Method and apparatus for displaying virtual game, and device, medium and program product
By dividing multiple combat areas in the game screen of a multiplayer battle game, displaying multiple virtual characters scattered and displaying their combat animations, the problem of chaos in virtual characters in a multiplayer battle game is solved, and the control of players' games is improved efficiency.
Patent Information
- Application Number
- PCT/CN2024/096948
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2023-07-31
- Filing Date
- 2024-06-03
- Publication Date
- 2025-02-06
AI Technical Summary
In a multiplayer battle game, when players engage in mixed combat with multiple virtual characters, the attack is relatively chaotic, resulting in low control efficiency.
By dividing multiple battle areas in the game screen, a plurality of first virtual characters and a plurality of second virtual characters are displayed according to the depth of field range of the screen, and their battle animations are displayed in each battle area.
Improves players' control efficiency over virtual games, allowing players to pay more attention to each combat area, adjust the combat situation of virtual characters, thereby improving overall game control.
Smart Images

Figure CN2024096948_06022025_PF_FP_ABST
Abstract
Description
Virtual game display method, device, equipment, medium and program product
[0001] This application claims priority to Chinese patent application No. 202310954884.3 filed on July 31, 2023, entitled “Method, device, equipment, medium and program product for displaying virtual games”, the entire contents of which are incorporated herein by reference. Technical Field
[0002] The embodiments of the present application relate to the field of human-computer interaction, and in particular to a method, apparatus, device, medium, and program product for displaying a virtual game. Background Art
[0003] Competitive games include multiplayer games, which are games in which each player chooses at least two virtual characters to fight.
[0004] In a multiplayer game, player A selects avatar 1 and avatar 2, and player B selects avatar 3 and avatar 4. These four avatars engage in a mixed battle on the same field, and each avatar can simultaneously attack all enemy characters on the field.
[0005] However, in the mixed combat mode of multiple virtual characters, the attacks between all virtual characters selected by the player and the enemy virtual characters are relatively chaotic, and the player's control efficiency over the game in the multiplayer battle game is low.
[0006] Summary of the Invention
[0007] The present invention provides a method, apparatus, device, medium, and program product for displaying a virtual game, which can improve the efficiency of a player's control over the virtual game. The technical solution is as follows:
[0008] In one aspect, a method for displaying a virtual game is provided, which is executed by a computer device, and the method includes:
[0009] receiving a game start operation, wherein the game start operation is used to start a virtual game, wherein the virtual game is a game between a plurality of first virtual characters and a plurality of second virtual characters;
[0010] In response to the game start operation, a game screen of the virtual game is displayed, wherein the game screen includes n game areas, and the n game areas are areas divided according to the depth of field range of the game screen; wherein the i-th game area includes at least one first virtual character and at least one second virtual character, and n is an integer greater than 1, and 0<i≤n;
[0011] The battle animations corresponding to the n battle areas are displayed, wherein the battle animation corresponding to the i-th battle area includes an animation of a battle between a first virtual character in the i-th battle area and a second virtual character in the i-th battle area.
[0012] In another aspect, a device for displaying a virtual game is provided, the device comprising:
[0013] A receiving module, configured to receive a game start operation, wherein the game start operation is used to start a virtual game, wherein the virtual game refers to a game between a plurality of first virtual characters and a plurality of second virtual characters;
[0014] A display module is configured to display a virtual game screen in response to the game start operation, wherein the game screen includes n game areas, and the n game areas are areas divided according to the depth of field range of the game screen; wherein the i-th game area includes at least one first virtual character and at least one second virtual character, and n is an integer greater than 1, and 0<i≤n;
[0015] The display module is further used to display the battle animations corresponding to the n battle areas respectively, and the battle animation corresponding to the i-th battle area includes the animation of the battle between the first virtual character in the i-th battle area and the second virtual character in the i-th battle area.
[0016] On the other hand, a computer device is provided, comprising a processor and a memory, wherein the memory stores at least one instruction, at least one program, a code set, or an instruction set, and the at least one instruction, at least one program, the code set, or the instruction set is loaded and executed by the processor to implement the method for displaying a virtual game as described in any of the above embodiments.
[0017] On the other hand, a computer-readable storage medium is provided, wherein the storage medium stores at least one instruction, at least one program, a code set, or an instruction set, and the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by a processor to implement the method for displaying a virtual game as described in any of the above embodiments.
[0018] In another aspect, a computer program product or program is provided. The computer program product or program includes 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 method for displaying a virtual game as described in any of the above embodiments.
[0019] The beneficial effects of the technical solutions provided in the embodiments of the present application include at least:
[0020] The game screen of the virtual game displays multiple battle areas divided according to the depth of field range of the screen, and displays multiple first virtual characters and multiple second virtual characters in each battle area, so that each battle area displays the battle animation between the first virtual character and the second virtual character it includes. On the one hand, multiple first virtual characters and multiple second virtual characters can fight in separate battle areas, and the player can obtain the battle situation of each virtual character from each battle area, so as to make targeted adjustments, thereby improving the player's control efficiency over the virtual game; on the other hand, the game screen is divided into battle areas according to the depth of field range of the screen, and the game screen can be displayed in a differentiated manner, so that the player can focus on one or several game screens, avoiding the indiscriminate display of multiple battle areas that causes the player's attention to be dispersed, further improving the player's control efficiency over the virtual game. BRIEF DESCRIPTION OF THE DRAWINGS
[0021] FIG1 is a block diagram of a computer system provided by an exemplary embodiment of the present application;
[0022] FIG2 is a schematic diagram of an implementation environment provided by an exemplary embodiment of the present application;
[0023] FIG3 is a flow chart of a method for displaying a virtual game provided by an exemplary embodiment of the present application;
[0024] FIG4 is a schematic diagram of the division of the battle area in the game screen provided by an exemplary embodiment of the present application;
[0025] FIG5 is a schematic diagram of division of a battle area in a game screen provided by another exemplary embodiment of the present application;
[0026] FIG6 is a flowchart of a method for displaying a virtual game provided by another exemplary embodiment of the present application;
[0027] FIG7 is a schematic diagram of an opponent details interface provided by an exemplary embodiment of the present application;
[0028] FIG8 is a schematic diagram of a game screen provided by an exemplary embodiment of the present application;
[0029] FIG9 is a schematic diagram of an animation of releasing a starting skill provided by an exemplary embodiment of the present application;
[0030] FIG10 is a schematic diagram of an animation of a character winning provided by an exemplary embodiment of the present application;
[0031] FIG11 is an animation diagram of a character leaving a battle area provided by an exemplary embodiment of the present application;
[0032] FIG12 is an animation diagram of a character arriving at another battle area according to an exemplary embodiment of the present application;
[0033] FIG13 is a flowchart of a method for displaying a virtual game provided by another exemplary embodiment of the present application;
[0034] FIG14 is a schematic diagram of a game screen provided by another exemplary embodiment of the present application;
[0035] FIG15 is a schematic diagram of a game ending interface provided by an exemplary embodiment of the present application;
[0036] FIG16 is a flowchart of a method for displaying a virtual game provided by yet another exemplary embodiment of the present application;
[0037] FIG17 is a schematic diagram of an opponent selection interface provided by an exemplary embodiment of the present application;
[0038] FIG18 is a schematic diagram of a lineup selection interface provided by an exemplary embodiment of the present application;
[0039] FIG19 is a structural block diagram of a display device for a virtual game provided by an exemplary embodiment of the present application;
[0040] FIG20 is a structural block diagram of a display device for a virtual game provided by another exemplary embodiment of the present application;
[0041] FIG21 is a structural block diagram of a terminal provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION
[0042] The terminal in this application can be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an e-book reader, an MP3 (Moving Picture Experts Group Audio Layer III, Moving Picture Experts Group Audio Layer 3) player, an MP4 (Moving Picture Experts Group Audio Layer IV, Moving Picture Experts Group Audio Layer 4) player, etc. An application that supports virtual scenes is installed and running in the terminal, such as an application that supports three-dimensional virtual scenes. The application can be any one of a virtual reality application, a third-person shooter game (TPS), a first-person shooter game (FPS), a multiplayer online battle arena game (MOBA), a role-playing game, a turn-based action game, a party casual game, a racing game, etc. Optionally, the application can be a stand-alone application, such as a stand-alone three-dimensional game program, or a network-connected application.
[0043] FIG1 shows a block diagram of an electronic device provided by an exemplary embodiment of the present application. The electronic device 100 includes an operating system 120 and an application 122 .
[0044] The operating system 120 is the foundational software that provides application programs 122 with secure access to the computer's hardware.
[0045] Application 122 is an application that supports virtual scenes. Optionally, application 122 is an application that supports three-dimensional virtual scenes. Application 122 can be any of a virtual reality application, a TPS game, an FPS game, a MOBA game, a role-playing game, a turn-based action game, a casual party game, a racing game, and the like. Application 122 can be a stand-alone application, such as a stand-alone three-dimensional game program, or a network-based application.
[0046] 2 shows a block diagram of a computer system according to an exemplary embodiment of the present application. The computer system 200 includes a first device 220 , a server 240 , and a second device 260 .
[0047] The first device 220 has an application installed and running that supports a virtual scene. This application can be any of a virtual reality application, a TPS game, an FPS game, a MOBA game, a role-playing game, a turn-based action game, and the like. The first device 220 is used by a first user, who uses the first device 220 to control a first virtual character in the virtual scene to perform activities, including but not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. Illustratively, the first virtual character is a first virtual person, such as a simulated human character or an anime character.
[0048] The first device 220 is connected to the server 240 via a wireless network or a wired network.
[0049] Server 240 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server 240 provides backend services for applications supporting three-dimensional virtual scenes. Optionally, server 240 performs primary computing tasks, while first device 220 and second device 260 perform secondary computing tasks. Alternatively, server 240 performs secondary computing tasks, while first device 220 and second device 260 perform primary computing tasks. Alternatively, server 240, first device 220, and second device 260 perform collaborative computing tasks using a distributed computing architecture.
[0050] Second device 260 has an application installed and running that supports the virtual scene. This application can be any of a virtual reality application, a TPS game, an FPS game, a MOBA game, a role-playing game, a turn-based action game, and the like. Second device 260 is used by a second user, who uses it to control a second virtual character in the virtual scene to perform activities, including but not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing. Illustratively, the second virtual character is a second avatar, such as a simulated human character or an anime character.
[0051] Optionally, the first virtual character and the second virtual character are in the same virtual scene. Optionally, the first virtual character and the second virtual character may belong to the same team, the same organization, have a friendship, or have temporary communication permissions. Optionally, the first virtual character and the second virtual character may also belong to different teams, different organizations, or two hostile groups.
[0052] Optionally, the applications installed on the first device 220 and the second device 260 are the same, or the applications installed on the two devices are the same type of applications on different control system platforms. The first device 220 can generally refer to one of multiple devices, and the second device 260 can generally refer to one of multiple devices. This embodiment only uses the first device 220 and the second device 260 as an example. The first device 220 and the second device 260 can be the same or different device types, including at least one of a game console, a desktop computer, a smartphone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, and a laptop computer. The following embodiments are described using a desktop computer as an example.
[0053] It is worth noting that server 240 can be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server for cloud computing services. Cloud technology refers to a hosting technology that unifies hardware, software, network and other resources within a wide area network or local area network to achieve data computing, storage, processing and sharing.
[0054] In some embodiments, the method provided in the embodiments of the present application can be applied to cloud gaming scenarios, so that the calculation of data logic during the game process is completed by the cloud server, while the terminal is responsible for the display of the game interface.
