects and are not necessarily used to describe a specific order or sequential order. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in a sequence other than those illustrated or described herein. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, system, product or device comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0053] The technical solutions in the embodiments of this application will comply with legal provisions during implementation. When performing operations in accordance with the technical solutions in the embodiments, the data used will not involve user privacy. While ensuring that the operation process is compliant and legal, the security of the data is guaranteed.
[0054] Glossary:
[0055] Mobile terminal: generally refers to the mobile phone terminal, including but not limited to all handheld portable gaming devices.
[0056] MMORPG: Massively Multiplayer Online Role-Playing Game. This article uses the narrow definition to refer to games where players control a separate 3D character model from a third-person perspective, engaging in real-time movement and combat within a virtual world.
[0057] Control effect: In MMORPG games, when a player releases certain skills / attacks / items on a target, the target is rendered unable to move, attack, or release skills, resulting in impaired functions (non-direct damage). This is called a control effect.
[0058] Time Stop: Short for the time stop state. When this state is triggered, a certain area around the player becomes a time stop zone (abbreviated as the time stop zone). In some applications, it is also called a time stop field (abbreviated as the time stop field). Its color may be slightly different from the normal state. In this time stop field, only the player character can move freely. The movement speed and attack speed of all monsters and other targets are reduced to 0 (or extremely slow). The speed of bullets fired by monsters is also reduced to 0 (or extremely slow).
[0059] Combo: A continuous attack. A player's continuous damage to a target within a short period of time is called a combo. Combos are countable, and each successful combo counts +1.
[0060] Multiple hits: This product features a unique mechanism. A target is composed of multiple parts, each of which is independently hit, recording damage and combos independently. For example, if a player launches an attack (damage 100) and hits three parts, each part will trigger a health loss tick of 100, and each will be recorded as a combo. The total health loss is 100 * 3 = 300, and the number of combos will be increased by 3.
[0061] According to one aspect of an embodiment of the present application, a method for displaying a game screen is provided. As an optional embodiment, the above-mentioned method for displaying a game screen can be, but is not limited to, applied to the application scenario shown in Figure 1. In the application scenario shown in Figure 1, the terminal device 102 can be, but is not limited to, communicating with the server 106 via the network 104, and the server 106 can be, but is not limited to, performing operations on the database 108, such as writing data operations or reading data operations. The above-mentioned terminal device 102 can be, but is not limited to, including a human-computer interaction screen, a processor, and a memory. The above-mentioned human-computer interaction screen can be, but is not limited to, used to display the remaining effective time of the virtual control area on the terminal device 102, the value of the first virtual character and virtual energy, etc. The above-mentioned processor can be, but is not limited to, used to respond to the above-mentioned human-computer interaction operation, perform corresponding operations, or generate corresponding instructions and send the generated instructions to the server 106. The above-mentioned memory is used to store relevant processing data, such as the value of virtual energy, the movement speed and attack speed of the virtual character, etc.
[0062] As an optional method, the following steps in the method for displaying a game screen can be executed on the server 106: Step S102, displaying the game screen corresponding to the virtual game scene from the target perspective of the first virtual character on the game interface, the virtual game scene including the first virtual character and a second virtual character in a different camp from the first virtual character; Step S104, in response to the formation of a virtual control area triggered by the first virtual character in the virtual game scene, displaying the remaining effective time of the virtual control area on the game interface, wherein the second virtual character located in the virtual control area is in a restricted movement state and / or a restricted attack state; Step S106, in response to the attack operation performed by the first virtual character on the second virtual character satisfying a preset condition, increasing the remaining effective time of the virtual control area.
[0063] Using the above method, while the remaining effective time of the virtual control area is displayed, if the virtual energy value reaches a preset energy threshold through continuous attack operations performed by the first virtual character, the remaining effective time of the virtual control area can be increased. In other words, while the remaining effective time of the virtual control area is displayed, the attack operations performed by the first virtual character can increase the remaining effective time count. This simplifies the operation process of changing the remaining effective time of the virtual control area in the related art, reduces the time spent on re-forming the virtual control area, and achieves the technical effect of improving the display efficiency of the game screen.
[0064] In order to solve the problem of low efficiency in the display process of the game screen, a method for displaying a game screen is proposed in an embodiment of the present application. FIG2 is a flowchart of the method for displaying a game screen according to an embodiment of the present application. The process includes the following steps:
[0065] Step S202: Displaying a game screen corresponding to a virtual game scene from a target perspective of the first virtual character on the game interface, wherein the virtual game scene includes the first virtual character and a second virtual character that is in a different camp from the first virtual character.
[0066] In step S204, in response to the first virtual character triggering the 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 within the virtual control area is in a restricted movement state and / or a restricted attack state. The virtual control area here can be understood as the aforementioned time-stop area.
[0067] Step S206: In response to the attack operation performed by the first virtual character on the second virtual character satisfying the preset time-stop continuation condition, the remaining effective time of the virtual control area is increased. "Time-stop continuation" refers to extending the time-stop state before the current time-stop countdown ends, that is, increasing the remaining effective time of the virtual control area before it reaches 0.
[0068] Assuming a virtual game scene includes a first virtual character and a second virtual character, if the first virtual character uses a special attack skill and hits the second virtual character, a virtual control area (also known as a time-stop area) and an energy ring (also known as a time-stop continuous energy ring) are generated around the second virtual character, as shown in Figure 3(a). The color of the portion of the virtual game scene within the virtual control area can be changed to black and white, and a spatial fragmentation effect can be displayed, as shown in Figure 4.
[0069] The second virtual character located in the virtual control area is in a restricted movement state and / or a restricted attack state, and the so-called restricted movement state and / or restricted attack state includes but is not limited to at least one of the following:
[0070] (1) The movement speed of the second virtual character is reduced, and / or the attack speed is reduced.
[0071] For example, the flying speed of the bullet shot by the second virtual character is 0.01 of the normal flying speed.
[0072] (2) When the second virtual character is capable of releasing N skills, the second virtual character in a restricted movement state and / or a restricted attack state can only release some of the N skills.
[0073] (3) The damage index caused to the attacked party by the attack operation performed by the second virtual character is low; for example, it is only 0.1 of the normal damage index.
[0074] (4) The second virtual character cannot perform attack operations.
[0075] It should be noted that, in the case where the first virtual character is a virtual character controlled by a player, the target perspective may be, but is not limited to, a first-person perspective or a third-person perspective.
[0076] In addition to the virtual control area formed by the triggering of the first virtual character, there is another triggering method: when the first virtual character successfully dodges before being hit by the attack of the second virtual character, a virtual control area will also be generated around the second virtual character.
