Prop effect display method and apparatus, and device and storage medium
By setting up a voiceprint indication function for the explosion virtual prop, the location of the target virtual character can be indicated by the sound of being hit. This solves the problem of displaying enemy virtual characters when they are obscured by obstacles in first-person shooter games, and improves the efficiency of human-computer interaction and the accuracy of position judgment.
Patent Information
- Application Number
- PCT/CN2025/083979
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-03-27
- Filing Date
- 2025-03-21
- Publication Date
- 2025-10-02
AI Technical Summary
In first-person shooter games, the main virtual character cannot see the obscured enemy virtual characters through obstacles, resulting in the enemy virtual character's outline being highlighted when passing through obstacles, which violates the laws of nature.
A method for displaying prop effects is provided. By setting a voiceprint indication function for the explosion virtual prop, the location of the target virtual character is indicated by the sound of being hit. The voiceprint indication information is used to simulate sound location in reality and to prompt the main virtual character with the location of the target virtual character.
The system effectively displays the impact effects of exploding virtual props, improving human-computer interaction efficiency and allowing the main virtual character to explore based on voiceprint prompts, accurately determining the location of enemies behind obstacles.
Smart Images

Figure CN2025083979_02102025_PF_FP_ABST
Abstract
Description
Method, device, equipment and storage medium for displaying prop effects
[0001] This application claims priority to Chinese patent application No. 202410373547.X filed on March 27, 2024, entitled “Display method, device, equipment and storage medium for prop effects”, the entire contents of which are incorporated herein by reference. Technical Field
[0002] The present application relates to the field of applications supporting virtual environments, and in particular to a method, apparatus, device, and storage medium for displaying prop effects. Background Art
[0003] In a First Person Shooting (FPS) game, a user account can control a main virtual character to throw virtual props (such as virtual grenades) to attack virtual characters in the enemy camp.
[0004] In the related art, when a user account controls a main virtual character to hit an enemy virtual character, the outline of the enemy virtual character will be highlighted on the interface of the main virtual character to indicate the location of the enemy virtual character.
[0005] Since the controlling virtual character cannot observe the obscured enemy virtual character through obstacles (such as walls), when there is an obstacle between the controlling virtual character and the enemy virtual character that blocks the controlling virtual character's sight, displaying the highlighted outline of the enemy virtual character through the obstacle is obviously contrary to the laws of nature. Summary of the Invention
[0006] This application provides a method, device, equipment, and storage medium for displaying prop effects, which can more reasonably display the impact effects of explosive virtual props. The technical solution is as follows:
[0007] According to one aspect of the present application, a method for displaying a prop effect is provided, the method being executed by a computer device, the method comprising:
[0008] Displaying a user interface, wherein the virtual environment displayed in the user interface is a picture obtained by observing the virtual environment from the perspective corresponding to the master virtual character, and the master virtual character carries an explosive virtual prop;
[0009] In response to the prop use operation, displaying the master virtual character using the explosion virtual prop, wherein the explosion virtual prop is a virtual prop that produces an effect within an effective range;
[0010] When the explosive virtual prop acts on a target virtual character, voiceprint indication information corresponding to the target virtual character is displayed, where the voiceprint indication information is used to indicate a source position of a hitting sound caused by the explosive virtual prop.
[0011] According to another aspect of the present application, a device for displaying a prop effect is provided, the device comprising:
[0012] A display module is used to display a user interface, wherein the virtual environment displayed in the user interface is a picture obtained by observing the virtual environment from the perspective corresponding to the master virtual character, and the master virtual character carries an explosive virtual prop;
[0013] The display module is configured to display, in response to a prop use operation, the master virtual character using the explosive virtual prop, wherein the explosive virtual prop is a virtual prop that produces an effect within an effective range;
[0014] The display module is used to display the voiceprint indication information corresponding to the target virtual character when the explosive virtual prop acts on the target virtual character, and the voiceprint indication information is used to indicate the source position of the impact sound caused by the action of the explosive virtual prop.
[0015] According to another aspect of the present application, a computer device is provided, 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 the prop effects as described above.
[0016] According to another aspect of the present application, a computer-readable storage medium is provided, in which at least one program is stored. The at least one program is loaded and executed by a processor to implement the method for displaying the prop effect as described above.
[0017] According to another aspect of the present application, a computer program product or computer program is provided, comprising computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the prop effect display method provided in various optional implementations of the above-mentioned aspects.
[0018] The beneficial effects of the technical solution provided by this application include at least:
[0019] A novel method for displaying prop effects is provided. A voiceprint indication function is provided for explosive virtual props. After the controlling virtual character uses the explosive virtual prop to hit a target virtual character, the target virtual character's voiceprint indication information is exposed to the controlling virtual character based on the sound of the target virtual character being hit. The voiceprint indication information is used to indicate the target virtual character's location. Compared to the related art method of highlighting the outline of the hit target virtual character through obstacles, the voiceprint prompt information can simulate the real-life sound positioning method and more reasonably indicate the target virtual character's location to the controlling virtual character. The controlling virtual character can also explore based on the voiceprint prompt information, thereby improving the efficiency of human-computer interaction. BRIEF DESCRIPTION OF THE DRAWINGS
[0020] FIG1 is a schematic structural diagram of a terminal provided by an exemplary embodiment of the present application;
[0021] FIG2 is a structural block diagram of a computer system provided by an exemplary embodiment of the present application;
[0022] FIG3 is a flow chart of a method for displaying prop effects provided by an exemplary embodiment of the present application;
[0023] FIG4 is a schematic diagram of a camera model provided by an exemplary embodiment of the present application;
[0024] FIG5 is a schematic diagram of an interface of a method for displaying prop effects provided by an exemplary embodiment of the present application;
[0025] FIG6 is a flowchart of a method for displaying prop effects provided by an exemplary embodiment of the present application;
[0026] FIG7 is a schematic diagram of a hit animation provided by an exemplary embodiment of the present application;
[0027] FIG8 is a schematic diagram of a relationship curve provided by an exemplary embodiment of the present application;
[0028] FIG9 is a schematic diagram of a method for activating an explosive virtual prop provided by an exemplary embodiment of the present application;
[0029] FIG10 is a flow chart of a method for displaying prop effects according to an exemplary embodiment of the present application;
[0030] FIG11 is a schematic diagram of key joints provided by an exemplary embodiment of the present application;
[0031] FIG12 is a flow chart of a method for displaying prop effects according to an exemplary embodiment of the present application;
[0032] FIG13 is a flow chart of a method for displaying prop effects according to an exemplary embodiment of the present application;
[0033] FIG14 is a schematic diagram of a configuration interface of a method for displaying prop effects provided by an exemplary embodiment of the present application;
[0034] FIG15 is a schematic diagram of a configuration interface of a method for displaying prop effects provided by an exemplary embodiment of the present application;
[0035] FIG16 is a schematic diagram of a configuration interface of a method for displaying prop effects provided by an exemplary embodiment of the present application;
[0036] FIG17 is a schematic structural diagram of a display device for a prop effect provided by an exemplary embodiment of the present application;
[0037] FIG18 is a schematic structural diagram of a terminal provided by an exemplary embodiment of the present application. DETAILED DESCRIPTION
[0038] First, the terms involved in the embodiments of this application are introduced:
[0039] A virtual environment is a virtual environment displayed or provided when an application is running on a terminal. This virtual environment can be a simulation of the real world, a semi-simulated and semi-imaginary environment, or a purely imaginary environment. The virtual environment can be any of two-dimensional, 2.5-dimensional, and three-dimensional virtual environments, and is not limited in the present embodiments.
[0040] Avatar: A vatar refers to an animated object in a virtual environment. This can be a virtual person, virtual animal, or anime character, such as a person displayed in a 3D virtual environment. Alternatively, a vatar is a 3D model created using animation skeletal technology. Each vatar has its own unique shape and volume within the 3D virtual world, occupying a portion of the space within the 3D virtual world.
[0041] Virtual props: Virtual props refer to props used by virtual characters in a virtual environment, including at least one of the following: virtual attack props such as grenades, flash bombs, smoke bombs, incendiary bombs, stun bombs, missiles, rockets, pistols, rifles, sniper rifles, daggers, knives, swords, axes, etc. that can cause damage to other virtual characters, as well as supply props such as bullets, and virtual pendants such as quick clips, scopes, and silencers installed on designated virtual attack props that can provide partial attribute bonuses for virtual attack props, as well as defensive props such as shields, armor, and armored vehicles.
[0042] Explosive virtual props: refers to virtual props that, after use, explode and affect virtual characters within the effective range. For example, explosive virtual props may include at least one of the following: hand grenades, hand grenades, flash grenades, smoke bombs, incendiary bombs, stun bombs, missiles, and rockets. Explosive virtual props may be throwing virtual props (i.e., virtual props used by throwing), launching virtual props (i.e., virtual props used by launching, such as missiles), or virtual props used in other ways. Explosive virtual props are props with a range effect. After taking effect, they will have an effect on virtual characters within the effective range. The effect may include at least one of the following: a debuff effect (e.g., reducing health points, reducing movement speed, paralyzing movements, blocking vision, reducing defense points, etc.) or a buff effect (e.g., adding a protective shield, increasing defense points, increasing movement speed, enhancing signals, interfering with enemy attacks, etc.).
[0043] Throwing virtual props: Throwing virtual props is a kind of virtual props, which refers to virtual props used by virtual characters in a virtual environment by throwing. Schematically, according to function, throwing virtual props include combat props (damage-type throwing virtual props) and tactical props (non-damage-type throwing virtual props). Among them, combat props can cause damage to virtual characters, such as: virtual grenades, virtual incendiary bombs, virtual sticky bombs, virtual poison mist bombs, etc. Tactical props will not cause damage to virtual characters, but will cause functional impacts, such as: virtual smoke bombs, virtual stun bombs, virtual flash bombs, etc. Optionally, the throwing virtual props can trigger the target function when the throwing time reaches a preset time, or it can trigger the target function when it is thrown and there is a collision.
[0044] User Interface (UI) controls: Any visual control or element visible on an application's user interface. Examples include images, input boxes, text boxes, buttons, labels, and other controls. Some UI controls respond to user actions.
[0045] First-person Shooting (FPS) refers to a shooting game that can be played from a first-person perspective by a user account. The screen of the virtual environment in the game is a screen of observing the virtual environment from the perspective of the virtual character controlled by the user account. In the game, virtual characters of at least two camps play a single-game battle mode in the virtual environment. The virtual characters survive in the virtual environment by avoiding attacks launched by other virtual characters and dangers in the virtual environment (such as gas circles, swamps, etc.). When the health value of the virtual character in the virtual environment is zero, the life of the virtual character in the virtual environment ends, and the virtual character that survives the virtual environment is the winner. Optionally, the competitive mode of the battle (game) can include a single-player battle mode, a two-player team battle mode, or a multiplayer group battle mode. The embodiment of the present application does not limit the battle mode.