[0055] Optionally, the server 240 may also be implemented as a node in a blockchain system.
[0056] It should be noted that before collecting the user's relevant data and during the process of collecting the user's relevant data, this application can display a prompt interface, pop-up window or output voice prompt information. The prompt interface, pop-up window or voice prompt information is used to remind the user that its relevant data is currently being collected, so that this application only starts to execute the relevant steps of obtaining the user's relevant data after obtaining the user's confirmation operation on the prompt interface or pop-up window. Otherwise (that is, when the user's confirmation operation on the prompt interface or pop-up window is not obtained), the relevant steps of obtaining the user's relevant data are terminated, that is, the user's relevant data is not obtained. In other words, all user data collected by this application are collected with the user's consent and authorization, and the collection, use and processing of relevant user data need to comply with relevant laws, regulations and standards.
[0057] In combination with the above introduction and implementation environment, Figure 3 is a flowchart of a method for displaying a virtual game provided by an embodiment of the present application. Taking the application of this method to a terminal as an example, as shown in Figure 3, the method includes the following steps 310 to 330.
[0058] Step 310: Receive a game start operation.
[0059] The game start operation is used to start a virtual game, where the virtual game is a game between multiple first virtual characters and multiple second virtual characters.
[0060] Optionally, the virtual game refers to a game in which a plurality of first virtual characters and a plurality of second virtual characters compete against each other in a virtual scene.
[0061] In some embodiments, the plurality of first virtual characters are virtual characters controlled by a first terminal, and the plurality of second virtual characters are virtual characters controlled by a second terminal.
[0062] Optionally, an application supporting virtual scenes is respectively running in the first terminal and the second terminal.
[0063] Optionally, a first account is logged into an application running on a first terminal, and the multiple first virtual characters are virtual characters corresponding to the first account; a second account is logged into an application running on a second terminal, and the multiple second virtual characters are virtual characters corresponding to the second account. For example, player A logs into the first account in a turn-based action game running on the first terminal. After logging in, player A can control the multiple first virtual characters through the first terminal; player B logs into the second account in a turn-based action game running on the second terminal. After logging in, player B can control the multiple second virtual characters through the second terminal.
[0064] Optionally, the first terminal is the current terminal (i.e., the terminal currently executing the virtual game display method), and the second terminal is a terminal other than the current terminal; or, the second terminal is the current terminal, and the first terminal is a terminal other than the current terminal. This embodiment of the present application is not limited to this, and the following description takes the first terminal as the current terminal as an example.
[0065] In other embodiments, the plurality of first virtual characters or the plurality of second virtual characters are virtual characters controlled by the system, such as non-player characters (NPCs) or artificial intelligence (AI) characters. In other words, the first virtual characters or the second virtual characters are not manually controlled characters, but rather characters that perform activities automatically.
[0066] In other embodiments, the plurality of first virtual characters are virtual characters jointly controlled by the first terminal and the system, and the plurality of second virtual characters are virtual characters jointly controlled by the second terminal and the system. Optionally, the first terminal's control priority over the first virtual characters is higher than the system's control priority over the first virtual characters; and the second terminal's control priority over the second virtual characters is higher than the system's control priority over the second virtual characters. Illustratively, when the system determines that the first virtual character is moving left and the first terminal controls the first virtual character to move right, the first virtual character moves right.
[0067] Optionally, the first terminal includes multiple sub-terminals, each of which controls one or more first virtual characters, and any of the multiple sub-terminals can receive a game start operation for a virtual game. Alternatively, a master terminal among the multiple sub-terminals receives a game start operation for a virtual game, wherein the master terminal can be one or more of the multiple sub-terminals. Optionally, if the multiple second virtual characters are virtual characters controlled by the second terminal, the second terminal includes multiple sub-terminals, each of which controls one or more second virtual characters.
[0068] In some embodiments, the plurality of first virtual characters are virtual characters selected by the first terminal from a plurality of candidate virtual characters.
[0069] Optionally, a role selection interface is displayed, wherein the role selection interface includes a plurality of candidate virtual roles; in response to receiving a selection operation on a plurality of designated virtual roles among the plurality of candidate virtual roles, the plurality of designated virtual roles are determined as a plurality of first virtual roles.
[0070] In some embodiments, when or before selecting a character, the player can obtain opponent lineup information for the game, namely, character information corresponding to multiple second virtual characters. This character information includes at least one of the following: the second virtual character's name, character avatar, character skills, and the battle order of the multiple second virtual characters, though this embodiment of the present application is not limited thereto. Optionally, the opponent lineup information is displayed on the character selection screen; or, before the character selection screen is displayed, an opponent details screen is displayed, and the opponent lineup information is included in the opponent details screen.
[0071] In schematic form, displaying the character information corresponding to multiple hostile characters (i.e., the second virtual character) on the character selection interface can assist the player in selecting the opposing character (i.e., the first virtual character). The player can choose the opposing character that is conducive to winning the game based on the skill restraint relationship between the characters.
[0072] In other embodiments, the plurality of first virtual characters are virtual characters randomly selected by the system from a plurality of candidate virtual characters, or the plurality of first virtual characters are virtual characters selected by the system from a plurality of candidate virtual characters based on opponent lineup information.
[0073] Optionally, after the system screens and obtains a plurality of first virtual characters, a reset operation for the plurality of first virtual characters is received; in response to the reset operation, the reselected plurality of first virtual characters are displayed, and the reselected plurality of first virtual characters are used as characters for the virtual game. Optionally, the reselected plurality of first virtual characters are virtual characters reselected by the system from a plurality of candidate virtual characters, or are virtual characters reselected by the player from a plurality of candidate virtual characters on the character selection interface. Reselecting the first virtual character through the reset operation avoids the problem that when the player controls or arranges the first virtual character screened by the system, the player cannot accurately grasp the characteristics of the first virtual character due to lack of understanding, resulting in poor control efficiency.
[0074] Optionally, the resetting operation may be a role resetting operation for a plurality of first virtual characters. Schematically, the role resetting operation refers to resetting virtual character a to virtual character b.
[0075] Optionally, the role resetting operation may be a resetting operation for all first virtual characters among the multiple first virtual characters, or the role resetting operation may be a resetting operation for one or several first virtual characters among the multiple first virtual characters.
[0076] Optionally, the reset operation may also be an operation for resetting the battle order of the plurality of first virtual characters. Schematically, the battle order reset operation refers to resetting the battle order of "virtual character a, virtual character b" to "virtual character b, virtual character a".
[0077] In some embodiments, the game start operation is an operation triggered by the player in the game preparation interface.
[0078] Optionally, the character selection interface is displayed as a character selection area in the game preparation interface. Schematically, the game preparation interface includes a character selection area. After selecting multiple first virtual characters to play against, a confirmation button on the game preparation interface can be triggered to start the virtual game.
[0079] Alternatively, the game preparation interface includes a character selection control, and when the character selection control is triggered, the character selection interface is displayed. In an exemplary embodiment, the game preparation interface includes a character selection control, and when the character selection control is clicked, the character selection interface is displayed. After selecting multiple first virtual characters to play against, the virtual game is directly started by clicking the OK button.
[0080] In other embodiments, the game start operation is an automatically triggered operation.
[0081] Optionally, when the virtual game meets the preset start conditions, the game start operation is automatically triggered.
[0082] Among them, the preset activation conditions include at least one of reaching a preset time length, reaching a preset number of roles, etc.
[0083] Optionally, a character selection interface is displayed, including multiple candidate virtual characters; in response to receiving a selection operation for multiple designated virtual characters from the multiple candidate virtual characters, if the number of the multiple designated virtual characters reaches a preset number of characters, the multiple designated virtual characters are determined as multiple first virtual characters, and a match start operation is automatically triggered. In an exemplary embodiment, once the player determines the battle lineup, i.e., the multiple first virtual characters for the battle, the virtual battle is automatically started.
[0084] Alternatively, if the number of designated virtual characters reaches a preset number and the first duration reaches a preset duration, the designated virtual characters are identified as multiple first virtual characters, and the game start operation is automatically triggered. The first duration refers to the time from the moment the character selection interface is triggered to the current moment, or the first duration refers to the time from the moment the preset number of characters is reached to the current moment. For example, once the player determines the battle lineup, the virtual battle automatically begins after 3 seconds.
[0085] Step 320: In response to the game start operation, display the game screen of the virtual game.
[0086] Optionally, the game screen is a scene screen of a virtual scene including a plurality of first virtual characters and a plurality of second virtual characters. Optionally, the virtual scene is a three-dimensional virtual scene; or, the virtual scene is a 2.5-dimensional virtual scene with a vertical dimension.
[0087] A 2.5D virtual scene is a representation of a virtual scene that lies somewhere between a 2D and 3D virtual scene. It can simulate a certain 3D effect by overlaying and moving multiple flat layers. For example, let's assume a 2.5D virtual scene consists of three flat layers: a foreground layer, a midground layer, and a background layer. These three layers can move in different directions or at different speeds to simulate a 3D effect.
[0088] Furthermore, different layers represent different depths. For example, if the foreground layer is shallower, the image rendered in the foreground layer corresponds to a smaller screen area, resulting in the elements occupying a larger proportion of the layer. The image rendered in the background layer corresponds to a larger screen area, resulting in the elements occupying a smaller proportion of the layer, thereby simulating a three-dimensional spatial effect. In other words, in a 2.5-dimensional virtual scene, multiple layers can be used to create a three-dimensional effect in the vertical (i.e., Y-axis) dimension.
[0089] The game screen includes n game areas, which are divided according to the depth of field range of the game screen, and n is an integer greater than 1. Optionally, the depth of field range corresponding to the game screen refers to the depth range between the foreground and the background of the game screen.
[0090] Optionally, the n battle areas are areas separated from each other. Among them, the battles conducted in the n battle areas are independent and do not interfere with each other. In some embodiments, the n battle areas correspond to n depth ranges, and different battle areas correspond to different depth ranges. Schematically, please refer to Figure 4, which shows a schematic diagram of the division of the battle areas in a game screen. As shown in Figure 4, the game screen 400 includes battle area 1, battle area 2 and battle area 3. The depth range corresponding to battle area 1 is smaller than the depth range corresponding to battle area 2, and the depth range corresponding to battle area 2 is smaller than the depth range corresponding to battle area 3.
[0091] In other embodiments, n battle zones correspond to m depth ranges, where m is a positive integer less than n. That is, there are at least two battle zones corresponding to the same depth of field. For example, there are at least two battle zones arranged side by side within the same depth of field range.
[0092] For illustration, please refer to Figure 5, which shows a schematic diagram of the division of battle areas in another game screen. As shown in Figure 5, the game screen 500 includes battle area 1, battle area 2 and battle area 3. The depth range corresponding to battle area 1 is smaller than the depth range corresponding to battle area 2, and the depth range corresponding to battle area 2 is equal to the depth range corresponding to battle area 3.
[0093] Optionally, the number n of battle zones is determined based on the number of the plurality of first virtual characters and the number of the plurality of second virtual characters. For example, in a one-on-one battle, assuming there are three first virtual characters and three second virtual characters, the number of battle zones is determined to be three; in a two-on-two battle, assuming there are four first virtual characters and four second virtual characters, the number of battle zones is determined to be two.
[0094] Alternatively, the number n of battle zones is a preset number. Optionally, when the number n of battle zones is a preset number, the number of the plurality of first virtual characters is set to n; or the number of the plurality of first virtual characters is set to an integer greater than n.