[0077] Obviously, the second virtual character may be, but is not limited to, a virtual character in a different camp from the first virtual character or a virtual character not controlled by the player, such as a monster in an NPC.
[0078] While forming a virtual control area on the game screen, an energy ring as shown in Figure 3 is displayed, which includes an outer ring body and a central area located inside the ring body. The ring body is used to display the virtual energy value. For example, the proportion of the current virtual energy value relative to the entire full ring virtual energy can be displayed based on the filling area of the blank ring body. The central area is used to display the remaining effective time of the virtual control area, which can be displayed in the form of a number or in the form of a progress bar. For example, assuming that the current effective time of the virtual control area is 20s, a countdown of 20s is displayed in the central area of the energy ring (which can also be understood as the remaining effective time of this time stop).
[0079] Since the second virtual character in the virtual control area is in a restricted movement state and / or a restricted attack state, it is convenient for the first virtual character to attack it. Therefore, the first virtual character controlled by the player can continuously increase the remaining effective time of the virtual control area.
[0080] In specific implementation, the preset time-stop continuation condition can be implemented in a variety of ways. For example, as an optional example, the attack operation performed by the first virtual character on the second virtual character meets the preset time-stop continuation condition as follows: the player once again performs the attack operation that triggers the time-stop state in the time-stop state, confirming that the time-stop continuation condition is met. For example, when the current remaining effective time is greater than 0, the attack operation performed by the first virtual character on the second virtual character once again triggers the time-stop state, then it is confirmed that the time-stop continuation condition is met, and the remaining effective time of the virtual control area can be increased. As another optional example, the attack operation performed by the first virtual character on the second virtual character meets the preset time-stop continuation condition as follows: an intermediate value is pre-set, such as a virtual energy value, and the player performs an attack operation that increases the virtual energy value in the time-stop state. When the virtual energy value reaches the set threshold, it is confirmed that the time-stop continuation condition is met.
[0081] For the second case, for example, as an optional example, when the following preset time-stop continuation conditions are met, the remaining validity time of the virtual control area can be increased, specifically including:
[0082] When a preset type of attack operation executed by a first virtual character hits a second virtual character located in the virtual control area, the value of virtual energy is increased; when the value of virtual energy reaches a preset energy threshold and the remaining effective time is greater than 0, the remaining effective time of the virtual control area is increased. In this example, the preset time-stop continuation condition can be understood as the value of virtual energy reaching the preset energy threshold and the remaining effective time is greater than 0. Among them, the condition for triggering the value of virtual energy to reach the preset energy threshold is that the preset type of attack operation executed by the first virtual character hits the second virtual character located in the virtual control area.
[0083] That is, before the countdown to the remaining effective time ends, if the first virtual character performs a preset attack operation and hits a second virtual character within the virtual control area, the energy in the energy ring will increase. For example, if, as shown in Figure 3 (a), at the 15th second of the countdown, the first virtual character performs an attack operation and hits the second virtual character, the virtual energy in the energy ring will increase to the state shown in Figure 3 (b).
[0084] Since the virtual energy in the energy ring is full, the remaining effective time of the virtual control area is increased. For example, at the 14th second of the countdown, a delay of 5 seconds is added, that is, the remaining effective time is increased to 19 seconds as shown in Figure 3 (c).
[0085] In addition, when the remaining effective time is 0, the virtual control area is cancelled, and the movement speed and / or attack speed of the virtual characters (including the second virtual character and other virtual characters) in the virtual control area returns to normal.
[0086] As can be seen, during the display of the virtual control area (time pause), the time pause can be extended by performing a preset attack operation of the first virtual character, eliminating the need to repeatedly generate and exit the virtual control area. This reduces the number of display switches of the virtual control area and saves the time spent on multiple virtual control area generation, thereby improving the display efficiency of the entire time pause process and making the entire time pause process full of variability and surprise. This also solves the problem in the related art of insufficient gaming fun caused by the player's inability to control the duration of the time pause (the start and end times of the time pause are fixed).
[0087] As an optional implementation, the preset type of attack operation performed by the first virtual character causes the virtual energy in the energy ring to increase, including:
[0088] In the case where the continuous attack operation performed by the first virtual character hits the second virtual character located in the virtual control area, increasing the value of the virtual energy; or
[0089] When the combined attack operation performed by the first virtual character hits the second virtual character located in the virtual control area, the value of the virtual energy is increased.
[0090] In an embodiment of the present application, the preset type of attack operation performed by the first virtual character includes but is not limited to continuous attack (combo) or combined attack operation, wherein a continuous attack refers to the time difference between the effective time points of the damage caused to the second virtual character by multiple attack operations is less than a preset time threshold.
[0091] Specifically, it includes: 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 last attack operation performed by the first virtual character that hits the second virtual character is less than or equal to a first preset time length, increasing the value of virtual energy.
[0092] For example, as shown in Figure 5, suppose that at the 9th second of the countdown, the first virtual character performs a throwing attack operation and hits the second virtual character, the energy in the energy ring increases from 0 to as shown in Figure 5 (a); at the 8.5th second of the countdown, the first virtual character uses the virtual sword in his hand to stab the second virtual character, then the energy in the energy ring increases again and increases to the state shown in Figure 5 (b).
[0093] Since the difference between the effective time point of the second damage caused to the second virtual character and the effective time point of the first damage is 0.5, which is less than the preset time interval of 1s, the two attack operations constitute a combo operation, that is, the continuous attack operation (combo) is successfully continued, so the energy in the energy ring will continue to increase after the second attack operation.
[0094] On the contrary, 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 last attack operation performed by the first virtual character that hit the second virtual character is greater than the first preset time length, the value of the virtual energy can be reduced, or the value of the virtual energy can be set to 0.
[0095] For example, assuming the first attack by the first avatar is still at the 9th second of the countdown, and the second attack by the second avatar is at the 7th second of the countdown, then after the second attack, as an implementation, the energy in the energy ring can be cleared or reduced. This is because the time interval between the two attacks is greater than the preset time interval of 1 second, so the combo connection fails. The energy in the energy ring can be cleared or reduced, as shown in Figure 6(b).
[0096] In addition, if the first virtual character is hit by the second virtual character or other virtual characters during the countdown of the remaining effective time, it will be regarded as a combo continuation failure, and the energy in the energy ring will be reduced or directly cleared.
[0097] Through the above-described embodiments provided by the present application, during the display of the remaining effective time of the virtual control area, when the virtual energy value reaches a preset energy threshold through continuous attack operations performed by the first virtual character, the remaining effective time of the virtual control area can be increased. In other words, during the display of the remaining effective time of the virtual control area, the attack operations performed by the first virtual character can increase the remaining effective time count, simplifying the operational process of changing the remaining effective time of the virtual control area in the related art, avoiding the time spent on re-forming the virtual control area, and achieving the technical effect of improving the display efficiency of the game screen.