[0046] The method for displaying prop effects provided in this application can be applied to applications that support virtual environments. Applications that support virtual environments are applications that allow user accounts to control the behavior of virtual characters in the virtual environment. Exemplarily, the display method of the prop effect provided in the present application can be applied to: Virtual Reality (VR) applications, Augmented Reality (AR) applications, social applications, interactive entertainment applications, metaverse applications, three-dimensional map programs, VR games, AR games, shooting games (STG), first-person shooting games (FPS), third-person shooting games (TPS), fighting games (FTG), action games (ACT), multiplayer online battle arena (MOBA), real-time strategy games (RTS), massively multiplayer online games (MMOG), arcade games, simulation games (SLG), shooting games, racing games, role-playing games, adventure games, sandbox games, tactical competitive survival games (Tactical Survival), and so on. Royale, BR) games, racing games. Optionally, the application can be a stand-alone application, such as a stand-alone 3D game program, or a network-based application.
[0047] For example, a game in a virtual environment is composed of one or more maps of the game world. The virtual environment in the game can simulate scenes in the real world. User accounts can control virtual characters in the game to walk, run, jump, shoot, fight, drive, and perform other actions in the virtual environment. They can also control virtual vehicles to travel in the virtual environment. The game has strong interactivity, and multiple user accounts can form teams online to play competitive games.
[0048] In some embodiments, the client of the application supporting the virtual environment can support at least one operating system among the Windows operating system, Apple operating system, Android operating system, IOS operating system and LINUX operating system, and clients of different operating systems can interconnect with each other.
[0049] In some embodiments, the client is a program suitable for use on a mobile terminal with a touch screen. For example, the method for displaying prop effects provided in embodiments of the present application can be applied to an application that supports shooting games, where players can control virtual characters to use explosive virtual props. In another example, the method for displaying prop effects provided in embodiments of the present application can be applied to an application that supports role-playing games, where players can also control virtual characters to use explosive virtual props. In some embodiments, the client is an application developed based on a 3D engine, such as the Unity engine.
[0050] The method for displaying prop effects provided in this application can be executed by a computer device, which can specifically be a terminal, including desktop computers, laptop computers, mobile phones, tablet computers, e-book readers, MP3 (Moving Picture Experts Group Audio Layer III) players, MP4 (Moving Picture Experts Group Audio Layer IV) players, etc. The terminal has installed and running a client that supports a virtual environment, such as a client that supports a three-dimensional virtual environment application.
[0051] FIG1 is a schematic structural diagram of a terminal provided by an exemplary embodiment of the present application. The terminal includes a processor 101 , a touch screen 102 , and a memory 103 .
[0052] The processor 101 may be at least one of a single-core processor, a multi-core processor, an embedded chip, and a processor capable of executing instructions. The touch screen 102 may include a conventional touch screen or a pressure-sensitive touch screen. Conventional touch screens can measure a press or slide operation applied to the touch screen 102; pressure-sensitive touch screens can measure the intensity of the press applied to the touch screen 102.
[0053] The memory 103 stores at least one program of the processor 101. Schematically, the memory 103 stores a virtual environment program A, an application B, an application C, a touch (and pressure) sensing module 18, and an operating system kernel layer 19. Among them, the virtual environment program A is an application developed based on the three-dimensional virtual environment module 17. Optionally, the virtual environment program A includes but is not limited to at least one of a game program, a virtual reality program, a three-dimensional map program, and a three-dimensional demonstration program developed by the three-dimensional virtual environment module (also referred to as the virtual environment module) 17. For example, when the operating system of the terminal adopts the Android operating system, the virtual environment program A is developed using the Java programming language and the C# language; for another example, when the operating system of the terminal adopts the IOS operating system, the virtual environment program A is developed using the Object-C programming language and the C# language.
[0054] The three-dimensional virtual environment module 17 is a module that supports multiple operating system platforms. Schematically, the three-dimensional virtual environment module can be used for program development in multiple fields such as game development, virtual reality (VR), and three-dimensional maps. The embodiment of this application does not limit the specific type of the three-dimensional virtual environment module 17.
[0055] The touch (and pressure) sensing module 18 is used to receive touch events (and pressure touch events) reported by the touch screen driver 191. Optionally, the touch sensing module may not have pressure sensing capabilities and may not receive pressure touch events. A touch event includes the type and coordinate values of the touch event. Touch event types include, but are not limited to, touch start events, touch move events, and touch down events. A pressure touch event includes the pressure value and coordinate values of the pressure touch event. The coordinate values are used to indicate the touch position on the display screen caused by the pressure touch operation.
[0056] Schematically, the kernel layer 19 includes a touch screen driver 191 and other drivers 192. The touch screen driver 191 is a module for detecting pressure touch events. When the touch screen driver 191 detects a pressure touch event, it transmits the pressure touch event to the touch (and pressure) sensing module 18.
[0057] The other drivers 192 may be drivers related to the processor 101 , drivers related to the memory 103 , drivers related to network components, drivers related to sound components, drivers related to acceleration measurement components, and the like.
[0058] Those skilled in the art will appreciate that the above is merely a general illustration of the structure of the terminal. In different embodiments, the terminal may have more or fewer components. For example, the terminal may further include an acceleration sensor, a gyroscope sensor, a power supply, and the like.
[0059] FIG2 is a structural block diagram of a computer system provided by an exemplary embodiment of the present application. The computer system 200 includes: a first terminal 210 , a second terminal 220 , and a server cluster 230 .
[0060] A first terminal 210 has an application 211 installed and running that supports a virtual environment. This application 211 may be a client that supports a virtual environment. When the first terminal 210 runs application 211, the user interface of application 211 is displayed on the screen of the first terminal 210. Application 211 may be any of an FPS game, a TPS game, a MOBA game, a competitive game, a SLG game, a racing game, or a car racing game. In this embodiment, an FPS game is used as an example. The first terminal 210 is used by a first user 212, who uses the first terminal 210 to control the behavior of a first virtual character in the virtual environment, for example, using explosive virtual props.
[0061] Second terminal 220 has an application 221 installed and running that supports a virtual environment. Application 221 can be a client that supports the virtual environment. When second terminal 220 runs application 221, the user interface of application 221 is displayed on the screen of second terminal 220. Application 221 can be any of an FPS game, a TPS game, a MOBA game, a competitive game, a SLG game, a racing game, or a car game. Optionally, application 221 is identical to application 211, or can be the same application under a different operating system, or a different version of the same application. Second terminal 220 is used by a second user 222, who uses second terminal 220 to control the behavior of a second virtual character in the virtual environment, such as using explosive virtual props. The virtual environment also contains at least one third virtual character, controlled by a third user of the application on a third terminal.
[0062] The device types of the first terminal 210 and the second terminal 220 include at least one of a smart phone, a tablet computer, an e-book reader, an MP3 player, an MP2 player, a laptop computer, and a desktop computer.
[0063] Figure 2 shows only two terminals, but in different embodiments, there are multiple other terminals 240. In some embodiments, there is at least one other terminal 240 corresponding to the developer. A development and editing platform for a virtual environment client is installed on the other terminal 240. The developer can edit and update the client on the other terminal 240 and transmit the updated client installation package to the server cluster 230 via a wired or wireless network. The first terminal 210 and the second terminal 220 can download the client installation package from the server cluster 230 to update the client.
[0064] The first terminal 210 , the second terminal 220 and the other terminals 240 are connected to the server cluster 230 via a wireless network or a wired network.
[0065] Server cluster 230 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. Server cluster 230 provides backend services for clients supporting a 3D virtual environment. Optionally, server cluster 230 performs primary computing tasks, while terminals perform secondary computing tasks. Alternatively, server cluster 230 performs secondary computing tasks, while terminals perform primary computing tasks. Alternatively, server cluster 230 and terminals utilize a distributed computing architecture for collaborative computing.
[0066] Optionally, the above-mentioned terminal and server are both computer devices.
[0067] In an illustrative example, server cluster 230 includes server 231 and server 236. Server 231 includes processor 232, user account database 233, game service module 234, and user-facing input / output interface (I / O interface) 235. Processor 232 is used to load instructions stored in server 231 and process data in user account database 233 and game service module 234. User account database 233 is used to store data about user accounts used by first terminal 210, second terminal 220, and other terminals 240, such as user account avatars, user account nicknames, virtual items owned by user accounts, and the service areas where user accounts are located. Game service module 234 is used to provide services for games conducted by virtual characters from different factions. User-facing I / O interface 235 is used to establish communication and exchange data with first terminal 210 via a wireless network or a wired network.
[0068] In combination with the above introduction to the virtual environment and the description of the implementation environment, the display method of the prop effects provided in the embodiment of the present application will be described below.
[0069] Figure 3 is a flowchart illustrating a method for displaying prop effects, provided by an exemplary embodiment of the present application. This method can be executed by a computer device, specifically a terminal. For example, it can be used in the terminal shown in Figure 1 or a client within the terminal that supports a virtual environment. Alternatively, this method can be used in the first terminal in the system shown in Figure 2 or a client within the first terminal that supports a virtual environment. The method includes at least some of the following steps: 310, 320, and 330.
[0070] Step 310: Displaying a user interface. The virtual environment image displayed in the user interface is an image obtained by observing the virtual environment from a perspective corresponding to the master virtual character. The master virtual character carries an explosive virtual prop.
[0071] The user interface is the interface within the client that provides game functionality for the controlling avatar. For example, in a shooting game application client, the user interface can be the game interface within the shooting game application. The user interface displays a virtual environment screen, which is viewed from the perspective of the controlling avatar. Optionally, the user interface can also display a target avatar.
[0072] The user interface may also display UI controls, for example, including at least one of the following: a shooting control, a throwing control, an equipment switching control, a movement control, a jump control, a reload control, a compass, etc. The compass is used to indicate direction. The compass may indicate the direction the controlling avatar is currently facing. When the direction of the controlling avatar changes, the direction indicated by the compass changes accordingly.
[0073] The virtual environment can be a simulation of the real world, a semi-simulated and semi-fictional environment, or a purely fictional environment. In some embodiments, the virtual environment displayed by the client in an FPS game is displayed from the first-person perspective of the main virtual character controlled by the user account. In some embodiments, the virtual environment displayed by the client in a TPS game is displayed from the third-person perspective of the main virtual character controlled by the user account. This perspective changes based on the control operations performed by the user account on the virtual character.
[0074] For example, the virtual environment displayed by the client is obtained by capturing images of the virtual environment through a camera model set up in the virtual environment. The camera model refers to a three-dimensional model located around the virtual character in the virtual environment. When a first-person perspective is adopted, the camera model is located near the head of the virtual character or at the head of the virtual character; when a third-person perspective is adopted, the camera model can be located behind the virtual character and bound to the virtual character, or the camera model can be located at any position at a preset distance from the virtual character, and the virtual character in the virtual environment can be observed from different angles through the camera model. For example, the camera model is located to the left of the virtual character and at a preset distance from the virtual character; for another example, the camera model is located to the right of the virtual character and at a preset distance from the virtual character; for another example, the camera is located in front of the left of the virtual character and at a preset distance from the virtual character; for another example, the camera is located behind the right of the virtual character and at a preset distance from the virtual character, and so on.