[0095] The i-th battle area includes at least one first virtual character and at least one second virtual character, 0<i≤n.
[0096] Optionally, when the virtual scene is a 3D virtual scene, the game screen is divided into n battle areas for three-dimensional rendering; when the virtual scene is a 2.5-dimensional virtual scene, the game screen is divided into n plane layers of different depths for overlay rendering, and the i-th plane layer includes the i-th battle area.
[0097] Optionally, depending on the number of first virtual characters and second virtual characters included in the battle area, the types of games conducted in the battle area are different, wherein the game types include at least one of one-on-one games, one-on-many games (for example: one-on-two), many-on-many games (for example: two-on-two, two-on-three), etc.
[0098] For illustration, please refer to Figure 4. In the game screen 400, in a one-on-one situation, the battle area 1 includes the first virtual character a and the second virtual character a'; in a two-on-two situation, the battle area 1 includes the first virtual character a, the first virtual character b, the second virtual character a', and the second virtual character b'; in a one-on-two situation, the battle area 1 includes the first virtual character a, the second virtual character a', and the second virtual character b'.
[0099] In some embodiments, the plurality of first virtual characters and the plurality of second virtual characters are randomly assigned to n battle zones. Schematically, the system randomly assigns the plurality of first virtual characters and the plurality of second virtual characters, and it is only necessary to ensure that each battle zone includes at least one first virtual character and at least one second virtual character.
[0100] In other embodiments, a plurality of first virtual characters and a plurality of second virtual characters are assigned to n battle zones according to a preset assignment strategy. The preset assignment strategy refers to a strategy for assigning characters according to character order and zone order. The preset assignment strategy is user-defined by the player, or the preset assignment strategy is a system default setting.
[0101] Optionally, multiple first virtual characters correspond to a first character ranking, multiple second virtual characters correspond to a second character ranking, and n battle areas correspond to an area ranking; according to the first character ranking and the area ranking, the multiple first virtual characters are sequentially assigned to the n battle areas, and according to the second character ranking and the area ranking, the multiple second virtual characters are sequentially assigned to the n battle areas.
[0102] Illustratively, in a one-to-one battle, where the number of the multiple first virtual characters is n and the number of the multiple second virtual characters is n, the i-th first virtual character and the i-th second virtual character are assigned to the i-th battle area.
[0103] In a two-on-two battle, where the number of the plurality of first virtual characters is n and the number of the plurality of second virtual characters is n, the first two first virtual characters and the first two second virtual characters are assigned to the first battle area.
[0104] In a one-on-two battle, where the number of the first virtual characters is n and the number of the second virtual characters is 2n, the first two first virtual characters and the first second virtual character are assigned to the first battle area.
[0105] Optionally, the first character ranking is a pre-set ranking, such as the ranking determined by the player when selecting a character in the character selection interface; or, the first character ranking is a ranking determined by the system based on the corresponding second character rankings of multiple second virtual characters, such as the ranking determined by the system based on at least one of the skill restraint between characters, character type, and character level. Optionally, the area ranking is a ranking determined based on the depth range corresponding to the area. Illustratively, the n battle areas are sorted in order of depth range from smallest to largest; alternatively, the n battle areas are sorted in order of depth range from largest to smallest.
[0106] Optionally, when a single depth range includes at least two battle areas, the order of the at least two battle areas is randomly determined. For example, as shown in FIG5 , the area order can be "battle area 1, battle area 2, battle area 3" or "battle area 1, battle area 3, battle area 2".
[0107] In some embodiments, during the above-mentioned game screen rendering process, after rendering n game areas that do not include virtual characters, the virtual characters corresponding to each of the n game areas may be rendered.
[0108] Optionally, in response to the game start operation, the game background screen corresponding to the virtual game is displayed, and the game background screen includes n game areas; the character creation animation is displayed, and the character creation animation refers to the animation of creating multiple first virtual characters in the n game areas; after the character creation animation is played, the game screen is displayed. After the virtual game is started, the game background screen is first rendered on the terminal, and then the virtual characters of the two sides of the game are created on the game background screen. By asynchronously rendering the game areas and virtual characters in batches, the jamming phenomenon caused by rendering a large amount of data at one time is avoided, and the display smoothness of the screen is improved. Schematically, after the virtual game is started, n game areas that do not include virtual characters are first displayed, and then characters are created in the n game areas, and the terminal display screen after the character creation is used as the game screen.
[0109] Optionally, multiple first virtual characters and multiple second virtual characters are created and displayed in their respective corresponding battle areas at the same time. Alternatively, after multiple first virtual characters are created and displayed in their respective corresponding battle areas at the same time, multiple second virtual characters are created and displayed in their respective corresponding battle areas at the same time. Alternatively, after multiple second virtual characters are created and displayed in their respective corresponding battle areas at the same time, multiple first virtual characters are created and displayed in their respective corresponding battle areas at the same time. Alternatively, the first and second virtual characters corresponding to the battle areas are created and displayed in the order in which the battle areas are sorted. Alternatively, after the first virtual characters corresponding to the battle areas are created and displayed in the order in which the battle areas are sorted, the second virtual characters corresponding to the battle areas are created and displayed. Schematically, after the first virtual character included in the i-th battle area is created and displayed, the second virtual character included in it is created and displayed; or, after the first virtual characters in n battle areas are created and displayed in sequence, the second virtual characters are created and displayed in the n battle areas.
[0110] In other embodiments, during the game screen rendering process, after rendering n game areas that do not include the first virtual character, the first virtual character may be rendered in the n game areas. That is, the game screen includes n game areas and multiple second virtual characters.
[0111] Optionally, a character creation animation is displayed, which is an animation of creating multiple first virtual characters in n battle areas; after the character creation animation is played, the game screen is displayed. Illustratively, after starting a virtual game, n battle areas including the second virtual character but excluding the first virtual character are first displayed, and then the first virtual character is created in each of the n battle areas, and the terminal display screen after the first virtual character is created serves as the game screen.
[0112] Optionally, multiple first virtual characters are created and displayed in their respective corresponding battle areas at the same time; or, their respective corresponding first virtual characters are created and displayed in the order of the area sorting corresponding to the battle area. In other embodiments, during the above-mentioned game screen rendering process, the game area including the virtual character can be directly rendered. Schematically, the game area and its corresponding virtual character are displayed in a bound manner, and the complete game screen can be directly rendered on the terminal screen at one time, that is, n game areas and the virtual characters included therein are directly displayed. Alternatively, n battle areas are rendered on the terminal screen in sequence according to the area order, that is, n battle areas and the virtual characters included therein are displayed in sequence; for example: in the case where the virtual scene is a 2.5-dimensional virtual scene, assuming that the game screen includes a foreground layer (including battle area 1, the first virtual character a, the second virtual character a'), a middle ground layer (including battle area 2, the first virtual character b, the second virtual character b') and a background layer (including battle area 3, the first virtual character c, the second virtual character c'), then the foreground layer is rendered first, then the middle ground layer is rendered, and finally the background layer is rendered, and the foreground layer covers the middle ground layer, and the middle ground layer covers the background layer.
[0113] Step 330: Display the battle animations corresponding to the n battle areas.
[0114] The battle animation corresponding to the i-th battle area includes an animation of the battle between the first virtual character in the i-th battle area and the second virtual character in the i-th battle area.
[0115] In some embodiments, the battle animations corresponding to the n battle areas are automatically triggered animations.
[0116] Illustratively, after the display of the game screen is triggered, the virtual game is started; after the virtual game is started, the corresponding game animation is displayed on each game area, for example: the animation of the first virtual character a and the second virtual character a' fighting is displayed in the i-th game area.
[0117] Among them, the player can control the first virtual character to fight through the first terminal, for example: displaying a skill control on the game screen, the skill control is used to trigger the skill; in response to receiving the player's triggering operation on the skill control, displaying the animation of the first virtual character using the skill to attack the second virtual character.
[0118] Alternatively, the first virtual character is an animation that automatically engages in combat. For example, the first virtual character is configured with a skill attack strategy that includes Skill 1, Skill 2, and Skill 3, where Skill 1 is a starting skill, Skill 2 is a common skill, and Skill 3 is a key skill. Upon starting a virtual match, the first virtual character immediately attacks the second virtual character using Skill 1. Subsequently, the first virtual character continues to attack the second virtual character using Skill 2. When the second virtual character's health is less than or equal to a preset health value, the first virtual character attacks the second virtual character using Skill 3.
[0119] Optionally, battle animations corresponding to n battle areas are displayed simultaneously. Schematically, after the first virtual character and the second virtual character in the i-th battle area start fighting, the first virtual character and the second virtual character in the i+1-th battle area start fighting.
[0120] After the virtual game is started, each battle area starts the game at the same time, which speeds up the progress of the virtual game and improves the efficiency of the virtual game.
[0121] After the virtual game is started, each battle area starts the battle in turn. On the one hand, by displaying the battle animations in sequence, the jamming caused by rendering a large amount of animation data at one time is avoided, and the smoothness of the screen display is improved; on the other hand, it allows players to have enough time to pay attention to the game situation of each game at the beginning of the virtual game, thereby improving the player's control efficiency over the virtual game.
[0122] In other embodiments, the game screen includes a second control for triggering a battle animation; in response to receiving a triggering operation on the second control, the battle animation corresponding to each of the n battle zones is displayed. After starting a virtual game, the player can control the start time of the battle in each battle zone using the second control on the game screen, thereby increasing the player's freedom of control over the virtual game during the game.
[0123] Optionally, the number of the above-mentioned second controls is single, and after the second control is triggered, the battle animations corresponding to the n battle areas are displayed simultaneously; or, the battle animations corresponding to the n battle areas are displayed in sequence according to the area order corresponding to the n battle areas.
[0124] Optionally, a long press operation on the second control is received; a sliding operation is received in conjunction with the long press operation, where the sliding starting point of the sliding operation is the same as the pressing position of the long press operation; in response to the sliding end point indicated by the sliding operation being within the i-th battle area, the battle animation corresponding to the i-th battle area is displayed; after the battle animation corresponding to the i-th battle area begins to play, the battle animations corresponding to the other battle areas in the n battle areas are displayed. The player can select the battle area in which to start the battle first by triggering the long press operation and the sliding operation on the second control, thereby improving the player's operational flow in controlling the battle start process and improving the efficiency of human-computer interaction.
[0125] Indicatively, the player can determine the battle animation that needs to be displayed first by long pressing the second control and then sliding. When the player slides to the i-th battle area and stops sliding, the i-th battle area will be used as the first area to start the battle, and the battle animation corresponding to the i-th battle area will be displayed. After the battle animation is played, the battle animations corresponding to other battle areas will be displayed.
[0126] In other embodiments, the game screen includes a fifth control for pausing the game animation; in response to receiving a trigger operation on the fifth control, the game animations corresponding to the n game areas are paused.
[0127] Illustratively, in some cases, such as when the player's opponent (ie, multiple second virtual characters) is a virtual character controlled by the system, the player can pause the current game through the pause control (ie, the fifth control) on the game screen.