[0098] As another optional implementation, when the combined attack operation executed by the first virtual character hits the second virtual character located in the virtual control area, increasing the value of the virtual energy includes:
[0099] When a group of attack operations sequentially executed by the first virtual character within a second preset time period all hit the second virtual character, the value of virtual energy is increased, wherein the group of attack operations includes multiple types of attack operations.
[0100] In an embodiment of the present application, in addition to hitting the second virtual character through the above-mentioned continuous attack operation, the second virtual character located in the virtual control area can also be hit through a combined attack operation performed by the first virtual character, thereby increasing the energy in the energy ring.
[0101] Among them, the combination attack operation can be but not limited to a set of combined skills, for example, attacking the second virtual character in the order of assassination, shield attack, and using projectiles to attack, and if each skill hits the second virtual character, the energy in the energy ring will also be increased.
[0102] As an optional example, the above method further includes:
[0103] In the case that the attack operation performed by the second virtual character hits the first virtual character, the value of the virtual energy may be reduced, or the value of the virtual energy may be set to 0.
[0104] As shown in Figure 7 (a), assuming that the remaining effective time of the virtual control area is 8.5s, assuming that the second virtual character in the virtual control area performs an attack operation and hits the first virtual character, the energy in the energy ring will be reduced from the value shown in Figure 7 (a) to the value shown in Figure 7 (b), or the energy in the energy ring will be directly cleared.
[0105] Through the above embodiments, the increase or decrease of the energy in the energy ring is determined according to the preset type of attack operation performed by the first virtual character, which not only improves the display efficiency of the game screen, but also makes the entire time-stop process full of variability, while also increasing the fun of the game.
[0106] As an optional implementation, when the preset type of attack operation executed by the first virtual character hits the second virtual character located in the virtual control area, increasing the value of the virtual energy includes:
[0107] In the case where the attack operation of the preset type executed by the first virtual character hits the second virtual character located in the virtual control area, the value of the virtual energy is increased by a preset value; or
[0108] When a preset type of attack operation performed by the first virtual character hits N parts of the second virtual character within the virtual control area, the value of the virtual energy is increased by the product of the preset value and N, where N is a positive integer greater than or equal to 2; or
[0109] When an attack operation of a preset type performed by a first virtual character hits a second virtual character located in a virtual control area, it is determined whether to increase the value of virtual energy to a preset energy threshold according to a preset probability; when it is determined that the value of virtual energy is increased to the preset energy threshold, the value of virtual energy is increased to the preset energy threshold; when it is determined that the value of virtual energy is not increased to the preset energy threshold, the value of virtual energy is increased by the preset value.
[0110] Assuming that the energy ring is full, the energy value is 100. When a preset attack operation of a first virtual character hits a second virtual character located in the virtual control area, the energy in the energy bar increases in at least one of the following ways:
[0111] (1) Increase according to the preset value
[0112] Every time the first virtual character successfully performs a combo, and each attack in the combo hits one part of the second virtual character's body, the energy in the energy ring increases by a preset value, such as 10, as shown in FIG8 (b).
[0113] Assume the second avatar's body is composed of multiple parts, each of which is independently vulnerable to attack and can independently record damage and combos. For example, if the first avatar launches an attack (damage 100) and hits three parts, each part triggers a health loss of 100, and each part records a combo, for a total health loss of 100 × 3 = 300, and the number of combos increases by 3. At the same time, the energy in the energy ring will increase by 3 times the preset value, as shown in Figure 8 (c), for a total increase of 10 × 3 = 30.
[0114] When a preset type of attack operation (such as each attack in a combo) performed by the first virtual character hits the second virtual character located in the virtual control area, the energy ring can be instantly filled according to the preset probability.
[0115] As an optional example, the determining, according to a preset probability, whether to increase the value of the virtual energy to a preset energy threshold includes:
[0116] When the value of the virtual energy is within the first value range, determining whether to increase the value of the virtual energy to a preset energy threshold according to a preset first probability;
[0117] When the value of the virtual energy is within the second value range, whether to increase the value of the virtual energy to the preset energy threshold is determined according to the preset second probability, wherein the values in the first value range are all smaller than the values in the second value range, and the first probability is smaller than the second probability.
[0118] For example, suppose the virtual energy value is divided into the following three ranges based on the ratio of the current energy value in the energy ring to the full energy value of 100. The probability of instantaneous filling of the energy ring is determined based on the range of the virtual energy value:
[0119] 1) When the energy percentage is less than 30%, the probability of instantly filling the energy ring is 10%;
[0120] 2) When the energy percentage is greater than or equal to 30% and less than 60%, the probability of instantly filling the energy ring is 20%;
[0121] 3) When the energy percentage is greater than or equal to 60%, the probability of instantly filling the energy ring is 30%.
[0122] In a specific embodiment, as shown in Figure 9, when the proportion of virtual energy in the energy ring is 20%, the probability of filling the energy ring instantly is 10%; when the proportion of virtual energy in the energy ring is 45%, the probability of filling the energy ring instantly is 20%; when the proportion of virtual energy in the energy ring is 70%, the probability of filling the energy ring instantly is 30%.
[0123] In other words, if the attack performed by the first virtual character hits the second virtual character in the virtual control area, the more energy is added to the energy ring, the higher the probability (preset probability) of increasing the virtual energy value to the preset energy threshold. Alternatively, as the amount of virtual energy accumulated in the energy ring increases, the probability of triggering the instantaneous filling of the energy ring also increases.
[0124] In addition, when the energy ring is instantly filled, it will instantly enlarge and then shrink. For example, as shown in Figure 10 (a), suppose that at the 8.9th second of the countdown, the attack operation performed by the first virtual character hits the second virtual character in the virtual control area, and the attack operation triggers the instant filling of the energy ring. The energy ring will instantly enlarge and then shrink to its normal size as shown in Figure 10 (b).
[0125] After the energy ring is full, at the 8.7th second of the countdown, the remaining validity time of the virtual control area will be increased, and the energy in the energy ring will be automatically cleared, that is, the energy ring will be reset. Specifically,
[0126] When the remaining validity time of the virtual control area is increased, the value of the virtual energy is set to 0.
[0127] Assume that after the energy ring is filled up instantly, the countdown time increases by 5 seconds, as shown in (b) and (c) in Figure 10, which will increase the current remaining effective time from 8.7 to 13.7 seconds.