[0075] Optionally, the camera model is not actually displayed in the virtual environment, that is, the camera model is not displayed in the virtual environment displayed by the user interface.
[0076] The camera model is located at any position at a preset distance from the virtual character as an example for explanation. Optionally, one perspective corresponds to one camera model, or one perspective is bound to one camera model. The camera model can rotate with the virtual character as the rotation center, such as rotating the camera model with any point of the virtual character as the rotation center. During the rotation, the camera model not only rotates in angle but also shifts in displacement. During the rotation, the distance between the camera model and the rotation center remains unchanged, that is, the camera model is rotated on the surface of a sphere with the rotation center as the center of the sphere, wherein any point of the virtual character can be the head, torso, or any point around the virtual character. This embodiment of the present application does not limit this. Optionally, when the camera model observes the virtual environment, the center of the perspective of the camera model points to the direction of the point on the sphere where the camera model is located pointing to the center of the sphere.
[0077] Optionally, the camera model can also observe the virtual character at preset angles in different directions of the virtual character.
[0078] For example, Figure 4 is a schematic diagram of a camera model provided by an exemplary embodiment of the present application. As shown in Figure 4, a point is determined in the master virtual character 51 as the rotation center 52, and the camera model can rotate around this rotation center 52. When the camera model rotates around the rotation center 52, the viewing direction of the camera model also changes with the rotation of the camera model. Optionally, the first perspective (first-person perspective) of the master virtual character 51 is bound to the first camera, and the first camera is configured with an initial position, such as the position of the master virtual character's head, such as position 53. For example, when the client receives a perspective switching operation, the first perspective of the master virtual character 51 is switched to a second perspective (third-person perspective), and the second perspective is bound to the second camera, which is also configured with an initial position, such as position 54. Therefore, after the perspective switching operation is performed, the camera model observing the virtual environment switches from the first camera to the second camera, and the position of the camera model observing the virtual environment is also switched from position 53 to position 54 accordingly. When the camera model moves along with the movement of the master virtual character, or switches to different perspectives, the image of the virtual environment displayed by the client will also change accordingly.
[0079] For example, the computer device is a terminal, a first user account is logged into the terminal, and the master virtual character can be a virtual character controlled by the first user account. Optionally, since the master virtual character can use explosive virtual props, the master virtual character can also be called a prop user.
[0080] The target virtual character can be a virtual character controlled by another user account. For example, the target virtual character can be a virtual character controlled by a second user account, and the second user account can be a user account logged in on the second terminal. The target virtual character can also be a virtual character automatically controlled by the system (client or server). For example, the target virtual character is a virtual character controlled by AI (Artificial Intelligence). In this case, the target virtual character can be referred to as a non-player character (NPC). Optionally, since the target virtual character can be hit by an explosive virtual prop, the target virtual character can also be referred to as a hit character.
[0081] In the embodiments of the present application, a virtual character refers to an active object in a virtual environment. The active object may be a virtual person, a virtual animal, an animated character, or the like, such as a person displayed in a three-dimensional virtual environment. Optionally, the virtual environment may further include at least one third virtual character, which is a virtual character controlled by a third user account, or which may be controlled by the system.
[0082] The controlling virtual character and the target virtual character can belong to different factions. For example, if the controlling virtual character belongs to the first faction and the target virtual character belongs to the second faction, the target virtual character can also be referred to as the enemy virtual character. A game is played by virtual characters from at least two factions. During the game, virtual characters from different factions attack each other to defeat the virtual characters from the enemy faction, thereby achieving victory. Of course, the controlling virtual character and the target virtual character can also belong to the same faction.
[0083] In the user interface, the controlling virtual character may possess an explosive virtual item, or the controlling virtual character may have the explosive virtual item in their equipment bar, or may have the explosive virtual item in their backpack. The first user account may control the controlling virtual character to use the explosive virtual item by triggering a control corresponding to the explosive virtual item.
[0084] Explosive virtual props are virtual props owned by the controlling virtual character. Optionally, the controlling virtual character has a virtual backpack for storing the controlling virtual character's virtual props. Based on manipulations of the controlling virtual character by the first user account, the client can control (display) the controlling virtual character's use of the virtual props in its virtual backpack. Virtual props refer to props that the virtual character can use in a virtual environment, including, for example, attack props, defensive props, supply props, and virtual pendants.
[0085] An explosive virtual item is a virtual item that explodes after use. This means it can explode after use. An explosive virtual item produces an effect within its effective range, which refers to the area within which the effect occurs. Optionally, an explosive virtual item will have an effect on any virtual character it hits within its effective range. An explosive virtual item can hit at least one virtual character within its effective range. For example, an explosive virtual item can be at least one of the following: a grenade, a hand grenade, a flashbang, a smoke bomb, an incendiary bomb, a stun bomb, a missile, a rocket, or a jammer.
[0086] The effective range of the explosion virtual prop can be determined according to the preset configuration of the explosion virtual prop. After the main control virtual character uses the explosion virtual prop, it causes the explosion virtual prop to explode at the effective position. Then, the effective range of the explosion virtual prop can be determined according to the effective position and the effective range determination method pre-configured for the explosion virtual prop. Optionally, the effective range of the explosion virtual prop can be a two-dimensional area range or a three-dimensional space range. For example, the explosion virtual prop corresponds to an effective radius, and the spherical range with the effective position as the center of the sphere and the effective radius as the radius is the effective range of the explosion virtual prop. For another example, the explosion virtual prop corresponds to an effective space, with the effective position as the anchor point position of the effective space, and the direction of the explosion virtual prop at the effective position as the anchor point normal vector of the effective space, and then the effective range of the explosion virtual prop is determined according to the effective space.
[0087] Optionally, the explosive virtual props in the embodiments of the present application may also refer to throwing virtual props, that is, the explosive virtual props can explode after being thrown. Throwing virtual props refer to virtual props used by virtual characters in a virtual environment by throwing. Throwing virtual props can be considered a type of virtual attack prop. Throwing virtual props are virtual items that can be thrown and used by virtual characters in a virtual environment. For example, according to function, throwing virtual props include combat props (damage-type throwing virtual props) and tactical props (non-damage-type throwing virtual props). Combat props can cause damage to virtual characters. Tactical props will not cause damage to virtual characters, but will affect their functions. Throwing virtual props include but are not limited to virtual throwing knives, virtual throwing axes, virtual grenades, virtual flash bombs, virtual smoke bombs, virtual mines, virtual bombs, virtual incendiary bombs, virtual sticky bombs, virtual Molotov cocktails, and virtual poison mist bombs. In some embodiments, the main virtual character carries at least one explosive virtual prop.
[0088] A voiceprint is a sound wave spectrum image that is generated by converting sound signals into electromagnetic vibrations and displaying them. In some embodiments, in real-world scenarios, each person's voiceprint is unique. Accordingly, in virtual environments, each virtual character's voiceprint can also be set to be unique. A voiceprint has at least one of the following characteristics: wavelength, frequency, intensity, and amplitude.
[0089] Exemplarily, the explosive virtual prop is configured to have a voiceprint indication function. After hitting the target virtual character, the virtual prop with the voiceprint indication function will continuously expose the voiceprint indication information of the hit target virtual character to the main virtual character (prop user). The voiceprint indication information is at least used to indicate the source location of the hitting sound of the hit target virtual character, so as to indicate the location of the hit target virtual character.
[0090] For example, due to the diverse number and types of explosive virtual props, all or some of the explosive virtual props can be configured with the voiceprint indication function. In some embodiments, only some of the explosive virtual props can be configured with the voiceprint indication function. When the master virtual character uses the explosive virtual prop configured with the voiceprint indication function, when the explosive virtual prop hits the target virtual character, the prop effect display method provided in the embodiments of the present application can be used to display the voiceprint indication information corresponding to the target virtual character. However, when an explosive virtual prop that is not configured with the voiceprint indication function hits the target virtual character, the voiceprint indication information corresponding to the target virtual character will not be displayed.
[0091] Step 320: In response to the prop use operation, the controlling virtual character is displayed to use the explosion virtual prop, where the explosion virtual prop is a virtual prop that produces an effect within an effective range.
[0092] A prop usage operation refers to an operation for controlling a controlling virtual character to use an explosive virtual prop. Based on the control operation of the controlling virtual character by the first user account, the client displays the controlling virtual character using the explosive virtual prop. A prop usage operation may specifically be the controlling virtual character throwing the explosive virtual prop. In some embodiments, if the controlling virtual character uses at least one explosive virtual prop, the prop usage operation may be an operation for using at least one explosive virtual prop. For example, one prop usage operation may be used to throw one explosive virtual prop, or at least two explosive virtual props may be used to throw one explosive virtual prop.
[0093] When an explosive virtual prop is used, it will have an effective range in the virtual environment. This effective range is also related to the direction and force of throwing the explosive virtual prop. Specifically, the first user account can control the effective range of the explosive virtual prop in the virtual environment by controlling the direction and force of the main virtual character throwing the explosive virtual prop.
[0094] Optionally, the throwing method of throwing the explosive virtual prop includes at least one of high throwing, low throwing, and wall rebound of the explosive virtual prop, which is not limited in the embodiment of the present application. That is, the explosive virtual prop can be used by at least one of high throwing, low throwing, and wall rebound.
[0095] Optionally, the explosive virtual item can be a prop that takes effect immediately upon use, or a prop that takes effect with a delay. Delayed effect means that the item takes effect after a certain period of time or after a certain condition is met. The condition can be a preset event, such as a collision. For example, the explosive virtual item can be a virtual grenade. The virtual grenade triggers a detonation function when it is thrown in the virtual environment for a preset duration. The first user account controls the main virtual character to throw the virtual grenade. When the virtual grenade has been thrown for a preset duration, the client displays the virtual grenade detonating in the virtual environment, causing damage to virtual characters within a preset distance of the explosion point. For another example, the explosive virtual item can be a virtual flash bomb. The virtual flash bomb triggers a flash function when it is thrown in the virtual environment and triggers a flash function when a collision occurs. The first user account controls the main virtual character to throw the virtual flash bomb. When the virtual flash bomb lands in the virtual environment, the client triggers a flash function within the flash range of the virtual flash bomb, obstructing the vision of virtual characters within the flash range.
[0096] Step 330: When the explosive virtual prop acts on the target virtual character, the voiceprint indication information corresponding to the target virtual character is displayed. The voiceprint indication information is used to indicate the source position of the impact sound caused by the explosive virtual prop.
[0097] In an optional embodiment, the method of determining whether the explosive virtual prop acts on the target virtual character may include at least one of the following: when the target virtual character is within the effective range of the explosive virtual prop, determining that the explosive virtual prop acts on the target virtual character; when the target virtual character is within the effective range of the explosive virtual prop and the target virtual character belongs to the enemy camp of the main controlling virtual character, determining that the explosive virtual prop acts on the target virtual character; when the target virtual character is within the effective range of the explosive virtual prop and the explosive virtual prop can directly hit the target virtual character, determining that the explosive virtual prop acts on the target virtual character; when the target virtual character is within the effective range of the explosive virtual prop and the target virtual character is the target character type of the explosive virtual prop, determining that the explosive virtual prop acts on the target virtual character.