[0128] In summary, the display method of the virtual game provided by the embodiment of the present application displays multiple battle areas divided according to the depth of field range of the screen after starting the virtual game between multiple first virtual characters and multiple second virtual characters on the game screen of the virtual game, and disperses the multiple first virtual characters and multiple second virtual characters in each battle area, so that each battle area displays the battle animation between the first virtual character and the second virtual character it includes. On the one hand, the multiple first virtual characters and multiple second virtual characters can fight in the separated battle areas, and the player can obtain the battle situation of each virtual character from each battle area, so as to make targeted adjustments, thereby improving the player's control efficiency over the virtual game; on the other hand, the game screen is divided into battle areas according to the depth of field range, and the game screen can be displayed in a differentiated manner, so that the player can focus on one or several game screens, avoiding the indiscriminate display of multiple battle areas that causes the player's attention to be dispersed, further improving the player's control efficiency over the virtual game.
[0129] In some optional embodiments, during a virtual game, if a first virtual character in one battle zone eliminates a second virtual character, the first virtual character can move to another battle zone to help the other first virtual character. As shown in FIG6 , the embodiment shown in FIG3 can also be implemented as follows: Steps 610 to 640.
[0130] Step 610: Receive a game start operation.
[0131] The game start operation is used to start a virtual game, where the virtual game refers to a game between multiple first virtual characters and multiple second virtual characters.
[0132] Optionally, an opponent details interface is displayed, which includes opponent lineup information, i.e., character information corresponding to the multiple second virtual characters. The character information includes at least one of the following: the character name, character portrait, character skills, and the battle order of the multiple second virtual characters, which is not limited in this embodiment of the present application.
[0133] For illustration, please refer to Figure 7, which shows a schematic diagram of an opponent details interface. When a player chooses to enter the multi-to-multi virtual game mode provided by the application, he can select a virtual character to play in the game, which includes a virtual character configured by the system, a virtual character configured by other players, etc.
[0134] Among them, when the virtual character is a virtual character configured by other players, other players can determine a battle lineup and publish it to the application, so that players can choose to play asynchronous games with virtual characters configured by other players. Asynchronous games are a game mode in which other players are offline and the current player is online. In the case of asynchronous games, the virtual characters corresponding to the offline players automatically participate in the game under system control.
[0135] As shown in Figure 7, Player 1 has selected Player 2 as their opponent. The opponent details interface 700 includes Player 2's character lineup 701, where the characters' battle order is "virtual character a', virtual character b', virtual character c'." The characters are assigned shared skills 702 and 703. When Player 2 is offline, shared skills 702 and 703 are automatically triggered by the system at the chosen time and character. For example, if Player 2's corresponding virtual character a''s health is less than or equal to the preset health value, virtual character a' is triggered to release shared skill 702.
[0136] Player 1 can refer to the character lineup 701 and shared skills 702 and 703 displayed in the opponent details interface 700 to determine the character to play against. Optionally, after triggering the "Reward" control 704 on the opponent details interface 700, indicating that player 1 has decided to play against player 2, a character selection interface will be displayed, and player 1 can select the character to play against in the character selection interface. After selecting, the virtual game will be initiated.
[0137] Step 620: In response to the game start operation, display the game screen of the virtual game.
[0138] The game screen includes n battle areas, each of which is divided according to a depth of field range corresponding to the game screen. The i-th battle area includes at least one first virtual character from the plurality of first virtual characters and at least one second virtual character from the plurality of second virtual characters, where n is an integer greater than 1, and 0<i≤n.
[0139] Optionally, the game screen is a screen with a depth of field range obtained by capturing the screen through a virtual lens; schematically, the foreground of the game screen refers to the screen close to the virtual lens, and the range of scenery captured by the virtual lens in the foreground is smaller, and the background of the game screen refers to the screen far away from the virtual lens, and the range of scenery captured by the virtual lens in the background is larger.
[0140] The closer the battle area is to the virtual camera, the smaller the depth within the corresponding depth range. The farther the battle area is from the virtual camera, the larger the depth within the corresponding depth range. In other words, dividing the battle area according to the depth range corresponding to the game screen is equivalent to dividing the battle area according to the distance from the virtual camera.
[0141] Schematically, the game screen within the distance range of 1m to 3m from the virtual lens is divided into battle area 1, and this distance range can also be understood as a depth range; the game screen within the distance range of 4m to 6m from the virtual lens is divided into battle area 2; and the game screen within the distance range of 7m to 8m from the virtual lens is divided into battle area 3.
[0142] Optionally, the i-th battle area includes a first virtual character among the plurality of first virtual characters and a second virtual character among the plurality of second virtual characters. Optionally, the number n of battle areas is equal to the number of the plurality of first virtual characters, and the number n of battle areas is equal to the number of the plurality of second virtual characters.
[0143] Optionally, multiple first virtual characters correspond to a first character ranking, multiple second virtual characters correspond to a second character ranking, and n battle areas correspond to an area ranking; according to the first character ranking and the area ranking, the multiple first virtual characters are sequentially assigned to the n battle areas, and according to the second character ranking and the area ranking, the multiple second virtual characters are sequentially assigned to the n battle areas.
[0144] Illustratively, the above-mentioned player 1 can also determine the battle roles and the battle order of the roles in the role selection interface. Assume that the battle roles and battle order selected by player 1 are "virtual character a, virtual character b, virtual character c", and the number of battle areas n is 3.
[0145] Please refer to Figure 8, which shows a schematic diagram of a game screen. As shown in Figure 8, in the game screen 800, virtual characters a and a' are engaged in a one-on-one battle in battle area 1; virtual characters b and b' are engaged in a one-on-one battle in battle area 2; and virtual characters c and c' are engaged in a one-on-one battle in battle area 3.
[0146] Among them, the game screen 800 is the screen captured by the virtual lens, the distance between the battle area 1 and the virtual lens is smaller than the distance between the battle area 2 and the virtual lens, and the distance between the battle area 2 and the virtual lens is smaller than the distance between the battle area 3 and the virtual lens.
[0147] In some embodiments, the first skill used by the virtual character is fixed, so there is a skill restraint relationship between the two characters. Schematically, please refer to Figure 9, which shows an animated diagram showing skill restraint. As shown in Figure 9, the first skill of virtual character a' has the characteristics of a slow start but a large range, while the first skill of virtual character a is a fast start and a charge. Therefore, in the game screen 900, after the virtual character releases the first skill, the first skill of virtual character a can interrupt the first skill of virtual character a'. Based on this, players can select characters and decide the order of character battles on the character selection interface, for example: arrange virtual character a to fight against virtual character a', or avoid letting virtual character a' fight against virtual character a.
[0148] Step 630: Display the battle animations corresponding to the n battle areas.
[0149] The battle animation corresponding to the i-th battle area refers to an animation of a battle between a first virtual character in the i-th battle area and a second virtual character in the i-th battle area.
[0150] Schematically, as shown in FIG8 , after the virtual game is triggered, virtual characters a, b, and c, as well as opponent virtual characters a', b', and c' are divided into three groups, and a one-on-one battle is conducted in each corresponding battle area. The three battle areas in FIG8 are separated areas, and the battles conducted in these three battle areas are independent and do not interfere with each other.
[0151] In some embodiments, the special effects corresponding to the battle animations displayed in different battle areas are different.
[0152] Optionally, based on the depth range corresponding to the i-th battle area, the special effect intensity of the battle special effect in the battle animation corresponding to the i-th battle area is determined; based on the special effect intensity, the battle animation corresponding to the i-th battle area is displayed.
[0153] The intensity of combat effects refers to the vividness and detail of special effects like skills and items used by characters during combat. The higher the intensity, the more rendering resources are consumed, but the higher the quality of the rendered combat effects.
[0154] Optionally, the special effect intensity is negatively correlated with the depth range. Schematically, the smaller the depth within the depth range, that is, the closer to the virtual lens, the higher the special effect intensity; the larger the depth within the depth range, that is, the farther away from the virtual lens, the lower the special effect intensity.
[0155] For example, referring to Figure 8, combat zone 1 is the closest to the virtual camera, indicating that combat zone 1 has the smallest depth range. Therefore, combat zone 1 has a higher intensity of special effects than combat zones 2 and 3. Therefore, the combat special effects in combat zones 2 and 3 can be weakened, for example by reducing the number of emitters, thereby lowering their overall quality, or disabling most post-processing effects.
[0156] Step 640 : When the first virtual character in the i-th battle area meets the first battle end condition, a battle switching animation is displayed.
[0157] The battle switching animation refers to an animation in which the first virtual character in the i-th battle area switches to the j-th battle area among n battle areas for a battle, where 0 < j ≤ n and i ≠ j. That is, the j-th battle area is any of the n battle areas except the i-th battle area. When the first virtual character in the i-th battle area meets the first battle end condition, an animation is displayed in which the first virtual character in the i-th battle area switches to another battle area for a battle. This improves the connectivity between the various battle areas, accelerates the game progress, and enhances the efficiency of the virtual game.
[0158] The first battle end condition is used to indicate that the first virtual character in the i-th battle area has successfully fought.
[0159] Optionally, in response to the attribute value of the second virtual character in the i-th battle area being less than or equal to a preset attribute value, a battle switching animation is displayed.
[0160] Among them, attribute values include health value, mana value, physical strength value, etc., which are not limited in the embodiments of the present application.
[0161] For example, assuming that the above-mentioned preset attribute value is 0, it means that when the second virtual character in the i-th battle area is eliminated, the first virtual character in the i-th battle area can move to other battle areas to help teammates fight.
[0162] Please refer to Figure 10, which shows an animated diagram of a character winning. As shown in Figure 10, in the game screen 1000, in the battle area 1, virtual character a defeats virtual character a', and virtual character a' is eliminated. Virtual character a' can go to the battle area 2 to help virtual character b fight virtual character b', or virtual character a' can go to the battle area 3 to help virtual character c fight virtual character c'.
[0163] In some embodiments, before displaying the battle switching animation, it is necessary to determine the battle area to which the first virtual character in the i-th battle area moves, that is, to determine the j-th battle area from the n battle areas except the i-th battle area. Optionally, the method for determining the j-th battle area includes at least one of the following methods:
[0164] Method 1: Determine the distance between the i-th battle area and the other battle areas among n battle areas; determine the j-th battle area among the other battle areas whose distance from the i-th battle area meets the distance requirements; and display the battle switching animation.
[0165] Optionally, the battle area with the shortest distance from the i-th battle area among the other battle areas is used as the j-th battle area. The first virtual character in the i-th battle area that meets the first battle end condition will move to the battle area closest to the i-th battle area to fight, thereby improving the efficiency of the first virtual character's participation in battles in other battle areas.
[0166] 10 , the distance between battle area 1 and battle area 2 is smaller than the distance between battle area 2 and battle area 3. Therefore, after virtual character a defeats virtual character a', it can go to battle area 2 to help virtual character b fight against virtual character b'.
[0167] Subsequently, in the battle area 2, if the virtual characters a and b defeat the virtual character a' together, the virtual characters a and b can go to the battle area 3 to help the virtual character c fight against the virtual character c'.
[0168] Method 2: Determine the attribute values of the first virtual character in other battle areas except the i-th battle area; determine the j-th battle area whose attribute values of the first virtual character in other battle areas meet the attribute value requirements; and display the battle switching animation.
[0169] Optionally, the battle zone with the smallest attribute value of the first virtual character among the other battle zones is used as the jth battle zone. The first virtual character in the i-th battle zone that meets the first battle end condition will move to the battle zone where the teammate with the lower attribute value is located to fight, thereby speeding up the game progress and improving the game efficiency of the virtual game.
[0170] Illustratively, assuming that when virtual character a defeats virtual character a', the attribute value of virtual character b is greater than the attribute value of virtual character c, virtual character a goes to battle area 3 to help virtual character c fight against virtual character c'.