[0128] Based on the analysis of the above embodiments, it can be seen that the methods of filling the energy ring include but are not limited to the following two:
[0129] The first method involves a first avatar performing a predetermined attack on a second avatar within the virtual control area, causing the virtual energy to increase by a predetermined value. Through multiple attacks, the virtual energy in the energy ring gradually accumulates until the energy ring is full. During the virtual energy accumulation process, the time interval between any two attacks performed by the first avatar is less than the first predetermined duration.
[0130] The second method: Based on the current value of virtual energy in the energy ring, the energy ring is instantly filled according to the preset probability. That is, every time the second virtual character is hit, there is a certain probability that the energy ring will be directly filled, which increases the sense of surprise during the game and improves the diversity of the game screen.
[0131] As an optional example, the above method further includes:
[0132] When the 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 in 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
[0133] When a target virtual skill released by the first virtual character hits a third virtual character, a virtual control area is formed in the virtual game scene, wherein the third virtual character is a virtual character in a different camp than the first virtual character, the third virtual character is in the same camp as the second virtual character, or in a different camp, the third virtual character is located in the virtual control area, and the virtual control area is a fixed area, or the virtual control area moves as the third virtual character moves; or
[0134] When the first virtual character successfully dodges an attack operation performed by the second virtual character on the first virtual character, a virtual control area is formed in the virtual game scene, wherein the second virtual character is located in 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;
[0135] When the first virtual character successfully dodges an attack operation performed by the third virtual character on the first virtual character, a virtual control area is formed in the virtual game scene, wherein the third virtual character is a virtual character in a different camp from the first virtual character, the third virtual character is in the same camp as the second virtual character or in a different camp, the third virtual character is located in 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.
[0136] For example, assuming that the target virtual skill released by the first virtual character hits the second virtual character, a virtual control area as shown in Figure 11 (a) is formed in the virtual game scene, wherein the area range and area position of the virtual control area can be fixed, or can move with the movement of the second virtual character, for example, from the position shown in Figure 11 (a) to the position shown in Figure 11 (b).
[0137] In addition to forming the above-mentioned virtual control area by hitting the second virtual character, a virtual control area can also be formed by attacking other virtual characters. For example, as shown in (a) in Figure 12, the virtual game scene includes the first virtual character, the second virtual character and the third virtual character, etc. When the target virtual skill released by the first virtual character hits the third virtual character, a virtual control area as shown in (b) in Figure 12 will be formed in the virtual game scene.
[0138] The third virtual character may be, but is not limited to, a virtual character in a different camp from the first virtual character, and the third virtual character may be a virtual character in the same camp or a different camp from the second virtual character.
[0139] With reference 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.
[0140] In addition to forming a virtual control area when the target virtual skill released by the first virtual character hits the second or third virtual character, the formation of a virtual control area can also be triggered in the following ways:
[0141] When the second virtual character / third virtual character attacks the first virtual character and the first virtual character successfully dodges before being attacked by the second virtual character / third virtual character, a virtual control area (time stop area) will be generated around the second virtual character or the third virtual character.
[0142] The attack or dodge operations performed by each virtual character create a virtual control area with a spatially fragmented appearance on the game screen. This allows the first virtual character to effectively attack virtual characters from different factions while the virtual control area is displayed. The sharp contrast in the visual presentation shortens the reaction time of human-computer interaction and improves its efficiency. It also increases the fun of the game and enriches the diversity of the game screen.
[0143] As an optional example, the above method may further include:
[0144] When the second virtual character is within the virtual control area, displaying the remaining effective time of the virtual control area on the game screen of the second virtual character; and / or
[0145] When the second virtual character is located in the virtual control area, prompt information of the attack operation performed by the first virtual character is displayed on the game screen of the second virtual character, wherein the prompt information is used to prompt the second virtual character to dodge the attack operation performed by the first virtual character.
[0146] When a virtual control area is formed, the remaining effective time of the virtual control area will be displayed on the game screen of the first virtual character, thereby reminding the first virtual character that he can attack the second virtual character or other virtual characters in the virtual control area before the remaining effective time is greater than 0.
[0147] In addition, since the movement speed and / or attack speed of the second virtual character in the virtual control area is almost 0, in order to help the second virtual character avoid the attack operation performed by the first virtual character, a prompt information of the attack operation performed by the first virtual character is displayed on the game screen of the second virtual character, so that when the first virtual character performs the attack operation, the second virtual character is prompted to dodge.
[0148] As can be seen, by displaying different content on the game screens of the first and second avatars, the reaction time of human-computer interaction can be shortened, thereby improving the efficiency of human-computer interaction. At the same time, the entire time-stopping process is full of variety and surprise, greatly enhancing the fun of the game's confrontation phase.
[0149] As an optional implementation, the above method further includes:
[0150] In the case where the attack operation performed by the second virtual character hits the first virtual character, releasing the movement restriction state and / or attack restriction state of the second virtual character located in the virtual control area, or reducing the range of the virtual control area; or
[0151] In the event that an attack operation performed by a third virtual character hits the first virtual character, the movement restriction state and / or attack restriction state of the second virtual character located in the virtual control area is released, or the range of the virtual control area is narrowed, wherein the third virtual character is a virtual character in the same camp as the second virtual character, and the third virtual character is located in the virtual control area or outside the virtual control area.
[0152] For example, assuming that the attack operation performed by the first virtual character hits the second virtual character, forming a virtual control area as shown in (a) in Figure 13, the second virtual character in the same camp as the second virtual character hits the first virtual character by performing an attack operation, then the movement speed and / or attack speed of the second virtual character will be increased, for example, the movement speed of the second virtual character will be increased from the original 0.01m / s to 2m / s.
[0153] Alternatively, the area range of the virtual control area can be reduced from (b) in Figure 13 to (c) in Figure 13, so that the number of virtual characters located in the virtual control area can be reduced. For example, assuming that there are originally three virtual characters located in the virtual control area, after reducing the virtual control area, only one second virtual character remains.
[0154] In order to more clearly understand the technical solution in the embodiment of the present application, the above-mentioned method for displaying the game screen is further described below with reference to the overall flow chart shown in FIG14 . The specific steps are as follows:
[0155] S1402, triggering of a time stop (which can also be understood as forming a virtual control area);
[0156] The triggering methods include but are not limited to two methods: (1) the first virtual character releases an attack skill, and after hitting the second virtual character, a time-stop area is formed around the second virtual character; (2) the first virtual character successfully dodges before being attacked by the second virtual character, and a time-stop area is formed around the second virtual character.