[0098] In some embodiments, the hit sound is automatically emitted when the explosive virtual prop produces an effect. For example, the hit sound can be at least one of the following: an explosion sound, an explosion echo. Or, the hit sound is emitted by the target virtual character after being hit by the explosive virtual prop. For example, the hit sound is the target virtual character's cry for help, or the sound of collision with other objects. Exemplarily, after the target virtual character is hit by the explosive virtual prop, a hit sound will be emitted, and then the voiceprint indication information corresponding to the hit sound will be displayed on the interface of the main virtual character. That is, the voiceprint indication information is the indication information generated by the sound emitted by the target virtual character after being affected by the explosive virtual prop, and the location of the target virtual character is exposed to the prop user (the main virtual character) through the location of the sound source of the sound emitted by the target virtual character.
[0099] Voiceprint indication information is a piece of feedback information provided to the prop user (controlling avatar) when the virtual prop is equipped with a voiceprint indication function, indicating the prop's impact on the target (target avatar). This information indicates the location of the avatar impacted by the virtual prop. It also indicates the relative position and / or distance between the virtual character impacted by the virtual prop and the controlling avatar.
[0100] In some embodiments, the voiceprint indication information can be displayed in at least one of the following forms: an icon, a control, a marked location, a diffuse sound wave, or information in a text box. Specifically, the voiceprint indication information can be an icon displayed on the user interface, or the voiceprint indication information can be a UI control displayed on the user interface.
[0101] For example, the voiceprint indication information can be displayed on a compass, and the position of the target virtual character can be determined according to the display position of the voiceprint indication information on the compass, and the distance between the target virtual character and the main virtual character can be indicated according to the display size of the voiceprint indication information on the compass.
[0102] Alternatively, the voiceprint indication information can be displayed as a pointing icon, which is a three-dimensional icon displayed in the virtual environment. The pointing icon points to the location of the target virtual character in the virtual environment, and the distance between the target virtual character and the controlling virtual character can also be displayed near the pointing icon.
[0103] Alternatively, the voiceprint indication information may be the location of the target virtual character marked on a mini-map / radar.
[0104] Alternatively, the voiceprint indication information can be displayed in the virtual environment in the form of sound waves, which spread outward from the location of the target virtual character. The controlling virtual character can estimate the location of the target virtual character based on the diffusion shape of the sound waves.
[0105] Alternatively, the voiceprint indication information may be displayed as a text box, in which at least one information indicated by the voiceprint indication information is displayed.
[0106] Optionally, when the voiceprint indication information is displayed as a UI control, the first user account can also trigger the UI control to lock onto the target avatar and launch a guidance prop. The guidance prop can then be guided and launched in real time based on the location indicated by the voiceprint indication information. When the UI control corresponding to the voiceprint indication information is selected, in response to the operation of using the guidance prop, the master avatar is displayed, locking onto the sound source location and launching the guidance prop. The sound source location is the location indicated by the voiceprint indication information.
[0107] Optionally, the voiceprint indication information can be used to indicate at least one of the following information: the absolute position of the target virtual character (the coordinate position in the virtual environment), the relative direction of the target virtual character and the controlling virtual character (i.e., the direction of the target virtual character relative to the controlling virtual character), the relative distance between the target virtual character and the controlling virtual character, the extent of the effect of the explosive virtual prop on the target virtual character (e.g., the damage value and degree of injury), the equipment status of the target virtual character (e.g., whether the target virtual character is wearing defensive equipment, the defensive value and defensive status of the defensive equipment), the number of virtual characters hit by the explosive virtual prop, the camp to which the target virtual character belongs, and whether the target virtual character has moved out of the effective range. In some optional examples, the voiceprint indication information is also used to indicate at least one of the following information: the character type, gender, current posture, and level of the target virtual character.
[0108] In some embodiments, the target virtual characters hit by the explosion virtual props can be one or at least two. Exemplarily, when the explosion virtual props hits a target virtual character, a voiceprint indication information corresponding to the target virtual character will be displayed on the user interface of the master virtual character. When the explosion virtual props hit at least two target virtual characters, at least two voiceprint indication information corresponding to the at least two target virtual characters will be displayed on the user interface of the master virtual character, that is, each target virtual character hit by the explosion virtual props will display a voiceprint indication information. The embodiment of the present application only takes the target virtual character as an example, and other virtual characters that are hit can display their corresponding voiceprint indication information in the same way.
[0109] Optionally, the voiceprint indication information may be displayed on the user interface of the controlling virtual character for a period of time. The duration of the voiceprint indication information display may be a preset duration. Alternatively, the duration of the voiceprint indication information display may be determined based on at least one of the following information: the distance between the target virtual character and the effective location of the explosive virtual prop; the duration of the explosive virtual prop's effect; or the duration the target virtual character is within the effective range of the explosive virtual prop.
[0110] For example, if an explosive virtual prop hits a target avatar, the duration of the display is determined based on the linear distance between the target avatar and the effective location. During this duration, the voiceprint indication information is displayed on the user interface of the controlling avatar. After the display duration expires, the voiceprint indication information is removed.
[0111] For example, when the explosive virtual prop hits the target virtual character, the voiceprint indication information corresponding to the target virtual character is displayed on the user interface of the master virtual character; when the explosive virtual prop is in effect for the duration and the target virtual character is within the effective range, the voiceprint indication information is continuously displayed; after the effective duration of the explosive virtual prop times out, the voiceprint indication information is canceled; after the target virtual character moves out of the effective range, the voiceprint indication information is canceled.
[0112] It should be noted that, during the period when the voiceprint indication information is continuously displayed, the voiceprint indication information will change as the position of the target virtual character changes, indicating the current position of the target virtual character to the controlling virtual character in real time.
[0113] Alternatively, the voiceprint indication information may be used only to indicate the position of the target virtual character when it is hit, and does not change with the position of the target virtual character, and always points to the position of the target virtual character when it is hit during the continuous display period.
[0114] In an optional embodiment, taking the example of displaying the voiceprint indication information in the form of an icon, the voiceprint indication information includes a voiceprint icon; and a compass is displayed on the user interface. The first terminal can display the voiceprint icon corresponding to the target virtual character on the compass.
[0115] Among them, the voiceprint icon is used to indicate at least one of the first direction and the first distance; the display position of the voiceprint icon on the compass is used to indicate the first direction of the target virtual character relative to the position of the main virtual character; the display size of the voiceprint icon on the compass is used to indicate the first distance between the target virtual character and the main virtual character.
[0116] Taking the example of a voiceprint icon changing with the position of a target virtual character, optionally, the first terminal displays the voiceprint icon corresponding to the target virtual character on the compass, and the voiceprint icon on the compass changes with the change of first information, the first information including at least one of the following: the position of the controlling virtual character, the position of the target virtual character, and the orientation of the controlling virtual character;
[0117] Among them, the voiceprint icon on the compass changes with the change of the first information, which may refer to at least one of the following: the display position of the voiceprint icon on the compass points to the direction of the target virtual character; when the distance between the target virtual character and the main virtual character is shortened, the voiceprint icon becomes larger; when the distance between the target virtual character and the main virtual character is increased, the voiceprint icon is reduced.
[0118] That is, if the target avatar doesn't move, when the controlling avatar turns the viewing angle to the right, the voiceprint icon moves to the left on the compass; when the controlling avatar turns the viewing angle to the left, the voiceprint icon moves to the right on the access compass. If the target avatar doesn't move, when the controlling avatar approaches the target avatar, the voiceprint icon gradually enlarges on the compass; when the controlling avatar moves away from the target avatar, the voiceprint icon gradually shrinks on the compass. If the controlling avatar doesn't move and doesn't turn the viewing angle, when the target avatar moves to the left of the controlling avatar, the voiceprint icon moves to the left on the compass; when the target avatar moves to the right of the controlling avatar, the voiceprint icon moves to the right on the compass.
[0119] Optionally, the voiceprint icon may also have at least two colors, and different colors of the at least two colors are used to indicate the degree of injury of the target virtual character, or different colors of the at least two colors are used to indicate the defense situation of the target virtual character, or different colors of the at least two colors are used to indicate the current posture of the target virtual character.
[0120] For example, when the damage value of the explosive virtual prop to the target virtual character is lower than the first threshold, the voiceprint icon is displayed in green; when the damage value of the explosive virtual prop to the target virtual character is higher than the first threshold, the voiceprint icon is displayed in yellow; when the explosive virtual prop kills the target virtual character, the voiceprint icon is displayed in red.
[0121] Alternatively, when the target virtual character is not wearing defensive equipment, the voiceprint icon is displayed in orange; when the target virtual character is wearing defensive equipment, the voiceprint icon is displayed in blue.
[0122] Alternatively, when the target virtual character is in a standing posture, the voiceprint icon is displayed in white; when the target virtual character is in a kneeling posture, the voiceprint icon is displayed in pink; when the target virtual character is in a lying posture, the voiceprint icon is displayed in black.
[0123] Optionally, the voiceprint icon may also have at least two shapes, and different shapes among the at least two shapes are used to indicate the level of the target virtual character, or, different shapes among the at least two shapes are used to indicate the gender of the target virtual character, or, different shapes among the at least two shapes are used to indicate the camp to which the target virtual character belongs, or, different shapes among the at least two shapes are used to indicate the current posture of the target virtual character.
[0124] For example, when the target virtual character is in a standing posture, the voiceprint icon is displayed in a standing style; when the target virtual character is in a kneeling posture, the voiceprint icon is displayed in a kneeling style; when the target virtual character is in a lying posture, the voiceprint icon is displayed in a lying style.
[0125] For example, taking the explosive virtual prop as a grenade, as shown in (1) of FIG5 , a user interface is displayed. The virtual environment screen in the user interface is a screen obtained by observing the virtual environment from the first-person perspective of the controlling virtual character 401. The controlling virtual character 401 can hold a grenade (explosive virtual prop). A target virtual character 402 can also be displayed in the virtual environment screen of the user interface.
[0126] Subsequently, the user account can control the main virtual character 401 to throw a grenade at the target virtual character, as shown in (2) in Figure 5. The grenade explodes near the target virtual character. After being hit, the target virtual character will make a sound of being hit, and a voiceprint icon 404 will be displayed at the location of the target virtual character on the compass 403.
[0127] As shown in (3) of FIG. 5 , the voiceprint icon 404 may be displayed on the interface for a period of time, continuously indicating the real-time location of the target virtual character 402 to the controlling virtual character.
[0128] In an optional embodiment, the voiceprint indication information may be displayed when the controlling virtual character cannot directly see the target virtual character; and when the controlling virtual character can directly see the target virtual character, the voiceprint indication information may not be displayed but the outline of the target virtual character may be highlighted.