[0171] It should be noted that, assuming that when virtual character a defeats virtual character a', the attribute value of virtual character b is equal to the attribute value of virtual character c, virtual character a goes to the closer battle area 2 to help virtual character b fight against virtual character b'.
[0172] Method three: determine the next skill released by the second virtual character in other battle areas among n battle areas, and determine the jth battle area whose next skill released by the second virtual character in other battle areas meets the skill restraint requirement; display the battle switching animation.
[0173] Optionally, the battle zone in which the next skill released by the second virtual character in the other battle zone is restrained by the next skill released by the first virtual character in the i-th battle zone is taken as the j-th battle zone.
[0174] For example, avatar B's next skill has a slow start but a large range, while avatar A's next skill is a fast-start, dash skill. Avatar A's next skill can interrupt B's next skill, causing Avatar A to jump to B's combat zone and engage in combat.
[0175] In some embodiments, the game switching animation includes a jump animation of the first virtual character jumping from the i-th battle area to the j-th battle area. Optionally, when the first virtual character in the i-th battle area meets the first game end condition, a jump animation is displayed, wherein the jump animation refers to an animation of the first virtual character in the i-th battle area jumping to the j-th battle area.
[0176] For example, please refer to Figure 11, which shows an animation diagram of a character leaving the battle area. As shown in Figure 11, in the game screen 1100, after the virtual character a in the battle area 1 defeats the virtual character a', the jumping animation of the virtual character a jumping out of the battle area 1 is displayed.
[0177] Assume that virtual character a goes to the nearby battle area 2 to help virtual character b fight against virtual character b', then after the jump animation is played, virtual character a will be displayed in the battle area 2 to fight against virtual character b.
[0178] Optionally, when the first virtual character in the i-th battle area meets the first battle end condition, a first screen movement animation of the game screen is displayed, and the first screen movement animation is used to adjust the distance between the j-th battle area and the virtual lens.
[0179] In some embodiments, after the battle switching animation is displayed, that is, after the battle switching animation is finished playing, the first screen movement animation of the game screen is displayed.
[0180] Schematically, after the first virtual character in the i-th fighting area moves to the j-th fighting area, the distance between the j-th fighting area and the virtual camera is shortened.
[0181] Optionally, the i-th battle area is the area closest to the virtual camera among the n battle areas, and the first screen movement animation is used to move the i-th battle area outside the game screen currently displayed on the terminal, and adjust the j-th battle area to the area closest to the virtual camera among the n battle areas. When the game switching animation is displayed, the first screen movement animation of the game screen will be displayed, i.e., the distance between the j-th battle area and the virtual camera is adjusted, so that the player's focus is shifted to the j-th battle area. The depth range of each battle area in the screen is dynamically adjusted according to the game situation, so that the player's focus can be adjusted according to the game situation, thereby improving the player's control efficiency over the virtual game.
[0182] Schematically, as shown in Figure 11, the current battle area closest to the virtual camera is battle area 1. Based on this display order, the area that the player mainly focuses on is battle area 1; after the virtual character a in battle area 1 wins, the virtual character a moves to battle area 2.
[0183] For illustration, please refer to Figure 12, which shows an animation diagram of a character coming to other battle areas. As shown in Figure 12, in the game screen 1200, after the virtual character a comes to the closer battle area 2, the virtual lens can be advanced so that the battle area 1 moves outside the screen (that is, not displayed), and the battle area 2 is pushed closer to the area closest to the virtual lens.
[0184] Optionally, if the virtual character a in the battle area 1 wins, the virtual character a moves to the battle area 3. The virtual camera can also be advanced so that the battle area 1 moves outside the screen and the battle area 2 is pushed closer to the area closest to the virtual camera.
[0185] In other embodiments, during the display of the battle switching animation, the first screen movement animation of the game screen is displayed.
[0186] Schematically, as shown in FIG11 , the current battle area closest to the virtual camera is battle area 1. After the virtual character a in battle area 1 wins, the virtual character a moves to battle area 2. In the process of the virtual character a moving to battle area 2, the virtual camera is simultaneously advanced.
[0187] As shown in FIG12 , when the virtual character a arrives at the closer battle area 2, the virtual camera stops advancing. At this time, the battle area 1 moves out of the screen, and the battle area 2 is pushed closer to become the area closest to the virtual camera.
[0188] Optionally, the battle switching animation can be implemented as a jumping animation. When the first virtual character in the i-th battle area meets the first battle end condition, a jumping animation is displayed. The jumping animation refers to the animation of the first virtual character in the i-th battle area jumping to the j-th battle area.
[0189] Optionally, when the distance between the jth battle area and the virtual lens decreases, the special effect intensity corresponding to the jth battle area is increased to the target special effect intensity; and the battle animation corresponding to the jth battle area is displayed at the target special effect intensity.
[0190] Schematically, as the virtual camera advances, the distance between each battle area and the virtual camera will change, so the special effect intensity corresponding to each battle area needs to be re-determined; optionally, if battle areas 1-4 are included, the distance between battle areas 1-4 and the virtual camera is: battle area 1 < battle area 2 < battle area 3 < battle area 4. Based on the depth range corresponding to each battle area, the special effect intensity of the battle special effects in the battle animation is determined, so that the battle animation corresponding to each battle area is displayed with different special effect intensities. On the one hand, by differentiating the special effect intensity, the primary and secondary of each battle area in the game screen are clarified; on the other hand, displaying the battle animation with different special effect intensities reduces the performance pressure of the computer.
[0191] The special effect strength for battle areas 1-4 is: Battle Area 1 > Battle Area 2 > Battle Area 3 > Battle Area 4. When the virtual camera advances to Battle Area 2, Battle Area 1 is pushed out of the frame. The distance between Battle Areas 2-4 and the virtual camera is: Battle Area 2 < Battle Area 3 < Battle Area 4. The special effect strength for Battle Areas 2-4 is: Battle Area 2 > Battle Area 3 > Battle Area 4.
[0192] Alternatively, the special effect strengths for battle areas 1-4 are: Battle Area 1 > Battle Area 2 = Battle Area 3 = Battle Area 4. When the virtual camera advances to Battle Area 2, Battle Area 1 is pushed out of the frame. The distances between Battle Areas 2-4 and the virtual camera are: Battle Area 2 < Battle Area 3 < Battle Area 4. Therefore, the special effect strengths for Battle Areas 2-4 are: Battle Area 2 > Battle Area 3 = Battle Area 4.
[0193] In other embodiments, the j-th battle area can also be an area selected by the player himself. Schematically, when the first virtual character in the i-th battle area meets the first battle end condition, a selection operation for the j-th battle area among other battle areas except the i-th battle area is received; in response to the selection operation, a battle switching animation is displayed.
[0194] It should be noted that when the first virtual character in the i-th battle area meets the first battle end condition and the i-th battle area is not the area closest to the virtual lens, only the battle switching animation is displayed, and the first screen movement animation of the game screen is not displayed.
[0195] 12 , after the virtual character c in the battle area 3 wins, the virtual character c moves to the battle area 2 . During the process of the virtual character c moving to the battle area 2 , or after the virtual character c moves to the battle area 2 , the virtual camera will not advance.
[0196] In other embodiments, when the first virtual character in the i-th battle area meets the second battle end condition and the i-th battle area is the area closest to the virtual camera among the n battle areas, the second screen movement animation of the game screen is displayed.
[0197] The second screen movement animation is used to move the i-th battle area out of the game screen displayed on the current terminal, and the second battle end condition is used to indicate that the first virtual character in the i-th battle area has failed in the battle.
[0198] Optionally, the second frame movement animation is further used to adjust the j-th battle area to be the area closest to the virtual camera among the n battle areas.
[0199] Among them, the jth battle area is the battle area closest to the ith battle area among multiple battle areas; or, the jth battle area is the battle area closest to the ith battle area among multiple battle areas, and the attribute value of the second virtual character is greater than the preset attribute value.
[0200] Illustratively, after the first virtual character in the battle area 1 closest to the camera is eliminated, the camera will be moved to the battle area closest to the battle area 1; or, the camera will be moved to the battle area closest to the battle area 1 where the second virtual character has not been eliminated.
[0201] Optionally, when the first virtual character in the i-th battle area meets the second battle end condition and the i-th battle area is not the area closest to the virtual lens among the n battle areas, the second screen movement animation of the game screen is not displayed.
[0202] In summary, the display method of the virtual game provided by the embodiment of the present application displays multiple battle areas divided according to the depth of field range of the screen after starting the virtual game between multiple first virtual characters and multiple second virtual characters on the game screen of the virtual game, and disperses the multiple first virtual characters and multiple second virtual characters in each battle area, so that each battle area displays the battle animation between the first virtual character and the second virtual character it includes. On the one hand, the multiple first virtual characters and multiple second virtual characters can fight in the separated battle areas, and the player can obtain the battle situation of each virtual character from each battle area, so as to make targeted adjustments, thereby improving the player's control efficiency over the virtual game; on the other hand, the game screen is divided into battle areas according to the depth of field range, and the game screen can be displayed in a differentiated manner, so that the player can focus on one or several game screens, avoiding the indiscriminate display of multiple battle areas that causes the player's attention to be dispersed, further improving the player's control efficiency over the virtual game.
[0203] In some optional embodiments, the game screen includes a control for triggering a shared skill, where the shared skill is a skill that can be used by multiple first virtual characters. As shown in FIG13 , the embodiment shown in FIG3 can also be implemented as follows: Steps 1310 to 1350 .
[0204] Step 1310: Receive a game start operation.
[0205] The game start operation is used to start a virtual game, where the virtual game refers to a game between multiple first virtual characters and multiple second virtual characters.
[0206] Optionally, a game preparation interface is displayed, which includes a game start control; a trigger operation on the game start control is received, and the trigger operation is used as a game start operation.
[0207] Schematically, the game preparation interface includes a character selection area, which is an area for selecting multiple first virtual characters as a whole. It is assumed that it includes lineup 1 (strong defense ability) and lineup 2 (higher attack power). Players can choose a lineup that is conducive to winning according to the opponent's lineup to play against the game.
[0208] Among them, the optional lineups included in the character selection area can be a lineup pre-configured by the player, or a recommended lineup configured by the system based on the opponent's lineup.
[0209] In some embodiments, the game preparation interface is an interface displayed when the current time reaches the scheduled time.
[0210] For example, a player can schedule a virtual game in the app. For example, if the scheduled time is 10:30 AM, the app will push a card message at 10:25 AM (this is just an example; it can be any earlier time). When the player clicks on the card message, the game preparation interface will be displayed. At this time, if the player clicks the game start control in the game preparation interface, the virtual game will start immediately. Alternatively, the game preparation interface will include a game start countdown, and when the countdown ends, that is, the current time is 10:30 AM, the virtual game will start.
[0211] Step 1320: In response to the game start operation, display the game screen of the virtual game.
[0212] Optionally, the depth of field range corresponding to the game screen refers to the depth range between the foreground and background of the game screen. Optionally, the game screen is a screen captured by a virtual camera and has a depth of field range; wherein, the closer the game area in the screen is to the virtual camera, the smaller the depth within the depth range, and the farther the game area is from the virtual camera, the larger the depth within the depth range. In other words, dividing the game area according to the depth of field range corresponding to the game screen is equivalent to dividing the game area according to the distance from the virtual camera.
[0213] Optionally, a first control for triggering a first skill is displayed, where the first skill is a shared skill corresponding to multiple first virtual characters.
[0214] That is, any one of the plurality of first virtual characters can use the skill.