[0157] It should be noted that a configuration skill table and a time stop continuation table are pre-stored in the client where the virtual character logs in. Assuming that the first virtual character releases the target skill and hits the second virtual character, it will be determined whether the time stop can be triggered based on the target field corresponding to the target skill in the configuration skill table. If the value of the target field is 0, the time stop will not be triggered; if the value of the target field is 1, the time stop will be triggered.
[0158] For example, assuming that within a preset time (10 seconds), the first virtual character performs a combo attack, the triggering time is determined by querying the target field in the configured skill table.
[0159] S1404: After the time stop area is formed, the time stop countdown begins, and steps S1406-1 and S1406-2 are executed simultaneously.
[0160] S1406-1, displaying a time-stop countdown on the game screen.
[0161] S1406-2, displaying a time-stop effect on the game screen.
[0162] For example, after the time stop is triggered, a spherical space-time fracture effect with a radius of 20 meters is generated with the second virtual character as the center; at the same time, after the time stop is triggered, a time stop countdown energy ring is displayed on the game screen. Please refer to Figure 13 for details.
[0163] Among them, a countdown timer exclusive to time stop is added in the background. After the time stop is triggered, the time stop timer starts the countdown. When the countdown returns to 0, the time stop ends, the display of the time stop area is cancelled, and the movement speed and / or attack speed of the virtual character in the time stop area returns to normal.
[0164] S1408, determining whether the player performs a continuous combo.
[0165] If a continuous combo is executed, step S1410 is executed; otherwise, step S1420 is executed.
[0166] Among them, the continuous combo can be but is not limited to the current attack operation performed by the first virtual character hitting the second virtual character, and the time interval between the current attack operation and the last attack operation performed by the first virtual character that hit the second virtual character is less than or equal to the first preset time length.
[0167] It can also be understood that each time the first virtual character causes damage to the second virtual character, the following process is performed:
[0168] 1) Record the time when the current damage takes effect.
[0169] 2) Calculate the difference between two adjacent injury time points.
[0170] If the difference is ≤ 1s, the combo continuation is considered successful; if the difference is > 1s, the combo continuation is considered failed, and the existing energy in the energy ring is cleared; at the same time, if the first virtual character is injured, the combo continuation is directly considered failed, and the existing energy in the energy ring is cleared.
[0171] S1410, determining whether the current combo triggers instant fullness.
[0172] If instantaneous fullness is triggered, execute step S1412; otherwise, execute step S1414.
[0173] S1412, the time-out is successfully continued and the countdown is extended;
[0174] The countdown extension process includes: when it is determined that the combo connection is successful, reading the time field in the time-stop connection table pre-stored in the client, and determining the connection time as 5s, 3s, etc. according to the time field.
[0175] S1414, the number of times the energy ring is charged is increased by 1.
[0176] S1416, determining whether the time-stop energy ring is full.
[0177] If it is full, execute step S1412; otherwise, execute step S1418.
[0178] S1418, increase the value of virtual energy in the time-stop energy ring.
[0179] For example, based on the situation where a preset fierce attack operation performed by the first virtual character hits the second virtual character located in the virtual control area, it is determined to increase the preset value or the product of the preset value and N, where N is the number of body parts of the second virtual character hit.
[0180] S1420, clear the energy in the energy ring.
[0181] If the combo connection fails or the connection is completed after a time stop, the energy in the energy ring will be cleared.
[0182] Combo continuation failure here may refer to, but is not limited to, the difference between the time points of the two hits on the second virtual character being greater than a first preset time length (eg, 1 second); or the first virtual character being injured (hit) during the attack operation.
[0183] S1422, countdown ends, exit pauses.
[0184] Execute steps S1424-1 and S1424-2 simultaneously.
[0185] S1424-1, the time-stop effect disappears.
[0186] That is, the virtual control area (time stop 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 in the virtual control area return to normal.
[0187] S1424-2, the time-stop energy ring disappears.
[0188] For example, the game screen is restored to that shown in FIG12( a ).
[0189] Using the above method, while the remaining effective time of the virtual control area is displayed, if the virtual energy value reaches a preset energy threshold through continuous attack operations performed by the first virtual character, the remaining effective time of the virtual control area can be increased. In other words, while the remaining effective time of the virtual control area is displayed, the attack operations performed by the first virtual character can increase the remaining effective time count. This simplifies the operation process of changing the remaining effective time of the virtual control area in the related art, avoids the time spent on re-forming the virtual control area, and achieves the technical effect of improving the display efficiency of the game screen.
[0190] It should be noted that for the aforementioned method embodiments, for the sake of simplicity, they are all expressed as a series of action combinations, but those skilled in the art should be aware that this application is not limited by the order of the actions described, because according to this application, certain steps can be performed in other orders or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily required by this application.
[0191] According to another aspect of the embodiments of the present application, a device for displaying a game screen is also provided as shown in FIG15 . The device can be used to implement the method for displaying a game screen in the aforementioned embodiments of the present application. For details not described in detail in the device embodiments, please refer to the corresponding description in the method embodiments, and will not be repeated here. As shown in FIG15 , the device may include:
[0192] The first display unit 1502 is used to display a game screen corresponding to the virtual game scene from the target perspective of the first virtual character on the game interface, where the virtual game scene includes the first virtual character and a second virtual character in a different camp from the first virtual character.
[0193] The first processing unit 1504 is configured to, in response to a time stop state being triggered by a first virtual character in a virtual game scene and a virtual control area being formed, display the remaining effective time of the virtual control area on a game interface, wherein a second virtual character located in the virtual control area is in a restricted movement state and / or a restricted attack state.
[0194] The second processing unit 1506 is configured to increase the remaining effective time of the virtual control area in response to the attack operation performed by the first virtual character on the second virtual character satisfying a preset time-stop-succession condition.
[0195] Optionally, the second processing unit includes:
[0196] A first processing module is configured to increase the value of virtual energy when a preset type of attack operation performed by the first virtual character hits a second virtual character located in the virtual control area; and
[0197] The second processing module is configured to increase the remaining effective time of the virtual control area when the value of the virtual energy reaches a preset energy threshold and the remaining effective time is greater than 0.
[0198] Optionally, the first processing module includes:
[0199] The first processing submodule is configured to increase the value of virtual energy when the continuous attack operation performed by the first virtual character hits the second virtual character located in the virtual control area; or
[0200] The second processing submodule is configured to increase the value of virtual energy when the combined attack operation executed by the first virtual character hits the second virtual character located in the virtual control area.
[0201] Optionally, the first processing module includes:
[0202] The third processing submodule is used to increase 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 last attack operation performed by the first virtual character that hit the second virtual character is less than or equal to the first preset time length.