[0129] For example, when an explosive virtual prop acts on a target virtual character and the target virtual character is within the virtual environment of the master virtual character (the target virtual character may be completely displayed within the virtual environment, i.e., completely unobstructed, or partially displayed within the virtual environment, i.e., partially obstructed), the outline of the target virtual character is highlighted. When an explosive virtual prop acts on a target virtual character and the target virtual character is not within the virtual environment of the master virtual character, the voiceprint indication information corresponding to the target virtual character is displayed.
[0130] It should be noted that the voiceprint indication information is displayed to the prop user (the controlling avatar). This information will not be displayed on the user interface for non-prop users (including the avatar that was hit, as well as the avatar that was not hit). For example, the voiceprint indication information will not be displayed on the user interface from the perspective of the target avatar. For another example, the voiceprint indication information will not be displayed on the user interface of the third avatar, as the third avatar did not hit the target avatar with the explosive virtual prop.
[0131] Alternatively, the voiceprint indication information can be displayed synchronously to the virtual characters of this camp. For example, the third virtual character and the main virtual character belong to the same camp. When the main virtual character uses the explosive virtual prop to hit the target virtual character, the voiceprint indication information will also be synchronously displayed on the user interface corresponding to the third virtual character. The voiceprint indication information on the user interface of the third virtual character is displayed according to the relative position of the third virtual character and the target virtual character, and is used to indicate the position of the target virtual character to the third virtual character.
[0132] To sum up, the method for displaying prop effects provided in this embodiment sets a voiceprint indication function for the explosive virtual prop. After the master virtual character uses the explosive virtual prop to hit the target virtual character, the voiceprint indication information of the target virtual character is exposed to the master virtual character (prop user) based on the sound of the target virtual character being hit. The voiceprint indication information is used to indicate the location of the target virtual character. The voiceprint prompt information can simulate the sound positioning in reality, and more reasonably prompt the master virtual character of the target virtual character's location. The master virtual character can also explore according to the voiceprint prompt information, thereby improving the efficiency of human-computer interaction.
[0133] The method for displaying prop effects provided in this embodiment displays the voiceprint icon corresponding to the target virtual character on the compass after the explosive virtual prop hits the target virtual character. The position of the voiceprint icon on the compass is used to mark the position of the target virtual character relative to the main virtual character, and the display size of the voiceprint icon is used to represent the distance between the target virtual character and the main virtual character, so as to facilitate the main virtual character to judge the position of the target virtual character.
[0134] In the method for displaying prop effects provided in this embodiment, the voiceprint icon can continuously indicate the real-time position of the target virtual character to the controlling virtual character over a period of time. The position and size of the voiceprint icon on the compass can change as the relative position of the target virtual character and the controlling virtual character changes, enabling the controlling virtual character to locate the position of the target virtual character in real time.
[0135] In a game scenario, when a user account encounters obstacles such as houses, walls, and rocks in a virtual environment, it will worry about whether there are enemies hiding behind the obstacles. Therefore, it usually tests the situation by throwing virtual props near the obstacles. However, if the enemy remains lurking and motionless, even if the user account throws virtual props, it cannot accurately determine whether there are enemies behind the obstacles, and cannot eliminate the risk of enemies lurking behind the obstacles. Therefore, the display method of the prop effect provided in the embodiment of the present application is adopted. When the user account controls the main virtual character to throw an explosive virtual prop behind the obstacle, if the explosive virtual prop hits the enemy, the enemy's voiceprint indication information will be displayed on the user interface of the main virtual character, reminding the user account that there is an enemy lurking behind the obstacle, and the enemy's location will be indicated to the user account through the voiceprint indication information.
[0136] Optionally, the target virtual character can, after being hit, display a struck animation. In certain embodiments, the target virtual character can, after being hit, perform a struck animation action to display a struck animation.
[0137] Optionally, the display duration of the voiceprint indication information may be determined according to the distance between the target virtual character and the effective location.
[0138] Figure 6 is a flowchart illustrating a method for displaying prop effects according to an exemplary embodiment of the present application. This method can be executed by a computer device, specifically a terminal. For example, the method can be used in the terminal shown in Figure 1 or a client within the terminal that supports a virtual environment. Alternatively, the method can be used in the first terminal in the system shown in Figure 2 or a client within the first terminal that supports a virtual environment. Based on the embodiment shown in Figure 3 , step 321 may be included before step 330, and / or step 340 may be included after step 330.
[0139] Step 310: Displaying a user interface. The virtual environment image displayed in the user interface is an image obtained by observing the virtual environment from a perspective corresponding to the master virtual character. The master virtual character carries an explosive virtual prop.
[0140] Step 320: In response to the prop use operation, the controlling virtual character is displayed to use the explosion virtual prop, where the explosion virtual prop is a virtual prop that produces an effect within an effective range.
[0141] Step 321: When the explosive virtual prop acts on the target virtual character, display the target virtual character's hit animation, which is used to indicate that the target virtual character is affected by the explosive virtual prop; the hit animation includes a hit sound.
[0142] When an explosive virtual prop hits a target virtual character, the target virtual character is triggered to play a hit animation, which at least includes a hit sound. The hit animation is the hit animation corresponding to the explosive virtual prop, and different hit animations can be played when different explosive virtual props hit the target virtual character.
[0143] It should also be noted that the hit animation, hit sound, and voiceprint indication functions can be configured independently. Not all explosive virtual props will produce a hit animation and hit sound after hitting the target virtual character, and explosive virtual props with hit animations are not necessarily configured with voiceprint indication functions. These capabilities can be configured independently (i.e., explosive virtual props can have a voiceprint indication function without a hit animation, or they can have a hit animation but no voiceprint indication function).
[0144] To enrich the performance of the target virtual character when it is affected by the explosive virtual prop, and to make the effect of the target virtual character "exposing their voiceprint" more reasonable and consistent with the player's cognition, the display method of the prop effect provided in the embodiment of the present application will also add some performance details. The display method of the prop effect provided in the embodiment of the present application will use "hit animation" to express this design point. Through the hit animation, it is shown that the target virtual character is unstable due to the shock wave of the explosive, and therefore accidentally "makes a sound", which reveals the voiceprint indication information.
[0145] For example, as shown in FIG7 , when the target virtual character 402 is hit by the explosive virtual prop, the legs of the target virtual character 402 bend outwards and the body tilts, and a hit animation is played.
[0146] Optionally, the duration of playing the hit animation / hit sound and the duration of displaying the voiceprint indication information may not necessarily be related. For example, the duration of playing the hit sound may be a first duration, and the duration of displaying the voiceprint indication information may be a second duration. The first duration may be equal to the second duration, greater than the second duration, or less than the second duration.
[0147] For example, different explosion virtual props can be configured with different hit animations, and the explosion virtual props correspond to the hit animations one by one. According to the explosion virtual prop that hits the target virtual character, the target virtual character is controlled to perform the hit animation action corresponding to the explosion virtual prop to display the hit animation.
[0148] For example, the client of each virtual character participating in this game (including the main virtual character, the target virtual character, and the third virtual character) can display the target virtual character performing the hit animation after being hit by the explosive virtual prop; but only the client (user interface) of the main virtual character will display the voiceprint indication information.
[0149] Step 330: When the explosive virtual prop acts on the target virtual character, the voiceprint indication information corresponding to the target virtual character is displayed. The voiceprint indication information is used to indicate the source position of the impact sound caused by the explosive virtual prop.
[0150] For example, while playing the hit animation, the voiceprint indication information corresponding to the target virtual character is displayed, so that the user account can see the voiceprint indication information on the interface while hearing the hit sound, clearly showing the source location of the hit sound to the user account.
[0151] Step 340: When the display duration of the voiceprint indication information reaches a first duration, cancel the display of the voiceprint indication information.
[0152] The first duration is negatively correlated with the straight-line distance, and the straight-line distance is the distance from the target virtual character to the effective position of the explosive virtual prop.
[0153] Exemplarily, the voiceprint indication information is associated with a display duration. When the display duration of the voiceprint indication information reaches a specified value (e.g., a first duration), the voiceprint indication information is no longer displayed. The first duration is determined based on the linear distance between the target avatar and the effective location. The farther the target avatar is from the effective location, the shorter the display duration of the voiceprint indication information; the closer the target avatar is to the effective location, the longer the display duration of the voiceprint indication information.
[0154] Optionally, the relationship between the display duration of the voiceprint indication information and linear distance can be determined based on a preset relationship curve. For example, Figure 8 shows a relationship curve between display duration and linear distance. The horizontal axis of the relationship curve represents linear distance (cm), i.e., the linear distance between the virtual character affected by the explosion and the center of the explosion. The vertical axis of the relationship curve represents display duration (seconds), i.e., the duration of exposure of the corresponding voiceprint indication information after the target virtual character is exposed to the explosion at that distance. Point A (0,8) in Figure 8 indicates that at a distance of 0cm, the voiceprint indication information will be displayed for 8 seconds when exposed to the explosive virtual prop. Point B (1000,0) in Figure 8 indicates that at a distance of 1000cm, the voiceprint indication information will be displayed for only 0 seconds when exposed to the explosive virtual prop. In other words, no voiceprint indication information will be displayed. The horizontal axis value of point B can depend on the radius of the effective range of the explosive virtual prop. For example, if the effective range radius is 1000cm, then the virtual character at a distance of 1000cm or greater will not be affected by the explosive virtual prop and the voiceprint indication information will not be displayed.
[0155] In an optional embodiment, when there is an obstacle between the target virtual character and the effective position, the straight-line distance may refer to the route distance from the effective position to the location of the target virtual character, or the straight-line distance may refer to the diffusion distance of the effect of the explosive virtual prop from the effective position to the location of the target virtual character; in this way, the display duration of the voiceprint indication information can be made closer to the actual effect of the explosive virtual prop.
[0156] In summary, the method for displaying prop effects provided in this embodiment plays a hit animation of the target virtual character when the target virtual character is hit by the explosive virtual prop. The hit animation includes the hit sound, and simultaneously displays voiceprint indication information on the user interface of the controlling virtual character, showing the source location of the hit sound to the user account. The voiceprint indication information indicates the location of the target virtual character, simulating the real-world sound positioning method, and more reasonably indicates the location of the target virtual character (the hit character) to the controlling virtual character (the prop user).
[0157] The method for displaying prop effects provided in this embodiment determines the display duration of the voiceprint indication information based on the straight-line distance between the target virtual character and the effective position of the explosion virtual prop, so that the target virtual character close to the explosion point is exposed to the voiceprint indication information for a longer time, and the target virtual character farther away from the explosion point is exposed to the voiceprint indication information for a shorter time, giving the target virtual character and the master virtual character a certain amount of information game space.
[0158] For example, according to the different modes of action of explosive virtual props, they can be divided into direct virtual props and indirect virtual props, wherein direct virtual props are explosive virtual props that can directly hit the virtual character, and indirect virtual props are explosive virtual props that can penetrate obstacles and hit the virtual character.
[0159] For example, as shown in (1) in FIG9 , the explosion virtual prop takes effect at the explosion point (effective location) 405, the target virtual character 402 is within the explosion range (effective range), and there is no obstruction between the explosion point 405 and the target virtual character 402. In this case, the direct virtual prop can act on the target virtual character 402, and the indirect virtual prop can also act on the target virtual character 402.