[0215] Optionally, the first skill includes at least one of summoning skills, defense skills, item skills, recovery skills, etc. The type of the first skill in this embodiment of the application is not limited.
[0216] Indicatively, summoning skills can summon one or more additional virtual characters to assist the virtual character currently using the skill in combat; defensive skills can increase the corresponding defense value of the virtual character currently using the skill; prop skills can summon props (for example: virtual grenades, etc.) to assist the virtual character currently using the skill in combat; recovery skills can increase the corresponding health value of the virtual character currently using the skill.
[0217] Optionally, the number of first controls may be one or more. That is, the number of controls displayed on the game screen may be one or more, and the number of shared skills corresponding to the multiple first virtual characters may be one or more.
[0218] For illustration, please refer to FIG. 14 , which shows a schematic diagram of a game screen. Game screen 1400 includes controls 1401 and 1402 . Both controls 1401 and 1402 can trigger shared skills.
[0219] For example, control 1401 can summon a virtual character d to assist the virtual character using this skill in a battle. Control 1402 is a fireball skill. When triggered, the virtual character using this skill releases a fireball to attack the enemy character.
[0220] Step 1330: Display the battle animations corresponding to the n battle areas.
[0221] The battle animation corresponding to the i-th battle area refers to an animation of a battle between a first virtual character in the i-th battle area and a second virtual character in the i-th battle area.
[0222] Schematically, as shown in FIG14 , after the virtual game is triggered, virtual characters a, b, and c, as well as opponent virtual characters a', b', and c' are split into three groups, and a one-on-one battle is conducted in each corresponding battle area. The three battle areas in FIG14 are separated areas, and the battles conducted in these three battle areas are independent and do not interfere with each other.
[0223] Step 1340: Receive a trigger operation on the first control.
[0224] Optionally, the trigger operation includes at least one of a single-click operation, a double-click operation, a long press operation, a sliding operation, a voice command operation, a gesture command operation, etc.
[0225] Step 1350: Display the skill release animation when the i-th battle area meets the skill use conditions.
[0226] The skill release animation refers to the animation of the first virtual character in the i-th battle area releasing the first skill. Optionally, the skill use conditions include at least one of the following conditions:
[0227] 1. When the depth range corresponding to the i-th battle area is smaller than the depth ranges corresponding to other battle areas in the n battle areas, the skill release animation is displayed.
[0228] That is, the i-th battle area is the battle area closest to the virtual camera among the n battle areas, that is, it is determined that the i-th battle area meets the skill use conditions and the skill release animation is displayed.
[0229] For example, referring to Figure 14 , when a player clicks control 1401, virtual character a in battle area 1 closest to the virtual camera summons virtual character d, who can assist virtual object a in attacking virtual object a'. Alternatively, when a player clicks control 1402, virtual character a in battle area 1 closest to the virtual camera throws a fireball at virtual object a'.
[0230] 2. When the attribute value of the first virtual object in the i-th battle area meets the first attribute value requirement, the skill release animation is displayed.
[0231] Illustratively, if the attribute value of the first virtual object in the i-th battle area is the virtual object with the smallest attribute value and not 0 in the n battle areas when the player triggers the first control, the first virtual object in the i-th battle area is controlled to use the first skill.
[0232] In other embodiments, the player can select a virtual character that needs to use a skill. Optionally, a long press operation on the first control is received; a sliding operation is received following the long press operation, where the sliding starting point of the sliding operation is the same as the pressing position of the long press operation; in response to the sliding end point indicated by the sliding operation being within the i-th battle area, a skill release animation is displayed.
[0233] Illustratively, the player can determine the first virtual character who needs to use a skill by long pressing the first control and then sliding. When the player slides to the i-th battle area and stops sliding, the first virtual character in the i-th battle area will be used as the virtual character using the first skill.
[0234] In other embodiments, the first skill is a skill in which the system automatically selects a virtual character and automatically selects a triggering time.
[0235] Optionally, the game screen includes a fourth control for enabling the system to automatically trigger the first skill; receiving an activation operation for the fourth control; and displaying a skill release animation when a target virtual character among the multiple first virtual characters meets the skill triggering condition. The skill release animation refers to an animation of the target virtual character releasing the first skill.
[0236] Schematically, as shown in FIG14 , game screen 1400 includes an "Auto On" button 1403 (i.e., the fourth control). Upon triggering "Auto On" button 1403, the artificial intelligence (AI) determines which character to use the shared skill and when to use it. For example, if the shared skill is a health kit skill, and the AI determines that the health of virtual character B in the battle area is less than or equal to a preset health value, the AI controls virtual character B to use the health kit to restore health.
[0237] Optionally, upon receiving an activation operation of a fourth control, a skill release animation is displayed if the depth range corresponding to the i-th battle zone is smaller than the depth ranges corresponding to the other battle zones in the n battle zones, and if the first virtual character in the i-th battle zone meets a skill triggering condition. The skill release animation is an animation of the first virtual character in the i-th battle zone releasing a first skill.
[0238] Schematically, as shown in Figure 14, after triggering the "Auto On" button 1403, the artificial intelligence (AI) determines when to use a shared skill. The character using the shared skill is fixed to the first virtual character in the battle area closest to the virtual camera. For example, if the shared skill is a summoning skill, if the AI determines that the combo of virtual character a in battle area 1 is interrupted by virtual character a', the AI controls virtual object a to summon virtual object b to assist it in the battle.
[0239] In some embodiments, the game screen of the virtual game further includes an animation speed control, which is used to adjust the playback speed of the animation displayed in the game screen.
[0240] In response to receiving a trigger operation on the animation speed control, the play speed of the battle animations corresponding to the n battle areas is determined to be a first play speed; based on the first play speed, the battle animations corresponding to the n battle areas are displayed.
[0241] 14 , the game screen 1400 includes a “double speed” button 1404 . Clicking the “double speed” button 1404 can switch the playback speed of the animation currently being played in the game screen 1400 . For example, “×1” means playback at the original playback speed, and “×2” means playback at twice the original playback speed.
[0242] The animation speed control can be used to control the playback speed of the animation in the game screen, which improves the playback efficiency of the battle animation and increases the player's control over the game screen.
[0243] In some embodiments, the aforementioned virtual game corresponds to a game end condition.
[0244] Optionally, the game end conditions include at least one of the following situations: when the opening time of the virtual game reaches a preset time, the virtual game ends; when the number of remaining non-eliminated first virtual characters is less than or equal to a first number threshold, the virtual game ends; when the number of remaining non-eliminated second virtual characters is less than or equal to a second number threshold, the virtual game ends, etc.
[0245] Illustratively, if all second virtual characters are eliminated, the virtual game ends and the team with multiple first virtual characters is declared the winner. If the virtual game lasts 10 minutes, the game ends. If the number of remaining first virtual characters exceeds the number of second virtual characters, the team with multiple first virtual characters is declared the winner.
[0246] Illustratively, if all of the first virtual characters are eliminated, the virtual game ends and one of the multiple first virtual characters is deemed defeated. If the virtual game lasts 10 minutes, the game ends. If the number of remaining first virtual characters is less than the number of second virtual characters, the one of the multiple first virtual characters is deemed defeated.
[0247] Referring to Figure 15 , if multiple first virtual characters are eliminated, indicating the player's challenge has failed, a game-ending interface 1500 is displayed. Game-ending interface 1500 includes a "Battle Replay" button 1501 and a "Continue Challenge" button 1502. Triggering "Battle Replay" button 1501 allows viewing of the recorded video of the completed virtual game; triggering "Continue Challenge" button 1502 allows restarting the virtual game.
[0248] In summary, the display method of the virtual game provided by the embodiment of the present application displays multiple battle areas divided according to the depth of field range of the screen after starting the virtual game between multiple first virtual characters and multiple second virtual characters on the game screen of the virtual game, and disperses the multiple first virtual characters and multiple second virtual characters in each battle area, so that each battle area displays the battle animation between the first virtual character and the second virtual character it includes. On the one hand, the multiple first virtual characters and multiple second virtual characters can fight in the separated battle areas, and the player can obtain the battle situation of each virtual character from each battle area, so as to make targeted adjustments, thereby improving the player's control efficiency over the virtual game; on the other hand, the game screen is divided into battle areas according to the depth of field range, and the game screen can be displayed in a differentiated manner, so that the player can focus on one or several game screens, avoiding the indiscriminate display of multiple battle areas that causes the player's attention to be dispersed, further improving the player's control efficiency over the virtual game.
[0249] The method provided by the embodiment of the present application includes a first control for triggering a shared skill in the game screen. After the first control is triggered, if the i-th battle area meets the skill usage conditions, an animation of the first virtual character in the i-th battle area releasing the shared skill is displayed. When the player triggers the first control at an appropriate time, the friendly character closest to the camera can release additional skills to attack the enemy character. The first control has a certain effect of reversing the game situation, speeding up the game progress, and improving the game efficiency of the virtual game.
[0250] In some embodiments, before starting a virtual game, it is necessary to determine multiple first virtual characters corresponding to the currently started virtual game. Schematically, as shown in FIG16 , the embodiment shown in FIG3 above can also be implemented as the following steps 1610 to 1660 .
[0251] Step 1610: Display an opponent selection interface corresponding to the first account.
[0252] Optionally, the first account is an account logged into the turn-based action game on the current terminal, and the opponent selection interface includes multiple candidate opponents, wherein the candidate opponents include multiple second virtual characters pre-set by other accounts and / or multiple second virtual characters set by the system.
[0253] For example, please refer to FIG17 , which illustrates an opponent selection interface. Opponent selection interface 1700 includes an opponent selection area 1701, which includes multiple candidate opponents. Clicking on a candidate opponent 1702 redirects to the opponent details interface (see FIG7 ) to view the lineup details of candidate opponent 1702. Players can select an opponent from the multiple candidate opponents by viewing the lineup details of the candidate opponents.
[0254] The opponent selection interface includes a lineup selection control, which is used to determine multiple first virtual characters corresponding to the first account, that is, the lineup corresponding to the first account.
[0255] Illustratively, the opponent selection interface 1700 in FIG17 further includes a lineup selection control 1703 , which, when triggered, can determine the battle lineup corresponding to the first account.
[0256] Step 1620: In response to receiving a trigger operation on the lineup selection control, display a lineup selection interface.
[0257] The lineup selection interface includes a role selection area, and the role selection area includes multiple candidate virtual characters.
[0258] Optionally, the lineup selection interface further includes a skill selection area, and the skill selection interface includes a plurality of candidate shared skills.
[0259] Optionally, the lineup selection interface further includes a lineup display area, which is used to display the selected candidate virtual characters and candidate shared skills.
[0260] 18 , which illustrates a lineup selection interface. Upon triggering lineup selection control 1703 in FIG. 17 , lineup selection interface 1800 is displayed as shown in FIG. Lineup selection interface 1800 includes a character selection area 1810 , which includes multiple candidate virtual characters.
[0261] Optionally, after triggering the lineup selection interface 1800, the candidate virtual characters arranged at the front of the character selection area 1810 are selected by default, and are displayed in order in the first area 1821, the second area 1822, and the third area 1823 of the lineup display area 1820. An arrangement order mark is displayed on the selected candidate virtual character, and the arrangement order mark is used to indicate the battle area where the candidate virtual character is located.