[0203] Optionally, the above device further includes:
[0204] The third processing unit is used to reduce the value of virtual energy, or set the value of virtual energy to 0, 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 last attack operation performed by the first virtual character that hits the second virtual character is greater than a first preset time length.
[0205] Optionally, the first processing module includes:
[0206] The fourth processing submodule is used to increase the value of virtual energy when a group of attack operations executed sequentially by the first virtual character within a second preset time period all hit the second virtual character, wherein the group of attack operations includes multiple types of attack operations.
[0207] Optionally, the above device further includes:
[0208] The fourth processing unit is configured to reduce the value of the virtual energy, or set the value of the virtual energy to 0, when the attack operation performed by the second virtual character hits the first virtual character.
[0209] Optionally, the first processing module includes:
[0210] a fifth processing submodule, configured to increase the value of virtual energy by a preset value when the attack operation of the preset type executed by the first virtual character hits the second virtual character located in the virtual control area; or
[0211] When a preset type of attack operation performed by the first virtual character hits N parts of the second virtual character within the virtual control area, the value of the virtual energy is increased by the product of the preset value and N, where N is a positive integer greater than or equal to 2; or
[0212] When an attack operation of a preset type performed by a first virtual character hits a second virtual character located in a virtual control area, it is determined whether to increase the value of virtual energy to a preset energy threshold according to a preset probability; when it is determined that the value of virtual energy is increased to the preset energy threshold, the value of virtual energy is increased to the preset energy threshold; when it is determined that the value of virtual energy is not increased to the preset energy threshold, the value of virtual energy is increased by the preset value.
[0213] Optionally, the first processing module includes:
[0214] a sixth processing submodule, configured to determine, when the value of the virtual energy is within the first value range, according to a preset first probability, whether to increase the value of the virtual energy to a preset energy threshold;
[0215] The seventh processing submodule is used to determine whether to increase the value of the virtual energy to a preset energy threshold according to a preset second probability when the value of the virtual energy is within the second value range, wherein the values in the first value range are all smaller than the values in the second value range, and the first probability is smaller than the second probability.
[0216] Optionally, the above device further includes:
[0217] The fifth processing unit is configured to set the value of the virtual energy to 0 when the remaining validity time of the virtual control area is increased.
[0218] Optionally, the above device further includes:
[0219] a sixth processing unit, configured to form 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 in the virtual control area, and the virtual control area is a fixed area, or the virtual control area moves as the second virtual character moves; or
[0220] When a target virtual skill released by the first virtual character hits a third virtual character, a virtual control area is formed in the virtual game scene, wherein the third virtual character is a virtual character in a different camp than the first virtual character, the third virtual character is in the same camp as the second virtual character, or in a different camp, the third virtual character is located in the virtual control area, and the virtual control area is a fixed area, or the virtual control area moves as the third virtual character moves; or
[0221] When the first virtual character successfully dodges an attack operation performed by the second virtual character on the first virtual character, a virtual control area is formed in the virtual game scene, wherein the second virtual character is located in 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;
[0222] When the first virtual character successfully dodges an attack operation performed by the third virtual character on the first virtual character, a virtual control area is formed in the virtual game scene, wherein the third virtual character is a virtual character in a different camp from the first virtual character, the third virtual character is in the same camp as the second virtual character or in a different camp, the third virtual character is located in 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.
[0223] Optionally, the above device further includes:
[0224] The second display unit is configured to display the remaining effective time of the virtual control area on the game screen of the second virtual character when the second virtual character is located in the virtual control area; and / or
[0225] When the second virtual character is located in the virtual control area, prompt information of the attack operation performed by the first virtual character is displayed on the game screen of the second virtual character, wherein the prompt information is used to prompt the second virtual character to dodge the attack operation performed by the first virtual character.
[0226] Optionally, the above device further includes:
[0227] a seventh processing unit, configured to increase the movement speed and / or attack speed of the second virtual character within the virtual control area, or reduce the range of the virtual control area, when the attack operation performed by the second virtual character hits the first virtual character; or
[0228] In the case where an attack operation performed by a third virtual character hits the first virtual character, the movement speed and / or attack speed of the second virtual character located in the virtual control area is increased, or the range of the virtual control area is narrowed, wherein the third virtual character is a virtual character in the same camp as the second virtual character, and the third virtual character is located in the virtual control area or outside the virtual control area.
[0229] By applying the above-mentioned device to the display of the remaining effective time of a virtual control area, the remaining effective time of the virtual control area can be increased when the virtual energy value reaches a preset energy threshold through continuous attack operations performed by the first virtual character during the display of the remaining effective time of the virtual control area. In other words, the remaining effective time count can be increased by the attack operations performed by the first virtual character during the display of the remaining effective time of the virtual control area, simplifying the operational process of changing the remaining effective time of the virtual control area in the related art, reducing the time spent on re-forming the virtual control area, and achieving the technical effect of improving the display efficiency of the game screen.
[0230] It should be noted that the embodiments of the display device for the game screen here can refer to the embodiments of the display method for the game screen described above, and will not be repeated here.
[0231] According to another aspect of the embodiments of the present application, an electronic device for implementing the above-mentioned method for displaying a game screen is also provided. The electronic device may be the terminal device shown in Figure 16. This embodiment is illustrated by taking the electronic device as a background device as an example. As shown in Figure 16, the electronic device includes a memory 1602 and a processor 1604. The memory 1602 stores a computer program, and the processor 1604 is configured to execute the steps of any of the above-mentioned method embodiments through the computer program.
[0232] Optionally, in this embodiment, the electronic device may be located in at least one network device among a plurality of network devices of a computer network.
[0233] Optionally, in this embodiment, the processor may be configured to execute the following steps through a computer program:
[0234] S1, displaying a game screen corresponding to a virtual game scene from a target perspective of a first virtual character on a game interface, wherein the virtual game scene includes the first virtual character and a second virtual character in a different camp from the first virtual character.
[0235] 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 on the game interface, wherein the second virtual character located in the virtual control area is in a restricted movement state and / or a restricted attack state.
[0236] S3: In response to the attack operation performed by the first virtual character on the second virtual character satisfying a preset time-stop-succession condition, increasing the remaining effective time of the virtual control area.
[0237] Alternatively, those skilled in the art will appreciate that the structure shown in FIG16 is for illustration only, and the electronic device may also be a target terminal such as a smartphone (such as an Android phone, an iOS phone, etc.), a tablet computer, a PDA, a mobile internet device (MID), or a PAD. FIG16 does not limit the structure of the electronic device. For example, the electronic device may include more or fewer components (such as a network interface, etc.) than those shown in FIG16, or may have a configuration different from that shown in FIG16.