[0160] As shown in (2) of FIG9 , the explosion virtual prop takes effect at the explosion point (effective location) 405, and the target virtual character 402 is within the explosion range (effective range). However, there is an obstacle 406 between the explosion point 405 and the target virtual character 402, and the target virtual character 402 is blocked by the obstacle 406. At this time, the direct virtual prop cannot act on the target virtual character 402, but the indirect virtual prop can act on the target virtual character 402.
[0161] The following uses direct virtual props and indirect virtual props as examples to illustrate the method for displaying prop effects provided in the embodiments of the present application.
[0162] 1. Direct virtual props.
[0163] Figure 10 is a flowchart illustrating a method for displaying item effects, provided by an exemplary embodiment of the present application. This method can be executed by a computer device, specifically a terminal. For example, the method can be used in the terminal shown in Figure 1 or a client within the terminal that supports a virtual environment. Alternatively, the method can be used in the first terminal in the system shown in Figure 2 or a client within the first terminal that supports a virtual environment. Based on the embodiment shown in Figure 3, step 330 includes step 331.
[0164] Step 310: Displaying a user interface. The virtual environment image displayed in the user interface is an image obtained by observing the virtual environment from a perspective corresponding to the master virtual character. The master virtual character carries an explosive virtual prop.
[0165] Exemplarily, the explosion virtual prop is a direct virtual prop, and the direct virtual prop is a virtual prop that acts on a virtual character that is not blocked between the effective range and the effective position.
[0166] Direct virtual props can also be called virtual props that can only hit directly. Direct virtual props can only hit the target (target virtual character) if there are no obstacles between the effective position and the target. For example, direct virtual props include: grenades, hand grenades, flashbangs, etc.
[0167] Step 320: In response to the prop use operation, the controlling virtual character is displayed to use the explosion virtual prop, where the explosion virtual prop is a virtual prop that produces an effect within an effective range.
[0168] Step 331: When the explosion virtual prop is a direct virtual prop, the target virtual character is within the effective range, and there are no obstacles between the effective position of the explosion virtual prop and the target virtual character, the voiceprint indication information corresponding to the target virtual character is displayed.
[0169] When the explosive virtual prop is a direct virtual prop, the explosive virtual prop can hit the target virtual character only when there is no obstruction between the target virtual character and the effective position.
[0170] Optionally, when the explosive virtual prop is a direct virtual prop, the straight-line distance between the effective position of the explosive virtual prop and the target virtual character is calculated; when the straight-line distance is less than the effective radius of the explosive virtual prop, at least one detection line is emitted from the effective position to the key joint points of the target virtual character; when no obstacle is detected by at least one detection line, it is determined that the explosive virtual prop acts on the target virtual character; and the voiceprint indication information corresponding to the target virtual character is displayed; wherein, the key joint points include at least one of the following: head joint points, chest joint points, hip joint points, leg joint points, foot joint points, spine joint points, and root nodes.
[0171] For example, as shown in Figure 11, the target avatar may include three key joints (key skeletal points): head joint 407, root node 408, and spine joint 409. These key joints represent the target avatar's head, chest, and legs. A detection ray (detection line / straight line) is emitted from the explosion point (effective location) to each of these three key joints. If the detection rays corresponding to these three key joints are not blocked by any obstacles, it indicates that there are no obstacles between the target avatar and the explosion point.
[0172] In an optional embodiment, key joints may also be determined based on the current posture of the target virtual character; wherein the posture includes at least one of the following: a standing posture, a kneeling posture, and a prone posture. When the target virtual character is currently in a standing posture, the key joints may include a head joint, a root joint, and a spinal joint. When the target virtual character is currently in a kneeling posture, the key joints may include a head joint and a root joint. When the target virtual character is currently in a prone posture, the key joints may include a spinal joint.
[0173] Exemplarily, when the target virtual character is in a standing posture, a first detection line is emitted from the effective position to the head joint of the target virtual character, a second detection line is emitted to the root node of the target virtual character, and a third detection line is emitted to the spine joint of the target virtual character; when at least one detection line among the first detection line, the second detection line, and the third detection line does not detect an obstacle, it is determined that the target virtual character in the standing posture is hit by the explosive virtual prop (it is determined that the explosive virtual prop acts on the target virtual character). When the first detection line, the second detection line, and the third detection line all detect obstacles, it is determined that the target virtual character in the standing posture is not hit by the explosive virtual prop.
[0174] For example, when the target virtual character is in a kneeling position, a first detection line is emitted from the effective position toward the target virtual character's head joint point, and a second detection line is emitted toward the target virtual character's root node; if one of the first detection line and the second detection line does not detect an obstacle, it is determined that the target virtual character in the kneeling position has been hit by the explosive virtual prop (it is determined that the explosive virtual prop acts on the target virtual character). If both the first detection line and the second detection line detect obstacles, it is determined that the target virtual character in the kneeling position has not been hit by the explosive virtual prop.
[0175] For example, when the target virtual character is in a prone position, a third detection line is emitted from the effective position toward the spinal joint of the target virtual character; if the third detection line does not detect an obstacle, it is determined that the target virtual character in the prone position has been hit by the explosive virtual prop (the explosive virtual prop is determined to have acted on the target virtual character). If the third detection line detects an obstacle, it is determined that the target virtual character in the prone position has not been hit by the explosive virtual prop.
[0176] To sum up, the method for displaying prop effects provided by this embodiment, when the explosive virtual prop is a direct virtual prop, detects whether the explosive virtual prop can hit the target virtual character by emitting a detection line. When the target virtual character can be hit, the voiceprint indication information is used to indicate the position of the target virtual character, simulating the sound positioning in reality, and more reasonably prompting the main control virtual character with the position of the target virtual character.
[0177] 2. Indirect virtual props.
[0178] Figure 12 is a flowchart illustrating a method for displaying item effects, provided by an exemplary embodiment of the present application. This method can be executed by a computer device, specifically a terminal. For example, the method can be used in the terminal shown in Figure 1 or a client within the terminal that supports a virtual environment. Alternatively, the method can be used in the first terminal in the system shown in Figure 2 or a client within the first terminal that supports a virtual environment. Based on the embodiment shown in Figure 3, step 330 includes step 332.
[0179] Step 310: Displaying a user interface. The virtual environment image displayed in the user interface is an image obtained by observing the virtual environment from a perspective corresponding to the master virtual character. The master virtual character carries an explosive virtual prop.
[0180] Exemplarily, the explosive virtual props may be indirect virtual props, which are virtual props that penetrate obstacles and act on virtual characters within the effective range. Alternatively, it can be understood that indirect virtual props are virtual props that have the ability to penetrate obstacles and act on virtual characters within the effective range.
[0181] Indirect virtual props are also called virtual props that allow indirect hits. Indirect virtual props can hit a target virtual character (target virtual character) when there are no obstacles between the effective position and the target, or they can hit the target virtual character when there are obstacles between the effective position and the target (target virtual character). For example, indirect virtual props include stun grenades and smoke bombs.
[0182] Step 320: In response to the prop use operation, the controlling virtual character is displayed to use the explosion virtual prop, where the explosion virtual prop is a virtual prop that produces an effect within an effective range.
[0183] Step 332: When the explosion virtual prop is an indirect virtual prop and the target virtual character is within the effective range, the voiceprint indication information corresponding to the target virtual character is displayed.
[0184] When the explosive virtual prop is an indirect virtual prop, as long as the target virtual character is within the effective range of the explosive virtual prop, the explosive virtual prop can hit the target virtual character.
[0185] Optionally, when the explosion virtual prop is an indirect virtual prop, the straight-line distance between the effective position of the explosion virtual prop and the target virtual character is calculated; when the straight-line distance is less than the effective radius of the explosion virtual prop, it is determined that the explosion virtual prop acts on the target virtual character; and the voiceprint indication information corresponding to the target virtual character is displayed.
[0186] To sum up, the method for displaying prop effects provided by this embodiment, when the explosive virtual prop is an indirect virtual prop, detects whether the explosive virtual prop can hit the target virtual character by judging whether the distance between the target virtual character and the effective position is less than the effective radius of the explosive virtual prop. When the target virtual character can be hit, the voiceprint indication information is used to indicate the position of the target virtual character, simulating the sound positioning in reality, and more reasonably prompting the main virtual character with the position of the target virtual character.
[0187] Figure 13 is a flowchart illustrating a method for displaying item effects, provided by an exemplary embodiment of the present application. This method can be executed by a computer device, specifically a terminal. For example, the method can be used in the terminal shown in Figure 1 or a client within the terminal that supports a virtual environment. Alternatively, the method can be used in the first terminal in the system shown in Figure 2 or a client within the first terminal that supports a virtual environment. The method includes the following steps.
[0188] In step 501, the user account controls the master virtual character to throw at least one throwing object (explosive virtual prop), and the target virtual character is blown up by the throwing object.
[0189] For example, to facilitate the configuration of a voiceprint indication function for each projectile, this function is integrated into a functional component. As shown in Figure 14, the yellow SGProjectileCamera component 601 is the component of this function. Simply adding this component 601 to the projectile blueprint will be considered to enable this function (voiceprint indication function) for the projectile. This function can be configured and disabled at any time, making it very flexible.
[0190] For example, as shown in FIG15 , in the blueprint of a projectile with the voiceprint indication function enabled, after checking the “Only Affect Direct Hit Character” option 602, the projectile is set to “only take effect if it is a direct hit (without obstruction)”, that is, a direct virtual prop; if the option 602 is not checked, it is regarded as “both a direct hit and a wall hit can take effect”, that is, an indirect virtual prop.
[0191] For example, as shown in FIG16 , the logic of being hit by a projectile is added, and a new type of hit “Take Hit by Grenade” 603 is added to “Take Hit Animation SetT Ake”, which is the type of being hit by a grenade. Various hit animations after being hit by a projectile can be flexibly configured here.
[0192] Step 502: Determine whether the target virtual character is within the explosion range (effective range) of the projectile. If yes, proceed to step 503; if not, end.
[0193] Optionally, a detection ray is emitted from the effective position of the explosion virtual prop to the root node of the target virtual character, and the distance of the detection ray from the effective position to the root node is calculated. If the distance is less than the effective radius of the explosion virtual prop, it is determined that the target virtual character is within the effective range; if the distance is greater than the effective radius, it is determined that the target virtual character is not within the effective range.
[0194] Step 503, determine whether the thrown object can only be effective by direct hit, if so, execute step 504, otherwise execute step 505.
[0195] Generally, throwing objects can affect virtual characters in two ways:
[0196] 1. Directly explode onto the avatar, meaning the projectile's blast radius is within the avatar's body center, with no obstruction from the scene. This trigger scenario is typically used for explosive projectiles and flashbangs, as both require a WYSIWYG effect.
[0197] 2. Penetration through walls affects avatars. This means that even if the line connecting the avatar's body center and the blast radius is blocked by the scene, the projectile still has an effect. This is generally used for stun grenades.