[0262] In Figure 18, the candidate virtual character displaying the "front" logo is displayed in the first area 1821, and will participate in the virtual battle in the battle area 1 as shown in Figure 14; the candidate virtual character displaying the "middle" logo is displayed in the second area 1822, and will participate in the virtual battle in the battle area 2 as shown in Figure 14; the candidate virtual character displaying the "back" logo is displayed in the third area 1823, and will participate in the virtual battle in the battle area 3 as shown in Figure 14.
[0263] If the player needs to modify the candidate virtual character participating in the battle, for example: to modify the candidate virtual character 1811 displaying the "Hou" mark, the player can click on the candidate virtual character 1811 again to cancel the corresponding "Hou" mark, and the third area 1823 will cancel the display of the candidate virtual character 1811; subsequently, if the candidate virtual character 1812 is selected, the "Hou" mark will be displayed on the candidate virtual character 1812, and the displayed character in the third area 1823 in the lineup display area 1820 will be changed to the candidate virtual character 1812, indicating that the candidate virtual character 1811 participating in the battle area 3 will be changed to the candidate virtual character 1812.
[0264] Optionally, shared skills (i.e., the first skill mentioned above) can also be determined in the lineup selection interface 1800. Assume that the current first account can select the first shared skill and the second shared skill: the first shared skill is used to release virtual props or virtual skills to assist the virtual character currently using the skill to fight; the second shared skill is used to summon an additional virtual character to assist the virtual character currently using the skill to fight.
[0265] Illustratively, clicking the skill tab 1813 in the lineup selection interface 1800 displays the first shared skill selection area 1830 , which includes multiple candidate skills. Clicking a candidate skill 1831 displays the candidate skill 1831 in the first area 1821 .
[0266] Clicking skill tab 1814 in lineup selection interface 1800 displays a second shared skill selection area 1840, which includes multiple candidate virtual characters that can be additionally summoned. Optionally, the multiple candidate virtual characters are the same as the multiple candidate virtual characters in character selection area 1810, or the multiple candidate virtual characters are different from the multiple candidate virtual characters in character selection area 1810.
[0267] If multiple candidate virtual characters are identical to the multiple candidate virtual characters in character selection area 1810, and if the target candidate virtual character in second shared skill selection area 1840 is determined to be the candidate virtual character selected in character selection area 1810, then that candidate virtual character cannot be selected as an additional virtual character to be summoned. Alternatively, by clicking candidate virtual character 1841, that candidate virtual character 1841 will be displayed as a candidate skill in lineup display area 1820.
[0268] Step 1630: In response to receiving a selection operation on multiple candidate virtual characters in the character selection area, the selected multiple candidate virtual characters are used as multiple first virtual characters; in response to receiving a selection operation on candidate shared skills in the skill selection area, the selected candidate shared skills are used as first skills.
[0269] Among them, the first skill is a shared skill corresponding to multiple first virtual characters.
[0270] Optionally, after selecting multiple candidate virtual characters and candidate shared skills, in response to receiving a confirmation operation on the lineup selection interface to select multiple candidate virtual characters and candidate shared skills, the selected candidate shared skill is used as the first skill, and the first skill is the shared skill corresponding to multiple first virtual characters.
[0271] For illustration, please refer to Figure 18. The lineup selection interface 1800 includes a "Confirm lineup" button 1815. After selecting multiple candidate virtual characters and two candidate skills, you can click the "Confirm lineup" button 1815 to determine the multiple candidate virtual characters as the multiple first virtual characters participating in the battle, and the two candidate skills as shared skills (i.e., the first skills).
[0272] In some embodiments, the lineup selection interface includes an automatic lineup determination control, which is used to determine the multiple first virtual characters and shared skills corresponding to the first account by the system after being triggered.
[0273] Optionally, the system determines multiple first virtual characters based on character parameters of multiple candidate virtual characters, where the character parameters include types, preset attribute values, preset skills, etc. of the candidate virtual characters, which are not limited in this embodiment of the present application.
[0274] Optionally, the lineup selection interface 1800 includes a "one-click battle" button 1816. After triggering the "one-click battle" button 1816, the system will automatically determine multiple first virtual characters from multiple candidate virtual characters, and automatically determine shared skills.
[0275] Step 1640: Receive a game start operation based on the multiple first virtual characters and the first skills.
[0276] Schematically, after triggering the above-mentioned "Confirm Lineup" button 1815 or "One-click to Battle" button 1816, the opponent selection interface 1700 shown in Figure 17 is displayed. Each candidate opponent in the opponent selection interface 1700 corresponds to a "Reward" button. Click the "Reward" button corresponding to the selected opponent to enter the virtual game with the opponent.
[0277] Alternatively, click on a candidate opponent to enter the opponent details interface 700 shown in FIG7 . The opponent details interface 700 includes a “reward” button 704 corresponding to the opponent. Click the “reward” button 704 corresponding to the selected opponent to enter a virtual game with the opponent.
[0278] Step 1650: In response to the game start operation, display the game screen of the virtual game.
[0279] The game screen includes n battle areas, each of which is divided according to a depth of field range corresponding to the game screen. The i-th battle area includes at least one first virtual character from the plurality of first virtual characters and at least one second virtual character from the plurality of second virtual characters, where n is an integer greater than 1, and 0<i≤n.
[0280] Optionally, the game screen includes a first battle area, a second battle area, and a third battle area, wherein the first battle area, the second battle area, and the third battle area are areas divided according to a depth of field range corresponding to the game screen. The first battle area includes at least one first virtual character from the plurality of first virtual characters and at least one second virtual character from the plurality of second virtual characters.
[0281] Optionally, the number of the plurality of first virtual characters is 3, and the first battle area includes a first virtual character from the plurality of first virtual characters and a second virtual character from the plurality of second virtual characters. Each battle area includes a different first virtual character and a different second virtual character.
[0282] For example, please refer to Figure 14. After entering the virtual game, the game screen 1400 of the virtual game is displayed. The virtual characters a, b and c in the game screen 1400 correspond to the candidate virtual characters selected in the character selection area, and the controls 1401 and 1402 in the game screen 1400 correspond to the candidate shared skills selected in the character selection area.
[0283] Step 1660: Display the battle animations corresponding to the n battle areas.
[0284] The battle animation corresponding to the i-th battle area refers to an animation of a battle between a first virtual character in the i-th battle area and a second virtual character in the i-th battle area.
[0285] It should be noted that the game screen and battle animation of the virtual game have been explained in steps 1320 to 1350 and will not be repeated here.
[0286] FIG19 is a block diagram of a virtual game display device provided by an exemplary embodiment of the present application. As shown in FIG19 , the device includes the following parts:
[0287] A receiving module 1910 is configured to receive a game start operation, wherein the game start operation is configured to start a virtual game between a plurality of first virtual characters and a plurality of second virtual characters;
[0288] Display module 1920 is configured to display a virtual game screen in response to the game start operation, wherein the game screen includes n game areas, each of which is divided according to a depth of field range of the game screen; wherein the i-th game area includes at least one first virtual character and at least one second virtual character, where n is an integer greater than 1 and 0<i≤n;
[0289] The display module 1920 is further used to display the battle animations corresponding to the n battle areas respectively, and the battle animation corresponding to the i-th battle area includes the animation of the battle between the first virtual character in the i-th battle area and the second virtual character in the i-th battle area.
[0290] In some embodiments, please refer to Figure 20, the display module 1920 is also used to display a battle switching animation when the first virtual character in the i-th battle area meets the first battle end condition, and the first battle end condition is used to indicate that the first virtual character in the i-th battle area has successfully fought, and the battle switching animation includes an animation of the first virtual character in the i-th battle area switching to the j-th battle area for battle, 0<j≤n and i≠j.
[0291] In some embodiments, the display module 1920 includes:
[0292] The determining unit 1921 is configured to determine the distance between the i-th battle area and the other battle areas in the n battle areas; and determine the j-th battle area in the other battle areas whose distance from the i-th battle area meets the distance requirement.
[0293] The display module 1920 is further configured to display the battle switching animation.
[0294] In some embodiments, the determination unit 1921 is used to determine the attribute values of the first virtual character in other battle areas except the i-th battle area; determine the j-th battle area in which the attribute values of the first virtual character in the other battle areas meet the attribute value requirements; the display module 1920 is also used to display the battle switching animation.
[0295] In some embodiments, the game screen is a screen with the depth of field range obtained by capturing through a virtual lens; the display module 1920 is also used to display a first screen movement animation of the game screen when the first virtual character in the i-th battle area meets the first battle end condition, and the first screen movement animation is used to adjust the distance between the j-th battle area and the virtual lens.
[0296] In some embodiments, the i-th battle area is the area among the n battle areas that is closest to the virtual lens, and the first screen movement animation is used to move the i-th battle area out of the game screen displayed by the current terminal, and adjust the j-th battle area to be the area among the n battle areas that is closest to the virtual lens.
[0297] In some embodiments, the display module 1920 is also used to display a second screen movement animation of the game screen when the first virtual character in the i-th battle area meets the second battle end condition and the i-th battle area is the area closest to the virtual lens among the n battle areas. The second battle end condition is used to indicate that the first virtual character in the i-th battle area has failed in the battle, and the second screen movement animation is used to move the i-th battle area out of the game screen displayed on the current terminal.
[0298] In some embodiments, the display module 1920 is further used to determine the special effect intensity of the battle special effect in the battle animation corresponding to the i-th battle area based on the depth range corresponding to the i-th battle area; the display module 1920 is further used to display the battle animation corresponding to the i-th battle area based on the special effect intensity.
[0299] In some embodiments, the interface includes a first control for triggering a first skill, and the first skill is a shared skill corresponding to the multiple first virtual characters; the receiving module 1910 is used to receive a trigger operation on the first control; the display module 1920 is also used to display a skill release animation when the i-th battle area meets the skill usage conditions, and the skill release animation refers to the animation of the first virtual character in the i-th battle area releasing the first skill.
[0300] In some embodiments, the display module 1920 is further configured to display the skill release animation when the depth range corresponding to the i-th battle area is smaller than the depth ranges corresponding to other battle areas in the n battle areas.
[0301] In some embodiments, the display module 1920 is further configured to:
[0302] In response to the game start operation, displaying a game background screen corresponding to the virtual game, wherein the game background screen includes the n game areas;
[0303] Displaying a character creation animation, wherein the character creation animation is an animation for creating the plurality of first virtual characters and the plurality of second virtual characters in the n battle areas;
[0304] After the character creation animation is finished playing, the game screen is displayed.
[0305] In some embodiments, the display module 1920 is further configured to:
[0306] Simultaneously display the battle animations corresponding to the n battle areas;
[0307] or,
[0308] The battle animations corresponding to the n battle areas are displayed in sequence according to the area order corresponding to the n battle areas.
[0309] In some embodiments, the game screen includes a second control for triggering the game animation; the display module 1920 is further used to display the game animations corresponding to the n game areas in response to receiving a trigger operation on the second control.
[0310] In some embodiments, the receiving module 1910 is used to receive a long press operation on the second control; the receiving module 1910 is used to receive a sliding operation connected to the long press operation, and the sliding starting point position of the sliding operation is the same as the pressing position of the long press operation; the display module 1920 is also used to display the battle animation corresponding to the i-th battle area in response to the sliding end point indicated by the sliding operation being within the i-th battle area; the display module 1920 is also used to display the battle animations corresponding to other battle areas among the n battle areas after the battle animation corresponding to the i-th battle area starts playing.