[0238] Memory 1602 can be used to store software programs and modules, such as program instructions / modules corresponding to the method and apparatus for displaying game screens in the embodiments of the present application. Processor 1604 executes the software programs and modules stored in memory 1602 to perform various functional applications and data processing, thereby implementing the aforementioned method for displaying game screens. Memory 1602 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some embodiments, memory 1602 may further include memory remotely located from processor 1604, which can be connected to the terminal via a network. Examples of such networks include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof. Memory 1602 may specifically, but is not limited to, be used to store the corresponding game screen at the target perspective, the remaining effective time, and the movement speed of the avatar. As an example, as shown in FIG16 , memory 1602 may, but is not limited to, include the first display unit 1502, the first processing unit 1504, and the second display processing unit 1506 of the aforementioned device for displaying game screens. In addition, other module units in the display device of the above-mentioned game screen may also be included but not limited to, which will not be repeated in this example.
[0239] Optionally, the transmission device 1606 is configured to receive or send data via a network. Specific examples of the network may include a wired network and a wireless network. In one embodiment, the transmission device 1606 includes a network interface controller (NIC), which can be connected to other network devices and a router via a network cable to communicate with the Internet or a local area network. In one embodiment, the transmission device 1606 is a radio frequency (RF) module, which is configured to communicate with the Internet wirelessly.
[0240] In addition, the electronic device further includes: a display 1608 for displaying the direction prompt information of the target sound; and a connection bus 1610 for connecting various module components in the electronic device.
[0241] In other embodiments, the target terminal or server may be a node in a distributed system, wherein the distributed system may be a blockchain system, and the blockchain system may be a distributed system formed by connecting multiple nodes via network communication. The nodes may form a peer-to-peer (P2P) network, and any computing device, such as a server, terminal, or other electronic device, may become a node in the blockchain system by joining the peer-to-peer network.
[0242] According to another aspect of the present application, a computer program product or computer program is provided, comprising computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the game screen display method provided in various optional implementations of the aforementioned server verification processing and other aspects, wherein the computer program is configured to perform the steps of any of the aforementioned method embodiments when executed.
[0243] Optionally, in this embodiment, the computer-readable storage medium may be configured to store a computer program for performing the following steps:
[0244] S1, displaying a game screen corresponding to a virtual game scene from a target perspective of a first virtual character on a game interface, wherein the virtual game scene includes the first virtual character and a second virtual character in a different camp from the first virtual character.
[0245] 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 on the game interface, wherein the second virtual character located in the virtual control area is in a restricted movement state and / or a restricted attack state.
[0246] S3: In response to the attack operation performed by the first virtual character on the second virtual character satisfying a preset time-stop-succession condition, increasing the remaining effective time of the virtual control area.
[0247] Optionally, in this embodiment, a person of ordinary skill in the art may understand that all or part of the steps in the various methods of the above embodiments may be completed by instructing the hardware related to the target terminal through a program, and the program may be stored in a computer-readable storage medium, which may include: a flash drive, a read-only memory (ROM), a random access memory (RAM), a disk or an optical disk, etc.
[0248] The serial numbers of the above embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.
[0249] If the integrated units in the above embodiments are implemented in the form of software functional units and sold or used as independent products, they can be stored in the above-mentioned computer-readable storage medium. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art, or all or part of the technical solution can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for enabling one or more computer devices (which can be personal computers, servers, or network devices, etc.) to execute all or part of the steps of the methods of each embodiment of the present application.
[0250] In the above embodiments of the present application, the description of each embodiment has its own focus. For parts that are not described in detail in a certain embodiment, please refer to the relevant description of other embodiments.
[0251] In the several embodiments provided in this application, it should be understood that the disclosed client can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of units is merely a logical functional division. In actual implementation, there may be other division methods, such as combining or integrating multiple units or components into another system, or ignoring or not implementing some features. Furthermore, the mutual coupling or direct coupling or communication connection shown or discussed may be through some interface, indirect coupling or communication connection of units or modules, and may be electrical or other forms.
[0252] Units described as separate components may or may not be physically separate, and components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.
[0253] In addition, the functional units in the various embodiments of the present application may be integrated into a single processing unit, or each unit may exist physically separately, or two or more units may be integrated into a single unit. The aforementioned integrated units may be implemented in the form of hardware or software functional units.
[0254] It should be noted that the terms "first," "second," "third," "fourth," "1," "2," etc. (if any) in the specification and claims of this application and the accompanying drawings are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that the terms used in this manner are interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than that shown or described in the drawings.
[0255] The above is only a preferred embodiment of the present application. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principles of the present application. These improvements and modifications should also be regarded as the scope of protection of the present application.
Claims
1. A method for displaying a game screen, characterized in that: include: Displaying a game screen corresponding to a virtual game scene from a target perspective of a first virtual character on a game interface, wherein the virtual game scene includes the first virtual character and a second virtual character in a different camp from the first virtual character; In response to the first virtual character triggering a time stop state and forming a virtual control area in the virtual game scene, displaying the remaining effective time of the virtual control area on the game interface, wherein the second virtual character located in the virtual control area is in a restricted movement state and / or a restricted attack state; In response to the attack operation performed by the first virtual character on the second virtual character satisfying a preset time-stop-succession condition, the remaining effective time of the virtual control area is increased.
2. The method according to claim 1, characterized in that: In response to the attack operation performed by the first virtual character on the second virtual character satisfying a preset time-stop-restart condition, increasing the effective time of the virtual control area includes: When the remaining effective time is greater than 0, the attack operation performed by the first virtual character on the second virtual character triggers the time stop state again, and the remaining effective time of the virtual control area is increased; or the method includes: When a preset type of attack operation executed by the first virtual character hits the second virtual character located in the virtual control area, a value of virtual energy is increased; when the value of the virtual energy reaches a preset energy threshold and the remaining effective time is greater than 0, the remaining effective time of the virtual control area is increased.
3. The method according to claim 2, characterized in that In the case where the preset type of attack operation performed by the first virtual character hits the second virtual character located in the virtual control area, increasing the value of the virtual energy includes: In the case where the continuous attack operation performed by the first virtual character hits the second virtual character located in the virtual control area, increasing the value of the virtual energy; or When the combined attack operation performed by the first virtual character hits the second virtual character located in the virtual control area, the value of the virtual energy is increased.
4. The method according to claim 3, characterized in that In the case where the continuous attack operation performed by the first virtual character hits the second virtual character located in the virtual control area, increasing the value of the virtual energy includes: 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 last attack operation performed by the first virtual character that hit the second virtual character is less than or equal to a first preset duration, the value of the virtual energy is increased.