[0198] In the embodiment of the present application, virtual props that can only directly explode virtual characters are referred to as direct virtual props, and virtual props that can penetrate walls and affect virtual characters are referred to as indirect virtual props.
[0199] If the exploding virtual prop is a direct virtual prop, it is determined that the exploding virtual prop can only be directly hit and take effect; if the exploding virtual prop is an indirect virtual prop, it is determined that the exploding virtual prop can be indirectly hit and take effect.
[0200] Step 504, determine whether the target virtual character is directly hit by the thrown object, if so, execute step 505, otherwise end.
[0201] If the explosive virtual prop is a direct virtual prop, the next step is to determine whether the explosive virtual prop directly hits the target virtual character. Three detection lines are sent from the effective position toward the three key joints of the target virtual character. If at least one of the three detection lines detects no obstacles, the target virtual character is determined to be directly hit by the explosive virtual prop. If all three detection lines detect obstacles, the target virtual character is determined to be unreachable.
[0202] Step 505 : Calculate the exposure time (display duration) of the voiceprint indication information according to the distance between the target virtual character and the explosion point.
[0203] When the target virtual character is within the effective range and the explosive virtual prop is an indirect virtual prop, the explosive virtual prop can hit the target virtual character, then the straight-line distance between the target virtual character and the effective position is calculated, and the display duration of the voiceprint indication information is determined based on the straight-line distance.
[0204] When the target virtual character is within the effective range, and the explosive virtual prop is a direct virtual prop, and the explosive virtual prop can directly hit the target virtual character, the straight-line distance between the target virtual character and the effective position is calculated, and the display duration of the voiceprint indication information is determined based on the straight-line distance.
[0205] Step 506: Display voiceprint indication information according to the exposure time, and play the target virtual character's hit animation according to the configuration.
[0206] As shown in FIG5 , after the projectile is thrown and hits the target virtual character, a voiceprint is left on the interface of the main control virtual character that throws the tactical prop. This voiceprint is generated by the target virtual character due to the effect of the projectile, and the positional relationship of the voiceprint on the compass (and the left-right relationship of the compass) can truly reflect the position of the target virtual character that was hit.
[0207] To sum up, the display method of prop effects provided in this embodiment can configure voiceprint indication functions, effectiveness logic and hit animations for each explosive virtual prop, so that after the explosive virtual prop hits the target virtual character, the voiceprint indication information of the target virtual character (hit character) is exposed to the main virtual character (prop user) according to the hitting sound of the target virtual character, and the voiceprint indication information is used to indicate the location of the target virtual character, simulating the sound positioning in reality, and more reasonably prompting the main virtual character with the location of the target virtual character.
[0208] It should be noted that before collecting relevant data of users and user accounts (such as operation data and game data in this application) and during the process of collecting relevant data of users, 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 user-related 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 user-related 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 the relevant laws, regulations and standards of relevant countries and regions.
[0209] It should be noted that the order of steps in the method for displaying the prop effects provided in the embodiment of the present application can be appropriately adjusted, and the steps can be increased or decreased accordingly according to the circumstances. Any technician familiar with this technical field can easily think of the changed methods within the technical scope disclosed in this application, and they should all be covered within the scope of protection of this application, so they will not be repeated here.
[0210] FIG17 is a schematic diagram of a display device for a prop effect provided by an exemplary embodiment of the present application. As shown in FIG17 , the device includes:
[0211] A display module 802 is configured to display a user interface, wherein the virtual environment displayed in the user interface is a picture obtained by observing the virtual environment from the perspective of the master virtual character, and the master virtual character carries an explosive virtual prop;
[0212] The display module 802 is used to display the master virtual character using the explosive virtual prop in response to the prop use operation, where the explosive virtual prop is a virtual prop that produces an effect within an effective range;
[0213] The display module 802 is used to display the voiceprint indication information corresponding to the target virtual character when the explosive virtual prop acts on the target virtual character. The voiceprint indication information is used to indicate the source position of the impact sound caused by the explosive virtual prop.
[0214] In an optional embodiment, the voiceprint indication information includes a voiceprint icon; and the user interface further displays a compass;
[0215] The display module 802 is configured to display the voiceprint icon corresponding to the target virtual character on the compass;
[0216] Among them, the voiceprint icon is used to indicate at least one of a first direction and a first distance; the display position of the voiceprint icon on the compass is used to indicate the first direction of the target virtual character relative to the position of the master virtual character; the display size of the voiceprint icon on the compass is used to indicate the first distance between the target virtual character and the master virtual character.
[0217] In an optional embodiment, the display module 802 is configured to display the voiceprint icon corresponding to the target virtual character on the compass, and the voiceprint icon on the compass changes with changes in first information, wherein the first information includes at least one of the following: the position of the controlling virtual character, the position of the target virtual character, and the orientation of the controlling virtual character;
[0218] The voiceprint icon on the compass changes with the first information, including at least one of the following:
[0219] The display position of the voiceprint icon on the compass points to the direction where the target virtual character is located;
[0220] When the distance between the target virtual character and the controlling virtual character is shortened, the voiceprint icon becomes larger;
[0221] When the distance between the target virtual character and the controlling virtual character increases, the voiceprint icon shrinks.
[0222] In an optional embodiment, the display module 802 is configured to display the voiceprint indication information corresponding to the target virtual character when the explosion virtual prop is a direct virtual prop, the target virtual character is located within the effective range, and there is no obstacle between the effective position of the explosion virtual prop and the target virtual character;
[0223] The direct virtual props are virtual props that act on the virtual character that is not blocked between the effective range and the effective position.
[0224] In an optional embodiment, the device further includes:
[0225] The detection module 803 is configured to calculate the straight-line distance between the effective position of the explosion virtual prop and the target virtual character when the explosion virtual prop is a direct virtual prop;
[0226] The detection module 803 is configured to emit at least one detection line from the effective position to the key joint point of the target virtual character when the straight-line distance is less than the effective radius of the explosive virtual prop;
[0227] The detection module 803 is configured to determine that the explosive virtual prop acts on the target virtual character when no obstacle is detected by the at least one detection line;
[0228] The display module 802 is configured to display the voiceprint indication information corresponding to the target virtual character;
[0229] The key joints include at least one of the following: head joints, chest joints, hip joints, leg joints, and foot joints.
[0230] In an optional embodiment, the display module 802 is configured to display voiceprint indication information corresponding to the target virtual character when the explosion virtual prop is an indirect virtual prop and the target virtual character is within the effective range;
[0231] The indirect virtual props are virtual props that penetrate obstacles and act on the virtual character within the effective range.
[0232] In an optional embodiment, the device further includes:
[0233] The detection module 803 is configured to calculate the straight-line distance between the effective position of the explosion virtual prop and the target virtual character when the explosion virtual prop is an indirect virtual prop;
[0234] The detection module 803 is configured to determine that the explosive virtual prop acts on the target virtual character when the straight-line distance is less than the effective radius of the explosive virtual prop;
[0235] The display module 802 is configured to display the voiceprint indication information corresponding to the target virtual character.
[0236] In an optional embodiment, the display module 802 is configured to cancel display of the voiceprint indication information when the display duration of the voiceprint indication information reaches a first duration;
[0237] The first duration is negatively correlated with the straight-line distance, and the straight-line distance is the distance from the target virtual character to the effective position of the explosive virtual prop.
[0238] In an optional embodiment, the display module 802 is used to display a hit animation of the target virtual character when the explosive virtual prop acts on the target virtual character, and the hit animation is used to indicate that the target virtual character is affected by the explosive virtual prop; the hit animation includes a hit sound.
[0239] It should be noted that the above-described embodiments of the display device for prop effects illustrate only the division of the aforementioned functional modules. In actual applications, the aforementioned functions can be assigned to different functional modules as needed, i.e., the internal structure of the device can be divided into different functional modules to perform all or part of the functions described above. Furthermore, the above-described embodiments of the display device for prop effects and the embodiments of the method for displaying prop effects are based on the same concept. The specific implementation process is detailed in the method embodiments and will not be further described here.
[0240] An embodiment of the present application also provides a computer device, which includes: 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 display method of the prop effects provided by the above-mentioned method embodiments.
[0241] For example, taking the computer device as a terminal, FIG18 is a schematic diagram of the structure of a terminal provided by an exemplary embodiment of the present application. Generally, the terminal 1700 includes: a processor 1701 and a memory 1702.
[0242] The processor 1701 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1701 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 1701 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 1701 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 1701 may also include an AI (Artificial Intelligence) processor, which is used to process computing operations related to machine learning.
[0243] Memory 1702 may include one or more computer-readable storage media, which may be non-transitory. Memory 1702 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 1702 is used to store at least one instruction, which is executed by processor 1701 to implement the method for displaying prop effects provided in the method embodiment of the present application.
[0244] In some embodiments, terminal 1700 may optionally include a peripheral device interface 1703 and at least one peripheral device. Processor 1701, memory 1702, and peripheral device interface 1703 may be connected via a bus or signal lines. Each peripheral device may be connected to peripheral device interface 1703 via a bus, signal lines, or circuit boards. Specifically, the peripheral device may include at least one of a radio frequency circuit 1704, a display screen 1705, a camera assembly 1706, an audio circuit 1707, and a power supply 1708.
[0245] The peripheral device interface 1703 can be used to connect at least one I / O (Input / Output)-related peripheral device to the processor 1701 and the memory 1702. In some embodiments, the processor 1701, the memory 1702, and the peripheral device interface 1703 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 1701, the memory 1702, and the peripheral device interface 1703 can be implemented on separate chips or circuit boards, which is not limited in this embodiment of the present application.
[0246] RF circuit 1704 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. RF circuit 1704 communicates with communication networks and other communication devices via electromagnetic signals. RF circuit 1704 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals into electrical signals. RF circuit 1704 may optionally include an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, and the like. RF circuit 1704 may communicate with other terminals via at least one wireless communication protocol. Such wireless communication protocols include, but are not limited to, the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 5G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, RF circuit 1704 may also include circuitry related to Near Field Communication (NFC), although this application does not limit this.
[0247] The display screen 1705 is used to display a UI (User Interface). The UI may include graphics, text, icons, videos, and any combination thereof. When the display screen 1705 is a touch screen display, the display screen 1705 also has the ability to collect touch signals on the surface or above the surface of the display screen 1705. The touch signal can be input as a control signal to the processor 1701 for processing. At this time, the display screen 1705 can also be used to provide virtual buttons and / or virtual keyboards, also known as soft buttons and / or soft keyboards. In some embodiments, there can be one display screen 1705, which is set on the front panel of the terminal 1700; in other embodiments, there can be at least two display screens 1705, which are respectively set on different surfaces of the terminal 1700 or in a folding design; in still other embodiments, the display screen 1705 can be a flexible display screen, which is set on the curved surface or folding surface of the terminal 1700. Even more, the display screen 1705 can be set as a non-rectangular irregular shape, that is, a special-shaped screen. The display screen 1705 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).