[0311] In some embodiments, the game screen includes an animation speed control, which is used to adjust the playback speed of the animation displayed in the game screen; the determination unit 1921 is used to determine that the playback speed of the battle animation corresponding to the n battle areas is a first playback speed in response to receiving a trigger operation on the animation speed control; the display module 1920 is also used to display the battle animation corresponding to the n battle areas based on the first playback speed.
[0312] In some embodiments, the display module 1920 is also used to display a lineup selection interface, which includes a role selection area, and the role selection area includes multiple candidate virtual characters; the receiving module 1910 is used to respond to receiving a selection operation on multiple candidate virtual characters in the role selection area, and use the selected multiple candidate virtual characters as the multiple first virtual characters.
[0313] In some embodiments, the lineup selection interface includes a skill selection area, and the skill selection area includes multiple candidate shared skills; the receiving module 1910 is used to respond to receiving a selection operation on a candidate shared skill in the skill selection area, and use the selected candidate shared skill as the first skill, and the first skill is the shared skill corresponding to the multiple first virtual characters.
[0314] FIG21 shows a block diagram of an electronic device 2100 according to an exemplary embodiment of the present application. The electronic device 2100 may be a portable mobile terminal, such as a smartphone, an in-vehicle terminal, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III), an MP4 player (Moving Picture Experts Group Audio Layer IV), a laptop computer, or a desktop computer. The electronic device 2100 may also be referred to as a user device, a portable terminal, a laptop terminal, a desktop terminal, or other similar names.
[0315] Typically, the electronic device 2100 includes a processor 2101 and a memory 2102 .
[0316] The processor 2101 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 2101 may be implemented in at least one hardware form of DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), or PLA (Programmable Logic Array). The processor 2101 may also include a main processor and a coprocessor. The main processor is a processor for processing data in the awake state, also known as a CPU (Central Processing Unit); the coprocessor is a low-power processor for processing data in the standby state. In some embodiments, the processor 2101 may be integrated with a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the display screen. In some embodiments, the processor 2101 may also include an AI processor, which is used to process computing operations related to machine learning.
[0317] Memory 2102 may include one or more computer-readable storage media, which may be non-transitory. Memory 2102 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices and flash memory storage devices. In some embodiments, the non-transitory computer-readable storage medium in memory 2102 is used to store at least one instruction, which is executed by processor 2101 to implement the virtual game display method provided in the method embodiment of the present application.
[0318] In some embodiments, the electronic device 2100 further includes one or more sensors, including but not limited to: a proximity sensor, a gyroscope sensor, and a pressure sensor.
[0319] A proximity sensor, also known as a distance sensor, is typically provided on the front panel of the electronic device 2100. The proximity sensor is used to detect the distance between the user and the front of the electronic device 2100.
[0320] The gyroscope sensor can detect the orientation and rotation angle of the electronic device 2100. It can also work with the accelerometer to collect 3D motions of the user on the electronic device 2100. Based on the data collected by the gyroscope sensor, the processor 2101 can implement the following functions: motion sensing (for example, changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.
[0321] The pressure sensor can be set on the side frame of the electronic device 2100 and / or the lower layer of the display screen. When the pressure sensor is set on the side frame of the electronic device 2100, it can detect the user's grip signal of the electronic device 2100, and the processor 2101 performs left and right hand recognition or quick operation based on the grip signal collected by the pressure sensor. When the pressure sensor is set on the lower layer of the display screen, the processor 2101 controls the operability controls on the UI interface based on the user's pressure operation on the display screen. The operability controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0322] In some embodiments, the electronic device 2100 also includes other components. Those skilled in the art will understand that the structure shown in Figure 21 does not constitute a limitation on the electronic device 2100, and it may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0323] An embodiment of the present application further provides a computer device, which can be implemented as a terminal or server as shown in FIG2 . The computer device includes a processor and a memory, wherein the memory stores at least one instruction, at least one program, code set, or instruction set, and the at least one instruction, at least one program, code set, or instruction set is loaded and executed by the processor to implement the virtual game display methods provided in the above-mentioned method embodiments.
[0324] An embodiment of the present application also provides a computer-readable storage medium, on which is stored at least one instruction, at least one program, code set, or instruction set. The at least one instruction, at least one program, code set, or instruction set is loaded and executed by a processor to implement the virtual game display method provided by the above-mentioned method embodiments.
[0325] Embodiments of the present application also provide a computer program product or computer program, which includes 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 virtual game display method described in any of the above embodiments.
Claims
1. A method for displaying a virtual game, executed by a computer device, the method comprising: receiving a game start operation, wherein the game start operation is used to start a virtual game, wherein the virtual game is a game between a plurality of first virtual characters and a plurality of second virtual characters; In response to the game start operation, a game screen of the virtual game is displayed, wherein the game screen includes n game areas, and the n game areas are areas divided according to the depth of field range of the game screen; wherein the i-th game area includes at least one first virtual character and at least one second virtual character, n is an integer greater than 1, and 0<i≤n; The battle animations corresponding to the n battle areas are displayed respectively, wherein the battle animation corresponding to the i-th battle area includes an animation of a battle between a first virtual character in the i-th battle area and a second virtual character in the i-th battle area.
2. The method according to claim 1, wherein: After displaying the battle animations corresponding to the n battle areas respectively, the method further includes: When the first virtual character in the i-th battle area meets the first battle end condition, a battle switching animation is displayed, wherein the first battle end condition is used to indicate that the first virtual character in the i-th battle area has successfully fought, and the battle switching animation includes an animation of the first virtual character in the i-th battle area switching to the j-th battle area for battle, 0<j≤n and i≠j.
3. The method according to claim 2, wherein: The display of the battle switching animation includes: Determine the distance between the i-th fighting area and other fighting areas in the n fighting areas; Determine the j-th fighting area among the other fighting areas whose distance to the i-th fighting area meets the distance requirement; Display the battle switching animation.
4. The method according to claim 2, wherein: The display of the battle switching animation includes: Determining the attribute values of the first virtual characters in other battle areas except the i-th battle area; Determine the j-th battle area in which the attribute value of the first virtual character in the other battle areas meets the attribute value requirement; Display the battle switching animation.
5. The method according to claim 2, wherein: The game screen is a screen with the depth of field range obtained by capturing the game through a virtual lens; The method further comprises: When the first virtual character in the i-th battle area meets the first battle end condition, a first screen movement animation of the game screen is displayed, and the first screen movement animation is used to adjust the distance between the j-th battle area and the virtual lens.
6. The method according to claim 5, wherein: The i-th battle area is the area among the n battle areas that is closest to the virtual lens, and the first screen movement animation is used to move the i-th battle area out of the game screen displayed by the current terminal, and adjust the j-th battle area to be the area among the n battle areas that is closest to the virtual lens.
7. The method according to any one of claims 1 to 6, wherein: The displaying of the battle animations corresponding to the n battle areas respectively includes: Determining, based on the depth range corresponding to the i-th combat area, a special effect intensity of a combat special effect in a combat animation corresponding to the i-th combat area; Based on the special effect strength, the battle animation corresponding to the i-th battle area is displayed.
8. The method according to any one of claims 1 to 7, wherein: The interface includes a first control for triggering a first skill, where the first skill is a shared skill corresponding to the plurality of first virtual characters; The method further comprises: Receiving a trigger operation on the first control; When the i-th battle area meets the skill use conditions, a skill release animation is displayed, where the skill release animation is an animation of the first virtual character in the i-th battle area releasing the first skill.
9. The method according to claim 8, wherein: When the i-th battle area meets the skill use condition, displaying the skill release animation includes: When the depth range corresponding to the i-th battle area is smaller than the depth ranges corresponding to other battle areas among the n battle areas, the skill release animation is displayed.
10. The method according to any one of claims 1 to 9, wherein: The step of displaying a virtual game screen in response to the game start operation includes: In response to the game start operation, displaying a game background picture corresponding to the virtual game, wherein the game background picture includes the n game areas; Displaying a character creation animation, wherein the character creation animation refers to an animation for creating the plurality of first virtual characters and the plurality of second virtual characters in the n battle areas; After the character creation animation is finished playing, the game screen is displayed.
11. The method according to any one of claims 1 to 10, wherein: The displaying of the battle animations corresponding to the n battle areas respectively includes: Simultaneously display the battle animations corresponding to the n battle areas; or, The battle animations corresponding to the n battle areas are displayed in sequence according to the area order corresponding to the n battle areas.
12. The method according to any one of claims 1 to 11, wherein: The game screen includes a second control that triggers the game animation; The displaying of the battle animations corresponding to the n battle areas respectively includes: In response to receiving a trigger operation on the second control, the battle animations corresponding to the n battle areas are displayed.
13. The method according to claim 12, wherein: In response to receiving a trigger operation on the second control, displaying the battle animations corresponding to the n battle areas respectively includes: receiving a long press operation on the second control; receiving a sliding operation connected to the long press operation, wherein the sliding starting point of the sliding operation is the same as the pressing position of the long press operation; In response to a sliding end point indicated by the sliding operation being within the i-th fighting area, displaying a fighting animation corresponding to the i-th fighting area; After the battle animation corresponding to the i-th battle area starts playing, the battle animations corresponding to other battle areas among the n battle areas are displayed.
14. The method according to any one of claims 1 to 13, wherein: The game screen includes an animation speed control, and the animation speed control is used to adjust the playback speed of the animation displayed in the game screen; The displaying of the battle animations corresponding to the n battle areas respectively includes: In response to receiving a trigger operation on the animation speed control, determining that the playing speeds of the battle animations respectively corresponding to the n battle areas are the first playing speed; Based on the first play speed, the battle animations corresponding to the n battle areas are displayed.
15. The method according to any one of claims 1 to 14, wherein: Before receiving the game start operation, the method further includes: Displaying a lineup selection interface, wherein the lineup selection interface includes a role selection area, and the role selection area includes a plurality of candidate virtual roles; In response to receiving a selection operation on a plurality of candidate virtual characters in the character selection area, the selected plurality of candidate virtual characters are used as the plurality of first virtual characters.
16. The method according to claim 15, wherein: The lineup selection interface includes a skill selection area, and the skill selection area includes a plurality of candidate shared skills; The method further comprises: In response to receiving a selection operation on a candidate shared skill in the skill selection area, the selected candidate shared skill is The skill is a first skill, and the first skill is a shared skill corresponding to the multiple first virtual characters.
17. A display device for a virtual game, the device comprising: A receiving module, used for receiving a game start operation, wherein the game start operation is used for starting a virtual game, wherein the virtual game refers to a game between a plurality of first virtual characters and a plurality of second virtual characters; A display module is used to display a game screen of a virtual game in response to the game start operation, wherein the game screen includes n game areas, and the n game areas are areas divided according to the depth of field range of the game screen; wherein the i-th game area includes at least one first virtual character and at least one second virtual character, n is an integer greater than 1, and 0<i≤n; The display module is also used to display the battle animations corresponding to the n battle areas respectively, and the battle animation corresponding to the i-th battle area includes the animation of the battle between the first virtual character in the i-th battle area and the second virtual character in the i-th battle area.
18. A computer device, comprising a processor and a memory, wherein the memory stores at least one program, and the at least one program is loaded and executed by the processor to implement the method for displaying a virtual game as described in any one of claims 1 to 16.
19. A computer-readable storage medium, wherein at least one program is stored in the storage medium, and the at least one program is loaded and executed by a processor to implement the method for displaying a virtual game as claimed in any one of claims 1 to 16.
20. A computer program product, comprising a computer program, wherein when the computer program is executed by a processor, the method for displaying a virtual game according to any one of claims 1 to 16 is implemented.
Citation Information
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