5. The method according to claim 4, characterized in that The method further comprises: 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 last attack operation performed by the first virtual character that hit the second virtual character is greater than the first preset time length, reduce the value of the virtual energy, or set the value of the virtual energy to 0.
6. The method according to any one of claims 3 to 5, characterized in that In the case where the combined attack operation performed by the first virtual character hits the second virtual character located in the virtual control area, increasing the value of the virtual energy includes: When a group of attack operations sequentially executed by the first virtual character within a second preset time period all hit the second virtual character, the value of the virtual energy is increased, wherein the group of attack operations includes multiple types of attack operations.
7. The method according to any one of claims 2 to 6, characterized in that The method further comprises: When the attack operation performed by the second virtual character hits the first virtual character, the value of the virtual energy is reduced, or the value of the virtual energy is set to 0.
8. The method according to any one of claims 2 to 7, characterized in that In the case where the attack operation of the preset type performed by the first virtual character hits the second virtual character located in the virtual control area, increasing the value of virtual energy includes: In the case where the preset type of attack operation performed by the first virtual character hits the second virtual character located in the virtual control area, increasing the value of the virtual energy by a preset value; or When the preset type of attack operation performed by the first virtual character hits N parts of the second virtual character located in the virtual control area, the value of the virtual energy is increased by the product of the preset value and N, where N is a positive integer greater than or equal to 2; or When the preset type of attack operation performed by the first virtual character hits the second virtual character located in the virtual control area, determine whether to increase the value of the virtual energy to the preset energy threshold according to a preset probability; when it is determined that the value of the virtual energy is increased to the preset energy threshold, increase the value of the virtual energy to the preset energy threshold; when it is determined that the value of the virtual energy is not increased to the preset energy threshold, increase the value of the virtual energy by the preset value.
9. The method according to claim 8, characterized in that The determining, according to a preset probability, whether to increase the value of the virtual energy to the preset energy threshold comprises: When the value of the virtual energy is within the first value range, determining whether to increase the value of the virtual energy to the preset energy threshold according to a preset first probability; When the value of the virtual energy is within the second value range, whether to increase the value of the virtual energy to the preset energy threshold is determined according to a preset second probability, wherein the values in the first value range are all smaller than the values in the second value range, and the first probability is smaller than the second probability.
10. The method according to any one of claims 2 to 9, characterized in that The method further comprises: When the remaining validity time of the virtual control area is increased, the value of the virtual energy is set to 0.
11. The method according to any one of claims 1 to 10, characterized in that The virtual game scene further includes: a third virtual character; the method further includes: In the case where the target virtual skill released by the first virtual character hits the second virtual character, the virtual control area is formed in the virtual game scene, wherein the second virtual character is located in the virtual control area, the virtual control area is a fixed area, or the virtual control area moves with the movement of the second virtual character; or In the case where the target virtual skill released by the first virtual character hits the third virtual character, the virtual control area is formed in the virtual game scene, wherein the third virtual character is a virtual character in a different camp from the first virtual character, the third virtual character is in the same camp or in a different camp as the second virtual character, the third virtual character is located in 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 In the case where the first virtual character successfully dodges the attack operation performed by the second virtual character on the first virtual character, forming the virtual control area in the virtual game scene, wherein the second virtual character is located in the virtual control area, the virtual control area is a fixed area, or the virtual control area moves with the movement of the second virtual character; In the case that the first virtual character successfully dodges the attack operation performed by the third virtual character on the first virtual character, the virtual control area is formed in the virtual game scene, wherein the third virtual character is a virtual character in a different camp from the first virtual character, the third virtual character is in the same camp or in a different camp as the second virtual character, the third virtual character is located in 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.
12. The method according to any one of claims 1 to 11, characterized in that The method further comprises: When the second virtual character is within the virtual control area, displaying the remaining effective time of the virtual control area on the game screen of the second virtual character; and / or When the second virtual character is located in the virtual control area, prompt information of the attack operation performed by the first virtual character is displayed on the game screen of the second virtual character, wherein the prompt information is used to prompt the second virtual character to dodge the attack operation performed by the first virtual character.
13. The method according to any one of claims 1 to 12, characterized in that The virtual game scene further includes: a fourth virtual character; the method further includes: In the case where the attack operation performed by the second virtual character hits the first virtual character, releasing the movement restriction state and / or attack restriction state of the second virtual character located in the virtual control area, or reducing the range of the virtual control area; or In the case where an attack operation performed by a fourth virtual character hits the first virtual character, the restricted movement and / or restricted attack state of the second virtual character located in the virtual control area is released, or the scope of the virtual control area is reduced, wherein the fourth virtual character is a virtual character in the same camp as the second virtual character, and the fourth virtual character is located within the virtual control area or outside the virtual control area.
14. The method according to any one of claims 1 to 13, characterized in that In response to the time stop state being triggered by the first virtual character in the virtual game scene and forming a virtual control area, an energy ring is displayed on the game interface, and the energy ring includes a ring body and a central area located inside the ring body; the remaining effective time of the virtual control area is displayed on the central area, and the ring body is used to display the value of virtual energy.
15. A device for displaying a game screen, characterized in that: include: A first display unit, configured to display a game screen corresponding to a virtual game scene from a target perspective of a first virtual character on a game interface, wherein the virtual game scene includes the first virtual character and a second virtual character in a different camp from the first virtual character; a first processing unit, configured to, in response to a time stop state being triggered by a first virtual character in the virtual game scene and a virtual control area being formed, display the remaining effective time of the virtual control area on the game interface, wherein the second virtual character located in the virtual control area is in a restricted movement state and / or a restricted attack state; The second processing unit is configured to increase the remaining effective time of the virtual control area in response to the attack operation performed by the first virtual character on the second virtual character satisfying a preset time-stop-succession condition.
16. A computer-readable storage medium, characterized in that: The computer-readable storage medium includes a stored program, wherein the program can be executed by a terminal device or a computer to execute the method described in any one of claims 1 to 14.
17. A computer program product comprising a computer program / instructions, characterized in that When the computer program / instructions are executed by a processor, the steps of the method described in any one of claims 1 to 14 are implemented.
18. An electronic device comprising a memory and a processor, characterized in that: 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 through the computer program.
19. A program product, characterized in that include: A computer program, which, when executed by a processor, implements the method according to any one of claims 1 to 14.
Citation Information
Patent Citations
Position tag method and device for virtual objects, terminal and storage medium
CN110433493A
Virtual object control method and device, terminal and storage medium
CN111265872A
Virtual operation object control method and device, storage medium and electronic device
CN111443838A
Virtual object control method and device, electronic equipment and storage medium
CN112295228A
Game machine and simulation program
JP2006263437A