[0248] The camera assembly 1706 is used to capture images or videos. Optionally, the camera assembly 1706 includes a front camera and a rear camera. Typically, the front camera is set on the front panel of the terminal 1700, and the rear camera is set on the back of the terminal. In some embodiments, there are at least two rear cameras, which are any one of a main camera, a depth of field camera, a wide-angle camera, and a telephoto camera, so as to realize the fusion of the main camera and the depth of field camera to realize the background blur function, the fusion of the main camera and the wide-angle camera to realize panoramic shooting and VR (Virtual Reality) shooting function or other fusion shooting functions. In some embodiments, the camera assembly 1706 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm light flash and a cold light flash, which can be used for light compensation at different color temperatures.
[0249] The audio circuit 1707 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, and convert the sound waves into electrical signals that are input into the processor 1701 for processing, or input into the radio frequency circuit 1704 to achieve voice communication. For the purpose of stereo sound collection or noise reduction, there may be multiple microphones, each located in different parts of the terminal 1700. The microphone may also be an array microphone or an omnidirectional collection microphone. The speaker is used to convert electrical signals from the processor 1701 or the radio frequency circuit 1704 into sound waves. The speaker may be a traditional thin film speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can not only convert electrical signals into sound waves audible to humans, but also convert electrical signals into sound waves inaudible to humans for purposes such as distance measurement. In some embodiments, the audio circuit 1707 may also include a headphone jack.
[0250] Power supply 1708 is used to power various components in terminal 1700. Power supply 1708 can be AC power, DC power, a disposable battery, or a rechargeable battery. When power supply 1708 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is charged via a wired line, while a wireless rechargeable battery is charged via a wireless coil. The rechargeable battery can also support fast charging technology.
[0251] In some embodiments, the terminal 1700 further includes one or more sensors 1709 , including but not limited to: an acceleration sensor 1710 , a gyroscope sensor 1711 , a pressure sensor 1712 , an optical sensor 1713 , and a proximity sensor 1714 .
[0252] The accelerometer 1710 can detect the magnitude of acceleration along the three coordinate axes of the coordinate system established by the terminal 1700. For example, the accelerometer 1710 can be used to detect the components of gravity acceleration along the three coordinate axes. The processor 1701 can control the touch screen display 1705 to display the user interface in a landscape or portrait view based on the gravity acceleration signal collected by the accelerometer 1710. The accelerometer 1710 can also be used to collect game or user motion data.
[0253] The gyroscope sensor 1711 can detect the orientation and rotation angle of the terminal 1700. It can also work with the accelerometer 1710 to collect the user's 3D movements on the terminal 1700. Based on the data collected by the gyroscope sensor 1711, the processor 1701 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.
[0254] The pressure sensor 1712 can be provided on the side frame of the terminal 1700 and / or below the touch screen display 1705. When the pressure sensor 1712 is provided on the side frame of the terminal 1700, it can detect the user's gripping signal of the terminal 1700. The processor 1701 then performs left-hand or right-hand identification or shortcut operations based on the gripping signal collected by the pressure sensor 1712. When the pressure sensor 1712 is provided below the touch screen display 1705, the processor 1701 controls the operable controls on the UI interface based on the user's pressure operation on the touch screen display 1705. Operable controls include at least one of a button control, a scroll bar control, an icon control, and a menu control.
[0255] Optical sensor 1713 is used to detect ambient light intensity. In one embodiment, processor 1701 can control the display brightness of touchscreen display 1705 based on the ambient light intensity detected by optical sensor 1713. Specifically, when the ambient light intensity is high, the display brightness of touchscreen display 1705 is increased; when the ambient light intensity is low, the display brightness of touchscreen display 1705 is decreased. In another embodiment, processor 1701 can also dynamically adjust the shooting parameters of camera assembly 1706 based on the ambient light intensity detected by optical sensor 1713.
[0256] Proximity sensor 1714, also known as a distance sensor, is typically located on the front panel of terminal 1700. Proximity sensor 1714 is used to detect the distance between the user and the front of terminal 1700. In one embodiment, when proximity sensor 1714 detects that the distance between the user and the front of terminal 1700 is gradually decreasing, processor 1701 controls touchscreen display 1705 to switch from the screen-on state to the screen-off state. When proximity sensor 1714 detects that the distance between the user and the front of terminal 1700 is gradually increasing, processor 1701 controls touchscreen display 1705 to switch from the screen-off state to the screen-on state.
[0257] Those skilled in the art will understand that the structure shown in FIG18 does not constitute a limitation on the terminal 1700 , and may include more or fewer components than shown in the figure, or combine certain components, or adopt a different component arrangement.
[0258] A computer-readable storage medium is also provided in an embodiment of the present application. The computer-readable storage medium stores at least one program. When the at least one program is loaded and executed by a processor of a computer device, the display method of the prop effects provided by the above-mentioned method embodiments is implemented.
[0259] This application also provides 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 methods for displaying prop effects provided in the above-mentioned method embodiments.
[0260] Those skilled in the art will understand that all or part of the steps of implementing the above embodiments may be accomplished by hardware, or may be accomplished by a program instructing the relevant hardware, and the program may be stored in a computer-readable storage medium, and the above-mentioned readable storage medium may be a read-only memory, a disk or an optical disk, etc.
[0261] The above description is merely an optional embodiment of the present application and is not intended to limit the present application. Any modifications, equivalent switching, improvements, etc. made within the spirit and principles of the present application shall be included in the scope of protection of the present application.
Claims
1. A method for displaying a prop effect, the method being executed by a computer device, the method comprising: Displaying a user interface, wherein the virtual environment displayed in the user interface is a picture obtained by observing the virtual environment from the perspective corresponding to the master virtual character, and the master virtual character carries an explosive virtual prop; In response to the prop use operation, displaying the master virtual character using the explosion virtual prop, wherein the explosion virtual prop is a virtual prop that produces an effect within an effective range; When the explosive virtual prop acts on a target virtual character, voiceprint indication information corresponding to the target virtual character is displayed, where the voiceprint indication information is used to indicate a source position of a hitting sound caused by the explosive virtual prop.
2. The method according to claim 1, wherein The voiceprint indication information includes a voiceprint icon; the user interface also displays a compass; The displaying of the voiceprint indication information corresponding to the target virtual character includes: Displaying the voiceprint icon corresponding to the target virtual character on the compass; The voiceprint icon is used to indicate at least one of a first direction and a first distance; The display position of the voiceprint icon on the compass is used to indicate the first direction of the target virtual character relative to the control virtual character; The display size of the voiceprint icon on the compass is used to indicate the first distance between the location of the target virtual character and the location of the master virtual character.
3. The method according to claim 2, wherein: The step of displaying the voiceprint icon corresponding to the target virtual character on the compass includes: Displaying the voiceprint icon corresponding to the target virtual character on the compass, and the voiceprint icon on the compass changes with changes in first information, the first information including at least one of the following: the position of the controlling virtual character, the position of the target virtual character, and the orientation of the controlling virtual character; The voiceprint icon on the compass changes with the first information, including at least one of the following: The display position of the voiceprint icon on the compass points to the direction where the target virtual character is located; When the distance between the target virtual character and the controlling virtual character is shortened, the voiceprint icon becomes larger; When the distance between the target virtual character and the controlling virtual character increases, the voiceprint icon shrinks.
4. The method according to any one of claims 1 to 3, wherein: When the explosion virtual prop acts on a target virtual character, displaying the voiceprint indication information corresponding to the target virtual character includes: When the explosive virtual prop is a direct virtual prop, the target virtual character is located within the effective range, and there are no obstacles between the effective position of the explosive virtual prop and the target virtual character, displaying the voiceprint indication information corresponding to the target virtual character; The direct virtual props are virtual props that act on the virtual character that is not blocked between the effective range and the effective position.
5. The method according to claim 4, wherein The method of displaying the voiceprint indication information corresponding to the target virtual character when the explosion virtual prop is a direct virtual prop, the target virtual character is located within the effective range, and there is no obstacle between the effective position of the explosion virtual prop and the target virtual character includes: In the case where the explosion virtual prop is a direct virtual prop, calculating the straight-line distance between the effective position of the explosion virtual prop and the target virtual character; When the straight-line distance is less than the effective radius of the explosive virtual prop, emitting at least one detection line from the effective position to the key joint point of the target virtual character; When no obstacle is detected by the at least one detection line, determining that the explosive virtual prop acts on the target virtual character; Displaying the voiceprint indication information corresponding to the target virtual character; The key joints include at least one of the following: head joints, chest joints, hip joints, leg joints, and foot joints.
6. The method according to any one of claims 1 to 3, wherein: When the explosion virtual prop acts on a target virtual character, displaying the voiceprint indication information corresponding to the target virtual character includes: When the explosive virtual item is an indirect virtual item and the target virtual character is within the effective range, displaying the voiceprint indication information corresponding to the target virtual character; The indirect virtual props are virtual props that penetrate obstacles and act on the virtual character within the effective range.
7. The method according to claim 6, wherein: When the explosion virtual prop is an indirect virtual prop and the target virtual character is within the effective range, displaying the voiceprint indication information corresponding to the target virtual character includes: In the case where the explosion virtual prop is an indirect virtual prop, calculating the straight-line distance between the effective position of the explosion virtual prop and the target virtual character; When the straight-line distance is less than the effective radius of the explosion virtual prop, determining that the explosion virtual prop acts on the target virtual character; The voiceprint indication information corresponding to the target virtual character is displayed.
8. The method according to any one of claims 1 to 7, wherein: The method further comprises: When the display duration of the voiceprint indication information reaches a first duration, canceling the display of the voiceprint indication information; The first duration is negatively correlated with the straight-line distance, and the straight-line distance is the distance from the target virtual character to the effective position of the explosive virtual prop.
9. The method according to any one of claims 1 to 7, wherein: The method further comprises: When the explosive virtual prop acts on the target virtual character, a hit animation of the target virtual character is displayed, wherein the hit animation is used to indicate that the target virtual character is affected by the explosive virtual prop; the hit animation includes a hit sound.
10. A display device for a prop effect, comprising: A display module is used to display a user interface, wherein the virtual environment displayed in the user interface is a picture obtained by observing the virtual environment from the perspective corresponding to the master virtual character, and the master virtual character carries an explosive virtual prop; The display module is configured to display, in response to a prop use operation, the master virtual character using the explosive virtual prop, wherein the explosive virtual prop is a virtual prop that produces an effect within an effective range; The display module is used to display the voiceprint indication information corresponding to the target virtual character when the explosive virtual prop acts on the target virtual character, and the voiceprint indication information is used to indicate the source position of the impact sound caused by the action of the explosive virtual prop.
11. 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 prop effect as described in any one of claims 1 to 9.
12. A computer-readable storage medium, wherein at least one program is stored in the computer-readable storage medium, and the at least one program is loaded and executed by a processor to implement the method for displaying a prop effect according to any one of claims 1 to 9.
13. A computer program product, comprising computer instructions, wherein the computer instructions are stored in a computer-readable storage medium, a processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the method for displaying a prop effect as described in any one of claims 1 to 9.
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